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Choose Champion Build:
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Basics
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Tactic-Oriented
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Burst-Oriented
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DPS-Oriented
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Fay-Oriented
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Tanky-Oriented
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Proc-Oriented
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Plays-Oriented
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"Machine-Gun Lulu"
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Yet Experimental
Runes: Strategic Vision
+10% Attack Speed
+
+
Spells:
Flash
Smite
Items
Ability Order Good for a more AD itemization
Pix, Faerie Companion (PASSIVE)
Lulu Passive Ability
Threats & Synergies
Diana
2022/2 REVISION. I suspect Diana JG is Power-Farming too much nowadays with little effort, and then her kit simply gets boosted and overwhelming on any Team Fight if well-played. I still believe there are currently better Bans because it is not so difficult to counter Diana as Lulu; but it just sounds quite a bit unbalanced if, in a glimpse of an eye, you have 100 less Farm, 15 less Kills/Assistances and about 3-5 Levels of difference below Diana JG. Nothing to say; except I do like to have Diana on my Team as Lulu.
Darius
Darius
Champion Build Guide
In the case you'd be looking to Import my Item Sets into your LoL Client Account, you should use the following data [inside the Spoiler], since directly Importing the MOBAFire data using a tool like buildcopier will end up creating screwed up Item Sets. Until I do not find a better presentation on MOBAFire that would solve the two main aspects (good presentation × easy Import), at least I can offer you for now this alternative data copy-paste solution:

Several updates regarding 1º Item Choices' categories and their presentation, and revamped presentation of Successful Builds

PREVIOUS UPDATES

That's the reason I love LoL: ¡There's a Lulu JG, and she is totally crushing the game!

¿But, does it work? It depends.


- Being relatively dependent on our teammeates, in order to be able to score a Kill, having to avoid most Duels in the
Jungle ;
- Being often lower on Farm and/or Kills/Assists than the enemy
Jungler ;
- Having tactical difficulty at securing the River on our own for Neutral Objectives;
- Having currently about 5 Match Ups which are really frustrating in my opinion and we can only Ban one of them.



I'd say, Adaptivenss and Versatility, are what


🔼💟
Lulu
Jungler
may often excel in the following situations:
- The allied Composition possesses multiple Hard Engage and/or Deep Dive tools. In principle, this tends to highly compensate for what I believe is the biggest
Lulu's Kit limitation as a
Jungler ; besides,
Lulu has great synergy on following up those tactis.
- The allied Composition is a Counter-Engage one, and it is often more beneficial to play defensively. This tends to be really good, not only because it synergizes well with
Lulu's Kit, but also because it should provide the Early Game stability which
Lulu
Jungler requires to better adapt to any particular game towards Mid Game, and possibly Late Game as well. Usually, this kind of Composition is very capabale of creating good tactical conditions in order to help securing Neutral Objectives on Early Game.
- The allied Composition has at least one highly Damage dealing allied Champion (ideally with Burst and CC) which is often able to participate in
Lulu
Jungler 's very dangerous Pick Offs.
- The allied Composition has at least one champion which benefits the most from
Lulu's Kit. To put it simple: Champions' Synergy. Commonly, most hypercarry
Marksmen and
Skirmishers work very well with
Lulu and this remains entirely true for
Lulu
Jungler ; aditionally,
Divers (often) and
Juggernaut (on occasions) may largely benefit from
Lulu's Kit as well. Certain Catchers make great Pick Off pairs with
Lulu
Jungler , creating very nighmarish conditions for the opponent Team, while certain Enchanters are able to work very effectively side-by-side with
Lulu
Jungler ; Slayers, both Assassins and
Skirmishers can easily become overpowerful very soon if they receive proper attention from
Lulu
Jungler ; several Mages especially of the Burst and the Battlemage types, may find great opportunities playing along a
Lulu
Jungler ; finally, certain Specialists are particularly noteworthy and can wreak havoc games along with
Lulu
Jungler , but I'll only name two of them here:
Zilean and, especially,
Singed —even though I guess few people really know of this peculiar synergy.
🔽🆘
Lulu
Jungler
is usually not any good in situations such as:
- The allied Composition doesn't have a good Damage potential on their Champions; and this can be for multiple reasons, for example: maybe there are too many
Tanks but not a single hipercarry Marskman nor
Fighter .
- The entire allied Composition (or mostly so) is made out of very Late Game Champions, but then 2 to 3 of our Lanes are completely obliterated on Early Game already, and is probably unable to contest any Neutral Objectives anyways for a long time; mainly, due to this exaggeratedly Late Game Composition, but also by the fact
Lulu
Jungle is not
Lee Sin. We are usually expected to take on some pressure on Early Game as
Lulu
Jungle , but this particular situation would be extremely dramatic. If we can resist on Mid Game, however, there are great chances things would naturally invert and we might end up Winning that game; but if the enemy Composition did adquire so much Map Control (especially regarding Baron and Ancient Dragon) and has plenty of Pick Off potential, no matter how powerful our Composition is on Late Game, it would be hardly feasible to regain all that lost territory, along with lost Neutral Objectives. So, it's usually great to have one or a couple of Late Game Picks when playing
Lulu
Jungle , but sound the alarm if this means every single Laner on our Team will be probably loosing —badly— even if we'd be successful at Ganking one or a few times.
- The allied Composition doesn't have good Hard Engage and/or Deep Dive tools, nor is great at Poke, at Medium to Long to 'Global' Range Zoning… while the enemy Composition has at least one of those features (maybe also Disengage tools included, or in exchange for Engage tools). This is probably the worst situation for
Lulu
Jungler on my opinion, as she can hardly compensate for this kind of strikingly severe Compositional unbalances; if at least the allied Composition is good at Counter-Engage, than at least this might not be all taht bad. But still, in principle, and to my experience, we should sound the alarm and avoid games in which we lack Poke, Longer Range tools or Hard Engage tools, on the allied Composition; as this tends to turn out extremely handicapping for
Lulu
Jungler .
- The opponent Team was able to developed a very tanky and unstoppable
Juggernaut , against which
Lulu
Jungler may have much difficulty to help against (usually due to lack of a stronger Burst Damage or the inability to be Sustainable enough for the duration of the Fight); very often, this happens because of an inadequate Build planning, that doesn't enhance
Lulu
Jungler 's competences in dealing with this sort of Threat. Alternatively, but in the same idea, the enemy Composition may have multiple
Tanks (Vanguards, Wardens), and
Lulu
Jungler on her own can't barely do anything because, again, lack of natural Damage —and improving Dmage would require very specialized Builds and/or to be on a more advanced state of Itemization; but this also needs to take in consideration the state of Itemization of the enemy target.
- The enemy Composition disposes of multiple insane Pick Off tools, possibly creating all sorts of Zoning on the Map, disrupting
Lulu
Jungle abilities to be effective, while our Team doesn't actually have the tools —or just doesn't have in-game knowledge— to respond properly to this particular of Threat. In terms of Survivability, if properly played and Built adaptively,
Lulu
Jungle can often Survive ambushes or Encounters with one to even two enemy Champions simultaneously… but when this becomes mostly an entire Map Zoning, where the
Jungler (no matter what Champion it is), becomes the main target of systematic Map Rotations for Pick Offs all the time, and there is little to be done about this for whatever reason, this whole kind of condition can sometimes easily be assessed already on the Chamption Selection screen. So, those usually are not very good games for
Lulu
Jungler ; probably a Tanky-Oriented Build would be the best idea in frustrating such Pick Off Compositions —if we still decide we're gonna play such a game of course.
- Enemy Compositon has got AP-based Assassin(s) and/or Skirmisher(s), especially bad if it's the case of particular, highly disadvantageous Match Ups in the
Jungle . Because
Lulu has natural weakness against AP Damage/Burst; her Base & Growth Stats relative to both Health and Magic Resistance aren't actually very helpful against AP Damage —although for Armor, the story is quite different— so
Lulu
Jungler tends to face graver challenges against most AP-based Assassins and Skirmishers especially as direct Match Ups. Although NOT ALL of them represent bigger Threats, it is still a fact that the worst Match Ups for
Lulu
Jungler that I've found to this day are AP-based coming from those 2 Champion Classes.




Lulu, being an Enchanter Sub-Class from the Controller Class, I also understand her as a "Close-Range Controller" —can be very dangerous on short distances and on gap-closing events (which works two-ways).
- Although many of
Lulu's Base & Growth Stats (especially Attack Damage, Health, Health Regeneration and Magic Resistance), are awful to average if compared to other Champions, she has been regularly considered a "Power Pick". I guess, on one hand, because of her exceptional quality in making counter-plays, and, on another hand, because if combined with other peculiar Champions, (usually at least one hypercarry Marksman and/or Skirmisher), it tends to create a favorable, terrific Late Game.
Lulu's Kit is rich in both Buffing and Debuffing, Engage and perhaps even more Disengage, allowing for multiple options in micro-game which can often confuse the opponents, therefore easily ruining their Team Fights.
Lulu may also be considered a Hybrid Champion in the sense that her Passive,
Pix, Faerie Companion, whenever on
Lulu, grants Scalable AP, On-Attack Damage to her. This, on its own, is a factor which radically improves her Building potential, as well as makes her a bit more independent.
- For many Seasons, Patches and Metas ago,
Lulu used to be considered a Flex Pick. Besides, it is common knowledge that many players, not necessarily Main nor Mono
Lulu, are familiar with certain Off-Meta Builds which may work regularly.
- Overall, Lulu can be quite a Versatile Champion in LoL; if perhaps not so much nowadays in terms of Roles (?), then at least in terms of Builds or Itemizations. There are many Champions out there that aren't just quite effective if we try to Build on them widely different setups game after game; but, in the case of
Lulu —and especially
Lulu
Jungler — more than not, it tends to compensate A LOT, making huge adaptations according to Compositions' analysis. Of course, this is my personal experiecence playing as a "Main
Lulu
Jungler ", from Season after Season whenever possible.
As


But, first, let me tell you often I'd prefer to Ban a KEYSTONE instead of a Champion:





VIRTUALLY IMPOSSIBLE TO WIN (A REASON TO DODGE/BAN/PICK ON OUR TEAM):


POSSIBLE TO WIN, BUT EXTREMELY COMPLICATED:




UNLIKELY TO WIN (AND PLAUSIBLE REASON TO DODGE):













VERY CHALLENGING:




EXTREMELY OVERWHELMING, BUT PRETTY FEASIBLE TO WIN:


OFTEN ANNOYING BUT PRETTY FEASIBLE TO WIN IF WE ACTUALLY HAVE A TEAM (WITH EXCEPTIONS):








USUALLY MORE ANNOYING THAN DIFFICULT



HISTORICALLY NEARLY IMPOSSIBLE (FROM SEASON 2022); NOT SURE NOWADAYS:


I'm probably forgetting some other quite tricky, complicated or even virtually impossible Match Ups here for


Please, associate the Keystones I present here with the "Build" type on my Guide. So, for example, if I mention here

Although the choice of the Rune Page for me as



ALL THE




FOCUSING ON ENEMY CHAMPIONS FROM OTHER ROLES THAN THE


Lulu can do many things.
Pix can help her remembering the natural and magical Way of the Jungle.
…
¿Actually, did you know Lulu can have TWO Pets?
A FEW BASIC CONCEPTS USEFUL FOR THIS GUIDE
THE VERSATILE LULU






THE HYBRID LULU










THE MACHINE-GUN LULU






THE MAGE LULU

THE TANK LULU

THE ENCHANTER LULU

THE BRUISER LULU

THE LETHALITY LULU

THE ENGAGE LULU

INSIDE THE JUNGLE WITH HYBRID LULU: SOMETHING BETWEEN A CARRY AND A SUPPORT
In the current LoL phase, I think I've discovered some interesting ways to build effectively for
















THE HYBRID LULU: FAY MAGIC IS MORE VERSATILELY DANGEROUS THAN WE THINK
I believe



- AP (roughly, between 100 and 300+);
-
AD (roughly, between 100 and 200+);
- ASPD (not completely sure yet; but, roughly, between 1.20 and 1.50+; with the 2 APSD runes on my Rune Page, usually by having just 2 [TWO] synergetic ASPD items for
Lulu JG would be good enough (e.g.,
Nashor's Tooth,
Wit's End or
Guinsoo's Rageblade);
-
MS (still on investigation);
- extra Health (probably, from 300 to 600+);
- extra resistances (depends on the game context; but usually it's quite relevant to have from 1 to 3 defensive item; defensive Boots may or may not be included in this count;
-
Mana &
Mana Regeneration (since we're playing as
Lulu JG and usually taking
Presence of Mind rune, in many games these stats might not require any further investment from itemization... ¡which is a fantasy thing for a
Lulu player!);
Sheen itemization (it is not an essential thing; however, in my experience, this synergizes extremely well with
Lulu champion, including DPS
Lulu, being an invaluable source of burst damage against all sorts of things; it's a shame not being able to have it on a
Lulu JG's build;
- Other stats, such as % Magic/Physical Penetrations, plain Magic Penetration and Lethality, Universal Vampirism, Life Stealing, Critical Strike, etc., as well as other items' special effects, can be circumstancial additions, as the main "focus" or priority is usually building a Hybrid Lulu.
Although





























Personally, this for me is the MOST FRUSTRATING limitation playing as
































The real strategic problem is the following: on the Lane Phase usually, when willing to secure a Neutral Objective (an Epic Monster such as a Dragon or a Herald), we sometimes want to completely obliterate a Lane by Ganking it at all costs, so, like, making a decisive move to guaranty that Neutral Objective. Usually, specialized




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