Rebalancing lee sin by adding scaling off combos and reducing non combo damage.

XxxLumberJackxxX··8 votes·1,063 views

Let's say that in reworking lee sin we want to keep all of his mobility as well as his ultimate in a relatively similar form.

Let's also say we want lee sin to be rewarded for pulling off intricate combo moves instead of just flash W ulting.

Base movespeed: 315 Passive- Completely change!!! Current:Flurry After Lee Sin uses an ability, his next 2 basic attacks gain 40% Attack Speed and return 15 Energy each. Proposed: After Lee Sin uses an ability, his next ability gains bonuses, and he gains 5/10/15mspeed for 3 seconds (no stacking, just refreshing) Why? No more free as making his jungle clear insane and his 1v1 damage scale into lategame well

Sonic Wave / Resonating Strike Current:Cost: 50 Energy / 30 Energy /Range: 1000 Proposed: 50/30/800 OR 1000 after a previous ability Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing 50/80/110/140/170 (+90% bonus Attack Damage) physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds. Proposed: reduce scaling to 30% Resonating Strike: Current: Lee Sin dashes to the enemy hit by Sonic Wave, dealing 50/80/110/140/170 (+50% bonus Attack Damage) physical damage plus 8% of their missing Health (Max: 400 Damage vs. Monsters) and 25% of all other damage dealt by lee sin to target as bonus physical damage. *why? No reason he should be able to poke, move the damage to when he takes a risk, and allow him to make fancy Q-WER-Q combos to maximum potential damage.

Safeguard/Iron Will Propose base range at 550, 750 after using an ability. Give him bonus damage to champions and monsters on Iron Will as well.

Tempest / Cripple Current Cost: 50 Energy / 30 Energy Range: 425/ Proposed: 50 Energy / 30 Energy Range: 425/475 No major change, reduce damage on initial cast, and change it to bonus damage dealt to anyone revealed/hit with Tempest.

Dragon's Rage: If sonic wave has afflicted an enemy hit by DR they will move farther. Base hit is 750, afflicted is 1100 If Dragon's rage knocks back enemy targets afflected with Cripple the duration is refreshed..

Numbers need tweaking, concept should be solid and an area I'd like to see him move in.

3 Comments

Essorance3 votes

Nah I was talking to Stashu the other day and he's got this really neat update planned for Lee;

Passive

~~Flurry ~~

New Passive

Aspect of the blind monk; Lee Sin gains a stack of AOTBM for every ability that hits an enemy. At 500 stacks all abilities add a bonus 20% damage modifier. At 1,000 stacks all abilities have their AD/AP ratio doubled

Sonic Wave - Physical Damage: 50 / 80 / 110 / 140 / 170 20 / 40 / 60 / 100 / 150 (+ 90% bonus AD) (+50% bonus AD)

Resonating Strike - Physical Damage: 50 / 80 / 110 / 140 / 170~~ (+ 90% bonus AD)~~ (+50% bonus AD) (+ 8% target's missing health)

**Safeguard **- 40 / 80 / 120 / 160 / 200 (+ 80% AP) (+ 120% AP)

**Tempest **- 60 / 95 / 130 / 165 / 200 (+ 100% bonus AD) 30 / 60 / 90 / 120 / 150 (+ 60% bonus AD)

Dragon's Rage - 200 / 400 / 600 (+ 200% bonus AD) 150 / 350 / 650 (+125% bonus AD)

fankx stashu!1 LeeSin

junglerboy162 votes

I think Lee sin is best described as a caster fighter hybrid. He needs to keep his passive in some way or another, since it is both the only way he gets energy back (though they could tone that back to 10 per hit instead of 15), and the only thing that keeps him from just spamming his spells like a mad man (If he didn't have this gating mechanism in his kit, he would actually be stronger late game, and still clear hard). Basically, they just need to nerf this aspect of his kit, something like having only the first activation of any of his spells proc his passive, reducing the energy returned on hit, and reducing the AS it gives down to more like 20%.

Really, his kit is ok if they would just remove the unnecessary bits from it and then buff whatever is left accordingly. For instance, remove his reveal; HE IS BLIND. Remove his life steal OR his shield entirely, since together they give too much sustain. Remove his execute damage on Q, that gives him too much damage for how tanky he can build. For his ult (and for all ninja ults) give it an energy cost already. Just because they are on longish cool downs doesn't mean that they shouldn't have to manage their resource enough to use it (if the energy cost DOES become too high for his kit, then just increase the bonus from his passive again). Really, adding an energy cost to ninja ultimates would fix a lot of things; For Zed, he wouldn't be able to just fly in at the drop of a hat, he would have to have enough energy to get the kill. Akali (she could use this more than the others) would prevent her from being able to 100-0 3 people at once, since she would run out of energy. Shen, if they gave his ult an energy cost, would finally not have an excuse for shadow dash costing a huge amount to cast. (Kennen already has an energy cost, so he's good).

Kuroi861 votes

I kind of like the idea. Not so much nerfing him, but transferring his power around so he needs to think and act accordingly. About the only thing I would do is the new passive, his current one I think is good, it just needs toning down slightly.

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