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Lee Sin Build Guide by schmia

Jungle S15.15 Enchanter Lee Sin (WIP)

Jungle S15.15 Enchanter Lee Sin (WIP)

Updated on August 9, 2025
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League of Legends Build Guide Author schmia Build Guide By schmia 7,009 Views 0 Comments
7,009 Views 0 Comments League of Legends Build Guide Author schmia Lee Sin Build Guide By schmia Updated on August 9, 2025
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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
Table of content
  1. Introduction
  2. Pros
  3. Cons
  4. Abilities
  5. Runes
  6. Playstyle with videos
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.

Here's my OPGG https://op.gg/lol/summoners/euw/mia-hey
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 Tempest - not as dependent on hitting your Sonic Wave
  • Big and frequent Safeguard shields with 80% ability power scaling
  • Very good peel with your Dragon's Rage
  • Permanent buffs for your carry
  • Strong and annoying slows from your Cripple
  • 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
  • Worse jungle clears over time
  • Very bad at solo killing Dragon
  • Mana regen on support items are wasted gold value
  • 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 and their use for Enchanter Lee


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 easily get to auto attack an enemy. Don't worry, at this point of the game the only 3 energy cost abilities you use are Safeguard for shield, Tempest and Cripple for slow. Most of the time you're fine with the energy you have unless you accidentally push W a second time and activate Iron Will. At this stage of the game try to activate Flurry only by sneaking 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 its mainly for utility. Its base damage is pretty good with the Resonating Strike doing % missing health damage and can be used as a finisher, especially when combined with your Dragon's Rage. I mostly use this to cut off enemies' escape routes by applying Sonic Wave to an enemy and wait for them to dash or Flash to follow up with Resonating Strike. It's also possible to use this for a gap close / gank initiation but in early ganks I'd rather use my Stealth Ward + Safeguard combo to get into Tempest range and watch as the enemy walks back and forth trying to dodge the Sonic Wave.




Safeguard 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!!!! % ability power bonus on top of that. We can't max this earlier because it would 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 (up to 44 shield) or a second item Imperial Mandate (48 shield). Additionally we play Summon 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 Ability Haste that our items and runes give us, 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 skill levels and your bonus attack damage from our early shard Adaptive Force & Waterwalking as well as Umbral Glaive. For normal Lee Sin builds the Sonic Wave skill shot does most damage. In our 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 eases up our early jungling. It also shorly reveals enemies so it's good for fighting near brushes or against invis champs like Vayne or Shaco for example.

Cripple is a great spell for our build. It slows all of the enemies hit by Tempest. 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 as Enchanter Lee are 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 in total. With Ability Haste you will be able to keep up this debuff pretty much permanently if you have the energy for it.




Dragon's Rage is Lee Sin's ult also known as "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 Cleansed. 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 in a team fight sounds nice on paper and tends to work with a meta Lee Sin build. 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 Dragon's Rage 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 to use it for a possible mass knockup by kicking someone into the enemy cramped team. Best case scenario if you can combine both.
Runes


!!



??
Playstyle
I talked about change of fighting style in my Pros and Cons. What do I mean with that? Let's take a look at it.

Early Game:


The early game from Enchanter Lee Sin doesn't differ that much from the conventional Lee Sin. First and foremost we are our team's jungler. Thus our main goal is to farm jungle camps and keep in mind, this is very important:
  • Yes we go for a support-like playstyle.
  • No we are not here to people please and perma camp our lanes - we are not river Lee Sin.
Our jungle is an important ressource of gold and experience! It would be a waste for our us and our team to ignore this. The enemy jungler would be happy about it though.

So how do we jungle?


The current jungle meta consists of two thing: full clearing our own jungle as consistently as possible and invade the enemy jungle.

Starting with full clearing: how do we know where to start our clear?

That usually depends on the lane matchups, win condition (stupid example: the top lane Rammus will be strong against the full AD enemy team and will win the game if fed), how likely the ganks will work out (ganking bot with a Leona or Nautilus support is a no-brainer), do we want to contest Rift Scuttler at all cost? - will our mid and side lane have prio on that side?, where does the enemy jungler start and where will he be likely to gank (can we win with a counter gank?), .....

As you can see this is quite a pain for the brain. As Enchanter Lee Sin all of these factors do play a role. There are possibilities to make this easier tho:
  1. What champion can I buff the best? Path towards that champion.
  2. Just auto pilot top to bot. A fed bot lane can secure Dragons and most ADCs profit from Ardent Censer.

Now to invading the enemy jungle: how do we do it? You can go about this either reactive or proactive.

With Reactive invading we punish enemy decisions. An example: you are blue side and start at your Blue Sentinel. You don't know where the enemy jungler is. At the moment you started your Raptors you see the enemy show up on top lane with lvl 3 and only a Red Buff. The gank seems to work out. You already started your chicken camp but the instant you see the champion portrait showing on top lane you make your way to invade the enemy bot jungle and take all of their camps. You go back to buy items before securing your own bot side jungle.

Proactive invading is when you gather information and enter the enemy jungle while the jungler is in there. In order to do this you need to gather information. The easiest way to do this is warding either the enemy Raptors or Blue Sentinel. This is more risky than reactive invading. The side or mid lane can join and mess you up. A popular exmple of proactive invading: killing your Red Brambleback and going into the enemy jungle to either take their Gromp or kill the jungler. Other than with reactive invading you have the chance to gain a lot without losing anything like a dead top laner.

Ganking


As stated in the jungle pathing section you usally don't gank every single lane but rather concentrate on a single lane. Usually you want to get your bot lane fed. maybe gank mid lane when you're around anyway. Correct me if I talk trash - I'm low elo after all.

But how do we gank? Let's say you finished your full clear and end up bot lane with lvl 4. At this point you have 1 point in Sonic Wave / Resonating Strike, 1 point in Safeguard / Iron Will and 2 points in Tempest / Cripple. 2 points in criple impair enemy movementspeed by 45%. This will be a good tool to provide crowd control in a gank.

Safeguard when combined with Aery can shield an ally for 70 + 43 (base plus Adaptive Force) for a total of 113 shield. This can come in handy to block damage for an ally. More often than not it's more handy to use Safeguard to jump on top of a Stealth Ward. This way you safely get into Tempest / Cripple range.

Enemies slowed by Cripple are more vulnurable to get hit by skill shots. Either by your enemy bot lane or your own skill shot Sonic Wave. Take your time with these ganks. You don't neccessarily have to immediately cast Sonic Wave. It's likely they press flash as soon as they see your animation. Until you cast it they will wiggle around and try to dodge it.

If you hit your Sonic Wave it might he beneficial to wait a bit before Resonating Strike. Why is that?
  1. The damage increases with the enemy % missing health. Even a few extra minion auto attacks before your Q recast can make a difference here.
  2. If they still have Flash available it's good to wait for them to cast it before Resonating Strike to secure the kill.
There are exceptions: if the enemy adc manages to Flash into their Thresh so he can Flay you away - negating your Resonating Strike damage - that wouldn't be good.

Rift Scuttler


More often than not these "fights" for our little river neutral objective turns out to be a quick smite battle before returning to each other's businesses. Sometimes they turn into a duel or even a skirmish. You may think there's no way a Summon Aery Lee Sin will be able to contest crab. Well from my experience I actually tend to win most battles. Keep in mind we run Waterwalking. At level 4 this changes our Attack Damage from 85 to 95 and we gain additional 10 Movement Speed to space, chase and dodge. Summon Aery itself shouldn't be underestimed either. As a melee champion we proc Aery every 2-3. At lvl 4 it deals 19 damage each time.

I will try to get more data from my experiences of lvl 4 Rift Scuttler battles and create a list of matchups. This will probably be a forever work in progress though.

Mid Game:

Comparison to other Enchanters
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