Lulu Build Guide by
Not Updated For Current Season
Not Updated For Current Season
For runes, I use a standard AD Carry build for better early game play. By using flat Armor Penetration runes, Flat Armor seals, Flat Magic Resist glyphs, and Flat Armor Penetration quintessences.
With the upcoming changes to armor and magic resist runes, these runes can probably be more effective as attack speed and attack damage.
I use an offensive mastery build with defensive secondaries. I focus mainly on the attack speed, attack damage, and armor penetration aspects, being sure to pick up cooldown reduction when possible.
In addition, I use the defensive masteries to give a little boost to armor and magic resists as well as a heaping helping of hit points.
For starting gear, I always pick up boots and a trio of health potions (unless you're up against a stealth champion in which case I pick up a ward to sniff them out).
Next, I pick up Stinger for some attack speed and cooldown reduction followed closely by Mercury Treads. If I'm not up against a lot of disables or magic damage, I'll take Berserker's Greaves but that rarely happens.
At this point I continue to increase my attack speed with Malady. It not only gives attack speed, but also AP and some nice additional magic damage on basic attacks. In I feel I'm going to need a lot more health, then I will go for a Ionic Spark. The area effect magic damage proc is nice but so is the extra health.
Next up come Nashor's Tooth. This gives me a bit more cooldown reduction, AP, AS, and the wonderful world of Mana Regen. While it's not insanely great mana regen.
The next item is Trinity Force. It has a great mix of AD, AS, Movement Speed, AP, Mana, and even Health. It also adds the chance to slow enemy champs and gives a nice on hit effect after using an ability.
I follow this up with The Black Cleaver for AD, AS, and Armor Pen. It's great hitting fast but if you don't pack a punch, there isn't much point.
Lastly, I like to swap between Infinity Edge or The Bloodthirster. IE, helps add more punch. Bloodthirster gives a bit more sustainability if you find you're not getting into fights where you have a high chance of death...it helps you bounce back to full after a minion wave or two.
For summoner spells, I like to use Heal and Flash. Since Lulu's only heal is her Ulti, you don't get it for a while. Heal helps offset this. Use it to save yourself and your allies, especially in team fights and early lane fights.
Flash is your standard GTFO skill. Use it, love it. Remember it can be used to chase for a last hit too.
I start off with Glitterlance. This skill is great for early game harassment. Although it scales on AP, we don't care about that so much. No, we want the slow it puts on enemies. The fact that it can hit multiple targets in 2 skill shots at once makes it very versatile.
Next comes Whimsy. I use this spell to shut down enemy champs and to speed myself and my allies up. It also adds some AP to a friendly target so it can be really helpful if laning with an AP champ. In team fights, turn those enemy champs into squirrels and cupcakes. This ability also silences champs that have a channeled Ult. Use it to shut down Nunu and other similar champs.
Help, Pix! is a great support skill. I tend to use it for the modest shielding effect on myself or allies but keep in mind it moves Pix to the target for a short duration which means you lose a good chunk of your magic damage on basic attacks for a short time. This skill can also be used for positioning Pix on an ally or enemy to extend the range of Glitterlance. This makes it very versatile. Don't forget the damage component when casting on an enemy. While not the focus of the build, it can mean the difference between a kill or your death.
Wild Growth is amazing. Not only does it heal, add temporary health, and slow your enemies within range for the duration but it also interrupts and knocks up your enemies when cast. Use it on yourself. Use it on your Friends. It can be a great escape mechanism when chained with other abilities. It also can be the deciding factor in a team fight. The knockup can prevent an enemy champ from fleeing, resulting in their death.
A basic skill chain for Lulu in a team fight should start with Help, PiX! on your initiating champ followed by a Whimsy on an enemy heavy hitter with a Glitterlance into the thick of things. A well time Wild Growth on a low HP ally or an ally in the middle of the team fight can really help out. Be sure to keep an eye out for enemy channeling you can interrupt with whimsy and Wild Growth.
Why attack speed, you noob? I found that attack speed makes Lulu pretty tough. In early games, her harassment and basic attack damage from her passive. With her toolkit of snares, speed, silences, shield, damage, knockup, and heals, Lulu can be a very difficult champ to counter when played well.
This build requires you to play very aggressively. When I'm laning with an ally, I try to push hard but I always look out for myself since I solo queue. Until I feel confident my ally isn't stupid, I try to look out for myself first as well. When I feel comfortable, I will take more risks. The attack speed mixed with Pix's damage makes last hitting easier and in some cases, you can even last hit minions that a turret should have gotten the kill on.
Don't be fooled, to really be useful, you may need to steal the enemy's blue buff from time to time.