Changelog02/03/2013 - Added match-ups, took out Flask from builds as it sucks now
12/30/2012 - Re-released, completely updated for Season 3
03/22/2012 - Released
IntroductionLulu is one of the strongest supports in lane due to her high poke damage and long range, making her ideal versus melee supports. Her utility in teamfights is among the highest, making her one of the most popular support champions in competitive play.
+Strong at all stages of the game
+Lots of utility due to dual usages of spells
+Insane pushing power
-Difficult to land 100% of skillshots
-Passive is blocked by minions
-Low base attack damage
-Too short to reach the cookie jar
0/13/17 or 1/13/16:
This page gets the utility and defense masteries that help with Lulu's early laning. The additional potion and ward helps control the lane from very early on. Do decide whether or not you want Pickpocket
as that specific point is personal preference.
This page is much squishier, but gives you more utility. With this page, harassing is much more difficult as you will take more damage.
MPen is extremely nice for early game harass damage.
Armor is a viable alternative, mainly when against a really strong combo and you decide to get some mana regen in seals.
Mana Regeneration (Flat)
Mana regen is perfect for spamming spells, preferably versus a ranged support as trades depend much more on mana.
Armor is needed in most cases, but is required versus any melee support.
Magic Resistance (Flat)
Flat MR is preferred if the opposing lane has a lot of magic damage.
Magic Resistance (Scaling)
Scaling MR is preferred if the opposing lane has very little magic damage.
Mana Regeneration (Flat)
If the opposing lase has low magic damage and you want additional mana for harassing.
Gold per 10
GP10 is pretty nice to have and is preferred against any lane that will not result in numerous kills.
With how aggressive bottom lane can be, extra HP early on can be nice.
Against a really weak lane, extra harass power from AP can work nicely for a surprise factor
Exhaust works well with Lulu as it is impossible to both Lulu's and Exhaust, allowing you to shut down a target for a long period of time.
With the buff to Heal, it has become a nice alternative to Exhaust. I'd suggest Heal if your team has another Exhaust and your team comp is extremely tanky, allowing the Heal to go off to full effect in a teamfight.
Passive: Pix, Faerie Companion
Pix fires magical bolts of energy whenever his owner attacks another enemy unit. These bolts are homing, but can be intercepted by other units.
Very noticeable passive even early on. Lulu has very weak early game autoattack damage.
Note: Pix can be displaced by using on either an opponent or ally.
Pix and Lulu each fire a bolt of magical energy that heavily slows all enemies it hits. An enemy can only be damaged by one bolt.
The 80% (decaying) slow from Glitterlance is powerful, but does not last very long. The damage from this spell is incredibly high and can be used to push waves quickly.
Note: Using on a melee ally or an enemy can make it very easy to land Glitterlance.
If cast on an ally, grants them movement speed and ability power for a short time. If cast on an enemy, turns them into an adorable critter that can't attack or cast spells.
35% movement speed + AP boost on an ally or 1.5 - 2.5 second disable on an enemy. Extremely situational usage, but be careful that whenever you used the speed boost, your main disable will not be up for a while.
E: Help, Pix!
If cast on an ally, commands Pix to jump to an ally and shield them. He then follows them and aids their attacks. If cast on an enemy, commands Pix to jump to an enemy and damage them. He then follows them and grants you vision of that enemy.
A shield that doubles as a nuke in lane. Using Help, Pix on an ally will cause that ally to proc .
Note: Using Help, Pix on a target will extend the range of .
R: Wild Growth
Lulu enlarges an ally, knocking enemies away from them and granting them a large amount of bonus health. For the next few seconds, that ally gains an aura that slows nearby enemies.
Wild Growth procs a knock-up (think Alistar's Pulverize, but weaker effect) around the target with Wild Growth. Afterwards, the ally has a persistent slow, making it extremely difficult for melee champions to get near them or for champions to run away.
Note: You will want to use this spell early in a teamfight to maximize the aura effect of the skill.
> > /
Leveling first:Glitterlance's damage early on and the additional CC that you get from maxing it is incredibly strong. Landing Glitterlance is extremely crucial if you decide to max it and lots of practice is needed to perfect that. Plus, the additional pushing power that Lulu gets with a high level of Glitterlance makes it the best skill to max early.
Leveling or :
Leveling Help, Pix or Whimsy is very situational. Typically, the extra shield and poke is better in lane (hence why the Skill Order shows Help, Pix until level 10 or so), but Whimsy's lower cooldown is needed for teamfights. Figuring out if you need the extra CC or the additional shield/poke will dictate which spell you will max second/third.
: Lulu's passive lets her trade due to how powerful her autoattacks become. Having extra damage makes her harass much stronger and annoying.
Start:( + )
/ + +
Starting either Rejuventation Bead or Faerie Charm means you will be building a Philo Stone into Shurelya's Reverie. This is a fine starting build.
Starting with both Faerie Charm and Rejuvenation Bead leaves you with no potions and only two wards. Only use this if you are sure that you won't get harassed down, as you lack sustain and early vision. The earlier gold per 10 is really nice though.
Grab either of these items early. Sightstone is a must, while Philo Stone is optional.
CDR boots are the best for most situations, but Ninja Tabi and Mercury Treads are options if the enemy has too much damage.
For enchantments, you'll most likely go with Alacrity or Distortion. Distortion is better if the enemy seems to be focusing you and you need the extra Flash cooldown. Otherwise, extra movement speed is just useful.
Sightstone and Ruby Sightstone are extremely valuable items. Both these items allows you to forget about buying wards, saving more a ton of gold. Getting these items as early as possible will give you the greatest return on the investment, plus the HP is awesome.
Locket of the Iron Solari has everything you need as a support. HP, CDR, Armor AND an active shield, Locket is a solid item for any match-up. This is by far my favorite item to pick up on a support.
Mikael's Crucible is an excellent item since it builds from a . This means that Lulu will have less of a mana problem. The Cleanse and Heal active portion will make it extremely frustrating for assassins to kill a target, which is especially good in the current playstyle.
Shard of True Ice works with , but I don't feel that stacking it is necessary. However, if you have a champion that really needs to stick onto the enemy, then I could see it working.
Twin Shadows has its potential. The ranged slow can help your teammates initiate, which you can easily follow up with . This is definitely an item that can benefit from strong teamplay.
Zeke's Herald is a strong aura item, but is rather expensive. Zeke's is still awesome when the team consists of multiple AD champions, but it is definitely difficult to rush. I would aim for this item third or fourth after some of the other items.
Shurelya's Reverie like Twin Shadows, Reverie helps your teammates get into range to engage. Another item that has potential with teamplay.
Aegis of the Legion can be bought pretty much every game. The Armor and MR aura is still amazing and there should be one on every single team.
Runic Bulwark is the upgrade for , but is really only useful when going against a lot of magic damage. The upgrade is extremely costly, so make sure that the extra MR will be useful before purchasing it, simply having an Aegis is sufficient in many cases.
Laning Match-UpsOne = Easy
Three = Mediocre/skill match-up
Five = Hard
Alistar is a fairly easy lane. When Alistar tries to initiate for a gank using Flash, Whimsy him before he can Headbutt to block that attempt, but when Alistar does his combo, focus all CC on the AD.
Blitzcrank is also an easy lane, but it's important to not get grabbed by Blitz. Poke when you can using autoattacks and spells and the lane should be easy.
Fiddlesticks is very simple to lane against as Lulu. As long as Fiddle doesn't get a surprise ultimate on you (which you have two spells that can cancel), the lane will be easy.
Janna has no poke and no sustain. Lulu also outranges Janna and has more CC. Lulu has every advantage in this lane.
Lulu has the superior range and poke. Be careful if Leona hits level 2 early, especially if they get double golems as they may try to kill you. Level 2 and level 6 are time to be cautious.
Morgana has a poor autoattack range and animation. Lulu has the superior poke and CC, another easy lane for Lulu.
Nami's higher mana costs and weaker range means Lulu still has the advantage in this lane. Nami is the more aggressive laner, especially at level 6. Be careful of all-ins and make sure you dodge Nami's Qua Prison (bubble).
A Nunu lane is completely reliant on the AD. Trade with pokes and don't trade too much autoattacks. At level 6, save a CC for Nunu's ult, but other than that, you should have an easy time.
Sona is one of the few supports who give Lulu a hard time. Sona's combination of poke and sustain with the addition of a more aggressive ult makes Sona the best laning pick against Lulu.
Soraka is not a strong laner, but works well against Lulu. Soraka's sustain and MR aura passive negates a lot of Lulu's poke. If the Lulu lane can't gain an advantage early on, Soraka's sustain will make it difficult late laning phase when Soraka's AD can play aggressively.
Taric isn't very good vs Lulu. Taric stun is negated by Lulu's own CC and his armor aura is ineffective versus Lulu's magic damage. Even at level 6, Lulu's ultimate makes it difficult for a Taric lane to burst down a target.
Thresh is basically a ranged Blitzcrank, but suffers from much of the same problems as Blitz. Thresh is outranged and outpoked by Lulu. The only scary factor of Thresh is his grab, but that has an insane wind-up time, making it very easily dodged. Thresh also has amazing synergy with most junglers in a gank, so be careful of that.
Zyra actually outranges and outdamages Lulu in an all-in trade, but Lulu has a much easier time landing spells. If Zyra can land multiple bindings, then Lulu will have a really hard time. Warding brush and denying brush control from Zyra is crucial in this match-up.
Team FightsWhen diving an enemy, you will want to use on your tank to assist him in chasing and engaging. If an enemy dives, you will want to use on the target that is being focused to keep him alive as long as possible. Always try to use on an ally that is in the middle of the fight, that way can hit multiple targets. is best used as a peel for allies or to assist in locking down carries.
Note: and are not affected by 's healing debuff, meaning clutch usages of those spells can mean a burst of health.
VoDsExtremely aggressive laning:
Extremely aggressive dying (and teamfights):
Final CommentsWith the rise and fall of numerous supports in Season 2, Lulu has really started to shine. Her massive CC and her AoE potential allows so many great plays. Lulu is definitely one of the strongest supports in this current edition of the game and one that has much potential, making her a must-learn for any great support player.