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Lulu Build Guide by devdevil

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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.


Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author devdevil

A poro will be the last thing they'll see! (Lulu Support)

devdevil Last updated on February 1, 2013
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Ability Sequence

1
5
8
9
13
Ability Key Q
4
14
15
17
18
Ability Key W
2
3
7
10
12
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 5

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 3

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
2/
Intelligence
 
 
 
 
 
 
 
1/
Nimble
 
 

Utility: 22


Guide Top

Introduction

Welcome to the guide!



- About the Guide -

Hey! This is my Lulu guide, which will guide you into the supporting world of her. You'll be shown warding, item, summoners, runes, and ability sequence choices! You'll also be shown how to place wards, play strategically, and react to certain enemies! But I must ask that you please read over the whole guide and try it out before voting! Thanks for reading, please enjoy the guide!
SP

- About the Author -

Hey there! The name's Devdevil! I began to build into the category of supporting because I enjoyed doing it (my first support champion was Soraka), and figured that since most people don't like doing it I might as well fill the role. I began playing her about a year ago when she was free and extremely liked her, and bought her!


The Fae Sorceress



- Lore -

Perhaps more than any other champion in the League, Lulu marches to the beat of her own drum. During her youth in Bandle City, she spent most of her time wandering alone in the forest or lost in a daydream. It wasn't that she was antisocial; the day-to-day bustle of Bandle City just couldn't compete with the vibrant world of her imagination. She saw wonder in places most people overlooked. This was how she found Pix, a fae spirit, pretending to be stuck in a birdhouse. Lulu's imagination distinguished her to Pix, and he seized the opportunity to lure her into his life. He brought her to the Glade, the enchanted home of the fae, which lay nestled in a clearing in the woods. There the rigid properties of the outside world - things like size and color - changed as frequently and whimsically as the direction of the wind. Lulu felt at home in the Glade and she lingered there with Pix, fascinated by this secret place.

She quickly lost track of time. Her life in the Glade was comfortable, natural. She and Pix played fae games together, the sorts of games that she had been told were "only pretend," and she got exceedingly good at them. It caught her by surprise when she suddenly remembered that she had left a life behind in Bandle City. The Glade had a way of making everything outside seem distant and surreal. Lulu decided to revisit her former home, to share some of the lovely things she'd learned, but when she and Pix returned the world had changed. Time, she discovered, was another property that behaved differently in the Glade, and centuries had passed while she was away. Lulu sought to reconnect to the residents of the outside world, but her attempt had unfortunate results. She led all the children off to play hide and seek, temporarily changing them into flowers and animals to spice up the game, but their parents didn't appreciate her efforts. When the yordles insisted that she leave their land, she turned to a vibrant, magic place where those with unusual gifts were not just accepted but adored: the League of Legends.




"The best path between two points is upside-down, between, then inside-out and round again."
- Lulu


Guide Top

Helpful Links



These are links that I have through out the guide, that I brought together into one chapter :)

Links that help for making guides or supporting:


Guide and BBC Code info
What's a good time for me to use Lulu?
What's a good way to use Clairvoyance?
How can I effectively use Wards?
Where can I get cool art for my guide?


Guide Top

Pros / Cons




PROS


Good harass
Provides shields and buffs that can be used both defensively and offensively
Fun to play as
Can initiate and peel from team fights with ease
SP

PROS AND CONS


SP

CONS


Is a squishy champion
Destroyed when silenced
A difficult champion to master
Need to know when and where to use abilities




TIP:Remember, Lulu isn't always good with your team! Look at this link to get a better idea of when and where to use her!


Guide Top

Runes



SPA Beginning with the Greater Seal of Armor, you'll be sure to be able to take a few more hits, whether it's from minions, the ADC, or a ranged support, letting you lane for longer.The Greater Glyph of Magic Resist is especially useful for supports that harass, such as Sona or Soraka. SPA
SPA The Greater Mark of Magic Penetration is basically for countering any magic resistance, which you'll face more late game than early. SPA
SPA Lastly, the Greater Quintessence of Gold gives you no excuse for having to farm minions, so don't touch the minions! That's your ADC's job! With the Gold per 5 seconds boost, it'll make sure for no need for farming. So once more, don't touch the minions! Or your ADC will look at you with a stare of death... SPA


Guide Top

Masteries



SPAC

DEFENSE SECTION


Not very much here, but let's discuss what IS here. Durability is a great way to take a bit of squishiness off of Lulu, and provides the health that makes her able to take a few hits! Great for taking harass from the enemies, along with Help, Pix!


SPAC

OFFENSE SECTION


Within the Offense Section, points into Sorcery will lower the cooldowns for your abilities, so that there's a lower chance of having to wait for your abilities during a fight, or a team fight. Summoner's Wrath is good for buffing your Exhaust's effectiveness, so it's optional to take this while having a point in Summoner's Insight . But I prefer to just put a point in Summoner's Wrath merely because it allows me to put more points into other masteries.


SPAC

UTILITY SECTION


Lastly, the most important section for a support, is the Utility section. Here I split up the sections based on their effects and conditions:

Need for Speed:


Wanderer is useful for getting back into the fight and support your team, because your team needs you, and lets you get back into lane faster when you leave the lane to ward. While we're on the topic of warding, Scout is another essential one, because one main role for a support is to ward of course, and this increases the effectiveness of those wards. Nimble , just like Wanderer , will increase your movement speed more effectively, once again benefiting your mobility and being able to go in and out of lane faster.

Saving Money:


Greed , Biscuiteer , and Explorer are all money beneficial, because they all give you items or increase your gold income, because supports mostly play a passive roll in the lane by not farming minions (that's for your ADC), and just harassing the opponents. This basically brings me to Pickpocket . Because you harass by auto attacking, now it can be like farming minions! I find this perfect for supports, because it reinforces your reason for focusing more on harassing and less on farming minions, which you don't do at all, and makes it easier to buy items. Aha, and that brings me to Artificer ! Most of the items a support buy have actives to support your team. So by getting this, it helps you constantly use that item, and allows you to support better! Saving time is another thing. Getting Mastermind lets you do that, decreasing the cooldown of Flash by 30 seconds and Exhaust by 21 seconds.

Mixing masteries:


Here, I will talk about masteries you can switch out and mix up for the best use of your situation. Taking a point in Summoner's Insight increases the impact both of your summoner spell Flash, but because it only reduces the cooldown by 15 seconds, I don't find that very much, so instead I pick Summoner's Wrath because it improves the effectiveness of Exhaust slightly more. Other options for the Summoner's _______ mastery variations shown in summoner spells. Meditation is essential for making sure you are able to pay the price of supporting your ADC (which is mana), but if you intend to rush Chalice of Harmony, or another mana regenrating item, maybe substitute this with Strength of Spirit , which goes very well against opponents with harass. Intelligence I find useful for the cooldown reduction, but since you already have Sorcery and other cooldown items, replacing this with Strength of Spirit is perfectly fine.

TIP: If you aren't in draft pick and can't see who you're going up against, I'd put at least one point in a health regen mastery, to be safe!


Guide Top

Abilities


Discussing Abilities


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Pix, Faerie Companion:


Lulu's passive gives an easier time at getting last hits on minions, but more importantly, is a good harass on enemy champions. Also, keep in mind that the bolts shot from Lulu's Pix can be blocked by other units. Try using this to your advantage with Lulu's Help, Pix! by placing it on an enemy/ally in front of your target, and auto-attacking at an enemy behind your target, and watch your helpful Pix bring a world of pain upon your target.

Glitterlance:


Her Q lets her check bushes, slow enemies, harass enemies, and has a whole other assortment of uses. But the main use is for checking bushes and harassing enemies, lowering that health bar, then using her Q again to slow them, and have your ADC land a kill. Having to check bushes, of course, is important (but dangerous). Try to get close to it, but (depending on your enemy champion) not close enough for them to pull you in (yes, we're looking at you Blitzcrank).

Whimsy:


Whimsy is a great ability with the enemy casters in your lanes. Silencing them while slowing them, preventing any harm done to you or your ADC. Try using it on the enemy support while attacking the ADC, and then they can't support! Now let's look at the other side of Whimsy. Let's your champion gain speed as well as a boost of their ability power(AP). Use this on your ADC (a good example is Ezreal) before going in for the kill, and they will do more damage with their abilities as well as be able to catch up. This can also interrupt an enemy champion's ability, like Nunu's Absolute Zero, or Fiddlesticks's Crowstorm.

Help, Pix!:


Another good combo with her Q, Lulu's E grants a different angle in which to shoot from, and gives a boost in range as well. Cast on a minion your enemy will attack, then use Q to shoot a blast of magic into their face! Or cast on your adc while they're chasing someone to then aim your Q at the enemy and slow their prey. Or slow their predator, if they're running away. Something useful to know is enemies with Lulu's Pix ability cast on them reveal enemy wards when they pass by them. Try luring a minion into a bush then place this ability on it to check the bush!

Wild Growth:


A real game changer as well as a great ability in team fights, Wild Growth can be a combo with (not her Q!) some champions' abilities. A good example is Amumu's Curse of the Sad Mummy ability. While everyone is stunned around him you can use Lulu's Wild Growth on him to get even a bigger advantage. Another example is Alistar. When he knocks an enemy up, use Wild Growth when they come down to knock them up again! Also this is one of my favorite abilities when me or my ally is running away, using this ability will heal your ally and slow the enemy! And just like Whimsy, Wild Growth can interrupt ultimates like Absolute Zero, Ace in the Hole, Monsoon, etc.

TIP: Communicate with your team to know when their ultimates are ready, then see if your ultimate is ready to make an ultimate combo and win the team fight!

Prioritizing abilities


> > OR > Whichever one you didn't do


SPAC This is your most effective ability, so you'll want to level this up whenever possible. It's an extreme game changer, and your most powerful ability. You will be able to get this at levels 6, 11, and 16.


SPAC As a support, you need to make sure your defenses are the most effective. Since you will be constantly shielding your ADC, you should make sure that it's as effective as it can be.



VS


SPAC Whether you take Whimsy or Glitterlance is very situational. If you are going more defensive, or losing, you should get Whimsy to help support your team more. But if you are going offensive, or winning/fed, you should increase your harass with Glitterlance. Although it could also depend on the type of Champions you face. If you face a bursty champion or one with an ult such as Absolute Zero or Death Lotus, take Whimsy to increase the duration or help your ADC get out of it faster. But if this problem does not effect you in any way, take Glitterlance.


Guide Top

Summoner Spells


GOOD SUMMONER SPELLS FOR SUPPORTING


SPAC Because of Lulu's squishiness, enemies will be prone to focus you, and your abilities won't always be there for you. So, let's get a little Flash, if your abilities don't prove worthy of their attack. A substitution for this would be Heal, a good support spell to keep you (and your ADC) alive, and because of the Season 3 changes (both you and allies get the same health regeneration), it is even better than before.


SPAC Exhaust is useful, even though Lulu may already have many slows from her abilities, but this is way more than a slow. It's practically a stun! It reduces the stats of a Champion by so much, they're practically useless. It reduces all of their stats by at least 30%! And putting a point into Summoner's Wrath , they'll be helpless to your ADC.

OTHER GOOD SPELLS



SPAC Use this only if you and your ADC waste mana and find yourself out of mana a lot. This isn't a very good substitution for any of your other summoner spells, because you should try not to waste your mana so much!


SPAC Sometimes you can be paired with a champion with just as many slows as you (e.g. Ashe, Miss Fortune, etc.). In this case, take Heal instead of Exhaust. If you take Flash and Heal, put a point in Summoner's Resolve instead of Summoner's Insight , because Lulu has no other heals besides her Wild Growth, so she needs an improved Heal for more effectiveness.


SPAC For further detail into using Clairvoyance effectively, click here. This summoner spell is a good replacement for Exhaust, due to its wide range, and a useful counter for enemy ganks. However, this spell does loses its effectiveness late game, except for checking baron nashor and dragon. If you are taking Exhaust and Clairvoyance, put a point into Summoner's Insight still.




TIP: When using Heal or Clarity, make sure to get the most amount of people affected by it. This may require you to ping or tell your team you have heal or clarity ready!


Guide Top

Items



Click on each one to see more detail!

Main Lulu


shurelya's reverie

Mana Issues


shurelya's reverie shard of true ice
SPACESPA

Tanky Lulu / Being Focused


shurelya's reverie

AP Lulu



Enchantments



Brief summary


Lulu has many item potentials depending on what situation you face. If you think your team is well balanced, go with the Main Lulu. If you find your team not tanky enough or you're being focused, focusing more on tanky items will help. Most aura items work well with any support, but some work better than others depending on the situation, like Randuin's Omen is better on Lulu when being focused than zeke's herald, for obvious reasons. If you find yourself out of mana a lot, rush Chalice of Harmony to build into Mikael's Crucible or Athene's Unholy Grail. Then there's the aggressive AP Lulu, which is great for fed support players. Overall, items are situational and based on your personal reference.






Purchase Order


(Main Lulu)



sight ward
Provides nice sustain early game and warding.

philosopher's stone
For mobility, sustainability, and increased warding.

shurelya's reverie
More mobility, cooldown reduction, healing and increased gold income.


More map awareness and sustainability.


Sustainability and more mobility.
SPACE

Item Explanation


(Main Lulu)



IONIAN BOOTS OF LUCIDITY


As it would appear obvious, supports focus on cooldown reduction in order to keep up with buffing, shielding, and helping their team as much as they can. Ionian Boots of Lucidity immediately comes into play as a useful item to have for supports because of its cooldown reduction and movement speed increase.

shurelya's reverieSHURELYA'S REVERIE


As said before, cooldown reduction is essential, which is one of the UNIQUE passives that shurelya's reverie gives you. But that's not the main focus of this item. It's is active. Boosting your team's speed increases the amount of mobility in your team, letting you maneuver easily in cases of escapes or chases.

MIKAEL'S CRUCIBLE


Like before, it's not always the abilities that win battles. This item gives you magic resist and cures mana problems you might have. It's also a hard counter against CC abilities, thanks to its active, and also is a healing item at the same time, making it very useful when in dire situations.

TWIN SHADOWS


It is important to be able to catch up and secure a kill, but also keep track of your enemies. This item is good for both. When activated, it will go to the two nearest champions, whether you can see them when you activated it or not. It reveals them for a bit. This can be useful while you're in lane and need to check if anyone's trying to gank. It also gives you more ability power and magic resistance, as well as some movement speed increase.

RUNIC BULWARK


The best offense is a good defense! I think that's how it goes...Anyways, being on the defensive is equally as good as being offensive. Runic Bulwark gives an aura that increases the defense of any nearby allies, so if they're low on health, try to keep near them so they can regenerate their health faster, because Lulu has no heals except her Wild Growth.

RUBY SIGHTSTONE


Another important thing a support must provide for their team is not always in their abilities. They must improve their team's map awareness, and Ruby Sightstone does just that. It provides a means of unlimited sight wards without having to buy more, letting you focus on other essential items.



Purchase Order


(Tanky Lulu)



sight ward
Nice health regeneration for getting your health back together when being harassed or focused.

philosopher's stone emblem of valor
You have a similar start to main Lulu, but with more defensive items and more health regeneration.

shurelya's reverie
More defense, mobility, and sustainability.


More defense when being focused, and more map awareness.


Defense and sustainability for your team.
SPACE

Item Explanation


(Tanky Lulu)



NINJA TABI


These can be very effective when experiencing a lot of targeting upon you. It gives you armor, plus blocks basic attacks' damage by 10% which is really great against enemy ADC and other forms of attacks by enemies upon you.

shurelya's reverieSHURELYA'S REVERIE


As said before, cooldown reduction is essential, which is one of the UNIQUE passives that shurelya's reverie gives you. But that's not the main focus of this item. It's is active. Boosting your team's speed increases the amount of mobility in your team, letting you maneuver easily in cases of escapes or chases.

LOCKET OF THE IRON SOLARI


This is very good when engaging a team fight and your team is grouped together, because of its active. It also gives you armor and health, providing more defense when focused, health regeneration for sustainability, but also provides cooldown reduction.

RANDUIN'S OMEN


This is great for being focused by the ADC because of its passive, which slows their attack speed, but also great for melee champions, because of its active, which combos great with Wild Growth. It also gives you armor and health for even more defense.

RUNIC BULWARK


The best offense is a good defense! I think that's how it goes...Anyways, being on the defensive is equally as good as being offensive. Runic Bulwark gives an aura that increases the defense of any nearby allies, so if they're low on health, try to keep near them so they can regenerate their health faster, because Lulu has no heals except her Wild Growth.

RUBY SIGHTSTONE


Another important thing a support must provide for their team is not always in their abilities. They must improve their team's map awareness, and Ruby Sightstone does just that. It provides a means of unlimited sight wards without having to buy more, letting you focus on other essential items.




Purchase Order


(Mana Lulu)



sight ward
Sustain, 2 health potions and 1 mana for more mana regeneration.

philosopher's stone
Same as main Lulu for now, sustain, mobility, and map awareness.

shurelya's reverie
A bit different now, more mana regeneration now, and cooldown reduction as well as mobility.

shard of true ice
More mana regeneration, map awareness, and defense.


Defense and sustainability for you and your team.
SPACE

Item Explanation


(Mana Lulu)



IONIAN BOOTS OF LUCIDITY


As it would appear obvious, supports focus on cooldown reduction in order to keep up with buffing, shielding, and helping their team as much as they can. Ionian Boots of Lucidity immediately comes into play as a useful item to have for supports because of its cooldown reduction and movement speed increase.

shurelya's reverieSHURELYA'S REVERIE


As said before, cooldown reduction is essential, which is one of the UNIQUE passives that shurelya's reverie gives you. But that's not the main focus of this item. It's is active. Boosting your team's speed increases the amount of mobility in your team, letting you maneuver easily in cases of escapes or chases.

MIKAEL'S CRUCIBLE


Like before, it's not always the abilities that win battles. This item gives you magic resist and cures mana problems you might have. It's also a hard counter against CC abilities, thanks to its active, and also is a healing item at the same time, making it very useful when in dire situations.

shard of true iceSHARD OF TRUE ICE


This item is extremely useful for people who experience their mana draining easily, and also is very good because of its active, which can be placed on any champion you select. It can be combined with Wild Growth, and useful when used on your initiator. It also gives you gold per second, letting you play more passively, plus it gives ability power.

RUNIC BULWARK


The best offense is a good defense! I think that's how it goes...Anyways, being on the defensive is equally as good as being offensive. Runic Bulwark gives an aura that increases the defense of any nearby allies, so if they're low on health, try to keep near them so they can regenerate their health faster, because Lulu has no heals except her Wild Growth.

RUBY SIGHTSTONE


Another important thing a support must provide for their team is not always in their abilities. They must improve their team's map awareness, and Ruby Sightstone does just that. It provides a means of unlimited sight wards without having to buy more, letting you focus on other essential items.




Purchase Order


(AP Lulu)




Very different start, you'll need to be careful with mana and ganks, but better harass.


More map awareness, mobility, and ability power.


Ability power, some more slow, and magic penetration, health.


Ability power, more warding, health, and passive that's good against tanks.


More ability power and armor, plus the active which can work somewhat with Wild Growth.
SPACE

Item Explanation


(AP Lulu)



SORCERER'S SHOES


Getting this when focusing on ability power will help pierce through magic resist. When enemies see you building ability power, they will, of course, try and counter with magic resist. That makes Sorcerer's Shoes a valuable item to have. It also provides you with more mobility for maneuvering around.

TWIN SHADOWS


It is important to be able to catch up and secure a kill, but also keep track of your enemies. This item is good for both. When activated, it will go to the two nearest champions, whether you can see them when you activated it or not. It reveals them for a bit. This can be useful while you're in lane and need to check if anyone's trying to gank. It also gives you more ability power and magic resistance, as well as some movement speed increase.

RYLAI'S CRYSTAL SCEPTER


Very good for slowing enemies, this makes chasing enemies easier for you and your team, and gives ability power, which increases your harass and effectiveness. It's also extremely useful in terms of defense, because it gives more health which, because Lulu is so squishy, lets you survive longer, and because she doesn't have a heal. It also nicely combos with Liandry's Torment, which can increase effectiveness nicely.

LIANDRY'S TORMENT


Because of Lulu's many slows, this works great on her, giving the DOT a bonus. Unfortunately, her AoE also debuffs it, like Glitterlance lowering its effectiveness, somewhat countering each other. This item is great against champions with a lot of health, and also gives you some health, as well as ability power for more effectiveness and increased harass.

ZHONYA'S HOURGLASS


You'll probably get focused when the enemy sees you building ability power, and so getting some defense is necessary. This item provides you with armor and ability power, both help Lulu greatly. It also provides you with its UNIQUE active, which is great if you've bursted and have to wait for your cooldowns when the enemy jumps on you. It also can work well with Wild Growth if used at the right time.

RUBY SIGHTSTONE


An important thing a support must provide for their team is not always in their abilities. They must improve their team's map awareness, and Ruby Sightstone does just that. It provides a means of unlimited sight wards without having to buy more, letting you focus on other essential items.




Enchantments


(Enchant!)





: Basic movement speed increase.

: More for initiators, but good for retreating.

: Only get if building attack speed.

: Good for getting back to lanes/team.
SPACE

Item Explanation


(Enchantments)



ALACRITY


Enchantment: Alacrity is usually for beginning supports, because other enchantments really require good positioning and knowing how to use it effectively. This provides a bonus 15 movement speed, improving your time to get back to lane, catch up with team, escape, chase, etc. So you can see its many uses, and you just have to buy it and you're good to go!

CAPTAIN


This enchantment is really more for initiators because it lets your team dive into the fight after you've charged in, but if used in the right way, can be used on Lulu as well. This can be useful when having to retreat, because the support is in the back, and when your team has to turn around and retreat in your direction, they can get away faster! Additionally, if you find yourself ahead of your team a lot, whether you're using Whimsy on yourself or not, this can help your team catch up with you or come to your assistance.

FUROR


This isn't really good for supports, more for people with high attack speeds or the ADC. If you make the wierd mistake of getting it, just remember that hitting an enemy (could be minion, monster, champion, champion's pet, etc) will increase your speed.

HOMEGUARD


Really great for getting back to your lane ASAP, whether helping your team, defending a tower, or getting to any point on the map after recalling or dying. Make up your mind before heading out, because once your leave the fountain it will begin to wear off! If you have this with Whimsy, you'll have some massive movement speed when charging back to your lane, but consider casting Whimsy after the effects of Enchantment: Homeguard wear off. I don't suggest this if the enemy is within your base.


Guide Top

Teamwork



SPA

Communication


Lulu is one of my favorite supports because she can harass well, and has a lot of crowd control abilities. But just because you and your team are good doesn't always mean you can win! Make sure to talk to your team and ping! Even if your team doesn't speak the same language as you (annoying, I know), use the ping button! Tell your team when your ultimate is ready, and ask them if theirs is! Communication is key!

Ganks/Ganking



Early Ganking


Most of the times Junglers will want to gank as soon as possible to get first blood, and usually because supports don't place wards until later. If your jungler intends to do so, be ready. Although you don't have Wild Growth, which can be a useful tool for ganking, you can still slow or bait the enemy. Play passively if your jungler is waiting, and when you see your jungler going in for the kill, try silencing the support if they're within range. Silencing the support really hinders the ADC, because they no longer have any backup. First priority is silencing the support, second is slowing the ADC, and third is warding the river if not done already. Slowing the ADC mostly works, but if they Flash away, that's okay! They used up their Flash and must wait until it's back up again, leaving them vulnerable. Warding after you've successfully ganked is important because most of the times it will lower your health, or you'll want to push the lane in absence of the enemy. The jungler might take advantage of this, so warding will counter this.

Later Ganks


Being able to gank becomes easier after you have Wild Growth. Usually your jungler will dash or Flash in, and once they're next to the enemy you'll want to use Wild Growth to slow them and knock them up. Your first priority is using your ultimate to help you jungler, second is getting you and your ADC to catch up to help with the gank, thrid is to silence the support, and third is slowing both of them (ADC comes first), and last is warding. It's essential to be in the best position before your jungler ganks. This lets you back them up and be able to secure a kill. If you aren't able to catch up with your jungler when they gank, it'll be 1v2 for them, and they might get killed! So this makes it important to be able to be within range to help whenever you can.

Avoiding Ganks


Avoiding ganks is equally as important as ganking. You're the main asset in this part. Warding is the basic counter for ganks. Always have a close eye on the mini map, and be aware of any MIA's or activity around sight wards. Pinging your ADC to fall back is the quickest way to tell them to get back (unless you're on a chat/call). Press V then right click to use a careful signal. Make sure all enemies are accounted for!

In the event of being ganked, Lulu is very good at peeling off of enemy ganks, or even turning the tide with her Wild Growth and silences and slows as well as a shield. First priority when ganked is to silence the jungler, second is to use Wild Growth / Help, Pix! on your ADC unless the jungler focuses you (in that case, use it on yourself), third is to slow any incoming enemies (remember to use Help, Pix! in order to get different angles from Glitterlance), and fourth is to use Whimsy to speed up your or your ADC, if it's off cooldown. Use summoner spells if necessary.
SPA

The following are the ganking areas of a lane:


Guide Top

Ward Placement



Basic Warding Info


blue side warding

purple side warding


In-Depth Warding Info


Warding Video

correct warding vs incorrect warding

examples of warding in action


TIP: Want more detail on how to ward effectively? Click here!


Guide Top

Match Ups



NOTE: Bottom lane is very hard to know match ups for because it depends on two champions, and you could get any two at any time. That isn't even considering that your ADC could be different, and that changes things too.



Key:


Easy: A lane you will want to be aggressive in. (Unless the other enemy is hard)
Medium: An even lane, you will likely want to be passive, but don’t be afraid to stand your ground. (Unless the other enemy is Hard or Easy.)
Hard:A lane opponent that is hard to deal with, and will likely kill you if you make a mistake. Usually, surviving this lane will result in a win, even if your ADC loses in CS. (Unless the other enemy is easy.)

Table of contents


Laning Against Common AD Carries
Laning Against Common Supports

COMMON AD CARRIES





ASHE




This lane depends on the enemy support more than anything.

You: Focus on poking her the best you can, there isn't much she can do, just make sure to dodge Volley. When she uses it, it will be down for a while. Be careful not to overextend because Frost Shot can really punish you if you aren't careful. You out range her Volley with your Glitterlance!

Your ADC: Just shield him if he is about to get hit by Volley. Try to set him up to take Ashe down when you slow her with Glitterlance.

Level 6: At this point she becomes a strong presence in lane. Always be on the lookout for an Enchanted Crystal Arrow. Do not hesistate to flash dodge it if you think it will result in your death. Try to stay between Ashe and your ADC if you are fighting her so that she can't stun him.



CAITLYN




You: Stay back, she will try to harass as much as she can. DODGE Piltover Peacemaker AND DON'T EAT THE CUPCAKES (avoid the Yordle Snap Traps)! Poke her she gives you a good chance, but be careful. Use Help, Pix!, if you want to get rid of one of her traps, but not when she's nearby.

Your ADC: Do everything in your power to keep him from getting zoned from CS.

Level 6: Always be ready to body block her Ace in the Hole for your ADC if he is low, or just in general.




CORKI





You: Just play passively and punish him with your harass if he tries to trade with your ADC. He has really good burst, so avoid getting caught at all costs. You will melt to him in a second.

Your ADC: (See above) If he ever tries to do a full engage, chances are it's a losing fight. Unless your ADC is Ezreal, Graves or Urgot, use your spells to disengage. With most ADCs, you will want to avoid a full fight if you can. Using Wild Growth is a good way to peel off from a fight.

Level 6: Nothing much changes here. He gets a little bit of poke and more damage in a full engage, but you play the same way. Don't shield his ult unless it's a big one.



DRAVEN





You: Max Help, Pix! and try to defend your carry, or max your Glitterlance and make him take one to the face if he wants to catch an axe.

Your ADC: Protect him! Draven is a cruel lane bully, and you need to do everything you can to keep him safe. Draven falls off late game because he cannot reliably catch Spinning Axes. Just try to survive.

Level 6: Nothing new other than a new shill shot you should try to dodge. If he hits you with Whirling Death then you should be able to dodge the second one unless your movement is impaired. Be careful backing at low HP, and keep your AD alert as well, as Whirling Death has infinite range.

Remember that it stops traveling shortly after hitting a champion, that means that are certain situations where you can block it for a teammate. It still travels a good 700 distance further after hitting a champ.



EZREAL





You: Ezreal is a real pain to lane against. You have to constantly watch out for Mystic Shot as getting hit by a few can outright lose you the lane. Always try to keep minions between you and him. Also, you can't stay in a bush because he will keep sending Mystic Shots at you blindly.

Your ADC: Put your Help, Pix! on smart cast (for a faster reaction) and be ready to use it on him any time your ADC is about to get hit by a Mystic Shot or Ezreal is about to trade with him.

Poking: Poke him if you get the opportunity, but be very careful as Ezreal can quickly turn the slightest over-extension into a massive damage or a kill on someone as squishy as you. Be very wary going past your caster minions.

Level 6: Doesn't change much. Be ready to Wild Growth your carry if you fight the lane. Make sure to watch for Ezreal charging Trueshot Barrage and be ready to dodge it.


GRAVES





You: See the Corki Match up. It's mostly the same tactics.

Your ADC: See the Corki Match up. It's mostly the same tactics.

Level 6: Always be weary for Collateral Damage. This spell gives Graves SICK burst damage. The best of any ADC. If you are low health and a good range away from Graves, he WILL shoot his ult if he can. Be ready to Flash dodge it if you can. Try to dodge to the side, rather than forward, as his ult does damage in a large cone in front of the blast.



KOG'MAW





You: Make sure to harass him as much as you can, since he is weak early but is such a nightmare late game. Keep the big slow from Void Ooze in mind, so don't extend too far. Try using Whimsy if caught in the Void Ooze.

Your ADC: Try to set up situations for your ADC to take down Kog'Maw because you need to win the lane hard in order to win the game. If they get caught in Void Ooze, use Whimsy on them.

Level 6: Watch out for Living Artillery, and shield your ADC if he is about to be hit by it, and you don't need Help, Pix! for something else.



MISS FORTUNE





You: Be careful for Double Up, getting hit by one too many of them can lose the lane for you, and your ADC. Remember that Double Up does MORE damage on the second hit. It usually bounces to the enemy behind the first target. It will be very difficult to lane Glitterlance so consider maxing Help, Pix! instead. She has pretty good burst, so be careful not to get sniped.

Your ADC: Just try to shield him from Miss Fortune's harass, and disengage if she tries to fight you. If he/she gets stuck under Make it Rain, use Whimsy on him/her.

Level 6: Bullet Time is a very scary ultimate. Try to get out as fast as you can by using Whimsy. Also, remember that you interrupt Bullet Time with the knockup from Wild Growth or Whimsy. You can also body block it for your ADC if you stand right in front of him.



TWITCH



You: He has short range, and not much CC, so you are relatively safe in poking him. Just remember, if you let him put too many stacks of Deadly Venom on you, expunge can do MASSIVE damage. Make sure to save your Help, Pix! on him for when he is about to use Ambush, so you can see him when he cloaks.

Your ADC: Twitch is relatively weak before level six, and is a monster late game, so try to be aggressive if you can, and set your ADC up to get a kill when possible.

Level 6: You HAVE TO HAVE TO HAVE TO keep him inside your ADCs range when Twitch has Spray and Pray. It gives him a total of 850 range (Highest possible range in the game), and a good amount of damage. If he kites your ADC successfully, you have lost the fight.



VAYNE





You: She doesn't have many ways to respond to your harass, so you need to be harassing her as much as you can. STAY OUT OF YOUR BUSH, IF SHE Condemns YOU INTO THE WALL, YOU ARE AS GOOD AS DEAD.

Your ADC: Try to set him up to kill Vayne as much as you can.

Level 6: Do NOT underestimate her with Final Hour up. If left unchecked, she still does massive damage with the AD bonus and Silver Bolts. Make sure you use Help, Pix! on her when she uses it, so you can see her when she Tumbles.



COMMON SUPPORTS





BLITZCRANK





You: Whatever you do, DO NOT get hooked. If you do, you will die instantly. Make sure to always have a Sight Ward if he is hiding in the brush. Don't try to ward when he's in the bush, he'll just hook you and you're dead! Stay behind minions so he can't hook you.

Your ADC: If Blitzcrank shoots a Rocket Grab and you are in range of him immediately use Whimsy. This should prevent him from using Power Fist if he manages to hook your ADC.

If you are not in range of Blitzcrank cast Whimsy on your carry to help him dodge the hook.

Level 6: The lane gets better for you here. Use Wild Growth on yourself or your ADC if one of you gets hooked. If the enemy ADC got caught in the knock-up, you can turn in on them. Otherwise, use your other spells to disengage or fight if you think you can win.

JANNA





You: Janna is a weak support in lane. The only two things she can do is be passive and use Eye Of The Storm to shield her harass. Just be careful not to push too far when harassing, as being caught out by her Howling Gale and Zephyr can hold you in place for a while. She will probably send out Howling Gales at you now and again, so be ready to dodge them, or use Help, Pix! or Whimsy to prevent any damage dealt from them.

Your ADC: The only thing Janna can do in terms of aggression other than shield her carry to give them AD to harass her carry. Shield your ADC when they're about to be hit by Howling Gale or Whimsy so they can avoid it.

Level 6: Always keep her ult in mind, as it can really make a difference if used probably. Do NOT get between her and her turret if you are close enough for her to Monsoon you into her turret. That can quickly ruin things. Make sure you either interupt it with Whimsy or Wild Growth if the enemy ADC is healing too much in it.

LEONA





You: Make sure you do not get caught by a Zenith Blade as you will get sniped really quickly if she lands it. Use Help, Pix! if you are about to get hit, and she will probably use her E+Q combo.

Your ADC: Try to stay behind him, and take Zenith Blade for him. Shield him if he gets hit and silence Leona quickly with Whimsy. Remember, if Zenith Blade goes to the LAST target it hits, so if you are behind your ADC and get hit by it, Leona will jump to you instead.

Level 6: The lane gets scarier and easier at this point. If she lands a Zenith Blade or Solar Flare stun, then her target is going to be locked down for quite a while, and a death is likely. You have to be careful not to get nailed by Solar Flare or Zenith Blade if you can, but if you or your ADC get hit, you have a good chance of a successful disengage with Wild Growth.


NAMI





You: Make sure you do not let yourself get hit by Ebb and Flow in a way that will let it bounce twice. Make sure to dodge Aqua Prison. You have to be especially careful when harassing their ADC, because getting caught by Aqua Prison can cause your end easily, so considering using Help, Pix! on yourself before going in to harass.

Your ADC: Do not let Nami get away with harassing your ADC. If she comes up to harass you or your ADC with Ebb and Flow make sure to punish her for it, or use Whimsy to ensure she can't do anything.

Level 6: Her Tidal Wave is huge, but it is slow and not hard to dodge. Do not stay very close to your carry to make it very hard to hit both of you with it, or force her to chose it. If she tries to engage with Tidal Wave use Whimsy or Help, Pix! on your ADC to help him dodge/shield it, or dodge/shield it yourself. When it is down, be aggressive as you can win a fight.


NIDALEE





You: If she maxes her Javelin Toss / Takedown (hard), welcome to dodging class. Her Javelin Toss / Takedown will really hurt, so you CANNOT afford to get by it more than once. Stay behind minions and use Whimsy or Help, Pix! often.

If she maxes Primal Surge / Swipe (easy), then they will have really good sustain, and good dueling after level 6, but no poke and no CC, so you are very free to harass.

Your ADC: If she maxes Javelin Toss / Takedown then you should consider maxing Help, Pix! to save you or your carry from those massively painful spears. Either way, make sure to use Help, Pix! or Whimsy on your carry if it looks like he is about to get nailed by a spear.

Level 6: At this point, you pretty much cannot fight the enemy lane in a straight up fight. Her new skills set from Aspect Of The Cougar just do too much damage. Use Whimsy on her if you do go into a straight up fight, and Help, Pix! on whoever she attacks. She has no CC however, so harassing will be easy as long you dodge the spear, and their ADC doesn't have good CC such as Stand Aside, Enchanted Crystal Arrow or Chain of Corruption.


SONA





You: She is REALLY squishy, so focus on harassing her instead of their carry. This should make her think twice about harassing, or even make her max heal. If she starts playing defensively, you are winning lane, but DO NOT get greedy, otherwise the lane can go south in an instant. Her sustain is pretty good, so you playing aggressively isn't worth the risk.

Your ADC: If Sona comes up to harass your ADC, you HAVE to punish her for it. You burst her really well, so one misstep by her will result in a kill. Using Help, Pix! on her/your ADC, then Whimsy and Glitterlance on her when she comes to harass will do the trick. If she falls behind in level due to dying, then she will just keep dying unless she stays really far back.

Level 6: Your Wild Growth and her Crescendo are about equal. Just make sure you don't stay too close to your carry, because you will lose if she hits both of you with Crescendo. If she hits your ADC or looks like she will ult, use Whimsy on her and Help, Pix! on your ADC. If she does hit him, quickly use Wild Growth.


SORAKA



You: SNOOOOOOOOOOOORE. Bring a good book, because this will be a farm lane. No matter how much harass you land, she will heal it right back. The only thing you can do is ward well, and try to get a good engage. Keep in mind that without Ignite she is pretty good in a straight up fight and her Starcall hurts for a few levels.

Your ADC: Make sure to punish Soraka if she tries to harass your ADC. HAHAHA. Good one. But, seriously, she may max Starcall or Infuse, to improve her harassing. If she does, your harass will stick and you have to punish her for harassing your ADC. Try countering her if she tries to harass with Infuse by silencing her yourself with Whimsy!

Level 6: Be careful not to get baited to far, as the heal from Astral Blessing, Wish and maybe even Heal, their carry basically have two lives. You can fight them, but be careful not to stretch too far for it.


TARIC





You: Do NOT get caught by Dazzle. If you get stunned when their carry is near you, it's lights out. You have to be really passive and stay alive. Do not harass unless he leaves himself open, or Dazzle is on cooldown. Make sure you have sight wards to keep vision on the bush he is sitting in. If he looks like he is about to Dazzle you or your ADC, quickly use Whimsy on him, but if you don't make it in time, use Help, Pix! on whoever he stunned as soon as you can!

Your ADC: Do everything you can to protect him. If they get an engage with Dazzle they will win. You have to disengage pretty much no matter what with Wild Growth, unless it's really obvious you can destroy them.

Level 6: Your ult is more useful than his, but they will still win in a straight up fight. Only turn it on them, if they are REALLY stretching for the fight, you can't escape without Wild Growth or silencing them quickly, or your jungler is ganking. You also have a decent chance of winning a fight if he Dazzles and bursts you, but only if they stretch to go for you.


ZYRA





You: You HAVE to doge her Grasping Roots. If she hits you with it, and puts vine lashers under it, you are going to take at least half your health unless you use Whimsy on her. You are dead if you their carry is in range of you. Even if she misses Grasping Roots, the plants will poke you quite well too. She might try to punish you if you try and get rid of her plants.

Your ADC: If she goes up to harass your carry, punish her for it by using Whimsy on her, but make sure you don't get caught by her Grasping Roots when you do. Use Help, Pix! on your ADC to protect them from any of her harass. Just because she moves toward your ADC, doesn't mean she'll use Grasping Roots on you.

Level 6: Stranglethorns is basically Wild Growth, but is worse for defense, and much better for aggression. Remember that the damage is instant, but the knockup is delayed. If you can escape the knockup by just walking out, then do so, but don't bother if you can't, and don't use Whimsy to help yourself get out unless you're alone. Either use that on the enemy ADC or your carry to help him escape if he isn't snared. If she misses a Grasping Roots and her plants aren't hitting anyone, then she is open to get getting engaged upon. Use that advantage!


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How to Lulu, A Fun Filled Film




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Coming Soon



Here are some things that I'll be adding in the future for a better experience for readers like you!


Before I work on these, I'll work on any corrections you guys find!
    Edit any typos I find
    Add more pictures
    Might replace the video if I find a better, Season 3 one

Currently under Construction


Adding Synergies (Postponed for later)
Editing abilities a bit (Working on)


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Guide History



Key
Thing changed: Date changed

Opening of the guide: November 2, 2012
Reopening of my guide: November 23, 2012
Fixing of PROS/CONS: December 2, 2012
Added Line Dividers (thanks jhoijhoi): December 3,2012
Fixed guide for Season 3: December 7, 2012
Changed rune, mastery, and ward choices: December 9, 2012
Added a link for effectively warding, and gave the links their own chapter: December 11, 2012
Swapped some of the runes around: December 12, 2012
Slightly tweaked some chapters (Introduction and Summoner Spells): December 14, 2012
Made the Masteries chapter more presentable: December 23, 2012
Cleaned up Items, added some, added pictures and "Currently Under Construction" part: January 7, 2013
Added Match Ups Chapter, Changed Runes: January 8, 2013
Cleaned up Thanks You Guys chapter and edited both masteries and runes, ADDED COMMON SUPPORTS TO MATCH UPS: January 9, 2013
Added some stuff to Introduction: January 13, 2013
Added stuff to Skillsequence, Introduction, and Summoner Spells: January 15, 2013
Added a warding video: January 16, 2013
Cleaned up and worked on items, added some stuff to matchups: January 19. 2013
Finished Tanky Lulu / Being Focused item stuff, and fixed a big error I overlooked: January 20, 2013.
Finished items chapter: January 21, 2013
Worked on some chapters: January 23, 2013
Changed headers, added enchantments: February 1, 2013


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Thanks you guys!



Thanks for reading my guide! Please give feedback on it, and if you liked it, click that thumbs up button!

I would like to say thanks to the following:


TinyStar

jhoijhoi

Yukimaru

xxiamlegendxx

athan

lacorpse

foo18

minho