Lulu Build Guide by LandNymph
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Threats & Synergies
Sona is very squishy and can be killed off while the enemy ADC is polymorphed. Your shield also absorbs her Q damage. All around an okay matchup.
From my experience this is more of a skill based matchup. Your pix works well against his voidlings but Malz's damage will never compare to yours and his spell-shield makes this match up sometimes difficult.
Morgana can spellshield her ADC to prevent you from polymorhping and glitterlancing the enemy ADC.
Pretty solid lane for lulu, keep your distance and poke as much as possible. RESPECT ALI FLASH.
If you can dodge his hooks then this matchup is OK. Blitz hook pressure can make this lane difficult.
Respect Braum engage and his passive.
Karma is somewhat similar to lulu. But, IMO karma has a lot more lane presence and can harass a little more. Dodge Q's or shield them!
Dodge hooks, polymorph enemy ADC if you or your ADC gets hooked to prevent taking alot of damage.
Shield Nami W's and speed ADC if needed to dodge bubble/wave.
Take ignite, gg.
Right now I am running Sorcery and Resolve.
1. Summon Aery:
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.
Lulu is all about being a lane bully and peeling. Aery will assist her alongside Pix to put out the most damage possible. This will help with laning pressure and Lulu will become even more of a bully than before. Aery also aids your teammates with a shield when targeted with your E.
2. Manaflow Band:
Periodically your next ability used has its mana or energy cost refunded and restores some of your missing mana or energy.
Lulu can easily use a lot of mana in lane when it comes to poking with abilities and/or playing defensively in a trickier lane. This rune will help with mana issues. Pretty self-explanatory rune.
Gain 10% CDR when you reach level 10. Excess CDR becomes AP or AD, adaptive.
Cooldown reduction is very crucial when it comes to supports. The more often your spells are up means the more you can peel/poke with abilties. The excess CD turns into more AP which means your abilities are stronger on both ally cast and enemy cast.
Many options with your 4th choice:
Your first ability hit every 20s burns champions.
This option is best if you are sure you plan on bullying and harassing in lane often.
Gain MS and AP or AD, adaptive in the river.
This option is best when you plan on roaming frequently.
4. Gathering Storm:
Gain increasing amounts of AD or AP, adaptive over the course of the game.
This option is best if you plan on having a late game comp, or just a long game in general. Its also a good choice if you are VS a hard matchup bot lane and you cant poke as much as you want to.
1. Cheap Shot
Damaging champions with impaired movement or actions deals 12-30 bonus true damage (based on level.)
Cheap shot is for the extra damage in laning phase and works even better if your ADC also has any type of CC. Your Q, W, and R will proc this rune.
1. Zombie Ward
After killing a ward, a friendly Zombie Ward is raised in it place. When your wards expire, they also reanimate as Zombie Wards.
Vision can solely win you games. Having vision of the enemy team can prevent you from getting picked off and ganked. If you have vision of the enemy you will be able to play more aggressive in lane and/or go for certain objectives without hesitation.
2. Ingenious Hunter
Gain 10% Active Item CDR plus an additional 6% per Bounty Hunter stack (includes trinkets).
This rune is one of the best to take on supports right now because of all the actives you are in control of: Locket, Redemption, Frost Queen's Claim, Trinket, etc. I have found this very useful recently especially for clearing vision hence the CDR on your trinket.
Heals and shields are 5% stronger and increased by an additional 10% on low health targets.
Revitalize strengthens your E along with your other shields and heals from items; Locket, Athenes, and Redemption.
2. Bone Plating:
After taking damage from an enemy champion,the next 3 spells or attacks you receive from them deal 15-40 less damage.
This rune allows you to trade more efficiently in laning phase and aids you with more defense when it comes to dealing with a kill/poke lane.
Lulu, in my opinion, is the most diverse champion in League of Legends when it comes to builds, skill sequence, runes, etc. That being said, a lot of different choices can be made in runes. The runes stated above are what works for me. Have fun and do whatever you please.
For me, I love going E, W, Q. (skill order and maxing)
Your E is point click damage so lvl 1 poking is quite easy. Its also good for out-trading since you can shield damage taken.
I also like going W for lvl 2 if the enemies will be engaging on us. If i know i can put more damage out without consequence, I will go Q lvl 2.
I max W second because it increases the duration of polymorph rather than maxing Q where I will b using it only for slowing enemies opposed to doing damage.
Spellthiefs gives you your gold income from using your abilities and auto attacks on enemies and towers. Lulu is a great lane bully, so building this item and using her kit correctly is the best way to maximize your gold income.
If you feel that your laning is going to be more passive and you won't be able to poke as much, then going Coin will be way more efficient. I find going this item is better vs lanes that are more aggressive than yourself.
When it comes to boots, it really is your preference. Although, I highly recommend rushing lucidity for the early CDR on your abilities and the CDR on your summoner spells, Ninja Tabis if you are vs a heavy ad comp, or mobis if you plan to roam often.
REDEMPTION & LOCKET
Both Redemption and Locket are core items for Lulu. If your team is getting bursted easily, then rushing Locket before Redemption is the better choice because of the instant shield it applies. If your team tends to have long or extended fights, then a Redemption rush will be more efficient.
Because you are shielding so much this item is core on Lulu and great to build for your ADC. It provides your ADC with 10%-30% attack speed and their auto attacks will deal an additional 5-20 on hit magic damage for 6 seconds. Your shields/heals also are 10% stronger(This applies to your other core items aswell; Redemption & Locket) and you gain 8% movement speed.
Nothing really to explain here. Use your Q for poke/harass and slowing the enemies.
"When do I use Polymorph over buffing my ADC with Whimsy(W)?" IMO and experience, you will be using your W on enemy cast a lot more often than buffing your ADC. You want to polymorph whoever gets on top of your ADC or the back line. When using your W, enemies will be polymorphed for a while (1.25 / 1.5 / 1.75 / 2 / 2.25), and can be killed before they can come out of it. The only case you will be using Whimsy on your allies, is when you are chasing or if there is no one diving your backline, to provide your ADC/Carry with attack speed (25 / 30 / 35 / 40 / 45% and movement speed.
HELP, PIX (E):
Your E is mainly going to be used for shielding and buffing your allies. Although in some cases, your E on enemy cast is VERY helpful. Your E on enemy cast gives VISION. This is strong when you are playing against a Twitch, Vayne, etc. If you can get your E off before they go into stealth, they can easily be killed/chased since they are seen. Your E also can also extend the length of your Q. For example, if you E a minion ahead of you and then use Q, 1 part of your Q will be casted from that minion instead of your character model.
WILD GROWTH (R):
Your ult provides a huge knock up to anyone around the ally champion you have ulted. It also grants your ally 300 / 450 / 600 (+ 50% AP) bonus health and slows nearby units by 30 / 45 / 60%. You want to use this to either save whoever jumps on your back line or it can be used on your engager for a knock up.
For example, if a Lee Sin Q's your ADC, you want to ult your ADC as soon as he reaches them to knock him up to prevent him from actually touching them. You can also use your ult on maybe a Malphite engage. Malphite hits a 4 man ult, and you ult right after. Lulu R does a great job chaining CC.