Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Lulu Build Guide by Joxuu

Support [S16] Master elo In-depth Lulu support guide

Support [S16] Master elo In-depth Lulu support guide

Updated on March 3, 2026
New Guide
Vote Vote
master
League of Legends Build Guide Author Joxuu Build Guide By Joxuu 6,667 Views 10 Comments
6,667 Views 10 Comments League of Legends Build Guide Author Joxuu Lulu Build Guide By Joxuu Updated on March 3, 2026
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: Standard

1 2
Sorcery
Summon Aery
Manaflow Band
Transcendence
Scorch

Resolve
Bone Plating
Revitalize
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

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

[S16] Master elo In-depth Lulu support guide

By Joxuu
|

Table of Contents____________________________________________________________________________________________________
Quick Guide
__________

Preface
__________

Information
__________

Wrapping Up
__________


____________________________________________________________________________________________________
Click any link to jump to that chapter

|
|


JOXUU
Master Support / Jungle

Active Since: Season 2
.
MEET THE AUTHOR
____________________________________________________________________

Hello. My name is Joxuu and I am currently a Master ranked player maining Support/Jungle. I started playing actively in Season 2 and played/coached various roles until Season 6. After a break, I've returned this season more motivated than ever to climb.



Quoted:
I don't think I'm mechanically the best player, but I excel at map awareness and have a keen eye for punishing mistakes. Rather than reacting to plays, I prefer thinking ahead to see what's going to happen.




Why Lulu?
This guide focuses on Lulu, a champion I have mained successfully with high winrates across multiple seasons. While I don't have millions of mastery points, my success with the champion speaks for itself.

I chose Lulu because of her overall flexibility. She allows me to bring the most out of even an average ADC, helping them recover from mistakes or abusing ranged poke to create map pressure. Remember: you aren't stuck with your ADC - you just need one carry on your team to enable them to dominate the map.

Back to table of contents
|


âś… GOOD WITH



Why these?


• Have built in steroids

• Scale well into late game

• Need Lulu's mobility

• Need Lulu's defense

• Same objectives in lane

• Suspectible to one shots

• Good synergy with items

LULU — GAMEPLAY REVIEW


Preferred Role: Support

Lulu is a mid/late game focused mobile support which has a bit of everything. Doesn't excile in offensive setupping kills but makes up for it with her kit. She is able to play defensively under pressure but also punish mistakes and melee champions in lane with her poke.

It really comes down to which matchup you end up with that'll decide whether you're playing defensive survive lane or trying to abuse early poke advantage for pressure. You don't have amazing setup for ganks but you can provide utility and small CC with Wild Growth. These work better in preventing ganks but you have to be careful of being caught in CC.
❌ BAD WITH



Why these?


• Want aggressive lanes

• Want setup for all ins

• Need space in lane

• Like to push laners out

• Playing for early goals

• Fall off late game

• Lack self setup

|
Back to table of contents
|

|


SORCERY
Summon Aery is the common choice for Lulu's kit, being versatile in both generating offensive damage or defensive shields. You generally speaking want to get to the habit of being aware of your keystone cooldowns which will be impactful in trades though arguably being less important for support than other offensive masteries. There's no real other contender on this tree as Arcane Comet is just straight up worse option, unable to be used in defensive situations and the offense it produes isn't worth it as you don't really want to position yourself in a way to put out damage in team fights.

Manaflow Band is taken from the next branch. You can't really utilize the other ones reliably. The other two choices are just too specific and situational the get good value out of. You struggle in lane with mana and shouldn't struggle too hard to get Manaflow Band stacked as it upgrades into 1% mana regen. In some matchups it'll be harder to stack than others.

Take Transcendence next for it's usefulness for team fights and early ability haste. None of the options here are bad per se but you generally won't be 70% hp in laning phase when going for trades, usually resulting in some back and forth poking and Celerity is more situational, you generally speaking won't be needing movement speed around the map if you can play with your ADC and being in range of them, but it's not a horrible option.

Last but not least take Scorch which works really well with Glitterlance + Help, Pix! poking. You get extra burn on your damage though you have to keep it in mind if you play under turret, with this season's turrets being more unforgiving with tick manipulation. Waterwalking and Gathering Storm not being horrible options either, but laning matters so much in the game and some game's being surrendered straight at 15 minutes so it's generally speaking better to play for your lane success.

These are pretty self explanatory with ability haste boosting your CDS, getting adaptive force and health. They scale pretty fast to be better than immediate stats so you may as well take the scaling ones for lane as well. You can argue to skipping the ability haste for more adaptive force if you're playing against other enchanters, going back and forth with poke more but can't really go wrong here.

|
For secondary tree, you want defense for pokes. Bone Plating in my opinion being the most broken pick for early game laning phase. It's important to get to the habit of understanding when you have it available and if enemy team has it available. You'll want to ideally create your trades around it because it blocks so much damage. If enemy laner has it, you want to try and proc it before going for more aggressive trades. Straight from level 1 it blocks almost 100 damage across three spells which is amazing.

RESOLVE

Finally we pick Revitalize. It's geared more towards late game but potentially boosting your shields up to 10% will add up. Other choices straight up don't make a sense over potential hundreds of extra shields in a single team fights. It doubles in value if there's enchanter in some other role as well because it boosts incoming shields and heals.

|


INSPIRATION
Inspiration is secondary option to resolve tree in my opinion but it has some uses so I'll cover it. Biscuit Delivery makes the most sense here because It's strictly for better sustain in lane, giving you basically 3 health potions and some mana back. It instantly gives you 30 hp which can be used early laning phase to surprise the enemy along with 12% missing health regen which is important to remember to use in all in fights where you go near death.

Cosmic Insight is the generic all around best one from what is left. You'll have potentially 2-3 active items so it'll help boost your item usage as well. You can argue for Magical Footwear and I wouldn't blame anyone taking it but I think you want your boots sooner for mobility. It's too much value early to not have boots.

|
Back to table of contents
|

|
FLASH
Essential for survival and playmaking. Since Lulu lacks a natural dash to traverse terrain, Flash is your only reliable way to follow enemies over walls or escape. Use it offensively to reposition for a crucial Wild Growth or to finish someone off with E + Q.
HEAL
Best all around summoner spell for utlity and defense for Lulu. It is a game changer for early laning phase trades and has immediate effect instead of something like Exhaust which is more dependant on the timing. Heal can also be used for lane pressure early just for the health gained when necessary to put it on cooldown. It's also good for the movement speed it gives, potentially alowing someone to get the necessary speed to finish someone off.
EXHAUST
The ultimate anti-carry tool. If you are playing against melee dive composition or potential one shot threats, it'll negate more damage than Heal could heal you. In laning it's useful against likes of Samira but also against other enemy lanes that dive you like Xin Zhao or Zaahen who enjoy being close range melee dps.

|
Back to table of contents
|

|

ARMORY
ITEM ARMORY

Core builds • Situational tech • Power spikes
LOADOUT

|
Why gold matters on support

Support items are extremely efficient and valueable compared to their cost. Especially enchanters get a huge boost from completed items so do not be afraid to secure a kill if you must. You'd rather take the 300 gold than let someone get away because you tried to hand over the gold. I'm not saying to take obvious kills away but don't be afraid to play aggressively for damage if it's close call whether they survive or not. Ardent Censer will provide a huge boost to your ADC and it's great if you can get it fast.



S
T
A
R
T

â €
STAGE 1
START

First recall • Tempo buys • Early control
01/04

|

Boots

Boots are important in a lane where mobility matters, for example against "one ability" champions like Blitzcrank where avoiding the hook is the most important for survivability. If you have lot's of lane pressure, Boots also allow you to roam the river with jungler or make a sneaky gank mid.
â €
â €
Forbidden Idol

Early mana regeneration and increased shields. It's also very cheap component if you happen to have to recall fast. Specifically good for sustained back and forth trade lanes such as Seraphine or Nami.
â €
â €
Aether Wisp

Building towards your Ardent Censer and provides extra bit of movement speed and early power in ability power. Specifically good if you are in advantegous position of being able to bully the enemy laner for being immobile melee champion. Good for those "one ability" lanes for example like Braum.
â €
â €



C
O
R
E


â €
STAGE 2
CORE

Main items • Big powerspike • Kit boost
02/04

|

Dream maker

There's really no other sensible option from support quest items. It's strictly to boost survivability through shields for yourself and allies. Reduces incoming damage by flat amount and providing extra on-hit is amazing combination for Lulu
â €
â €
Ionian Boots of Lucidity

Like the support item, I don't think other boots option really make sense here. You generally speaking want to play around someone so you won't be roaming too heavily to justify other mobility options for example
â €
â €
Ardent Censer

This is your big powerspike item and you want to get this as soon as possible unless you for some reason are playing with a mage ADC in which case you'd skip this for Moonstone Renewer and get this later if you have auto attackers in your team. 25% extra attack speed and bonus on-hit is amazing for auto attacking champions with innate steroid built in their kit. Will be a game changer in trades bot lane. You can be greedy and skip boots in lanes where you dominate and have enough gold to go straight for this.
â €
â €
Moonstone Renewer

This is built second as you are usually grouping around this point and Moonstone Renewer has the ability to jump your shields/heals to others so has more value in skirmishes and team fights. Dawncore and Echoes of Helia can look like attractive choices but you don't generate enough offense to justify buying Helia and Dawncore is a generalist item for a support with AoE shields. Lulu prefers buddy system of playing with the strongest carry in the team.
â €
â €

|
S
I
T
U
A
T
I
O
N
A
L
â €
STAGE 3
SITUATIONAL

Comp boost • Anti pick • Counterpick
03/04

|
Mikael's Blessing

This is a good third or even second item if the enemy team is built around making a pick with stun like Ashe ultimate or Twisted Fate gold card stun. This completly negates the engage from enemy team, allowing your teammate to survive. It's arguably better third but if your ADC has no survivability from stun picks in lane, it can be great second against likes of Leona stuns or Ashe as mentioned above.
â €
â €
Shurelya's Battlesong

The best engage or disengage tool you can provide for your team. This battles for usually third pick against Redemption. If you are melee heavy and lack proper engage like Zac or you are currently winning team fights, it provides valueable boost to force fights. Otherwise if you are struggling in team fights, Redemption can be the better pick.
â €
â €
Oblivion Orb

This isn't really optimal on you as you don't have reliable way of proccing it across multiple people but it works great for lcoking down a single player's healing. Build it if absolutely nobody else can or wants to build it against comps that include heavy healing. It's good against Soraka in lane as well if built early among first items.
â €
â €



T
E
A
M

D
E
F
E
N
S
E
â €
STAGE 4
TEAM DEFENSE

AoE survivability • Extended fights • Turntables
04/04

|
Redemption

Overall really good item to round your build as third purchased full item. It's good for team fight survivability or extended sieges under turret where your team needs the extra health to stay on the map. Can turn the fights around on the map be it a team fight or 1v1.
â €
â €
Locket of the Iron Solari

This should never be built over Redemption but quickly after it. This is strictly worse than other items but has some use if you don't really have a buddy to play with and need to play for general defenses against AoE fighting comps.
â €
â €



Back to table of contents
|

||


SKILL ORDER
Priority: R > E > W > Q | Levels 1–18 mapped below

> > >
|
LVL
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
•
•
•
•
•
•
•
•
•
•
•
•
•
W
•
•
•
•
•
•
•
•
•
•
•
•
•
E
•
•
•
•
•
•
•
•
•
•
•
•
•
R
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•

ABILITY CLIPS
Max priority: R > E > W > Q
|
|
|
#1 Wild Growth (R)
6 / 11 / 16
|
|
|
#2 Help, Pix! (E)
1 / 4 / 5 / 7 / 9
|
|
|
#3 Whimsy (W)
3 / 8 / 10 / 12 / 13
|
|
|
#4 Glitterlance (Q)
2 / 14 / 15 / 17 / 18
|
|

|

|
Why Wild Growth (R) gets maxed

It's your biggest playmaking ability with great opportunities for skirmishes and teamfights. Synergies well with melee champions being in close approximate fights, providing them space with the knockup but also great value defensively because it disrupts enemy movement whether they're meleerange or mid air like Zac jumping on your team.

It's important to understand the CC value of your ultimate and the space it creates. Sometimes using it offensively to cancel enemy channels like Katarina ultimate or even an auto attack or two from enemy champions provides more value than just the stat value. Can also chain CC from enemy team champion using an escape ability with the small duration knock up which prevents them from using their abilities.


Why Help, Pix! (E) is the first basic max

Reliable point-and-click damage ability in laning phase and great all around ability for defense/offense. Gives you good defense against incoming poke or stronger lanes looking to push you out of lane. Great for auto attack trades when provided on your ADC and can be comboed with Glitterlance as your bullets fire off your current pixie position if you use it on enemy target.

ADC and can be comboed with Glitterlance as your bullets fire off your current pixie position if you use it on enemy target.ADC and can be comboed with Glitterlance as your bullets fire off your current pixie position if you use it on enemy target.


Why Whimsy (W) is second

Amazing ability both offensively and defensively. It's use case varies a lot on the situation whether you can aggressively use it on ADC for extra attack speed and mobility or using it defensively to polymorph incoming threat. It's important to use opportunistically and not using it mindlessly.

Whimsy is a great tool for stopping enemy from engaging on you like Vi charging her Vault Breaker or Fiddlesticks his Crowstorm. Generally speaking it's worth it to use polymorph to prevent incoming heavy engage or burst of damage but extended fights the movement speed provides more value kiting the enemy, especially if immobile.


Why Glitterlance (Q) is last

One point already gives the slow setup you need and combo with your Help, Pix!. Be mindful of the current pix location as the bolts will fire off from the current position. It's great for early level 2 contest and providing poke, especially against melee supports or short range ADCs. Use it for pushing out the lane if you are in need of a reset.position.

It doesn't provide enough poke value being taken second. Arguably you can put couple points into it but then again I think Whimsy provides more sheer damage from the mobility and buffs to your ADC that it doesn't make sense.



TIPS & TRICKS
Mastering the Fae Sorceress

Combat & Utility

The "Long-Range Snipe"
_________________________________


Don't forget that Pix stays on whatever target you cast Help, Pix! on. You can cast E on a minion or an enemy champion far away, then fire Glitterlance from Pix’s new location to snipe enemies that are way out of your normal range. The Q fire's off the Pix location so be mindful of how it's facing.





Polymorph vs. Buff
_________________________________


In teamfights, Whimsy can be used as a Crowd Control over a buff. Preventing someone like Master Yi or Katarina from casting abilities for 1.25–2.25 seconds is much more valuable than giving your ADC enhancing buffs in some situations.



The Instant Cancel
_________________________________


Wild Growth isn't just for health, it’s also a knock-up. Use it the exact moment a Lee Sin or Akali dashes toward your carry to cancel their dash mid-air and leave them stranded. It's great for cancelling engages but also great offensively to prevent enemies from casting spells for the knockup duration.

|
Good to know

✦ Passive Optimization
_________________________
Lulu's Pix, Faerie Companion bolts can be blocked by minions. In lane, try to position yourself so there is a clear line between you and the enemy champion when you auto-attack to ensure all the damage hits.





✦ Portrait targeting
_________________________
In a cluttered team fight it can be difficult to target ally champions correctly. Especially if trying to shield your ally over targeting enemy champion. You can use portraits above your minimap to hover your mouse over them and use your spells on the correct targets.





✦ Stealth reveal
_________________________
Casting Help, Pix! on an enemy provides True Sight of them. If a Shaco, Akali, or Twitch is about to go invisible, cast E on them quickly to keep them revealed for 4 seconds. This is also great for enemies going to hide toward a brush so your team can keep targetting them.





✦ Whimsical Whimsy
_________________________
Casting Whimsy is concidered a travelling projectile so it can be blocked by the likes of Yasuo by using Wind Wall or becoming untargetable like Fizz. Try to save the ability for when enemy player is already committed to a fight but before they get to use their main damaging abilities.


Back to table of contents
|

|


✦ THE STRATEGIC SORCERESS ✦
Comprehensive Jungle Macro & Mechanics

SUPPORT FUNDAMENTALS
____________________________________________________________________

. The Goal: You enable and protect your ADC or selected carry champion in your team to make plays and keep them protected from danger, sometimes at the cost of your life. Lulu works great with enabling a fed carry champion to take over the game. You are not forced to play with the ADC just because you are their support. You have to make a logical decision of who helps you win the game. Sometimes you'll have to play for disabling fed enemy team champion like Katarina from playing the game by saving Whimsy or ultimate knockup. Sometimes you'll want to play with your top laner Jax who is really fed but ideally it's your ADC.


Pro Tip: You'll want early boots before roaming and playing on the map if your ADC can play safe or isn't your win condition.


PHASE I: THE LANING CORE


With Lulu you are generally speaking very happy to have an even lane and scale towards the game. You are well rounded support to do little bit of everything but your true power is enabled at later stages of the games when your kit starts enhancing carries with few items under your belt as well as an item or two of your own. You can truly enable someone to snowball the mid game or make someone survive long enough in the late game team fights.


____________________________________________________________________


Aggressive Poking

Early on in the laning phase you'll want to use your ranged to your advantage if you can against less poke or shorter ranged opponents. You can take brush control and weave in and out for auto attacks to punish enemy laners. Good timing to go for poke or auto trades is when ADC is going for a last hit, essentially having to choose between last hit or taking damage. Do be careful of getting minion aggro if attacking laners within the wave though.
Level 2 Priority

Outside of trying to get brush control, you want to contest for level 2 with is afer 9 minions so a wave + 3 minions. Understand when you hit level 2 and when enemy laners hit level 2. You'll want to use these timers to your advantage. Try to push the minions by autoing them to get them lower and using your support quest to quickly execute minions if necessary. If you are losing, you want to back off and respect the level disadvantage but if you win the level 2, you'll want to use your extra stats and abilities to go for an aggressive trade.



You'll be happy to play most lanes out going for E + Q poke when given the opportunity or playing defensive in a losing matchup, getting the most out of last hitting under turret and aiming for good resets without losing too much under turret. Level 6 will be another spike of yours and you'll want to understand if you are losing in exp or winning in exp to use level 6 timers to your advantage.

Really good Lulu players will however also be able to generate lot's of pressure and play aggressively to create space for their ADC for an easier laning phase. You shouldn't be happy sitting behind ADC looking to wait the lane out but rather to play aggressive and punish mistakes to create opportunities. There's a balance to this that you'll have to find that suits you.


PHASE II: MID-GAME MACRO


The next "phase" you could say is when you start to break down enemy turrets, creaing a long lane suspectible to being ganked and abused. This is when you can go play with your ADC to mid lane, being available to roam easily to any lane or play with your jungler. You'll want to make a decision who you want to play with and the answer should always be: your win condition. Play with your fed member of the team unless it's something really obvious like top laner wanting to split push.


PHASE III: TEAMFIGHT DECISIONS


Team fights you'll need game sense more than anything and map awareness. You don't want to act reactively but rather understand your win condition and enemy team's win condition. Is it more improtant to play CC bot to shut out enemy threats or play defensive to keep your carries alive? You also want to assess and know what's the enemy team's engage if they have one. You'll need to play around the maximum ranges of enemy engages.



MASTERING MOVEMENT


In general movement is really important aspect of the game where short and rapid clicks of movement are harder to predict and more effective in baiting enemy abilities like Rocket Grab if you can through experience grasp the maximum range of it and bait in and out of it. The same goes for enemy engages in team fights.
|
Back to table of contents



✦ LANE GEOGRAPHY & SAFETY ✦
Understanding the "Traffic Light" of Bot Lane


The lane is a living map. Your safety depends entirely on where the minions meet.

THE GREEN ZONE
State: Defensive / Under Turret
_________________________


Safety: High. You are protected by your turret but suspectible to dives.



Opportunity: Ideal for jungle ganks as the enemy is overextended.



Vision Goal: Ward your Tribrush to prevent dives. Keep a Control Ward ready for your jungler's arrival.
THE YELLOW ZONE
State: Neutral / Middle Lane
_________________________


Safety: Moderate. Both sides are susceptible to river and tribrush ganks.



Opportunity: High skill expression. You decide whether to push or let it bounce. You want to know why you want to do either action.



Vision Goal: Contest the center brush and keep the River warded at all times.
THE RED ZONE
State: Aggressive / Pushing
_________________________


Safety: Dangerous. You are the prime target for Mid roams and ganks



Opportunity: Huge pressure. Use this to dive or poke enemies going for last htis



Vision Goal: Ward deep in enemy jungle/Tribrush. Control Ward river or enemy tribrush if you can defend the ward.
|

✦ UNDERSTANDING LANE PRIORITY ✦
The "Turn-Based" Philosophy of League of Legends


THE CONCEPT
____________________________________________________________________


You could essentially break league of legends into a game of taking turns. Enemy auto attack on cooldown? You can use yours to punish it. Enemy abilities on cooldown? You can use yours to punish them. This is fairly simple concept and I think widely understood across league. Your lane states however also have priority and this concept is not widely understood at least consciously. You can have negative priority, even priority or positive priority in lane.
|
NEGATIVE PRIORITY
____________________________________________________________________


Having negative priority means you have to act reactively. You are late to fights, objectives and controlling the map or vision. This is not your turn or chance to make plays. This is usually the result of being pushed in, having to farm minions under turret or generally just being in a weaker lane where you can't control your own position. 

This means the enemy laners are at an advantage to makes plays and you can't necessarily follow them. You have to be proactive with giving this information to your team. The most common example is as simple as scuttle fights among junglers. If you are pushed in under turret, you can't join the scuttle fight easily to help your jungler so your jungler needs to either understand this or be told you are not able to provide assistance. "Bottom gap gg" is often heard when jungler dies during this moment.
|
NEUTRAL PRIORITY
____________________________________________________________________


Neutral priority or even priority is when either side can be proactive and take the initiative. This is often where skill difference, map awareness and general knowledge come into play and understanding which fights you should take and which fights you shouldn't. If you are completely even, you need to estimate if a 2v2 fights for priority against your laning opponents will end up in a victory or defeat. 

To make matters more complicated, other lanes also have priorities and lane dynamics. Your jungler being other side of the map means you have negative priority as a team if you can't for sure tell where the enemy jungler is. If you go for a 2v2 fight, you know for sure your jungler isn't there but enemy jungler can appear and turn the fight into 2v3. Same goes for mid lane, if enemy mid laner has priority, they'll most likely be first to fight over river objectives.
|
JUNGLE TRACKING
____________________________________________________________________


The most important part is the game start and understanding what your jungler's clear will look like and what enemy jungler's clear will look like. Are they clearing for a bottom scuttle or towards top lane scuttle? If your jungler is pathing top and you know enemy jungler is clearing to bottom side, you are in lower priority as a team bottom half of the map to make a play aka weakside. 

Likewise if your jungler is bottom side of the map, you can more confidently make plays as at worst it's 3v3 if enemy jungler is also there. It's more chaotic in lower elos but you can sort of guess where the enemy jungler is going if you know their and your own jungler's clear and just mirror their position. If your jungler started bottom and enemy jungler top side, enemy jungler will most likely be towards bottom half of the map if your jungler is top side. This stays more true the earlier the game is.
|
POSITIVE PRIORITY
____________________________________________________________________


The last priority is positive priority. Your team is playing bottom side or you have created a push towards enemy tower and have a stronger lane in general. This is your time to be proactive. Especially as an enchanter you don't provide a really strong dive threat and your poke is mediocre so you can look to make a roam on the map, play with your jungler, go for a scuttle fight to help your jungler. 

Priorities change fast however so as soon as you leave the lane to make a play on the map, when the next waves come in your laner is left alone in 1v2 situation if you aren't there. Generally speaking you don't want to leave your ADC alone to a freezing wave or if they are at a risk of being dove. This is your mistake of reading the priority wrong and leaving your ADC in a bad spot so you'll have to make something on the map for it to be worth it. The advantage of crashing a wave to enemy turret is to create a slow push towards your ADC so the worst situation of freezing a wave and zoning your ADC from gold/experience shouldn't happen while you are roaming to make a play.

Especially your junglers will thank you for making a play with them when you have positive priority instead of watching enemy ADC last hit safely under turret. You want to try and create something on the map with this advantage. Of course if it's just a couple of minions crashing the turret, you'll soon be back at neutral priority and need to be aware of the changes.





✦ LANE STATES: THE "WHY" BEHIND THE WAVE ✦
Stop autopiloting. Every auto-attack should have a purpose.



FREEZING
Goal: Starve & Setup
____________________________________________________________________


Used to starve the enemy of Gold/XP or setup a gank. Keep the wave just outside your turret range. The objective of this is to prevent enemy laners from farming freely under turret when you are the stronger side and are looking for fights and gaining an early lead. Generally speaking leaving +3 minions on enemy side and preventing them from crashing your turret will keep the lane frozen towards your side of the lane. This combines well with brush control and just the threat of being engaged on can be big enough to force enemy laners from gold/exp range.

This will eventually lead to enemy laners being forced out of lane to make plays on the map or be forced into a really bad team fight which you can punish unless their jungler comes and saves the lane state. If you are in the receiving end, you'll want to try and crash the wave for a reset or call your jungler to either gank or even to break to freeze so you can look to come back to the lane with newly purchased items. If it's completely hopeless and you can't break the freeze because of enemy pressure, you have time to play on the map rather than lose the lane slowly but again you want to be aware of your ADC being potentially diven. It's a balance of playing on the winning side of the map if you can but you don't want to completely devastate your ADC unless he is totally out the game or not willing to play. Playing for 0/4 ADC for example will not likely result in a positive fight so you'd rather play somewhere else on the map to help rest of the map win so your ADC can scale into the late game.




PUSHING
Goal: Pressure & Priority
____________________________________________________________________


Used to gain priority for Dragon, get plates, or force the enemy to farm under pressure and risk being diven. You may want to slow push to create a massive wave simply by last hitting while having more number of minions or you can fast push if your jungler is waiting for a dive or you want a quick plate gold before reset. You don't want to push mindlessly especially if you can't punish the enemy team under turret with your E + Q poke. You want to have a goal before putting yourself at risk of being ganked or roamed on if you play towards their side of the map.



RESETTING
Goal: Tempo & Item Spikes
____________________________________________________________________


Pushing the wave fully into the enemy turret so it "bounces" back, allowing you to recall for items. You want to crash the wave entirely to enemy turret so enemy laners miss minions and the way minion waves work, enemy minions will pile up and kill your minions quicker. Assuming even waves but them arriving sooner from enemy side will mean it'll start slow pushing towards you, allowing for a safer lane state. This is your opportunity to go spend your gold and come back stronger with items. 

Pro Tip: Keep an eye open to see if you can cancel recalls if enemy laners are being greedy. The worst feeling for enemy laners is when their recalls are being cancelled, forcing them to overstay or recall late to miss more minions. Do this with caution to not go too far and be caught to an engage.

Generally speaking you'll want to time your reset at the same time with your ADC so there won't be disadvantageous 1v2 situation for your ADC. Likewise you can keep an eye out when the enemy laners are recalling to see if you can punish their mistimed recall timings. If your ADC resets before you, a neat trick you can do if enemy team is looking to reset as well is to hold incoming wave from crashing so it freezes on your side and your ADC can catch the wave. If you are badly misaligned with recalls and you end up alone in a freezing lane, you can use this free time in your hands to put vision on map or make a roam towards mid or play aggressively with your jungler.



PUSHED IN
Goal: Survival & Scaling
____________________________________________________________________


Being pushed in. This is usually a disadvantageous position where you have no control over the lane and you are forced to play under your turret while being poked out of lane and punished for trying to last hit with your ADC, eventually leading to a bad timed recall with entire wave coming to die under your turret for missed gold and exp. 

If you have weak early game ADC like Vayne it can be a good position if you are able to play under turret at relative ease. This means your ADC is free to last hit safely under turret and go even in minions which late game scaling ADC is often very happy to take. Being in this position of having to play under turret comes with negative priority however. You are under turret and if you leave anywhere, your ADC is at risk of being dove and you canno't prevent enemy team roams around the map or try to control vision. This is bad for your mid lane, jungler and any objective around the river as enemy team is able to join skirmishes and fights over objectives quicker.




ROAMING
Winning on the Map
____________________________________________________________________


I'm dedicating a small chapter to roaming specifically because it's become an essential part of the support role. Below is a simple chart to help you decide when to stick to your ADC and when to impact the map. While Lulu isn't a "hard-engage" roamer, she excels at enabling a teammate who is already performing well.



STAY BOT IF:

âś– ADC risks being dove.
âś– Lane is frozen & needs a crash.
âś– You are winning lane.
âś– You are unsure of roam value.
ROAM IF:

âś” You are losing the 2v2.
âś” You have positive priority.
âś” Objectives (Grubs/Drag) up.
âś” Jungler/mid is fed/carrying.



Remember: Lane states change constantly. Be prepared to return bot the moment your ADC can no longer lane 1v2. Don't let your roam result in your ADC being frozen out or dove.
Important Concept: Roaming is an exchange of value. Always have a plan to impact the game more than you would have by staying in lane. If you can't play the 2v2, don't just sit and lose, go create value elsewhere.

Ultimately it comes down to the matchups a lot. If you are in a weak 2v2 matchup or your ADC can stay alone in the lane at relative ease, it'll become more valueable to roam even if Lulu plays well with a buddy so roaming is little bit harder to get equivalent value from just staying in bot lane.

Back to table of contents




✦ THE ART OF POSITIONING ✦
Mastering Lane Dynamics and the "Parallel Rule"


BRUSH SOVEREIGNTY
_________________________


Vision is power. Contest brushes from the start. An enemy in plain sight is just a target; an enemy hidden in a brush is a threat. If you surrender the brush, you surrender the ability to poke without taking minion aggro.


____________________________________________________________________________________________________________________

THE PARALLEL RULE
_________________________


Stay Parallel: In almost every scenario, you want to be on a horizontal line with your ADC. This ensures you can react to their trade and they can react to yours. If you are behind them, they are 1v2.

The CS Window: Stand parallel so you can punish the enemy ADC when they go for a last hit. They can't auto-attack you back if they are hitting a minion!


____________________________________________________________________________________________________________________

[ DEFENSIVE ] STATE
_________________________


Against poke lanes like Lux/ Caitlyn, respect the range. Stay parallel near your tower and use your gold quest procs on minions your ADC can't reach.

PRO TIP: Use Help, Pix! on your ADC to let them last-hit with your passive, or prep ranged minions with one auto between tower shots.


____________________________________________________________________________________________________________________

[ AGGRESSIVE ] STATE
_________________________


Window of Opportunity: When a Blitzcrank misses a Rocket Grab, he is dead weight. You can step forward, assume dominance, and weave E + Q combos on the enemy while their cooldowns are down. Use minions as a meat-shield to ignore the threat of engage.


____________________________________________________________________________________________________________________

TEAMFIGHT SPACING
_________________________


Position behind your frontline but within reactive range of your carry. Respect long range threats like Fiddlesticks flanks or Zac jumps. You must be close enough to cast Wild Growth instantly, but far enough that you aren't the one being one-shot.
|

Back to table of contents



✦ THE EYES OF THE FAE ✦
Vision is Power: Tracking, Denying, and Securing



THE GOLDEN RULE

Standard Inventory: You should try to leave base with a Control Ward once you have support quest done or go for objectives. Early control ward for aggressive gank heavy jungler is good as well.

Vision control wins fights: Vision control is the easiest job to neglect but the hardest to recover once lost. Clear vision around your ganking paths and keep enemy ganking paths warded.
|
DEFENSIVE WARDING
✦ Protecting the Lanes:
Provide vision for your allies to prevent them from getting ganked. River brushes are your best friends if you don't have Scuttle Crab control. With priority you can provide vision of deep river for your allies to know the location of enemy jungler.



✦ Tracking the Jungler:
Lower ELO junglers are hard to track because they are unpredictable, but you can "mirror" your jungler if you konw where enemy jungler started. If they started the same side, they'll most likely be around the same half of map but opposite if they started opposite sides.
OFFENSIVE VISION
✦ Denying Information:
Use Oracle Lens or a Control Ward when your jungler is playing for your side or to deny vision of crucial brushes during fights, allowing you to abuse your position out of vision. Try to have vision clear available for objectives.



✦ Deep Scouting:
If you see the enemy jungler on the opposite side of the map, you can go into their jungle and place a ward at their jungle routes. This lets your entire team know where the enemy jungler is. This is best done when having priority.
|

KNOWLEDGE IS
POWER
The Trap Bait: Denying vision isn't just about safety, it's a weapon. By clearing an area with your sweepers, you bait the enemy into face-checking a dark bush. Works well when you double down with having objectives cleared so enemy team is forced to overstep.


PART I: BOT LANE DYNAMICS

OFFENSIVE
WARDING



This is from blue side but you can practically mirror the design if you were red side. These are aggressive wards for denying vision when you have control of the lane, most likely pushing and going for plates, pushing enemy laners out of lane. You want to create space for your jungler and uncertainty for enemy team. You want to deny the brush safety closest to enemy turret and invest into control wards because you can stop enemy team from clearing. You often have priority in these situations to provide deeper vision which is especially good against long range ultimates like Nocturne or fast junglers like Rammus.


____________________________________________________________________________________________________________________


NEUTRAL
WARDING



This is pretty much even lane state, being at the center of lane and not really having control but not losing either. You want to keep your river warded from ganks, you can have control ward in your tribrush for your jungler and defend it well. Against mobile junglers who jump over walls like Talon or Zac, enemy tribrush wards become more important to have.


____________________________________________________________________________________________________________________


DEFENSIVE
WARDING



This is defensive lane state, you want to try and have the best vision you can. Most likely not being able to have too much control or defending your own wards. You'll want to deny enemy brush control closest to your turret and want to be aware of enemy mid laner or jungler coming for a dive if their comp suits it. Having any vision towards river is a win but not worth sacrificing yourself over
|
PART II: NEUTRAL OBJECTIVES
DRAGON: BLUE SIDE
_________________________


These are the most common warding positions. You want vision of enemy entry points to dragon pit and deny them vision of those entry points so they'll have to facecheck. The control ward positions are ideas you can have for denying vision but you'll want to be able to defend them long enough to actually get value or significant pressure for dragon. What I'm trying to provide with these warding maps isn't to give the exact locations for wards but rather the necessary wards. You want to understand why you are placing a ward down. If the objectives are top or enemy team is playing top, you probably don't want to invest loads into vision bot half of the map.



DRAGON: RED SIDE
_________________________


Honestly every ward on the map could be control but I've tried to put emphasis on the ones that are more defendable. The concept stays the same where you want to deny vision of the objective itself and crucial entry points of enemy team so they'll be scared to commit entrying ro they'll have to gamble a face check. This depends again on enemy positions as you want to invest towards the side they are playing on. Having multiple control wards is almost always beneficial in these situations.





BARON: BLUE SIDE
_________________________


These are some ideas for ward locations you can have. The most important ward if being baron pit itself as enemy team will be using wards over the wall to gain vision of it. The seemingly defensive wards towards your side are for occasions if they are being used against you or enemy is trying to retreat towards them but more important are the control ward locations and once again enemy team entry points (see how there's a common theme in warding)



BARON: RED SIDE
_________________________


This is the same idea as blue side but opposite side. If you have swept the baron pit, you can actually use your pink ward towards the center of river as enemy team will be throwing wards over the wall again. A baron pit control ward wouldn't be able to cover it. You can use this same trick when you are playing red side dragon and using the control ward more towards center of pit. Other than the actual pit itself, you'll want to contest vision of the entry point between blue and mid lane as it's the most common location enemy team will be trying to gather information.
|
PART III: SKIRMISH & DEFENSE

SKIRMISH CONTROL
____________________________________________________________________



Blue Side Skirmishing

These are again not definitive and there's hundreds of warding locations. What I'm trying to do is give you ideas of some crucial warding spots that you can use to your advantage to setup a trap or deny crucial vision during fights. Denying and providing vision during a fight can win or lose you the fight and something you can use to your advantage. Denying brush vision or providing it can be the crucial turning point of someone having vision to press their ultimate or auto attack on a target and this is very important mechanic to understand and eventually it'll come automatically to you.



Red Side Skirmishing

This is the same idea as blue side skirmishing but flipped for red side. Basically aggressive positions you want to have vision control over to have an advantage on the map. I'm using control wards but obviously regular wards are plenty if you can't hold the position.


____________________________________________________________________________________________________________________



LAST LINE OF DEFENSE
____________________________________________________________________



Defensive: Blue Side

The defensive wards are when you are feeling pressured and little bit scared to do anything on the map. These are ideas of ward locations to know where the enemy team is trying to setup a dive or skirmishes from. I haven't included the entire map for example because when you are in defensive position, you don't get much knowledge or use out of enemy team walking around their red buff for example and you shouldn't risk dying warding something that'll be cleared and provide you with no useful information.



Defensive: Red Side

These are some defensive warding locations but for red side. I can't put enough emphasis as a last note not to lose your life over face checking something or trying to deep ward when you have no urgency to know what's happening that part of the map. Especially late game it's unfortunate how often peoople die trying to ward buffs for example when you won't be able to contest them anyway. If you are stuck in your base or under turrets, you don't need to see if your red is being taken because harsh fact is it probably hasn't been there for minutes. If warding feels risky, you'll want a buddy system of having someone like a tank to play with you for viison or your jungler.
Back to table of contents
|

|
. THANK YOU FOR READING!
____________________________________________________________________

Hopefully, you’ve learned a thing or two about Lulu or general support knowledge. I've really tried to put emphasis on the thinking process and what can really set you apart from other supports. Every league game is different and unfortunately I can't give tips on what button to press at certain situations or how you'll play early and late game as honestly it's near impossible with the infinite number of possibilities. Instead I've tried to help you think a certain way and challenge your own gameplay to not be autopilot and actually consider each action and understand how lanes works.



Have questions or feedback? Drop a comment below! I check the comment section every now and then and would love to hear your thoughts or expand on specific areas you found lacking.
Guide Design & Content by Joxuu

SBack to table of contents
Download the Porofessor App for Windows
League of Legends Build Guide Author Joxuu
Joxuu Lulu Guide
Vote Vote

League of Legends Champions:

Teamfight Tactics Guide