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Lulu Build Guide by QueerJunk

Support QueerJunks Support Lulu Guide

Support QueerJunks Support Lulu Guide

Updated on September 25, 2020
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League of Legends Build Guide Author QueerJunk Build Guide By QueerJunk 8,386 Views 0 Comments
8,386 Views 0 Comments League of Legends Build Guide Author QueerJunk Lulu Build Guide By QueerJunk Updated on September 25, 2020
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Runes: Standard

1 2
Resolve
Guardian
Font of Life
Bone Plating
Revitalize

Inspiration
Biscuit Delivery
Cosmic Insight
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
+6 Armor

Spells:

1 2
Core
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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

Champion Build Guide

QueerJunks Support Lulu Guide

By QueerJunk
Pros/Cons
PROS

+ Strong against melee supports
+ Counters assasins with
+ can shut down fed enemies!
+ Easy to get stellar KDAs with passive playstyle
+ Insane utility makes game easier for team
+ Ridiculously flexible, essentially has 6 different abilities.



Lulu has a strong midgame presence. She has so much defensive utility that can create opportunities for her team. Turn your auto attack based carries into machine guns with
CONS

- Hard to solo carry, mostly enables hyper-caries.
- Requires good positioning, easy to feed or waste cooldowns
- Very little damage, mid-late game.
- Doesn't scale as hard as other enchanters


Lulu can be frustrating in solo que, when you have strong teammates, you turn them into unstoppable carries for freelo. When you have no one to enable because your entire team is feeding, you're going to feel useless since you don't have the strongest late game. Lulu is very squishy and if you get caught out you'll be forced to use your cooldowns to survive which isn't optimal.
Abilities



Pix, Faerie Companion (Passive)


This passive is what creates machine guns out of your carries late game. It actually hurts quite a bit so position correctly and auto as much as possible.

Oddly enough, the fairies attacks can be blocked by units in between Lulu & her target. Pix will also transfer to your shield target for 6 seconds. Don't underestimate the damage provided from the passive especially early game. The damage scales with ability power, but to get the most damage you want it on targets with high attack speed.



Glitterlance (Q)

RANGE: 875
COST: 50 / 55 / 60 / 65 / 70
COOLDOWN: 7
This spells primary use is for zoning in lane. It is very strong early but falls off significantly in the late game. Late game only use it for the slow. It reduces MS by 70-80% and can deal an additional 30% by landing both bolts.

has a unique interaction with when it is used as a shield, that allows you to fire a 2nd bolt from the location of your shield target instead of yourself. This can significantly extend the range of your slow, and is how you land cheeky double bolts for extra damage.

  • Use Help Pix! offensively to land a guaranteed +AA combo for decent burst.
  • Landing the 2nd bolt refreshes the duration of your slow! Extending it!



Whimsy (W)

RANGE: 650
COST: 65
COOLDOWN: 16 / 15 / 14 / 13 / 12
POLYMORPH DURATION: 1.25 / 1.5 / 1.75 / 2 / 2.25
BONUS AS: 25 / 30 / 35 / 40 / 45%
Probably the trickiest spell to use properly, use it to give bonus AS/MS to your hypercarry, or as one the strongest CC options in the game. Deciding which choice is better at which time is what will separate good Lulus from great ones.

Properly timing your Polymorph can carry games. Think of it as a better that also prevents casting. Can ruin the momentum of hyper-carries like If used as a buff, provides, a decent chunk of AS & MS which can help them reposition and deal burst damage.

  • Use on yourself when roaming to arrive faster!
  • Can be used on tanks when posturing to help them initiate fights!
  • is your hyper carry combo!



Help, Pix! (E)

RANGE: 800
COST: 55 / 60 / 65 / 70 / 75
COOLDOWN: 11
Your big shield, that gives your passive to whoever you target. As an additional side bonus, it also is a deal point and click nuke that reveals the target for 4 seconds! Sorry

Use it on whoever is has the highest attack speed and is also taking damage(ideally), proper timing is essential since the shield has a short duration. You want to use the shield right as they begin taking damage or auto attacking for maximum efficiency.

  • Once you've built an enchanter item, avoid using the damage unless you need the anti-stealth.
  • Can be used to apply



Tidal Wave (R)

RANGE: 2750
COST: 100
COOLDOWN: 120 / 110 / 100
So easy to use and so effective! Use it to knockup the entire enemy team after a dives straight into them! Landing the knock-up turns can make getting caught out into a play. Can also be used to prevent lethal damage when no knock-ups are available.

This spell ignores "untargetable" effects such as
while simultaneously providing an AOE slowing aura around the target you cast it on.

  • Always try to land the knock-up!
  • Avoid using it to early so you benefit from the Bonus Health!
  • Combo with for insane peel
Items
Learning how to itemize properly is an important part of playing support. Every character has their "cookie cutter" build, but learning what situations should make you prioritize one item over another can definitely help you carry your games harder and more consistently. *TLDR stack bonus healing & Shielding*


A great item for any enchanter support who can actively proc the effect, you should rush this item in comps where all of your allies deal damage with they auto attacks. etc. Once you have this item you should pretty much spam your E on the nearest carry who can benefit from the effect. Once you have this item you should also consider casting your and on separate targets to put ardent onto more allies. This item gives everything an enchanter needs, CDR, MS, Mana Regen, and Bonus Healing & Shielding(Your primary late game stat) Consider it a decent power spike, your heals should be almost spam-able, as well as the majority of your other spells. This item is also stronger for bullying lane due to the extra AP it provides over Athenes.

Provides a substantial boost to your sustain provided through Gives CDR, Magic Resist, More mana regen then ardent, and properly utilizing the passive will make your sheilds MASSIVE The passive is simple enough, deal 250 damage before shielding a target, but since it procs on as well, it can difficult to play around. Regardless it provides the strongest boost to your and rewards trading and poking before engaging. A strong choice when you need the extra MR & Shielding.

Extremely important, sometimes worth rushing. Enables you to roam more effectively to provide more support to your team, and to help you make it back to your adc before they try to 2v1 botlane. Once you have this item try to be present in as many skirmishes as possible, a rogue + combo can turn around alot of bad engagements and help feeding allies make it back into the game.(Make sure you aren't dying to try and help) Try to be mindful about keeping it activated by avoiding unnecessary trades and minion damage, to get the most uptime on the bonus MS.

This item provides AP, Health, and Health regen, and should be used to ensure your adc gets all of the cannon minions. Make sure you only use it on melee and canon minions to maximize gold efficency.

An incredible item. The active has a huge impact, timing it properly can change the tide of a teamfight, provides extra healing and damage. Gives you Health, Healing & Shielding(The stat you are trying to stack), AND the active can be used after you die, helping you redeem yourself after bad catch outs. applies so they synergize well.

A great support item in general, it also applies and pairs phenomenally with . Generally my go to purchase if my team requires more sustain or if I need to be tankier to avoid feeding.

DID SOMEONE SAY BONUS HEALING & SHIELDING? a solid last buy, grants solid stats, more of that healing & shielding we all love, and a decent active that may be worth considering picking up this item earlier against certain champions who are difficult for you to disengage against

A must buy for certain enemy compositions. If the enemy team has an unstoppable AP or any other pesky CC champions, the spell shield can provide massive benefit. When you need this item, the spell shield can win you games, and shut down enemy carries who may have carried their team to victory had they one shot you.

Buy this item against and the like and laugh at them when they ult you. If you are having trouble with these champions do not delay building this item, it can heavily shut down carries who are reliant on their ults. You should also encourage your team mates to build them specifically if they are whining about how OP those champions are. This item is broken when it's necessary



An item that is flat out required against certain enemy team compositions. If your primary carry is getting destroyed by cc like etc, buy this item and take advantage of the insane active which will not only cleanse your adc of all CC but grant 2 seconds of slow immunity and 40% bonus MS. This item also gives 20% heal and shield power making it a strong item for nami in terms of raw stats. The extra MR and Mana Regen certainly wont hurt you, in certain comps, this item can be a stronger buy then due to the powerful active and very viable stats this item offers.
Warding



Vision is an essential part of carrying as support. By securing vision you make it easy for assassins to catch unsuspecting pray, you avoid confrontations where you are outnumbered, and you give you team vision of bushes to enemies cant use them to hide. So I created this image to help illustrate the idea that where you should be warding is dependent on what state your game is in. "Standard Wards" should be taken when the lane is even "Defensive Wards" should be taken when you are behind, and "Aggressive Wards" should be taken when you are pushing their base or turrets. Making sure your support item has no available wards is a good way to make sure you are keeping up with vision.(So long as you are backing to recharge it) Any spot designated for a yellow ward can be used as a control ward, and you should be making this decision based on how often and where your allies are warding. When warding you want to be trying to think ahead, and predict where teamfights will be breaking out. Securing vision before a baron or dragon can have a massive impact on the outcome of the skirmish. You want to try and ward as you are roaming/already running through the enemy jungle, try to be as efficient as possible!

Control Wards are incredibly important, and you should always be picking up 1 to 2 with your leftover gold each back. Use them as mini objectives to start skirmishes, to secure permanent vision of a key area such as baron or dragon, or to generate extreme lane pressure. You should be using your red wards frequently, and aggressively, don't just let them sit in your inventory! Constantly check your ward count by hovering over it to see if you need to drop another one! Drop them in areas where you know the enemy has warded to secure vision and clear the ward simultaneously.

Oracles lens is Insanely! important, and for that reason needs to be upgraded as soon as possible!(Once you've completed your warding item) Use the active as you roam through the enemy jungle or the river. It can also be used defensively when you roam through your jungle if the opponents just backed after a large push. Their are commonly warded spots like the bushes to river/jungle in your lane that you should always scan to check for wards. Use this item as often as possible in the correct context, clearing out enemy wards is a great way to increase your vision score! Which you should be aiming to get as high as possible every game!
Summoners
Flash over walls to get the most out of this spell. Flash to dodge big CC like and that will generally one-shot you if they land! Ping when your enemy flash is down and freeze your lane to get a great gank from your jungler! You can occasionally use flash to go in for a kill when the enemy adc is being greedy and wont back. Learn how to use this spell well, it will improve your gameplay with all champions!

Your standard pairing with flash. Try to use it BEFOREthe enemy heals to reduce the healing. Use it when your ADC goes all in and needs as much burst as possible. Especially useful for following up on a rogue that lands. Always E the nearest damage dealer when using this to amplify your all-in!

Take exhaust when the enemy comp has 3 or more auto attack based champions like etc. Exhaust used to be the go to summoner to pair with flash in the support role, Using it when the enemy ADC all-ins is just as effective as using ignite when going all-in if timed properly. Use it during teamfights on the biggest auto attack based carry on the enemy team to shut them down and turn the game!
Thanks For Reading!
Please let me know what you think and any feedback you have on how I can improve the guide! Thanks For Checking Out My Guide! Let Me Know What You Think Or If You Have Constructive Criticism In The Comments!
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League of Legends Build Guide Author QueerJunk
QueerJunk Lulu Guide
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QueerJunks Support Lulu Guide

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