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Lulu Build Guide by AntiMetaFae

Middle Lulu Mid: Small Mage, Big Damage | 3.3M E IV+ | W.I.P

Middle Lulu Mid: Small Mage, Big Damage | 3.3M E IV+ | W.I.P

Updated on December 13, 2025
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League of Legends Build Guide Author AntiMetaFae Build Guide By AntiMetaFae 4,683 Views 0 Comments
4,683 Views 0 Comments League of Legends Build Guide Author AntiMetaFae Lulu Build Guide By AntiMetaFae Updated on December 13, 2025
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Runes: Burst Lulu

1 2 3
Domination
Electrocute
Cheap Shot
Sixth Sense
Ultimate Hunter

Precision
Coup de Grace
Legend: Alacrity
Bonus:

+10% Attack Speed
+2.5% Movement Speed
+65 Base Health

Spells:

1 2 3
Common-
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Lulu Mid — Full In-Depth Guide (Anti-Meta Mage)


The unpredictable burst-support hybrid of mid lane.

Hi there! I’m Velocito, a Lulu OTP since Season 5 with over 3.3 million mastery points poured into this tiny arcane troublemaker. I’m currently sitting in Emerald, still piloting Lulu into the mid lane where most people don’t expect her — and that’s exactly why it works.

This guide is meant to show you how to turn Lulu into a real mid-lane threat: flexible, disruptive, bursty when needed, and always useful no matter the state of the game. If you’re ready to explore her anti-meta potential, let’s begin.

Pros


• Strong poke and safe trades early.
• Reliable wave control once mastered.
• E shield allows aggressive farming and safe trading.
• Excellent 2v2 skirmisher thanks to Polymorph.
• Can play burst, poke, or utility depending on the game.
• Annoying counterpick into certain assassins.
• Always useful in teamfights through utility, even when behind.
• Difficult to counter because it's not a common matchup

Cons


• Considered a troll pick — expect flaming in champ select.
• A bugged polymorph since season 6
• Low range for a mage.
• Damage falls off if behind or misbuilt.
• Easily bullied by long-range poke (Lux/Xerath/Viktor).
• Waveclear is mediocre without Q ranks.
• Very poor tower damage unless you buy Lich Bane.
• Your Identity as Lulu Mid
• There will always be someone trying to tryhard you because you're a Lulu in mid; always expect multiple ganks and dives from the enemy jungler.
• Even though you're a Lulu, your teammates will often forget that you have defensive resources, so they often won't play around you, causing plays that might work to go unexecuted (even resulting in you being handed over on a silver platter).

You are not a traditional control mage. You’re a precision harasser with defensive tools and windows of burst.

Your gameplan revolves around:


•Maintaining wave tempo.
•Punishing mispositioning with Q.
•Enabling your jungler with W/E.
•Snowballing small advantages into map control.

Laning Phase


Wave Management

Levels 1–2: Soft-push with Q + autos if safe.
Versus poke mages: Only last-hit — don’t contest early waves.
Versus melee/assassins: Harass every last-hit they attempt.
Your E shield is your “access pass” to the wave. Use it proactively before stepping up to farm or trade.

Trading Pattern



Q slow → auto → step back.
E + Q if you need extra damage/range.
Never lead trades with W — always use it defensively or as a punish.


Recognizing When You Lost Lane



You should consider lane lost when:
• You cannot walk to the wave without losing 50%+ HP.
• You’re permanently stuck under tower with no mana.
• You’re down two levels.
• The enemy can all-in you freely.
• Your jungler has no presence / Enemy jungle has greater presence.

When this happens, pivot into utility build (Imperial Mandate → Ardent Censer) and play for your team, not for lane.

Roaming



Good times to roam:
• After pushing wave.
• When your jungler pings for river control.
• When your opponent is chunked or forced under tower.
• Once you have boots + 1st item.
• When Q is rank 3+ and clears caster minions quickly.

Your W (Polymorph) gives amazing gank setup, turning almost any skirmish into a winning exchange.

Bad times to roam:
• Your wave is bouncing back to you
• You’re behind in XP
• Your mid opponent has better waveclear and will take plates instantly


Playing With Your Jungler



Lulu mid is secretly an elite jungler-helper. You enable fights rather than starting them.

Your tools in skirmishes:

W: turns dives and duels into instant 2v1s
E: shields your jungler and gives targeted damage
Q: slows to secure kills or disengage
R: instant frontline + knockup for dives

Your job is to arrive first and protect your jungler during early fights.

Mid & Late Game Plan



If Ahead

Play aggressively and burst.
Invade with your jungler.
Look for picks using W → E → Q combos.
Build full damage (Luden → Shadowflame → Lich Bane → Void Staff → Rabadon).

If Even

Play for small skirmishes.
Hold mid priority for dragons/heralds.
Roam to whichever side is winning.

If Behind

Swap to utility build: Mandate → Ardent → (Shadowflame last).
Peel for your strongest ally.
Farm with Q from a distance.

Teamfighting



Your priorities:

Polymorph the biggest threat (usually assassin/diver).
Use your ultimate on your initiator to create a strong frontline, or save your ultimate to protect your carry.
Q slow zones to control choke points.
Use E for shields or damage depending on target.
Auto safely with Pix for extra DPS if conditions allow.
You always contribute — even 0/4 Lulu still wins fights with perfect utility.

Final Advice



Playing Lulu mid is stepping into an anti-meta role with a toolkit that rewards awareness and discipline. People will judge the pick, but executed well, Lulu mid controls tempo, wins skirmishes, and scales into a late-game enabler with unexpected burst.


Q&A:

Q: Velocito, why is polymorph bugged?
A: Lulu’s Polymorph (W on enemy) is supposed to be one of the strongest forms of crowd control in League. By design, it combines several effects into one: silence, disarm, movement reduction, and complete interruption of any ongoing action. A polymorphed target should be unable to cast abilities, auto-attack, or use most summoner spells.

However, in practice, Polymorph doesn’t always follow its own rules.
The effect is extremely old and interacts poorly with some newer champion scripts and certain spell queues. This leads to unusual and inconsistent behavior that should be impossible.

The Core of the Bug

While polymorphed, enemies can sometimes still:

• Cast specific abilities
• Use certain summoners
• Buffer actions that go through anyway
• Auto-attack after the transformation (Tryndamere is the most famous example)

This happens because Polymorph checks for silence + disarm, but some champions have abilities coded as unstoppable movement, post-buffer actions, or abilities that resolve outside the usual cast pipeline. When one of those slips through the silence check, the game allows it even though the target is already polymorphed.

In very simple terms:

Polymorph turns the target into a helpless critter, but the game sometimes "remembers" their previous command and lets it finish anyway.
This is why you see a Tryndamere swinging wildly as a duck, or someone casting Flash even though the effect should block it.

Why It Happens

Old CC code: Polymorph is based on very early-game silence + disarm logic, which hasn’t aged well.

Ability buffering: Some champions queue actions slightly before the CC hits, and the game incorrectly executes them during Polymorph.

Special-case spells: A few abilities are coded as unstoppable or uncancellable, even if they don’t visually look like they should be.

Summoner inconsistencies: Flash and other spells technically count as "movement" abilities, and in rare timing windows they bypass the silence flag.

The Result

Lulu players get a CC that should be absolute lockdown, but due to years of tech debt and inconsistent spell coding, it behaves unpredictably. Riot has acknowledged parts of this in the past, but because the bug depends heavily on timing, buffering, and champion-specific exceptions, it keeps resurfacing.
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