Lulu Build Guide by Kaffe
Not Updated For Current Season
Not Updated For Current Season
Disclaimer: This guide was first meant to be a public one for Lulu, and it might become again, but right now it's only a personal build and the text added to this guide doesn't match any of the possible Lulu builds in this guide.
A wild card Lulu no one can keep track of. Should have good communication with other support (item build), preferably played with a tank/support going bot in the team. Will probably update this later with more information and eventual tweaks. I dare you to try it, cool people do. :D
Pros / Cons
- Can deal heavy nukes
- If low health, still extremely useful in the back line of team fights
- Yordle power
- Can be tricky to play early game
- If your team mates doesn't know your strategy, they might get confused
Pix, Faerie Companion - Pix fires a barrage of 3 bolts, dealing 3 + (2 × level) magic damage each, at whomever Lulu attacks. These bolts are homing but can be blocked by other units.
Glitterlance - Lulu and Pix each fire a piercing bolt dealing magic damage, slowing enemies hit by 80% for a short duration. An enemy can only be damaged by one bolt.
Whimsy - On ally cast: Target ally gains 35% movement speed and bonus ability power for 5 seconds.
On enemy cast: Polymorphs an enemy champion for a short duration, disabling their ability to attack or cast spells and reducing their base movement speed by 60.
Help, Pix! - On ally cast: Commands Pix to jump to an ally and then follow and aid their attacks instead of Lulu's for 6 seconds. Upon arrival, Pix shields them for 6 seconds.
On enemy cast: Pix deals magic damage to target enemy unit. Pix then follows and grants vision of them for 6 seconds.
Wild Growth - Lulu enlarges her ally, knocking enemies away from them. For 7 seconds, her ally gains bonus health and slows nearby enemies for 1 second.
Creeping / Jungling
Try to get a team mate to help you with damage on the wolves first, but they must avoid taking the XP. Move on to blue buff (with pull help, preferably from mid), then wraiths then golems. If you feel up for it, go for red buff, or you can try to get first kill on bot lane already (if the lane hasn't been pushed). Roam and jungle as you see fit, but back home for your first purchases if you're at low health.
Extra note on smite -- If you think you will be left alone with the blue buff (that is, not get invaded), use it as soon as a fellow summoner has pulled the creeps instead of waiting for the life of the giant to go down. This is to reduce the effective cooldown so you can use it soon again if needed. If you believe there is a possibility on getting invaded, then wait to use it until it is exactly below the hp dmg your smite does to avoid someone stealing it (the same that you would do to avoid steals on baron or dragon, in other words).
You can be pretty aggressive with this build and be pretty far up in team fights (of course not completely in the front) and nuke. If you feel threatened by enemy CC or the likes or if you're at low health, you can also stay pretty far back and still deal damage and slow enemy attacks with Pix (let Pix be on front line ally by casting Help, Pix, then use Glitterlance) and help with ulti when in a tough spot. This cute little button known as Lulu is multi-functioned and effective.
The summoner spells here are quite straight forward. The smite acts as major help while jungling, especially the blue and red buff monsters. It also helps securing a dragon or baron kill. A must have if you jungle Lulu (and right about all other junglers as well).
Flash is both offensive and defensive and is something I almost use on all my heroes, always. If you're in a tough spot, you can often get away by using flash (most effectively by flashing over walls/hindrances, but if that isn't possible it's sometimes enough to just flash away from the enemy in order to create enough space between you and the one targeting you to get into safety). Offensively, you can counter flash someone trying to get away or make a delicious sneak attack (my favorite being flashing from opposite teams wraiths in the jungle to gank enemy mid player, but can be used almost anywhere on the map).
Alternative set ups could be using Ignite to get that last damage in as they are fleeing (and so you can turn around and gank somewhere else, faster) or Ghost to be able to run away from tricky situations or to quicker reach other gank locations within a small window of opportunity. Flash is my favorite, but neither of these are bad choices as at all.
Smite. Always. Stays. Period.
The 9/0/21 build should be effective if you get your start right. Magic penetration, AP boost and cool down reduction all suits well to get people down fast and give you plenty of options to escape if necessary. As you jungle, you automatically is a little behind level wise if you do not get to gank a lot and so the XP bonus will do good in order to minimize the risk of falling behind. On a good run, you'll even be able to get ahead, which never is a bad thing. Stronger, better, faster, richer. If you perfect this, playing style, you might want to switch greed with Transmutation and Runic Affinity, but by then you probably won't have to go to this guide for any help. ;]
The skill sequence makes a lot of sense for this type of gameplay; you need to deal damage and protect yourself and you initially have no real use to make anyone else better, so the Whimsy spell will have to wait all the way to level 5. This is to boost your damage output and minimize your damage input while jungling, and to be able to do so effectively. Once you reach level 6, you will most likely roam a lot for ganks and will only then benefit from having Whimsey in your artillery, so there's little need to get it before then. You won't take on any actual support actions until mid/late game.
All in all, this is a tricky way to play Lulu, but very rewarding if you do it properly. Playing Lulu full on support does not take out the character's full potential and should be avoided, if you ask me. Of course, this will not stop people from doing so, but the more adventurous and skillful player will lean towards this playing style, I'm sure (even if they avoid the jungling part -- note that I wrote "lean"). You do damage, you support both close range and from a distance and have such a nice set of skills for a creative mind to do incredible things with. Once people are used to her, I'm sure she will be seen often as a standard part of any solid team.
Yordle power! Yordle power! Yordle power!
...and cuteness. :3