Lee Sin: A Closer Look
Here, I'll go through Lee Sin's kit and see if he quite lives up to how broken people view him, at least in my eyes.
Passive-Flurry: After using an ability, Lee Sin's next 2 basic attacks within 3 seconds gain 40% attack speed and return 15 energy each. I don't see anything wrong with this. It's fairly basic and probably necessary to keep the abilities coming in the jungle.
Q-Sonic Wave/Resonating Strike: It's a linear, revealing skillshot that turns into a dash and a % health execute. Here, the ratio is a bit high, a recurring thing with Lee's kit. Also, the % health execute feels a tad unnecessary, but it isn't too bad. The fact that it's the best gapcloser and a skillshot requires that a fair amount of effort be put into landing the skillshot to succeed, which is always good.
W-Safeguard/Iron Will: It's a dash to an ally with a shield if said ally is a champion or a self-targeted shield that turns into bonus lifesteal and spell vamp. The prospect of shielding an ally while dashing to them is fine, and not being able to dash to minions would leave him deprived of an escape, should he be played in lane. There's also the ward hop. This is the root of all evil in the kit. If this were to leave, he would have to be pickier about his engagements, as he would no longer have this easy escape method. In addition, the skill factor added by Q's skillshot status is all but nullified by this practically ground-targeted if you have a
. Simply kill this mechanic, and I can see low-to-medium skill Lees not properly picking their engagements when going in with Q, costing them a
or maybe their life. This mechanic would also cause any buffs to
meant to help supports itemize, which is admirable, to indirectly buff Lee Sin, which would cause some outrage, The 2nd part of this, on the other hand, is fine. While I always thought being able to get 25% of both heal-on-attack stats on a self-targeted ability was a bit much, it starts out weak and is important to surviving the jungle.
E-Tempest/Cripple: An AoE damage spell that turns into a slow at whatever it hit. Once again, the ratio here feels overly high. And the fact that it deals magic damage feels rather obnoxious when building against him. The 2nd portion can go untouched, as it's rather weak at early ranks and decays.
R-Dragon's Rage: This is where the "overly high ratios" problem truly rears its ugly head. This massive ratio allows Lee Sin to build one, maybe two damage items and otherwise go full tank and still deal massive damage. The distance of the knockback feels slightly overly high, and the fact that enemies hit by the flung enemy take full damage feels unnecessary.
Overall, Lee's kit is not conceptually flawed, with the exception of the ward hop, but the numbers, mostly the ratios, feel overwhelming. I expect much needlessly harsh criticism and downvotes up the wazoo, but that won't hold me back.