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Lulu Build Guide by Amazing Monkey
Lulu- Whimsical Wonders of the Imagination! Yay!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.
More extra special ways to build Lulu's masteries are coming!
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.
Greater Seal of Replenishment
More exciting alternatives are on the way! Pix promises!
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!
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.
PIX, FAERIE COMPANION
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!
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.
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.
Boots and Potions
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
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.
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.
Rylai's Crystal Scepter
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!
Athene's Unholy Grail
More to be added on this wonderful section! Lulu promises! =D
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
I typically get this item in the exact place of where I would put Athene's Unholy Grail.
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.
Swap out Athene's Unholy Grail for this item.
Swap Void Staff for this item, as they have similar effects.
As mentioned before, more situational items to come!
EARLY GAME (TOP)
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!
EARLY GAME (MID)
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.
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.
More to come on this chapter, such as Farming and Ganking.
- 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!
- 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.