Lee Sin rework idea

Dealth·12/28/2015, 11:18:38 PM·6 votes·837 views

Since many people have been complaining about Lee Sin saying he is "unfair to play against" it made me think about how he could be changed. The goal would be to make him less stompy early game while still keeping him relevant later if he is not fed. I have many games with Lee Sin so I understand his strengths and weaknesses well, and think this would be a good direction to take him.

Brief Summary:

  • Leveling sonic wave first increases mid game power instead of early game power.
  • Safeguard cooldown increased, but decreased once the shield is broken.
  • Leveling tempest first will increase his early game power but he won't scale off damage as much mid game.
  • Cripple slow is weaker, but becomes more powerful as lee sin focuses down his target.
  • Dragon's rage base damage is nerfed, but becomes stronger as it hits other champions.

Sonic Wave and Resonating Strike Lee Sin should be rewarded for outplaying his opponents, not just out-damaging them. This is why the base damage per level has gone down, with his Bonus AD scaling per level increasing. Leveling this ability first means that he is investing towards his mid game power spike (e.g. Warrior Enchantment) rather than his early game dominance.

  • Damage changed to 10/25/40/55/70 (+.6 Total AD) (+.2/.4/.6/.8/1 Bonus AD) from 50/80/110/140/170 (+.9 Bonus AD)

Safe Guard This change should help Lee Sin sustain himself better in team fights by giving him small bursts of energy.

  • Cooldown increased to 15 from 14
  • Lee Sin regains 30 energy and one second cool down reduction on this ability when a shield is broken.

Tempest If you didn't like the idea of leveling sonic wave and investing into mid game, then this is the other option. Leveling this ability will increase Lee Sin's early game damage output and his cc from cripple. However, if Lee Sin is getting fed from leveling tempest he won't be able to snowball as easily because his scaling will be bad on Sonic Wave.

  • Damage changed to 30/75/120/165/210 (+.7 Total AD) from 60/95/130/165/200 (+1 Bonus AD)

Cripple This ability now makes Lee Sin focus down his targets to apply more cc. This adds a new game-play aspect, as well as increasing his ganking potential while leveling tempest. Additionally, this will help him out in team fights and should synergize well with the safeguard buffs.

  • Affected enemies are slowed by 14/21/28/35/42% decaying over 2 seconds. If Lee Sin strikes his target the slow is increased by half the initial amount and lasts 1 second longer. (Max 5 seconds)

(Previously slowed enemies by 20/30/40/50/60%, decaying over 4 seconds.)

Dragon's Rage This lowers his burst potential but rewards you for using it strategically onto multiple enemies.

  • Damage changed to 150/350/550 (+1 Bonus AD) from 200/400/600 (+2 Bonus AD)
  • 50% of damage is reapplied to the initial target each time it collides with an enemy champion.

4 Comments

sethwa21/5/2016, 3:04:00 AM4 votes

There was actually a retune made my Riot which had exactly the same goals as you got there (though the changes were a bit different).

However, Reddit The community backslashed it and hated it since it would have "destroyed" Lee Sin, something that I never understood.

It would be nice to bring it back.

LankPants1/5/2016, 7:39:05 AM1 votes

Affected enemies are slowed by 10/18/26/34/42% decaying over 2.5 seconds. If Lee Sin deals damage to a target the remaining slow is increased 50% and lasts one second longer, this can be done 3 times.

That's the only thing that worries me about the kit you proposed, If I'm reading that right that's a max 141.75% decaying slow at max rank for 5.5 seconds. This is why you need to be careful with multipliers, they have a tendancy to go out of control very easily, for example if Lee Q,AA,Qed you after E-Eing he'd amp the slow by 1.5x1.5x1.5=3.375x as opposed to the 2.5x effect that would happen if you added half the base slow.

It would be far better if you changed this to something along the lines of

Affected enemies are slowed by 10/16/22/28/34% decaying to 5/8/11/14/17% over 2.5 seconds. If Lee damages the effected champion he increases the slow by 5/8/11/14/17%, which is also effected by the decay (2.5/4/5.5/7/8.5% over 2.5 seconds) and increases the duration of the slow, but not the decay by 0.5 seconds. This effect can occur up to 3 times.

This prevents soft-snare scenarios since the maximum slow even if he instantly deals 3 instances of damage after E-Eing is now 85%. It also prevents the slow from being a more powerful Nasus Wither. You basically gave Lee a potentially AOE Wither, it was a 5.5 second greater than 100% decaying slow, that probably shouldn't ever exist, and if it does it should be an ultimate.