Lee SinMid build & runes · KR
On average behind the lane opponent at 15 minutes (−273 gold).
- Win rate
- 33.3%
- ±20.2 · role avg 50.0%
- Tier
- —
- too few games to rank
- Pick rate
- 0.1%
- ban 66.2%
- Games
- 21
- ranked solo/duo
- Win rate
- vs expected
- CS at 10
- Solo kills
- First blood
Lee Sin mid wins 33.3% of 21 ranked games in KR. Most players finish Ravenous Hydra first, at about 11:36.
What most Lee Sin players run
Ravenous Hydra 11:58 · 58% · 11 games
Mercury's Treads 14:30 · 33% of games
Black Cleaver 19:00 · 5 of 18 games
Death's Dance 22:48 · 3 of 9 games Win rate by game length
Win rate by when the game ended. Faded: under 30 games. Icons: when each item is usually finished.No clear counters yet
Points above or below Lee Sin's own win rate (33.3%). Every opponent, minute by minute →First Baron: 63% against 15%
Taking an objective goes with winning; it isn't the whole cause. First inhibitor is left out: it mostly means the game is already won.
More control wards, fewer multikills
What stands out (10% or more) against the average mid laner. Blue: better for winning, red: worse.
About average: vision, minions, gold.
Item by item, with the clock
What players finish in each slot, and when. Pick items to follow a build: every column then shows only games that match your picks, and a picked item doesn't appear in another slot. Fewer games last long enough for items 5 and 6.
Most common full builds
Each row stops where games ended or the next item was too rare to list on its own. Boots (dashed ring) sit where they're usually bought.
Items 2–4 against each team
Against teams with mostly physical damage
Not enough games against this kind of team yet.
Against teams with mixed damage
Not enough games against this kind of team yet.
Against teams with magic heavy damage
Not enough games against this kind of team yet.
Against teams with no frontliner
Not enough games against this kind of team yet.
Against teams with one frontliner
Not enough games against this kind of team yet.
Against teams with two or more
Not enough games against this kind of team yet.
Against teams with little
Not enough games against this kind of team yet.
Against teams with some
Not enough games against this kind of team yet.
Against teams with a lot
Not enough games against this kind of team yet.
Against teams with little
Not enough games against this kind of team yet.
Against teams with some
Not enough games against this kind of team yet.
Against teams with a lot
Not enough games against this kind of team yet.
Teams are grouped by their champions' usual damage, toughness, healing and crowd control, from all games.
Start, boots, spells, skills
Starting items
Boots
Summoner spells
Skills
Laid out like the game: the most picked rune in each row is in colour. Hover or tap a rune for its name, description and numbers.
No clearly hard lane yet
No clearly easy lane yet
Not enough games yet
Not enough games yet
Enemies: nothing clear yet
Teammates that change Lee Sin's games
Dies more than most mid laners, and more of it is ganks
Before 14 minutes Lee Sin dies 2.9 times a game (average 2.3). 60% of those deaths involve the enemy jungler, against 51% for the average mid laner. 28% are fair 1-v-1s.
Ganks and collapses both hit your half of mid

Ganks: 25% in your half of mid. Collapses: 29% in your half of mid. 1-v-1s: 53% in your half of mid.
Each square takes the colour of the most common kind of death there; brighter = more deaths. Red-side games are flipped, so the map always reads from the blue side.What kills Lee Sin
Ganks come at 4:00 and 7:00
Ward the river before 4:00 and 7:00.
Deaths involving the enemy jungler, per 100 games, by minute. Narrow bars: Lee Sin; wide light bars behind them: the average. Highlighted: the laning peaks.Where fights happen
Where fights happen
Where fights happen

Before 14 minutes: 65 kills and 60 deaths.
From 14 to 25 minutes: 53 kills and 52 deaths.
After 25 minutes: 10 kills and 15 deaths.
Not enough games yet