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Lulu Build Guide by LaCorpse

Lulu ♥ Fluffy Incoming!

Lulu ♥ Fluffy Incoming!

Updated on July 30, 2012
8.3
36
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League of Legends Build Guide Author LaCorpse Build Guide By LaCorpse 36 6 41,014 Views 50 Comments
36 6 41,014 Views 50 Comments League of Legends Build Guide Author LaCorpse Lulu Build Guide By LaCorpse Updated on July 30, 2012
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1
LaCorpse (315) | August 5, 2012 11:34am
Im at work right now :p
I can't bring up my game to test but I can at least reply!
The computer is too slow to do editing and what not, I can't have multiple tabs open QQ :(

I was only pointing out that you guys said "your guide has been up a while" when in fact it has only been up ~5 days. I most likely should have waited to publish this, but at the same time, I just wanted it out :p

Thanks so much Mowen, your time and opinion is well appreciated.
1
Mowen (611) | August 5, 2012 11:14am
Yeah, you respond to it pretty fast for having a wedding! :P Thanks for taking the time out of your busy schedule to read it and appreciating our work! :D You keep pointing out that you have a wedding in 6 days, but your wedding does not have to dictate when we critique your guide. ;)

A lot of times you seem to be thinking I'm telling you your choices are wrong when I say "explain WHY you take ____" for example in the skilling section. Your skilling order is right, we're just saying explain why skilling this over that is better because of the scaling rather than because "this is a support spell." For instance you wouldn't usually max Alistar's heal most of the time, even though it's his most "supporty" spell.

I would suggest if you want to keep other less viable item/summoner alternatives in there that you have them in a section that somehow denotes they are less viable / you don't recommend them rather than having them with the items you do recommend. I think GMD would say to still just remove them but I see your point of having them in there.

If you have any more questions / want more feedback you can pm me or GMD! I will try to check back occasionally but I might miss if you update / ask questions. :P
1
LaCorpse (315) | August 5, 2012 10:33am
Mowen wrote:
Mowen & GrandmasterD - With our opinions combined, we shall improve your guide!


Build:


Runes

  • Health quints are always a less viable option than Avarice, take them out of the cheat sheet.
    Alight..
  • Flat armor seals or avarice seals are a better choice in general than mana regen. The last thing you want to do is be insta-killed by a high damage output bot lane (which is a lot of combos)
    I guess I can see why.

Items

  • The listed amount of health / mana potions is confusing. They don't add up to your starting gold. Just put your preferred starting items and list alternatives in the guide.
    Was done at 6 am, been too busy to fix, but thanks for pointing it out.
  • Mercury's Treads are too situational to have in the cheat sheet. They cost a lot of money and usually aren't necessary on supports. I would recommend Ionian Boots of Lucidity as a better general boot option. Even if you go over CDR after you get all your items, you usually don't get anywhere close to completing your build as a support and it will be your main source of CDR until you complete Aegis which will take quite a while.
    Good point. Just like normal builds, if you plan on getting a void staff later, you end up selling the magic pen boots.

  • Will of the Ancients is also too situational to have in the cheat sheet. This is generally only bought on support with a double AP comp, and only if neither AP has it yet; which is quite rare since you will be building WOTA very late in the game.
    I put situational things in my cheat sheet because people complain too much when a cheat sheet is not compelted.

  • Athene's Unholy Grail - This item is meant for DPS mages. Since Lulu has neither low CD abilities or damage output (since she is support) this item does not fit her well.
    This is not true. It is not a "DPS Mage" item only. This is was only a filler item anyways, meant to help with her Q and R. You don't know how many complaints I get already from people who say I don't build any AP, since AP does her good. But for the sake of the build, I'm taking off all situational items and re-doing my item section after my wedding.

Masteries

  • Overall the bottom level masteries in the Offense / Defense trees are better than Utility, but since you go down utility we will focus on improving that setup
  • Take out the points in Scout . This is literally the most useless mastery in the game. The bonus sight it gives you is 50. Melee range is 125. Even if you had the minuscule amount of sight given by this mastery; wards are typically placed at choke points so it won't even help you see anything extra.
    What does Melee range have anything to do with that? I thought it gave a bit more sight though for some reason. I'll change it.
  • Take out the Swiftness mastery and 2 points in Resistance .
    Alright.
  • Now use these points to spec into Durability and Veteran's Scars . This is nice early game bonus for Lulu, and you will get more benefit out of it than the other masteries.
    Alright.

Guide:


General

  • Please go through and reread / spellcheck. Even if you wanted to release it at 6am it has been out a while and there are a LOT of typos. :P
    As I said, I have a wedding. A real life. I plan to change things when I have the time to.I don't even have time for my graphic shop.
  • Important Note - The wording on this is kind've odd. Reword it to say "Don't follow this build every time" rather than "Don't follow the build in the cheat sheet" because that implies you should never follow it.
    Alright.
  • Pros/Cons - Explain in what ways she is better than other supports, and in what way she is worse than other supports. For instance Janna also has a slow and a shield, yet they are used very differently (Janna's shield can't damage). Also for an example in the cons you put "sometimes focused", this seems wrong actually since she's a support but either way every champion is sometimes focused so this is uninformative.
    Alright.

Masteries

  • You should explain your cheat sheet mastery setup in your guide, not just alternatives.
    Didn't I? Oh, I used the wrong masteries in my cheat sheet.
  • You seem to be very concerned about experience / falling behind in levels. However, this is not a big deal on a support. Part of the reason Lulu is a good support is because she's not very dependent on levels or items. I think the experience masteries are a bit of a waste, but even if you get them the reason shouldn't be that you don't want to be underleveled.
    What would be another reason? I personally hate being under leveled. This is my guide after all.

Runes

  • Some slight wording errors: "Armor will help protect you from some attack damage physical damage" "Supports can't get CS (Creep Slain Score)"
    Thank You.
  • You put in greater quintessence of endurance instead of flat health.
    Thank You.
  • Greater Mark of Armor - Explain why this is a better choice than others. For instance "Your job is to protect the carry, not deal damage"
    It protects from AD damage, I think that is just fine. People don't HAVE to choose this one. Maybe to get the most out of armour, but for the most part, its personal preference.
  • Greater Seal of Scaling Mana Regeneration - Mana regen isn't as helpful for teamfights as flat mana (if you're concerned about using all your mana during a teamfight). Also, you're already getting several mana regen items, are these runes really necessary? Using Greater Seal of Armor would provide you with a lot more survivability, and ensure that you don't get 3 shot by the enemy Draven.
    I see.. Is there an enemy Draven every game? What happens if the enemy team consists of mostly AP? You can't predict a game before it happens, this is why I have a hard time using Armor or MR runes in every slot. The mana regen helps me in the begining of the game, and I won't always have mana regen items, every game is situational. There are no bad/perfect runes. Never, at least as a support. I appreciate the criticism, but I don't think you realize that I don't play ranked, and I don't plan to, so my guide will most likely *not* be #1. This is just a personal guide. Personal.


    • Greater Glyph of Scaling Magic Resist - Why do you choose scaling over flat? In which situations are scaling better? In which situations are flat better? Explaining these helps readers understand the thought process.
      TBH there was no thought process, I thought those were flat x_x .
    • If you're taking Greater Quintessence of Ability Power why not also switch the other runes / masteries for a more offensive early game? If not the AP quints are going to waste.
      Because I never tested those, they were suggestions from other people. Eventually these suggestions will be played out, and here it comes again; I have a wedding in 6 days. 6 days.

    Summoner Spells

    • Heal isn't very good on a support since you'll rarely get focused, and Exhaust provides better defensive AND offensive uses. I wouldn't even recommend it.
      People will want to see other choices, good or bad. There was a time when people pounded it in my head that I should list other options as well, its not going to be so easy for me not to.
    • Teleport isn't very good on supports either. Part of your reasoning is that you can use it to surprise gank, but a support is not exactly going to be very helpful in a surprise gank since they don't have burst damage. They will also leave their carry quite vulnerable if they teleport too far away. I wouldn't recommend this one either.
      I see your point of view. But maybe you can see mine too. Maybe I shouldnt have used that reason, because the one I used (at lower levels) was to get me to my AD carry faster.

    • Clarity You pretty much admit in the description that it's bad and you wouldn't take it, so don't put it in there. :)
      If I take it out, people will ask. This guide is not for level 30s only you know, there are people who may read it at a lower level.

    Abilities

    • You shouldn't be poking with Glitterlance if you're not maxing it, since it will do very little damage but will drain your mana. Saying that it gives Lulu an aggressive early game and that you use it to poke your enemies implies that this is how you use it.
      Oh, okay, but I do use it that way :/ that is why I have my mana runes you guys don't like. so I can poke. At level ONE this is a good poke, at level 18 this is a good poke. Thats why I say its a good poke. At level one it pushes enemies away from farm if uses properly.
    • You repeat a lot of descriptions. For instance on Whimsy you say "Awesome for turning a fight around" and "A perfectly timed Whimsy on either friend of foe, can make a fight."
      Thank You.
    • This is nitpicky, but saying Whimsy and Wild Growth turn fights around is a pretty loose description. If these spells turn fights around then a lot of abilities in LoL do as well. It would be more informative to say something like "A well timed whimsy can save your team from initiates like Amumu/Kennen" etc rather than just "turning fights around."
      Yes, nitpicky indeed. I'll explain more about turning fights around.

    Skilling

    • Explain why spells are maxed before others, instead of just what makes them good. For example you could say "You gain more per level from Help, Pix! than Whimsy because..."
      It is simple. Help pix is a shield for your AD? Whimsy is a speed boost that gives AP? If you're supporting down bottom, what would you use? Its not gaining more per level, its about what would benefit your carry more, and while a speed boost is nice, the shield will always take priority. (I'm not forgetting that you can use both on enemies, but I only use whimsy when the AD starts to foccus one down and I'll whimsy the other right quick. A harder shell is better than a longer CC, only because the other AD will fight back at first. I guess I could be more discriptive on WHY, but in a different way.
    • If you're in lane you don't want to skill Glitterlance first. I would only do this if there was a level 1 teamfight. I would recommend waiting to skill your first ability until you're sure your jungler is safe and then taking Help, Pix! or Whimsy. You definitely need Whimsy by level 2 to prevent your lane from being killed by strong early game lanes or a jungle gank.

      Personal preference is in play here. I prefer my way, and so far it has been good to me. You have to also remember that it depends on the enemy team, I should include this.

    Starting/Mid/Late Game Items

    • Make the recommended starting items a little clearer in the cheat sheet. Right now the total starting items in the cheat sheet cost more than your starting gold. Pick whatever setup you think is best with your starting gold and put that in the cheat sheet, and leave the other options in this section.
      Thank You.
    • I think you are overestimating how much gold you will have on your 1st / 2nd / 3rd recall section quite a bit, though these things are hard to measure to begin with. In all of my games I only can get a philosopher's stone and hopefully a ward on my first recall if I'm lucky. Definitely not all of that by the 2nd. Like I said this is a hard thing to measure, so you might want to just emphasize that you want to prioritize getting your gold items ASAP and keeping some wards on you when you're buying.
      If you can't afford the items, then thats okay. I'm just explaining the order really
    • Point out in your guide to make sure no one else on your team is getting Aegis of the Legion since a lot of people forget to check.
      Thank You.
    • Explain when to get which items, rather than just why they are good. For instance you could say to get Locket of the Iron Solari when your team needs help surviving and to get Randuin's Omen when you personally need help surviving.
      Thank You.
    • Take Rylai's Crystal Scepter out of the guide. You say yourself that you don't recommend it, and you are right not to.
      I've had questions about this item, I normally put in items that people question. So I'll keep it there. Just so people know it is not good.
    • I am not really sure in what situation I would ever take Morello's Evil Tome. If you want it for the on use the AP carry should really be taking it so they can use it when they want to instead of needing you, and the CDR / mana regen would be a bit wasted by the time you could buy this item.
      This is where I get confused on this item's place. People say its been made into a support item, others say its not a good item for anything what so ever. Right now, to me, this is your word vrs, some one else's word on weather the item is a support item or AP carry item. I truely don't know. I put it in there because some one asked me, and I gave my opinion. Thats what I do to prevent from having to repeat myself. Notice how the section they are in is called the good/bad/ugly? Because I mean to put in items that people will wonder about! :D

    • I feel like you're really underestimating the benefits of zeke's herald. I'm not sure why you say it's only useful early game, because it's pretty useful all game since it will benefit your carry (the best scaling champ) throughout the game. Also, since team comps tend to lean towards more physical damage dealers with the current meta it tends to be pretty beneficial in most games without a double AP setup.
      Most if not all ADC have enough spell vamp and attack speed late game. Amirite? I guess it could be good but it would be only if your team had more AD set up, which I mention.

    Game Phases

    • Supports getting the kills in early game really isn't bad at all. It lets them get their gp10 items faster, and therefore be able to buy more wards / get to their main build faster without taking CS. Also, this is the point in the game where kills are usually less secure. You want to make sure they don't get away instead of trying to give your carry the last hit and they end up getting away.
      Common sense would say that if you can secure the kill to do it, and if your AD can easily snag the kill to let them, but I'll explain better.
    • There is some repeated / contradicting information in this section. For example you say "support your carry / communicate with your team / (Assists = gold)" multiple times. You also say "The only times you should be getting any minion or champion kills is if you carry is already dead" then say "There will be times when your carry will have to teleport home, durring this time it is okay to last hit minions" which is a bit confusing. I would just recommend rereading this section.
      How is that confusing? You can get CS when your AD is dead or at base. But for quality sake I'll just sum it up - if your AD carry is not around (dead or buying at base) you can get CS. And yes, I meant it to be repeated.
    • "If your AD carry wants to farm a bit, stay with them." - Normally in mid game if the AD carry is farming he is pretty safe because the lane will be pushed. In this case they will probably freeze the lane, and you being with them won't help them at all. The best thing you can do in this scenario is ward around them and help the other lanes / rest of the team rather than staying with the carry.
      Thank You. Makes sence, I guess I worded it wrong. I really meant was keep them safe.
    • You make a good point that everybody should help ward, and not rely on you for all the wards. However, it should be made clear if no one's warding (even if you ask for help) that you need to just buy the wards anyways, because the map needs to be warded no matter what. This is a way that supports can "carry" games.
      Again, common sense would say this but I guess I cooooouullllddd explain more :p <3 .
    • I don't really see Lulu's late game as the best time for her. I feel like she actually falls off since the health from Wild Growth will be easier to counter since teams have more damage. She also doesn't scale very well, and doesn't have large teamfighting skill such as Janna's Monsoon. If you still think that she's best late game you should probably explain why, because your current explanation just explains her abilities and not why she's better than other supports late game.
      I said shine, not that she was the best. "Support magic time" kinda supports that. What I meant by that was not that Lulu alone is the best here but that as any support, late game is where you feel the most action.
    • Explaining priorities for her is a good idea, and something that's really beneficial to new players. Why not make a flow chart of these priorities since you are so handy with graphics?
      Ooh, nice idea guys.

    Warding

    • I would put this section higher up since you've been telling your readers to ward all game, yet you keep telling them to reference something lower down in the guide. Why not just teach them this first? ;)
      I like to save the best part for last, jk.. I don't know why TBH, just felt like it flows better that way.
    • "one of the biggest things that can bring down a support is when the team does not help with wards." - Warding doesn't personally bring supports down, since they are always the best people to be buying wards. Nitpicky yes, but readers understanding that Lulu is item independent is important.
      I'll make sure I change support to Lulu, but I feel like it brings me down no matter who I play. I don't like playing support and only having my GP5 items because I'm warding everything I can, it gets even worse if the enemy team has oracles.
    • Vision Wards shouldn't just be used at baron / dragon. The role of a vision ward is to remove enemy wards, so they are also useful to put in ganking spots / in lane brushes so that they have no vision of your jungler's ganking spots. Also, the graphic is a bit confusing since it places the vision wards inside the dragon / baron pits instead of a little outside them for maximum vision.
      Thank You. I didn't even know this, the graphic wasn't the best anyways, I planned on changing it later on.
    • You should explain when / when not to buy Oracle's Elixir. For instance you don't always want to buy Oracles when the enemy team has stealth champions, since you might be too squishy or have a tank that can keep it better than you.
      Okay

    Map Awareness

    • SS = Switch Sides, not missing. Believe me I play on EUW. ;)
      Thank You.
    • Always call mia/ss in chat unless you are a 5 man premade. Those teammates not in voice chat still could use the typed out / pinged call.
      common sense would say to ping or type if you have some one who can't hear team chat. I'll change warding
    • Talk about proper ways to use pings (pointing out a direction, attack pings, back/cautious pings) rather than just pointing out not to spam them (which is still true).
      okay.




Thank You for the hard work and time you put in to help improve my guide, I appreciate it guys!
1
LaCorpse (315) | August 5, 2012 9:29am
I'll look at this when I have time. Yes I released it at 6am, yes its been out for ~a week, but everyone knows I have a wedding in 6 days. This is my last priority. I do realized I need to re-do my item section, I tried to go simple for it but I have to take out the last few items and make a "how to build" path thing.

Thank you for your time.
1
Mowen (611) | August 4, 2012 11:46pm
Mowen & GrandmasterD - With our opinions combined, we shall improve your guide!


Build:


Runes

  • Health quints are always a less viable option than Avarice, take them out of the cheat sheet.
  • Flat armor seals or avarice seals are a better choice in general than mana regen. The last thing you want to do is be insta-killed by a high damage output bot lane (which is a lot of combos)

Items

  • The listed amount of health / mana potions is confusing. They don't add up to your starting gold. Just put your preferred starting items and list alternatives in the guide
  • Mercury's Treads are too situational to have in the cheat sheet. They cost a lot of money and usually aren't necessary on supports. I would recommend Ionian Boots of Lucidity as a better general boot option. Even if you go over CDR after you get all your items, you usually don't get anywhere close to completing your build as a support and it will be your main source of CDR until you complete Aegis which will take quite a while.
  • Will of the Ancients is also too situational to have in the cheat sheet. This is generally only bought on support with a double AP comp, and only if neither AP has it yet; which is quite rare since you will be building WOTA very late in the game.
  • Athene's Unholy Grail - This item is meant for DPS mages. Since Lulu has neither low CD abilities or damage output (since she is support) this item does not fit her well.

Masteries

  • Overall the bottom level masteries in the Offense / Defense trees are better than Utility, but since you go down utility we will focus on improving that setup
  • Take out the points in Scout . This is literally the most useless mastery in the game. The bonus sight it gives you is 50. Melee range is 125. Even if you had the minuscule amount of sight given by this mastery; wards are typically placed at choke points so it won't even help you see anything extra.
  • Take out the Swiftness mastery and 2 points in Resistance
  • Now use these points to spec into Durability and Veteran's Scars . This is nice early game bonus for Lulu, and you will get more benefit out of it than the other masteries.

Guide:


General

  • Please go through and reread / spellcheck. Even if you wanted to release it at 6am it has been out a while and there are a LOT of typos. :P
  • Important Note - The wording on this is kind've odd. Reword it to say "Don't follow this build every time" rather than "Don't follow the build in the cheat sheet" because that implies you should never follow it.
  • Pros/Cons - Explain in what ways she is better than other supports, and in what way she is worse than other supports. For instance Janna also has a slow and a shield, yet they are used very differently (Janna's shield can't damage). Also for an example in the cons you put "sometimes focused", this seems wrong actually since she's a support but either way every champion is sometimes focused so this is uninformative.

Masteries

  • You should explain your cheat sheet mastery setup in your guide, not just alternatives.
  • You seem to be very concerned about experience / falling behind in levels. However, this is not a big deal on a support. Part of the reason Lulu is a good support is because she's not very dependent on levels or items. I think the experience masteries are a bit of a waste, but even if you get them the reason shouldn't be that you don't want to be underleveled.

Runes

  • Some slight wording errors: "Armor will help protect you from some attack damage physical damage" "Supports can't get CS (Creep Slain Score)"
  • You put in greater quintessence of endurance instead of flat health
  • Greater Mark of Armor - Explain why this is a better choice than others. For instance "Your job is to protect the carry, not deal damage"
  • Greater Seal of Scaling Mana Regeneration - Mana regen isn't as helpful for teamfights as flat mana (if you're concerned about using all your mana during a teamfight). Also, you're already getting several mana regen items, are these runes really necessary? Using Greater Seal of Armor would provide you with a lot more survivability, and ensure that you don't get 3 shot by the enemy Draven.
  • Greater Glyph of Scaling Magic Resist - Why do you choose scaling over flat? In which situations are scaling better? In which situations are flat better? Explaining these helps readers understand the thought process.
  • If you're taking Greater Quintessence of Ability Power why not also switch the other runes / masteries for a more offensive early game? If not the AP quints are going to waste.

Summoner Spells

  • Heal isn't very good on a support since you'll rarely get focused, and Exhaust provides better defensive AND offensive uses. I wouldn't even recommend it.
  • Teleport isn't very good on supports either. Part of your reasoning is that you can use it to surprise gank, but a support is not exactly going to be very helpful in a surprise gank since they don't have burst damage. They will also leave their carry quite vulnerable if they teleport too far away. I wouldn't recommend this one either.
  • Clarity You pretty much admit in the description that it's bad and you wouldn't take it, so don't put it in there. :)

Abilities

  • You shouldn't be poking with Glitterlance if you're not maxing it, since it will do very little damage but will drain your mana. Saying that it gives Lulu an aggressive early game and that you use it to poke your enemies implies that this is how you use it.
  • You repeat a lot of descriptions. For instance on Whimsy you say "Awesome for turning a fight around" and "A perfectly timed Whimsy on either friend of foe, can make a fight."
  • This is nitpicky, but saying Whimsy and Wild Growth turn fights around is a pretty loose description. If these spells turn fights around then a lot of abilities in LoL do as well. It would be more informative to say something like "A well timed whimsy can save your team from initiates like Amumu/Kennen" etc rather than just "turning fights around."

Skilling

  • Explain why spells are maxed before others, instead of just what makes them good. For example you could say "You gain more per level from Help, Pix! than Whimsy because..."
  • If you're in lane you don't want to skill Glitterlance first. I would only do this if there was a level 1 teamfight. I would recommend waiting to skill your first ability until you're sure your jungler is safe and then taking Help, Pix! or Whimsy. You definitely need Whimsy by level 2 to prevent your lane from being killed by strong early game lanes or a jungle gank.

Starting/Mid/Late Game Items

  • Make the recommended starting items a little clearer in the cheat sheet. Right now the total starting items in the cheat sheet cost more than your starting gold. Pick whatever setup you think is best with your starting gold and put that in the cheat sheet, and leave the other options in this section.
  • I think you are overestimating how much gold you will have on your 1st / 2nd / 3rd recall section quite a bit, though these things are hard to measure to begin with. In all of my games I only can get a philosopher's stone and hopefully a ward on my first recall if I'm lucky. Definitely not all of that by the 2nd. Like I said this is a hard thing to measure, so you might want to just emphasize that you want to prioritize getting your gold items ASAP and keeping some wards on you when you're buying.
  • Point out in your guide to make sure no one else on your team is getting Aegis of the Legion since a lot of people forget to check.
  • Explain when to get which items, rather than just why they are good. For instance you could say to get Locket of the Iron Solari when your team needs help surviving and to get Randuin's Omen when you personally need help surviving.
  • Take Rylai's Crystal Scepter out of the guide. You say yourself that you don't recommend it, and you are right not to.
  • I am not really sure in what situation I would ever take Morello's Evil Tome. If you want it for the on use the AP carry should really be taking it so they can use it when they want to instead of needing you, and the CDR / mana regen would be a bit wasted by the time you could buy this item.
  • I feel like you're really underestimating the benefits of zeke's herald. I'm not sure why you say it's only useful early game, because it's pretty useful all game since it will benefit your carry (the best scaling champ) throughout the game. Also, since team comps tend to lean towards more physical damage dealers with the current meta it tends to be pretty beneficial in most games without a double AP setup.

Game Phases

  • Supports getting the kills in early game really isn't bad at all. It lets them get their gp10 items faster, and therefore be able to buy more wards / get to their main build faster without taking CS. Also, this is the point in the game where kills are usually less secure. You want to make sure they don't get away instead of trying to give your carry the last hit and they end up getting away.
  • There is some repeated / contradicting information in this section. For example you say "support your carry / communicate with your team / (Assists = gold)" multiple times. You also say "The only times you should be getting any minion or champion kills is if you carry is already dead" then say "There will be times when your carry will have to teleport home, durring this time it is okay to last hit minions" which is a bit confusing. I would just recommend rereading this section.
  • "If your AD carry wants to farm a bit, stay with them." - Normally in mid game if the AD carry is farming he is pretty safe because the lane will be pushed. In this case they will probably freeze the lane, and you being with them won't help them at all. The best thing you can do in this scenario is ward around them and help the other lanes / rest of the team rather than staying with the carry.
  • You make a good point that everybody should help ward, and not rely on you for all the wards. However, it should be made clear if no one's warding (even if you ask for help) that you need to just buy the wards anyways, because the map needs to be warded no matter what. This is a way that supports can "carry" games.
  • I don't really see Lulu's late game as the best time for her. I feel like she actually falls off since the health from Wild Growth will be easier to counter since teams have more damage. She also doesn't scale very well, and doesn't have large teamfighting skill such as Janna's Monsoon. If you still think that she's best late game you should probably explain why, because your current explanation just explains her abilities and not why she's better than other supports late game.
  • Explaining priorities for her is a good idea, and something that's really beneficial to new players. Why not make a flow chart of these priorities since you are so handy with graphics?

Warding

  • I would put this section higher up since you've been telling your readers to ward all game, yet you keep telling them to reference something lower down in the guide. Why not just teach them this first? ;)
  • "one of the biggest things that can bring down a support is when the team does not help with wards." - Warding doesn't personally bring supports down, since they are always the best people to be buying wards. Nitpicky yes, but readers understanding that Lulu is item independent is important.
  • Vision Wards shouldn't just be used at baron / dragon. The role of a vision ward is to remove enemy wards, so they are also useful to put in ganking spots / in lane brushes so that they have no vision of your jungler's ganking spots. Also, the graphic is a bit confusing since it places the vision wards inside the dragon / baron pits instead of a little outside them for maximum vision.
  • You should explain when / when not to buy Oracle's Elixir. For instance you don't always want to buy Oracles when the enemy team has stealth champions, since you might be too squishy or have a tank that can keep it better than you.

Map Awareness

  • SS = Switch Sides, not missing. Believe me I play on EUW. ;)
  • Always call mia/ss in chat unless you are a 5 man premade. Those teammates not in voice chat still could use the typed out / pinged call.
  • Talk about proper ways to use pings (pointing out a direction, attack pings, back/cautious pings) rather than just pointing out not to spam them (which is still true).
1
Bloodrayne | August 4, 2012 4:17pm
This guide helped me a lot with Lulu. Thank you for creating it! +1
1
Isthatok (67) | August 2, 2012 8:52am
I couldn't resist the green button after seeing the layout. Great work!
1
Giroro | July 31, 2012 10:59pm
Good guide, it shall help me conquer summoners rift.
1
Gnoupi (1) | July 31, 2012 2:58pm
Not a big fan of this guide, item/rune wise.

To my taste, it's a bit too much "generic support", and doesn't really highlight Lulu. It will work, for sure, but it's not really showing the potential.

Lulu is a support which can poke quite nicely early game, and really help your carry by being an actual threat to the enemy team, and not only here to put a shield. I prefer Lulu with no mana regen, but some magic penetration. It makes her dangerous enough to scare the carry.

According to items, you don't max cooldown reduction until the late, late game, which is a pity, because Lulu has great situational skills. You dismiss the Morello as a weak version of Athena, but in my opinion, that's seeing it the wrong way. Morello's build from a Kage's Lucky Pick, since a few patches. Which means that you can take this as your second gp5 item instead of the heart of gold. You can build the Morello quite early thanks to that, while keeping a nice gold income. I usually prepare the other part of it, then finish the shoes, then the Morello. It gives you an early AP boost, as well as a nice CDR and mana regen.

Which means that you get a better shield and heal (on ultimate), and you can cast more often. You might be more squishy, or get auras a bit later, but in my opinion, Lulu shines by her abilities, not by being yet another aura support.


On the small notes, you could insist more on the combo pix + glitterlance. It can really allow you to grab kills (and an assist for your carry) which were not in reach (cast the pix on the support which is retreating next to his carry). Most people forget about that, or don't know Lulu enough, simply, so it's easy to get a surprise kill in normal games, this way. Cast it on your fast ally while chasing, and you can slow down the enemy, allowing your chaser to close the gap almost instantly.

About the skill order, in my opinion it's not as much the duration of the polymorph which is the main reason to upgrade it second, but mostly the cooldown reduction. Being able to cast Whimsy often is crucial.

Small note/warning that you could add, about the ultimate: there is a very short delay between the cast, and the actual health gain. It's not much, but if you cast that on the last moment, you can find yourself with a giant corpse on the ground, because the size will kick in, but not the health, on time. So you will have your ultimate wasted for nothing. It's nice to cast that on the last moments (Lulu is great at creating baits and turning a situation over), but not too late.
1
Aiimz (3) | July 30, 2012 9:17pm
Very well done! I love Lulu!

I also love your guide.

Your guide is essentially what I use every game. I would say add an ideal partner or ideal "should use Lulu with this guy" section or something, but no need at all. It's all amazing.
1
CasterMaster (316) | July 30, 2012 8:40pm
Yes ofc =) though I'd run 0/4/26, I don't take Awareness , since I go for full Swiftness and Good Hands (supports die far too often, need to get back in action) and 1 point in Resistance only. Still, I'm the only person I know who does this so meh :3
1
LaCorpse (315) | July 30, 2012 8:22pm
Thank you Caster, means a lot you think so ^_^
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