Lulu Build Guide by MiamiHurricane
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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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.
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Champion Build: Lulu
| Health | 3471 |
| Health Regen | 18.96 |
| Mana | 1190 |
| Mana Regen | 27.33 |
| Armor | 170.6 |
| Magic Resist | 79.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 161.2 |
| Attack Speed | 130.859 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 109.85 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 30% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Welcome to my second MOBAFIRE guide, my dear reader. This guide details a rather unconventional way to play one of our newest (and cutest) champions,
I came across this idea a few days ago while perusing other
What you see before you today, dear reader, are the results of my ongoing experimentation. I suggest you remain patient and read the next few sections of my guide on the goals and viability of this build before jumping into queue to try it as things could end very badly for you indeed. Learn from my mistakes, dear reader, do not repeat them yourself.

Disclaimer: this build remains experimental and shall be updated often. I cannot guarantee its strength at the moment though it seems to work pretty well. Any and all feedback, particularly about specific top-lane match-ups is much appreciated. Expect this guide to change as I continue to use it and receive feedback.
Goals
Perhaps you, dear reader, are new to the fantastic champion that is
Lulu. Perhaps you are a veteran and interested in learning about a new way to play this champion. Either way I welcome you once more to my guide. In this section I shall take a look at the specific goals I had in mind while creating this build.
There are THREE main ways in which you can build
Lulu, each with its own strengths and weaknesses. They are AP
Lulu, Support
Lulu, and AD/AS/On-Hit
Lulu. As this is a version of and AD/AS/On-Hit
Lulu build, I shall not be talking about the other two. Should you wish to know more about them, dear reader, find a different guide. There are plenty to choose from.

My build, dear reader, is the part of the AD/AS/On-Hit series of
Lulu builds. Much like the AP
Lulu builds, this one has a very strong early and mid game, but drops off late game. The reason for the drop-off is a bit different, however. With AP builds you simply do not have enough burst damage to compete late game, with AD builds you are too easy to focus down
The goal of these builds is to capitalize on the extra damage granted by your passive and use it to shred the enemy team. Unfortunately, because it relies on auto-attacks, this leaves you very vulnerable to being burst down before you can make an impact late game as your auto-attack range is a mere 550, hence the drop-off. Besides, other champions have better suited kits for this type of build, especially champions like
Kog'Maw and
Teemo.

So, dear reader, let me ask you a question. It is the same question I asked myself. How would you build
Lulu as an AS/On-Hit champion and yet stay relevant into the late game?
The conclusion I reached for viability was this: build high-damage items at the start of the game and survivability items at the end. This helps you to dominate during the early-mid game. As the enemy team takes notice of you and begins to focus you, you will have enough health to survive and become an end up becoming an off-tank.
This allows you to take the role of a Tanky DPS champion, the sort that is normally sent top-lane in the first place. Because of the damage items you built early, the enemy team has no choice but to focus you. Because of your health, armor, and MR you can take quite a bit of punishment while sewing chaos with your amazing crowd-control and granting your carries the time they need to shred the enemy team.
Be warned however, my dear reader, this build will not always work. I've had it crash and burn as often as I've had it rip through the enemy team. Read on if you wish to know when to pull out this build and when to simply leave it alone and use another one.
Viability
Now comes the part you have been waiting for, dear reader. This is where you will learn when it is appropriate to use my build and crush everyone, and when it is best to just sit back and pick a different champion or simply play support
Lulu.
The main consideration you must take is your team's composition. The reason for this should be quite obvious, this build is expensive. If you cannot have a solo lane you cannot make this build work. It is possible for you to take the bottom lane with a support and gain sufficient farm in that way but that would be ill-advised.
Because of this we find ourselves an unfortunate situation where using the build in solo-queue can be rather difficult. With four random teammates, each with their own pre-conceived notion of how
Lulu should be played, you are unlikely to be given the solo-lane this build requires. Fear not however, should you be given the chance to prove yourself in a solo lane you should shine! But if all else fails, just play with some friends.
Note: If you wish to skip the next section (inside the purple dividers) go ahead. It is a discussion of why you should take the top-lane over any others (though the mid-lane is also acceptable).

Remember what I talked about in the last section reader, remember our discussion about how to build
Lulu so she doesn't become dead weight in the late game. We end up building her as a Tanky DPS champion. She has neither the range, the burst, or the kit to function as a glass cannon. This is important because should you take the bottom lane and take the roll of the AD Carry, your team will not have enough damage to compete late game. You may be able to do substantial amounts of damage, but it simply will not be enough to lead your team to victory. The bottom lane should remain in the hands of a proper carry.
This leaves you with two lanes. The middle lane, and the top lane. I would advise that you let an AP carry take mid while you take top, but this is not as important as having an AD carry bottom. Should you find it necessary, you can take the middle lane and you can dominate it. In fact, you SHOULD dominate it. Only do this if you have a good AP damage dealer who is allowed to have a solo lane for farming. You want to keep the damage on your team balanced. There are some champions that can work just as well solo-top as they can mid, such as
Fizz and
Kennen, but in most cases you should be taking the top lane for yourself.
If it becomes apparent during the pre-game chat that you will not be allowed either mid or solo top, please pick a different champion or build support
Lulu. You simply will not be able to perform your roll properly without the income granted by a solo lane. As mentioned previously, it is likely that you will not be given your solo-lane if you are playing solo-queue.

Since we are taking the role of Tanky DPS as
Lulu why, my dear reader, would we want to play
Lulu in this way instead of taking a more conventional champion like
Garen or
Olaf? The reason is twofold:
Lulu has a very disruptive and versatile kit allowing her to be very useful during teamfights, and she is able to shut-down most conventional melee Tanky DPS champions. Because of her strong early-game harass with
Glitterlance and her range advantage, having
Lulu take solo-top can throw a wrench in the other team's plans. This provides your team with a sizable advantage.
Singed isn't nearly as scary if he is only allowed half his usual farm.
Congratulations my dear reader and thank you for making it this far. I know the previous sections contain a daunting amount of text, but with such an unusual and unconventional build such explanations were necessary. And now, on to the build!
Pros / Cons
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Runes
Choose your favorite combination of runes from those I listed above and you should be set! Remember, your goal is early-game domination while laning followed by late-game durability for sustained damage.
Masteries
With this build I go for a 21/9/0 focusing on maximizing my early-game damage and survivability. I put points into
Note that I do not put points into
I do, however, take
Summoner Spells
Teleport: This spell is a must if you are the solo-top (which you should be). It allows you to recall, buy, and be back in your lane within 20 seconds. It can also be used for 4-man ganks, split pushing, stopping creep waves, and getting to teamfights quickly. Very very useful.
Flash: The ultimate escape spell. It is good on just about every champion, especially those with no jump/teleport/gap closer. You have a built in
Ignite: If you don't like the choice of teleport, or if you happen to have the mid lane instead of top lane, Ability Explanation

Know that the bolts are homing and can be intercepted by minions or other champions before they hit their intended target. You can use this to last hit two low-health minions at the same time if you position yourself properly.
Pix can be temporarily granted to an ally with your shield,

You're going to want to max out
[+] Combine
[+] Remember that enemies will only be damaged by one bolt, hitting them with both will not double the damage (that would be quite broken).
[+] Finally this spell is also great for farming quickly and clearing minion waves. However be warned my reader, it also tends to push the lane very strongly leaving you open to ganks. Try to hit only a few minions (or just the low health ones that you will not be able to auto-attack in time) if you intend to use it for farming.

You're going to want to max out
[+] In teamfights you should target the enemy with the largest damage output. This will render them unable to do anything much for 2.5 seconds hopefully allowing your team to finish them off.
[+] Cast on yourself or the AP carry for a nice boost in damage and extra movement speed. With level 2 boots your speed will increase from 370 to 480.
[+] Cast on yourself or allies to help initiate, escape, gank, or chase. If ganking or being ganked you may want to cast it on the enemy champion instead.
[+] Cast on an enemy when engaging in a 1v1 as it grants you up to 2.5 seconds of FREE DAMAGE as they will be unable to do anything apart from looking adorable.

You're going to want to max
[+] Combine with
[+] Tag a low-health ally (or yourself) with the shield and help them escape, most helpful if they are out of harm's way but have a DoT (like

You're going to want to take points in
[+] Cast on an ally the enemy team is currently focusing. The extra health will help them live through the fight, or at least last a bit longer so they can deal more damage. It is especially important to cast on squishy carries (if you didn't cast it on the tank when he initiated).
[+] Cast on a low-health teammate to help them escape to safety. When cast on someone with under full health it acts like a heal (the extra health does not disappear when the duration runs out). Having a 300/450/600 (+0.5 AP) health heal can mean the difference between life and death in some cases. Note that because it is technically a buff, it cannot be reduced by heal de-buffs like
Items
Boots of Speed: Start your build with
Nashor's Tooth: This item gives you everything you need in the early game. I suggest building it from a
Sorcerer's Shoes: Once your
Wit's End: ONLY IF AGAINST AN AP CARRY generally this will be mid, but can be top too. Buy this item first (build your 
Madred's Bloodrazor: This will be your main source of damage, and is also why you NEED a solo lane for this build- it is expensive! At 3800 gold, this is the 3rd most expensive item in the game coming just behind
Giant's Belt: With the purchase of
Wit's End: Now that you have a nice chunk of health, you can finally build 
Frozen Mallet: Congratulations on making it to this point in the game! By now the game has probably lasted for over 40 minutes and you are well farmed (I have yet to reach this point myself). What you need to do now is turn that
Abyssal Scepter: This is a good choice for three reasons. First, it grants you more magic resist. If they have a very dominant AP carry this would be a great item. Second it grants more AP. You may not be AP
Randuin's Omen: This would be the best choice against an AD heavy team. It provides a lot of armor, some more health (bringing you over 3000), and a powerful active. A
Hextech Gunblade: I wanted to find a way to work this item into my build, but this is the only spot for it if I want to avoid becoming a glass cannon. It grants a lot of sustain (not found earlier), some AD, and some AP. A nice hybrid item that could work nicely if you don't have to worry about being focused.
Rabadon's Deathcap: You've built your survivability items, now it is time to try and increase your damage as much as you possibly can. This will make the currently mediocre damage from your abilities spike allowing for even more damage output. It makes you more fragile than you probably want to be but it could work.
Summary
Thank you, my dear reader, for taking a look at my unconventional
Lulu build, I hope you enjoyed your read. If you decide to try my build out on the ladder please leave feedback in the comments section, I would love to hear your thoughts on this build and suggestions for improvement.
Farewell, my dear reader, I wish you the best of luck in your endeavors.
Credits to jhoijhoi for the template, which you can find here and to IceCreamy for help with some formatting problems.
Changelog
4/28/2012: Guide published!
4/27/2012: Made the guide more colorful, added a short Dominion section
4/21/2012: Guide completed
4/20/2012: Build-order settled upon, guide begun
4/17/2012: Experimentation on creating an AS/On-Hit
Lulu build started
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