Lee Sin Rebalance Idea
Ok, this is not a QQ thread, its just to make playing against Lee Sin less Unfair.
Flurry:
Now reads: "After the second cast of an ability (Resonating Strike, Iron Will, Cripple), Lee Sin's next attack will increase Lee Sin's Attack Speed by 40% for 2 seconds and restore 20 Energy"
Sonic Wave/Resonating Strike:
Sonic Wave Energy cost changed to 80 from 50 Sonic Wave cooldown increased to 12/-/8 from 11/-/7 Damage changed to 60/95/130/165/200 (+75% AD) from 50/80/110/140/170 (+90%)
Resonating Stike Energy cost changed to 20/15/10/5/0 from 30 Damage changed to 60/95/130/165/200 (+75% AD) from 50/80/110/140/170 (+90%) Max. Damage against monsters changed to 75/100/125/150/175 from 400.
Safeguard/Iron Will:
Safeguard Energy cost changed to 80 from 50 Safeguard Shield increased to 40/80/120/160/200(+6/7/8/9/10% Bonus Health)(+50%AP) from 40/80/120/160/200(+80%AP) Cooldown changed to 15/14/13/12/11 from 14 Cooldown is no longer halved for jumping onto a champion or using it for itself. Lee Sin can no longer jump into allied Minions, Pets and Wards
Iron Will Enegy cost changed to 20/15/10/5/0 from 30 Now reads: "Lee Sin recovers 10/20/30/40/50(+5% AP) health with each Auto-Attack for 4 seconds"
Tempest/Cripple:
Tempest Energy cost changed to 80 from 50 Tempest Cooldown reduced to 9 from 10 Damage increased to 70/105/140/175/210 (+100% Bonus AD) from 60/95/130/165/200(+100% Bonus AD)
Cripple Energy cost changed to 20/15/10/5/0 from 30 Cripple's slow changed to 40/45/50/55/60% from 20/30/40/50/60%
Dragon's Rage:
Cooldown increased to 120/105/90 from 90/75/60 seconds Damage reduced to 200/350/500(+200% bonus AD) from 200/400/600(+200% AD) Now restores 15/20/25 Energy for each Champion after the first it hits
The Energy Costs. They are there to make rotations more interesting. That means that Lee Sin has to choose between two of them until he has enought points on their main abilities (So secondaries cost 0) or lands good Dragon's Rage. For that same reason, his abbilies are somewhat better.