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Lulu General Guide by XXMC

Other Pix - My Time to Shine! (On-Hit Lulu) [Season 3]

Other Pix - My Time to Shine! (On-Hit Lulu) [Season 3]

Updated on December 6, 2012
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9,057 Views 9 Comments League of Legends Build Guide Author XXMC Lulu Build Guide By XXMC Updated on December 6, 2012
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Introduction

Welcome to my simple guide to playing On-Hit Lulu

Allow me to preface this guide by saying I'm no pro, I'm no expert, but I do have quite a bit of experience playing On-Hit Lulu. A few things to note since you've picked Lulu as your On-Hit champion: You will still be protecting your team quite a bit. As Lulu, this role never truly goes away. Your skills, while very versatile, are still SUPPORT ORIENTED. You may be doing massive amounts of mixed damage, but you want to protect whoever the enemy team is focusing in any way you can. You will still be Whimsy Polymorphing overzealous Katarina players, Help, Pix! shielding your teammates from Teemo poison, and
Wild Growthing your low-health carry.

The idea of this build is to dish out as much damage as possible through extremely fast autoattacks. Unlike Teemo, Lulu's passive (which inspires people to play her as On-Hit) does not scale with AP and therefore does not require AP items to reach its full potential. The purpose of the runes and masteries presented is to account for survivability and penetration - most of your attack speed should be item based, if not all of it.

This guide assumes you have some prior knowledge of Lulu and will only detail how to build Lulu as an On-Hit champion. BLUE, BOLD, AND CAPITALIZED TEXT WILL DENOTE IMPORTANT INFORMATION. While it will detail how to utilize skills in a more offensive manor, it was not meant to teach. If you want to learn to play Lulu in general, please refer to what I find to be the best Lulu guide, which can be found here.

(XXMC Disclaimer) - Enjoy the guide and keep in mind that this guide presents many ideas and should not be used as a rule book. As with every guide, it should not be followed 100% of the time. I will not tell you what to do, but I will strive to present you with as many tips and tools as possible while using the champion I am writing about. Once comfortable with a playstyle, you should begin to decide what works best FOR YOU and adapt as needed. Please leave any feedback you may have.
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Pros / Cons

PROS


+ Basic Lulu knowledge can be applied
+ Hard to chase
+ High early burst for laning and poking
+ Extremely handy in team fights

CONS


- Generally squishier than most late-game 3v3 champions
- Role better played by other champions
- Lacks early damage outside of burst
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Runes for On-Hit Lulu (Pre-Game)

DEFAULT ON-HIT LULU RUNE PAGE

Runes

Precision
Fleet Footwork
Phase Rush


Lulu is not a very tough champion. She lacks armor early and her base magic resistance does not scale. Like a carry, you'll want to give her some survivability through her runes. Greater Glyph of Scaling Magic Resist and Greater Seal of Armor will help curb her natural squishiness throughout the game, much like standard carries. Lulu's poke will be generally strong with this set-up thanks to Greater Quintessence of Magic Penetration and Greater Mark of Magic Penetration. Keep in mind that the only magic penetration you'll be getting through your items is Malady, so think wisely before replacing these.

SAFER HARASS RUNE PAGE

Runes

Precision
Fleet Footwork
Phase Rush

With this rune set-up, you should be able to poke champions very well with Help, Pix! into a Glitterlance. Lulu should be set to land some spells and an auto attack here and there while the enemy is attempting to farm. This will keep them at low health until you're ready to go in for the kill. Greater Quintessence of Movement Speed should offset your low base speed until you enchant your Berserker's Greaves.
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Masteries for On-Hit Lulu (Pre-Game)

DEFAULT ON-HIT LULU MASTERIES

Weapon Expertise ,
Arcane Knowledge , and Sunder are definitely worth nabbing. The only possible armor penetration you'll be getting outside of Masteries is
Black Cleaver or Last Whisper, so it's best to spend points in the Offensive tree. If need be, you can remove some points in Offense to get Meditation in Utility. Only grab Meditation if you come close to spamming abilities every time they come off cooldown. Mana regeneration really shouldn't be necessary, but can ease some tension in a tough lane. It is not recommended to orientate masteries differently than what I've presented.
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How to Build On-Hit Lulu (In-Game)

ON-HIT LULU STANDARD BUILD


  • Berserker's Greaves are an obvious choice, +20% attack speed on an On-Hit build is immensely useful. I enchant my Berserker's Greaves with Enchantment: Furor the majority of the time as it comes in handy for kiting. Enchantment: Alacrity is a secondary option that costs slightly less, making it much more affordable early.
  • Malady should be your second item. It's cheap, gives +25 ability power and +45% attack speed, and most importantly deals 15 (+ 10% of ability power) bonus magic damage per hit.
  • Your next item is dependent on what you need more at the time. You can start building
    Phage for Frozen Mallet or you can build directly into Wit's End. Wit's End will give you more damage output as well offset any ability power the enemy may have built up. Frozen Mallet will give you general survivability and an extremely helpful slow.
  • Blade of the Ruined King has become an even better pick for On-Hit Lulu with the introduction of Runaan's Hurricane. Not only does it give Lulu a considerable amount of attack damage and sustain, it tears down tanks like they're nothing.
  • Runaan's Hurricane is the item that truly completes this build. Before Season 3, On-Hit
    Lulu had a few unreliable options for items to complete her on-hit build, but Runaan's Hurricane adds quite a devastating amount of damage to your build. Not only does it fire two damage-dealing bolts per attack, but each of those bolts applies your on-hit effects. That's right, each of these bolts will also apply the on-hit damage from Malady, Wit's End, and Blade of the Ruined King, as well as the slow from Frozen Mallet.

ON-HIT LULU SITUATIONAL ITEMS


  • Black Cleaver is the middleman option between Last Whisper and Frozen Mallet, giving some survivability and a great amount of armor penetration. It even gives CDR, which is nice for Lulu. It's possible your team may have tons of CC and the ability to protect you. If for whatever reason you aren't taking much damage until the end of team fights, replace
    Frozen Mallet with this.
  • Zephyr can be used if you're running into CC problems. If you need Zephyr in your build, consider replacing Malady. Your damage will suffer a small amount, but in return you'll receive some Tenacity and cooldown reduction. A decent option against CC heavy teams.
  • Last Whisper is for bursting the enemy with way too much armor and a Frozen Heart. Chances are you won't ever need this item. Still, it's possible you'll end up using this one day. The same rules that apply to Black Cleaver also apply to this. Don't sacrifice survivability unless you're sure you can live long enough to make use of your new-found damage. This item is comparable to an attack damage Deathfire Grasp when put head-to-head with Black Cleaver. This would replace Frozen Mallet.
  • Mercurial Scimitar is a good option as well. If you're getting suppressed or face a team full of ability power, consider using this over Frozen Mallet. Auto attacks will hurt a little more against you (and them), but Warwick and Malzahar can be troublesome if your team doesn't have anything to bail you out. Generally not recommended, but it can serve a purpose.
  • Nashor's Tooth is a decent item for On-Hit Lulu. It grants her Attack Speed, AP, and a ton of CDR. The issue with this item is that it's largely outclassed by Blade of the Ruined King. The only possible use I can think of is CDR, in which case there are still better options than this.
  • Trinity Force fits into an on-hit build fairly well. It grants Lulu quite a few useful stats. With that being said, Frozen Mallet already gives a more powerful slow than Trinity Force as well as more HP, making the stat upgrades you'd receive less favorable and much less cost effective. There are also many niche items that fit better into on-hit builds than Trinity Force, so I would leave this item untouched.
  • Hextech Gunblade is a gimmicky option. The active would be off cooldown quite a bit with Lulu's build. The sustain and damage are passable, but I feel there are better options out there. If it is going to replace something, your best bet would be removing Blade of the Ruined King against teams that lack massive HP stats. Don't bother with this item unless you're into self-punishment.

ON-HIT LULU 5v5 ITEMS


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Skill Overview (In-Game)

As I've made a point to state several times, Lulu's kit is indefinitely support oriented. Even playing her as an AP carry or On-Hit champion, she will still carry some of the responsibilities of a support. As such, even when playing her as On-Hit, her skills will still be very helpful defensively.

DEFAULT SKILL SEQUENCE

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

(This skill sequence focuses on general utility over fulfilling a specific role.)


PASSIVE LANING SKILL SEQUENCE

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

(With this skill sequence, farming and poking will be much safer. Good for tough lanes and 5v5.)


  • Pix, Faerie Companion (Passive) is what gives players the inspiration to play Lulu as an On-Hit champion. Lulu's passive allows Pix to deal out three hits of magic damage to her target for every auto attack she uses.
  • Glitterlance (Q) should always be taken first. Poking with Help, Pix! can be quite dangerous because it's a targeted ability, whereas Glitterlance can be free aimed as well as provide a slow. Despite being taken first, it should be maxed second. If your teammates are relatively tanky and you want to poke passively, max this first instead. Extremely useful for early burst and poke.
  • Help, Pix! (W) should be taken second to begin poking your opponent out of lane more effectively. Target Help, Pix! onto your enemy and fire off a Glitterlance for a good amount of damage that's difficult to punish. There's also a slight grace period before the slow wears off to land a few auto attacks. Just be wary of gap closers and other ranged champions. You can take a second point in Help, Pix! at level three if you feel relatively safe in lane. Max this first for both high burst and protection. Keep in mind that Glitterlance is more effective in damaging multiple targets. Consider that when choosing your skill order. This is by far your most versatile skill.
  • Whimsy (E) is a bit lackluster compared to Lulu's other skills. This skill should be left on cooldown until you are in dire need of it. When cast on an opponent, Whimsy inflicts polymorph. Polymorph interrupts channeled spells, shuts off an opponent's damage output for a short period of time, and is unique to Whimsy. When cast on an ally, Whimsy grants a quick burst of speed along with a minor AP boost. A general misuse of Whimsy is to poke in lane or initiate a team fight against enemies with interruptable crowd control. The most important part of this skill is discretion. If you are having trouble with a fed champion, don't be afraid to break skill sequence. A slightly longer Polymorph may not seem like a big deal, but it can significantly impact a team fight.
  • Wild Growth (R) is the reason Lulu will never be capable of a fully offensive role. Wild Growth can be cast on allies to increase their maximum health temporarily (which heals them in the process) and knock up opponents near the target ally. If an opponent is knocked up by this spell, it will interrupt certain enemy casts. Knowing when to cast this and being able to assess the best time to use this is part of what can make or break a team fight.

GENERAL SKILL USES FOR ON-HIT LULU

I I ~ (Utilize this skill in poking, abuse the slow while chasing.)

I I ~ (Use in tandem with Glitterlance for early burst and poke.)

I I ~ (Interrupt enemy channeled spells or curb enemy damage output.)

I I ~ (Protect your carry or initiator who's in the midst of the fray.)

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Summoner Spells (Pre-Game)

TOP CHOICES


  • Flash is always a reliable choice. Period.
  • Ignite is another no-brainer, although I personally prefer Exhaust since it has more utility and can be used to bait. Ignite can be used, but you shouldn't have trouble finishing off opponents. I use this for Dr. Mundo, who can notably give you trouble.
  • Exhaust may be a questionable pick to people, but it's generally useful to bait chases with Lulu then turn around for the kill when there's an opening. With her uncanny ability to never die while being chased, Exhaust is a perfect pick.
  • Ghost is better for chasing than Flash, which is why it's listed as the main choice for my guide. Works similar to Teemo's Move Quick but with a longer cooldown.

SECONDARY CHOICES


  • Heal is good for the baiting strategy I mentioned earlier, but all in all it's not a great choice.
  • Barrier is useful while dueling, but otherwise Lulu already has a more powerful
    Barrier built into her kit. It's not a good choice.
  • Cleanse isn't really necessary on Lulu. Ignite can be shielded, Exhaust will rarely be blown on you. The CC reduction isn't worth it. Would not recommend.
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TL;DR

This build has a very niche role that mixes sheer offensive power with utility. It will have difficulty carrying a team, but the strengths during laning as well as early power are evident. This build is best played similar to a carry during team fights, but with a good amount of effort put toward supporting the rest of the team.

ON-HIT LULU STANDARD 3v3 BUILD


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Runes

Precision
Fleet Footwork
Phase Rush

ON-HIT LULU STANDARD 5v5 BUILD


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

*Runes and masteries for this build stay the same.
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