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Hello, and welcome to my Support Lulu guide! In this guide, I will show example builds, how to utilize Lulu's abilities, team fight scenarios, etc. Be warned, this guide is very, very long. If you think I did a good job explaining, and you like my guide, I would love the upvote. I adore feedback and anything you disagree with, I will be more than happy to hear your side of the argument.
Why is Lulu a viable support? Lulu is a poke support champion, meaning that she can harass from a long distance and keep enemies at bay. She has a high synergy with all in champions who can barrel into the middle of a team, or other poke champions who can help poke the enemy to death. Overall, Lulu can work well with pretty much any ADC, as her skill set can be very flexible and can bend to suit her carry's needs.
I'm Emikadon, a Plat V ranked player on the NA Server. I main Support and ADC, and Lulu is both my first love and my most played champion in ranked. If you liked this guide, you should check out my others as well!
This guide is a free to use resource, but if you find it's really helped you, a donation is always appreciated! Any tiny thing helps! :)
This guide is extremely long, since I will cover everything you need to know in order to master Lulu. If it was helpful in any way, please upvote my guide to let me know I've done a good job! If you disagree with anything I have to say, please leave a comment and I will gladly discuss anything you have to say ^_^
Perhaps more than any other champion in the League, Lulu marches to the beat of her own drum. During her youth in Bandle City, she spent most of her time wandering alone in the forest or lost in a daydream. It wasn’t that she was antisocial; the day-to-day bustle of Bandle City just couldn't compete with the vibrant world of her imagination. She saw wonder in places most people overlooked. This was how she found Pix, a fae spirit, pretending to be stuck in a birdhouse. Lulu's imagination distinguished her to Pix, and he seized the opportunity to lure her into his life. He brought her to the Glade, the enchanted home of the fae, which lay nestled in a clearing in the woods. There the rigid properties of the outside world - things like size and color - changed as frequently and whimsically as the direction of the wind. Lulu felt at home in the Glade and she lingered there with Pix, fascinated by this secret place.
She quickly lost track of time. Her life in the Glade was comfortable, natural. She and Pix played fae games together, the sorts of games that she had been told were "only pretend," and she got exceedingly good at them. It caught her by surprise when she suddenly remembered that she had left a life behind in Bandle City. The Glade had a way of making everything outside seem distant and surreal. Lulu decided to revisit her former home, to share some of the lovely things she'd learned, but when she and Pix returned the world had changed. Time, she discovered, was another property that behaved differently in the Glade, and centuries had passed while she was away. Lulu sought to reconnect to the residents of the outside world, but her attempt had unfortunate results. She led all the children off to play hide and seek, temporarily changing them into flowers and animals to spice up the game, but their parents didn't appreciate her efforts. When the yordles insisted that she leave their land, she turned to a vibrant, magic place where those with unusual gifts were not just accepted but adored: the League of Legends.
"The best path between two points is upside-down, between, then inside-out and round again."
Pros +So much utility +The poke +Fantastic peel +Beautiful disengage
Lulu's main strength lies in being able to shut down enemies early game due to her long ranged poke/harass. She has plenty of utility, and due to her massive amounts of CC, she can be played both offensively and defensively. She can poke from far away, as well as peel people off her carry was ease. With a good combo of her abilities, you can escape a seemingly impossible situation.
Despite her massive amounts of utility, Lulu lacks a consistent heal. Although her ultimate increases maximum health, it is not exactly something to be spammed. In addition, her abilities are quite costly. Mana management is necessary so that when her abilities are truly needed, you won't find yourself out of mana. Finally, the skill cap is very high: she takes a bit getting used to.
Flash is pretty much standard on any champion, any time, any situation. Not only is a great defensive spell, flashing over a wall away from danger, but it is also great for engaging. Since Lulu is so fast, she can easily reposition herself to use a well placed Flash. In addition, it can be used to make plays. Your ally just out of range and they're about to die? Flash, ult them and then laugh in the enemies' faces.
Exhaust is typical for any support. It renders their ADC useless for 2.5 seconds, and it can secure kills with its slow. Also, it can shut down any assassins that come to burst your ADC/APC. With the rise of champions like LeBlanc and Zed, it can save your carry's life more often than not. In addition, it'll help you out in early laning trades as well.
Heal can be great for saving you and your carry, especially early game. It heals for a really nice chunk of health, as well as grants movement speed. It can give you just that little burst of movement so that you can escape. Plus, it can heal an ally, which will help them escape (in this case, most likely your carry). However, don't stack these, if your ADC took it as well, since it is less effective every time it is used in succession.
Ignite is a very aggressive summoner in general. It isn't taken very much anymore since the buff on Exhaust, but it can still have its uses. It can be used to kill secure, since it'll take of that *tiiiiiny* bit of health left if the enemy escapes. In addition, it has a healing reduction debuff, which will destroy any chances of the enemy ADC's health regen through Life Steal.
As Lulu, you want to maximize her damage output, while simultaneously maintaining her survivability. The following runes are recommended for the fact that they fit these criteria. There are other viable runes, all depending on the lane matchup and how you plan on playing that game.
greater mark of hybrid penetration
Lulu's autoattack does both physical and magic damage because of her passive, who fires 3 bolts after each autoattack, dealing magic damage. To maximize damage output, take greater mark of hybrid penetration.
With the nerfs to Armor seals, these have become more popular due to their subsequent buff. Take health seals instead, since they will allow you to start with an extra 72 health! Added along with the rest of your masteries/runes, you should be relatively tanky. This will allow you to survive trades much more.
Once again, used for primarily in lane, as the enemy will try to constantly poke you down. If the enemy does not have magic damage, Greater Glyph of Magic Resist runes are still great for later teamfights, as it will negate some of the damage from the rest of the enemy's team.
Since you're taking Health seals instead of Armor seals because of the nerfs, take Armor quints instead. This will still give you enough defense against any auto attack poke from the enemy, and will make you especially tanky early game.
other viable runes
Other Viable Runes
greater mark of armor penetration
Rather have a heavier autoattack itself than relying on Pix, who can be blocked by minion? Take greater mark of armor penetration instead. This will increase the physical damage from your autoattack significantly, which will help if the laning opponents know how to negate Pix's damage.
If you're still feeling like you're taking too much damage from the enemy ADC, you can take Greater Mark of Armor runes instead to block out some of it. However, you'll be sacrificing some of your own damage as well.
These were hit pretty hard with the latest patches, and don't give as much armor as they used to. If you feel you would rather have the extra Armor instead of health, you can take these instead.
If you're going against a lane that has minimal magic damage (such as Leona or Thresh), you can turn this to your advantage by taking Greater Glyph of Ability Power runes instead, increasing your poke damage significantly.
You already have plenty of health with your seals, but you can switch them around and take Health Quints instead. 3 of these is basically the equivalent of 9 seals, so there isn't that much of a difference.
Greater Quintessence of Ability Power increases Lulu's poke power exponentially. Because both her abilities AND autoattack have magic damage, the extra AP will whittle away through any extra health or MR the enemy has.
Why are 0/9/21 masteries good? Lulu is already a utility queen, and all of points put into the utility tree make her even more annoying to lane against than before! In addition, 9 points were put into the defense tree to help with Lulu's early game squishyness. In combination with your runes, the extra survivability should be enough to keep you alive until you get some items!
Block reduces retaliation from the enemy. 1-2 damage per autoattack? That may not seem like much, but it can go a long way. Remember the awesome feelings you get when you get away with 10 hp?
Recovery Gives you more sustain. Thank you Bioalchemist for pointing this out! Seeing as Lulu is squishy with no heal, this will help her stay in lane longer.
Unyielding blocks a little bit of return harass you might receive when trading.
Lulu is a heavy utility support that can also dish out tons of damage, depending on how her abilities are used. Because of the many combos you can chain together, all that have different results, her kit takes some getting used to. In this section, I'm going to go over the basic overview of her skill set.
Pix, the Fairy Companion (Passive) Whenever Lulu or the allied target of Help, Pix! attacks an enemy, Pix fires a barrage of 3 homing bolts toward the same target that deal 3 / 7 / 11 / 15 / 19 / 23 / 27 / 31 / 35 (+ 5% AP) magic damage each to the first enemy they each hit, for a maximum possible 9 / 21 / 33 / 45 / 57 / 69 / 81 / 93 / 105 (+ 15% AP) magic damage.
Taking Hybrid Pen marks benefits your entire autoattack, as both your base damage AND Pix will ignore a part of your enemies' armor/magic resist.
Enemies can avoid taking the extra damage by standing behind minions. Use this to your advantage by taking bush control!
Since he floats around a lot, the enemy can never really predict where he'll attack.
Things to note
Utilizing Pix in all of your abilities takes some getting used to, and you'll need to make some split second decisions on how/where to put him.
Pix will not damage structures, like turrets or inhibitors.
There is a leash range of 2000. If the enemy, or the person you're protecting, walk out of this range, Pix will return to Lulu.
Glitterlance (Q) Lulu and Pix each fire a magic bolt towards a target direction, dealing magic damage and slowing enemies hit by 80%, decaying over the duration.
Even though the enemy can only take damage from one bolt, the slow resets itself. By aiming Glitterlance so that the tip of the bolt hits them at different times can increase the slow duration!
Moving your cursor towards and away from Lulu's character can change the angle at which the bolts are fired. With careful positioning, you can fire two bolts in completely opposite directions.
Things to note
Glitterlance has a very narrow width, so enemies can easily side-step it. Be careful when using this, as it can drain mana quickly!
Whimsy (W) ON ALLY CAST: Target allied champion gains 30% (+ 10% per 100 AP) movement speed for a few seconds ON ENEMY CAST: Polymorphs an enemy champion for a short duration, disabling their ability to attack or cast abilities and reducing their base movement speed by 60.
When taking down Dragon or Baron, save Whimsy in case someone comes to steal. That way, they'll be unable to steal, and they've set themselves up for an easy kill for your team.
When crossing the map, use it on yourself to get where you need to be quicker. This ability + boots of mobility + masteries will get you where you need to be very fast.
Things to note
This is Lulu's longest CD ability. Choose wisely when to use it.
Although this is a great utility ability with it's massive movement speed buff, it's often more useful in shutting down channeled spells.
Help, Pix! (E) ON ALLY CAST: Commands Pix to jump to an ally. If the ally is a champion, they will receive a shield that lasts for up to 6 seconds. Additionally, Pix will then follow the ally and aid their attacks instead of Lulu's for 6 seconds. ON ENEMY CAST: Pix deals magic damage to target enemy unit. Pix then follows and grants vision of them for 4 seconds.
If you choose to use this ability offensively, you are losing a large part of her utility. Once she scales into late game, her shield should be able to barrier quite a bit, so be cautious about which active you want to use!
As of patch 4.5, you can no longer shield minions, even if Pix will attach to them. This means that you can no longer torture the enemy ADC by shielding minions so they can't last hit correctly...
Wild Growth (R) Lulu enlarges a target allied champion, knocking up enemies within 150 range of the target. For 7 seconds, her ally gains bonus health and an aura that continually slows nearby enemies.
Lulu's time to shine is early game, where she can poke and zone the enemy ADC and support, all the while protecting her own carry. I've found that the best way to do this is to max Glitterlance first, as it does more damage and slows for a longer duration.
Next, max her Whimsy. This gives more utility to her build, as the duration of the polymorph is increased. Not only that, but the cooldown is shortened. Since Mid-Game is where the majority of the teamfighting will be going on, the shorter CD will be useful in locking down enemy champions.
After maxing her W, if you get into late game, max her last ability. Help, Pix! is also primarily utility, and it has the same cooldown all 5 levels. However, if you find yourself being pressured very hard or your ADC is taking just a bit too much damage, max this ability after Glitterlance.
Of course, max your R whenever you can. The available levels are 6, 11, and 16, for those who don't already know. Take a point in your ult every time you get the chance, as the health it gives back increases, as well as the slow percentage.
Now, I'm going to discuss the items that I build on Lulu. Here, I'm going to show what items you should buy and why I believe that they should be bought. However! All games are different, and this is just a guide. There are situational items listed, but you'll need to use your own knowledge of the game in order to choose which ones would be the most appropriate.
This item synergizes extremely well with Lulu due to her abundance of poke. She has a relatively high auto attack range (550) as well as her long ranged spells. Also, the mana regeneration will help with Lulu's early game squishiness, and the passive gold regeneration will provide you with a steady income if you can't reliable proc the stacks.
These are absolutely essential because Lulu has no sustain outside of passive health regeneration. If you get into an all in trade, you will be at a disadvantage because you have no other way of bringing your health bar back up. Take at least 2 of these, more if you are assured in that you can sacrifice your ward and still provide decent ward coverage.
This is basically a free ward every 2 minutes. With coordination with your ADC, you can have sufficient vision coverage with just these alone. If you feel like you won't have the communication though, go ahead and grab an extra Stealth Ward to help you out as well.
The first thing that you should be buying is Sightstone. This is the bread and butter of playing a support. It is primarily your job to go around and ward the major choke points, whether it be in laning phase or later before teamfights break out. Sightstone will hold 4 wards, which refill upon visiting the shop. This will save you tremendous amounts of gold. A good support puts down about 25-30 wards by the 30 minute mark, which costs about 2k gold. With Sightstone, that's almsot 2k you can spend on another utility item to help out your teammates even more.
If you do not have enough gold for Sightstone, or you feel like you won't need quite as many spammable wards, you can upgrade Spellthief's Edge into Frostfang. This will give bonus damage on your poke, as well as give a lot more gold income. It also gives even more mana regen, which helps with mana problems in lane.
Another item you can get on your first recall. This item gives you much more mobility, and you can get to lane much faster. It'll allow you to roam just a tiny bit more for warding, and the +25 Movement speed is great for chasing down kills.
Finally, as soon as you get Sightstone switch out your Warding Totem for Sweeping Lens. If you're going back to lane, this will increase your control over the enemies' wards exponentially. Even after the laning phase, Sweeping Lens can help you clear wards over Baron or Dragon, allowing you to take the objective pretty much uncontested. Upgrade it to Oracle's Lens when you have the gold, as this will give you true vision 10 seconds after (basically a walking pink ward).
If you ever have the extra gold, or if you're running out of wards too quickly, you can upgrade Sighstone to Ruby Sightstone. This will give you an extra ward to keep on yourself, as well as give you another nice chunk of health.
Mikael's Blessing is really nice if the enemy team has tons of CC. It's a fantastic item for peeling people off of your squishies, as this removes all debuffs (stuns, slows, snares, suppresses, etc.) as well as heal for a percentage of their maximum health. With heavy CC supports like Leona and Thresh being played much more often, it can save your carry's life and help them get away if they ever get caught out.
And now for the infamous debate as to getting Frost Queen's Claim and talisman of ascension. Here, I'm going to explain the situations in which you should get one of the other. I will list the pros and cons of getting each and compare them, but in an actual game, it is up to you to decide which one you should get! However, keep in mind that selling and rebuying such an expensive item is extremely cost inefficient. If you decide to sell, be sure that you're willing to spend the extra gold!
talisman of ascension
50 AP gives more damage.
Casting spells gives you gold.
Builds from starting item.
AOE slow against enemy.
More health and mana regen.
Safer gold generation.
Bonus passive movement speed.
AOE speed up for team.
So as you can see, both items have really good aspects to them. However, you can also see that they are very different. Frost Queen's Claim builds directly out of your starting item, and the AP makes your abilities more powerful in both damage and utility. In addition, the active is good for chaining your own CC, and can be used to disengage, peel, chase, and even escape.
In contrast, talisman of ascension offers more sustain because it gives 15 health and mana per 5, in addition to getting 10 health for every minion that dies near you. The active can be used for quick engages or swift disengages. However, this does not build from your starting item, and thus you will be spending more gold by selling Frostfang and then upgrading from there.
These are by far the most effective boots on a support. This is because the support's job is to roam to put down/clear wards, roam to help other lanes, assist teammates with their abundance of utility, etc. Boots of Mobility will allow you to do your job much more quickly, as the movement speed outside of combat is ridiculously high. This will allow you to miss less exp, and you won't be underleveled.
These boots are great, since they allow you to deal more damage with your abilities. With the rise (and fall) of Lulu as an AP champion, these boots have been popularized by numerous Pro players. If you're building Frost Queen's Claim and damage items, these can help since you won't be building any Magic pen.
Early game, these boots can be helpful because of the cheap, instant 15% CDR that it provides. While pretty much all of the support items in this guide provide cooldown reduction, you won't be full build until at least 30-40 minutes into the game. Get these for the early utility, and sell them later in favor of one of the others when you starting overshooting the 40% cap.
It gives a good bit of movement speed, and the magic resist should help you against any AOE burst the enemy APC might have. Plus, the tenacity bonus is really good for you to be back up and peeling for your carry again. Even though they are rather expensive, the benefits make the item overall gold efficient.
If the enemy team has an assassin that's really getting on your nerves, or you just need some tankiness in general, Randuin's Omen is a good choice. The huge amount of armor and health are great for your teamfight survivability, and the active is really nice for peeling for your carries. In addition, if you're hit by a basic attack, it'll slow the attacker's attack speed. This makes it pretty effective against attack speed reliant champions, like Master Yi or Vayne.
Another tanky armor choice, a lot like Randuin's Omen. However, instead of health, it provides a large chunk of mana. At this point in the game, mana shouldn't be too much of a problem, but it can still be useful. Also, the attack speed debuff is an aura, as opposed to Randuin's, where you need to be hit by the attacker himself. This is really neat if you're not being focused, as you can still reduce the effectiveness of attack speed champions.
A really good choice if the enemy has a lot of long ranged skill shots that you need to avoid. For example, if you need to dodge Dark Binding or Solar Flare, the 30 second spell shield will probably save your life a few times. Especially if the game drags onto late game, a single binding or stun could mean the win or loss for your team. Aside from the passive, the MR and health will help with your overall squishiness.
Locket of the Iron Solari is great, as the aura helps everyone on your team, provided that they are near you. Plus, the active is awesome for soaking up damage during team fights, and the cooldown on it isn't too long either. The additional CDR is also really nice to have. Be careful though! Don't stack over 40% CDR, or any gold spent would be essentially wasted. Also, coordinate with your tanks as to who builds it. The aura does not stack, so building multiple ones isn't too great.
A really nice item that gives you a good mix of damage and utility. The 40 AP will let your poke hurt more, your whimsy give more movement speed, your shield protect more damage, and your ult give back more health. The CDR and mana regen will help you spam your abilities, and the movement multiplier will let you roam, ward, and kite much easier. Finally, your shields will let someone on your team have increased attack speed. This synergizes really nicely with Lulu due to Pix being able to shoot more bolts with the increased attack speed.
Twin Shadows gives a heck of a lot of AP with the changes. In addition, it gives 10% CDR and a 6x movement multiplier. However, the defining element of this item is the active, which sends two ghosts out to hunt nearby enemy champions. It can be used for scouting in areas with no vision, chasing since the ghosts slow champions hit, escaping because of the slow, etc.
The 75 AP is a huge amount, and the 20% CDR is nothing to laugh at. Just be sure you don't go over the cap of 40%. The passive is extremely useful, since it applies grievous wounds, which is detrimental if the enemy team relies on healing for sustain. If you manage to get the passive on the enemy ADC, their Life Steal will be cut in half, and your team can lock them down and kill them. In addition, if the enemy has a health regen champion like Mundo, Nasus or Irelia, this will cut down their survivability by a lot.
In this section, I will discuss a lot of different tips and tricks to use when you're still in laning phase. Lulu's time to shine is early game, where she can poke and be annoying, all the while using her fantastic kit to peel and protect her carry. These tips should always be kept in mind, and are essential to winning lane as Lulu. Before your ADC can carry you to victory, you must first carry them out of lane!
1. Abuse your poking potential. Lulu is relatively long-ranged compared to most supports, as well as quite a few ADCs. Her autoattack range is 550 and her Q has over 900. Poke with your autoattack as much as you can without being caught out. Your Hybrid Pen marks should help out phenomenally, as Pix will do added magic damage on top of your base physical damage. You can try to combo AA-Q-AA-AA. The slow from Glitterlance might allow you to get in an extra auto, but don't overextend!
2. Don't waste mana. Too many times have I seen inexperienced Lulu players just wasting their mana by E-Qing every single time the enemy carry goes for a CS. While this will allow you to get large amounts of damage out, Lulu's mana hungriness is very, very noticeable early game. Even if you bring the enemy low, the jungler can come gank and you won't have any utility at your disposal because of the high mana costs. A tip I like is to do is to always have at least 300 mana in your pool (assuming you're not level 1 anymore, of course). This way, you'll always have enough to use one of each ability should anyone come to gank (their jungler or yours), but you still can poke with your skills while keeping track of it.
3. Keep everything warded. There is a map in the next chapter of where you should be warding everything. I cannot stress this enough. Vision wins games! The best places to max out your ward cap is in the tri-bush, River bush, and one in the lane bushes. Once you get into the later parts of laning phase, move the River bush ward up towards the Dragon pit.
4. Facilitate ganks. One of Lulu's major strengths is her ability to ensure ganks get pulled off. Due to her massive amounts of utility, she can easily lock down the enemy all the while allowing her team to stick to them. For example, you can first Glitterlance the enemies for the slow, Wild Growth your jungler if they have a gap closer and knock the enemies up, then Whimsy the enemy ADC for the polymorph, all the while having Help, Pix! on your carry for the extra damage.
5. Lulu has many different combos. Alternatively, you would Whimsy your jungler if they don't have a gap closer, Help, Pix! your carry for the bonus damage, and Glitterlance the enemy ADC and support for the massive AOE slow. If you find yourself about to dive, you can Wild Growth the person who's taking turret aggro so they'll get out of it alive. Of course, I could go on and on and on about different ways to chain together your CC, but because of her having (technically) 6 different skills because of the different actives, she has a lot of ways to use them. Be creative, and use your head! Her kit is at your disposal, so make the most of it!
Last chapter, I discussed tips and tricks on how to get through the laning phase. Here, I will go through what is expected of Lulu during teamfights. Lulu is one of the most exceptional at controlling the tides of the fight due to her massive amounts of CC and protection for her most important teammates. Knowing what your job is and how to execute it is vital in making sure that the fight swings your way.
1. Protect your carries. Lulu is one of most able supports in the game due to your arsenal of CC in her kit. Because of this, she is a very powerful babysitter who is extremely difficult to bypass. Her entire kit is tailored to keep her team safe, and when played correctly, will have the entire enemy team furious at you.
a. Decide who you want to use your Wild Growth on. If you use your ult on your initiator for the extra knock-up of the entire team, then you won't be able to use it to peel for assassins like Kha'Zix or Zed. However, even if you did use your ult as an initiate, you still have your Whimsy and Help, Pix!.
b. If there is an enemy assassin, save your Whimsy until they pop out at your ADC or APC. As soon as they begin trying to pull off their burst, polymorph them and make sure your ADC knows to switch targets to them. More often than not, assassins are extremely squishy so a fully maxed W is at a 2.5 second disable. This should be more than enough time to kill them before they can get away.
c. If you decided to save your Wild Growth and instead want to use it as a peeling agent, it also works extremely well. The constant slowing aura makes it ridiculously easy for your ADC to kite, and the extra health is great for their innate squishiness. Also, the knock-up allows for enough time for your own team to collapse onto who over is threatening your carry.
2. Assist your initiator to getting a clean engage. One of the most amazing things about Lulu's kit is her ability to switch between enemy targets and allied targets. Because of this, you can help your initiator get a quick, concise engage, which will usually lead to a quick teamfight often going in your favor.
a. Your Wild Growth can serve as a knock-up for the entire team. Let's say you have a jungler who dives into straight into the heart of the enemy team ( Zac, Malphite, Vi, Shyvana, etc). What you can do is: as soon as they initiate with what ever gap closer they have, you can immediately ult them for the double knock-up. Whatever their CC is plus you own can easily lead to over 2 seconds worth of CC, and that can easily win you the fight right then and there.
b. Even if the enemy team isn't destroyed during the few seconds of CC, what you can do is instill the "fight or flight" response. Most likely, if they've been CC'd for that long, most will be in a state of panic and will only want to scatter and get away from your team collapsing in on them. Once they start becoming disorganized, you can pick off individual targets easily.
3. Chasing is your specialty. Between your Glitterlance and Whimsy, the enemy team will never be able to escape you because they'll be slowed and you'll be sped up. Plus, your Help, Pix! will destroy any change of them being able to juke away from you. Plus, if you have your items, you can easily use the actives to chain CC them down. I once had a friend who told me after playing against this yordle: "There was no way I could get away. I was freakin' CC'd for years."
Now that we have discussed pretty much everything there is to know about Lulu, it's time to make a section on just supporting in general. This information is very useful, and when used correctly, can turn the game around for you. These are some of the best spots to ward, timers on neutral buff camps, etc. Just stuff that any support should know, whether you main this role or not.
These are the generic warding spots. Of course, now the Vision Wards are visible, so they will need to be actively defended. Or you can be clever and stick them somewhere where they can't be seen by the enemy team, while simultaneously granting you vision. ;) Also, since each person can only put down 3 Stealth Wards at a time, be sure to coordinate with your teammates about warding.
Also, another big thing I don't see much of are Lane Wards. For some reason, a lot of people are very touchy about putting wards down the middle of a lane. But, I see this as an advantage! If you had a handy ward down pre-teamfight where you have, let's say, a Nidalee, the ward can give her vision so she can land her Javelin Tosses. In addition, it makes up for lost tower vision, which is useful in the case of seeing the enemy splitpushers before they get to your tower that's still standing.
These are the buff respawn timers. One tip that a support (or really, anyone) should use is to turn on Timestamps. This will leave a timer in front of chat messages, allowing you to organize and mark down when things will respawn. This is very valuable information that can easily be manipulated to your advantage.
Now, for a warding tutorial. This is not mine, but rather from a series of videos in the LeagueCraft 101 series. It's presented by PhRoXzOn a Plat II player on the OCE server, and it's absolutely amazing. They have fantastic videos, and I've learned a lot from them. I linked this from the Support Leaguecraft 101 video. It shows you how to ward along with tricks (warding over walls) at 47:58. If you'd like to watch all of it, be my guest! Warning, it's really, really long.
Lulu is a very versatile support, meaning she can adjust her build and kit so that it fits her carry's and her team's needs. Because of this, I've added a section where I'm going to discuss what my opinions are on the lane matchups, both your team's and the enemy's. Of course, I won't go into too much detail about, let's say, top lane and Lulu, but if I feel like there are some champions in particular that work really well with this little yordle, I will be sure to mention it. However, the majority will be on the Bot lane synergies.
Note: Keep in mind these are hypothetical, ideal lane matchups. There are a lot of factors that can turn the tide (entire team comps, skill, ganks, etc.), and this is just a guide. These will give you feel for what you're up against, but by no means absolutely correct every. single. time. you play.
Annie has no sustain. This should make your time in lane with her easy, as you can poke, and she can't heal or block damage for her ADC. But watch out if she gets into range! Annie has short ranged abilities, but her burst is devastating. If she manages to land an AOE stun on you and your carry, then you can watch as your health melts away.
Blitzcrank is another all in champion, but I find that he is usually harder to go against as Lulu. For the most part, the reason is that his pull displaces you or your carry far away from each other, which kinda negates how Lulu wants to be near her carry to peel people off of them. Also, once Blitzcrank hits level 6, Rocket Grab can be chained directly into a large AOE Static Field, which silences you. Lulu's peeling abilities lie solely on her abilities, that's not good.
There is no reason why you should not win this lane. Janna has no poke and no sustain. Lulu out ranges her and has way more CC. Even though Janna has an interrupt with Monsoon, Lulu can easily get back in range or to her carry with a quick Whimsy. The only thing you need to watch out for is her Howling Gale. But these have a charge time, and are rather slow moving. You should dodge these with ease.
As Lulu, this lane should be a breeze. Leona is an all in champion of epic proportions. Lulu is the best counter to all in champions. Why? Because once they grab/pull/gap close to your carry, all you have to do is ult your ADC. The knock up and slow from Wild Growth will peel them off, and then stick you to them if you decide to chase. Plus, Leona is melee. This should give you an easy time to poke with Glitterlance and your autoattack, as she won't be able to trade back, giving you a huge advantage!
Morgana's poke is not as extensive as Lulu's, but she has incredible sustain. Not so much for her carry, but for herself. Tormented Shadow can push the lane, all the while allowing her to spell vamp off of it. Also, her Black Shield shield is very annoying. Suddenly, Lulu's monstrous amounts of CC is useless. However, all of Morgana's abilities have ridiculously long cooldowns. Play aggressive early game to force her into leveling her Black Shield instead of her Dark Binding for the cooldown.
Nami's effectiveness all relies on her ADC's level of skill. She's the type of support that follows up her ADC's attacks to ensure a kill. Nami has just as much CC as Lulu with her Aqua Prison, Tidal Wave, and Tidecaller's Blessing. However, her mana costs are much higher, and she has a much smaller range. Her bubbles have a small radius, so don't stick too close to your carry for risk of you both being stunned.
Nidalee has no CC. Whatsoever. This lane should be a breeze. If you can dodge the spears, that is. Nidalee's Javelin Toss has about the same width as Thresh's Death Sentence, with a couple hundred extra range. But, if you can poke the enemy enough, Nidalee will be forced to max her heal, Primal Surge instead, unless the enemy team wants to keep backing to heal. This will make her spears way less deadly, and she won't have mana to spam spears if she's constantly needing to heal her ADC.
Sona's passive Power Chord plus her Hymn of Valor HURTS. That added in with the fact that you have no sustain is not very fun to go against. However, Lulu can poke back just as hard, if not even more. The only way to make sure that Sona isn't chunking you is to make her blow all of her mana on heals. But, because of the stance mechanic, having her constantly on the Aria of Perseverance gives her and her carry MR. Plus, if you're Crescendo'd along with your carry, you can't do anything until the stun wears off.
Lulu's time to shine is early game, where she can poke and prod to her heart's content. However, Soraka puts a huge damper on that. Soraka would have been flat out Hard, but her passive was changed and no longer offers nearby units 16 MR. The main threat from Soraka is her absolutely ridiculous sustain. Astral Blessing is really annoying, as it can restore a large amount of health, despite its cooldown. Also, she has a global heal, Wish. If Soraka recalls and you and your carry initiate on the lone enemy ADC, she can still heal them from all the way in the fountain.
Taric should be fairly easy for you. His stun is negated by the fact that Lulu will not allow his ADC to follow up, as she can just Whimsy them in retaliation. Also, Taric's Shatter passive is useless against her, as she's pretty much all magic damage. Poking the enemy should be very easy, and it will force Taric to waste his mana on healing with his Imbue. Plus, even if Taric's ultimate, Radiance, grants his ADC bonus AD, Lulu can make her ADC more tanky to survive the trade.
When Thresh hooks your carry, all you have to do is ult once he activates to pull himself to them. This will knock him away and it'll be harder for him to Flay your carry. Also, like Lulu, Thresh has no sustain. Since Lulu is a poke champion, once you poke him down to half HP, he won't be able to play aggressive. If their ADC comes up to attack, just Whimsy them and they'll be useless. However, a good friend of mine mentioned that his ult is difficult to escape. Plus, even if you are amazing at dodging skillshots, chances are, you're going to be hooked one day or another. And if Thresh pulls you instead of your ADC, then bye bye to you...
Ouch. This lane is going to be difficult if the enemy Zyra knows how to play. Zyra out ranges AND out pokes even you. Her little plants can be nasty, as they do sustained damage, over a long period of time, and they take a few hits to kill. Even though Zyra has no sustain, she has a snare, Grasping Roots, which she can combo into Stranglethorns. This does massive AOE damage, and you can't protect both your ADC and yourself as the same time. Plus, she also has a really good disengage. If her carry is in danger, as she has to do is Grasping Roots + Rampant Growth to slow and snare you and your carry.
Ashe and Lulu together are a couple of CC bots, but there is little to no kill potential in this lane. Even though the multitude of slows/stuns/silences will never allow the jungler to pull off a successful gank, you don't really have enough damage to pose any real threat to the enemy duo. Plus, Ashe already has her on-hit slow for kiting, so Lulu's movement speed buff isn't really necessary.
Ashe has a relatively weak laning phase, but her long range makes it pretty easy to farm. Her first guaranteed crit most likely won't be used on either you or your carry, either because she'll leash for her jungler, or she'll already be farming when you get to lane. Just be careful once she hits level 6, as she can easily initiate on you and with follow up from her support and jungler, can leash an easy kill. Consider rushing Mikael's Blessing to act as a cleanse for your team. Also, Ashe relies on kiting with Frost Shot, and Lulu's abundance of CC can disrupt that.
Caitlyn and Lulu work very, very well together for one major reason. This reason is that they will bully the enemy team to the point where they want to start crying. Caitlyn's poke + Lulu's poke = Very sad enemy team. Plus, her extremely long range and Lulu's massive amounts of CC means that Caitlyn will always be safe from harm. In addition, Lulu's E will allow Caitlyn easy vision to channel her ult, even if the opponent starts running.
Caitlyn outranges you pretty badly. Even if you have Pix, she can get approximately two for every one of yours. And as an ADC who usually runs AD runes for early game damage, it hurts. Plus, Caitlyn typically harasses a lot with Piltover Peacemaker and Headshot, and taking that in with Lulu's lack of sustain, it's not good. You'll probably be forced to recall very often. Poke with your E-Q combo and try not to waste too much mana while you're at it. Caitlyn is one of the strongest ADCs early game, so play carefully. If Caitlyn starts channeling her ult, Ace in the Hole, interrupt her with Whimsy or your ult.
Ezreal and Lulu together are a lot like the Cait/Lulu combo. The amount of poke this duo has is absolutely insane. Plus, Ezreal's passive Rising Spell Force works extremely well with Lulu's E, Help, Pix!. Once Ez stacks his Attack Speed, Lulu can throw Pix on him so that he'll deal additional damage even faster. Lulu's Whimsy also allows Ezreal to position himself better for Arcane Shifts. Finally, Lulu's vision tool is great for his ult snipes.
Ezreal is annoying in the fact that he can also poke a lot, much like Caitlyn. However, he doesn't have the extra hundred range on you. If you're forced under lane, you'll have a difficult time, as his Essence Flux and Mystic Shot can eat through your health. Arcane Shift can be annoying, as he can dodge your Glitterlance and easily blink out of the slowing aura of Wild Growth. But on the other hand, you can easily counter if you push Ezreal up to his tower. He'll be forced to use his abilities to farm, which both cuts through his mana and makes it more difficult for him to dodge your poke.[/spoiler
Sivir and Lulu do decent amount of poke together, and Lulu's E works great with Sivir's Attack Speed buff on her W. In addition, Lulu's Polymorph is really useful for peeling if Sivir's Spell Shield is baited out by the opponent. Plus, this pair has really nice disengage. Sivir can pop her AOE movement speed buff on her ult, and Lulu can use her arsenal of CC to back it up. However, especially early game, this pair is beyond mana hungry. If both mana pools drop low, it's a really good indicator for the enemy team to initiate on you, without any counter engage from you.
If you're going against a Sivir as a Lulu, be sure to pop her Spell Shield with Help, Pix! before even attempting to Whimsy or Glitterlance her. You'll be giving her back mana, but at least she won't be immune to your more heavy CC. Pix will still stick to her, but he won't grant vision. Timing on this can be very tricky, be sure you get the combos down right! In addition, Sivir has pretty good poke with her Boomerang Blade and Ricochet, but if she spams these abilities too much, she'll run out of mana. Learn how to dodge her Boomerang Blade, as it has a rebound animation as well.
Varus works very well with Lulu in terms of long-ranged poke and zoning. Both have kits designed for being able to harass from afar while keeping themselves safe from harm. Piercing Arrow is excellent with Glitterlance, and when timed correctly can force the enemy duo to back off. In addition, Varus has an AOE movement slow on his E and stun on his ult, which works extremely well with Lulu's AOE slow from Q and knock up from her ult. Both champions excel early game/laning phase, so this is your chance to make the enemy's laning phase miserable!
Varus has poke and range, the two things that counter Lulu. If he tries to get stacks of Blight, back off until they dissipate. If they're detonated, they can do a lot of damage and with Lulu's lack of sustain, it can be devastating. The only thing that can allow you to get ahead in this lane is Varus' lack of escape. If you chain your CC right, he won't be able to get away, especially if you're matched with an ADC that can quickly kill him. However, be careful of his ult! Lulu is required to stay by her carry to protect them, but if you're too close for too long, you'll be rooted as well.
This is by far my absolute favorite lane to play in. I've ran it with my friends so many times that once I pick Lulu, they know immediately to go Vayne. And trust me, there is a very good reason as to why this is. For one, Lulu's kit was practically made to work with Vayne's. Lulu's insane amounts of poking and peeling is enough to keep even Vayne from dying due to her weak laning phase. Lulu's Glitterlance is good for early harass, and can allow Vayne to easily get 3 procs of Silver Bolts because of the massive slow. Whimsy + Night Hunter = no way to escape. Vayne's extremely fast Attack Speed works amazing with Pix's 3 bolts. As soon as Vayne hits 6, it should be an easy double kill. The "Submarine" trick is priceless. If Vayne goes invisible from her ult and gets into range, Lulu can ult her for the surprise knock up and grants Vayne enough health to get out of such close combat alive.
Vayne's laning phase is really, really bad. Lulu's laning phase is really, really good. Take huge advantage of this and poke, poke, poke. Zone her if you can. Shut her down until she is completely and totally unable to scale into late game. However, don't get caught out! One kill for her and she can snowball like crazy. Tip: A lot of Lulu's abilities can counter her ult, Final Hour. If she ults and tries to stealth through Tumble, quickly use Help, Pix! to grant vision of her. If she's chasing you or your ADC, you can either throw Whimsy on one of you for the movement buff, or you can toss it backwards and polymorph her, effectively wasting the part of the duration of the ult. Plus, Glitterlance has a huge slow, so that'll mitigate Night Hunter as well. Lulu can be a nightmare for Vayne unless she takes a support to counter her.
I'd like to thank jhoijhoi for the wonderful Making a Guide, as I would have given up as soon as I saw the BBCoding without it. Also, thank you xLany, for being amazing and giving me ideas and spending the time to help me out! Love you girl :D And finally, thank you, for taking the time to read through this ridiculously long guide! I hope you've learned something, and best of luck to you on the Fields of Justice!
Well, this is it! My very first guide, ever. What do you think? I love feedback, so if you have any suggestions as to what I can do to improve, please tell me! I adore constructive criticism. If you have any objections to my build/reasoning, let me know! I'll be more than happy to hear your side of the argument, and I know I'm not perfect. If my logic is wrong, please do not hesitate to correct me! I want this guide to be as accurate as possible, and I will update it if I do end up agreeing with you!
Thank you for reading!
February 20, 2014
Guys, I don't think I can express my gratitude enough for winning this award. Honestly, if it weren't for all of you who read and commented, this guide wouldn't be half of what it is now. I owe everything to you guys~
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