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I see you have Lulu JG content in your Guide; that's already interesting for me. I Main Lulu JG OTP, you know that; well, maybe you don't, that's fine too.
Unfortunately, I'm not playing LoL for several months now --I'm waiting for Pre-Season 2024.
I've read you're still researching on the case of Lulu JG Enchanter/Buff Build; yet, I can't even tell you right now how good or bad it might be. But at least, theoretically, after Patch 13.20 (with the massive Nerfs to most Damaging Keystones), I would expect such changes to have highly positive impact to Lulu playstyles... however, many recent statistics I've checked from Lolalytics (which, for Lulu JG are often a joke for some reason) are showing pretty horrible results even or especially with Enchanter Builds.
https://lolalytics.com/lol/lulu/build/?lane=jungle&tier=all
So, I don't really know what's happening in the games. Few Patches ago, I guess especially before that mentioned Patch 13.20, Lulu JG on Enchanter/Buff Build was certainly being relatively good or at least effective; it just worked, if played properly on a good Composition. And even more time ago, right before Lulu's Nerfs, such Builds were being simply overwhelming. I knows, because I was playing LoL that time.
But how is the Jungle for Lulu right now? Also, Lulu's Win Rates on other Roles, including SUP, are even worse than ever recently! What is going on? Lulu was supposed to become stronger by this time...
Yup, Ive seen your clips and explanations floating around lulumains reddit a while back. I did visit over to your guide page to test a couple of interesting builds and see what works 👍
Now I havent been queing up specifically for Jungle if Im playing alone, so my experience comes mostly from fills, and playing in a group of 4-5 (usually averaging a plat lobby).
So from my own games, going full AD is kind of 50 - 50 (unless in a <=gold lobby average), there are very rare moments where you can duel someone in the early game, and you dont scale to late as hard as the other scaling junglers. Scuttle fights I either gotta get the side the enemy jungler isnt on, or get a laner to help out with the duel. She has to get 1-2 kills via overextended laners to give her some sort of impact and win 1v1s.
Ive found that going Noonquiver - Enchanter items and just funneling a scaling laner (especially in a 4-5 man team) is the most reliable option, but the recent buff to jungle camps making them tankier for non-smite users is kind of annoying. This makes it so that I end up pocketing said carry throughout the entire game. It's boring but gives the most chance at impacting the game.
And AP is horrible imo, costs wayy to much mana with zero clear. Maybe i havent found a good build for that too..
Yup, Ive seen your clips and explanations floating around lulumains reddit a while back. I did visit over to your guide page to test a couple of interesting builds and see what works 👍
Now I havent been queing up specifically for Jungle if Im playing alone, so my experience comes mostly from fills, and playing in a group of 4-5 (usually averaging a plat lobby).
So from my own games, going full AD is kind of 50 - 50 (unless in a <=gold lobby average), there are very rare moments where you can duel someone in the early game, and you dont scale to late as hard as the other scaling junglers. Scuttle fights I either gotta get the side the enemy jungler isnt on, or get a laner to help out with the duel. She has to get 1-2 kills via overextended laners to give her some sort of impact and win 1v1s.
Ive found that going Noonquiver - Enchanter items and just funneling a scaling laner (especially in a 4-5 man team) is the most reliable option, but the recent buff to jungle camps making them tankier for non-smite users is kind of annoying. This makes it so that I end up pocketing said carry throughout the entire game. It's boring but gives the most chance at impacting the game.
And AP is horrible imo, costs wayy to much mana with zero clear. Maybe i havent found a good build for that too..
Thanks for the detaialed reply!
Interesting... so, apparenlty, some Lulu JG AD Builds at least seems to be back to viability. 50%/50% is like... huge already! This is good stats; I think 2024 could be funnier than I thought.
Lulu JG Duel are often very complicated (even more after Lulu Pix's Nerfs), so don't worry about that: it's normal to try to avoid direct Encounters with the enemy Jungler already from Early Game. In order to Duel, usually, Lulu JG needs to have great positioning and surprise effect, often the idea being to trying to buy time and lure the Enemy Jungler in some advantageous 2x1 slice of time, right before the Enemy Laner can arrive.
Lulu JG though is absurdly strong between Level 1-3, so it is possible to Solo most Junglers in wild Invasions at that moment: they often be low life, fighting off the chickens for instance --while Lulu with Shield might have much better Sustain at that situation. Otherwise, if Lulu JG is not Spiked with some aggressive Itemizations, the only way to Win Duels is to be able to fight in multiple rounds; occasionally this happens and can be positive to Lulu JG. Since it's an actual good strategy of Junglers in general to avoid direct Encounters/Duels overall, in a great deal because of the Pets Farm Meta I guess, this doesn't become a terrible hindrance for Lulu JG on every single game, it can be played as an advantage even. Except for Scouting (and 'Jungle Pressure' naturally). There are games and Matchups that Lulu JG needs to look actively for the Enemy Jungler; not necessarily for Duels; just Scouting. So, overall your approach seems good. I haven't played the new Scuttle Meta though.
The funneling strategy is actually a Victory Condition for Lulu JG in my opinion, because with a Fed up Carry (or Hyper-Carry) already from Early/Mid Game, depending on the situation, Splith Push, Skirmishes or Team Fight with Lulu becomes luducriously easier. Often I would insist in redistributing the advantages to at least another Lane, but sometimes, it must be the way you describe; so a good point. I should write down more more details about the funneling strategy in my Guide when I come back.
Oh, I see. AP seems to be bad once again? This is also pretty relevant information.
It didn't last too long then. Lulu JG AP was seldom incredible anyways. It was really powerful with Dark Harvest right before that Patch 13.20 of the Keystones Nerfs. I was just spamming that kind of Build right before I left. Since all those Damaging Keystones were overwhelming for a very long time, and they Buffed Lulu AP recently, Lulu AP was just exploding targets like oldschool Lulu AP Laner (MID/TOP) conditions I guess, and the Mythic Passives helped of course... as all this helps all Mages and Assassins anyways; but then they accidentally made Lulu powerful too (AP-wise). I actually prefer the Keysones Nerfs (seems like "Balance" to me)... and, even more Balancing, the future elimination of Mythic Passives, along with Mythic Items. Yeah.
Maybe, there might still be a niche for Lulu JG AP Builds; but I'll have to wait. By the way, the only reliable condition to make Lulu JG AP, for a very long time, was when there's just too much AD on the Allied Team and splitting Damage might be more interesting.
Cya!
Honestly, I don't think Demolish is really good on Lulu, as the rune scales with health, and Lulu builds close to none.
Still, love the theme of the guide! Keep it up!
Tldr: I love using Demolish for early plates to get item spikes quicker. Font of Life is the default choice but I personally dont feel the value of using it.
From my experience it usually boils down to Font of Life or Demolish. What ends up happening in my games is that I would get a kill by level 2/3 and use the demolish proc to get a plate just in time to get tier 2 boots and get back when their wave crashes into us.
In the case that I couldnt find an early lead, I often build Knight's Vow (and on specific games Anathema's Chains) when antiheal/mikaels isnt needed. Sure it isnt as strong as proper tanks using it, but it looks like the better option as Lulu doesnt have much built in healing to make Font of Life feel impactful.
Also I've had many games where the ticking down of Demolish just baits the enemy to engage, even when my adc is much more ahead. You can play mind games under their turret, baiting important abilities out and just getting a free proc (and sometimes even a kill!).
Lulu can win the majority of trades and can easily manage to push the wave into the enemy tower. It is great fun!
You asked for a guide review in this thread. So here it is.
Your guide is a piece of art! You can see you put a lot of effort into this guide and it has everything you'd need easy to find. I definitely enjoy your perspective and the display of confidence on the champion. Keep the updates coming and good luck on the rest of your climb!
See you on the rift,
Dotje
It really helped me improve a lot on enchanters! I really should be thanking you instead :D
Hello IDLEANGELO! You big cutie you. I was notified that I had received a request! I can definitely be of assistance, everyone has to have a desire to battle the competition with guides to do better with the content that they can provide. I'll try my best to help with what little you have.
Alright so. I am not a big fan of using the Multi-Champion selection for different builds. If you want to talk about items while doing multiple builds, you would want to showcase Guardian builds and Aery build as item sets with item builds inside. You can do so much better of a job without 2 Lulu sections.
You see a nice huge improvement, having to click through so many prompts to get to literally the same page multiple times, can be cut in 75% of the content and condensed into a nice presentable display. This is a cheat-sheet section, not a dictionary. Keep that in mind, people want easy to access information, now, not clutter.
I can agree with the whole wanting to use multiple different runes, as sub-runes for each set. But try to stick with the basic standard and leave some notes to alternatives you have a dedicated section already.
You have champion match-ups nice and simple information here, which is wonderful to have.
So when it comes to guides, you want to keep it basic and on-point. The Jin Studios video, as talented and great are his Teemo videos has no real reason for being here on this guide. It doesn't give a reader anything but a distraction. So try to only use videos that are actually beneficial to the content you are providing.
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Could definitely use some work. You do try to use some code like columns and what not, but fall short due to improper use of spacing / sizes. Guardian & Aery section to be more precise. You would also be better off adding in a nextcol width=15 in between text and icons, just to make it look cleaner and not too squished.
Scrolling down to your rune descriptions and alter-runes, is a place I would expect to see all of the runes you had in the cheatsheet above, currently. But alas, you have left an open center in the middle on Secondary Runes Domination. Definitely go back and close it, as it isn't consistent with the rest of the content.
It is also weird to see each rune bigger / smaller, there isn't anything special about sub-runes to warrant making them different sizes, unless you're trying to make them the focus over the rest? Either way, I think simply keeping them all the same size for consistency's sake. This section will be nice and tidy then.
Scrolling down to you're Ability Tips and Tricks we see something to be desired here. That Jin Studio video was the only video on your guide, and it was rather irrelevant. So why don't you add in some visual content that is showcasing the champion using their abilities? Typing about a skill is one thing, but showcasing it is another.
Despite that, it's all nice looking besides Pix, since everything else is being pushed out. I would suggest dropping the column in between the others talking about the abilities damage and costs and simply remove it, as one can just hover over the icons provided for the details of the skill. Which I show in the spoiler below.
Moving along to your item section, it's kind of a clustered mess. I would definitely advise you put a space in between each item so it doesn't all get squished together, give some room for your reader to breath. It's overwhelming and can sometimes cause people to get lost.
The last thing I would like to mention is all of the bullet points you have that are being pushed out from the left, doesn't really need to be there, it's taking up a lot of blank space while other text just goes normally, while being in all bold. What you're trying to talk about here would be better in a spoiler text explaining neatly.
Just like the next section, with the spoilers. You can name them by adding =TEXT NAME after [spoiler this ultimately frees up space allowing you to remove "BlueSide" and "RedSide" text. Which again is neat.
You have the basis of a basic guide down, but it's very inconsistent, and messy as it is currently, while lacking visuals and detail. I would suggest you get right of the bullet points, as I find them to be a distraction.
It also makes coding them in to match other text difficult sometimes. Especially with having to use columns.
Either way, long story short. You can abuse spoilers, and fix some code here and there which will tidy up your guide. You can take a look at other users guides to get a feel for what I mean by that.
~Cat
SWIFTLY!
Could you (whenever youre free) have a look at the Early Game and Midgame warding section to see if what i did was what you meant?
Thanks a lot!
Explains more without having to go too deep into notes. Quick and simple.
I would definitely get around to fixing the Guard rune being pushed down in Guardian vs Aery, eventually.
Nice to see some video references on abilities & spaces between your columns in items.
Loading screen has become a lot of words in spoilers. It leaves more questions than answers, while being a bit messy.
Is this section suppose to be a section talking about while loading into the game? Figuring out what to do based on compositions? I'm sure you can get the answers out much more simply and clear, try not to overload people.
Example:
Basically a simple short spoiler description so we don't spend a lot of time reading the actual spoiler rather than what is actually in the tag itself. I was more referring to things like CHANGE LOG and big images. You can abuse spoilers but you're abusing them too much now. If it's just text and only a little bit of it (a few paragraphs) it doesn't need spoilers.