Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes: • Summon Aery (trading) •
1
2
3
Sorcery
Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
• Standard spells •
Flash
Ignite
Items
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Jinx
You will find more information in the synergy section.
Synergies
Ideal
Strong
Ok
Low
None
Jinx
You will find more information in the synergy section.
Champion Build Guide
Welcome to my guide about Lulu as well as about some aspects that are important for the Support role! Lulu is a great pick for anyone who is struggling against assasins and divers and who wants to make their ADC really strong with multiple buffs and protection. She is a great OTP champion as well as blind pick because she can deal with any situation as long as you build and play her properly, which you will learn in this guide. Why should you play Lulu, you ask? She fulfills the support role really well, because she can do multiple things. She brings a lot of tools to protect her team as well as enable them to make aggressive plays, can have lane control if she isn't heavily outranged but still scales really well, doesn't have any unwinnable matchups if you learn to play her properly and now, with the introduction of Moonstone Renewer, she can even have a bit of sustain. Her roaming potential is pretty good for an enchanter and she counters the current bursty meta, since she is amazing against assasins as well as any divers. Are you tired of losing because fed Katarina, Talon, Irelia or Yasuo goes 1v5? Just pick Lulu and turn them into an adorable squirrel! You will make it really difficult for your main carry to die, which brings me to my next point - she empowers her ADC like no other enchanter, but she is generally better for protecting only one champion. Sure, you can shield your ADC and ult your toplaner, but with experience, I noticed that buffing almost exclusively one person is better. Which means she's amazing when you have a duo partner! Does this sound appealing to you? Then you should definitely pick her up with the help of my guide! |
|
|
I go by the nickname Ryuko Tanari and I'm a Plat IV support main from the EUNE server. I started playing League of Legends around when Xayah and Rakan were released (which is approximately mid-season 7) and immediately fell in love with Lulu the first time i tried her.
I started out as Lulu OTP, not even trying other champions and playing only her until level 30. I played her on more accounts before I finally settled, and I currently have around 180k mastery points on her on my main account. My other mains are Sona and Seraphine, who I am still learning. I have changed my mains from time to time, but Lulu has always found their place in my champion pool. So, I decided to cover the things I learned from my journey with Lulu, the Fae Sorceress from Bandle City. Here is my profile if anyone is interested. If you are reading it now, when I released this guide, you won't find much there yet because I was playing on different accounts to experiment with the new sesason, but I will soon begin playing on my main account as well, so wait a bit longer. Enjoy the guide! |
No one is perfect - not even Lulu. While she brings a lot of ultility, scales and shines with the right ADCs, can bring down a fed assasin or diver with a point-and-click CC and has unmatched single target protection, she also has mana problems (especially early) and gets outranged by a lot of champions, making it hard to be aggressive every single game (making her a bad pick for players who are looking for an OTP and only enjoy being aggressive).
+ Scales well + Good for duoq + Amazing peel + Unmatched single target protection + Can both engage (with help of allies) or disengage + Amazing against assasins and divers (can shutdown a fed carry like Irelia) + Good laugh spam + Item and rune diversity + Can use E on enemy to grant True Sight (good vs stealth) + Good at fixing bad positioning + Makes the ADC role more fun (Lulu who peels for ADC is their wet dream) + Good roaming potential for an enchanter |
|
- Struggles against long range champions both in lane and in game - Doesn't have the best synergy with every botlaner (best with attack speed ADCs) - Peel becomes slightly worse if ADC (or other attack speed based carry) is behind, because it's better for attack speed champions - No sustain without Renewer - Squishy - Needs a frontliner to work at her full potential - If everyone in your team is behind, you can't make aggressive plays |
• Can be blind picked
• Scales well
• Good for duoq
• Amazing peel and protection
A new item was introduced that deals bonus damage to shields. I feel like it's not a huge problem. Even if the shield breaks, you still give the bonus damage and have your polymorph, Q and R for huge amount of peel.
• Can both engage and disengage
Disengage is a bit more practical for Lulu than engage. If you see that a fight isn't going well and you are going to lose it, use your spells and items to get your team out. A few examples could be speeding up your carry so they can run away (prioritize the strongest carry who has a chance to get out), slowing enemies with Q and disrupting a dash with the knockup on your ultimate.
A great item for both engaging and disengaging is Shurelya's Battlesong. Sadly, it was made into a mythic, so you will usually only take it if engage or disengage is the main way for you to win the game, or if you don't need any other mythic.
• Amazing against assasins and divers
• Good laugh spam
• Item and rune diversity
If you like the idea but are unsure about what to build, check out the item section.
• True Sight
• Good at fixing bad positioning
• Makes the ADC role more fun
• Good roaming potential
• Consumes mana fast
• Struggles against long range
• Doesn't have the best synergy with every botlaner
• No sustain without Renewer
• Squishy
• Best with a frontliner
Not many people like playing tanks that can frontline and engage at the same time, but having a squishier engage like Fiddlesticks is alright too.
• Relies on having at least one carry ahead
|
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) 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 intercepted by enemies in the way of Lulu's target. Casting Help, Pix! on an ally champion transfers Pix's help to them for 6 seconds. • Pix’s bolts are blocked by other units like minions, so keep it in mind when trading. He also attacks from his own location, not from the location of a champion he's following. • Her passive is one of the reasons why she is so good with attack speed allies. • If you auto attack someone and Pix assist you, you get two procs for Spellthief's. • Pix's damage is counted towards the champion he is currently helping, so if your ADC is using him, it's boosting his damage chart. • Abilities that apply on-hit effects (like Runaan's Hurricane or Mystic Shot) aren't boosted by Pix. |
|
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. If an enemy is hit by both bolts, it will deal 25% bonus damage. Minions take 70% reduced damage. • If you combine Q with E on a minion, you can extend its range and poke enemies from afar, but by doing that you lose more mana for less poke than if you used E on enemy, then Q. • In the past, if you shot Q through something like a minion, anything else hit after that was dealt reduced damage. That was removed in patch 10.25, though! So feel free to use the minions as cover while poking. • Hitting a target with both bolts deals bonus damage, so you should aim for it whenever possible. • Using E + Q on enemy can help your team catch up if you are chasing. This can be done from your ally too. • Pix fires his bolt from his own position. • Q's bolts can either crossfire, fire in parallel, or fire in opposite directions. • You can flash + Q and the Q will fire from where you are at the end of cast animation, making it really hard to predict. You will only use this in some situations, but it's still useful to know. |
Enemy cast: Lulu launches a spell on the target enemy champion, polymorphing them into a harmless critter. The polymorphed target is also disarmed and has their base movement speed reduced by 60. Ally cast: Lulu instantly casts erratic magic upon an ally champion or herself, giving the target attack speed and 30% (+ 5% per 100 AP) bonus movement speed for the next few seconds. • The movement speed reduction isn't affected by slow resistance. • Enemies turn into different creatures (Squill, Cupcake, Kitty, Dragon or Snowman) depending on Lulu's skin. • If you feel like you don't need the polymorph (or if you are chasing someone), use it on your ally to give them more movement speed and attack speed, increasing their damage, chasing and kiting potential. • Keep in mind this ability gets blocked by Yasuo's windwall and spells such as Zed's ultimate can cancel it. |
Enemy cast: Lulu sends Pix to the target enemy, dealing magic damage and revealing them (granting True Sight) for 4 seconds. Ally cast: Lulu sends Pix to the target ally, shielding them for 2.5 seconds if they are a champion. • Using this on ally gives them Pix (Lulu's passive). • It's very easy to missclick this ability on enemy in a teamfight instead of shielding your ally. You can overcome this by clicking on the icon of ally you want to shield (typically the icons are on top of the map). • Pix will return to Lulu if the champion he's following is too far (more than 2 000 units), but the shield stays. • The damage E does can be blocked by Spell Shield or Riposte, but Pix will still go to the enemy, so you can Q from their location. • While it's nice that you can grant True Sight against some enemies who go into stealth, don't just do it because you can - ask yourself first if you won't need the shield part. • Even if the shield is broken, Pix will assist his ally for the full duration. |
Lulu enlarges the target allied champion or herself for 7 seconds, granting them bonus health, 40% increased size and an aura that slows nearby enemies for the duration. On activation, nearby enemies around the target are also knocked up for 0.75 seconds. The slow persists for 0.25 seconds after the enemy leaves range. • Although this ability can save you when you missposition, try to save it mainly for your team and not yourself. • It can be used offensively by ulting your ally in the middle of the enemy team, which will knock them up (especially good if you have Yasuo who can follow up with R). • Wild Growth has no cast time. • You can interrupt channels (for example Xerath's R) with its knockup part. • Wild Growth's bonus health isn't decreased by Grievous Wounds but also isn't increased by Revitalize. • Even though Lulu's ult doesn't count as heal or shield, if her ally was at lower health than what she gave him with bonus health, they will "keep" the restored health even after ultimate ends (so after the duration ends, it won't let them keep more than their max HP), making it a heal that's not modified like a heal. |
|
• STANDARD MAXING ORDER •
1 E |
2 Q |
3 W |
4 E |
5 E |
6 R |
7 W |
8 W |
9 W |
10 W |
11 R |
12 E |
13 E |
14 Q |
15 Q |
16 R |
17 Q |
18 Q |
You start Q if you think you can bully enemies level 1 without getting outpoked, E in other situations.
Level 2
Take either Q or E (the one you didn't take yet) if you aren't worried about your enemies all-inning you level 2, otherwise W and use it to prevent the all-in.
Level 3+
After you have your three abilities (Q, E, W), you want to have 3 points in your E, then max W, then finish maxing E and finally max Q. This way, you will have W maxed before level 11 - if you decided to put a point into E instead of W before level 11, you would delay your maxed W spike by two levels. Put point into R whenever you can. The reason for this maxing order is that you won't be using E as damage mostly after the laning phase (so the fact that by putting points into it you increase its damage doesn't matter that much) and while it's true that the shield strenght goes up with every point in E, the cooldown stays the same and mana cost goes up. That's not the case for your W though - by putting points into your W, you increase the attack speed you give to you ally, increase the duration of polymorph and the time your adc has the bonus attack speed and decrease its cooldown (which is really important, because your W is a very strong point and click CC). Also, the mana cost stays the same! That's why maxing W first is more beneficial, but we still put 3 points into E to make the shield more impactful. The only time I would consider maxing E first is when I both feel like I will need the stronger shield and can't use polymorph too much (meaning you can't get into range for it often for the decreased CD to matter). Q is maxed last because it only increases damage and also increases mana cost.
• ELECTROCUTE MAXING ORDER •
1 Q |
2 E |
3 W |
4 Q |
5 Q |
6 R |
7 Q |
8 E |
9 Q |
10 E |
11 R |
12 W |
13 W |
14 W |
15 W |
16 R |
17 E |
18 E |
Since I wouldn't recommend taking electrocute into lanes that outrange you, you should start Q everytime with this build. It allows you to start being aggressive and dish out damage from level 1. You can trigger electrocute with any combination of two autoattacks and Q, preferred combo would be AA + Q + AA since it's the smoothest. More information in the combo section.
Level 2
When you hit level 2, you will usually want E second with this build, since it allows you to get your E + Q combo off. Take W second only if you absolutely need it to stop enemy engage or escape a level 2 gank.
Level 3+
At level 3, you will take the last basic ability you haven't taken yet and then max Q first for the additional burst. Trust me, you will hit a lot if you have Q maxed, Hextech Alternator and Electrocute ready. Then you will continue maxing abilities just like the standard build - having total of 3 points in E, then maxing W and then finishing E. This can change though. If you feel like you need polymorph a lot and don't need the stronger shield, then you can straight out max W second. On the other hand, if you are just completely stomping your enemies and want more damage to burst them, max E second. If you are not sure, just go for the sequence of Q first, 3 points in E, W second and then E, as that's the general one that works in any game. Also, don't forget to put a point into your R whenever you can.
+ | AA | + |
Basic trading combo that you will use in the laning phase. Walk up to enemy, click on them to use Help, Pix! and then get one auto atack in before using Q through them (potentially hit the Q bolt from your position too for more damage).
AA | + | + | AA | + | + | AA |
Approach enemy an attack them. They will turn on you to attack you back, so you will shield yourself, use another auto attack, Q to slow them and attack until you think it's safe - since you will mostly do this if enemies can trade back, you should back away soon after your shield was destroyed to not get chunked too much.
+ | + |
This is your basic combo against assasins and divers. First, ultimate will either cancel their dash that they used to get on top of your ADC or knock them up so they are CC'd, creating a bit of space. After the knock-up ends, polymorph them (using Whimsy on enemy). Then wait for your polymorph to end and then use Help, Pix!. Using it right after polymorph would shield when the enemy can't do anything, which doesn't make much sense.
If your carry is recieving more damage, then shielding right after polymorph is fine.
+ |
Normally polymorphing right away is better and faster, but that's not possible when your enemy has spell shield that will block your next ability. In that case, use this combo. If you used Whimsy first, the spell shield would just block it and nothing would happen. Sometimes the enemy assasin or carry will purchase a spell shield item to prevent you from polymorphing them, so don't forget to check their items and do this combo if you need it.
List of spellshields in game: Sivir's ability Spell Shield, Nocturne's ability Shroud of Darkness, item Banshee's Veil, item Edge of Night.
+ |
Use this ability combination on your attack speed carry. It will give them a shield, extra damage on auto attacks, more movement speed and attack speed, increasing their damage output. It's only good when you do not need polymorph.
|
|
|
|
|
|
• Runepage with Summon Aery and resolve secondary isn't very common, but it's good in some situations where you are against engage, but feel like you will be able to poke a lot. I especially like this against Thresh, since I'm confident in the matchup to poke, but if he ever grabs me, I'm still a bit tankier. If you are facing someone like Thresh with a poke ADC (like Ezreal), take Second Wind instead of Bone Plating. |
• These secondary runes are the best if you plan to roam a lot and you know you will be able to impact the map. Relentless Hunter gives you more out-of-combat movement speed to move around the map faster and get to where you need to be in the right time, while Zombie Ward allows you to get more wards on the map by taking the wards of enemies down, which is really good, since there will be a lot of situations when thanks to this, you won't need to waste your own wards on places that both red and blue side like to have their wards on. If you don't care about vision or you know not many people at your rank ward, you can take Eyeball Collection for some extra AP. |
|
|
|
|
|
|
• This will be more common than taking Inspiration secondary with the Guardian page. First, you take Manaflow Band because it allows you to run oom a bit slower, and even in these lanse, you should be able to proc it from time to time with Q. You mostly take Sorcery secondary for Transcendence, though. It might be just my personal opinion, but I think it's really good, and it's definitely better than last season. You get access to the ability haste at level 5 and 8, which is much earlier, and then, at level 11, whenever you get a takedown (kill or assist), your basic abilities will reduce their remaining cooldown by 20 %. |
Taking Relentless Hunter and Zombie Ward for better roams isn't recommended for Guardian runepage, since you will mostly take it in dangerous lanes like against Leona or Blitzcrank, in which you won't have many oppoturnities to roam, since your ADC will be susceptible to getting dove.
Now, let me take you into the darkside...
|
|
Choose based on this - Do you want more vision? No - Eyeball Collection, Yes - Do your enemies ward often? Yes - Zombie Ward, No - Ghost Poro. If you want a safe bet, I'd say go for Ghost Poro, but I prefer Zombie ward the most since it stays 1 minute longer than the poro and if enemies don't destroy it, it's usually in a better position to offer better vision of enemies. |
|
|
|
|
|
When you spawn into Summoner's rift, you will purchase these items and start the game with them. Choose one of the support items - either Spellthief's or Relic - and then take a ward and health potions. The support item will upgrade as you progress through the game. First, after gaining 500 gold, you will get access to warding with it as well as better stats, and after gaining 1 000 gold, it will give you even nicer stats, but also disable your income through killing minions / poking enemies.
|
|
|
• STEALTH WARD |
When you first recall from lane, these are the options you can go for. The amount of gold that you go back with first will change depending on how long you have been able to stay in lane. Try to pick the one that suits your game the best and can help you in the laning phase.
This item is also what you should go when you have Electrocute runepage, don't want Dark Seal and don't have enough gold for Hextech Alternator. |
|
|
•BOOTS |
•HEXTECH ALTERNATOR |
Mythics are new items that were introduced into the game. They are more powerful that the normal (legendary) ones, but in exchange, you can only build one of them in a single game. That's why you should pick carefully. Each of them also gives you special bonuses for each legendary item that you buy, pay attention to those as well.
Even if you are doing well and see that your ADC doesn't really wanna help you with trading, then you should probably reconsider taking this item. It also gives AP with each legendary item, which will buff your abilities in exchange for less ability haste from Moonstone. |
|
I usually take it with Guardian runepage. It will make you and your teammates much harder to kill. On one side, you will be tankier, so you can use your spells mainly on your team, since you will be harder to kill than usual, and on the other, your squishy carries will be harder to burst with your whole kit, locket shield + passive and guardian shield. |
• SHURELYA'S BATTLESONG |
• NIGHT HARVESTER This is the only mythic you will be going with Electrocute, since taking anything else would defeat the keystone's purpose. It gives you extra damage when damaging a champion and a bit of movement speed - this effect has 40 second cooldown. It gives some ability haste and a nice amount of ability power. What's also really good about it is that with each legendary item, you will gain ability haste, meaning you aren't hurting your scaling that much in case you can't close the game early in exchange for burst early and mid game. ALWAYS build Hextech Alternator first when going for this mythic. It essentially grants you the same passive (with less damage and no movement speed) for only 1 050 gold, making it a nice item spike, and builds into Night Harvester later. |
Unless you are running Magical Footwear rune, you should purchase the basic boots early. They can help you with dodging abilities, running away or chasing, or roaming to other lanes to impact the map. When you will upgrade them is based on the game - If you wanna roam, upgrade to Mobility boots before your mythic item. For the other options (Ionian boots, Mercury's, etc), you should first purchase your mythic and upgrade after.
I really like these boots because you run around the map really fast, which allows you to roam and get better wards not only in the early stages, but also later in the game. You will have a bit less Ability Haste, but if you feel like you can impact the map, buy them. They are especially good if either of the botlane turrets got destroyed early or if botlane is doomed and you can't do anything by staying there. Just don't abandon your ADC for too long - check out the roaming section of this guide for more information about roaming. They are a bit more expensive than Swifties, but the out-of-combat movement speed is just too good to pass up on. These are also the boots you take with electrocute if you can roam a lot. |
|
This item blocks damage from auto attacks, so if you are worried about Zed one shotting you, you would be better off with a Zhonya's Hourglass. |
• MERCURY'S TREADS |
• SORCERER'S SHOES |
These items are called legendary, but you surely know them as the standard items that you bought before season 11. You will be purchasing them after your mythic item, since they will grant you extra bonuses depending on what mythic you chose. These are more common than those in "very situational section," so usually choose from them. They are still all situational though, so pick the ones that suit your game the most.
|
|
This item is also a great pickup for Electrocute setup, since more AP is always welcome and it still gives you supporting power. |
|
Also, if your designed ally is low, you get extra movement speed when moving towards them, which can be helpful to get in range for your abilities and save them. |
|
• CHEMTECH PUTRIFIER |
If you place 20 Stealth or Totem wards, this item will evolve into Watchful Wardstone, giving you 25 ability haste while still being able to store control wards, and increasing the stealth and control ward cap by one. Last upgrade that you can purchase if you have extra gold is Vigilant Wardstone that gives 40 ability haste, which is really good, and also bonus movement speed. Why do I think it's good in longer games? In those games, you would usually struggle between buying a last item that will make you stronger or saving a slot for control wards. Now you have a slot for control wards that will also make you a bit stronger! While you won't buy this often, as this meta is really quick paced, it's good to keep in mind. |
|
Never buy this item as a first or even second option after your Spellthief's and boots. It's better as a last item to really boost your abilities when you don't know what to do with the rest of your gold or if you have Electrocute and you are just really snowballing and stomping on everyone, thus you don't really want Wardstone. It will make all your abilities better, both on the offensive and defensive side. Usually you can only afford this if it's very late into the game or you are ahead, because it costs a lot, so don't force this item - just go for it if you have the gold and don't need anything else, just more power in general. |
|
|
|
+ |
This is as basic as it gets, and if Lulu had to have only one available build, this would be it. Now, I'm definitely not saying that this is the best build in every case. It's just good in any game, and if you want to only use one build, then you should go for this. It uses Lulu's potential to buff a carry while still having some AP and mana regeneration herself. It lacks ability haste, that's why Ionian Boots of Lucidity are a must. If you want a version of this standard build without a hypercarry, build Staff of Flowing Water first and then Redemption instead of ardent.
+ |
This build maximizes the protection of your ADC against enemy divers or assasins. You will have the shield from Guardian, stronger shields from Revitalize, Font of Life to give your ADC some extra healing when he attacks after you slow or immobilize your enemies (which you will naturally), all of your abilities, shield and passive aura from Locket of the Iron Solari that gives extra armor and MR to nearby champions, Zeke's Convergence to make your ADC do more dmg and making you tankier and finally, Knight's Vow to redirect some damage from your ADC to you so they are even harder to burst. If you are getting targetted more often than your ADC (or other carry), swap Knight's Vow for Zhonya's Hourglass. Vigilant Wardstone is just a cherry on top and either Wardstone, Zeke's or Knight's Vow can be exchanged for other items that were mentioned in the item section, like Redemption against AOE or if you need to protect more people at once, Ardent Censer or Staff of Flowing Water to make your carry hit harder, or Frozen Heart to shut down enemy divers that rely on attack speed.
+ |
This is the ideal build if you are going for Electrocute and don't need to worry about much. You will hit really hard while still having support capabilities. Rush Hextech Alternator as fast as possible and consider buying early Mobility Boots and Dark Seal if you think it's good. You can go for Sorcerer's Shoes instead of Mobility Boots if you want to burst people even more rather than roam. If you can roam and gain something from it, then Mobility boots are definitely better, but if your goal is to destroy your lane, then Sorcerer's shoes are a good option too. Last two items can be changed - only build Mejai's Soulstealer if you got stacks and know that you won't lose them, and Rabadon's Deathcap only if you have enough gold. Otherwise, some other good option for this buildpath instead of Mejai's and Rabadon are Zhonya's Hourglass when you are geting blown after you get your damage off, Ardent Censer for an attack speed carry, or, if you see that your damage is becoming too small or you can't get in range, then opt for normal support items depending on the situation (Redemption, Mikael's, Zeke's, etc.)
OR
+ |
Against all sorts of healing
You should definitely build this against Soraka and Yuumi, as those champions heal a lot of damage, so you need to counter that. If you are playing against them, purchase Oblivion Orb first, then choose your mythic (doesn't have to be Moonstone, I just put it as an example to match with healer's ability haste scaling and sustain a bit) and then finish Chemtech Putrifier. If you are against an enemy that wasn't your lane opponent but you know you will need healing reduction against them (some good examples are Dr. Mundo or Sylas, then don't bother with oblivion orb and start building Chemtech Putrifier after you finish your mythic item.
I chose Mobility Boots for the Summon Aery build, because you usually go aery against enchanters, in this case Yuumi and Soraka, and you can easily outroam them with Lulu, since outside of Soraka's R, they can't really match you. On the other hand, you would usually take Guardian against hard engage in botlane, meaning you want to counter healing in the enemy top, jungle or mid. I chose Ionian Boots of Lucidity with it, since you would have to stay with your ADC in the botlane to protect them and wouldn't be able to use Mobility Boots much anyway.
You should definitely build this against Soraka and Yuumi, as those champions heal a lot of damage, so you need to counter that. If you are playing against them, purchase Oblivion Orb first, then choose your mythic (doesn't have to be Moonstone, I just put it as an example to match with healer's ability haste scaling and sustain a bit) and then finish Chemtech Putrifier. If you are against an enemy that wasn't your lane opponent but you know you will need healing reduction against them (some good examples are Dr. Mundo or Sylas, then don't bother with oblivion orb and start building Chemtech Putrifier after you finish your mythic item.
I chose Mobility Boots for the Summon Aery build, because you usually go aery against enchanters, in this case Yuumi and Soraka, and you can easily outroam them with Lulu, since outside of Soraka's R, they can't really match you. On the other hand, you would usually take Guardian against hard engage in botlane, meaning you want to counter healing in the enemy top, jungle or mid. I chose Ionian Boots of Lucidity with it, since you would have to stay with your ADC in the botlane to protect them and wouldn't be able to use Mobility Boots much anyway.
+ |
In this build, you focus on getting sustain, which Lulu lacks, and help your allies avoid as much damage as possible before your team is ready to engage. Moonstone Renewer gives you sustain on its own, making it an obvious choice against teams that just want to stay back and poke you to death. Try to get to is as fast as possible, but don't forget purchasing Boots first. The more movement speed you have, the better you can avoid enemy skillshots and save your shield for your teammates. Next up, I chose Staff of Flowing Water, because if you shield someone from damage, you will give them and yourself bonus movement speed to dodge even better. Mikael's Blessing is there since a lot of these poke mages have a skillshot they need to stun or root you with before doing any serious damage, so you will use it to get your team out of danger. Lastly, Redemption can finish it with an AOE heal to top your team's health, which could result in you staying for an objective rather than having to recall to get some health back. If you do not need some of the items mentioned above, you can always go for Ardent Censer to buff your ADC, Chemtech Putrifier against healing or Vigilant Wardstone for more vision control.
+ |
Since tanks don't deal enough damage, you will take Moonstone Renewer and outheal anything they manage to do while your team kills them slowly. If you feel like you would be better off if you could just keep your team away from them rather than trying to heal the damage they do, take Shurelya's Battlesong to give your team some movement speed so they can reposition after the tanks engaged and attack them from a safe distance, since a lot of the tanks don't have another way to close the distance after they used the first. Redemption is good for the same reason as moonstone - sustaining through tank's damage that can't burst your carries (usually) and Zeke's Convergence makes you a bit tankier against them while making your attack speed carry stronger. Last item can be changed if you do not care about vision at all.
This, of course, doesn't mean that she can only be played with those kind of champions. If you really like Lulu, you can play her with anyone - just be prepared that you might not always be able to play her to her full potential, but even if you can't use your aggressive part of your kit that well (bonus damage on auto attacks), you still have a huge amount of tools for protection and peeling. And besides that, Lulu has a lot of item and rune choices, making her be able to adapt to whoever she is playing with. A lot of the times, you will face enemy duo in which I would recommend different runes for their support and their ADC. That's why I covered more than one runepage in the matchup section based on the ADC that enemy support has, so rather look there if you want to know what runes or specific items to take each game. |
|
★★★★★ - best (ideal) synergy, ★★★★ - strong synergy, ★★★ - alright (ok) synergy, ★★ - low synergy, ★ - no synergy
APHELIOS - ★★★★ The weapon of the faithful |
ASHE - ★★★★★ The frost archer |
CAITLYN - ★★ The sheriff of Piltover |
DRAVEN - ★★★ The glorious executioner |
EZREAL - ★★★ The plodigar explorer |
JHIN - ★★★ The virtuoso |
JINX - ★★★★★ The loose cannon |
KAI'SA - ★★★★ Daughter of the void |
KALISTA - ★★ The spear of vengeance |
KOG'MAW - ★★★★★ The mouth of the abyss |
LUCIAN - ★★★ The purifier |
MISS FORTUNE - ★★ The bounty hunter |
SAMIRA - ★★★ The desert rose |
SENNA - ★ The redeemer |
SIVIR - ★★★ The battle mistress |
TRISTANA - ★★★★★ The yordle gunner |
TWITCH - ★★★★★ The plague rat |
VARUS - ★★★★ The arrow of retribution |
VAYNE - ★★★★★ The night hunter |
XAYAH - ★★★ The rebel |
Lulu lacks sustain (outside of Moonstone Renewer), she can only block some amount of damage with a shield, and so if someone pokes a lot, her and her ADC will slowly be poked out and forced to back even if they don't want to. On the other hand, if she is against some melee champion, she mostly has an easy time because she can poke safely, and if the melee champion engages on her or her ADC, she has tools to deal with it. Against other enchanters, she can play somehow aggressively, but the lane is usually decided by the ADC - if your ADC is more dominant and enemy Soraka has a scaling ADC, you will probably win lane. Skill plays a role in those matchups as well, because it's even on paper and mostly depends on which botlane duo plays it better. |
|
★★★★ - hard matchup, ★★★ - even matchup, ★★ - easy matchup, ★ - very easy matchup
ALISTAR - ★★ The minotaur
CLICK FOR MATCHUP INFO
|
ANNIE - ★★ The dark child
CLICK FOR MATCHUP INFO
|
BARD - ★★ The wandering caretaker
CLICK FOR MATCHUP INFO
|
BLITZCRANK - ★★★★ The great steam golem
CLICK FOR MATCHUP INFO
|
BRAND - ★★★★ The burning vengeance
CLICK FOR MATCHUP INFO
|
BRAUM - ★★ The heart of Freljord
CLICK FOR MATCHUP INFO
|
JANNA - ★ The storm's fury
CLICK FOR MATCHUP INFO
|
KARMA - ★★ The enlightened one
CLICK FOR MATCHUP INFO
|
LEONA - ★★ The radiant dawn
CLICK FOR MATCHUP INFO
|
LUX - ★★★ The lady of luminosity
CLICK FOR MATCHUP INFO
|
MORGANA - ★★ The fallen
CLICK FOR MATCHUP INFO
|
NAMI - ★★★ The tidecaller
CLICK FOR MATCHUP INFO
|
NAUTILUS - ★★ The titan of the depths
CLICK FOR MATCHUP INFO
|
PYKE - ★★★ The bloodharbor ripper
CLICK FOR MATCHUP INFO
|
RAKAN - ★★ The charmer
CLICK FOR MATCHUP INFO
|
SENNA - ★★★★ The redeemer
CLICK FOR MATCHUP INFO
|
SERAPHINE - ★★★ The starry-eyed songtress
CLICK FOR MATCHUP INFO
|
SONA - ★★ Maven of the strings
CLICK FOR MATCHUP INFO
|
SORAKA - ★★★ The starchild
CLICK FOR MATCHUP INFO
|
SWAIN - ★★★ The noxian grand general
CLICK FOR MATCHUP INFO
|
TAHM KENCH - ★ The river king
CLICK FOR MATCHUP INFO
|
TARIC - ★ The shield of Valoran
CLICK FOR MATCHUP INFO
|
THRESH - ★★ The chain warden
CLICK FOR MATCHUP INFO
|
VEL'KOZ - ★★★★ The eye of the void
CLICK FOR MATCHUP INFO
|
XERATH - ★★★★ The magus ascendant
CLICK FOR MATCHUP INFO
|
YUUMI - ★★ The magical cat
CLICK FOR MATCHUP INFO
|
ZILEAN - ★★ The chronokeeper
CLICK FOR MATCHUP INFO
|
ZYRA - ★★★★ Rise of the thorns
CLICK FOR MATCHUP INFO
|
|
TOTEM WARD >> Limited to 3 on the map, shared with Stealth Ward from support item. If you put 4th Totem Ward down, the one you placed first will disappear. >> Takes 3 auto attacks to destroy. >> Gives 10 gold and a bit of experience (keep this in mind if you destroyed one early, because you will hit level 2 powerspike faster). >> Is only visible for a little while when it's placed and then disappears. You can make it visible and able to be attacked again with Oracle Lens. >> Can be purchased from shop for free. |
|
CONTROL WARD >> If you place it in a bush, enemies just need to approach it to see it and attack it. If you place it outside of bush, enemies will see it and be able to attack it even from a distance. >> Takes 4 auto attacks to destroy. >> Reveals and disables enemy wards around it, excluding control wards. Also reveals trap's like Teemo shrooms and camouflaged enemies. >> Limited to only one Control ward on a map. >> Destroying it gives 30 gold and a bit of experience. >> Can be purchased from shop for 75 gold. |
|
STEALTH WARD >> Limited to 3 on the map, shared with Totem Ward from shop. If you put 4th Stealth ward down, the one you placed first will disappear. >> Takes 3 auto attacks to destroy. >> Gives 30 gold and a bit of experience. >> Is only visible for a little while when it's placed and then disappears. You can make it visible and able to be attacked again with Oracle Lens. >> You gain access to it after upgrading your support item through quest to either Frostfang, Targon's Buckler, Runesteel Spaulders or Harrowing Crescent. It also stays when Support item is upgraded to its last version. |
|
FARSIGHT WARD >> There is no limit to how many you can have on the map. >> Takes 1 auto attacks to destroy. >> It's visible, meaning enemies can destroy it anytime. That's fine though, because it's not usually used for longer vision, but rather for a quick look at a far place, since it can be placed from a long distance over the map. >> Grants 15 gold and a bit of experience when destroyed. >> You usually won't be taking this, because it swaps places with Totem Ward or Oracle Lens, and you really need Oracle Lens to clear out vision. |
|
GHOST PORO >> There is no limit to how many you can have on the map. >> It's visible and enemies can scare it away by approaching it. >> In order to use it, you need to have the Ghost Poro rune. >> It will appear after your wards expire, granting sight. For every Ghost Poro spawned, up to 10, you gain a bit of AP (since you are Lulu). |
|
ZOMBIE WARD >> There is no limit to how many you can have on the map. >> Takes 1 auto attacks to destroy. >> It's visible, so enemies can destroy it whenever they are in range. >> Grants 1 gold after destroying it. >> In order to use it, you need to have the Zombie Ward rune. >> After you takedown enemy ward, Zombie ward will appear on the same place, giving you a vision. For every Zombie Ward spawned, up to 10, you gain a bit of AP (since you are Lulu). |
I'm sure you have heard this sentence, and let me tell you, it's wrong. While yes, you have access to more wards through your support item, you should never be afaraid to ask your teammates to ward too or go with you when you ward, because you can't cover all the good places alone. Now to the question - why should you ward? These answers should encourage you to ward as well as give you general idea behind warding. It's possible I didn't cover everything, but these are the most important reasons.
|
Ask yourself the following questions and answer them. If you do that, you will create a gameplan in your head which you can then follow to make deciding how to play and what to do a lot easier. • How do I play my botlane matchup? • What kind of jungler am I facing and what kind of jungler do I have? • Can I invade or expect an invade?
• How can I influence midlane with roaming? • How is our lvl 2 vs our enemies lvl 2 powerspike? • What other champions are there in my and enemy team? • What is your team's and enemy team's win condition? Here are some common win conditions. Engage comp (someone like Lissandra, Sejuani, Zac, Malphite, Lucian) will always want to engage on as many enemies as possible and will try to hide and surprise you with engage. Pick comp is similar (someone like Thresh, Ahri, Blitzcrank, Zed), but instead of waiting to engage as a team, they will want to pick a lonely target and force 4v5 - that's why you shouldn't walk too far from your team against those. Poke comp (something like Vel'koz, Ezreal, Ziggs, Gragas) will siege turrets and poke their enemies out before actually engaging and killing them while also having disengage to get out if needed. Split push comps (something like Nasus, Fiora, Camille) will try and push turrets, mainly at bot and top, while avoiding teamights. Lulu can fit into almost any team comp, as she is good in teamfights that engage comps want, can polymorph enemy for the pick comp so that they don't run away, can disengage fight for the poke comp and can also help her adc clear waves faster in the split push comp and protect him if the enemies are all mid while your midlaner and toplaner are pushing. So decide on your win condition based on your team (not yourself) and adjust your playstyle based on that. • What items will I buy?
|
If you see an important objective coming up, you should go back, refill your wards, then prepare the vision for the objective with the help of your team and then try and contest it. If you come to the objective when it spawns, you are late. Your ADC will probably want to farm the side waves while nothing is happening, so make sure they are safe with wards and staying on the same side so you can rotate to them or help them push a tower. Remember - objectives are more important than kills, but kills can lead to objectives! If you kill someone, spam ping your team to go for turret or objective (drake, baron) unless you are all super low. The priority of which objective you should take goes like this: Nexus -> Elder Dragon and Baron -> Dragon Soul -> Inhibitor -> Turrets and elemental drakes. First 3 of them are spawned randomly, and then, every elemental drake after will be the same as the third one that spawned. Additionally, based on who the 3rd one was, the Summoner's Rift will change to make the game a bit different. Elder Dragon spawns after one of the teams obtains dragon soul and it's a high priority late game objective.
|
A-F
G-K
L-Q
R-U
V-Z
• Lulu is known to be the first champion to be announced through an „Art spotlight“ on Riot’s Youtube channel, first champion playable on PBE before her release on live servers and first champion to have her own login screen. • Lulu was the last champion to release with 2 other skins besides her original one. • Using Lulu’s E on enemy will grant them a debuff that says „Hey, listen!“ referencing Navi from The Legend of Zelda. • In chat, the enemy player's champion name is replaced by Squill, Cupcake, Kitty, Dragon or Snowman when affected by Lulu’s W – name depends on what skin is Lulu using. • Lulu and Veigar are friends. • Lulu was reffered to as "suppordle" by her designers (support yordle). • Lulu has a really good laugh spam. |
|
That's all for my Lulu guide. I hope you enjoyed it and learned something new that will get you that sweet LP and rank you always wanted. I would really appreciate it if you left a comment or vote - don't hesitate to ask anything you need, I'll be happy to help you! I also wanted to thank jhoijhoi because thanks to her guide about "how to make a guide," I was able to understand the coding much better and I would probably have never done this without it.
Good luck on Summoner's Rift! |
|
CHANGELOG
PLANS
You must be logged in to comment. Please login or register.