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Lulu Build Guide by LaCorpse

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League of Legends Build Guide Author LaCorpse

Lulu ♥ Fluffy Incoming!

LaCorpse Last updated on July 26, 2012
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Support Role
Ranked #7 in
Support Role
Win 51%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 0

Honor Guard

Defense: 6

Strength of Spirit

Utility: 24

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Hello and welcome to my Lulu, Lulu The Fae Sorceress guide, 'Fluffy Incoming!'.

Lulu is a fun support champion with endless build compositions, and an adorable script! With this guide I bring you a refreshing look on supporting and a guide just as adorable as this cute yordle champion *lol*

In this guide, I will focus on support Lulu, and how to properly support your bottom lane and win (or try to win :p) team fights.

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!! Important Note !!

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Positives and Negatives

||||||||| P o s i t i v e
+ Tastes like purple.
+ A Slow.
+ A Shield.
+ Benefit both AD and AP.
+ Can turn a team fight around.
+ Turn anyone cute with Whimsy.
SP SP N e g a t i v e
- Sometimes Focused.
- She cant heal.
- Has a skill shot.
- Slow movement.
- Squishy.
- Targeted, yuck.

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There are a few different ways to build Lulu as far as supporting goes, the masteries are (for the most part) optional and personal. You may change what you want, try new things, and do whatever you want with this build!

Don't limit yourself to my example masteries.


0/8/22 - More starting gold and experience gain.
Personally, I use these masterties. The starting gold allows me to buy a fairy charm, three wards, and some extra health/mana pots. I find that when I support in the beginning, I end up falling behind in XP, and tend to have a hard time catching up. With the extra XP gain, it allows me to keep up a bit more with my carry, that way I don't fall behind and feel kinda useless.

As with almost every champion, you go with what you want. If you would rather walk faster insead of gain more xp, that is up to you. Play around with your masteries and tell me what you like! I'll add your version here also!


0/9/21 - Some extra health and movement at the cost of 20 starting gold, wider vision on the vision ward and experience gain.
This seems to be a pretty popular build due to the health. It is not a bad mastery set at all.

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Like Masteries, there are many Rune possibilities. Runes are really fun to mess around with as a support. I've seen supports who go full defensive and some that go hybrid to help poke. Personally I like the full defensive set, because it will help keep me alive longer to support my team mates.


Greater Mark of Armor

Greater Seal of Scaling Mana Regeneration

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Percent Health

Greater Mark of Armor - Armor will help protect you from some attack damage. For example, Caitlyn or Ashe. Every bit counts.

Greater Seal of Scaling Mana Regeneration - Mana regeneration will help cure some of Lulu's semi-problematic mana a bit later in the game. Early on your mana is easy to manage but later in the game by the time that team fights start, you'll want these runes.

Greater Glyph of Scaling Magic Resist - Magic resist will protect you from some ability power damage. For example, Lux or Ryze.

Greater Quintessence of Health - Health can be important on a support champion and Lulu is no exception. Lulu is pretty squishy in the start and if you're going to throw yourself in front of a carry when they are being chased, or focused, you'll wan't that extra bit of health because it may just be that little bit of health you have left.


Greater Mark of Armor

Greater Seal of Scaling Mana Regeneration

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Gold

These next two sets have the same set up except the Quints, so I'll only explain the ones that are changing.

Greater Quintessence of Gold - Gold per 5 seconds, even if it is only 3 in total, will help you afford your wards and support items. Supports can't get CS (Creep Slain) so, we need as much as we can get, some players don't realize that being a support can be expensive also. If you feel like you're not completing your build and need some extra gold, these would be ideal.


Greater Mark of Armor

Greater Seal of Scaling Mana Regeneration

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Ability Power

Greater Quintessence of Ability Power - Some people may be turned off to the ability power quints as a support. Remember that AP does scale with Wild Growth, your life saving, and initiating ultimate. The more AP you have the more health Wild Growth will give. Now, with that said, let me explain.. this may not be optimal unless you plan on building Hybrid Lulu, a support Lulu who builds AP. These runes alone only add 8 health on to Wild Growth.

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Summoner Spells

Summoner spells are a important choice as a support. You have to think about how you want to support your carry. Do you want a Heal so you can use it in a emergency? Or did your AD carry pick heal? Maybe you'll want to take Exhaust if the AD carry did take heal. Do you want a way to escape? Do you want a free ward for 4 seconds every minute? I'll share with you my picks and why!

With Mastermind the cool downs for summoner spells are changed:
Clairvoyance - 70 to 59.5 (10.5 Difference)
Flash - 265 to 225.25 (39.75 Difference)
Heal - 270 to 229.5 (40.5 Difference)
Exhaust - 210 to 178.5 (21.5 Difference)

**I hate math, I never did well in math, so if these calculations are wrong, please correct me**

Flash is important to me as Lulu. I will need a way to get out of harms way during team fights or when the jungler surprise ganks. Lulu may be able to slow and transmogrify her foes but that won't always grantee an escape. Another way you could use flash is when there is a team fight going down and you're just a tad bit to far to Wild Growth some one (which won't happen a lot), you can flash into your team and save the day!

Clairvoyance is one of the most useful spells in my opinion. It will allow you to see the enemy's items and guess what lane they are going if you pop it ASAP when the map loads. It will allow you to keep track of the enemy jungler. This summoner spell is like a free 4 second ward every minuet (with Mastermind . The best thing about it is, it has map range. You don't have to expose yourself or submit yourself to danger. This is best taken if your solo que. If you are with a friend, try one of the other spells below.

Heal - (as a support) Since the nerf to Heal, I take it less when I'm supporting. I'm not sure if AD Carries are still rocking it but if you feel like you wan't that heal to make up for the lack of healing spells on Lulu, than that is your choice. :)

Exhaust - (as a support) If your AD carry has Heal, sometimes it may be a good idea to take this. It will reduce the damage dealt by the person exhausted by 70%, and an ability item (Like Deathfire Grasp) by 35%. It can be useful.

Teleport - (as a support) Teleport is a nice spell, but I don't take it as a support normally. The plus to having teleport is being able to surprise gank, or catch up to your group after you've gone back to base. On the downside, you'll have to figure out what you want to give up to take teleport.

Ghost - (as a support) I guess this could be okay as support instead of Flash if you need to run fast and Whimsy is on cool down, or even pair it with Whimsy. Honestly, this is up to you!

Clarity - (as a support) The only reason why I would ever take clarity as a support is if my partner in bottom requested it. Even then I would be like o.o <-- that. Clarity will fall off in the end, and not do as much supporting as another spell.

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Champion Spells

SPACE Pix, Faerie Companion- (Passive) - Pix fires a barrage of 3 bolts, dealing 5 + (3 per 2 levels) magic damage each, totaling 15 + (9 per 2 levels), at whomever Lulu attacks. SPACE

|||||||||||| SPACE // Blocked by minions, try to avoid that.
// Your carry gets this passive when you use Help, Pix! on them.
SPACE ||||||||||||

SPACE Glitterlance - Lulu and Pix each fire a piercing bolt that deals 80 / 130 / 180 / 230 / 280 (+70% of ability power) magic damage, slowing enemies hit by 80% for 1 / 1.25 / 1.5 / 1.75 / 2 second(s). This slow decays over time. SPACE

|||||||||||| SPACE // Use to poke your enemy!
// Makes Lulu aggressive early game.
// Slows your enemies. Try to hit as many as possible.
// Practically spamable late game.
// You can extend the ranged when you use [[Pix, Help!]
// Shiney. Tee Hee.
SPACE ||||||||||||

SPACE Whimsy - On ally cast: Target ally gains 35% movement speed and 20 / 30 / 40 / 50 / 60 bonus ability power for 5 seconds.

On enemy cast: Polymorphs an enemy champion for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds, disabling their ability to attack or cast spells and reducing their base movement speed by 60.

|||||||||||| SPACE // Awesome for turning a fight around.
// Gives your AP a boost weather it be you or your mage.
// Awesome used on some one like Fiddlesticks when he utlimates. (friend or foe!!).
// A perfectly timed Whimsy on either friend of foe, can make a fight.
// If used properly on enemy AD/AP carries, they can be shut down.
SPACE ||||||||||||

SPACE Help, Pix! - On Ally Cast: Commands Pix to jump to an ally and then follow and aid their attacks instead of Lulu's for 6 seconds. Upon arrival, Pix shields them from 60 / 105 / 150 / 195 / 240 (+60% of ability power) damage for 6 seconds.

On Enemy Cast: Pix deals 80 / 130 / 180 / 230 / 280 (+60% of ability power) magic damage to target enemy unit. Pix then follows and grants vision of them for 6 seconds

|||||||||||| SPACE // Your AD support tool!
// whomever is shield benefits from Pix, Faerie Companion.
// Don't forget that you can cast this on enemies. Stealthy ones ideally.
// Maxed out first as a support, because the shield is your big support tool.
SPACE ||||||||||||

SPACE Wild Growth - Lulu enlarges her ally, knocking enemies away from them. For 7 seconds her ally gains 300 / 450 / 600 (+50% of ability power) bonus health and slows nearby enemies by 30 / 45 / 60% for 1 second. SPACE

|||||||||||| SPACE // Will turn your team fights around.
// Utilize the slow to lock in enemy champions to secure kills.
// Can save lives, and the more AP you have the more HP you'll give.
// It is best used on some one who is being focused.
// This can be used to secure your carry a kill by knocking up enemies.
SPACE ||||||||||||

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Spell Priority and Rotation

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

My skill priority goes like this:

Help, Pix! over Whimsy, Whimsy over Glitterlance, and Wild Growth at 6,11,16.

**As support, you'll want to choose what you want to max out 1st 2nd, and 3rd. This is my choice, since normally I'm supporting an AD bot. You may follow this as well but others may perfer another options**

Help, Pix! is maxed out first (even though you take it at level 2 for the first time) because it is your shield, it is your first support tool. Normally I'm paired with an AD, and they benefit from both the shield and the Pix, Faerie Companion.

Whimsy is taken at level three and then taken priority over Glitterlance. I max it over glitterlance because I want the prolonged transmog over the prolonged slow.

Glitterlance is taken at level one and then takes last priority. I do this because I want the other benefits of the shield for my carry and the cc transmog.

Wild Growth is taken whenever possible. This is an amazing ultimate for a support! It knocks up enemies and slows them and gives your target some nice boost to their health.

In conclusion; Glitterlance is taken at level one and then maxed out last. Help, Pix! is taken at level two and then maxed first. Whimsy is taken at level three and maxed out second. Wild Growth is taken whenever possible 6-11-16.

Your rotation as a support is simple. Keep your team mates alive. Pop shield on your friends taking damage, turn people into rabbits and cupcakes and stuff when they are being annoying, speed up your friends running away, slow those pesky people trying to do mean things. So, lets break it down okay? you're possibly wondering what takes priority?

During lane phase, your job is to harass the enemy with Glitterlance, and Help, Pix! your carry when they decide to move up and attack the enemy.

In team fights you keep your friends safe.

Help, Pix! your friends over the enemy.
Whimsy's CC on the enemy over the AP boost unless your Fiddlesticks or Morgana (Or some one like them) use their ults.

Use your ultimate at your discretion, and be smart about when you use it until you get some cool down reduction.

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Sight Ward

Faerie Charm is my first 'item' because it will eventually make my Nomad's Medallion, which will then lead into my Shurelya's Reverie. Faerie Charm does me better than Regrowth Pendant because of the costly spells Lulu has.

Sight Ward Sight Wardx3, because as a support you'll always want to have these. One of your roles is making sure your team has map awearness. In the section below, I will go into detail about warding, including why, and where.

Health Postion is optional. You may choose to get more wards. I like to have a couple health pots on me for emergency reasons. You may get one more or less, depending on how many mana potions you want to get.

Mana Potion is alos optional. You may choose to get more wards instead. I do like to have one or two of these on me, just incase I play more aggresivly than I should (which I tend to do offten). It is up to you when it comes to how many potions you have.

Philosopher's Stone

Philosopher's Stone Philosopher's Stone comes first. I get this item because it is a gold per five second item. Also, this item builds up into your Shurelya's Reverie. The health and mana regen may be small, but it is effective.

Mercury's Treads, are the boots that I have chosen. These boots are purely defensive. Another option would be Boots of Lucidity if you plan on using something other than Athene's Unholy Grail late game.

Heart of Gold Is another gold per five second item that you'll be building up into Locket of the Iron Solari later on. As you start geting health items, you'll begin to be more resilient. Not completely but enough.

Kindlegem is another item that will build into Shurelya's Reverie. The cool down reduction is pretty nice and so is the health. (Has some synergy with Nomad's Medallion, but it does not matter much because it will eventually be upgraded)

Early game is a bit tricky. You will have to find a way to balance getting your build and buying sight wards. As a support, it will be harder to build items, and you will be building slower. The key to getting your build quicky is synergy with your jungler, and getting assists. If you can rack up assists, you'll have less trouble building.

1st Recall/Shop:
Complete Philosopher's Stone and get Boots of Speed if you can.

2nd Recall/Shop:
Finish Mercury's Treads, and get Heart of Gold // Try to get some wards.

3rd Recall/Shop:
Buy Kindlegem // Try to get some wards.

Shurelya's Reverie

Shurelya's Reverie Shurelya's Reverie is a beautiful item as a support. It gives you health, health regen, mana regen and 15% cool down reduction. As a bonus you get an on use ability that will speed you and your fellow team mates up! This can be used to rush out after getting a turet down, or rush out after a bad fight. I like to use it to rush into a fight sometimes too, when I'm feeling like we can win the team fight, of course. It is pretty sweet.

Locket of the solari Is pretty neat. It will give you armor, health, health regen (which BTW is an aura) and like Shurelya's Reverie, an on use ability! This time you'll get a shield. The shield is a life saver!

Aegis of the Legion Is a staple as a support. I love this item because it is fairly cheap and it gives you AND your team a bit of tanky-ness. As you can tell, I like health. It keeps miss squishy Lulu in the mix a bit longer!

This is where you will need to change your build every once in awhile. Make sure you understand the make up of your team, and the enemy team for this. You can choose to build for you, your team, or to counter you enemy team. This is where things get tricky.

Will of the Ancients is a nice and cheap choice. This will not only benefiet you, but anyone else on your team who is AP. Some thing you need to remember for Lulu is that her ultimate does scale with AP, and it is okay to build some AP items.

Athene's Unholy Grail is taken for mana, and CD issues. It also gives you some AP, and magic resist. This is a new favorite of mine and I find it to be a great item on Lulu. You may decide to swap it out if you wish.

Banshee's Veil is pretty nifty. If your enemy team has some one like Karthus, or Lux, it can save you life. This item has great magic resist and a shield that will block one spell every 45 seconds. This is great for stuns, and high damaging shots that your enemy will be throwing at you.

Randuin's Omen Is okay as well. This item will make you pretty tanky. I would only suggest this item if the enemy team has majority AD and they are being pesks. Otherwise, you'll be better off with something else.

Guardian Angel Is another great item. It gives you nice armor and magic resist. The best thing is that it will bring you back to life! This is one of those items that the enemy team will see on you and most likely want to leave you alone, knowing that you'll pop right back up after death in a team fight.

Soul Shroud is yet another aura item. It will give you an AOE cool down reduction wich can be nice. Most of the time, the champions that require more CDR will be building for it and it is easy for this aura to become useless. Your gold is better spent on something else, unless you're the one having cool down reduction problems, even then, it is still a "maybe" item.

Frozen Heart is beautiful. If you feel like you need more armour instead of magic resist you can swap out your Athene's Unholy Grail for this. This is a perfect item to counter a team who has a pesky AD carry with lots of attack speed.

Zeke's Herald

These are the "other" items that I have seen Lulu players rock sometimes, I'll let you know how I feel about these. If you want to see something added here, just leave it in the comment section!

Ionian Boots of Lucidity is alright, but if used for this build specifically it is pretty useless because you'll be going over the CDR cap (40%).

Ninja Tabi are okay against teams that have high attack damage. They are cheap boots, so if you want you can buy these first and then replace them later on.

Boots of Mobility These are some nice boots for mid game when you need to run around and ward. These make you super fast, so you can travel and help your team mates quicker. Eventually though, late game, I would swap them out for the Murcury.

Rylai's Crystal Scepter is alright. You already have a decent slow, and it really will not make or break a build. I don't reccomend this. The only think I can say that I truely like is the health that you get, but that is about it and it is easy to replace with something more defensive.

Deathfire Grasp Is okay. The AP is nice, and so is the CDR. The on use ability can help with team fights against annoying champs, but lets be honest here, I would much rather have Athene's Unholy Grail, because I already have two other on use items. Haha.

Zeke's Herald Zeke's Herald would only serve its purpose in early game, or if you have mostly a mostly AD team. I would never waste precious gold on this early game though. You have wards to think about! There are just many other better items out there. This is not a OMG REALLY BADDDD item, its just.. Meh.

Morello's Evil Tome it feels like this item is over shadowed by Athene's Unholy Grail now. The only upside to this item is the grievious wound, even then if your team mates (or you) have ignite, it can easily be used instead of this

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Game Phases

Early Game Highlights
» Support your carry in bottom lane.
» Do NOT take CS/Champion Kills from your carry.
» Ward dragon > bushes.
» Communicate with your jungler/team mates for ganks. (Assists = gold)

Your laning phases are fairly simple as a support. You sit back and harass when you can. Never, I mean it, never take CS (creep slain) from your carry. You want to feed your carry as much as possible. The only times you should be getting any minion or champion kills is if you carry is already dead.

Some people will tell you that you should have 0 CS. This is not true. There will be times when your carry will have to teleport home, durring this time it is okay to last hit minions (of course make sure you dont over extend).

Make sure you follow my warding guide down below.

Mid Game Highlights
» Support your carry when he/she is roaming/ganking.
» Ward dragon > bushes.
» Communicate with your team mates and follow them around. (Assists = gold)

Mid game is where most teams start to gank/stick together. If your AD carry wants to farm a bit, stay with them. If your team starts to group up, stay with them. You want as many assists as you can get.

You should start becoming a bit more tanky here, if you have to you may throw yourself in front of your carries/team mates to save them. It is better that you die than your AD carry.

Keep warding as much as you possibly can, do not be afraid of asking for help. Your team mates should also help ward. Don't let some one tell you that it is purely your responsibility, because it is not, map awareness is a team effort.

Late Game Highlights
» Support your team. Stick with the majority. Do not go off alone.
» Ward Baron > dragon > bushes.
» Communicate with your team mates. (Assists = gold)

End game time is support magic time. This is where you will shine. You'll have most of your build if not all of it. You'll be enlarging your friends and slowing your foes. Make sure you keep your team as safe as possible. Don't forget your rotation and priority.

Your priority is your carries. Protect them, shield them, enlarge them. Shut down enemies, turn them into fluffies.

continue to follow my warding instructions below.

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Warding and Map Awareness

Sight Ward Sight Ward Sight Ward Sight Ward

Why ward? This is the question I sometimes get when I ask my support to buy some wards.

» Wards keep you well aware of your surroundings.
» Wards make you feel a bit safer (sometimes).
» Warding places like Baron or Dragon, allow easy kill steals, and prevention.
» Warding enemy jungle makes it easy to gank/counter jungle.

Warding will keep you and your team informed of what is going on. The main point is to keep you and your carry safe, and to foresee future ganks. If you don't know what is going on around you, you are not doing your job as a support.

You should not be the only one warding. Don't be afraid to ask for some one to buy a ward. Wards can be expensive, one of the biggest things that can bring down a support is when the team does not help with wards.

There are two different type of wards.

Sight Ward is the cheap ward. You'll use this for bushes.
Vision Ward is the expensive one. You'll use this for Baron and Dragon. Vision ward will pick up on enemy wards. They can also be used to counter stealthy champions.

One other thing that I need to cover; Oracle's Elixir.

Oracle's Elixir is an imprtant item as a support who is majorly warding. If you are staying relativly safe in team fights, pick this up. ALWAYS PICK ONE UP WHEN THE ENEMY TEAM HAS STEALTH CHAMPIONS. As you're warding the map, you'll be able to see enemy wards and destroy them. Be careful though, because normally they will see you do this, and come for you. Try to do your warding with another person to keep you safe.

Laning Phase Warding: You don't need wards in every spot every time. The ward at dragon should take priority, and the words in the bushes will help prevent ganks.

Mid/Late Game Priority: Always ward Baron and Dragon with a Vision Ward late game.

Semi Imortant Mid/Late Game: These are semi important ward areas. They are part of Jungle Control.

Last Priority Mid/Late Game: You don't nessasary need these. These spots should be warded by the champions who are soloing top. (Assuming your team is following the current meta)

Jungle Control: Jungle control is not necessarily needed but it helps to keep track of the enemy jungle.

Map awareness is when you know what is going on through out the map;

» Call out M.I.A/SS (Missing In Action/Missing) champions. Either in Skype or Chat.
» There are wards in the areas that prevent ganks (water way/bushes/dragons).
» Don't rely on your team mates for M.I.A/SS. Keep an eye on your map once in awhile.
» The pings on the map are helpful, not annoyingly overbearing. Obsessive pinging will not help. It is just annoying.

If a team mate forgets to call M.I.A/SS, shrug it off. There is no need for a sour attitude. Politely ask them to call M.I.A/SS the next time. Don't blame your team mates for being ganked. If you are warded properly and doing your job, you should know that there is a gank incoming.

Map awareness is not just warding either. It is also simply noticing when enemy champions are missing or pushing.

This video is not mine. Credit to gordosann

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Screen Shots

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An Ending Note

Thank you for reading my guide.
I finished this at 6:30AM. There may be some typos/errors. Please be kind.

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Change Log

7/26/12 - Guide is up :)