Lee Sin official champion artworkCHAMPION LAB · EARLY DATA
LEE SIN LAB

Every mark.
Every commit.
Accounted for.

Measure Sonic Wave contact, Resonating Strike commitment, mark-window patience, Flurry cadence, E recasts, and kick sequence identity.

WHAT TO WATCH

Landing Q and taking Q are separate decisions.

The pack separates aim from commitment and measures how long Lee Sin uses the mark window before going in.

Early dataWe wait for enough players before calling something a benchmark.
Exact actions measured One score per player Compared by current rank Missing evidence stays unavailable
q execution

Q1-hit to Q2 delay

What it measures
Q2 delay distinguishes immediate commitment from patient use of mark duration for damage amplification, cooldowns, positioning, or enemy reactions.
Why it matters
This is a decision and style metric, not a simple higher-is-better score. Use its position in the field to find unusual tendencies, then inspect the situations producing them.
MASTER0.86sn=21 · 30 eligible games · early sample
GRANDMASTER0.94sn=23 · 37 eligible games · early sample
CHALLENGER0.82sn=27 · 57 eligible games · early sample
Observed medians run from 0.82s in challenger to 0.94s in grandmaster.

71 players across 124 eligible replays in 3 ranks.

Curves show observed player distributions. Anything the AI could not see in the replay is unavailable, never scored as zero.
LEE SIN REPLAY LAB

Marks, recasts, passive cadence, and kick sequences by rank.

645 ranked-solo AI-watched replays from 270 current-rank players; 71 players have verified spell-event metrics. Curves are preliminary because no tier reaches 30 spell-covered players.

Your metrics
0/14
Players
270
Player-games
645

How Lee Sin mechanics are measured

Seven scores calculate now. Ward hops, energy realization, insec geometry, kick value, jungle tempo, and fight entry/exit remain withheld.

Games analyzed 9/9/2026 · Player names removed · Rank uses each player’s verified current tier.
LEARN LEE SIN

Turn mechanics into better decisions.

See what matters, when it matters, and one drill to take into your next game.

MECHANICS LIBRARY

The Blind Monk, made measurable.

01Observed

Q2 patience

A landed Q creates a decision window, not an automatic instruction to commit.

Measured as
Seconds from replay-confirmed Q1 contact to its one-to-one Q2 recast.
Training drill
Review every Q2 under one second and label safe, necessary, or rushed.
02Contextual

Flurry cadence

Two autos after a spell can recover energy and accelerate clears, but maximizing the rate can be wrong in danger.

Measured as
Eligible spell windows followed by two attacks divided by all eligible windows.
Training drill
Run one clear while deliberately counting two autos between abilities.
03Observed

Q1 contact

Separates getting a mark onto a champion from what happens afterward.

Measured as
Attributed champion contacts divided by tracked Q1 casts.
Training drill
Classify misses as blocked, prediction, range, or rushed.
04Observed

Kick sequence identity

R→Flash and Flash→R are mechanically and tactically different sequences.

Measured as
Each sequence counted from deterministic spell order and timing windows.
Training drill
Rehearse both directions and review the chosen order, not only the outcome.
MATCHUP APPLICATION

The same score can mean something different by lane.

VS

Elise

Volatile

Lane ruleRespect cocoon before taking Q2; a landed mark is not permission.

Best windowAfter Cocoon is unavailable.

WatchQ2 delay · Q2 conversion

VS

Graves

Spacing

Lane ruleUse Q marks to threaten around his dash and collision geometry.

Best windowAfter Quickdraw or while his route is constrained.

WatchQ1 contact · E2 discipline

VS

Kha’Zix

Tracking

Lane ruleDo not spend mobility blindly into isolation damage.

Best windowWhen his leap or isolation state is accounted for.

WatchQ2 commitment · exit evidence

GAME PLAN

Use the mechanic for the right play.

Clear rhythm

Flurry is an energy and tempo system; compare cadence without turning it into a maximize-at-all-costs score.

See the matching mechanic

Late fights

A technically valid kick is not necessarily valuable. Displacement geometry stays withheld until the AI can prove it from the replay.

See the matching mechanic
HOW WE KNOW

See exactly what is measured.

We show patterns only after enough real players support them. Early results stay labeled, and missing information stays unavailable.

Measured in replay Coaching guidance Early pattern
Open measurement details
7 mechanics measured

Every result defines what counts, when it applies, and which actions are excluded.

6 things we cannot score yet

ward-hop completion, energy realization, insec success, kick displacement value, jungle tempo, fight entry/exit stay unavailable until the replay shows them reliably.

KEEP READING

The Lee Sin lab is one study of many.

Open the research library