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Lulu Build Guide by Amazing Monkey

Lulu- Whimsical Wonders of the Imagination! Yay!

Lulu- Whimsical Wonders of the Imagination! Yay!

Updated on August 23, 2012
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League of Legends Build Guide Author Amazing Monkey Build Guide By Amazing Monkey 16 2 111,117 Views 41 Comments
16 2 111,117 Views 41 Comments League of Legends Build Guide Author Amazing Monkey Lulu Build Guide By Amazing Monkey Updated on August 23, 2012
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Lulu is one of those champs that you either hate or love and for me? Well...I LOVE HER!!! She's such an exciting champion with a crazy, out-there personality to boot! If you want a break from ordinary, this is your go to girl! There are a few Lulu Guides out there that I like, but nothing quiiite what I was looking for. So I went ahead and made my own! This is primarily an AP Carry guide, but do not fret! There will be other roles for Lulu in here! To be clear, this is primarily a solo top guide for Lulu. However, I do have a mid strategy section in this guide.
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Pros / Cons


  • Great mobility and escape-ability
  • Can be an effective support even when built for a carry role
  • Can harass in a confusing manner and with incredible range
  • Has moderate CC

  • Skills use a fair amount of mana
  • Starts out with moderately high cool downs
  • Can be difficult to use for beginners
  • Naturally squishy nature can draw enemy attention
  • Personality might just drive some players crazy!
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AP Carry

More extra special ways to build Lulu's masteries are coming!
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AP Carry

When I use AP carries, I typically like to ensure they have an effective lead in power early game. In Lulu's case, I compensate for her lack of utility early game with flat mana regeneration runes.


These marks are absolutely essential if you intend to go top lane and quit useful in mid as well! Don't worry, you'll have other places to give you ability power! These marks will help you get all the hard-built ability power through the enemy's magic resistance.

Greater Seal of Replenishment


As I mentioned not too long ago, you're going to want some extra mana regeneration. These will give you the most mana regen at level 1 and remain useful through quite a good while throughout the rest of the match. The reason I prefer these over the Greater Seal of Scaling Mana Regeneration is that later on in my build, I include Athene's Unholy Grail, which will give you plenty of the mana and mana regeneration you need!


Here's that ability power I promised. Like my mana regeneration, I like to give Lulu a good amount of ability power right away. This will help you tons with your harass and augment the effect of your shield.


For the exact same reason as the Glyphs, it's important to have these Quints to help you early game.

More exciting alternatives are on the way! Pix promises!
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A nice special way for Lulu to seal the deal! Ignite will gradual deal true damage over time. I wouldn't rely on this spell, but it can definitely turn an engagement around or make a turret dive safely doable.


One of the most useful escape spells in ALL of Valoran!! If you're even in a bind, you can jump out with this spell and use your Whimsy and your friend to escape! " Help, Pix!"


A great solo top spell. If nobody else have this spell, you should probably grab it. Even though Lulu can get around quit well on her broom! It's also really great, if you are having trouble in your lane and need to go back. You can Teleport and hopefully not miss out on too much experience!


Lulu only has one healing ability and that is her ultimate, Wild Growth! You don't want to use that just to stay in a lane, do you?? I personally don't prefer it as I tend to play more aggressive. But this spell can really save you some hassle against a rough opponent.


I typically recommend this as a supporting spell for Lulu. Although her Glitterlance has a slow, it's not as effective as Exhaust. This can also be used to help you escape, using Whimsy to unsure a speedy retreat!
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Abilities Explanation


Lulu's extra special burst move! Use this to harass and slow enemies! It pairs well with Help, Pix!.


Pix flies off to wherever Lulu insists, shielding allies or swarming enemies. Remember, any part of Pix's actions will come from wherever he is. You can really get some interesting angles from auto attacks as well as Glitterlance.


Lulu's little friend, Pix, is there for more than just moral support! This little guy shoots is own magic damage along with Lulu's auto attacks, sending 3 homing bolts that can be blocked by minions. What a pal!


This nifty spell either turns enemies into squirrels or gives a boost of speed and ability power to an ally. Very handy for escaping ganks or turning the tide in fights.


Lulu makes target ally extra big, giving them extra health and healing them. The sudden burst in size knocks up nearby enemies and slows them! I like to save this for pesky turret divers!

AP Carry

I like to start with Glitterlance because it has the most range. Lulu is starting off somewhat squishy, so the distance helps ensure her safety. I then get Help, Pix! to boost harass-ability! Whimsy is smart to have at least one level in early, as it makes ganking very difficult for the enemy. But, alternating the levels between your two bursts,Q and E, and then Wild Growth whenever your can is the best way to go.
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AP Carry

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Starting Out

As I have done with my previous guides, (Wukong- Great Sage Equal to Heaven and Shyvana- Justice Under Dragon's Wings) I will cover primarily the main build with alternatives and such. In this guide, I feature Lulu as an AP carry and so my build reflects just that. I've experimented and theorized quite a bit on what would give Lulu the most ability power while ensuring that she still has proper the health, defense, and utility she needs to make it through the game.

Doran's Ring

Like with most AP carries, Dorna's Ring is an excellent starting out item! It gives you life, ability power, and mana regen! What more could a carry as for? This is usually the best starting item to get and it can stack well, if you need the extra life or mana regen.

Boots and Potions


If you are going to be laning against a ranged opponent that has skill shots (like Cho'Gath or Brand), this is a good way to go. You have the extra mobility to avoid their skills, while also keeping up your life or mana. I don't entirely advise this, as Lulu handles herself quite well with just a Doran's Ring. There are situations that do call for the extra speed though.
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First Recall

> >

Before going back for the first time, you should have a decent amount of farm and maybe even a kill! The major benefit from waiting to go back is that you will be able to get some many items and not miss out on experience.

Boots of Speed

These will give you the mobility you need to stay away from harass, avoid ganks, or catch up to the enemy for a kill! It's important that you get this purchase as soon as you can.

Amplifying Tome

This will give extra ability power to help remind the enemy that you can deal some damage! It will also build into Fiendish Codex. If you have enough gold for that item and the boots, by all means get them both!
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Second Recall

> > > >

At this point, some towers might be destroyed. It is not necessarily the end of laning phase. It would be best to prepare however because if a turret is destroyed in the enemy's favor, you might need to go help another lane. With all of that busy action, you're going to need some extra mobility and damage ability.

Fiendish Codex

Here's the start to your utility. You get some Ability Power, some Cooldown Reduction, some Mana Regen...It's a nice little package for only around 1,300 gold (minus the 435 you already spent on the Amplifying Tome). This will help you stay in your lane and rack up that CS while still being able to pack a punch! It will also build into Athene's Unholy Grail later on.

Sorcerer's Shoes

A standard item for AP Carries. The reason why I choose these for Lulu is because you're already getting Cooldown Reduction from the Fiendish Codex. It's great to have extra CDR, but dealing more damage through the enemies' magic resistance tastes so much sweeter. If you go the Ionian Boots of Lucidity route, you should get an item with Magic Penetration in the place of Fiendish Codex.
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Mid Game

> > > > > > > >

Now things are starting to heat up. Probably three or four turrets have been destroyed and team fights are more frequent. To address this, it's time to pack Lulu's punch and also increase her survivability against collateral damage.

Blasting Wand

A perfect item for building stronger items! You get a nice boost in Ability Power as well as foothold for many different options. In this particular case, it is for building Rabadon's Deathcap and if you can afford the Needlessly Large Rod, I recommend getting that first. But I separate Blasting Wand so that you can always have open options in your build. If you are having trouble maintaining health, for example, you can use the Blasting Wand to build Rylai's Crystal Scepter much quicker.

Rabadon's Deathcap

The most generous Ability Power item in the build. This item not only gives you a large amount of Ability Power, but it also boosts your total Ability Power by 30%! Even Amplifying Tomes can give you a nice upgrade in power! This item pairs well with Whimsy as it adds to your maximum Ability Power.

Giant's Belt

A great health boost item. This really goes straight into Rylai's Crystal Scepter. But after buying Rabadon's Deathcap, you proabably won't have enough gold to buy the whole thing. As the hat will give you plenty of Ability Power, you should atleast save up to get this item first. Sustain is important during this stage.

Rylai's Crystal Scepter

Your sustaining item with a kick! This item is great for chasing, escaping, and granting an extra POW to your punch! If you can get up to this item early on, Mid Game shouldn't be too difficult for you. Just keep in mind that Lulu's strength is in early game and her effect in team fights will start to diminish.
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Late Game

> > > > > > > > > > > > > > >

Most of you should be level 18 at this time. At least one or two lanes will virtually be cleared of turrets. Baron will be messed with a few times. It's time to finish your build and brace yourself for the final fights ahead!

Zhonya's Hourglass

This is a great item for squishier AP Carries. It gives you a lot of Ability Power as well as defense. It also has an Active Ability which makes your impervious for 2 seconds. Be careful where and when you use this, as you cannot move or do any other actions while in this state.

Athene's Unholy Grail

This item is a great one for utility, power, and defense against the dark arts (magic ;3). This is what you have been saving your Fiendish Codex for! An alternative to this is Morello's Evil Tome (more detail on this item will be under "Situational Items").

Void Staff

This item gives you a substantial amount of Ability power as well as a significant increase in Magic Penetration. This item is especially useful for fighting tanky teams or teams that build a lot of Magic Resistance. Because Lulu's carry potential tends to diminish late game, it's a good idea to get this item.

More to be added on this wonderful section! Lulu promises! =D
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Situational Items

I only have a couple right now, as I really want to get this guide out. But these are two that most certainly come in handy. TO emphasize their usefulness, it is debated to include these into the primary build.

Morello's Evil Tome

This item bares very similar characteristics to Athene's Unholy Grail. It is arguably not as good with the exception of one great Active Ability. Upon using it, it reduces a targets healing by half. I recommend getting this item for champions that have great sustain, such as Dr. Mundo, Warwick, Volibear, or Yorick.

I typically get this item in the exact place of where I would put Athene's Unholy Grail.

Lich Bane

The final item for your build and what an addition it is! You get Ability Power, Magic Resistance, Mana, and.....MOVEMENT SPEED! Lulu's favorite! Now when you jump on that Vroom-Vroom Broom, you'll really be cruisin! But that's not all. Lich Bane has a UNIQUE Passive which grants Lulu's first basic attack after an ability with her maximum Ability Power! That's a painful blow! Just catching up to an enemy with Whimsy can cost them their life!

I would get this as a final item in your build. You would have to choose to keep either Athene's Unholy Grail or Void Staff. If the enemy is more tanky, I would keep the Void Staff and get it before Lich Bane.

Deathfire Grasp

Deathfire Grasp is an excellent alternative to Athene's Unholy Grail. You do lose mana regeneration, but you get a great Active Ability in its place. It works similar to Ignite. So if you chose a different summoner spell or just want the extra damage potential, get this item!

Swap out Athene's Unholy Grail for this item.

Abyssal Scepter

This is very useful if you remain a bit of a support Lulu. It has a UNIQUE Aura which reduces nearby enemy's magic resistance. But it also gives you magic resistance. This is an excellent choice against fed AP Carries or AP heavy teams.

Swap Void Staff for this item, as they have similar effects.

As mentioned before, more situational items to come!
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Basic Strategy

Lulu is a wonderful hybrid support that happens to work wonderful in a solo lane. Her bursts are some of the most powerful bursts early game. There are a great variety of options for Lulu's different spells so I will not be giving you a Basic Combo as I do with other guides. Instead I will break this up into sections, depending on the situation of the encounter.


Starting off in the lane, you're going to have two primary harassers: Glitterlance and Help, Pix! Both of these spells do quite a bit of damage and can be cast safely from afar. A typical top laner will not be tanky enough to endure these spells and only takes one or two hit from them to really drop their life.

The way I harass is to shoot them with Glitterlance and then immediately after, send Help, Pix! on them. The combination of these two spells will drop your average opponent's health by a third at least. I usually follow with Help, Pix! because it can also shield from an unexpected counter attack or gank.

But remember, your primary focus should be farming. So whenever you use a skill to harass, keep in mind of the minions around you. For example, if the minions were about half health, I wouldn't want to spoil the farm by hitting them all too early with a Glitterlance. So instead, I lead with Help, Pix! and follow with a Glitterlance once I can fire it at an angle that does not alter my farm.

When going for a kill, have all of your spells and skills ready. I suggest going for one around level 4 or 5, depending on their health from your harass. Use Whimsy on yourself to give you a Movement Speed and Ability Power boost. Your enemy will see you using this and run, so you'll need to be quick. Follow up with Glitterlance and Help, Pix!. Use Flash or Ignite if needed.

Once you reach level 6, Wild Growth will give you a deceptive advantage. The extra health and knock-up effect can ultimately turn a 1v1 around. Don't forget that you can also use it at a turret to keep them in range of the hits!


The strategy for mid is very similar to top. However, the primary differences are that your average opponent will have range and that you are now vulnerable from two major ganking points.

For harass, you can get away with the Glitterlance/ Help, Pix! combo. But keep in mind that they can hit you from afar as well. AP carries are squishy, but they typically have a substantial bust ability. So another way to harass is to use Help, Pix! as a shield on your own minion and cast Glitterlance from the minion as a range extension.


It is always smart, in any lane, to have a healthy fear of the Jungler. A big part of staying safe is your position in the lane and wards. If you are harassing an enemy all the way up to their own turret, you will be extremely vulnerable for the Jungler to approach behind you for a gank.

That's where wards come in. If you properly ward, you will be able to have vision on the map to safely retreat before the Jungler arrives. If I am top, I typically set a ward at the intersection of Dragon and Blue Buff or at the tri-bush South of Purple Team's turret. If I'm mid, I get two wards for each ravine. I set them in the small plume of bushes or at the edge of the long bush that wraps around the rock.

Even if ganked, Lulu has a great set of escape abilities. As soon as you see a ganker and you know you can't just run back, cast Whimsy on yourself and dash back. If they have stuns or ranged damage, use the shield from Help, Pix! Your ult, Wild Growth can ensure a safe escape, but I don't recommend using it unless you are desperate.


Mid Game, Lulu still acts as a carry. But Late Game, you are going to be more supportive with her. Don't be afraid to take kills regardless. You are a carry after all. But because of this shift, I divided this section into two categories.

AP Carry

As most AP Carries should, stay at the edge of the fray with Lulu. You're not the tank and you will be focused down if you are close enough. It's important to focus down the AD Carry and the AD Carry first, depending one which ever is more effective against your team. Try to land Help, Pix! on them. But if you can't reach, use it to shield an ally to extend your reach for Glitterlance. I prefer to save Whimsy for a heavy CC opponent or for an escape. If your tank is having trouble holding the enemy off of you, you just may need to rush out of there.

Wild Growth can be a great initiater, but an even better chase or escape ability. You can use it on any of your allies and the knock up will surround them. If you manage to ult them as they are fighting or just barely on the tail of an opponent, the knock up can give you a sure catch. If you have an champion like Malphite or Wukong on your team, communicate with them on when you want to use your CC abilities.


Once Late Game hits, it's time to start acting as a bit of a support. Not much changes in the strategy, but you want to be paying more attention to your allies' health rather than the enemies'. Shield which ever ally is focused with Help, Pix! and have your Wild Growth ready to save whoever, if you have not initiated with it. Still use Whimsy and Glitterlance as you do when you carry, but have a strong concern for your allies.
It is important to focus on all of these qualities during team fights at any point in the game. But the emphasis on what you use your spells for is what really changes in Mid and Late Game.

More to come on this chapter, such as Farming and Ganking.
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More to Come

This guide is in it's early stage of development. As people rate and such, there will most likely be more changes and additions to the guide. Here are a few of the things I intend to include:
  • Match-Making Guide for Solo-Top and Mid Opponents
  • Support Guide for Lulu
  • Cleaner layout and pictures
  • Any ideas from you guys will be considered!
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Special Thanks

I'd like to give credit to everyone that helped out, even in a small way (not TOO small huehuehue) Let me know, if you feel I may have forgotten you. I have a habit of that sometimes...don't take it personally! ;3:

  • JhoiJhoi! Her epic guide can be found here! I always give her props, cause I would never make any guides without this easy-step tutorial.

    That guide really helped me figure out what to do on this site and where to put things! I highly recommend it if you want to make your own guide! (The bad guide example made me lol XD)
  • SkullzX for his review services. He gave a great detailed review. His services can be requested here.
  • IceCreamy for his review services. As always, he does a great job of getting straight to the point. His review shop may be found here.
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Change Log

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