Anything that causes damage or a debuf will count as combat. This includes damage you deal and damage dealt to you. So if you exhaust someone then your buff will wear off. As the Wiki states, "combat dehancers" do not count as direct combat.
A combat dehancer would be something like Warwicks Blood Scent. It reveals you on the map, but does not do any damage or have any other direct negative affects to your character.
As of V1.0.0.101 these no longer remove your buff from the boots.
The boots as an item are best used for roamers who need to switch lanes quickly. They are great for ganking because by the time someone calls an MIA you're already in another lane. Shaco is one of the most common champions I see with Boots of Mobility.
As a jungle I can see some mistake in your speech ... and Iwill point it out so you can see where you can improve in my opinion :
I usually start red and then gank top immediately
you can't just do that all the time you have to adapt your route to your team, the other team and the other jungler
Solutions :
- Identify the lane that you think /will be pushed fast/is strong early/could snowball/ and try to finish your route near this lane (lvl 3) and gank this lane.
- Think of what route the opposite jungler will take and /couter jungle/Counter gank/ him (Lee sin is very effective for that)
- ...
I build assassin Lee Sin and build full AD, with the occasional tanky item.
- Adapt your build to the enemy team and the needs of your team
even if you prefer building AD you can just no brain build.
usually have a positive k/d ratio
It doesn't matter not your job ;-)
I can't gank them because they can get under their turret very quickly.
If they are under their tower they should be dominated
You could try going in their back ward jump Q > R > Q
so you get them out of their tower and you follow them out of turret range with the resonating strike (just an idea)
If you can get them out of their tower tank 3 tower shot and leave your laner take the kill it would be a very good play
I feel I can't do anything late game in team fights either
Your role as a Lee Sin in team fight could be :
- Engage and kick 1 carry out of their team and then instant kill him
- Kick someone anoying away from your carries (the most important)
- Slow the peoples that chase your carries
- Shield your carries
- CC the other carries to help yours kill them
At a point I just backdoor, but the opposing team usually sees me and ganks me, leaving me dead to watch my team lose.
Stop dooing that... stay with your team.
I can never get my items unless I take all of my teams laning kills.
Stop thinking like that and imagine what your carries could do with this gold if you had give them the kill(s)
To conclude, as a jungle your role is not to carry your team ... It's to carry your carries so they can carry the team ;-)
Most of the champion are a lot more gold efficient than lee sin... So I think you should try to play FOR your team or change your position to Lee Sin Mid.
Best Answer
Basically the order depends on what you want to use the gapclosers for.
If you want to chase someone you want to have all 3 procs of her Q on the enemy (so E-Q-Q-Q) but if you wanna get away you should use Q first because usually you will need your shield to absorb the incoming damage.
However if you just want to get as far as possible over a long time your order will be (R)-Q-Q-E-Q. Why? Well let me explain.
Your cooldown of Q will stay the same all the time (13s normal, 2.6 URF). Another thing for your Q is that the cooldown starts on the first cast and not like many other spells on your last. This means if you use Q-Q-E-Q you can use your Q again about 0.75 seconds after you finished that combo (not sure about the exact time but you get it).
Your E cooldown is at 10s (2s URF) at rank 1 and goes down for 1s (0.2s URF) for every rank. This means maxed you will have 6s (1.2s URF) cooldown. this also allows you to basically use it every time it's up again with this Rotation also because the animation of her E is a tiny little bit slower than the Q animations.
Now your Ultimate is also quite fun. At lvl 16 you have a 100% uptime (at 11 you have 3s CD) so it's really worth to use it all the time because it increases your spell/attack and jump range. (Cooldowns: 130/90/50 normal , 26/18/10 URF)