Lulu Build Guide by RemPaw
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Main Build. CDR. CDR. CDR.
Example final build.
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.
Hello there, my in game name is mRBUmp123 and I play on EUW server. This is my first guide I have ever written, so don't judge the lack of pretty and eye catching pictures but instead do try and read through what I have to say about Lulu.
I have only been playing LoL for about a year and a half and I reached Silver II in Season 3 and I am in Gold IV at the moment. Now you may be asking yourself, 'Why is this guy telling me how to play Lulu?' This guide is as much for me as it is for you. I am writing it do further my own knowledge of this champion, but also I feel that I am more knowledgeable than my league lets on.
Lulu has always been my favourite champion. When I first started playing the game I couldn't bear that she was going to cost me 6300IP. I couldn't wait that long to play her. SO the obvious solution was to buy her with RP; which I did. I instantly fell in love with her as a champion, having already fallen in love with her concept and the artwork of all her skins. (I own every single one of her skins. I am dedicated.)
The reason I like her is that I, like her, dance to the beat of my own drum.
I would estimate that of my 1300-1400 normal games, I must have clocked up close to 2-300 games with Lulu as well as the ranked games I have, but then even that amount of games isn't too impressive Q.Q. However, out of the ranked stats I do have, my KDA has always been good. In Season 3, my average KDA with Lulu was 1.1/4.6/13.6. So far in Season 4, my win rate with Lulu is 66.7% and my average KDA is 3.3/3.8/13.7.
But anyway, bragging over (despite there not being much bragging to be done.)
The only thing I will ask of you while you read this guide is that you have fun playing Lulu after you do so.
Click the spoiler below if you want to read her lore:
Pros and Cons
+ Incredibly strong lane bully.
+ Impressive peel for ADC with Glitterlance
+ Strong poke in lane with her Help, Pix! and Glitterlance combo
+ Has the highest utility of any champion in the game, IMO.
+ Can turn people into squirrels :3
+ Very strong utility scaling with AP (although you will have to build more offensively to achieve this scaling)
+ Wins auto attack trades with ease
+ Very good at avoiding ganks with Whimsy
+ Can save your ADC in teamfights with Wild Growth
- Incredibly mana hungry with requires a good understanding of her mana pool early game
- Low base AD, but this is compensated by her passive
- Her passive can be blocked by other units
- No sustain
Summoner Spell Choices
|Always take flash, it has so much utility; you can use it offensively and defensively in a number of different ways. The amount of times I have Flash over a wall to ult my ally in a 1v1 who was about to die is, well, a lot of times.|
In my opinion soloqueue is all about snowballing your lane. To do so you have to establish lane dominance over the enemy bot lane with your harass, namely Glitterlance and Pix, Faerie Companion. However, sometimes the damage supplied by your skills and passive is not quite enough and you need ignite at the low levels, when your ADC may only have a Doran's Blade, to secure the kill. This is when you Ignite comes in. It can give you just that little bit of extra damage to kill either the enemy ADC or support. It doesn't even matter if that last tick of ignite kills them and you, as the support, get the kill, because we build Spellthief's Edge if you can quickly build your Frostfang with the gold then you can still establish an advantage and just continue to bully the enemy bot lane even more.
However, Exhaust is also viable and ever more so after the new patch. I might take it, for example, when the enemy team has an AD midlaner, like Yasuo or Zed just so that I have another way to get them off my carry. Exhaust is also better for surviving early jungler ganks when you might need to slow down, for example, the enemy Lee Sin so that he can't land his Sonic Wave. Exhaust is also better late game, since in a teamfight, you can use Exhaust on the enemy ADC and cripple their attack speed and movement. However, you can't just run up to them and use it, only use it on the enemy ADC if the situation occurs that they are next to you, do not hunt them down to use it because you will die. I take it most games now because it just shuts down your target throughout an entire teamfight.
With the recent patch, Heal is better than ever and is certainly viable in any lane. It is reduced if you use more than one heal in a certain amount of time, but it is still good. If you aren't confident enough in your laning ability with Ignite or Exhaust or you'd just rather be safe then take Heal. The movement speed buff is really useful in conjunction with your Whimsy, too. You have to coordinate with your ADC so use your Heal efficiently, though, since most ADC will take Heal as well. Heal has very high utility, it is possible to use it just for its speed boost. If your jungler, say, Wukong wants to engage you CAN heal him to speed him up and make his job a little easier. It's probably best to just keep it fore clutch situations, however.
Greater Quintessence of Armor
Greater Mark of Precision
Greater Seal of Health
Greater Glyph of Cooldown Reduction
Greater Glyph of Mana Regeneration
These allow you to survive laning in general, withstanding the physical damage poke that you will soak up from the enemy ADC auto attacks. I'm looking at you, Caitlyn. After recent patch changes I stopped running Greater Quintessence of Health and taking Greater Quintessence of Armor instead. I accidentally have taken Greater Quintessence of Ability Power in a few games since I forgot to switch my rune pages before the game started and it actually went fairly well since you will have a lot of poke, so if you want to take those you can do, but you are less durable and will need to be a lot more careful about your positioning in lane.
6x Greater Glyph of Cooldown Reduction and 3x Greater Glyph of Mana Regenerationx3
With glyphs there is a greater flexibility, I have tried Greater Glyph of Ability Power as well as Greater Glyph of Mana Regeneration. I would sometimes take 3/4 Greater Glyph of Mana Regeneration just to tide me over until I can afford my chalice. Flat AP is nice, but it does not scale very well at all. In fact the only use it will have is in the laning, which is why I would most likely go with a mixture of Greater Glyph of Scaling Magic Resist and/or Greater Glyph of Mana Regeneration. You can choose to take Greater Glyph of Magic Resist if you need the early MR, so for example against Annie, Sona, Zyra, Lulu etc but if not I would opt for Greater Glyph of Scaling Magic Resist. If you do not intend on getting the Ionian Boots of Lucidity in your build then I would recommend Greater Glyph of Cooldown Reduction (you need six of these to get 5%CDR) or Greater Glyph of Scaling Cooldown Reduction. Taking these means you have more freedom in your build path, meaning you can take items that do not give CDR without having to worry about not getting the 40% cap. Due to recent changes to my item build, I am taking these CDR runes to make up the 40% cap :)
greater mark of hybrid penetration 9x greater mark of hybrid penetration.
Marks are hybrid penetration simply because Lulu is a lane bully and they provide her with a decent enough amount of magic and armour penetration to deal a nice amount of damage while laning, both with her auto attacks which are physical damage, that are followed by Pix, Faerie Companion which does magic damage and also with her Help, Pix! and Glitterlance combo. However, I sometimes would take Greater Mark of Armor, if I feel that I can't deal with the damage from a burst lane, for example, a Graves and Leona lane. You can take Greater Mark of Armor if you want, but you will lose a lot of damage early on if you do this. If you choose to take Greater Mark of Armor then I recommend taking some ability power elsewhere in your runes so you can at least poke fairly well.
9x Greater Seal of Health.
After recent patch changes, health seals are now the way to go. Taking these seals gives you the same amount of health to using 3 Greater Quintessence of Health and 3 Greater Quintessence of Armor gives you the same amount of armor as the seals used to. Other options are Greater Seal of Scaling Health or I have heard that Cloud 9's LemomNation take Greater Seal of Gold on some supports. That is up to you.
Previously I took 0/13/17 masteries and this was questioned by a few people. When I looked into it, it was either the 4 extra points into defense or the four extra points into utility, and with 0/13/17 I chose to put them into defense and I am now going to explain why that was the wrong choice.
So, by taking 13 points in defense we get 3 points into Hardiness and one point into Swiftness , the main objective of this is too fill out the Hardiness mastery. Doing this provides you with 5 armor. One point into Swiftness taken reduces slows by 10% which unfortunately cannot be quantified into gold value. However, armor can: Cloth armor gives 15 armor and costs 300 gold. So the cost of 5 armor is 100 gold, making 1 armor equal to 20 gold.
Taking the extra 4 points into utility allows us to take 3 points in Intelligence and one point into Wanderer . 3 points into intelligence provides 5% CDR. To find out the value of one point of CDR we have to take Kindlegem as our example. This maths is far too hard for me so I will just copy and paste it from the Gold efficiency Wiki page. In summary, 1% of CDR is equal to 31.67 gold I won't bring in the efficiency of Wanderer into the equation since that would make it unequal since Swiftness cannot be quantified into gold efficiency.
Also, Intelligence provides us with the invaluable CDR reduction on our active items. Gotta love those actives :3
TL;DR It is more efficient to put points into the utility tree in terms of gold
Taking 9 points in defense allows you to have:
- this mastery is useful in early game trades, with all the auto attack harass you will be receiving.
- Extra health regen is always good to recover from early harass whan you have run out of Health Potion.
- Because less damage!
- Three points in this is more health than a Greater Quintessence of Health. Gotta take it!
- You are going to be building health throughout the game so extra % is useful.
Taking 21 points in utility allows you to have:
- 1.5% movement speed is the equivalent to Greater Quintessence of Movement Speed which is very useful
- Mana regen is invaluable on Lulu, helps out with the early game mana issues but does not solve them completely
- Summoner spell CDR is so so so good. These points are taken, no questions asked.
- Gives you an additional 15hp from a Health Potion and 10 additional mana from a Mana Potion, pretty useful for those early game mana costs of yours.
- 'Cuz cookies :3. Seriously though the 20 additional health and 10 additional mana on top of the boost from Alchemist really helps in lane.
- I feel that these points all come under the same bracket of gold income. Why? You want gold, don't you?
- This gives you that last 5% CDR that can help you reach the cap of 40% and also lowers the cooldowns on your active items. We have a lot of those..
- Movement speed it very valuable on any champion and Lulu is no exception.
Skill & Passive Details.
'Pix is a wild Faerie that accompanies Lulu. Pix will fire a barrage of magical energy at targets that Lulu attacks. '
This is an interesting passive and is the reason that Lulu can win auto attack trades early on in lane. The additional damage from Pix is split between three bolts each fired from where Pix is when you autoattack. Each bolt does a base damage and scales with 5% of your AP. The bolts from Pix can be blocked, however. So, at level 1, if you use your Help, Pix! offensively then you are guaranteed that all three bolts from Pix, Faerie Companion will hit since Pix will be placed on the target. Attach Pix onto your ADC in a teamfight since the more attack speed the target has, the more bolts will be fired from Pix and the more damage they will do.
Cooldown: 7 seconds
'Lulu and Pix each fire a bolt of magical energy that slows all enemies hit. An enemy can only be hit by one bolt
This is very unique skill. You should use it in lane to harass, however late game when you don't have much AP, (unless you built a deathcap) then you will mainly use it for its slow rather than the damage. It is very useful for peeling assassins from your carry. When you first start playing Lulu it is tempting to NOT smartcast this skill, but you should, and let me tell you why! When you have enough CDR for this skill to have less than a 6 second CD, which will happen at 20% CDR, you will be able to use two Glitterlance while your Help, Pix! is on the enemy. When you only have 20% CDR, the CD on Glitterlance is 5.4 seconds. So you have to be extremely quick with using your Glitterlance to achieve the goal of using two in 6 seconds and you will not have time to aim the indicator if you do not smart cast. However, when you have 40& CDR, which you SHOULD always aim for, the CD on your Glitterlance will be only 4.2 seconds, so you can take a bit longer to aim since you will almost have 2 seconds after casting your Help, Pix! on an enemy to cast another Glitterlance.
So your combo would be: Help, Pix! on an enemy followed immediately by a Glitterlance and then the very moment that your Glitterlance comes back off CD, cast it straight away.
EDIT: Since patch 4.5 Pix will only stay attached to the enemy champion for 4 seconds when you use Help, Pix! which makes it impossible to land two glitterlances from one Help, Pix!... RIP one of my favourite mechanics in the game.
You must also be wary of going OOM in lane because if you spam this, that will happen, and you will be no good to anybody. Only use it when you know it will hit.
The initial slow provided by hitting this skill is 80% which decreases to 0+13.3% per 100 AP over its duration which scales with its level.
Cooldown: 18 / 16.5 / 15 / 13.5 / 12
'If cast on an ally, grants them movement speed for a short while. If cast on an enemy, it turns them into an aborable critter that can't attack or use spells.
NB: It also slows but this is omitted in the description on the client.
This is my favourite skill in the game and I spoke about it before in my explanation for maxing it after Glitterlance. It is an even more OP version of silence, it slows the enemy by a flat amount of 60 movement speed, it prevents them from auto attacking for 2.5 seconds at rank 5 and also prevents them from using spells for the same amount of time.
Since you are support Lulu I recommend that you should mainly be using this skill on enemies, since you are not building AP. The movement speed increase for an ally is 30% base and increases by 10% per 100 AP you have. It is very common for AP Lulu players to use it on allies and that is understandable because they are building AP, but you a support Lulu you should almost always use it to nullify the enemy tank, carry or assassin that decides to take down someone on your team. Don't use it frivolously in lane, but it is quite fun to polymorph the enemy ADC when they go in to last hit a cannon minion, for example, although this is rather frivolous and unnecessary, but it can be done.
'If cast on an ally, ommands Pix to jump to an ally and grant them a shield. Additionally, Pix will then follow the ally and aid their attacks instead of Lulu's.Pix deals magic damage to target enemy unit. Pix then follows and grants vision of them.
This skill will cause Pix to attach himself to whoever you use it on for 6 seconds. Use it to get some sneaky, unexpected Glitterlance shots off on the enemy. The shield won't be that powerful since we max this last, but it can help in a pinch.
Cooldown: 110 / 95 / 80
'Lulu enlarges an ally, knocking up enemies into the air and granting her ally a large amount of bonus health and an aura that continually slows nearby enemies.
You can use this skill on whoever is being focused in a team fight. Whether it's the tank initiator, in which case it will keep the enemies clumped together due to the knockup and slow or on your carry which will give them that life saving bonus health and also knocking up whoever is trying to get on them.
Something I like to do in lane if the allied jungler is coming for a gank is flash onto the enemy bot lane and use Wild Growth on myself. Not only is this an initiation in itself, it also keeps the enemy bot lane slowed for the jungler to catch up and knocks them up too. However only do this if you have to, it is mostly better to wait for the jungler to initiate and then use Wild Growth on him, but if you need to initiate there and then, for example, when the enemy bot lane are aware that your jungler is coming and are fleeing, then it is suitable to flash onto them and use Wild Growth on yourself.
Ok so after a lot of consideration I am not longer recommending taking Help, Pix! at level (which I was before) and I now believe that there are situations in which you have to option to take Help, Pix! at level 1.
It depends on the lane you find yourself in, which skill to take first. Help, Pix! is more flexible since it can obviously be used for its damage or for its shield. If there will be level one trades in which you will receive damage from a range, (eg Sona Hymn of Valor + Power Chord) then take e and shield whoever Sona harasses. However if you are laning against, say, Leona, you can take Glitterlance at level one for more damage harass. Although I would still take Help, Pix! sometimes against Leona since it is guaranteed damage whereas it is possible to miss Glitterlance since, obviously it is a skillshot. Another trick you can do, if you can time it well, is place Pix on the enemy just before you are about to hit level 2 in order to land an easy Glitterlance the moment you hit level two which the enemies will not suspect.
However, there are situations in which I would most definitely take Glitterlance at level 1. When either team is invading, you must take Glitterlance at level 1 since slowing an entire team of people is an invaluable option to have in a level 1 team fight. Also if you are paired with an ADC who can push the wave effectively, eg Caitlyn or Sivir then it is optimal to take Glitterlance at level 1 and just shove the wave to get level 2 fast in order to bully the enemy bot lane effectively.
Now for the justification of my skill order:
Max Wild Growth first, it's your ultimate and your most useful ability.
By maxing Glitterlance second, you will be able to establish lane dominance. By levelling Glitterlance, you will increase the base damage it deals by 45 with each point. It will also increase the slow duration by .25 seconds with each point. Maxing Glitterlance also increases your ability to help your ADC push in order to apply pressure to opposing ADC and force them to miss some CS under their tower. Also you are increasing the duration of the slow by 0.25 seconds per rank resulting in a decaying 2 second slow at max rank.
The reason I max Whimsy third is twofold. A lot of people max Help, Pix! third for its damage scaling (the base damage increases by 50 with each level, 5 more than with Glitterlance.) However, Lulu does most of her damage in the laning phase. Maxing Help, Pix! third will not have that much have an effect because soon after 6 you and your laning partner will be turning your attention to other parts of the map. Also, the reason that I max Glitterlance is because in the early laning, your ADC lacks damage so you must compensate for that with your own. By the time you have hit level 6, your ADC will probably be well on their way to picking up their first big item The Bloodthirster, Infinity Edge, Trinity Force etc etc, which means that they are not so reliant on your damage to pick up kills anymore, so because of this, there is no need to max your Help, Pix! third.
The second reason is as follows. Whimsy is my favourite skill in the game not only because you can turn someone into a squirrel (FTW) but also because it is even more effective than a silence. I say this because, with a polymorph, the target cannot use spells, or auto attack, or even move that fast, it decreases their movement speed by 60. I max Whimsy third purely for this reason. Its cooldown decreases by 1.5 seconds per point, resulting in a 12 second CD at rank five. Also, the mana cost only increases by 5 per point, while Help, Pix! mana cost increases by 10 per point and since Lulu is such a mana intensive champion, it is nice to be as frugal with your mana as possible.
That leaves Help, Pix! to max fourth and last. Late game, this skill is mainly used to reposition Pix in order to fire off your Glitterlance so that it hits the majority of the enemy team, and slows them, reducing their efficiency in teamfights as well as picking off stragglers by slowing them so that your team can catch up to kill them.
#1 Spellthief's Edge
#2 Ancient CoinSpellthief's Edge completely outshines this item in lane. The only reason anyone buys this is for its upgrade, Nomad's Medallion. The active from Frost Queen's Claim is just as good however, when you catch someone out.
#3 Ruby CrystalSightstone. I would start with this if the enemy jungler was Lee Sin, for example, since Lee Sin is a heavy ganking jungler with very potent early game ganks.
This, ladies and gentlemen, is one of the phases of the game when Lulu really shines. One word to summarise your laning phase as Lulu is, poke.
However, this is easier said than done. Lulu is notorious for her poke but she is constrained by her mana costs. I know I talk about this a lot, but I need to emphasise it, once you can manage your mana costs as Lulu, then you are basically sorted. Being able to see when it is worth it to use your Help, Pix! + Glitterlance combo is one of the key things.
Just some maths really quickly, Lulu's base mana is 200, with an additional 55 mana per level. At level two, when you have both your Glitterlance and your Help, Pix! you will be using 125 mana for a combo using both of them together. That's 40% of your mana gone like that, be careful.
It is not enough to just use your Glitterlance. Whether it is followed by Help, Pix! or not, you have to run after the enemy you hit while they are slowed, and auto attack them as much as you can. That is the reason we took greater mark of hybrid penetration because of your ability to bully people not only with your spells but also with you auto attack and Pix, Faerie Companion. Using your Help, Pix! into Glitterlance is costly on your mana pool, but if you can follow with one or two auto attacks afterwards, then it is worth spending that mana.
If you are ganked, the best thing to do is to either Whimsy your ADC or to polymorph the enemy jungler before they can use their CC. For example, if Lee Sin is running at your ADC, trying to aim his Sonic Wave then just polymorph him, you have to predict when he is going to do it, but it is possible. Even if he does hit it, if he isn't quick enough with his Resonating Strike then when you polymorph him he will not be able to jump to your ADC anyway. Then just land your Glitterlance on as many people as possible when you're running away and you should be fine :3
These are hypothetical guidelines on how to play against a champion. Every matchup can end up being won by skill and this is the case a lot of the time. Take Spellthief's Edge all lanes except those in which I recommend you shouldn't :3
1/5 = easy 5/5= hard
Like with the support matchups, these are hypothetical and this synergy is very reliant on the playstyle of your laning partner and also based on your synergy as players.
One thing to note is that when you are in a lane with an ADC that can push well, eg Caitlyn or Sivir you can just push the wave out at level 1 with your Glitterlance to get a fast level 2 so that you can just bully the enemy bot lane even more efficiently.
1/5=bad synergy 5/5=amazing synergy
Spoiler: Click to view
Frost Queen's Claim
Locket of the Iron Solari
You need the cap which is 40%. It's incredibly useful to be able to use your Whimsy on more than one person per teamfight. Also having your Wild Growth off CD when you need it really helps in soloqueue when allies get caught out. Which they do. A lot. But that is what you're good at as Lulu, saving people from certain death ! :P
Recently I have been starting with Spellthief's Edge more and more due to the buffs and I now believe that Frost Queen's Claim is AS good as Talisman of Ascension and since getting Talisman of Ascension was the only reason for ever buying Ancient Coin it's now better to buy Spellthief's Edge in most situations.
Spellthief is just so much better in lane than Ancient Coin. You are a poke champion, you are supposed to annoy the enemy laners intensely and the best bit about Spellthief's Edge is that you are rewarded for doing so.
If you catch someone with your Glitterlance lategame, it is easy to follow up with the Frost Queen's Claim active into your Whimsy for a disgustingly good chain of cc! However, the one downside of ending up with Frost Queen's Claim is that it does not give as much CDR as the Talisman of Ascension, it is targeted as well. To compensate for a more offensive build, you have to buy Ionian Boots of Lucidity to achieve the 40% CDR cap.
Core Items that you must get every game.
Choice of boots will change with every game; which champions are fed on the enemy team, whether they have a lot of CC, or a primarly AD-focused composition, for example, will affect your choice.
If you need 15% more CDR to get the 40% cap then get these. If you choose to go for another pair of boots then you can take Greater Glyph of Cooldown Reduction or Greater Glyph of Scaling Cooldown Reduction to get that cap.
These are perfect against heavy AD compositions. Auto attack block is very useful all game round.
Well with these boots, after the recent nerfs, you're going to be super fast when you're out of a fight but when you're in a fight, you're going to be super slow. Your job in a fight is to move around and aid your allies with your abilities and you need to be decently quick to do that. I don't really recommend these unless you feel that the extra speed out of combat is worth it. However, a good strategy if you get ahead in lane, and take the enemy bot lane tower fairly quickly, is to get an early Sightstone and Boots of Mobility and just roam around the map, ganking lanes and warding at the same time.
Buy these if you are being crippled by magic damage and/or CC. They are rather expensive, but if the enemy has an AP jungler, Elise for example as well as a CC orientated mid laner, say, Orianna, then I would say that these boots are easily worth it.
I like these for the additional movement speed. Very useful for running around in a team fight and just generally being annoying, helpful :3.
Really not the best buy, but they can be useful for the additional magic penetration, but I would leave the dealing of magic damage to your AP carry. These can be very useful as an early buy, however, but I wouldn't keep them for late game.
So an example Spellthief's Edge build, also applies to the Ancient Coin start, just substitute the items accordingly.
Spellthief's Edge + 3x Health Potion + Mana Potion >> Frostfang + Ruby Crystal >> Sightstone >> Frost Queen's Claim >> Boots of Speed Chalice of Harmony >> Mikael's Crucible
My only deviation from this order would be when I start with Ruby Crystal in which case I would get Sightstone on my first recall. Then I would buy my gold generating item then follow the order as above.
So then you have a choice for two more items.
Itemising against magic damage
This item is lovely for a tanky support. Gives health, mana, and a lovely passive shield. This item is very very useful against champions such as: LeBlanc, Nidalee, Gragas or any other champion that relies on landing one spell in particular that will set off a massive teamfight, or in the case of nidalee, it will force you to recall and therefore either forcing a 4v5 or your team losing an objective.
Not an item I see many supports buying, but it is good, it gives a movement speed multiplier, which is very helpful and it is especially useful combined with your other CC. Activate your ghosts, when they are slowed chain your Frost Queen's Claim active, then your Glitterlance and then your Whimsy, if they are not dead by then, then they are Dr. Mundo and you should have banned him! :3
Itemising against physical damage
This is seriously such a good item. It gives you so many stats that are useful for Lulu. Armor to make the attacks of the enemy ADC a lot less potent and that added with the passive will just make them cry! The 20% CDR is lovely but be careful that you do not buy too much CDR and go over the cap because that is a waste of money. The mana this item gives is also very useful for Lulu since she is very mana dependent.
Similarly to Frozen Heart, this item provides a lot of armor. Randuin's Omen provides you with health, too, however. This item brings a nice passive and an active that works similarly to Frozen Heart. But, if you are going to buy this item, REMEMBER to use the active, for the sake of winning a team fight, it can be so useful. If anyone jumps on your ADC, assassin or otherwise, just use the active and laugh in their face.
Well apparently this item sucks: http://blog.ibuypower.com/blog/2014/07/03/clg-aphromoo-vlog-current-meta-support-picks-update-team-morale/.
I haven't tried it extensively but for now I would stick with what Aphromoo says :P
End Game Build.
So, the end game build with the Spellthief's Edge will look something like the core build above. Get as close to 40% CDR as you can.
With my new build, you get 30% and then the 5% from masteries and the 5% from runes totals to 40% :)
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In terms of trinkets it is very important that you switch to a sweeper lens immediately after you buy your Sightstone since you no longer need the trinket ward to provide vision for your team. When you have 475 gold the Greater Lens is a priority buy.
Teamfighting as Lulu is pretty damn simple, using your Wild Growth effectively and applying your CC to priority targets are on the top of your list. I spoke about this in my explanation of Wild Growth a couple of chapters ago.
There is a large list of things you can do, which is why I think that Lulu has the highest utility in the game. She can slow, polymorph, knock up, increase someone's health, shield someone...the list of possibilities goes on!
The basic things you want to aim to do are as follows:
- Polymorph an enemy threat. If the enemy team has a champion with a channelled ability, ( Katarina) then you want to save your polymorph to immediately stop their channel. If the enemy team does not have a channelled ability that you want to stop you must still save your Whimsy to use it on ANYONE who focuses your ADC.
- Try to land your Glitterlance on as many people as possible.
- Remember to auto attack! Every little bit of damage counts.
- Use your Summoner Spells! Ignite or Exhaust should be used on priority targets.
- Use your actives! Frost Queen's Claim and Talisman of Ascension are invaluable tools that you have at your disposal to save someone or to allow your team to catch up to someone who is getting away.
An important thing to do after winning a teamfight is obviously, to push. As Lulu you have immense pushing power. When you win a teamfight, push the creep waves with your Glitterlance. If your team is rushing to baron it is sometimes quicker to just use Help, Pix! on an allied minion and just fire off a Glitterlance at the enemy creep wave as you are walking away.
If you have come this far, here, have a metaphorical cookie! :3
Jokes aside, many many thanks for reading my guide and I hope that even though I am ONLY silver tier I have provided some insight into this champion, whom I adore. 0.o
Be gentle with your feedback please, this is my very first guide.
I know there are no fancy pictures and I hate that too, don't judge me :(