Lee Sin changes suggestion

Giovarco·12/20/2014, 3:25:47 PM·1 votes·521 views

----- WHO AM I? ----- Hi guys. I'm Giovarco, I'm italian and I play in EUW. I like playing support and underplayed champions like Urgot, Brand and Talon so on. Someone could know me because I discussed about Talon with a decent success:

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/0jngbdOA-thread-about-talons-lore-interactions-gameplay-and-kit-rework-suggestion

Now I would like to speak about Lee Sin.

Please, don't forget English isn't my mother language, so there could be some mistakes here and there.

----- ABOUT LEE ----- We all know that LeeSin is a very fun and high-skill cap champion. Recently, Riot has raised a known problem: Lee can fits almost every role, but he excels in nothing. Well, I would try to propose some suggestion to strengthe his identity.

Le'ts analyze his kit and what it "communicate":

FLURRY : Lee is a FIGHTER and an AA based champion.

**SONIC WAVE / RESONATING STRIKE : **Lee has high mobility, a characteristic of ASSASSINS. This hypothesis is strengthen because of his % target's missing health damage.

SAFE GUARD / IRON WILL : Lee has a self-shield, that is typical of TANKY champions, but he has also a decent sustain, typical of FIGHTER. He can also jump on a ward or an allied minion, so he has mobility like an ASSASSIN. Besides, he can shield his team mates to be more SUPPORTIVE.

TEMPEST / CRIPPLE : Lee deals AoE damage, so he can farm or counterjungle easily (is this a characterist of a FIGHTER or an ASSASSIN?). He has also an AoE slow and reveals enemy stealth champions. He's very SUPPORTIVE, but hasn't huge CC like a tank.

DRAGON'S RAGE: It can have a lot of scopes. Anyway, it scales crazily with Bonus AD, so it encourage Lee to build more ad/armor penetration, like an ASSASSIN.

Let's summarize:

  • FIGHTER: 3/10
  • ASSASSIN: 4/10
  • SUPPORTIVE TANK: 3/10

This outcome proves why Lee is so versatile. Normally, he's played in 2 ways:

  • An offensive item and full tank (+ sightstone, often)
  • AD + Armor penetration

----- MY SUGGESTIONS -----

I personally think that a champion shouldn't be both tank and assassin, so we need to address Lee on a direction. The key words of my suggestions are:

  • MOBILITY: Lee is quick and can escape the enemy jungler easily
  • COUNTERJUNGLE: Lee excels where the enemy jungler isn't.
  • TANK: Now Lee is more a supportive champion.

FLURRY : No changes

SONIC WAVE / RESONATING STRIKE :

  • LESS bonus AD scaling

  • No % target's missing health damage

  • More Base damages

  • [NEW] If Lee uses jump on a jungle monster with Resonating Strike, the cooldown of Sonic Wave is reduced by a (low) %

Comment: Now Lee deals less damages, but he's more mobile in the jungle while having the same gap closing during ganks

SAFE GUARD / IRON WILL :

  • [NEW] If Lee uses Safe Guard on wards consecutively, the base cooldown is increased by a %

  • Less base shield

  • AP scaling removed

  • % Bonus health scaling added

  • Less base cooldown

  • [NEW] If Lee shields a team mates, the shield strength is increased by a %

Comment: Lee's shield scales better in mid-late game. His base shield is worse, but he can sustain himself with lifesteal. Besides, he's more hard to catch, but can't escape forever and ever.

**TEMPEST / CRIPPLE : **

  • Less base damage

  • Less bonus AD scaling

  • More slow at early levels while keeping his base slow at level 5

  • [NEW] Tempest deals additional % damage on jungle camps

Comment: Less damage, but more utility in early game with his slow. He can also counterjungle like a boss thanks to his additional % damage on jungle camps.

DRAGON'S RAGE: Less base damage Less bonus AD scaling

[NEW] Using Dragon's rage on an enemy champion resets Sonic Wave cooldown

Comment: Essentialy a nerf, however: in teamfight, Lee can jump on a considerable target and kick him to his team mates. He gets a reset on his Q, so he can reposition himself to the kicked champion and join his team for the win.

----- SUMMARY ----- Now Lee is a mobile tank who can deny experience and gold to the enemy jungler. He's also more supportive and tanky during the game. His gameplay is unchanged, but he'll be a scourge in a different way for the enemy team.

Do you like these changes? If (not) so, explain why and give feedbacks, so we can improve it!

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