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Lulu Build Guide by PicklePantsLOL

Support diamond

[11.1] Pixie Queen | D2 Lulu Guide for Climbing ELO [still w

By PicklePantsLOL | Updated on January 7, 2021
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Runes:

Sorcery
Summon Aery
Manaflow Band
Transcendence
Scorch

Inspiration
Biscuit Delivery
Magical Footwear

Spells:

Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Support Role
Ranked #17 in
Support Role
Win 52%
Get More Stats

Ability Order Main Setup

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

[11.1] Pixie Queen | D2 Lulu Guide for Climbing ELO [still w

By PicklePantsLOL
About Me Back to Top
Hi, my name's PicklePants and I am a League of Legends Content Specialist. I have been playing League of Legends since Season 3- roughly before Lucian was released. For the past few years, I have been working closely with multiple League of Legends content sites: creating guides and other League of Legends content to help players achieve their League related goals and climb ELO. I am currently a full-time content specialist.

I am sitting at the top end of the Diamond Leaderboard- achieving Diamond 1 in both Season 8 and Season 9

Before I worked on this guide, I have created over 100 separate guides spanning over 2 years and over multiple websites. My most famous (live guide; RIP LOLKING) is currently a wave management guide over at Mobalytics. The guide itself is one of the more in-depth guides you'll see and is the most complete wave management guide that is up to date. I would highly recommend reading it if you want to learn how to manage waves correctly. We also have a very in-depth and complete warding guide that is for all lanes and all parts of the game. It's known to be the "biggest and best vision guide you've ever seen". To finish of my accolades, I also created the worlds biggest and most indepth guide- Everything You Need to Know About Team Comps and Teamfighting in League of Legends. You can find it here.

As a content creator, I try to make really in-depth guides that describe everything there is to know about a subject and try to help players in the best way possible. For some, that's by watching videos, for others it is reading. Whichever way is best for you to learn, I am sure that we can help you out. You can find all my other guides here.
Tier List Back to Top
Summoner Spells Back to Top
Flash
You should always take Flash when playing as Lulu. It offers you a range of benefits from extra kill pressure, the ability to escape skirmishes, dodge skill shots and even allow you to protect your allies. Flash is an incredibly versatile summoner spell and I would highly advise you to take it in every single game when playing as Lulu.

Ignite
For your secondary summoner spell, take Ignite. Ignite is a great tool for Supports as it provides you with additional kill pressure in lane. It is also very good at securing kills and finishing off targets as well. Ignite is a must-have against Supports with a lot of sustain in like Nami or Soraka. In 99% of games, I’ll be taking Ignite as it allows me to play more aggressive and get kills.
Rune Breakdown Back to Top

Summon Aery
Summon Aery is a good rune for Lulu as it allows you to protect your allies more effectively. Whenever you use some of your basic abilities on an ally champion, they might get a Summon Aery shield. It also gives you extra trading power with the enemy. I would recommend taking this rune in 95% of matchups.

Manaflow Band
Lulu is a utility Support who will be using her abilities frequently. Unfortunately, she doesn’t have the greatest of mana pools in the game. So you should take Manaflow Band on her to deepen her mana pool. This will be beneficial as you will be able to use more of your abilities before you need to head to base.

Transcendence
Transcendence is the next rune you should take. It increases your cooldown reduction (ability haste) which will allow you to use your abilities more frequently. Post 11, it’s really good in team fights too. Transcendence is a great rune on utility Supports.

Scorch
Scorch is the last rune you should take. It will help you with trading during the laning phase and make you more of a threat in lane. There’s not much to say about this rune other than the fact that it’s good for Lulu.




There is a second good rune page you can take on Lulu. It is good against hard engage and poke matchups. You can take this against champions like Zyra, Lux, Alistar or Nautilus. It is also good against enemies with strong all-in in team fights.
Guardian
Guardian will be your keystone in this rune page. Whenever you’re near an ally and take a considerable amount of damage, you both will gain a shield. This will help keep you alive during the laning phase. In team fights, it can be very useful as it can stop some of the burst damage from enemy assassins or mages.

Font of Life
Font of Life is a good rune as you can proc it easily with your abilities. Impairing the movement will mark the enemy and if an ally attacks the marked champion, they will get some healing. This is good in lane and in team fights.

Bone Plating
The next rune I would recommend is Bone Plating. This is a helpful rune which will offer you some additional protection in lane. It is very helpful when trading with the enemy when you try to get some stacks and gold from your warding quest as it will reduce your damage taken in an extended trade.

Revitalize
The final rune you need to take is Revitalize. It is a good rune on a champion who heals or shields because it improves the effectiveness of the healing/shielding you do. As you’ll be buying items like Redemption and Ardent Censer, your heals will be even stronger.

For your secondary Rune tree, you do have some freedom and you can have multiple options. I like to take the Inspiration tree as it increases my utility during the laning phase and it also helps me do my job when it comes to peeling and protecting my allies.

Biscuit Delivery
Biscuit Delivery increases my sustain in lane which will help me in a variety of ways. Firstly, I can use my abilities more often during the laning phase as I will get mana back from each biscuit. Secondary, it allows me to stay alive for longer in lane especially against enemies with a lot of poke.

Magical Footwear
Magical Footwear is an alternative to Cosmic Insight. If you’re not a fan of this rune, then go with Cosmic Insight and Biscuit Delivery. I would not advise taking Magical Footwear if you’re against an enemy with tons of all-in. Buying an early pair of Boots will make the laning phase much easier. Thus, I would recommend you switch between Cosmic Insight and Magical Footwear.

Cosmic Insight
The final rune I would recommend is Cosmic Insight. Even though this rune was recently changed, it’s still pretty good on Lulu. It gives you summoner and ability haste which means your abilities will be on a lower cooldown and so will your summoner spells. This makes it a valuable rune in terms of being able to use your summoners more often.
Items Back to Top
Spellthief’s Edge
Lulu should take Spellthief's Edge as her starting item. It is very easy to stack on Lulu and you should be able to stack it from 6 minutes onwards. You should generally be able to get it stacked by 8 minutes. Spellthief's Edge. Make sure you auto-attack the enemy and attack their towers as frequently as possible.

Moonstone Renewer
Your first item on Lulu is going to be Moonstone Renewer. This item is good on Lulu as she is a strong trading champion which enables her to use the Starlit Grace from this item. Of course, there are lots of other reasons to why this item is great including the fact that it gives Lulu AP, health, haste and mana regeneration. Moonstone Renewers Passive also gives her other legendary items 5 ability haste which is helpful.

Mobility Boots
The next item you should pick up is Boots and upgrade them whenever you can. Mobility Boots are the perfect fit (pun intended) for Lulu, but you may wish to go Ionian Boots of Lucidity if you’re against an enemy team that has lots of AOE abilities or slow. In particular, you don’t want to take Mobility Boots against Morgana thanks to her Tormented Shadow.

Ardent Censer
Your next major purchase should be Ardent Censer. It gives you a variety of stats such as cooldown reduction and AP, but it also has a very good Passive and base that will make your healing and shielding throughout the game much stronger. The Passive will make your allies much stronger in team fights.

Staff of Flowing Water
The next item on is going to be Staff of Flowing Water. This item will give you some AP, additional healing power and it also gives you and your allies additional movement speed when you heal them. This is going to be effective during the laning phase as it allows you to chase down the enemy. It is also going to be really helpful in team fights.

Redemption
The final item Lulu wants to buy is Redemption. This item buffs up her ability to heal and shield her allies. It works great with her kit and synergises well with the rest of the items she picks up. Make sure you use this item’s active as soon as the fight starts to ensure your allies get the heal.

Let’s end this section with situational items. There are only a few situational items you should buy on Lulu. We’ve already discussed Boots above, but here are some alternative items. Note that there are technically a lot of different items you can buy on her, but you need to consider the cost efficiency and what your champions job is in fights. Items that increase your healing/shielding are good for Lulu.

Mikael's Blessing
Mikael's Blessing is a nice item if the enemy has point and click CC. It can save your allies and keep them alive for longer in team fights which can turn the fight around. I would only buy this item if the enemy has a lot of CC.

Imperial Mandate
Imperial Mandate is another Mythic item choice. It is good as you can apply the passive and heal your allies with a few of your abilities. It is good if you’re snowballing or if you’re not a fan of Moonstone Renewer.

Locket of the Iron Solari
Locket of the Iron Solari is another Mythic option. It gives you an AOE shield that can protect your team from incoming damage. The shield it provides could be really valuable in team fights.


Don’t forget to buy Control Wards and place them throughout the game. Try to get one on your first back and place it somewhere on the map where it’s going to survive for a long time.
Abilities Back to Top

Lulu’s Passive is Pix, Faerie Companion

Whenever Lulu auto attacks an enemy, Pix will fire a barrage of bolts at the targetted enemy. Casting Help, Pix! on an allied champion will transfer Pix to them, causing their basic attacks to fire bolts from Pix instead.
Pix will target either the enemy Lulu is focusing on any enemy in front of them. If you want to focus the enemy champion, you’ll need to make sure there is no enemy (minions, champions or monsters) between you and them.

Lulu’s Q is Glitterlance

Lulu fires a magical bolt in a target direction, dealing damage and slowing enemies it hits. If enemies are hit by both bolts, they take additional damage.
Try and get close to the enemy before activating your Glitterlance. This will make it easier for you to land this ability and deal damage to the enemy.
Use your Glitterlance as a tool to peel for your allies in team fights. Try to hit the closest target to you and your team to keep them alive for longer.
You are able to adjust the bolts by moving your Glitterlance around. If you draw the mouse back slightly, you can shoot your Glitterlance bolts in different directions.


Lulu’s W is Whimsy

Lulu launches a spell on the target champion, polymorphing them and disarming the enemy champion. They are slowed during this time. If Lulu uses Whimsy on an allied champion, they will gain bonus attack speed and additional movement speed.

If the enemy has strong all-in or a fed enemy, you should Whimsy them rather than give your ADC or another ally the speed boost. It’s better to keep the enemy out of the fight briefly.
You should focus on using this ability on your allies rather than yourself. It will allow them to chase down the enemy and reposition where necessary. It will also make them stronger thanks to the additional attack speed.
When attacking the tower, cast this ability on you or your ally to get extra damage down on the tower. The additional attack speed could make the difference between getting early tower plates.


Lulu’s E is Help, Pix!

Lulu sends a pix to the target enemy dealing damage and revealing them briefly. If she uses her Help, Pix! on an allied champion, the ally will gain a shield.

Use your Help, Pix! on your allies rather than yourself in team fights. You should also use it on them instead of the enemy in team fights.
During the laning phase, you can use your Help, Pix! on the enemy to get easy warding quest stacks, you can then follow it up with auto-attacks or your Glitterlance to deal more damage and extend your Glitterlance’s range.
It’s very easy to misclick your Help, Pix! and place it on the wrong target, you could press your E directly on the champion portraits above the map if you have time too.


Lulu’s Ultimate is Wild Growth

Lulu gives the target bonus health, increased size and an aura that slows nearby enemies. If she uses her Wild Growth when an enemy is very close to her, they will get knocked up briefly.

Use your Wild Growth on your allies rather than yourself in team fights. It’s better to keep them alive for longer so they can dish out damage and win the skirmish.
Try to interrupt the enemy from getting on top of your team by casting your Ultimate Wild Growth as soon as they jump towards your allies. It can interrupt their engage and allow you to turn the exchange around.
Wild Growth is an incredibly versatile tool. You can use it on your front line once they’ve engaged to knock the enemy up which can provide time for your team to follow up. It can also be used to extend the duration of their CC.

Skill Sequence Back to Top

1
2
3
4
5
6
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8
9
10
11
12
13
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16
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18
E
Q
W
E
E
R
E
W
E
W
R
W
W
Q
Q
R
Q
Q
Matchup advice Back to Top

Now let's discuss some matchup advice and tips and tricks. Please note, all of this information is taken from Mobalytics and the Pre-Game. If you want all this information and more and your fingertips before every game, definitely check out the site. Here's a quick video on how to use the Pre-Game.



Alistar

» Alistar has no real form of poke damage - when attempting to go even with him, look to stay out of him W ( Pulverize) + Q ( Headbutt) combo range while punishing him for stepping up too far in an attempt to use it. Once the Alistar is fairly low, he can't threaten to engage.

» Be careful of the Flash + Q ( Pulverize) combo from an Alistar if his lane is ahead because he'll be looking to use it. Try to stay on your side of the map when this deadly combo is available.

» Without his Ultimate ( Unbreakable Will), Alistar is fairly easy to kill despite looking quite beefy. Take advantage of the 120 second CD and whenever you see him too far forward, look to engage or trade onto him.

» Both Q ( Pulverize) and W ( Headbutt) have a 14 second or longer cooldown in the early game. If one of them is down, you have a huge window to pressure and harass him.
Annie

» Annie lacks range and will have trouble trading back or dealing any poke damage if you poke her from afar.

» Annie's Summon: Tibbers has 120s CD, when it's up be careful of her Flash + R ( Summon: Tibbers) combo. She will normally try to do it with at least 3 stacks of her Passive ( Pyromania), so keep track of it to know when she might try to burst you down.

» Watch out for angry Tibbers! Even if you manage to score a kill versus Annie, make sure you have an escape plan for enraged Tibbers.

» She has strong gank assist - Use her lack of range and waveclear to shove her in and poke her down is a great way to gain an edge on Annie. Be careful though - her gank assist with Flash + stun ( Pyromania) can be dangerous when harassing her under the tower.
Bard

» Be on the lookout for when Bard tries to line up his stun Q ( Cosmic Binding) on you. Whether he uses a wall, a minion, or even your teammate.

» When playing against Bard, if your mobility spells are on CD or your Flash is down, be careful of his huge catch potential. His R ( Tempered Fate) into Q ( Cosmic Binding) combo can be the mean death to anyone not respecting it.

» Bard's Q ( Cosmic Binding) is his only real way to defend himself. If it misses, look to kill him since he's a squishy target.

» Because of Bard's Meep passive through Traveler's Call ( Bard's Passive) , he wins most auto-attack for auto-attack trades. You can bait out his empowered auto attack with a shield, wait for him to waste it on a minion, or bait him to overextend for autos.
Blitzcrank

» Keep side brush warded while hiding within the minion wave so Blitzcrank has little options in terms of hooking you while you look to harass or last hit.

» When Blitzcrank's Q ( Rocket Grab) is down, you have up to 20 seconds of free harassing without fear.

» If your Flash is down or you are behind in lane versus a Blitzcrank, do your best to keep your minion wave near the tower or else the Blitzcrank will zone you out of minions. Even worse, he may use his Flash + Q ( Rocket Grab) combo to kill you.

» His tankiness comes from his Passive ( Mana Barrier), which has a 90-second cooldown and is based on 50 percent of his current mana. When he is OOM or it's on CD he is very squishy so try to focus him down during trades.



Brand

» Brand's burst comes from the combination of landing 3 abilities that trigger his passive ( Blaze). As long as he's not able to trigger Blaze (his Passive), he won't be able to kill someone during an all-in.

» Avoid standing close to the minion wave to prevent waveclear or poke abilities like his Q ( Pillar of Flame) or his E ( Conflagration) from hitting you.

» If he ever uses his Q ( Sear) for poke, look to immediately all-in or trade into him because it's his only way to defend himself. Bonus points if you can do this away from the minion wave post-6 so his Ultimate ( Pyroclasm) doesn't bounce to you.

» Brand often uses his W ( Pillar of Flame) which has a 10 second CD as his main source of waveclear - it's also his main source of damage early on. Look to harass him while it's down.
Braum
» Braum has two ways to engage: jumping onto his allied minions that you're standing next to with his W ( Stand Behind Me) or landing a Q ( Winter's Bite) from a distance. Don't overextend into enemy minions to deny him from being able to jump, and hide behind allied minions so that he can't easily land his Q ( Winter's Bite).

» Try to avoid his Q ( Winter's Bite) poke damage since it can result in his ADC zoning you from farm or the wave. Stay in your wave to make it easier to dodge them.

» Once his Q ( Winter's Bite) is on CD, Braum has no real way of trading besides going for a full all-in using auto attacks to proc his Passive ( Concussive Blows). Use the 10-second window from his rank 1 Q ( Winter's Bite) to poke him down.

» Stand Behind Me ( Braum’s W) is the main thing that makes Braum so tanky - it has a 14 second CD at rank 1. Look to bait it out with poke damage and once it's used, you can easily kill him or his partner.
Janna
» Janna is very fragile. If you're able to coordinate your damage when you lock her down with CC, you can take her down quickly before she has a chance to push you back.

» Since Janna has no real forms of hard engage, you can safely farm against her and her ADC. Do not get over aggressive and trade into her shield (E Eye Of The Storm).

» Janna's main tool in the laning phase is her shield (E Eye Of The Storm), which has an 18s CD at level one. Pay attention to the duration and engage her slightly before it wears off to give yourself the biggest window possible to punish that CD.

» Do not trade into her, you'll likely lose against her and her ADC. Instead, remember that she doesn't have a very good hard engage, so grab some sustain and look to out farm her.



Leona
» Leona has no form of poke or sustain. If you can poke her down, it should dissuade her from wanting to engage on you and allow you to farm safely.

» Her tankiness comes from Eclipse (W), which has a 14 second CD, and its extra armour/magic resist for 6 seconds. After it's used, she is squishy - look to turn on her for an easy kill.

» Solar Flare (R) has a 90 second CD, which is quite short for a rank 1 Ultimate. Be careful whenever you don't have Flash because she'll be looking to engage with it ASAP. Do your best to stay out of the middle of it so you are slowed instead of stunned.

» Leona will be looking to engage in the early game, so use this to your advantage. If the Leona engages from too far away from her ADC with her Zenith Blade (E), her CC won't actually have any damage to follow it up. This mistake gives you and your ADC an opportunity to turn around and punish her for being overzealous.
Lulu
» Trading into her Whimsy (W) will often be a losing trade for you. Instead, look to push her into tower since she has low all-in threat.

» Trading into a Lulu lane is quite difficult due to her shield (E) ( Help, Pix!) and target CC. Look to safely farm under your tower instead due to her lack of engage options.

» Help, Pix!(E) is the main way Lulu protects herself or allies in the early game. It has a 2.5-second duration and a 10-second cooldown, so when you see her cast it on an ally, try to trade back as it's about to expire.

» Lulu is a champion that makes great trades, but her durability comes through her spell usage instead of natural tankiness. Look to lock her down with CC and take her out before she can save herself with Wild Growth (R) or Help, Pix!(E).
Morgana
» She has low threat outside of her Dark Binding (Q), so put the minion wave between you and her while farming to avoid your chances of being hit.

» Whenever she has Flash + Ultimate ( Soul Shackles) and you don't have Flash, she'll attempt to Flash onto you and use Soul Shackles (R). Stay on your side of the map whenever this timing happens to avoid the heavy burst of this combo and its 4.5 second CC chain.

» If you see her cast Black Shield (E)- which has a 23 second CD at rank 1 with a 5-second duration, look to all-in her as it expires - it's her main source of defence pre-6. Alternatively, if you have multiple magic damage abilities, look to use those to break it during a fight and then land your CC for an easy kill.

» Morgana has almost zero pressure if her Dark Binding (Q) misses. If it does, go fully aggressive on her for the next 11 seconds, even to the point of walking past the wave since she has no way of stopping you.
Nami
» No need to force trades with a Nami when attempting to farm. Since she has no real way of helping with waveclear, you can shove the lane in. Be careful whenever she has Tidal Wave (her Ultimate) up as it can be used for a great gank assist tool.

» Avoid trading with a Nami when behind, Her ability to out sustain and chase you down with her E ( Tidecaller's Blessing) is strong. Instead, you must avoid poke until you see a chance to engage on her while she's playing too forward.

» Ebb and Flow (W) has a 10s CD, look to trade with her after she uses it on herself or her ADC for sustain. She is unable to trade back with you and will be forced to try and land her Q ( Aqua Prison) to disengage, sidestep this and easily win a trade.

» Nami has a plethora of damage, sustain, and CC in her kit. Therefore, frequent, short trades favor her heavily. However, she's extremely fragile and has no real escape. Coordinate well with your ADC and look to bring Nami down in one or two clean engages.
Nautilus
» Nautilus' burst damage only really comes from his Riptide (his E), which is relatively short ranged and does more DMG the closer you are to him. As long as you avoid his all-in, he won't put out too much pressure on you.

» All of Nautilus' early damage comes from his Titan's Wrath (W). When looking to bully him, don't be afraid to turn and break the shield, once this is done he has no real consistent damage so you can look to kill him.

» It's extremely difficult to avoid Nautilus' CC combo when he has his Ultimate ( Depth Charge), up (120-second cd rank 1). Stay safe and play passive while it's up.

» Keep minions/walls between you and Nautilus at all times so that you can harass him when he has no clear way to land an Dredge Line or when it's on cooldown.
Pyke
» Be wary of Pyke's ability to roam when trying to farm out against him. He is one of the best roaming Supports due to the speed at which he can rotate and his many different CC combos. Ward the river when playing versus him and call MIA every time he recalls as well.

» Pyke's Passive, Gift of the Drowned Ones, denies him bonus HP in favor of bonus AD, meaning if his W Ghostwater Dive and E Phantom Undertow are not up he is an extremely easy kill. Once you are ahead of Pyke in the lane, look to all-in him as he can die in one CC rotation. However, avoid shorter trades attempting to widdle him down as he will regain his HP when out of sight due to his grey health.

» Pyke is to be feared as he has many ways to secure a kill. He can land a hook with charged up Bone Skewer (Q), dive in and Flash onto you for a stun with Phantom Undertow (E) or dive into melee range for a massive slow using a combination of Ghostwater Dive (W) and instant cast Bone Skewer (Q). To avoid these, you'll need to look to freeze the lane near your tower while standing behind minions to avoid getting caught by Bone Skewer (Q).

» As long as you do not get caught by Pyke's E ( Phantom Undertow) or Q ( Bone Skewer) you will not be harmed by Pyke during the laning phase. Stand slightly outside the minion wave and try to bait out his Q ( Bone Skewer) while you poke/threaten him or his ADC, once he misses you are free to bully the lane as much as you like for the rank one CD of 16s.



Senna
» Senna’s positioning in lane is key. If she steps too far forward, she is an easy target to kill. Capitalise on positioning errors by the enemy Senna to gain a lead in lane.

» Senna is vulnerable to hard engage and burst due to her squishy nature. Instead of playing Passive in lane, try to be proactive and engage/fight whenever she wastes an ability or steps too far forward.

» Senna’s Ultimate Dawning Shadow is a global Ultimate. When she is 6, ping your team so they know she can impact the map and execute/protect her allies.

» Keep an eye on your positioning and the health of your minions. By standing inside or behind the minion wave, you can prevent Senna from fully utilising her Curse of the Black Mist as she will not be able to hit you. However, it will instantly root nearby allies if she kills the target (like a minion). Don’t stand near low health minions!.
Sona
» As long as you avoid Sona's Power Chorddamage (her Passive), she won't be able to do much harm to you. Just be careful of her Jungler coming while she has her ult up.

» Try to trade with Sona while her Power Chord is down, she does very little poke damage without it.

» Crescendo (R) is an extremely powerful engage tool with a 140 second CD at rank 1 with no CDR. When she is ahead, she will be looking to Flash + R Crescendo you, so keep track of its CD and her Flash.

» Sona has no escape and is the most fragile Support but has incredible poke and sustain. Play around this by not giving her the opportunity to do small and efficient trades. Instead, bide your time and stay on high health until you find the opportunity to do aggressive all-in trades with her.
Soraka
» She doesn't have a very good way to stop you from farming, but you should be trying to dodge as many Starcall (Q’s) as you can to reduce her ability to sustain.

» Do not be fooled by her Q Starcall’s low damage, dodge! Avoiding them during poke phase and all-ins is very crucial because it enables extra healing for both Soraka and her ADC.

» Trading into Soraka when behind is pointless because she will just heal it all back with her W Astral Infusion. Instead, look to save your CDs and HP for one all-in when you catch her out of position, or for when your Jungler arrives.

» Soraka's laning in the early game is very poor because her Astral Infusion (W) and Equinox (E) have 8 and 24-second cooldowns with no CDR. This means that she is very susceptible to all-ins before she scales up. Avoid letting her out sustain you and get a free early laning phase by playing aggressively against her and her ADC.




Tahm Kench
» His ability to zone you and your ADC from farm is pretty weak when you're even but you need to watch out for his Abyssal Voyage (R). He will be looking to use it to roam or even on his own lane with his Jungler.

» If Tahm Kench misses his Q ( Tongue Lash) which has a 6 second CD with no CDR, he pretty much becomes useless in lane in terms of offensive abilities, so look to poke him down.

» He has a very nasty combo where he can Flash, Exhaust, and Tongue Lash (Q) into Devour (W). If you are away from the tower, be aware of this potential threat.

» Tahm Kench's E ( Thick Skin) is a big part of what makes him tanky. It cannot be used while stunned so save your hard CC for when he reaches 40% health, and then try to burst him down before he can activate his E ( Thick Skin).
Taric
» Taric has no poke damage outside of running up and attempting to Dazzle (E) you. On the other hand, he offers great gank setup with Dazzle (E), Flash, into a Cosmic Radiance (R) so that he and his Jungler can dive you under the tower. This combo is likely the only way that Taric can disrupt your ability to farm.

» Cosmic Radiance (R) is Taric's main defensive tool - note that it has a 160 second CD at rank 1, which is longer than most other Ults. After a fight where both you and Taric use your Ults, start preparing for another all-in. As soon as it comes up, you can look to kill him during this timing window.

» Do not think that you are safe under tower versus a Taric. Due to the large amount of armor from Bastion (W) and his Ultimate Cosmic Radiance, he has is one of the best tower divers in the game. Avoid staying at low health under the tower - instead, look to farm safely away from him since he lacks poke damage.

» Taric's main weaknesses in the lane are that he has melee range and doesn't have any reliable tools to engage, especially since Dazzle (E) is extremely telegraphed. You can abuse Taricmore than other Supports with continual harass with very little fear of retaliation if you can dodge his delayed stun attempts.
Vel'koz
» Vel'Koz's wave clear and poke abilities are amazing and he will likely be able to out shove you in a farming situation. Look out for him using fog or brushes to launch poke from while you last hit under the tower.

» Whenever Vel'Koz uses his E ( Tectonic Disruption) which is a knock-up and his only self-peel option. Look to all-in him during its 16-second cooldown. Once you're on top of him, it becomes very difficult for him to use his ultimate.

» Getting hit by Vel'Koz's Tectonic Disruption (E) knock-up or his Q ( Plasma Fission) slow will result in getting destroyed by his Ultimate Life Form Disintegration Ray which at rank 1 CD is 120 seconds. Grabbing early movement speed to help you avoid getting hit by these combos is strongly advised.

» Vel'Koz is a pure skillshot champion. Look to dodge his Plasma Fission (Q) by standing in the minion wave and quickly stepping out from the wave to dodge his (W) Void Rift, which he often uses to heavily push you in. It's a bit of a dance where you dodge in and out of the minion wave but if you get boots early on it makes the whole process a lot easier.
Yuumi
» Small trades favour Yuumi thanks to her Zoomies that can provide two heals as well as her Passive that provides her with a shield. If one of these two these materials are down, it may be your best chance to engage with the enemy.

» Yuumi has the ability to become untargetable thanks to her You and Me!. When throwing fists with the enemy, focus the ADC with your skill shots and hard crowd control as it will be harder for them to dodge it. Don’t target Yuumi unless her anchor is nowhere nearby.

» Avoiding Yuumi’s Prowling Projectile damage is rather simple. As it slows and deals damage to the first target it hits, once she uses it, reposition inside the minion wave and use the minions as cover.

» Yummi is notorious for being immobile without an anchor or her ADC nearby. Focusing down the ADC first will make it easier for your team to kill both Yuumi and the Carry.
Zilean
» Keep Zilean shoved into his turret. Before he gets points into Rewind (W) and some CDR, he has a hard time getting into range of you and slowing you to land his Double Bomb (two x Time Bomb). Force him under the tower where he has a hard time CSing unless he uses his Time Bomb (Q), which will give you breathing room from his harass.

» Don't be afraid to all-in Zilean, even when he has access to his Ultimate ( Chronoshift). You can easily kill him against after he revives if you're ahead or at the very least force him to play scared and miss CS until his Ultimate ( Chronoshift) comes back.

» Don't get baited by the Timelord. Zilean will try to tease you into trying to kill him when you're behind, but Double Bomb and Chronoshift (R) are a lot to deal with unless you have teammates to back you up. Be careful of getting into his Time Warp (E) range where he can slow you into a guaranteed Double Bomb.

» Zilean is slippery but incredibly squishy. Gain an advantage early by bursting him down or calling for ganks before he gains access to his R Chronoshift at level 6.
Zyra
» Make sure to avoid getting pushed in when trying to stay even with Zyra. She has an easy time poking and landing skillshots on you when you're forced into the small space around your turret.

» Keep her away from her tower. Her lack of mobility means that if she's remotely far down lane, it's easy to chase her down and kill her when you're ahead. Diving under the tower is risky unless you have CC. She has a lot of CC to try to get the trade kill on you.

» Try and Bait her Grasping Roots (E) - One mistake can be costly when playing against a fed Zyra. Bait out and dodge her E ( Grasping Roots before committing. No matter how far ahead she is, she's still squishy and slow until she purchases Rylai's Crystal Scepter / Liandry's Anguish so don't be afraid to chain CC her and burst her down if you have the champions for it.

» Zyra is incredibly squishy early on and has no escapes. She's vulnerable to ganks and aggressive all-ins.

Early Game Back to Top
As a “Utility Support” Lulu’s role in the bottom lane is to poke, deal damage and kill enemies. And I suppose protecting your ADC and provide them with shields/heals here and there. As the game starts, you want to move into an offensive position until you’re about to leash for your Jungler or move to lane. If you’re leashing for your Jungler, do not use any of your abilities to help them.

Leave the jungle at precisely 1:38 and no later. If you leave later, you might miss the first 3 minions and you will not hit your level 2 at the same time or before the enemy. If the enemy has a strong level 1- such as against Morgana, Lucian, Alistar, Blitzcrank, Pyke, you might need to take an alternative route to get to lane. This will prevent the enemy from being able to chunk you out at level 1 and make you blow Summoner Spells. If you’re the blue side, do not walk through the tri-brush to get to lane when playing against these champions (unless you spot the enemy laners already in lane). Instead, take the longer route: past the golems and get to lane. Leave no later than 1:36 if you’re going to take this route.

As soon as you get to lane, you need to walk up and harass the enemy laner. It’s important that you hit level 2 before or at the same time as the enemy. To hit level 2, it’s the first 9 minions which is the first wave followed by the next 3 melee minions. You need to hit level 2 otherwise the enemy may look for an all in while you’re level 1, and hitting 2 will make it more difficult for the enemy to kill you. Hitting level 2 can prevent all-ins and death- especially when against strong level 2 champions like Alistar, Thresh, Lucian and Caitlyn. If you do not hit level 2 first, then play safer and back off slightly until you’re level 2. When you’re not poking the enemy, you need to hit the minion wave so you can hit level 2.


Try your hardest to constantly harass the enemy as often as possible. Playing around your basic abilities as well as the enemies abilities, you should be able to win a lot of trades. As you’re not the strongest or healthiest of champions, the best time to poke the enemy is when they’re unable to poke you back (or as effectively back). For example, you could wait for the enemy to throw out an ability; dodge it and then move forward to harass. This is, in particular, a very strong way of poking when the enemy has major CC abilities that they’ve missed. You need to abuse their cooldowns and poke them as much as possible when they whiff abilities.

Your goal in this matchup is to complete your Spellthief's Edge warding quest by the 8-minute mark. If you’ve been really good and harassed the enemy a lot, you can get it done at around the 6-minute mark. After you’ve recalled, swap your Stealth Ward for an Oracle Lens and purchase a Control Ward. Place the Control Ward somewhere that it’s going to last. After that, continue to buy Control Wards when necessary. Avoid buying too many.
Mid Game Back to Top
In the Mid game, your goal is to move around the map and match the enemy, keep your allies alive and provide heals and shields to your teammates. As Lulu is a utility Support, you need to be with your carries at all times. You should never leave them alone, nor should you be alone during the mid-game unless you are making your way to your team. The reason for this is that if you get caught out, it could cost you and your team objectives including Towers, Dragons and even the Baron. The enemy may even start a fight knowing that your allies have little to no protection from yourself.


You should always be with your ADC: providing them with shields and heals when necessary.. Keeping them alive and making sure that they can farm up during the mid-game is a sure-fire way of winning the game. You shouldn’t really leave your ADC alone unless they’re safe farming in a side lane. When that’s the case, you should go to the mid lane and keep your Mid laner safe. You do not want to stay in the bottom lane or in a side lane with them unless you’re pushing as you will be more useful elsewhere- such as in mid. This is because the enemy bottom lane will usually go mid after losing/taking Tower, and by getting to mid at the same time of them, you can make it a 2v2 lane or 3v3 lane mid.

Supports need to ward, and they will be providing their team with almost all of the vision on the map, so it's important that you place wards as you move around. Warding crucial hotspots is very important as it can provide your team with a lot of information that can help you win the game, for example, the whereabouts of certain enemy champions moving from one lane to another, or to see if and when champions are taking certain objectives.

I wouldn’t recommend going to ward objectives alone in the mid-game. This is because the enemy may set up an ambush and try to kill you; then take the objective. Only ward these high-risk areas if you know that the enemy is not nearby or if your team is there to help you. If they’re not, then don’t go to ward alone as it’s not worth getting caught out and dying as they will just take it afterwards.


Don’t forget to purchase Control Wards throughout the mid-game and place them as you move around the map. In the early game, you may have brought only 1 or 2 and they might still be up. Now’s the time for you to replace it and place it somewhere more fitting as the game has developed. An even Control Ward can bring your team a ton of advantages.

When it comes to team fights in the mid-game, you need to keep your allies alive for as long as possible. By prioritizing their health over your own, you should give them all the shields and heals over yourself, don’t worry though if you need to use them to keep yourself alive, just make sure you do enough before being killed.

Once the mid-game has fully sorted itself out and teams are grouping, you should look to use your strong healing and shielding capability to get your team the victory in the fight and then take objectives afterwards. Abuse every little advantage you have in the mid-game to make the late game easier.
Late Game Back to Top
Once the late game has come into fruition, you need to be really effective in team fights and provide your team with the peeling they need to win. Just like the mid-game, you need to be in every team fight and remain with your team so you can keep them safe. This means you shouldn’t go alone or be caught out of position.

Never leave your team's side, and walk around with your ADC and Jungler. You shouldn’t go to ward any objectives alone as if you’re caught out, the enemy can take it afterwards. You should only go to ward when you’re sure the enemy is not nearby or when you have assistance. If the enemy is sieging an objective near you, you should have defensive wards to prevent a dive. If you’re sieging, you should have offensive wards nearby to prevent a team fight.

If you get caught out during this time- either solo killed or dying at the start of the team fight, the game may be over. As death timers are quite long, the enemy may be able to start a team fight or take an objective uncontested as it’s a 4v5. Not only this, but you may also get your other allies killed if you’re with 1 of them, which will then make the game 3v5. So, you need to make sure that you stick with your teammates and do not stand in the frontline so you do not get killed at the beginning of the fight.
Team Fighting Back to Top
Team fighting for Utility Supports is pretty straightforward. First of all, you need to be in as many teamfights as possible. You should not be alone, nor should you be without your team when a team fight occurs. This means that you should be with your Carries at all times during the mid and late game. As a Utility Support, dying at the start of a fight is a big no-no. For obvious reasons, it will make the team fight uneven and your team will miss out on a lot of healing and shielding. So it is crucial that you stay alive for as long as possible.

One way of saying alive for longer is by watching your positioning. You should always be positioned in the back line very close to your AD Carry or Mid. You should never be positioned in the front line as the enemy can easily take you down. Standing near your AD Carry allows you to provide them with lots of heals and shields, as well as protect them from engages by assassins or the enemy front line.

This image is taken from my indepth team fighting guide which you can find here.

Here is a brief image of where you should be stood in a team fight. While it is not always possible or realistic for each team fight to work this way, by continuingly standing next to your ADC or very close to them while you move around the map- when any team fight occurs, can you will be in a position where you can peel them.

You should prioritise using your abilities to keep your Carries and yourself alive. Only use your shield on your team mates rather than yourself to keep them alive for longer. Remember that they deal the damage- not you, so they need the heals and shields.
Early Game Warding Back to Top
Warding in the early game is very simple. It doesn’t change much and you’ll usually ward the same places, but you will have to adapt as the game goes on and as the laning phase develops.

You will not usually place any wards early, unless you’re getting invaded or if the enemy has a strong level 1. As an example, you could ward the bottom lane tri-brush if you’re the blue side and the enemy has a strong level 1 combo like Alistar or Thresh. Many champions will try to cheese at level 1 and kill you while you walk to lane. You could ward here to spot them, and then take an alternative route, or you could just take a longer route to lane to save your ward.

Other than that, you will not need to ward unless the enemy has a strong level 2. A tri-brush or river ward early could be very helpful if you’re scared of a level 2 gank. If not, then you can just wait until level 3 before warding. There’s no exact timers to warding, so you shouldn’t be too precise about when to ward.

This image is taken from my in-depth warding guide. It shows where you can ward as the blue team when you're even in lane.

For your first set of wards, you need to ask yourself- what do I currently need? Is the enemy pushing you under Tower, you might need a defensive tri-brush ward (for the red team) or you may need a river bush ward (blue team). Sometimes you will need to have wards in the closest bush to prevent ganks when being pushed under your Tower.

If you’re pushing, you can have offensive wards such as in the river bush (as the blue team) or a tri-brush ward as the red team. These wards will help you when it comes to preventing enemy ganks and give you enough time to escape. Remember to never have 2 wards on your Trinket as you’re missing out on valuable information that can help your team win the game.

Once you have your warding quest completed, you should continue to use the above image to ward, but you will have a lot more options on where to place extra vision. You may wish to place it into the enemies jungle (with help from your teammates or when you know that the enemy Jungler is not nearby) or near their jungle entrances. Deeper wards inside the enemy jungle should not be done alone or without assistance from your allies.

I can’t really give you too much more information when it comes to basic warding early as it is pretty self explanatory and pretty simple, but I have created a very indepth warding guide for all lanes that can help you out. Matter of fact, it has every ward you’ll need regardless of champion/matchup, so I would highly recommend it if you want more information.

Let’s move on to Control Wards. Control Wards are expensive right. That means you need to get value out of them. As a bot laner, you have a few choices to where they should go. You can either place them in the nearest bush in lane when you’re pushing, or inside the river. You shouldn’t place a Control Ward in the red side tri-brush as it will not give you much information. Nor should you place a Control Ward in the blue side tri-brush if you’re losing or being pushed in. The reason for the latter is because you do not have priority in lane and the enemy can just clear it which results in you losing the ward and wasting a lot of gold.

This image is taken from my in-depth warding guide.It shows where you can place Control Wards throughout the early game.

When you’re pushing, you can definitely ward the river and the closest bush. This prevents the enemy from getting vision and can help you escape if the enemy Jungler shows up. In addition to this, it can also allow your Jungler to lane gank or fight the enemy when they over extend. This a really good way of getting your team ahead, but it does require some cooperation.

When you’re unsure of where to place your Control Ward, a good place to put it is inside the river near the mid lane. This can provide your team with a lot of information, and shouldn’t be cleared quickly by the enemy bot. The best time to ward this is when you’re returning to lane as you will not miss out on XP or gold and your ADC will not be left alone and potentially die because you’re gone.
Mid/ Late Game Warding Back to Top
Once the laning phase is over, you need to continue to place wards as you move around the map. As there are plenty of wards you can place and which all depend on the scenario you’re in, I would like again to remind you of the in-depth warding guide. I’ve created as this and more will be on there. I’m not going to go too in-depth in this section as it is all in there…

As the game develops, you need to continue to buy Control Wards and place them throughout the game. Regardless of if your first Control Ward is still alive, you need to place it somewhere else. As the game has moved on, the likelihood of the enemy walking near your first Control Ward is reduced compared to a fresh new ward.

As a general rule, all the wards you place in the mid and late game will be according to your current position and the games state. For example, if you’re playing around the Mid lane, you would place wards around the Mid lane. If you’re losing, you would have more defensive wards and if you’re winning, you would have more offensive wards. If the game is rather even or you’ve just come out of the laning phase, you would have more even wards in the river.

Where you ward depends initially on the situation, but for the most part you should ward in areas that have high priority or what I like to call high traffic areas. These include: jungle bushes, river entrances, on buffs and around objectives. On the image in this section, you can see more high priority areas.

Regardless of game state, you should always have objectives warded if they’re up or are coming up. A nearby Control Ward or a plain ward on an objective can come in handy and help your team out a lot- so keep an eye on objective timers and the map at all times so your team can move into position if the enemy starts to take it.

This image is taken from my in-depth warding guide. It shows where you may want to ward when trying to take an objective as the red team.

In the later stages of the game, you should not ward alone as if you’re caught out of position- the enemy may use the advantage to force an objective like the Baron or the Elder Dragon, and they may even try to end the game from the advantage and pick up more kills. So it’s important that you do not ward alone.

Team up with a buddy and go to ward major objectives together; or you can go alone if you know that the enemy is not anywhere nearby. If the enemy is nearby, then you cannot ward unless your whole team is together with you. If no one is in a position to ward- then do not do. You cannot ward alone when the enemy is nearby, so just don’t. Wait patiently for your team to come to you and then go and ward together.
Tips and Tricks Back to Top
Focus on giving your heals and shields. This will increase your chances of winning team fights if they survive for longer.

Use your range advantage to bully the enemy Support in the early game. Try to stay as far back as possible to make it harder for them to turn the exchange around.

Try and get your warding quest completed as quickly as possible. After killing the enemy, push the minion wave into the enemies tower and consume the remaining of your stacks before recalling. This will give you free gold and help complete your quest quickly.

You can use your Ultimate Wild Growth to knock up enemies who are about to jump on your team. It can be used to interrupt a lot of gap closures/dashes.

During the laning phase, stand in line with your ADC at all times. Do not stand too far back otherwise they will have to sacrifice CS. For you to poke the enemy down, you’ll also need to be in range to do so.

When harassing the enemy, try to stand behind minions if you’re against champions with skill shots or hooks. This will make ti harder for them to land the ability on you.

Do not go to ward alone in the mid and late-game unless you know where the enemy team is. If you don’t know where they’re, do not ward as you may die and the enemy may abuse the fact that you’re not there to take an objective or win a team fight.

When taking Guardian, your Help, Pix! will give your ally the Guardian shield if you use it on them.

Save your Whimsy for Assassins or any enemy who can hard engage/take down your ADC. This will keep them out of the fight briefly which can provide time for your ADC to reposition.

More tips coming soon :)


Pros of Lulu Support
Lulu has the ability to keep her allies alive for longer in team fights thanks to the shielding and healing she can provide.
She has lots of poke in lane thanks to her basic attacks and abilities. She can constantly harass melee champions and poke them when they walk up to secure minions.
Has good protection in lane thanks to her Help, Pix!. This will increase her ability to stay alive in lane.
Is a versatile Support. She works with almost all bottom lane champions and does well with basically any team composition.
Can stop engages from assassins thanks to her Whimsy and Wild Growth.

Cons of Lulu Support
Doesn’t have much kill pressure at level 6 as her Ultimate is a utility tool, but it can be used in an aggressive manner.
Is really bad from behind. If Lulu falls behind, her ability to peel and protect her allies will heavily decrease.
She is squishy and immobile. This makes her an easy target at all stages of the game.
Lulu cannot solo carry a game. She relies on her allies to win the game for her while she provides them with utility and shields.
She is a mana hungry champion. Lulu will need to keep an eye on her mana bar at all times as she can quickly run out of mana if she spams her abilities.
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