Lee Sin Rework Suggestion

Dealth··3 votes·393 views

**The Goal: **

Hello I am Dealth and have 450k champion mastery on Lee Sin. I've always had a passion for game design. This is a well thought out post that I spent weeks thinking about it. The goal is to_** keep the**_ core identity of Lee Sin while creating new game-play elements, especially late game. These include unique upgrade paths, strategic use of shielding allies, more synergy between abilities and his passive, team-fighting capabilities, and a ton of awesome mechanics that I am excited to share. Let's start this off.


Summary

  • Sonic wave reaches it's spike mid-game.
  • Safeguard grants energy and reduced cooldown when a shield is broken
  • Tempest is now a viable upgrade path
  • Tempest grants on-hit damage to enemies hit. This also gives you flurry and reduced cooldowns. (It's like fiora ult)
  • Dragon's rage base damage reduced, but increased per champion hit

Stats

  • Base movement 350 -> 345

Flurry _This gives Lee Sin a bit more attack speed and movement speed to work with while in combat. I imagined him to be fast like Bruce Lee - but he now has to watch his energy closer. This is OK because safeguard and tempest will give Lee Sin bonus stacks of flurry which you will learn about. _

  • Stacks give 50-80% attack speed and regain 10 energy. (Based on level; max 2 stacks)
  • Stacks give an 8-15% on hit movement speed buff decaying over 1 second. (Based on level)
  • Each ability cast still gives 2 stacks.

Sonic Wave / Resonating Strike So the only change here is how the damage scales. It gets slowly stronger over time, so if you choose not to rank sonic wave first it's still a viable ability. If you do rank it first then you will have a stronger power spike. It's like a delayed advantage, keeping you back a bit early game but then rewarding you mid game. This should provide a bit of counter play since you will be a weaker early. It's good for skilled players who're confident in their ability to get early kills. But you don't HAVE to rank this up first. Your E is a viable option to rank now, too... And I increased the cooldown because your E reduces cooldowns now.

  • Damage changed to 10/25/40/55/70 (+100% Base AD) (+40/60/80/100/120% Bonus AD) from 50/80/110/140/170 (+90% Bonus AD)
  • Cooldown increased to 12/11/10/9/8 from 11/10/9/8/7

Safe Guard When a shield is broken, Lee Sin gains a small burst of energy and a flurry stack to keep the momentum going. Additionally, the cooldown is reduced. He needs to be shielding high priority allies in team fights to make the most out of this ability, and sustain himself and his team. This is crucial for team fights. Additionally he gets an auto attack reset when he shields an ally, so he can be quickly put into action.

  • Cooldown increased to 15 from 14 (7.5 seconds on champions)
  • Safeguarding an ally champion will reset his auto attack timer
  • When a shield is broken, this cooldown is reduced by 1 second, and Lee Sin regains 20 energy and a stack of flurry.

Tempest I reworked this ability. I'm sorry. But let me explain. It's still an AoE damage tool, but now it works something like a Fiora ult. After casting it, Lee Sin can attack an champion who was hit by tempest to receive a small cooldown reduction on every ability, a stack of flurry, and bonus true damage. He can continue attacking the same target, but it won't do as much damage or give any of the other bonuses. This ability gives an initial cooldown reduction based on champions hit, so he wants to hit as many champions as possible initially, then just strike each one once. The true damage is there to make the damage meaningful. The flurry is there for the sustained speed and energy and the cooldown reduction is to keep him going in quick succession, sustaining with his w and using his q to aid in damage and maneuvering.

  • Auto-attacking an enemy affected by tempest grants one stack of flurry and reapplies 80% true damage. If this enemy is a champion, Lee Sin's other non-ult cooldowns are decreased by an additional one second.
  • Lee Sin's other non-ult cooldowns are decreased by 1 second per champion initially hit by tempest.
  • Subsequent autos against the same enemy applies 40% physical damage, but does not grant a flurry stack.
  • Damage changed to 50/80/110/140/170 (+80% Bonus AD) physical damage from 60/95/130/165/200 (+100% Bonus AD) magic damage
  • Range increased to 450

Cripple This is a finisher to tempest. Kept it simple. The slow is shorter but a bit more powerful.

  • Removes the on-hit damage buff from tempest
  • Enemies are slowed by 40/50/60/70/80% Decaying over 3 seconds.

Dragon's Rage Sorry burst damage, but you being nerfed to become a more strategic tool than a nuclear burst weapon.

  • Damage changed to 150/300/450 (+100% Bonus AD), increasing by 50% per champion hit applying to all targets hit.

5 Comments

Dediguise2 votes

This is a rework I tentatively support.

Dealth1 votes

Thanks :D

Jbels1 votes

It's so fascinating to see a Lee Sin main who actually wants to see Riot reconfigure him. Especially after hearing that Riot doesn't want to touch him because of his fanbase

Yosuke Apperu1 votes

He seems even stronger than the current lee sin x.x

Dealth1 votes

I reduced his ability to snowball but i did increase his damage output in sustained fights

it's still certainly possible to snowball, just not through means raw burst damage

More from Gameplay

More by Dealth