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Lulu Build Guide by Emikadon

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Not Updated For Current Season

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League of Legends Build Guide Author Emikadon

-A Whimsical Wonderland Support-

Emikadon Last updated on September 9, 2015
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
8
10
12
13
Ability Key W
2
14
15
17
18
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Wanderer
 
 

Utility: 21


Like the artwork? Check out my graphic café to get some for yourself!

Table of Contents

In General
Getting Ready
Abilities/Skills
Item Choices
Gameplay




Welcome
Hello, and welcome to my Support Lulu guide! In this guide, I will show example builds, how to utilize Lulu's abilities, team fight scenarios, etc. Be warned, this guide is very, very long. If you think I did a good job explaining, and you like my guide, I would love the upvote. I adore feedback and anything you disagree with, I will be more than happy to hear your side of the argument.


About Lulu
Why is Lulu a viable support? Lulu is a poke support champion, meaning that she can harass from a long distance and keep enemies at bay. She has a high synergy with all in champions who can barrel into the middle of a team, or other poke champions who can help poke the enemy to death. Overall, Lulu can work well with pretty much any ADC, as her skill set can be very flexible and can bend to suit her carry's needs.
About Me
I'm Emikadon, a Plat V ranked player on the NA Server. I main Support and ADC, and Lulu is both my first love and my most played champion in ranked. If you liked this guide, you should check out my others as well!

This guide is a free to use resource, but if you find it's really helped you, a donation is always appreciated! Any tiny thing helps! :)


Side Note
This guide is extremely long, since I will cover everything you need to know in order to master Lulu. If it was helpful in any way, please upvote my guide to let me know I've done a good job! If you disagree with anything I have to say, please leave a comment and I will gladly discuss anything you have to say ^_^


lore





Pros
+ So much utility
+ The poke
+ Fantastic peel
+ Beautiful disengage
Strengths
Lulu's main strength lies in being able to shut down enemies early game due to her long ranged poke/harass. She has plenty of utility, and due to her massive amounts of CC, she can be played both offensively and defensively. She can poke from far away, as well as peel people off her carry was ease. With a good combo of her abilities, you can escape a seemingly impossible situation.



Weaknesses
Despite her massive amounts of utility, Lulu lacks a consistent heal. Although her ultimate increases maximum health, it is not exactly something to be spammed. In addition, her abilities are quite costly. Mana management is necessary so that when her abilities are truly needed, you won't find yourself out of mana. Finally, the skill cap is very high: she takes a bit getting used to.
Cons
- No consistent heal
- No sustain
- Mana hungry
- Difficult to master



Standard Summoner Spells



Flash is pretty much standard on any champion, any time, any situation. Not only is a great defensive spell, flashing over a wall away from danger, but it is also great for engaging. Since Lulu is so fast, she can easily reposition herself to use a well placed Flash. In addition, it can be used to make plays. Your ally just out of range and they're about to die? Flash, ult them and then laugh in the enemies' faces.
Exhaust is typical for any support. It renders their ADC useless for 2.5 seconds, and it can secure kills with its slow. Also, it can shut down any assassins that come to burst your ADC/APC. With the rise of champions like LeBlanc and Zed, it can save your carry's life more often than not. In addition, it'll help you out in early laning trades as well.
Heal can be great for saving you and your carry, especially early game. It heals for a really nice chunk of health, as well as grants movement speed. It can give you just that little burst of movement so that you can escape. Plus, it can heal an ally, which will help them escape (in this case, most likely your carry). However, don't stack these, if your ADC took it as well, since it is less effective every time it is used in succession.
Ignite is a very aggressive summoner in general. It isn't taken very much anymore since the buff on Exhaust, but it can still have its uses. It can be used to kill secure, since it'll take of that *tiiiiiny* bit of health left if the enemy escapes. In addition, it has a healing reduction debuff, which will destroy any chances of the enemy ADC's health regen through Life Steal.


Runes

Greater Mark of Precision
9

Greater Seal of Health
9

Greater Glyph of Magic Resist
6

Greater Glyph of Mana Regeneration
3

Greater Quintessence of Armor
3

As Lulu, you want to maximize her damage output, while simultaneously maintaining her survivability. The following runes are recommended for the fact that they fit these criteria. There are other viable runes, all depending on the lane matchup and how you plan on playing that game.

Recommended Runes

greater mark of hybrid penetration Lulu's autoattack does both physical and magic damage because of her passive, who fires 3 bolts after each autoattack, dealing magic damage. To maximize damage output, take greater mark of hybrid penetration.


With the nerfs to Armor seals, these have become more popular due to their subsequent buff. Take health seals instead, since they will allow you to start with an extra 72 health! Added along with the rest of your masteries/runes, you should be relatively tanky. This will allow you to survive trades much more.


Once again, used for primarily in lane, as the enemy will try to constantly poke you down. If the enemy does not have magic damage, Greater Glyph of Magic Resist runes are still great for later teamfights, as it will negate some of the damage from the rest of the enemy's team.


Take only 6 MR glyphs, and grab 3 Greater Glyph of Mana Regeneration as well. This helps a lot with Lulu's early game lack of mana. The lost MR can easily be made up with luxury items, such as Mikael's Crucible. Thank you Quite Nomible for giving me this idea!


Since you're taking Health seals instead of Armor seals because of the nerfs, take Armor quints instead. This will still give you enough defense against any auto attack poke from the enemy, and will make you especially tanky early game.


other viable runes



Masteries
2/5
2/5
1/1
3/5
1/1
3/5
3/1
3/1
1/5
3/1
1/5
1/5
1/1
1/
3/
1/

Why are 0/9/21 masteries good? Lulu is already a utility queen, and all of points put into the utility tree make her even more annoying to lane against than before! In addition, 9 points were put into the defense tree to help with Lulu's early game squishyness. In combination with your runes, the extra survivability should be enough to keep you alive until you get some items!


Defense Tree

  • Block reduces retaliation from the enemy. 1-2 damage per autoattack? That may not seem like much, but it can go a long way. Remember the awesome feelings you get when you get away with 10 hp?
  • Recovery Gives you more sustain. Thank you Bioalchemist for pointing this out! Seeing as Lulu is squishy with no heal, this will help her stay in lane longer.
  • Unyielding blocks a little bit of return harass you might receive when trading.
  • Veteran Scars and Juggernaut gives you more health, which is vital through all stages of the game.


Utility Tree

  • Fleet of Foot gives you bonus movement speed. This added in with Wanderer will make you very fast.
  • Meditation will help a little with Lulu's mana problems, especially early game. This should keep you up and going until you get some mana items.
  • Greed and Scavenger are masteries every support should get. It gives you more gold, which helps a lot since you don't get CS.
  • Wealth allows you to get more items at the beginning of the game.
  • Bandit allows you to get more gold from auto attacking and it works really well with Spellthief's Edge.
  • Intelligence gives you a really good CDR on your actives, as well as on your abilities.
  • Wanderer allows you more roaming power.




Lulu is a heavy utility support that can also dish out tons of damage, depending on how her abilities are used. Because of the many combos you can chain together, all that have different results, her kit takes some getting used to. In this section, I'm going to go over the basic overview of her skill set.


Pix, the Fairy Companion (Passive)
Whenever Lulu or the allied target of Help, Pix! attacks an enemy, Pix fires a barrage of 3 homing bolts toward the same target that deal 3 / 7 / 11 / 15 / 19 / 23 / 27 / 31 / 35 (+ 5% AP) magic damage each to the first enemy they each hit, for a maximum possible 9 / 21 / 33 / 45 / 57 / 69 / 81 / 93 / 105 (+ 15% AP) magic damage.

Useful tips
  • Taking Hybrid Pen marks benefits your entire autoattack, as both your base damage AND Pix will ignore a part of your enemies' armor/magic resist.
  • Enemies can avoid taking the extra damage by standing behind minions. Use this to your advantage by taking bush control!
  • Since he floats around a lot, the enemy can never really predict where he'll attack.

Things to note
  • Utilizing Pix in all of your abilities takes some getting used to, and you'll need to make some split second decisions on how/where to put him.
  • Pix will not damage structures, like turrets or inhibitors.
  • There is a leash range of 2000. If the enemy, or the person you're protecting, walk out of this range, Pix will return to Lulu.


Glitterlance (Q)
Lulu and Pix each fire a magic bolt towards a target direction, dealing magic damage and slowing enemies hit by 80%, decaying over the duration.

Range: 925
Cooldown: 7
Cost: 60 / 65 / 70 / 75 / 80 Mana
Magic Damage: 80 / 125 / 170 / 215 / 260 (+ 50% AP)
Slow Duration: 1 / 1.25 / 1.5 / 1.75 / 2

Useful tips
  • Even though the enemy can only take damage from one bolt, the slow resets itself. By aiming Glitterlance so that the tip of the bolt hits them at different times can increase the slow duration!
  • Moving your cursor towards and away from Lulu's character can change the angle at which the bolts are fired. With careful positioning, you can fire two bolts in completely opposite directions.

Things to note
  • Glitterlance has a very narrow width, so enemies can easily side-step it. Be careful when using this, as it can drain mana quickly!


Whimsy (W)
ON ALLY CAST: Target allied champion gains 30% (+ 10% per 100 AP) movement speed for a few seconds
ON ENEMY CAST: Polymorphs an enemy champion for a short duration, disabling their ability to attack or cast abilities and reducing their base movement speed by 60.

Range: 650
Cooldown: 18 / 16.5 / 15 / 13.5 / 12
Cost: 65 / 70 / 75 / 80 / 85 Mana
Duration: 3 / 3.5 / 4 / 4.5 / 5
Polymorph Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5

Useful tips
  • When taking down Dragon or Baron, save Whimsy in case someone comes to steal. That way, they'll be unable to steal, and they've set themselves up for an easy kill for your team.
  • When crossing the map, use it on yourself to get where you need to be quicker. This ability + boots of mobility + masteries will get you where you need to be very fast.

Things to note
  • This is Lulu's longest CD ability. Choose wisely when to use it.
  • Although this is a great utility ability with it's massive movement speed buff, it's often more useful in shutting down channeled spells.


Help, Pix! (E)
ON ALLY CAST: Commands Pix to jump to an ally. If the ally is a champion, they will receive a shield that lasts for up to 6 seconds. Additionally, Pix will then follow the ally and aid their attacks instead of Lulu's for 6 seconds.
ON ENEMY CAST: Pix deals magic damage to target enemy unit. Pix then follows and grants vision of them for 4 seconds.

Range: 650
Cooldown: 10
Cost: 60 / 70 / 80 / 90 / 100 Mana
Shield Strength: 80 / 120 / 160 / 200 / 240 (+ 60% AP)
Magic Damage: 80 / 110 / 140 / 170 / 200 (+ 40% AP)

Useful tips
  • Before the beginning of a teamfight or taking down an objective, throw Pix on your ADC to maximize their damage.
  • When in lane, you can shield your carry when the go to poke with their autoattacks. Pix will then to even more damage on top of their original damage.
  • Casting this ability on an enemy reveals them. This helps if your target is trying to escape by juking out of brush.
  • Using this ability on stealthed champions like Akali, Kha'Zix, Shaco, Twitch, Vayne, and Rengar will reveal them. Thank you utopus for this!

Things to note
  • If you choose to use this ability offensively, you are losing a large part of her utility. Once she scales into late game, her shield should be able to barrier quite a bit, so be cautious about which active you want to use!
  • As of patch 4.5, you can no longer shield minions, even if Pix will attach to them. This means that you can no longer torture the enemy ADC by shielding minions so they can't last hit correctly...


Wild Growth (R)
Lulu enlarges a target allied champion, knocking up enemies within 150 range of the target. For 7 seconds, her ally gains bonus health and an aura that continually slows nearby enemies.

Range: 900
Cooldown: 110 / 95 / 80
Cost: 100 Mana
Bonus Health: 300 / 450 / 600 (+ 50% AP)
Aura Slow: 30 / 45 / 60%

Useful tips
  • By tossing this ability on your initiator, for example Zac, you can knock up the entire enemy team.
  • This is great for peeling people off your carry as well. The knockup will buy your ADC/APC some time and the constant slow will make it easy for your team to back them up.
  • Wild Growth isn't affected by healing reduction because it will increase health, not restore it.

Things to note
  • Don't stack CC. Wait until the knockup/CC from your initiator wears off.
  • Don't use your ult too hastily. If you need an interrupt, like Katarina's Death Lotus, it can be better used to shut them down.




Glitterlance
Whimsy
Help, Pix!
Wild Growth
1



Q
2



E
3



W
4



Q
5



Q
6



R
7



Q
8



W
9



Q
10



W
11



R
12



W
13



W
14



E
15



E
16



R
17



E
18



E


1st

2nd

3rd

4th
Lulu's time to shine is early game, where she can poke and zone the enemy ADC and support, all the while protecting her own carry. I've found that the best way to do this is to max Glitterlance first, as it does more damage and slows for a longer duration.

Next, max her Whimsy. This gives more utility to her build, as the duration of the polymorph is increased. Not only that, but the cooldown is shortened. Since Mid-Game is where the majority of the teamfighting will be going on, the shorter CD will be useful in locking down enemy champions.

After maxing her W, if you get into late game, max her last ability. Help, Pix! is also primarily utility, and it has the same cooldown all 5 levels. However, if you find yourself being pressured very hard or your ADC is taking just a bit too much damage, max this ability after Glitterlance.

Of course, max your R whenever you can. The available levels are 6, 11, and 16, for those who don't already know. Take a point in your ult every time you get the chance, as the health it gives back increases, as well as the slow percentage.
1st

2nd

3rd

4th



Now, I'm going to discuss the items that I build on Lulu. Here, I'm going to show what items you should buy and why I believe that they should be bought. However! All games are different, and this is just a guide. There are situational items listed, but you'll need to use your own knowledge of the game in order to choose which ones would be the most appropriate.


Starting Items

This item synergizes extremely well with Lulu due to her abundance of poke. She has a relatively high auto attack range (550) as well as her long ranged spells. Also, the mana regeneration will help with Lulu's early game squishiness, and the passive gold regeneration will provide you with a steady income if you can't reliable proc the stacks.


These are absolutely essential because Lulu has no sustain outside of passive health regeneration. If you get into an all in trade, you will be at a disadvantage because you have no other way of bringing your health bar back up. Take at least 2 of these, more if you are assured in that you can sacrifice your ward and still provide decent ward coverage.


This is basically a free ward every 2 minutes. With coordination with your ADC, you can have sufficient vision coverage with just these alone. If you feel like you won't have the communication though, go ahead and grab an extra Stealth Ward to help you out as well.


First Buy

The first thing that you should be buying is Sightstone. This is the bread and butter of playing a support. It is primarily your job to go around and ward the major choke points, whether it be in laning phase or later before teamfights break out. Sightstone will hold 4 wards, which refill upon visiting the shop. This will save you tremendous amounts of gold. A good support puts down about 25-30 wards by the 30 minute mark, which costs about 2k gold. With Sightstone, that's almsot 2k you can spend on another utility item to help out your teammates even more.


If you do not have enough gold for Sightstone, or you feel like you won't need quite as many spammable wards, you can upgrade Spellthief's Edge into Frostfang. This will give bonus damage on your poke, as well as give a lot more gold income. It also gives even more mana regen, which helps with mana problems in lane.


Another item you can get on your first recall. This item gives you much more mobility, and you can get to lane much faster. It'll allow you to roam just a tiny bit more for warding, and the +25 Movement speed is great for chasing down kills.


Finally, as soon as you get Sightstone switch out your Warding Totem for Sweeping Lens. If you're going back to lane, this will increase your control over the enemies' wards exponentially. Even after the laning phase, Sweeping Lens can help you clear wards over Baron or Dragon, allowing you to take the objective pretty much uncontested. Upgrade it to Oracle's Lens when you have the gold, as this will give you true vision 10 seconds after (basically a walking pink ward).



Core Items


If you ever have the extra gold, or if you're running out of wards too quickly, you can upgrade Sighstone to Ruby Sightstone. This will give you an extra ward to keep on yourself, as well as give you another nice chunk of health.


Mikael's Crucible is really nice if the enemy team has tons of CC. It's a fantastic item for peeling people off of your squishies, as this removes all debuffs (stuns, slows, snares, suppresses, etc.) as well as heal for a percentage of their maximum health. With heavy CC supports like Leona and Thresh being played much more often, it can save your carry's life and help them get away if they ever get caught out.


And now for the infamous debate as to getting Frost Queen's Claim and Talisman of Ascension. Here, I'm going to explain the situations in which you should get one of the other. I will list the pros and cons of getting each and compare them, but in an actual game, it is up to you to decide which one you should get! However, keep in mind that selling and rebuying such an expensive item is extremely cost inefficient. If you decide to sell, be sure that you're willing to spend the extra gold!

VS
  • 50 AP gives more damage.
  • Casting spells gives you gold.
  • Builds from starting item.
  • AOE slow against enemy.
  • More health and mana regen.
  • Safer gold generation.
  • Bonus passive movement speed.
  • AOE speed up for team.

So as you can see, both items have really good aspects to them. However, you can also see that they are very different. Frost Queen's Claim builds directly out of your starting item, and the AP makes your abilities more powerful in both damage and utility. In addition, the active is good for chaining your own CC, and can be used to disengage, peel, chase, and even escape.

In contrast, Talisman of Ascension offers more sustain because it gives 15 health and mana per 5, in addition to getting 10 health for every minion that dies near you. The active can be used for quick engages or swift disengages. However, this does not build from your starting item, and thus you will be spending more gold by selling Frostfang and then upgrading from there.



Boot Options


These are by far the most effective boots on a support. This is because the support's job is to roam to put down/clear wards, roam to help other lanes, assist teammates with their abundance of utility, etc. Boots of Mobility will allow you to do your job much more quickly, as the movement speed outside of combat is ridiculously high. This will allow you to miss less exp, and you won't be underleveled.


These boots are great, since they allow you to deal more damage with your abilities. With the rise (and fall) of Lulu as an AP champion, these boots have been popularized by numerous Pro players. If you're building Frost Queen's Claim and damage items, these can help since you won't be building any Magic pen.


Early game, these boots can be helpful because of the cheap, instant 15% CDR that it provides. While pretty much all of the support items in this guide provide cooldown reduction, you won't be full build until at least 30-40 minutes into the game. Get these for the early utility, and sell them later in favor of one of the others when you starting overshooting the 40% cap.


It gives a good bit of movement speed, and the magic resist should help you against any AOE burst the enemy APC might have. Plus, the tenacity bonus is really good for you to be back up and peeling for your carry again. Even though they are rather expensive, the benefits make the item overall gold efficient.


Utility/Tank Choices


If the enemy team has an assassin that's really getting on your nerves, or you just need some tankiness in general, Randuin's Omen is a good choice. The huge amount of armor and health are great for your teamfight survivability, and the active is really nice for peeling for your carries. In addition, if you're hit by a basic attack, it'll slow the attacker's attack speed. This makes it pretty effective against attack speed reliant champions, like Master Yi or Vayne.


Another tanky armor choice, a lot like Randuin's Omen. However, instead of health, it provides a large chunk of mana. At this point in the game, mana shouldn't be too much of a problem, but it can still be useful. Also, the attack speed debuff is an aura, as opposed to Randuin's, where you need to be hit by the attacker himself. This is really neat if you're not being focused, as you can still reduce the effectiveness of attack speed champions.


A really good choice if the enemy has a lot of long ranged skill shots that you need to avoid. For example, if you need to dodge Dark Binding or Solar Flare, the 30 second spell shield will probably save your life a few times. Especially if the game drags onto late game, a single binding or stun could mean the win or loss for your team. Aside from the passive, the MR and health will help with your overall squishiness.


Locket of the Iron Solari is great, as the aura helps everyone on your team, provided that they are near you. Plus, the active is awesome for soaking up damage during team fights, and the cooldown on it isn't too long either. The additional CDR is also really nice to have. Be careful though! Don't stack over 40% CDR, or any gold spent would be essentially wasted. Also, coordinate with your tanks as to who builds it. The aura does not stack, so building multiple ones isn't too great.


Damage Choices


A really nice item that gives you a good mix of damage and utility. The 40 AP will let your poke hurt more, your whimsy give more movement speed, your shield protect more damage, and your ult give back more health. The CDR and mana regen will help you spam your abilities, and the movement multiplier will let you roam, ward, and kite much easier. Finally, your shields will let someone on your team have increased attack speed. This synergizes really nicely with Lulu due to Pix being able to shoot more bolts with the increased attack speed.


Twin Shadows gives a heck of a lot of AP with the changes. In addition, it gives 10% CDR and a 6x movement multiplier. However, the defining element of this item is the active, which sends two ghosts out to hunt nearby enemy champions. It can be used for scouting in areas with no vision, chasing since the ghosts slow champions hit, escaping because of the slow, etc.


The 75 AP is a huge amount, and the 20% CDR is nothing to laugh at. Just be sure you don't go over the cap of 40%. The passive is extremely useful, since it applies grievous wounds, which is detrimental if the enemy team relies on healing for sustain. If you manage to get the passive on the enemy ADC, their Life Steal will be cut in half, and your team can lock them down and kill them. In addition, if the enemy has a health regen champion like Mundo, Nasus or Irelia, this will cut down their survivability by a lot.



In this section, I will discuss a lot of different tips and tricks to use when you're still in laning phase. Lulu's time to shine is early game, where she can poke and be annoying, all the while using her fantastic kit to peel and protect her carry. These tips should always be kept in mind, and are essential to winning lane as Lulu. Before your ADC can carry you to victory, you must first carry them out of lane!

1. Abuse your poking potential. Lulu is relatively long-ranged compared to most supports, as well as quite a few ADCs. Her autoattack range is 550 and her Q has over 900. Poke with your autoattack as much as you can without being caught out. Your Hybrid Pen marks should help out phenomenally, as Pix will do added magic damage on top of your base physical damage. You can try to combo AA-Q-AA-AA. The slow from Glitterlance might allow you to get in an extra auto, but don't overextend!

2. Don't waste mana. Too many times have I seen inexperienced Lulu players just wasting their mana by E-Qing every single time the enemy carry goes for a CS. While this will allow you to get large amounts of damage out, Lulu's mana hungriness is very, very noticeable early game. Even if you bring the enemy low, the jungler can come gank and you won't have any utility at your disposal because of the high mana costs. A tip I like is to do is to always have at least 300 mana in your pool (assuming you're not level 1 anymore, of course). This way, you'll always have enough to use one of each ability should anyone come to gank (their jungler or yours), but you still can poke with your skills while keeping track of it.

3. Keep everything warded. There is a map in the next chapter of where you should be warding everything. I cannot stress this enough. Vision wins games! The best places to max out your ward cap is in the tri-bush, River bush, and one in the lane bushes. Once you get into the later parts of laning phase, move the River bush ward up towards the Dragon pit.

4. Facilitate ganks. One of Lulu's major strengths is her ability to ensure ganks get pulled off. Due to her massive amounts of utility, she can easily lock down the enemy all the while allowing her team to stick to them. For example, you can first Glitterlance the enemies for the slow, Wild Growth your jungler if they have a gap closer and knock the enemies up, then Whimsy the enemy ADC for the polymorph, all the while having Help, Pix! on your carry for the extra damage.

5. Lulu has many different combos. Alternatively, you would Whimsy your jungler if they don't have a gap closer, Help, Pix! your carry for the bonus damage, and Glitterlance the enemy ADC and support for the massive AOE slow. If you find yourself about to dive, you can Wild Growth the person who's taking turret aggro so they'll get out of it alive. Of course, I could go on and on and on about different ways to chain together your CC, but because of her having (technically) 6 different skills because of the different actives, she has a lot of ways to use them. Be creative, and use your head! Her kit is at your disposal, so make the most of it!





Last chapter, I discussed tips and tricks on how to get through the laning phase. Here, I will go through what is expected of Lulu during teamfights. Lulu is one of the most exceptional at controlling the tides of the fight due to her massive amounts of CC and protection for her most important teammates. Knowing what your job is and how to execute it is vital in making sure that the fight swings your way.



1. Protect your carries. Lulu is one of most able supports in the game due to your arsenal of CC in her kit. Because of this, she is a very powerful babysitter who is extremely difficult to bypass. Her entire kit is tailored to keep her team safe, and when played correctly, will have the entire enemy team furious at you.

a. Decide who you want to use your Wild Growth on. If you use your ult on your initiator for the extra knock-up of the entire team, then you won't be able to use it to peel for assassins like Kha'Zix or Zed. However, even if you did use your ult as an initiate, you still have your Whimsy and Help, Pix!.

b. If there is an enemy assassin, save your Whimsy until they pop out at your ADC or APC. As soon as they begin trying to pull off their burst, polymorph them and make sure your ADC knows to switch targets to them. More often than not, assassins are extremely squishy so a fully maxed W is at a 2.5 second disable. This should be more than enough time to kill them before they can get away.

c. If you decided to save your Wild Growth and instead want to use it as a peeling agent, it also works extremely well. The constant slowing aura makes it ridiculously easy for your ADC to kite, and the extra health is great for their innate squishiness. Also, the knock-up allows for enough time for your own team to collapse onto who over is threatening your carry.

2. Assist your initiator to getting a clean engage. One of the most amazing things about Lulu's kit is her ability to switch between enemy targets and allied targets. Because of this, you can help your initiator get a quick, concise engage, which will usually lead to a quick teamfight often going in your favor.

a. Your Wild Growth can serve as a knock-up for the entire team. Let's say you have a jungler who dives into straight into the heart of the enemy team ( Zac, Malphite, Vi, Shyvana, etc). What you can do is: as soon as they initiate with what ever gap closer they have, you can immediately ult them for the double knock-up. Whatever their CC is plus you own can easily lead to over 2 seconds worth of CC, and that can easily win you the fight right then and there.

b. Even if the enemy team isn't destroyed during the few seconds of CC, what you can do is instill the "fight or flight" response. Most likely, if they've been CC'd for that long, most will be in a state of panic and will only want to scatter and get away from your team collapsing in on them. Once they start becoming disorganized, you can pick off individual targets easily.

3. Chasing is your specialty. Between your Glitterlance and Whimsy, the enemy team will never be able to escape you because they'll be slowed and you'll be sped up. Plus, your Help, Pix! will destroy any change of them being able to juke away from you. Plus, if you have your items, you can easily use the actives to chain CC them down. I once had a friend who told me after playing against this yordle: "There was no way I could get away. I was freakin' CC'd for years."




Now that we have discussed pretty much everything there is to know about Lulu, it's time to make a section on just supporting in general. This information is very useful, and when used correctly, can turn the game around for you. These are some of the best spots to ward, timers on neutral buff camps, etc. Just stuff that any support should know, whether you main this role or not.

These are the generic warding spots. Of course, now the Vision Wards are visible, so they will need to be actively defended. Or you can be clever and stick them somewhere where they can't be seen by the enemy team, while simultaneously granting you vision. ;) Also, since each person can only put down 3 Stealth Wards at a time, be sure to coordinate with your teammates about warding.

Also, another big thing I don't see much of are Lane Wards. For some reason, a lot of people are very touchy about putting wards down the middle of a lane. But, I see this as an advantage! If you had a handy ward down pre-teamfight where you have, let's say, a Nidalee, the ward can give her vision so she can land her Javelin Tosses. In addition, it makes up for lost tower vision, which is useful in the case of seeing the enemy splitpushers before they get to your tower that's still standing.


These are the buff respawn timers. One tip that a support (or really, anyone) should use is to turn on Timestamps. This will leave a timer in front of chat messages, allowing you to organize and mark down when things will respawn. This is very valuable information that can easily be manipulated to your advantage.

Once you have that information, you can remind your team, "Oh look, Baron's going to be back up in 30 seconds! We should start dewarding." or "Their blue is respawning soon, maybe we can steal it."

Buff Spawn Times



Now, for a warding tutorial. This is not mine, but rather from a series of videos in the LeagueCraft 101 series. It's presented by PhRoXzOn a Plat II player on the OCE server, and it's absolutely amazing. They have fantastic videos, and I've learned a lot from them. I linked this from the Support Leaguecraft 101 video. It shows you how to ward along with tricks (warding over walls) at 47:58. If you'd like to watch all of it, be my guest! Warning, it's really, really long.




Lulu is a very versatile support, meaning she can adjust her build and kit so that it fits her carry's and her team's needs. Because of this, I've added a section where I'm going to discuss what my opinions are on the lane matchups, both your team's and the enemy's. Of course, I won't go into too much detail about, let's say, top lane and Lulu, but if I feel like there are some champions in particular that work really well with this little yordle, I will be sure to mention it. However, the majority will be on the Bot lane synergies.

Note: Keep in mind these are hypothetical, ideal lane matchups. There are a lot of factors that can turn the tide (entire team comps, skill, ganks, etc.), and this is just a guide. These will give you feel for what you're up against, but by no means absolutely correct every. single. time. you play.

Enemy Supports

Medium
Annie
Medium
Blitzcrank
Easy
Janna



Easy
Leona
Medium
Morgana
Easy/Medium
Nami



Easy
Nidalee
Hard
Sona
Medium/Hard
Soraka



Easy
Taric
Medium
Thresh
Hard
Zyra

ADCs


Synergy

Counter
Synergy

Counter
Synergy

Counter


Synergy

Counter
Synergy

Counter
Synergy

Counter





I'd like to thank jhoijhoi for the wonderful Making a Guide, as I would have given up as soon as I saw the BBCoding without it. Also, thank you xLany, for being amazing and giving me ideas and spending the time to help me out! Love you girl :D And finally, thank you, for taking the time to read through this ridiculously long guide! I hope you've learned something, and best of luck to you on the Fields of Justice!

Well, this is it! My very first guide, ever. What do you think? I love feedback, so if you have any suggestions as to what I can do to improve, please tell me! I adore constructive criticism. If you have any objections to my build/reasoning, let me know! I'll be more than happy to hear your side of the argument, and I know I'm not perfect. If my logic is wrong, please do not hesitate to correct me! I want this guide to be as accurate as possible, and I will update it if I do end up agreeing with you!

Thank you for reading!

February 20, 2014


Guys, I don't think I can express my gratitude enough for winning this award. Honestly, if it weren't for all of you who read and commented, this guide wouldn't be half of what it is now. I owe everything to you guys~