- Tier
- T5
- Rang
- #167
- Taux de victoire
- 44.05%
- Taux de sélection
- 0.62%
Katarina est actuellement classé T5 dans les données ARAM Mayhem. Voir le guide du champion

Lee Sin est actuellement classé T5 dans les données ARAM Mayhem.
Lee Sin the Blind Monk
He is a high-skill skirmisher who thrives on chaos but struggles if he falls behind early. Mayhem's accelerated gold and experience helps him reach his damage spike faster than on Summoner's Rift. You need to land combos consistently, because a Lee Sin who misses Q deals almost no relevant damage. He wins short, explosive trades and loses extended poke wars.
Use it to check bushes or force movement rather than fishing for max-range snipes across the map. Landing Q on a frontliner lets you gap-close, but you must decide immediately whether to follow up or disengage. If you miss, back off until the cooldown returns, since you are vulnerable without your main damage tool. Hiding behind minions blocks the projectile, so angle your shots or wait for the wave to thin out.
Go in when your target is isolated, low on health, or when your team has follow-up damage ready. Hitting a squishy target usually justifies the commitment, but hitting a tank with full HP often gets you killed for free. Look for targets that have already used their major crowd control or escape abilities. If you are unsure, save the second cast and use the vision to plan your next move.
Safeguard to allies to escape bad positions or to close distance without using your Q. The shield helps you win close-range trades, especially if you weave autos between ability casts. You can also jump to friendly minions or pets to reposition during chaotic team fights. Do not waste the cooldown just for a small heal if you might need the dash to survive a gank or engage.
Land Q, dash in with Q2, then auto-attack before using your other abilities to maximize your passive attack speed. Follow up with E for damage and a slow, then auto again, and use W to reposition or shield yourself. This weave of abilities and autos keeps your energy high and your damage output consistent. Save your ultimate for a specific displacement rather than blowing it instantly for damage.
Use it to kick a high-priority target into their team for massive area-of-effect disruption and damage. You can also use it defensively to peel divers off your own carries by kicking them away. A point-blank kick on a single target is fine for securing a kill, but it wastes the potential to hit multiple enemies. Wait for enemies to cluster or line up before committing to the play.
Yes, and the mode's fast pace makes flash-kick plays even more impactful for turning fights. Ward-jumping with W or using Flash during R allows you to kick enemies backward into your team. Practice the timing in a low-stakes environment first, because a failed Insec often just saves the enemy. This play is best used on immobile carries who cannot dodge or flash away in time.
Rush damage and lethality to make your poke and all-in threat meaningful in the early game. Items that provide ability haste are critical, because Lee Sin needs frequent casts to function in sustained team fights. Defensive options like Sterak's Gage or Guardian Angel help you survive after diving in. Avoid pure tank builds unless your team has zero frontline, because your scaling falls off without damage.
Look for augments that boost ability haste, lethality, or survivability after engaging. Augments that add crowd control or slow effects make it easier to land your Q and chain your combo. Raw damage augments amplify your burst, but you risk dying before you can use them if you are too squishy. Mobility augments help you navigate the constant chaos of Mayhem fights.
You have to play patient and look for angles to engage rather than walking straight into skill shots. Use W to dodge key abilities or shield incoming damage while you wait for an opening. Once you see a major cooldown used, commit hard to a target and force a close-range fight. If you take too much poke before engaging, you will get burst down before your combo finishes.
He relies on landing skill shots and committing to melee range, which is punishing if he falls behind. Missing Q leaves you with no reliable gap-closer, forcing you to walk into danger. Crowd control ruins his ability to weave autos and abilities, shutting down his damage and mobility. He also struggles against teams that spread out, since his ultimate needs targets to collide.
Dive if you can reach a high-value target and your team can follow up on the chaos you create. Peel if your own carries are fed and getting pressured by assassins or bruisers. Your ultimate is an excellent peel tool, capable of booting divers away from your squishies. Adapt your role each fight based on who is the biggest threat and who on your team needs protection.
Weave auto-attacks between every ability cast to restore energy and maintain your attack speed bonus. Flailing your abilities without autoing drains your energy quickly and leaves you unable to finish kills. Use your first ability, auto twice, then use the second part of the ability to keep your rhythm. This pattern becomes second nature with practice and is essential for sustained damage output.
Assassin builds work best when you are ahead and can delete squishies before they react. Bruiser builds are safer and more consistent, letting you survive long enough to get multiple ability rotations off. The fast pace of Mayhem often rewards the burst potential of assassin builds if you play smart. If the enemy team is tanky, bruiser items give you better value over a long fight.