Lulu Build Guide by Gravixx
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Runes: Standard Runes
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Very annoying to play against, she out ranges you and can spell shield your [[polymorph]]. If you or your adc gets rooted, you an provide plenty of protection with [[help, pix!]] and [[wild growth]].
Early game it'll be fine, but If he gets the jump on you late game you won't have very much time to respond.
As with all hook champs, you have a small hitbox and high movement speed and will be very hard to hit. You adc may get hooked in which case you shield them in mid air and then [[polymorph]] the enemy adc.
She just out-ranges you. You can shield and ult to protect against her headshots and ult, but it will definitely not be a fun laning phase.
He's a little different than Blitz or Thresh. He has very heavy cc and can ult you or your adc from long range. Getting cc locked will be no fun, but [[polymorph]] and [[wild growth]] will be your best friend.
If he hooks you or your adc, shield whoever got hooked and [[polymorph]] their adc. In order to get his stun off he has to dash through you, which makes him very vulnerable to [[polymorph]]. Your E, [[help, pix!]] does NOT do anything against Pyke's ult. If you are going to try and save someone while Pyke is ulting, use your ult because that actually gives them bonus max health to protect against his execute.
The ideal synergy. When you cast your E, [[help, pix!]] on Kog, pix will deal bonus damage on all of his autos. Speed him up and give him bonus movement speed with [[polymorph]], and they are going to take a LOT of damage.
You two are very good as poking, chasing, and kiting with an arsenal of slows and movement abilities.
Very strong at chasing and going all in, you can cast [[wild growth]] immediately after she ults to them to get a double knockup and slow.
Very good at kiting and chasing.
Great with Lulu, if you put Pix on him he'll get the double procs with his passive. With your ult and his dash he can escape nearly anything. Very flexible lane with Lucian.
Nothing super special with Aphelios, of course it's Lulu so she has natural synergy with most adcs with movement speed, attack speed, shield, and her ult, but other than that there's nothing ideal here.
A Draven with empowered movement speed and attack speed is scary. Combo that with your ult and you E and that is a monster.
Great at chasing, but pretty even everywhere else. I haven't had enough games with a Jinx adc to know exactly how the mechanics work together, like if Pix will do anything different with her rocket launcher, but I will update this when I find out.
Champion Build Guide
I'll be editing this guide over time, updating threats and synergies and such. Feel free to make any questions, comments, or concerns in the comments!
+ Flexible Kit
+ Great Sustain
+ Heavy CC
+ Roaming Presence
+ Good Disengage
- Short Range
- Team Reliant
- Hard to Master
Yasuo combos exceedingly well with your ult and is very strong with you
|-||Vayne's passive movement speed combo'd with Whimsy is a fantastic combo all game. Locking the enemy down with CC and shredding them with Silver Bolts and Help, Pix! is very hard to play against.|
|-||Anyone who can get into the thick of a fight and cause chaos performs very will with Lulu. A lot of people know that your ult knocks up the enemy, but many people forget that it also slows around your target too. Ulting a teammate in the middle of the enemy team is very likely to win you a teamfight, but then again you might want to save your ult for your carry if the enemy has an assassin like Rengar or Zed.|
|-||ADCs that are constantly firing autos (even better when long range), combo very well with Lulu. Your buffs from Whimsy and Help, Pix! make your adc invaluable in a teamfight. Additionally, situational items like Knight's Vow and Zeke's Convergence are fantastic with these sorts of champions. On the other hand, these items don't work super well with champions like Jhin, Senna, or Graves.|
Champs that do NOT synergize well with Lulu
|-||These adcs that don't fire a lot of shots and are focused around slow burst damage (or in that case of Ezreal just ability damage), don't synergize super well with Lulu. This doesn't mean that they're bad or you're going to lose lane, it just means there's probably another support that would work much better with them.|
|-||In some cases, your bot laner will pick an APC, or ability power carry. These are AP, ability based champions that aren't necessarily bad picks, but don't work super well with Lulu. Heimerdinger is the most popular pick of this type, but there are plenty of others. These champions are typically low mobility and ability based, which means another support would likely be better than Lulu.|
These are pretty standard starting items on most enchanter supports. I like to be very aggressive in laning phase, and that allows me to finish my quest item much faster. Lulu's Pix, Faerie Companion cause your auto attacks to fire a barrage of bolts at the enemy. This affect does NOT work on turrets, but does work on champions, so firing one auto at an enemy champion can proc all of your Spellthief's Edge procs.
Core Items/Laning Phase
|-||Mobi boots are Lulu's best friend, especially if you've taken Celerity. These allow you to get back to lane faster after backing or roam to mid or top and get every lane ahead. These are invaluable to helping your team win, as you are THE support, not your ADC's support. You shouldn't be stuck in bot lane all game, and these make it much easier to help the rest of your team out.|
|-||Redemption is a great first item, as it allows you to not only win 2v2 fights down in bot lane with ease, but it can also save you against ganks and give you a global map presence. By this point in the game, I always have Boots of Mobility, and with mobi boots and Redemption, you can sprint across the map and turn the tides of a battle in top lane, baron pit, dragon pit, or mid lane from half a map away.|
|-||As soon as you complete your support item quest, you should swap your warding totem for Oracle Alteration. Your Eye of Frost will be your source of wards now, and Oracle Lens will be used to clear enemy vision. This is absolutely essential later in the game and many low rank players don't do this. Clearing out vision at Baron Pit and Dragon pit is essential for taking those and winning teamfights. If your team is struggling and the enemy team is in your jungle a lot you need to start taking vision control back by clearing enemy vision and putting down your own. On the other hand, if you are winning, clearing out vision of the enemy jungle is also extremely important because you can get picks on the enemy team if they are farming blind in their jungle.|
Control wards! Buy control wards you hooligans! These are essential to winning the game as they deny vision for the enemy team and last forever until destroyed. They're only 75 gold and you should try and get one on nearly every recall. If your team is about to do dragon or baron, I'd recommend buying 2 control wards to deny vision for the enemy team. A lot of the time the enemy team will shred your first control ward and then assume you don't have anymore, which is where your second one comes in. Here is a fantastic guide on warding that is pretty long, so I'll summarize some of the important takeaways in the gameplay section.
|-||This is where items get very situational and it depends on the team comps. I typically do Ardent Censer as my second core item, but there are cases in which you'd want to build other items first. If the enemy team has very heavy cc you should buy Mikael's Crucible when you get a chance. If you want to really push a lead with an adc like Kog'Maw, you'd buy Zeke's Convergence. Twin Shadows is more of an aggressive item when you're looking for picks. If you have a few towers down and the enemy team tends to be spread out, this is a great item for getting picks then taking objectives.|
In late game you should fill out your inventory with other utility items like the ones above in the midgame section. If needed you can buy other protective items like Zhonya's Hourglass or an aggressive item like Shurelya's Reverie. Other than that you should keep vision up with control wards until you fill your sixth slot, and use your Oracle Lens to deny vision on objectives.
Pix, Faerie Companion - Passive
Pix, Faerie Companion EFFECT RADIUS: 2000
INNATE: Lulu is assisted by Pix, a faerie, who fires a barrage of 3 bolts to her target every time she uses a basic attack against an enemy, dealing 5 − 39 (based on level) (+ 5% AP) Magic damage bonus magic damage with each bolt for a total of 15 − 117 (based on level) (+ 15% AP) bonus magic damage per basic attack. The bolts can be blocked by units in the way of Lulu's target.
Casting Help, Pix! on an ally champion transfers Pix's help to them for 6 seconds.
Lulu's passive is great for you and your adc. The barrage of bolts not only allows you to get your Spellthief's Edge procs off quickly, but it also gives a damage bonus to your adc when you cast Help, Pix! on them. These bolts can be intercepted by minions, however, but the idea is the same
Glitterlance - Q
Glitterlance TARGET RANGE: 925 SPEED: 1500 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 7
ACTIVE: Lulu and Pix each fire a magic bolt towards the target point, dealing magic damage to the first enemy they pass through, reduced to 70% against enemies thereafter, and slowing them by 80%, decaying over 2 seconds.
80 / 125 / 170 / 215 / 260 (+ 50% AP)
56 / 87.5 / 119 / 150.5 / 182 (+ 35% AP)
If an enemy is hit by both bolts, the second bolt will deal no damage if the first bolt dealt full damage to them, or 30% damage if the first bolt hit another unit before them. The second hit will refresh the slow.
Glitterlance is a great tool for engaging in fights early in the game, and ccing enemies later in the game. The slow is very powerful, but the damage isn't very strong. Using your E, Help, Pix! on a unit will cause [[glitterlance to fire from their location, meaning if you use it on an enemy, you can have an almost guaranteed hit with it.
Whimsy - W
Whimsy TARGET RANGE: 650 COST: 65 MANA COOLDOWN: 16 / 15 / 14 / 13 / 12
ON ALLY CAST: Lulu casts erratic magic upon an ally champion, giving them bonus attack speed and 30% (+ 5% per 100 AP) bonus movement speed for the next few seconds.
BONUS ATTACK SPEED:
25 / 30 / 35 / 40 / 45%
3 / 3.25 / 3.5 / 3.75 / 4
ON ENEMY CAST: Lulu launches a spell on the target enemy champion polymorphing them into a harmless critter, reducing their base movement speed by 60 for a short duration.
Lulu's W is effectively 2 abilities in one. Generally, if you are behind or the enemy team has heavy engage, W is used for the polymorph. This essentially takes the enemy champion out of the fight for a couple seconds, slows them, and gives you a chance to escape. On the other hand, if you are ahead or need to buff your carry, Whimsy will grant them bonus movement attack speed to chase down the enemy or shred a turret, baron, or dragon.
Help, Pix! - E
Help, Pix! TARGET RANGE: 650 COST: 60 / 65 / 70 / 75 / 80 MANA COOLDOWN: 8
ON ALLY CAST: Lulu sends Pix to the target ally, shielding them for 2.5 seconds if they are a champion.
80 / 120 / 160 / 200 / 240 (+ 60% AP)
ON ENEMY CAST: Lulu sends Pix to the target enemy, dealing magic damage and granting true sight of them for 4 seconds.
80 / 120 / 160 / 200 / 240 (+ 40% AP)
Your E also acts as another 2 in 1 ability. When used on an ally, it grants them a shield and attaches Pix, Faerie Companion to them, buffing their auto attacks.
This is your main source of sustain, your E has great scaling over the course of the game and is a very strong shield on a pretty short cooldown. When using your E on an enemy, it does damage and grants true sight of them for several seconds. The damage is deceptively strong, and in laning phase you can use animation cancelling to poke and trade very well with this. Auto attack, and as soon as the animation is far enough along, use your E to instantly deal more damage to them. At this point, your E is attached to the enemy and you can Glitterlance to get a guaranteed hit and slow. Use this combo with caution however, as your CDs will be down and they can engage on you. Another great use is for the true sight on an enemy, if you are chasing an enemy and they're running to a bush you don't have warded, use your E on them before they enter and you'll have vision on them the whole time.
Wild Growth - R
Wild Growth TARGET RANGE: 900 EFFECT RADIUS: 150 COST: 100 MANA COOLDOWN: 110 / 95 / 80
ACTIVE: Lulu enlarges the target allied champion, knocking up units around them for 0.75 seconds, increasing their bonus health and causing them to slow nearby units for 7 seconds.
300 / 450 / 600 (+ 50% AP)
30 / 45 / 60%
Lulu's ult is a great tool to either engage in teamfights or protect from heavy engage. In laning phase, you can use this to prevent ganks or all ins when you get engaged upon. The knockup and slow, comboed with Whimsy and Glitterlance gives you a very good chance of escaping. On the other hand, using this on your tank in the middle of a teamfight is very disruptive, slowing and knocking up the enemy team and allowing your carry to go in and clean up shop.
Early Game/Lane Phase
In early game and laning phase, your main goal is to set your lane up for success and complete your quest. You can be very aggressive and get kills quite easily if you and your ADC are on the same page. W -> Q -> E your ADC -> Ignite and a little help from your ADC, and you have a very high chance of getting a kill.
Lulu offers a ton of sustain and CC, so you'll have an easy time preventing ganks and all ins as long as you're on top of your warding game and your teammates are on the same page. Make sure to finish your quest as fast as possible by poking with your passive barrage.
Put a control ward in tri-bush or river depending on how ahead your jungler is. Clear vision in both of those areas and in the bot lane bushes to make ganks easier. Rotate to scuttle, mid, or drag if an early fight is happening. Think of all of these types of things in order to do what's best for your team.
At this point you should have Redemption, Boots of Mobility, Frostfang, Oracle Lens, and possibly more. You can start roaming around the map with your teammates getting vision, pushing objectives, and starting teamfights.
If you've done well in lane you should be able to win any skirmishes, and with the proper vision you should have no suprises. Your E and R are very strong and can win most fights if your teammates help you. You will still be very squishy and have to be careful of being caught out, but you are now invaluable in teamfights.
Now you should be nearing full build or there. Your E is even stronger, you have plenty of utility active items, and a good ultimate can get you an ace, several towers, or the game. Even if you die, you can still pitch in with Redemption.
Stick with your team, keep vision up (control wards too!!!!), clear vision with oracles lens, and DO NOT get caught out. If you die randomly, the enemy team has a clear advantage in teamfights and can get objectives or win the game. Play safe, play smart, stick with your team, and keep them alive.