Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Lee Sin Build Guide by schmia

Jungle S15.15 Enchanter Lee Sin (WIP)

Jungle S15.15 Enchanter Lee Sin (WIP)

Updated on July 31, 2025
New Guide
Vote Vote
League of Legends Build Guide Author schmia Build Guide By schmia 487 Views 0 Comments
487 Views 0 Comments League of Legends Build Guide Author schmia Lee Sin Build Guide By schmia Updated on July 31, 2025
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: Aery

1 2
Sorcery
Summon Aery
Axiom Arcanist
Transcendence
Waterwalking

Resolve
Font of Life
Revitalize
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

S15.15 Enchanter Lee Sin (WIP)

By schmia
Introduction
Hi I'm stupid but you can call me Mia. I'm a casual league player who enjoys trying to get better at the game while still having fun with friends. Solo queue is kind of a pain to me so I didn't grind LP in years but I mostly play around gold and plat elo.

A few years ago after playing plenty of bruiser or assassin Lee Sin I thought it would be fun to try the new item Rocketbelt. After all it provided an extra dash for Lee Sin (Stridebreaker did the same thing but I ignored that fact).
This quickly developed into taking Aery and going for a support-like playstyle. Over time, partly not playing for months, I build upon that idea to the point where I am now.
Shoutout to all of the random people in my games who supported this playstyle and added me out of curiosity and for some theorycrafting.
What are Enchanter Lee Sin's strenghts?
  • Cheap items and good income (jungle camps) results in fast power spikes
  • Pretty good early game due to high base damage
  • Shines in 2v2 / 3v3 skirmishes
  • Unexpected damage output from your E - not as dependent on hitting your Q
  • Big and frequent shields
  • Very good peel with your kick
  • Permanent buffs for your carry
  • Strong and annoying slows from your E
  • Lots of honors
  • It's really fun
What are Enchanter Lee Sin's weaknesses?
  • Team dependend - you have to feed your team / carries / win conditions
  • You have to be better at jungle than your opponent
  • You more or less have to have mastered Lee Sin
  • Change in fighting style might take a bit to get used to
  • Slightly slower first clear
  • Worse jungle clears over time
  • Very bad at solo killing dragons
  • Danger of being out of energy (being useless) due to spamming buttons
  • You get one shot in mid to late game if you're not careful
Abilities

Flurry is Lee Sin's passive and provides him energy on-hit as well as an attack speed buff. This is helpful for jungle clear and early to mid game fights.
For Enchanter Lee Sin it's rather difficult to utilize this passive later on in the game. You don't get to easily auto attack an enemy. Don't worry, at this point of the game the only 3 energy cost abilities you use are W1 for shield, E1 and E2 for slow. Most of the time you're fine with the energy you have unless you accidentally push W a second time. At this stage of the game try to use the passive on minions or wards for free energy or sneak in attacks when peeling for your carry. Do not go into the enemy front line to auto attack or else you will be stunned and/or one shot.



Sonic Wave and Resonating Strike are Lee Sin's Q abilities. For meta Lee Sin builds this is his bread and butter. In the case of Enchanter Lee Sin's its mainly for utility. Its base damage is pretty good with the second Q doing missing health damage. I mostly use this to cut off enemies' escape route. It's also possible to use this for a gap close / gank initiation but in early ganks I'd rather use my ward + W combo to get into E range and watch as the enemy walks back and forth trying to dodge the Q.



Safe Guard and Iron Will are where it gets interesting now. Safe Guard is our main tool for this build. We reach the max W at level 10. At this point it will have 250 base shield plus a whooping 80!!!!% AP bonus on that shield. We can't max this earlier because it will slow down our jungle clear and worsen our duelling/invading and ganking ability. The 80% AP bonus still applies at level 1 and can already be utilized with an early Dark Seal or a second item Imperial Mandate. Additionally we play Aery which adds on top of this shield at any stage of the game.

This shield stays for 2 seconds. It has a 12 second cooldown which is cut in half if you use it on an ally - so 6 seconds. At this point you already buff an ally with your enchanting items permanently. Now with all of the haste our items and runes provide this shield can be up almost permanently too. An (estimated) average of 500 shield every 3 seconds!!

Iron Will gives you quite a lot of life steal and spell vamp. This is nice for jungle clearing, early to mid game skirmishes and tanking some damage of neutral objectives. Later on in fights you definitely don't want to activate it since it's a waste of energy. Nothing feels worse than standing next to your carry with a life saving shield off cooldown but no energy to cast it.


Tempest and Cripple are Lee Sin's E abilities. We put 3 points into this before switching to maxing W.

Tempest is an area of effect magic damage spell scaling off of levels as well as your bonus attack damage. For normal Lee Sin builds the Q skill shot does most damage. In this case most of our early damage comes from Tempest. This confuses enemies and they often don't expect the amount of damage I do by simply walking towards them and slapping the ground beneath us. This skill also eases up our early jungling. It also reveals enemies so it's good against Vayne or Shaco for example.

Cripple is a nasty spell for our build. It slows all of the enemies hit by E1. This is the reason we can choose to build Imperial Mandate dealing extra 10% current health damage to every slowed champion. Usually this stays on lvl 1 for the early game with 35% slow if you play meta Lee. When we're at lvl 5 and got this skill at lvl 3 we already have a 55% movement speed slow. This makes ganks really effective. Later on in the game this goes up to a 75% slow. These movement speed slows decay over time but last 4 seconds. With ability haste you will be able to keep up this debuff permanently IF you have the energy for it.



Dragon's Rage is Lee Sin's ult aka kick. It's a single target point and click ability that sends the enemy target flying in the oppsite direction of Lee Sin's current position. It counts as a knockup and can't be canceled. Its base damage is pretty alright but as Enchanter Lee Sin we use this ability mostly for peeling enemies off of your carry. For ganking it's good for a point and click stun if you kick an enemy into a wall or to kick the vulnurable enemy back into your ally / allies. Whatever enemy target is hit by the kicked and flying champion gets knocked up as well. Those enemies receive damage based on the kicked champion's bonus health.

This procedure of kicking an enemy into your team also known as "insec" is very situational. It would be bad to kick the fed tank or bruiser into your backline. Kicking the enemy carry out of the enemy backline into your frontline sounds nice on paper and tends to work with a meta Lee Sin build but in our case that's rather out of question due to getting killed immediately before we even get to kick. For us most of the time the best use of kick is to not use it until the enemy Katarina / Sion / Bel Veth / ... jumps on top of your carry. In this case you use your ultimate to politely ask them to leave. Note that you should consider whether it's better to use kick for peel or use kick for a possible mass knockup by kicking someone into the enemy cramped team. Best case scenario if you can combine both.
Download the Porofessor App for Windows
League of Legends Build Guide Author schmia
schmia Lee Sin Guide
Vote Vote
S15.15 Enchanter Lee Sin (WIP)

League of Legends Champions:

Teamfight Tactics Guide