Views: 1130 On-Hit Lulu
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Hi Mobafire!
This is my first blog and I thought I would use it as a place to collect my thoughts on an on-hit Lulu build I've been working on. I may eventually turn what I collect here into a guide if I like it enough and it works well. Feel free to criticize, suggest, laugh, and post feedback.
I find there are 3 ways to build Lulu, all of them quite strong.
There is the standard support Lulu build which is also the most common. She was made to be a support so her kit is well suited for it.
There is the full AP Lulu build which is rather strong (especially early game). You do a lot of damage and easily get farmed but the damage seems to drop off late game as you only have 2 spells for damage.
Then there is the AD/AS/On-Hit Lulu build. This works because of her passive, Pix, Faerie Companion which does up to an extra 87 magic damage per attack at level 18 (I thought it was 117 but apparently Riot had the tooltip wrong). This is also the first build I saw pros using on Lulu while streaming in one of the rare moments in which I actually watched a LoL stream (I prefer SC2 streams). It seems to be extremely strong early game and late game, but falls off somewhat mid game. It also requires a lot of farm (which is easy to do with this build).
I found that On-Hit Lulu can either be solo-top or mid, both work well. It seems to function in a similar way to On-Hit Teemo but with more CC and less damage. You have Glitterlance for damage (especially early), farming, and zoning melee champions. Whimsy gives you a good initiate/escape/chase. Help, Pix! is probably your least useful spell here- the shield may save you from Ignite but mostly you will be using it to set up Glitterlance hits. And your ultimate Wild Growth is just great to use during a fight either for the instant tankyness, the AOE knock-up and slow, or the instant massive heal (if cast on a low-health person).
My Build So Far:
Start with Boots and 3 Health Potions, standard
Next you want to build a fast Nashor's Tooth starting with Fiendish Codex. The mana regeneration, AP, and CDR early on really help a lot.
However, if you are against an AP champion (generally mid) you will want to build a Wit's End first for the MR.
After this, you need to finish your boots. I would probably go with Sorcerer's Shoes as most of your damage will be magic damage (whether it is from the on-hit effects of your items or your abilities).
Now build a Malady. This gives a little more AP, some good AS, and a stacking MR debuff along with a bit of damage. Perfect for this build.
If you haven't bought it yet, now is the time to get a Wit's End. The MR will really help as will the AS and 42 extra damage per hit.
Next I think a Frozen Mallet is a good idea. It has a lot of health, making you hard to kill. You also get a perma-slow from your auto-attacks in addition to all your other slows/CCs. I could care less about the 20 damage it gives you.
And finally, to finish your build and do massive damage, make a Madred's Bloodrazor.
Here is what I'm currently trying to figure out with my build:
The Hextech Gunblade seems to have great stats for this build and grants a lot of sustain, what would the best way to fit it into this build be? Which item should it replace? Should I just forget it completely? What is the best way to fit sustain into the build (there is currently no lifsteal/spell vamp in it)?
A Wriggle's Lantern could be useful, it has a bunch of stats that are great for solo-top against the standard melee tanky-dps. Unfortunately I don't think that it is the best item. It doesn't grant AS, or AP, or on-hit effects. Also the lifesteal would be minimal as this build has almost no AD. Could be a useful situational item.
Madred's Bloodrazor grants the largest DPS boost out of all the items, but currently it comes last in my build. I feel that I am unlikely to reach that point in the game very often and having it so late may weaken my mid-game. Where is the best spot for it in the build? Do I build it right after my boots or keep it near the end?
Runes and Masteries. I have yet to really figure out which work best for this build. I think I want 21/9/0 for masteries, but am not sure which would work best. Pure AP offensive masteries or a mix of AD and AP (or AS and AP)? For runes I'm not sure whether to use my AP runes or AD runes or something else entirely. Suggestions would be nice.
Jungling. I have not tried Jungling with Lulu yet but it can probably be done. How would I alter this build if I was to jungle (with the exception of making a fast Wriggle's Lantern). I think it would work well, she should have strong ganks ( Whimsy to run in/initiate and red buff + Glitterlance to slow). Also for jungling, what runes/masteries would be best? I'm currently trying to fill in a new rune page and will be spending all of my IP on new runes so I'd love to hear what will work best.
Anyway, that's it for now. Thanks for reading my rather long post. I'd love feedback on my build and comments/suggestions/help on the bits that I'm working on. As I said, there is a good chance that this will end up as my 2nd guide once I have it all sorted out. Just tell me what you think.
This is my first blog and I thought I would use it as a place to collect my thoughts on an on-hit Lulu build I've been working on. I may eventually turn what I collect here into a guide if I like it enough and it works well. Feel free to criticize, suggest, laugh, and post feedback.
I find there are 3 ways to build Lulu, all of them quite strong.
There is the standard support Lulu build which is also the most common. She was made to be a support so her kit is well suited for it.
There is the full AP Lulu build which is rather strong (especially early game). You do a lot of damage and easily get farmed but the damage seems to drop off late game as you only have 2 spells for damage.
Then there is the AD/AS/On-Hit Lulu build. This works because of her passive, Pix, Faerie Companion which does up to an extra 87 magic damage per attack at level 18 (I thought it was 117 but apparently Riot had the tooltip wrong). This is also the first build I saw pros using on Lulu while streaming in one of the rare moments in which I actually watched a LoL stream (I prefer SC2 streams). It seems to be extremely strong early game and late game, but falls off somewhat mid game. It also requires a lot of farm (which is easy to do with this build).
I found that On-Hit Lulu can either be solo-top or mid, both work well. It seems to function in a similar way to On-Hit Teemo but with more CC and less damage. You have Glitterlance for damage (especially early), farming, and zoning melee champions. Whimsy gives you a good initiate/escape/chase. Help, Pix! is probably your least useful spell here- the shield may save you from Ignite but mostly you will be using it to set up Glitterlance hits. And your ultimate Wild Growth is just great to use during a fight either for the instant tankyness, the AOE knock-up and slow, or the instant massive heal (if cast on a low-health person).
My Build So Far:
Start with Boots and 3 Health Potions, standard
Next you want to build a fast Nashor's Tooth starting with Fiendish Codex. The mana regeneration, AP, and CDR early on really help a lot.
However, if you are against an AP champion (generally mid) you will want to build a Wit's End first for the MR.
After this, you need to finish your boots. I would probably go with Sorcerer's Shoes as most of your damage will be magic damage (whether it is from the on-hit effects of your items or your abilities).
Now build a Malady. This gives a little more AP, some good AS, and a stacking MR debuff along with a bit of damage. Perfect for this build.
If you haven't bought it yet, now is the time to get a Wit's End. The MR will really help as will the AS and 42 extra damage per hit.
Next I think a Frozen Mallet is a good idea. It has a lot of health, making you hard to kill. You also get a perma-slow from your auto-attacks in addition to all your other slows/CCs. I could care less about the 20 damage it gives you.
And finally, to finish your build and do massive damage, make a Madred's Bloodrazor.
Here is what I'm currently trying to figure out with my build:
The Hextech Gunblade seems to have great stats for this build and grants a lot of sustain, what would the best way to fit it into this build be? Which item should it replace? Should I just forget it completely? What is the best way to fit sustain into the build (there is currently no lifsteal/spell vamp in it)?
A Wriggle's Lantern could be useful, it has a bunch of stats that are great for solo-top against the standard melee tanky-dps. Unfortunately I don't think that it is the best item. It doesn't grant AS, or AP, or on-hit effects. Also the lifesteal would be minimal as this build has almost no AD. Could be a useful situational item.
Madred's Bloodrazor grants the largest DPS boost out of all the items, but currently it comes last in my build. I feel that I am unlikely to reach that point in the game very often and having it so late may weaken my mid-game. Where is the best spot for it in the build? Do I build it right after my boots or keep it near the end?
Runes and Masteries. I have yet to really figure out which work best for this build. I think I want 21/9/0 for masteries, but am not sure which would work best. Pure AP offensive masteries or a mix of AD and AP (or AS and AP)? For runes I'm not sure whether to use my AP runes or AD runes or something else entirely. Suggestions would be nice.
Jungling. I have not tried Jungling with Lulu yet but it can probably be done. How would I alter this build if I was to jungle (with the exception of making a fast Wriggle's Lantern). I think it would work well, she should have strong ganks ( Whimsy to run in/initiate and red buff + Glitterlance to slow). Also for jungling, what runes/masteries would be best? I'm currently trying to fill in a new rune page and will be spending all of my IP on new runes so I'd love to hear what will work best.
Anyway, that's it for now. Thanks for reading my rather long post. I'd love feedback on my build and comments/suggestions/help on the bits that I'm working on. As I said, there is a good chance that this will end up as my 2nd guide once I have it all sorted out. Just tell me what you think.
This leads me to this conclusion: AS/On-Hit Lulu does not work well in the place of a hard carry (like Kog'Maw or Corki). She works very well in addition to them. Her damage output is lower than your typical ranged carry, but her kit has a lot more utility. My build tries to reflect this- it allows for a strong laning phase and attempts to build for sustained DPS and late-game utility. She ends up part On-Hit carry, part support, part tanky DPS.
Current Build:
1) Boots and 3 Health Potions
2-A) Nashor's Tooth - if solo-top, perfect first item for this build
2-B) Wit's End - if mid or against an AP champion (build Nashor's Tooth after your sorc shoes and before the Bloodrazor in this case)
3) Sorcerer's Shoes - as most of your damage is magic damage
4) Madred's Bloodrazor - to pile on the DPS. If you are well farmed/fed they should start to take notice of you now and focus you which leads us to the next item
5) Giant's Belt - makes you a bit harder to take down
6) Wit's End - gives you some nice MR and more sustained DPS
7) Frozen Mallet - I have yet to reach this point, but it grants a lot of health, infinite slows, and a bit more damage. Makes you a true off-tank.
Final item, I'm not quite sure which to make so I have a few different choices:
8-A) Randuin's Omen - Become even tankier, have more health regen
8-B) Void Staff or Abyssal Mask - to do even more damage, especially if they stack MR
8-C) Hextech Gunblade - A nice hybrid DPS item, gives a lot of sustain. Could be good.
8-D) Rabadon's Deathcap - Pure AP damage, make your spells stronger
8-E) Infinity Edge or Bloodthirster or Phantom Dancer - A lot of AD damage, probably not the best choice
Bad games:
Chat bug before game starts- no way to tell them I need a solo lane
Lag spikes whenever someone comes in range or during teamfights- very rage-inducing
Get stuck in bot lane with an AD carry- we both need tons of farm, a very bad situation
Teammates are ******ed, tend to wander off before teamfights
Example: went 0/10/3 two games back because I had to lane with a Teemo and they had a very fed Shaco. Also, Garen stole solo-top from me and went 1/8.
Good games:
Team has good communication
I have a solo lane
No random lag spikes making things difficult
Our jungler isn't ******ed, the team is decent
Example: last game went 6/0/11. Had solo-top, plenty of farm, no lag problems (but there were pre-game chat problems >_<)
Jungle Lulu is not viable, or at least not with the runes I own so I'm not even going to try to figure out a good build for it.
The glass cannon build I put in the last post is also not really viable, there are other champions that do that sort of build so much better (like Teemo and Kog'Maw)
An AS/AP build may be viable and it may or may not have some on-hit effects (will create one in a bit)
My on-hit build simply does not work if I don't have a solo lane. It is far too item dependent so sharing creeps is out of the question. It appears to work either solo-top or mid. Whether it is better than a full-AP build I have yet to decide.
AP/AS hybrid build ideas (I'm just rambling here):
Boots and 3 Health Potions to start with because I like starting with this
Hextech Revolver as the second item for sustain and AP
Fiendish Codex will follow that up for more sustain and AP
Sorcerer's Shoes or Berserker's Greaves will come next
Nashor's Tooth will be finished now
Giant's Belt because we need some health
Hextech Gunblade will also be finished for lots of damage and sustain
Malady seems like a nice choice, more AS and a bit of AP
Frozen Mallet can be finished too at this point
Rabadon's Deathcap for another nice chunk of AP
Probably not a very good idea, but with some thought and alterations an AP/AS build may become useful. But for now I think I'll stick to testing my Tanky On-Hit build.
I want to balance her early game power (she is usually very dominating in lane) with late-game utility. For this I think I will start by building powerful AS/On-Hit items but turn into an off-tank late game so I can put out fairly high sustained damage without being a glass cannon (though I could go the glass cannon route too, I just think it would be more risky).
Revised Build:
Boots and 3 Health Potions
Nashor's Tooth - this item gives you everything you need early game
Sorcerer's Shoes - to make you hit just a bit harder
Madred's Bloodrazor - build it earlier rather than later to keep your mid-game strong
I like being tanky!
Phage - For some health and the occasional slow
Wit's End - More on-hit damage, some nice MR
Frozen Mallet - Lots of health, permaslows
Randuin's Omen - More health, armor, health regen, and a nice active
Glass cannon all the way!
Malady - More AS, more on-hit damage, MR shredding
Deathfire Grasp - Farewell tanks!
Hextech Gunblade - More damage, a good amount of sustain
I have no idea what the viability of this build is yet, especially in ranked games. Hopefully it works well but I really won't know until I've played around with it for ~20 more games or so.
I do agree that Madred's Bloodrazor should be an earlier item. Perhaps build it as my 2nd big item (after Nashor's Tooth or Wit's End)? I also feel I should split up the Frozen Mallet and either build a faster Phage or Giant's Belt so I can have more early/mid-game survivability. Not sure about hot to fit those into the ordering of my build just yet.