Lulu Build Guide by CurrentlyFapping
Not Updated For Current Season
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.
Introduction Into the Magical World of Demacian Fae Yordles.
I would like to take the time and say thank you for reading this guide. That's it. Really. Also Lulu's butt is the color blue.
That aside I bought Lulu roughly a week after release and I have to say I'm very pleased with her abilities. Once you get down harassing with Help, Pix!, using it to extend the range of your Glitterlance, you'll be able to dominate a lane with your partner. While getting from point A to point B may be a little tedious with her, even with Boots of Speed, learning positioning and when it's appropriate to use Shurelya's Reverie for movement you'll rarely miss a team fight.
With that said I play her as an AP Jungle Carry.
Or I'm just crazy and you shouldn't listen to me and go full support.
NOTE: While the real important stuff is written up, I still have 2 sections that need to be finished. Mostly about warding and supporting your team, plus other tips and tricks I've come across playing Lulu. Give me some time- I should have them written up soon.
"The best path between two points is upside-down, between, then inside-out and round again." - Lulu
Sect Uno: Why Should You Play Lulu?
I was never one to judge a champion by someones quick opinion through a pro's and con's list but here's one anyway. As a mage with tons of CC's and utility I can see her viable as a support as she was meant to be or even a full on carry. In a way I like to think Lulu plays similar to Karma in the sense that you can do a decent amount of damage while still going support. While the main focus of Lulu should be support, as this guide is building her, her potential damage is something to ponder.
Sect Two: In-Depth Skill Overview
Arguably the most important aspect of a character is their skills, it makes the champion you could say. While play style can vary from person to person it's still important to know exactly what your skills do and when it's appropriate to use them.
Now don't just go in their with your staff in your hands poppin' QWER like it's no ones business. This section will explain exactly what you need to know about your skills, jump to section eight (Team Work and You) for more about team fights.
NOTE: Mouse over the abilities name to see what it does in detail.
Pix, Faerie Companion
What You Should Know: I'm seeing a lot of people trying to abuse the damage it deals by stacking attack speed but it just feels like a huge waste. This ability doesn't scale with anything other than level. The damage may scale well with magic penetration but there's no real way to stack that past the Sorcerer's Shoes, Void Staff, and Haunting Guise. With that in mind it's better to simply give the passive to your AD carry with Help, Pix!.
Other than that, it also doesn't proc on hit effects. Making it even worse of an idea.
Extra Food For Thought:
Pix, Faerie Companion acts in different ways with effects that would prevent autoattack damage:
-If the allied champion pix is following is blinded, Pix and the champion will both miss.
- Riposte and Aegis Protection will only parry or block one attack, either the allied champion's or one of Pix's depending on when it was activated.
- Counter Strike will dodge all of Pix's attacks along with those of the allied champion he's following.
What You Should Know: A very powerful skill shot slow. It can be used to hit enemies during the laning phase to help secure kills and when casting Help, Pix! on a minion or champion it can be used to hit enemies from miles away. Glitterlance's mana cost at level 1 is relatively low, so using it to harass in your lane is a great idea. That and the slow is ridiculous, even if it's only 1 second long.
Extra Food For Thought:
If an enemy is hit by both bolts, the slow does not stack.
Use Help, Pix! on a minion or champion to extend the range at which you can shoot your Glitterlance. Allowing you to hit champions at a ridiculously far range from you.
Glitterlance shoots two bolts, one from Lulu and the other from wherever Pix is when the spell is cast.
-Moving the cursor towards Lulu when targeting will cause the two bolts to cross fire, while moving the cursor away from Lulu will cause the bolts to fire towards the same point.
What You Should Know: The only polymorph in the game, a great utility spell for knocking out that pesky carry or getting your squishy support self out of the fire. While personally I've never used Whimsy to chase enemies, as I use Glitterlance for the slow, and Whimsy so they can't escape, it can be used as a chase tool with the 35% movement speed, or even an escape. The 60 AP adds a nice steroid of damage for your AP carry (or lane partner) so don't overlook that. I have secured kills this way by beefing my lane buddy using Whimsy, then tagging the enemy with Glitterlance. during mid to late game consider saving the Whimsy for team fights, removing the carry from the fight after they pop all their CC removal is huge. 2.5 seconds makes the difference between a 5 for 0 exchange and a 0 for 5 exchange.
On top of this great CC/Escape tool it is also an AP steroid. Three uses in one ability, how insane is that? While it's not the usual thing to do you can pop the whimsy on an AP lane partner at level 8 giving them a hefty 60AP increase. 60AP at level 8 lets your lane partner deal TONS of damage. With the help from Glitterlance slowing your enemies, pop Whimsy on your AP friendly and watch the enemy lane melt.
Also as a side note, during the late game it can be used as a faster form of travel when cast on your self once or twice. By the time you get to where you need to be you should have regen'd most of the mana.
Extra Food For Thought:
Whimsy, when cast on an enemy, will interrupt channeled abilities. Such as Nunu's Absolute Zero.
Whimsy's ability power bonus will be increased if the target is affected by items or buffs that multiply ability power, such as Rabadon's Deathcap and Archmage .
Help, Pix! (E)
What You Should Know: Between a nuke that stops stealth champions and a pocket shield that gives your friendly champs the chance to take another tower hit this is an all around beast skill. Giving this to your AD carry to really crank out the magic damage from your innate is something I do very often. You may want to save it for that really annoying Twitch that pokes and runs or an Akali that likes to hide in Twilight Shroud.
Extra Food For Thought:
Pix is independent from the absorption shield when cast on an ally, an he will continue to assist the target's attacks even if the shield breaks.
While Pix is attached to an ally, his spell bolts will fire with their auto-attacks at their target.
-While Pix is attached, his bolt from Glitterlance will fire from his location toward the cursor.
-Stick Pix to an enemy and you can quickly Glitterlance them from far beyond normal range, or hit their teammate. It takes quick aiming, though.
-Pix can be attached to a friendly or enemy minion to extend Glitterlance's range as well.
Wild Growth (R)
What You Should Know: Don't be afraid to use this on yourself if you're trapped in the fire. Although generally that shouldn't be happening with correct positioning, using this on an initiating tank such as Amumu or Maokai for the knockup and slow can really lock up the enemy team. Also if you use the ability on someone that's low on health it acts as a heal in a small way.
Extra Food For Thought:
Wild Growth somewhat acts as a heal as the bonus health is applied. If the ally you use it on isn't at full health when you cast this on them it 'heals' them slightly.
Wild Growth's aura is a persistent slow, keeping enemies slowed for as long as they remain in range.
While Wild Growth seems to have a knockup, it is actually a knockback that sends enemies back 275 units but takes a large arc to do so.
Sect Three: Skill Sequence
In a very general sense that's what should be focused on. I'll go into more detail about why I believe Whimsy should be the main priority versus the powerful slow from Glitterlance or the nuke shield of Help, Pix!.
Why I Prefer to Level Whimsy First.
Whimsy completely removes a target of your choice from combat for a few seconds. The higher the level of Whimsy the longer the duration. It's also very much worth mentioning that the AP steroid is massive at early levels while also giving someone a free Ghost to escape a nasty gank. People really overlook the allied portion of this ability and I hope with time Lulu players will start using that part of the ability more.
Getting Help, Pix! second for the nuke/shield increase is a pretty good idea. The little bit of damage absorption can stop that lethal turret shot, Karthus Ultimate ( Requiem), or anything of that nature. It also gives you a tiny form of damage while granting vision for annoying invisibility champions.
Last, but certainly not least, is Glitterlance. While it does have a great AP ratio of .7, and a great slow that just lasts longer with level, I feel Help, Pix! and Whimsy are far more important. An 80% slow that lasts 1 second is still pretty damn good, especially since you can hit 2 targets with it in two separate directions. (Practice aiming the skill shots not included with this ability and is sold separately).
Sect Four: Masteries
M A S T E R I E S
Overall this is your standard support setup with the intention of getting the max amount of cooldown reduction as I possibly can through the talents Sorcery and Intelligence . At 10% reduction, throwing in Ionian Boots of Lucidity and Shurelya's Reverie you'll meet the 40% cooldown reduction cap perfectly.
Utility Tree Side
Summoner's Insight - Whether you take Clairvoyance, Flash, or Teleport this is pretty useful. At 1 point you just can't go wrong.
Good Hands - Less time spent dead means reviving and getting to your team faster. Between this and Expanded Mind it's up to you, this is just what I use.
Scout - Increased sight ward range. Nothing amazing, but it's nice.
Sage - 1 point for 40 extra experience on an assist or kill. Not to shabby.
Offensive Tree Side
Sect Five: Summoner Spells
Description: Reveals a small area of the map for your team for 4 seconds. 70 second cooldown.
Why?: This is the standard for most supports. Map awareness is beyond huge in this game. I take it every game without a second thought unless someone else takes it, freeing up a spell slot for myself. Or you can just take 2 people with Clairvoyance, good team communication can lead to great things.
Description: Teleports your champion toward your cursor's location. 265 second cooldown.
Why?: A tad controversial, probably one of the more overpowered summoner spells even after the flash range nerf. I use it despite the argument that Lulu shouldn't be anywhere near the enemy for her to need this, what with her slows and everything. It's either this or Heal. I switch the two depending on my mood.
Description: Restores 145-570 Health (depending on champion level) to your champion and 50% of that to nearby allies. 270 second cooldown.
Why?: Seeing as Lulu has practically no heal past the partial heal from her ultimate Wild Growth- Heal's a solid choice to take. It may just save the life of you and your allies. Taking a point out of Scout in your masteries and subbing it out for Summoner's Resolve increases the healing potency by 10%, so that's also an option.
Description: Exhausts target champion, reducing their Movement Speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 2.5 seconds. 210 second cooldown.
Why?: Generally I see tanks or off tanks take this but it's definitely a life saver/ender. Great choice for locking the enemies carry down or simply giving you that extra inch to get away from a horrendous gank.
Description: Your champion ignores unit collision and has 27% increased Movement Speed for 10 seconds. 210 second cooldown.
Why?: A very nice escape tool. Between this and Flash this choice is really up to you. I don't use it but it's an option to consider. If you're taking Summoner's Wrath you get 35% increased movement speed over the 27%.
Description: After casting for 4 seconds, teleports your champion to target allied minion, turret, or ward. 300 second cooldown.
Why?: Constantly finding yourself far away from the team fights? Stupidly huge minion wave on top pushing down your tower? Feeling lucky and wanna try to backdoor the enemies bottom tower? (That'd be really stupid, fyi.) - This spells alright, pretty huge cooldown but it's got its uses. With Mastermind the cooldown is reduced to 255 seconds.
Description: Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds. (Does not remove the healing reduction from ignite) 210 second cooldown.
Why?: If you're the type of guy that stands in the CC and just can't seem to dodge for the life of you, this isn't a terrible choice. Personally, I would never use this. I find the other spells a bit more useful. You shouldn't be in the position that CC is an issue to be honest.
Don't Even BotherIgnite
You're not a carry, you don't need to be taking kills from your team.
Useless later on, you should stop needlessly spamming your abilities early game on minions.
What are you, dealing damage? I don't think so sir.
I hate you so much. Yes, you. Don't ever pick this.
This guide isn't for dominion, and even if it was- No. It's not bad, but just no.
If you're honestly dying that much you should really consider not jumping into the very middle of the enemy team.
Lulu jungling. HILARIOUS.
Sect Six: Runes
Makes you just that less squishier. Standard support rune.
Greater Mark of Magic Penetration
More damage on your shield and what not. It's either this or the armor.
Mana regen/5 sec. per level really fixes Lulu's mana consumption issue early to mid game. You could just go flat mana regen per 5 but I prefer the ones that scale.
Greater Seal of Defense
Scales well into late game. It's either this or the flat armor boosts, it helps either way. Stupid AD carry's.
Sweet, sweet, magic resistance. Great glyphs - I believe everyone should own 20. 9 for you and 11 for your cat.
Greater Glyph of Ability Power
Flat ability power adds some kick to your Help, Pix! and Glitterlance, but I don't really care for these. I believe there's also scaling ability power glyphs, so the choice is yours. I prefer magic resistance.
Since you won't last hit anything this is practically a standard support quintessence. The gold per/5 really adds up with the mastery Greed , Philosopher's Stone, and Heart of Gold. With all this combined you're pulling in 15 gold every 10 seconds. That's 90 gold a minute which is incredibly helpful to say the least.
Here's a chart over the course of having all two gold per 5 items, the masteries, and the 3 Avarice Quints. Obviously you won't start with the 2 gold per 5 items but this gives you a general view of how much all of this helps. Just from the mastery and quints you're making 5 gold per 10 once the minions spawn. It's like a free gold per 5 item minus the slot!
Greater Quintessence of Ability Power
Flat ability power adds oomph to your Glitterlance and Help, Pix!. That's it really.
Greater Quintessence of Movement Speed
If you got them and feel like being stupid fast most of the game, go for it. While I like my gold per/5 I could see these being useful.
Sect Seven: Itemization with a Tear of the Goddess
NOTE: Even if you don't build the Tear of the Goddess this section is still somewhat useful for beginners. Ignore the tear and go straight for an Aegis of the Legion and onward to a Frozen Heart.
The first question you might have is "Why in the world did you choose to build a Tear of the Goddess..?". Well I'll tell you what, Lulu is one mana hungry champion if I have done seen one. Other than that this is completely standard support. If it ever reaches the point to where you finished the Locket of the Iron Solari or Randuin's Omen, you may as well get a decent AP item. A fully stacked Archangel's Staff ain't to shabby and it fixes any and all mana issues that Lulu may have by late game.
This is what I consider the core bit of the build, the items I always get without thinking twice. The rest are either situational or past what you'd normally expect to get to before the game ends.
Tear of the Goddess
Such a great item. It pretty much rids Lulu of the mana issue mid to late game. After 4 to 5 spell casts and with such pitiful sustain without runes or masteries you have to be really careful with how you use your abilities. Late game when you're able to shoot a spell off every 3-4 seconds with maxed cooldown reduction this can easily destroy your mana pool. With the Tear turning into the Archangel's Staff as our final item it also gives us a great increase for damage in our abilities which is always welcome. Overall this item kills two birds with one stone, making it ideal.
Aegis of the Legion
Now in some cases your tank may be getting this but that's perfectly fine. Aura's stack up to two when there's more than one champion carrying one. As far as I'm aware all the bonuses will stack on the team, so don't worry about buying this and thinking it'll go to waste since the tank got one too.
Will of the Ancients
You might consider outing this for a Zeke's Herald depending on how AD vs AP heavy the team is. Generally I get this even when it's just me and 2 other people that truly benefit from it though, the spell vamp and 80 ability power is really great.
Meet the Boots
This and the Shurelya's Reverie get you to the perfect 15% cooldown reduction you need to hit the 40% cooldown reduction cap. The only time I don't take these boots is if I'm supporting primarily AD champions. In that case I got Zeke's Herald and the Shurelya's to get me to the cap while also getting tenacity.
I love these boots. I love them so much. You can not go wrong with Tenacity. Although in this case I consider the cooldown reduction more important, you shouldn't be getting caught in the middle of a team fight or 1v1 with the enemy carry/tank/what have you.
Exception: You plan to get a Zeke's Herald for your AD champs. In that case, buy these instead. The cooldown reduction from Ionian Boots of Lucidity is then wasted.
Vayne, Tryndamere, Corki, or Caitlyn given you guff? Become a ninja.
Faerie Charm + 2x Health Potion + 1x Mana Potion + 2x Sight Ward
The average starting items for me. Since I don't take Wealth I don't get that extra 40 gold for the third Sight Ward. Which is fine in my opinion, I only ever need to drop 2 and I recall with the money I need for my Philosopher's Stone plus another sight ward practically 90% of the time.
I take the Mana Potion because Lulu is stupid mana hungry pre 6, it helps. The Faerie Charm provides you with a tiny bit of mana sustain and builds into a quick Philosopher's Stone.
Goals When Recalling
This is basically what you want to get the first, second, and third time you recall from lane. From there just build the mid game items. Obviously you won't be able to get all of the items every time you recall, but if you are you've landed your lane partner a kill or three and you've stuck around in lane for quite a while. Good job.
After that you'll just have to buy things as the game goes on. Grabbing your Ionian Boots of Lucidity and Aegis of the Legion whenever you find yourself at base or needing to recall. By the point of grabbing your upgraded boots it should already be mid game.
It'll either be the start of mid game, or in the middle of mid game by the time you've finished your boots or started your Aegis of the Legion. Either way your main focus for items to get before late game is the Aegis and a Will of the Ancients. Now you have a choice between the Will of the Ancients versus a Zeke's Herald, depending on whether you're AP carry heavy, or AD carry heavy. As a general rule if I have 3 AP champs (that includes myself), I just get a Will of the Ancients. The spell vamp can really save yours, and your teams, ***es.
If you built the Zeke's Herald and want Tenacity (Or simply don't want to waste the 15% cooldown reduction on Ionian Boots of Lucidity) Don't buy them and get Mercury's Treads, then build Shurelya's Reverie for the 40% cooldown reduction.
At this point your inventory will look like one of two ways.
Will of the Ancients Purchased
Zeke's Herald Purchased
Now I fully realize that you'll run out of space for Wards once the Zeke's or Ancients is built. The thing is, is that by the point of even going for the final mid game item you should be starting late game. The only things that need to be warded are Dragon , Baron Nashor , and the blue and red buffs respectively. Now it's not essential that the buffs are warded but it is a huge one up on your enemies having vision of them. Ask your tank/offtank to start warding for you, or you can sell one your gold per 5 items. I've never had an issue at this point so the choice is yours.
Late Game - Final Tweaks
Full Build 1
Full Build 2
Once you finish your Zeke's Herald or Will of the Ancients it's generally the beginning of the late game. At this point you'll be converting all your gold per/5 items into a Shurelya's Reverie (From Philosopher's Stone) and either a Randuin's Omen or Locket of the Iron Solari (From Heart of Gold).
Rarely ever do I get up to Locket of the Iron Solari. Hell, sometimes I don't even get that far. Although there's always the one really great match where neither team has a true significant lead over their enemies. In games like this where it's down to the last team fight, that one Baron Nashor steal, or even one insane backdooring of the enemy Nexus, you build an Archangel's Staff.
One Last Thing - My Thoughts on Randuin's OmenRanduin's Omen
It's a great item, just not for Lulu. While the 75 armor, 350 health, and 25 health regen is nice you're wasting the 5% cooldown reduction and I'm never within range to use the active. It's also about 850 more gold than a Locket of the Iron Solari, while the Randuin's Omen does provide more in the way of survival and sustainability I get the Locket much earlier than I would the Randuin's. I can then move onto my Archangel's Staff much faster, and for that simple convenience and an active I can safely use I prefer the Locket.
Sect Seven-Two: Tear of the Goddess and Other Options
The Tear of the Goddess, why? Why not?
I figured the Tear would cause people to be iffy about trying this build. Despite the reasoning's I suppose I'll go even deeper into why I believe it's a truly ideal item for Lulu. I'll examine other possible items that could be built in it's place, while weighing the pro's and con's of other item choices.
NOTE: Click the items image to go directly to the comments section for it on MobaFire.
First let's examine the Tear itself.
"He who holds the tear of a goddess holds the power of creation."
Item Cost: 995g (205g)
+7 Mana Regen per 5 seconds
Passive UNIQUE: Each time you use an ability, your maximum Mana increases by 4 (3 second cooldown). Bonus caps at +1000 Mana. Does not stack with Manamune or Archangel's Staff.
What this item offers you:
-A significantly increased mana pool that synergizes well with the cooldown reduction of Ionian Boots of Lucidity, Shurelya's Reverie, and Zeke's Herald.
-A low gold cost, allowing us to still focus on warding, working towards our other support items, and doesn't seriously impede upon our gold pile.
-Building into an Archangel's Staff for a very significant increase of ability power, mana regen, and mana. Again allowing us to cast spells more, being as effective as soon as possible, without the fear of going out of mana.
The downside of taking this item:
-Generally looked down upon by the majority of the LoL community.
-900g that could be spent working towards your Aegis of the Legion earlier.
-Relying on early kill supports for that extra 200 or so gold you would need for the Tear.
Support Replacement Options
"Warning: Do not thaw!"
Item cost: 2775g (650g)
Passive Unique: +20% cooldown reduction
Unique: Nearby enemies suffer −20% attack speed.
What this item offers you
-The best replacement for Tear of the Goddess
-99 Armor adds a much higher survival chance against AD champions
-500 Mana allows for more spell casting before going out of mana (OOM)
-The -20% attack speed passive is huge against attack speed champions, and it stacks
-The ability to get Mercury's Treads over Ionian Boots of Lucidity
-The final cost of this item is relatively cheaper than a completed Archangel's Staff
The downside of taking this item:
-5% of the cooldown reduction is wasted
- Glacial Shroud isn't as useful on it's own compared to the Tear, although adding suvivability, also costs roughly 600 more gold
\While Archangel's adds a huge jump in ability power for spells which is always useful, the 99 armor is arguably just as useful if not more so in the correct situation. This is on a case by case basis and is up for debate.
A very solid replacement for the Tear. I would take this if I was looking for an alternative that somewhat fit the roll of what I wanted to achieve with the Tear. While 5% of the cooldown reduction being wasted is just a pet peeve of mine, being the min max nerd that I am, looking passed that this is a wonderful item choice.
Item Cost: 2650g (1050g)
+70 ability power
+57 magic resistance
Aura Unique: Nearby enemy champions suffer −20 magic resistance.
What this item offers you:
-A good amount of Magic resistance
-70 Ability power, more beef for Glitterlance and Help, Pix!
-Reducing nearby enemy champions magic resistance by 20
The downside of taking this item:
-Nothing useful builds from it into this, making it a very late game item you'll probably never get
-Being close enough for the aura to matter can be risky
-Expensive on a support, even for a late game item
Item Cost: 2285g (485g)
Aura Unique: Nearby champions gain +10% cooldown reduction and +12 mana regeneration.
What this item offers you:
-520 Health makes you a little less squishy
-10% Cooldown reduction for the entire team
-Mana per/5 for the entire team
The downside of taking this item:
-You won't reach 40% cooldown reduction with this
-A tad underwhelming compared to the alternatives, and at a smaller price
Defensive Replacement Options
NOTE: I don't feel the need to go incredibly in depth for defensive replacement options as they are all pretty self explanatory.
-I'll be honest, nothing comes to mind. It takes an item slot and that's it.
+A great passive that could potentially turn the tide of a team fight
+Magic resistance and armor
-The passive has a very long 5 minute cooldown
+The spell shield is always useful
+A nice amount of magic resistance and mana
-The spell shield is incredibly easy to pop, but is still annoying despite that
-Second most expensive choice
+100 Ability power is immense
+50 Armor reduces the damage you'll receive from AD champions
+The active is insanely good, helps in team fights immensely. Only a 90 second cooldown.
-Doesn't build from anything useful passed an expensive Needlessly Large Rod
-The most expensive choice for a defensive item
Sect Eight: Team Work and You (Coming Soon)
~ Work in Progress ~
This section will cover working with other champions during lane, and what to do in a team fight. As I go farther along with Lulu I'll start to put more and more into this section. For now, I'll just leave this here as a stub for later.
Sect Nine: Art of the Suppordle and Warding (Coming Soon)
~ Work In Progress ~
Help on Warding
Click Here For the Best Damn Ward Guide on the Face of the Earth
The best ward help you'll ever receive. Love this resource, worship this resource, sing sweet love songs to it. Well whatever you do do. Read it. Read it well.
Sources of Information and Closing
I took a few sources from the League Wikia, reading various guides that have already sprung up, and my own personal opinions and experiences. I hope you learned something from reading this Guide and I'd love to read any thoughts and comments you may have.
-Xpecial's guide had a lot of good points that I agree'd with, I borrowed a few idea's and adapted them into my own way of playing Lulu.
-The League of Legends Wikia, I use this website a lot for item information
-MobaFire of course for their myriad of guides I've used over the last view months.
Change Log and FAQ
Go FAQ Yourself
Fact One: No. Cho'Gath won't reach ridiculous size with Feast at 6 stacks, Surge, Dominions Storm Shield buff, and Lulu's Wild Growth. There is in fact a cap on how big a champion can get.
Fact Two: Lulu is in fact a blue Yordle female. If you didn't know this you probably just collectively lost your ****.
Fact Three: Lulu's Whimsy turns enemy champions targets into Squills, a two-tailed animal. (Cupcakes or Black Cats also happen, depending on the skin)
Fact Four: Lulu's polymorph ( Whimsy) is a unique ability - There are no other polymorph's in the game.
Fact Six: Help, Pix! places a debuff when used on an enemy champion that says "Hey, listen!"
Fact Seven: Whimsy places a debuff when used on an enemy champion that says "This unit is pacified and cannot attack or cast spells. It is also adorable."
Fact Eight: There is no fact Five.
-Unarchived. Comment to Vote turned off.
-Might consider continuing to work with the build.. everyone seems to downvote at the mere sight of the Tear, even with the alternatives. So please don't blame for saying "Meh" to losing interest in trying.
-I did a lot of actual tweaking to the guide itself. To tired to remember as I did all the editing around 5am. Forgive my sloppyness and neglect to document the changes.
[3/27/12] Guide Tweaking - "Workin' all the days."
-Added a "Tearless" quick reference build for those that don't like the Tear of the Goddess
-Added an entire chapter for the pro's and con's of going with the Tear vs No Tear
-I go somewhat in-depth about other options to replace the Tear
-More wording clean up, slightly more in depth in a few area's of the guide
[3/26/12] Guide Tweaking - "Only a day later!"
-Reworded a few things to be a bit more clear
-Fixed a few oopsies here and there
-Added a gold per 5 chart in the runes section under quintessences
-Added the hotkeys for her abilities next to the images (Q W E R)
-Tweaked the formatting slightly
[3/25/12] Submitted to MobaFire - "Be gentle, I bruise easily."