"If Sona is dumb and Lee Sin is blind, how can they be silenced and blinded?"
- Hnefi aka. es #1 mind blower
+ Show Spoiler [Patch Notes] +
V1.0.0.123
V1.0.0.121
V1.0.0.120
V1.0.0.119
V1.0.0.118
V1.0.0.116
V1.0.0.115:
V1.0.0.114 Hotfix:
V1.0.0.114 - Champion Added
- Lee Sin will now attempt to attack the target after dashing to a champion with Resonating Strike.
V1.0.0.121
- Safeguard can now target wards again, but will now reveal wards for two seconds when used in this manner.
V1.0.0.120
- Safeguard can no longer target wards
V1.0.0.119
- Fixed a bug where Tempest could be activated twice.
V1.0.0.118
- Energy costs on all basic spells reduced to 50/30 from 60/40.
- Fixed a bug where the Safeguard shield would still refund energy when the shield was destroyed.
- Tempest range increased to 450 from 400.
V1.0.0.116
- Fixed a bug where Resonating Strike would follow the target after the mark expired.
V1.0.0.115:
- Base damage reduced to 50/80/110/140/170 from 60/90/120/150/180. Missile effect improved.
- Resonating Strike base damage reduced to 50/80/110/140/170 from 60/90/120/150/180.
- Safeguard range increased to 750 from 700.
- Iron Will lifesteal and spell vamp bonus reduced to 5/10/15/20/25% from 10/15/20/25/30%.
V1.0.0.114 Hotfix:
- Sonic Wave/Resonating Strike attack damage scaling increased from 80% to 100%
- Tempest attack damage scaling increased from 60% to 100%
- Dragon's Rage attack damage scaling increased to 200% from 150%
- Flurry energy refund per hit increased from 10 to 15
V1.0.0.114 - Champion Added
+ Show Spoiler [Stats] +
Health: 428 (+85)
Energy: 200
Damage: 55 (+3.2)
Attack Speed: 0.625 (+3%)
Attack Range: 125
Health Regen: 7.0 (+0.65)
Energy Regen: N/A
Armor: 16 (+3.5)
Magic Resist: 30 (+1.25)
Movement Speed: 325
Energy: 200
Damage: 55 (+3.2)
Attack Speed: 0.625 (+3%)
Attack Range: 125
Health Regen: 7.0 (+0.65)
Energy Regen: N/A
Armor: 16 (+3.5)
Magic Resist: 30 (+1.25)
Movement Speed: 325
Lee Sin is a top-tier champion that excels in two aspects - kicking ass and taking names. Best run in either solo top or the jungle, Lee Sin is a fantastic anti-carry, who excels at shutting down and/or assassinating the enemy damage dealers while providing a huge amount of utility to his team and soaking up quite a bit of punishment. His kit is quite similar to Irelia's, the biggest difference being that Lee Sin runs on energy and not mana. In addition, all of Lee Sin's abilities except his ulti have a "secondary ability" that can also be activated, giving Lee Sin essentially 7 skills.
Abilities
Passive - Flurry
After Lee Sin uses an ability, his next 2 basic attacks within 3 seconds gain 50% attack speed and refund 15 energy each.
This is a fantastic passive which helps Lee immensely when jungling, and is also very relevant in team fights when Lee flies in onto the enemy carry and starts wailing on them. When jungling, make sure to wait until the passive buff wears off before casting your next ability to maximize your bonus attack speed. More on this later in the Jungling section.
(Q) Sonic Wave/Resonating Strike
Active - Sonic Wave:
Lee Sin projects a discordant wave of sound to reveal his enemies for 3 seconds, dealing physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds.
Cost: 50 Energy
Range: 975
Cooldown: 10/9/8/7/6 seconds
Physical Damage: 50 / 80 / 110 / 140 / 170 (+100% of attack damage)
Active - Resonating Strike:
Lee Sin dashes to the enemy hit by Sonic Wave, dealing flat damage plus 10% of their missing health as physical damage.
Cost: 30 Energy
Range: Unlimited, as long as the target is still marked by Sonic Wave.
Physical Damage: Physical Damage: 50 / 80 / 110 / 140 / 170 (+100% of attack damage) (+10% of target's missing health)
This is one of the most satisfying skills to use in the entire League of Legends, right up there with Garen ulti and Cho'Gath ulti. There's not much in this game more fun than ganking a lane, making the enemy champion blow his flash, and just when he thinks he's lived, you ninja-execute him from long range with Lee Sin's Q.
If you're ganking and you know the enemy has flash, don't waste your Resonating Strike too early. I see a lot of people hit Sonic Wave and immediately think they have to follow up with Resonating Strike. Hit Sonic Wave, wait for him to flash away from you, then close the gap again with Resonating Strike. Don't wait too long though, or the mark will expire!
A few things to note about this pair of abilities. They does not apply on-hit effects, such as the extra magic damage from Madred's Bloodrazer or Wits End. In addition, Sonic Wave's mark will last for three seconds, revealing the enemy champion hit for the entire duration. If Resonating Strike is used, the champion will no longer be revealed. This makes it really useful for chasing down stealth champions like Twitch and Eve. If they're running from a fight, try to predict their movement path with your Q. If it hits, your team will gain vision of them, allowing you or your team to finish the job.
(W) Safeguard/Iron Will
Active - Safeguard:
Lee Sin dashes towards a target ally, shielding them both from damage for the next 5 seconds. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.
Cost: 50 Energy
Range: 750
Cooldown: 8 seconds
Shield Strength: 40 / 80 / 120 / 160 / 200 (+80% of ability power)
Active - Iron Will:
Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains lifesteal, spell vamp, and armor.
Cost: 30 Energy
Range: None
Spell Vamp & Lifesteal Bonus: 5 / 10 / 15 / 20 / 25%
Armor Bonus: 10 / 15 / 20 / 25 / 30
This pair of abilities is what lets Lee Sin compete with laners like Udyr in the sustain department, and basically stay in the jungle as long as he pleases. The fact that the shield applies to both Lee Sin and his target ally is incredibly useful for teamfights (shield your carry for an extra bit of survivability), and general laning (shield creeps your opponent is trying to last hit and sustain your health while last hitting). However, Lee Sin does not have to cast Safeguard on an ally champion or minion, he can simply cast it upon himself.
Safeguard allows Lee Sin insane amounts of mobility by using the dash in conjunction with his Q. You can use the QQ+W combo to poke enemies under towers and still escape unharmed, if you're careful. Make sure their disables are not up when you do this, because stuns/snares/taunts will prevent you from flying away with Safeguard. A very cool tactic utilizing Safeguard is to carry around at least 1 ward at all times. If you need to escape a tight spot, ward over a wall and Safeguard-dash to the ward.
Note: Safeguard cannot be cast while snared. It is the only shield in the game to be blocked when snared.
Note 2: The spell vamp from Iron Will allows Lee Sin to heal from damage done by Smite, so make sure to have Iron Will activated when you're smiting a minion in the jungle.
(E) Tempest/Cripple
Active - Tempest:
Lee Sin smashes the ground sending out a shockwave that deals magic damage and reveals enemy units hit for 4 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple for the next 3 seconds.
Cost: 50 Energy
Radius: 450
Cooldown: 10 seconds
Magic Damage: 60 / 95 / 130 / 165 / 200 (+100% of attack damage)
Active - Cripple:
Lee Sin cripples nearby enemies revealed by Tempest, reducing their movement and attack speed for 4 seconds. Movement and attack speed recover gradually over the duration.
Cost: 30 Energy
Radius: None, as long as the target is marked by Tempest.
Move/Attack Speed Reduction: 30 / 37.5 / 45 / 52.5 / 60 %
Pretty self explanatory ability. The vision granted by Tempest can also reveal invisible enemy units (Note: it also reveals Teemo shrooms), and keeps sight on enemies that leave the area until the mark expires. This ability is very useful during teamfights to slow initiating or escaping enemies, and the attack speed slow works very nicely against enemy AD carries that stack attack speed such as Caitlyn or Vayne.
I tend to take one rank in this ability at level 1 in the jungle since it helps me AoE down jungle camps, but Lee Sin's skilling order is completely open and flexible.
(R) Active - Dragon's Rage:
Lee Sin performs a powerful roundhouse kick launching his target back, dealing physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for a short duration.
Cost: None
Range: 375
Cooldown: 90 / 75 / 60 seconds
Physical Damage: 200 / 400 / 600 (+200% of attack damage)
Real ultimate, man.... Real ultimate. Basically what this skill says is "I, Lee Sin, am the Chuck Norris of League of Legends." Use this ability for ganks, initiating team fights, denying opposing initiates, walking the dog, filling up the Gatorade cooler, and painting your back porch. Using this ability in conjunction with Resonating Strike can be an absolutely devastating nuke, since Resonating Strike deals extra damage when its target is low on HP.
The attack damage ratio on this skill is absolutely amazing. It's not uncommon to see a Lee Sin ulti in the late game do 850+ damage after resistances, which is a little under half the health of a super squishy carry like Ashe or Ezreal.
A few neat tricks to try with dragon kick:
1. When enemies are attempting to initiate onto your team, dragon kick their initiator back into their whole team. Likely you'll knock 3-4 of them up, leaving them open to other CC, and you've also peeled the tanky champion right off by doing this.
2. If their squishy carry is a bit overextended and your flash is up, flash behind them and dragon kick them into your team. It's like throwing a piece of meat to a pack of hungry wolves. You can also use Resonating Strike to get to the carry, but I find this gives the enemy team enough time to come to their carry's rescue.
3. Hit a target with Sonic Wave. While he's still marked, dragon kick him and then use Resonating Strike to close the gap again. You'll be pleasantly surprised how much damage this skill does, since Resonating Strike will do damage based on the amount of health that you just removed from the target with your ulti.
4. Use your imagination.
Summoner Spells
AND /
Always take Flash on Lee Sin. Always. Just take it, you'll thank me later. If you're jungling, run Smite/Flash, and if you're laning run either Exhaust or Ignite in addition to Flash. I personally use Exhaust, since you can take the improved exhaust mastery in the first tier of the offensive tree.
Runes
Marks: Armor Penetration
Seals: Flat Armor
Glyphs: Scaling Magic Resist
Quints: Flat Attack Damage
The APen marks and armor seals are pretty much standard for all physical junglers. The armor seals keep you much healthier in the jungle, and the Armor Pen makes sure that you're doing true damage to all the jungle monsters for the first few levels. I like to run scaling Magic Resist instead of flat MR, since the scaling glyphs overtake the flats very quickly and prove much more useful in the late game when AP champions start securing big ticket items. A lot of people choose to run APen quints in addition to marks, but the flat AD quints provide you more damage in the early game before enemies start stacking up armor, which fits my playstyle better.
A lot of people run attack speed marks on their junglers, but since Lee Sin has an innate attack speed steroid, you don't need these. Just get APen and don't look back. If you're laning with Lee, swap out the flat damage quints for APen quints, which gives you a full 31 APen counting runes and masteries. This will scale better into the mid and late game, and since you're laning solo top, you will get there much faster than if you're jungling simply because there's more XP and farm available.
Masteries
If jungling, 21/0/9 is the most universally useful setup. Take improved smite, attack speed, armor and magic penetration, and work up to Havoc. This is how I run it: http://leaguecraft.com/masteries/3010440131300100000000000000013040001000000
You can also run 0/9/21 to go deep in the utility tree. I like doing this over 21/0/9 personally since I find masteries like buff duration, improved flash, and summoner spell cooldown to good to pass up. I personally run 1/8/21 to also take improved smite, which looks like this:
http://leaguecraft.com/masteries/0010000000000002020400000000033040102031301
Swap it around however you like, but remember in the jungle that the 5% exp buff from Awareness in the utility tree is basically mandatory. In lane, I've seen a variety of setups work well, from 21/9/0 to 0/21/9 to 15/0/15. I run 21/9/0 in lane, and I've been pretty happy with the results so far: http://leaguecraft.com/masteries/3100440131300102020401000000000000000000000
Skill Order
One of my favourite things about Lee Sin is that his skill order is completely up to the player. Some champions basically have their skill orders dictated for them, but not so with Lee Sin. If you want crazy burst damage early, max your Q first. Want Udyr-caliber sustain? Max W. Want to trade really effectively with AD champions and win your lane that way? Max E. I'll provide a few general skilling order outlines, but you can change them around however you want to.
In the jungle, I like to open with E so I can burst camps down faster and take less damage from them in the process, while depending on the lane I'll either open with W or Q. I'll take W against strong physical damage champions that I know I'll need sustain against, and I'll take Q if I anticipate any early teamfights or burst trades in lane.
Here are a few of my basic skilling orders, but Lee Sin's orders are highly based on preference, and easily can change based on the team composition you are facing. I tend to prioritize Q and W over E.
Jungling: EQWQWR, R > Q > W > E
Laning: QWQEWR, R > Q > W > E
Item Builds
I'll divide this section into jungling and laning, since those item paths are very distinct.
Jungling
First Items
+ 5x
I like opening cloth armor + 5 potions in the jungle. If you've got flat armor yellows on your runepage, then you'll have 50 armor at level 1 and can clear any camp you choose. I personally like to start at a camp that can give me a fast level 2 gank, because Lee Sin's level 2 ganks with Q and E are stupidly good. The camps that can give you a fast level 2 are: mini golems and blue buff. If you have Zilean on your team, or for some reason you run XP quints, you can also do it with red buff. I don't recommend starting at red though, since it's in a very inconvenient location for your teammates to help you out and it only works in two specific situations.
It's also possible to start with this item when jungling. I can't say I have too much of an opinion on it though, since I've never bought it first on Lee Sin. Getting this item basically means you're not expecting any early level action, from my experience buying this a lot on Nocturne.
+3x OR + +
If you want to make your level 2 gank even stronger, then open tier 1 boots and 3 health potions, which will give you the ability to catch any enemy. This is safe to do starting at both blue buff and mini golems, but if you want to start at blue buff without buying Cloth Armor, I recommend having an extra long leash (ie. have your teammate hit the Ancient Golem many times, leaving before you smite it so they do not steal XP). The reason for this is that without Cloth Armor, the golem will take your health down extremely low, and a level 2 gank will not be possible due to your low health.
If you want to counter jungle very early, open tier 1 boots, one potion, and one ward. You can do a fast level 2 gank, go ward the opposing jungler's red buff, and then continue normally. I don't recommend doing this however, since it forces you to take W at level 1 to remain at a reasonable level of health. I'd rather open with EQ in the first two levels, allowing me the option of a level 2 gank. In addition, if you are facing a relatively fast jungler like Nocturne or Amumu, you may get caught and killed very early on. This works much better against slower junglers like Warwick or Prince Jarman.
My personal recommendation? Open cloth armor and 5 potions, since they give you the most jungle safety of any initial items. Start at your mini golems if you are purple team, and the opposing team's mini golems if you are blue team (make sure you know where the opposing jungler/team is). Get E at level 1, Q at level 2, and gank the opposing top lane like a boss. If you get first blood, you've just secured a massive advantage for your team. If not, you've done free damage to the opposing top lane or made him blow a summoner or two, and made it easier for your top to win his lane.
Core
+
These are your staple jungling items. It is possible to jungle without Wriggles on Lee Sin, but I go for both these items each game since they provide you the following stats, all of which are hugely beneficial on LS: Damage, Lifesteal, Armor, Magic Resist, and Tenacity.
What's Next?
I am a huge fan of this item when coming out of the jungle as Lee Sin. Now before you call me a troll and stop reading this guide, hear me out.
Hexdrinker is a very situational item, and I'm definitely not advocating that you buy it every game on Lee. However, those games where the enemy team has an AP carry that's really farmed up or fed a few kills, this item is really good. It will aid you in ganking that hero's lane, since it gives you a nice damage boost (30 AD on basic attacks and all your skills, since LS has great ratios), 35 magic resist, and a shield to prevent you from getting instantly killed by the fed Malzahar.
On some heroes, it's a much better idea to buy Wits End instead of Hexdrinker, but I like Hexdrinker on Lee Sin for two reasons. First of all, Lee Sin already has an attack speed steroid built in, so the 40% attack speed on Wits End is somewhat excessive. Number two, Wits End provides no flat damage boost, while Hexdrinker does - Lee Sin's AD ratios on his Q, E, and R are so large that any flat damage boost can't be written off easily. Moral of the story? Hexdrinker is a competitive item and definitely does have its place on Lee Sin, both in jungle and in lane.
Note: Fnatic's Cyanide used this item at Dreamhack on his Jungle Jarman in Fnatic's match against CLG. Jarman is very similar to Lee Sin in the ways that I've described. He has a built in attack speed steroid (Demacian Standard), and his AD ratios are large enough to justify going Hexdrinker. Despite what people say, Hexdrinker is definitely viable.
+ OR OR
Ah yes, the almighty Atmogs. Without a doubt, these items work great on Lee Sin. At level 18 and with full Warmogs stacks, Atmogs will give you 1370 extra HP and 67 extra attack damage, which translates to 134 extra damage on your ulti. I highly recommend going this route if you're laning as Lee, but coming out of the jungle you won't have enough farm to make both these items fast enough. The time at which you are the most vulnerable going this route out of the jungle is when you are building your Warmogs. Its prerequisite items are Giants Belt, Health Crystal, and Regrowth Pendant, which gives you about 500 health and a bit of regeneration; unfortunately that's not too much of a stat boost, plus it's not giving you any bonus damage.
If you're laning as Lee, you'll likely have enough farm to build Warmogs fast enough to start stacking it up and make it a good first item. I've heard some people argue that in the jungle, you build Atmas first instead of Warmogs since that gives you an armor and AD boost, which is useful in mid game team fights. I can't say I've tried this myself, but I don't have much confidence in it. 2335 gold for 45 Armor and 18% critical strike, plus the passive of 2% max health as damage is not worth it when your health pool is low. Spend 700 gold for the Chain Vest if you need it and then build another item.
Frozen Mallet is my item of choice to replace Atmogs when jungling with Lee Sin. The bonus health and attack damage are great, and the slow on your physical attacks is also a fantastic CC for ganking and team fighting. In addition, unlike going straight up to Atmogs, the pre requisite items also provide quite a bit of utility, Phage in particular. The most efficient way to build Frozen Mallet is to complete that Phage as fast as you can, which gives you health, damage, and a 25% slow chance on attack, and then the Giants Belt. Upgrading the Phage+Belt to Frozen Mallet only gives you an extra 50 health and upgrades the slow from a 25% chance to a 100% chance, and a 30% slow to 40% slow. Doublelift likes to prioritize resistances after getting Phage and Giants Belt, finishing Frozen Mallet after getting either a Chain Vest or Negatron Cloak. This is typically my third or fourth item, after Wriggles, Mercury's Treads, and occasionally Hexdrinker if I need it.
Note: Slows from other items do not stack with the slow from Frozen Mallet, but the slow from red buff does stack, albeit with diminishing returns.
Triforce is very much in the same category as Atmogs on Lee Sin. Fantastic item, as the only stat that doesn't benefit Lee Sin is the mana. Also, since Lee has seven skills as opposed to the normal four, you will get a huge amount of Sheen procs. The slow from Phage is also incredibly useful. However, what I wrote regarding the level of farm required to make Atmogs good also applies here. Trinity Force is the most expensive item in the game, costing 4070 gold, and Lee isn't going to get that much farm when jungling. I like to build Phage first, and depending on how the team is doing in the mid game, ether finish that into a Frozen Mallet or a Trinity Force. If you've gotten a few kills, a few towers, or a few dragons, I'd be confident in going Triforce because you'll be more farmed up than the opposing team. However, if the game is going the opposite way, I'd prefer going Frozen Mallet.
Late Game Items
Add on any of these items that will help you build against the other team. Out of all of them, I tend to buy FoN and Randuins Omen the most, simply because Lee Sin is best played as an anti-carry, and that tends to draw a lot of focus to you. FoN gives you a movement speed boost, magic resist, health regen, and a passive that synergizes really well with your health item purchase (Warmogs or Frozen Mallet). Randuins has flat HP, health regen, armor, and a passive/active that really work well with Lee Sin's role in team fights. The passive gives you CDR and a chance to slow enemy attackers, and the active gives you an AoE slow for surrounding enemies, perfect for when you jump into a team fight and start killing the enemy carries.
I'm not a huge fan of Banshee's Veil, since the mana is wasted on Lee and it doesn't give that much HP. However, if there's one enemy skill that's just killing you in teamfights, go ahead and get Banshees to block it. Prioritize the Negatron Cloak over Catalyst, since the MRes is more useful than flat HP and Mana in the mid game or late game.
Frozen Heart works great against Vayne, or at least it does as well as any defensive item can attempt to do, since armor is irrelevant against Silver Bolts. I tend to get Randuins Omen over Frozen Heart since Lee doesn't need the mana or CDR as much as someone like Warwick, except against carries that have huge attack speeds like Tristana, Vayne, and the likes.
Aegis I have much less experience with. I've just started buying it for teams who refuse to build any defensive items, especially against champions with AoE skills that can hurt all of the members of your team.
I never really considered going GA until I watched all of the IEM matches in Cologne, and saw Soaz go GA every game on his lane Lee Sin. This item not only provides you a great boost in armor and MR, but makes you a much less attractive target to focus since you have a free second life incoming. A pretty standard pattern for team fights is that you get in the midst of the enemy team and start killing their carries, while the enemy team focuses you down as best they can - GA gives you a second chance after they kill you.
My Staple Final Build
+ + + + +
Replacements for Wriggles
AD, AP, Lifesteal, and Spell Vamp. If you're really farmed up in lane, go ahead and make this as your first big item. However, since it provides no flat defensive stats, I wouldn't be comfortable at all making this out of the jungle. I've seen Chauster make this on stream, but only when he was 5/0/0 in lane, and at that point he pretty much could have bought anything to carry the team. Otherwise, I like this item quite a lot as a replacement for Wriggles, after you've bought everything else. The active has quite a long range, and using it on carries in team fights can really give your team an initiation advantage.
Same category as Gunblade. If you're really farmed up and want to extend your lead, buy one of these early on. Also can be used to replace Wriggles in the late game after all of your other items are finished. If you're going to make it after all the rest of your items though, I'd rather see you go Gunblade.
Laning
First Items
+3x
I'll pretty much always open with boots+3 potions in top lane. It gives you the ability to be more mobile than your opponent if they open with an item like dorans blade, and the ability to stay in lane for 600 more health.
+ 5x
You can also open with cloth armor + 5 potions if you want to really out-sustain your opponent, but I'd do this only against heavy physical damage champions like Udyr or Prince Jarman. However, if you open this way, you're basically committing to building a Wriggles, Razors, or Ninja Tabi, which can set you back on stronger laning items.
You can also open with a Doran's Blade if you want, but only if you are 100% confident that you can start winning your lane right from the get-go. Examples of a few lanes you can win right from level 1: Vladimir, since his transfuse CD at low levels is insanely high. Get brush control against him and secure an early advantage, and it will be very difficult for him to catch up. Akali, since a lot of her burst relies on proc'ing her healing marks and staying out of harm's way with her stealth shroud. However, you're Lee Sin and you have an AoE mark that reveals her if she tries to use her shroud. You can also out-heal her with W or out-burst her with Q.
If you open boots, cloth armor, or anything for that matter, stacking 2-3 DBlades will give you a nice bit of health and damage in the later laning phase, which can really solidify an advantage into a 100% won lane.
Core
Similar to what Smash says about Jarvan - if you're already ahead and think that you can get an even larger advantage in your lane, buy one of these. CDR will let you use more skills on your opponent, and heal up more with Iron Will. Armor penetration will make your skills hurt even more, and The Brutalizer is 1337. You can omit Brutalizer if you want to get a faster big ticket item.
Notice how I haven't included any specific items in here that give armor - it's because Iron Will when activated gives quite a bit of bonus armor, which will cover you in that department.
What's Next?
+ OR
Your first priority after finishing your core items as Lee Sin should be getting a decent HP pool, since we will be adding on Atma's Impaler in the late game. If you're going the Atmogs route, since you will be getting a solo lane, I prefer rushing straight up to Warmogs. Both of these items are fantastic, but you will be significantly less durable if you prefer rushing Triforce.
My Staple Final Build
+ + + + +
Pretty similar to the jungling build, except since you'll be able to secure more farm, you can get your big-ticket items faster and be more effective overall.
Thanks for reading. Now go, and harness your inner ninja with The Blind Monk!
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(I am going to add a section on specific jungling paths later on when I'm not so busy with work.)
+ Show Spoiler [Change Log] +
August 18/11 - Created v1 of the guide.
August 18/11 - Added further description on Frozen Mallet, removed the Philosophers Stone image for clarity.
August 22/11 - Added GA to Lategame items after IEM Cologne.
August 28/11 - Re-organized the item section to have a clearer progression from early to late game.
August 18/11 - Added further description on Frozen Mallet, removed the Philosophers Stone image for clarity.
August 22/11 - Added GA to Lategame items after IEM Cologne.
August 28/11 - Re-organized the item section to have a clearer progression from early to late game.