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Lulu Build Guide by AzuKitty

Support Hey, Listen! (A Comprehensive Lulu Guide)

Support Hey, Listen! (A Comprehensive Lulu Guide)

Updated on September 25, 2012
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League of Legends Build Guide Author AzuKitty Build Guide By AzuKitty 5,693 Views 8 Comments
5,693 Views 8 Comments League of Legends Build Guide Author AzuKitty Lulu Build Guide By AzuKitty Updated on September 25, 2012
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Spells:

LoL Summoner Spell: Clairvoyance

Clairvoyance

LoL Summoner Spell: Flash

Flash

Introduction

If you've chosen Lulu in a hurry and just need some basic tips to play her, skip to the Quick Overview at the very bottom of this guide!!

Quoted:
The best path between two points is upside-down, between, then inside-out and round again! ~Lulu


Hey, listen! This guide is designed to be a comprehensive resource for our newest suppordle, Lulu and her familiar Pix. She has a great variety of abilities that demand a flexible, almost whimsical playstyle. This is best demonstrated by her most defining ability: turning her enemies into squirrels.

In this guide, I use Lulu as a support. Even with only one entirely damage-oriented ability, she can be quite deadly. However, I find that her greatest strength lies in her utility.

Keep in mind that the build above does not reflect what every match should look like. Different team compositions require different approaches- the item section offers details on when and why to choose certain items over others. Always watch for the greatest threats on the enemy team as well as the strongest players in your own.

Updates
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Pros / Cons

Positive
+ Ability to poke
+ Variety; a slow, a 'silence', a shield, a knockup
+ Only polymorph in the League
+ 4x the attacks!
+ More sustainable/less squishy than traditional supports.
+ Perfect partner to AS and AP champions
+ Natural affinity for Cho'gath
Negative
Expensive (6300 IP) -
Requires careful positioning of Pix -
Countered well with range -
Lacks a regular heal -
Weak shield, even at late levels -
Often difficult decision to be offensive or defensive -
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Runes

Quintessences

icon=Greater Quintessence of Potency size=100 icon=Greater Quintessence of Vitality size=100

Marks

Greater Mark of Magic Penetration

Seals

Greater Seal of Armor

Glyphs

Greater Glyph of Magic Resist
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Masteries

9/0/21


OFFENCE/DEFENCE/UTILITY

  • Summoner's Insight will benefit most of the summoner spells you should be choosing from, especially Clairvoyance, Flash, and Clarity.
  • Expanded Mind and Meditation supplement your sustainability and allow you to harass more freely with your Q.
  • Scout and Greed provides income for wards and an increase in ward effectiveness, especially Vision Wards.
  • Awareness and Sage
    Will allow you to level your abilities and stay on track with your teammates without taking creeps. Sage in particular will help you get back on track if you start falling behind- stay with your team for ganks and teamfights and soon enough your level will be what you need.
  • Intelligence and Strength of Spirit offer good CDR and a touch more sustain.
  • Mastermind
    Most significant for reducing the cooldown of CV by 10 seconds, allowing you to use it twice before minions spawn and many times after.
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Summoner Spells


Best

The short cooldown and instant vision provided by Clairvoyance are invaluable for a support, who has the most free time of any champion.

When Not to Take: If your team has roaming stealth champion and the enemy team does not have a jungler, Sight Wards ought to be sufficient.
_________________________________________________________________
A summoner spell with a lower cooldown that shares Summoner's Insight with Clairvoyance. The extra mana will offer more room for you to harass and will provide your mana-hungry mages a buffer in teamfights.

When Not to Take: If your teammate does not use mana or uses energy, if you play extremely passively, and if you know your AD carry prefers to focus on farming rather than engaging.
_________________________________________________________________
As an instant escape mechanic and positioning device Flash is extremely useful as far as utility spells. If you're used to operating with this spell, take it.

When Not to Take: If you are not used to using Flash or if you don't understand why many summoners say to always take it.

Acceptable

A complete utility spell, Teleport will help you leap to lanes with partners having trouble and return to your lane more quickly when restocking wards and buying items. It also allows you to discretely Teleport in on a ward or Noxious Trap, allowing you a unique element of surprise.

When Not to Take: If your team has a Shen or if another member of your team takes Teleport, stick with what you do best.
_________________________________________________________________
Heal is ideal since Lulu has nothing to restore health besides her ultimate. Perfect to tempt enemies to turret dive you and fail. The long cooldown of Heal leaves less room for error than the others. Be sure to invest a point in Summoner's Resolve for that extra 10% that can make all the difference. This has a VERY long cooldown, so think twice before choosing it.

When Not to Take: If your laning partner has Heal. Also, if you react badly to comments like 'noob heal' when you kill someone by healing or die trying.
_________________________________________________________________
Exhaust works well to lessen the damage of pursuing champions and also to slow escaping champions so you or your AD carry can kill them. However, Lulu's Glitterlance slow makes Exhaust a luxury spell.

When Not to Take: If you are not laning with an AD carry or if your AD carry has taken this spell.

Very Special Occasions

When playing draft, if you see the enemy will have more than one enemy that heals profusely and often, such as Vladimir, Dr. Mundo, or Soraka, the healing debuff is extremely good for the spell's short cooldown. Be sure to use it only to initiate, not to take the kill at the end! If you see that Ignite is a good spell, Exhaust will probably be too. Just grab them both and drop a point in Summoner's Wrath .

When Not to Take: When with a competent AD carry or someone you're coordinating with, it's best to choose a support spell and leave the carry to determine how to finish the enemy. If you ally has this, don't take it.

Do Not Take
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Glitterlance (Q)

Lulu and Pix each fire a piercing bolt that deals magic damage and slows enemies hit by 80% for a short duration. This slow decays over time. An enemy can only be damaged by one bolt.

Watch Pix as a source of this ability as carefully as you would Lulu. To use this ability efficiently, you must move so that Pix has as good a shot as her.

When firing Glitterlance, the bolts will intersect where the mouse pointer is. When your pointer is between Pix and Lulu, the beams cross more closely to the two of them resulting in beams fired in opposite directions.
When the pointer is farther away, the bolts will tend to be along the same line.

If there is a single enemy, you will want to spread the bolts to cover slightly more area, to prevent them from stepping, rolling, jumping, dashing, or shunpoing away.

If there are two or more enemies in the same spot, fire the bolts along the same line. You will not hit an enemy twice but you will assuredly make contact with all of them.
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Whimsy (W)

(On Ally) Target ally gains 35% movement speed and bonus ability power for 5 seconds.

(On Enemy) Polymorphs an enemy champion for a short duration, disabling their ability to attack or cast abilities and reducing their base movement speed by 60.

A powerful buff for escaping or pursuing allies with bonus movement speed, Whimsy has the added bonus of increasing AP. Before your AP mage lets off a spell rotation or your Karthus Requiem's, give them a little boost of Ability Power to emphasize the blow. If no one else is around, this buff can easily be used on yourself for a stronger shield and more powerful Glitterlances.

Whimsy is worse than a silence, since it stops physical attacks as well. It turns even the worst AD carry entirely helpless for a free pummeling, much safer than a taunt. It is better than other interrupts because your enemy is a squirrel.

Top that? I think not.

Whimsy can be used to stop any ability that requires channeling and then some.

Abilities That Whimsy Can and Will Interrupt


When combined with...


The instant slow of Glitterlance will help you gain distance from pursuers and bring you closer to enemies in flight as you or an ally zooms away. Help, Pix! can also help you pin that skill shot to gain ground whichever way you run.

TIP : When moving off of the summoner's platform initially, always use Whimsy on Lulu or an ally. It's a free movement boost since the mana regenerates as you move, and who doesn't want to reach their lane faster?
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Help, Pix! (E)

(On Ally) Commands Pix to jump to an ally and grant them a shield for up to 6 seconds. Additionally, Pix will then follow and aid their attacks instead of Lulu's for 6 seconds.

(On Enemy) Pix deals magic damage to target enemy unit. Pix then follows and grants vision of them for 6 seconds.

When chasing after a champion you know has escape mechanics, such as Nidalee, try to drop Pix on them, as the vision will help your team chase them until their death.

In lane, if your AD carry is pushing or attacking an enemy, Pix will provide extra shots of damage when placed on the carry. Champions with high attack speed benefit from Pix more than Lulu does.

When trying to place a Glitterlance to pin down an enemy, consider the flow of battle. If your enemies are falling back, place Pix on one of them, because they will likely continue to run and escape and an ally may choose to fall back instead. If you are defending a turret, it's best to leave Pix on an ally because your team is more likely to stay to defend than your enemies are to stay and attack.

When combined with...


Pix will allow Lulu to extend her Glitterlance's reach more than twice as far when placed on an enemy or distant minion.

An ally with low health benefits from a shield as much as bonus health in a pinch. That or a tank rushing to start a fight. Nothing like a pixie to contrast your new behemoth.

TIP : Pix follows directly in Lulu's path, including when she turns and moves. It takes a bit of getting used to, so try weaving and turning before the battle begins as you move toward your lane to get a feel for where Pix will be.
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Wild Growth (R)

Lulu enlarges her ally, knocking nearby enemies into the air. For 7 seconds, her ally gains bonus health and an aura that slows nearby enemies for 1 extra second.

The health granted by Wild Growth will permanently restore the health to an ally with lower than full health and increase the health cap of allies with full health temporarily.

It's sometimes a good idea to wait until the last second to use your ultimate on allies near turrets or in teamfights, when an ally is becoming very low on health. Enemy teams will often overextend or turret dive to get a champion that is low health who will not if you use you ult too early.

Lulu's ultimate will not cause turret aggression because it does not cause damage, only knocks up and slows.

When combined with...


Pix will shield the same ally, helping them keep that new health you've granted them.


TIP : Wild Growth does not technically 'heal', so the amount of health it bestows is not increased by items like the Spirit Visage that increase healing effects.
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Ability Sequence

  1. Max Glitterlance first, alternating with a skill point into each of her other spells for utility.
  2. Take a point for her ultimate, Wild Growth whenever possible.
  3. If you're trying to maximize your damage, max Help, Pix! next for a stronger shield and more damage.
  4. If your carry is doing most of the damage or if your team is having a lot of trouble with one or two specific enemies, place every skill point you can into Whimsy next for maximum disruption and utility.
Recommended Skill Point Sequence:

R -> Q -> W -> E


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Item Choices

Standard Early Items:

Item Sequence

Stealth Ward 0
Stealth Ward 0
Health Potion 50
Mana Potion 0
Mana Potion 0
Mana Potion 0

No matter what you're building for, no matter the team or composition, you should be purchasing the following items first.
Core Build:

Item Sequence

Boots 300
Ruby Crystal 400
Since there are so many team compositions and situations that require building for them, this section will simply offer suggestions for common game situations. Choose the items that will counter the champions you're fighting most often.

For example, don't get Mercury Treads if the enemy team has no crowd control. If you need boots to reduce the enemy AD's damage output but also need some tenacity, upgrade your Philosopher's Stone into Eleisa's Miracle early game. Be flexible and willing to build for your teammates.

If the enemy team is mostly AD/has a fed AD:



If the enemy team is mostly AP/has a fed AP:


If the enemy team is an even mix between ability power and attack damage:


If your team has more than one AP:


If your team has more than one AD:
Zeke's Herald

In a pinch if you're forced to take over as an AP mage:
icon=Rabadon's Deathcap size=64
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Warding

Sight Ward Sight Ward Sight Ward
75 Gold
A Sight Ward is crucial for any support, especially when not taking Clairvoyance. Usually supports keep a gold per five second item to help supplement their income to purchase wards.

There are several places that you should ward. Where you ward should differ with your enemy's playstyle. If you see that the enemy Alistar likes to use the corner bushes, ward them. If the enemy team has a jungler, ward the river. (This is not negotiable.) If your jungler is being counter-jungled, ward your own jungle buffs. Once mid game begins, dragon is another warding priority. Baron is a critical target to keep track of late game. It's smart to ward the bush behind Baron before your team fights Baron to keep track of enemies trying to steal it.

Image Guide to Effective Warding



125 Gold
A Vision Ward makes it possible to detect stealthed units such as other wards or hidden enemies. Placing a Vision Ward over an existing enemy ward will reveal it, allowing you to destroy it for 25 gold.


400 Gold
The most amazing counter to stealthed units is the Oracle's Elixir. It is expensive but well worth its weight in gold in the right situation. The magical vision bestowed by this item lasts until the users death, unlike the other time-based Elixirs.

Because of its high cost, do not purchase Oracle's until you know the enemy is using multiple wards (you've seen an enemy support or jungler carrying or placing them) or has troublesome stealth champion(s) and you are not squishy or easily picked off. If needed, try to convince one of your more resilient champions to use one.


Champions with stealth:
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An excerpt on dating Cho'Gath


Disclaimer: This section is not designed to be informational or add to the sum total of knowledge of any of its readers. It is purely entertainment-oriented.

"You, sir, are a scoundrel and a ruffian."

If you haven't wondered what would happen using Wild Growth on a Cho'Gath with a maximum number of stacks, now is a perfect time to begin.

Cho'Gath's attack radius, size, and range all increase with his size, regularly built from using his ultimate, Feast. Something to think about. ;)
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Tips for The Twisted Treeline (3v3)

The layout of the Twisted Treeline is obviously quite different from the Summoner's Rift and should be warded with consideration of that.
  • Before doing anything a lot of teams go to bot lane for a customary teamfight. Be careful of the bush in the middle of the lane- it will probably have the whole enemy team in it if you don't move fast enough.
  • An alternate opening strategy in the Twisted Treeline is to take the creep camp on your side of the map as a team, to grant everyone bonus experience and gold before the creeps are even in lane.
  • Early game, ward BOTH river bushes at the bottom lane of the jungle. These will help indicate your enemies' movements between lanes as well. When placed at the top edge of each bush, these two wards are as good as a ward for red buff.
  • Add Teleport and Clairvoyance to your list of spells not to take.
  • Calling missing champions from your lane is critical to the success of your team. Keep track of mias, call them, and if your wards run out be careful not to overextend.
  • Avoid building traditional aura items, since there are fewer champions to reap their benefits. Why? Most are not worth the gold per how much you get from them.
  • Once dragon becomes a problem, just move like you're going to farm top lane and pop a ward over the wall.
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Quick Overview

Things to keep in mind when playing Lulu:
  • Keep your eyes on where Pix is whenever using Glitterlance.
  • Learn the effects of your own abilities!
  • Alt+W/E/R to automatically cast an ability on yourself.
  • Don't touch minions unless your teammate is dead.
  • Whimsy off the platform on your way to your lane.
  • Wild Growth does not cause turret aggression.
  • Wards, wards, wards.
  • Use Whimsy on yourself combined with Glitterlance on your enemy to escape.
  • Help, Pix! any champion on the run, then Glitterlance them using Pix from afar to slow them.
  • Pay attention to the configuration (AD/AP) of your team when buying items.
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Credits

The highest of thanks to:
  • Navi of the Legend of Zelda, for inspiring Pix.
  • The League of Legend's Wikia for champion's basic ability wording and effects.
  • Jhoijhoi's Guide to Making a Guide for explaining how to add abilities and links.
  • IceCreamy's explanation on How To Use Columns.
  • Matt's BBCCode Guide for listing what video formats are supported by Mobafire.
  • EvilDarkrai for making me reconsider AS Lulu.
  • Anyone who has spent their time reading my build or testing it on the Fields of Justice.
Thank you for your support!
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