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My name is Ra9eQuit and I am a Lulu Main, currently sitting at 250k Mastery Points and playing her mostly Jungle and Support. After a lot of research on my own, I also came to this build being most optimal regarding the damage path.
Now to the point, I would like to hear your opinion on the new Trinity Force which got changed in 6.11. I always liked Trinity Force, it gives you everything you could wish for, but now it is even better for On-Hit builds. In the past I have been building it often but more as a late game item. Now I consider it as a possible 5th or 6th item. I didnt make the calculations yet, but I think it wouldnt be efficient to place it before Guinsoos, because it greatly decreases the effectiveness of Nashor's and Wits End, which got a huge buff in efficiency this patch. So I would consider it as a 6th item maybe since it increases the burst significantly if used right.
I would like to hear your opinion on this matter. Thanks for your concern.
-Ra9eQuit
I added Trinity Force into my gold/dmg analysis and tried again. Unfortunately no matter where it's inserted into the build, it is still wholly outclassed in the gold/dmg ratio by all the other items, even compared to Blade of the Ruined King.
Trinity Force is garbage, I absolutely agree with you, but there is another build I would like you to check out: The build goes as follows:
Bloodrazor Red Smite -> Statikk Shiv -> Infinity Edge -> Runaans or Phantom Dancer -> Bloodthirster and Berserker Boots.
That is a build I have been testing for quite a while and I noticed that the "Vayne build" is quite fitting for her and enhances her burst greatly. I am still not sure if I even want to build Bloodrazor or completely skip it and go for Shiv but one thing is for sure: This build does insane damage. Its very costy tho, and I am not sure if this is viable for the Jungle.
Probably not viable anymore after next patch since my lovely On-Hit build is getting an immense buff (Guinsoos first item? :^)). I will try varrying the item order and test Botrk and Guinsoos as earlier item options.
I just want to hear your opinion on the build I mentioned, I have been inspired to build this by another Lulu main, and I didnt like his build completely so I altered it to this.
Pros of the build:
* Insane late game damage output and lifesteal for sustain.
* Definitely stronger than On-Hit from Mid to Late.
* Can provide AoE damage with Runaans.
* Can potentially one shot squishies.
Cons of the build:
* Signifficantly weaker early to mid game.
* Not as sustained damage but rather bursty.
* Doesnt have AP at all and scales worse with Lulu's kit, but more in pure damage.
* No real defensive item and thus, even squishier than normal Lulu.
* Weaker ganks for the most part.
That Guinsoo's buff is so delicious ahaha. It was already pretty good for the build and that 25% just solidifies it!
The math ended up showing that in terms of three-second damage gold/dmg, the on-hit build ended up being superior.
However, I think the items you're testing should not be fairly evaluated on the gold/dmg metric. Runaans provides the triple hit damage while Bloodthirster provides the blood shield, while Phantom Dancer provides damage reduction. While the on-hit builds have their power wholly relegated to their damage, the other items have a large burden of their cost distributed into these additional effects.
Are those effects worth the loss of gold/dmg? That's something math can't show I'm afraid, only testing will. Glad you've been sticking to this playstyle though! It's quite fun and I regret that I don't have time to play all my builds.
Jungle Lulu's assassination pattern doesn't benefit from CDR. You polymorph then blast away. If JLulu can't kill them in one rotation of spells, then they're usually dead anyway. This also mitigates the necessity of more defensive itemization; very all-or nothing, so an extra 7% effective magical health isn't going to change much.