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Recommended Items
Runes: Safe vs All-In (losing 2v2)
+10% Attack Speed
+2% Movement Speed
+10% Tenacity/Slow Resist
Spells:
Flash
Ignite
Items
Threats & Synergies
Ashe
She kinda just runs your *** down. Can't reach her. Her W seems to always hit you even if you stand behind minions. And once she's level 6, you have to position so carefully in lane or die to ganks with her arrow setup.
Aphelios
Hard scaling ADC, scaling support, seems like a good combo.
Aphelios
Hard scaling ADC, scaling support, seems like a good combo.
Champion Build Guide
Main account Profile: Navcan
Smurf: Navn
Twitch Stream: twitch.tv/navcan
Tiktok: @navcan
Youtube: navcans
Discord Server: Join Link
Hi there! I've been playing Lulu since her release(10 years ago)! This guide is just a very general guideline of how to play Lulu, with runes and itemization. If you'd like to ask more questions, drop a comment or drop by my stream! I stream almost everyday, and still play Lulu frequently. Thank you for reading!
If you're interested in my other guides:
Enchanters:
Lulu -> Support Lulu
Nami -> Support Nami
Karma -> Support Karma
Sona -> Support Sona
Yuumi -> Support Yuumi
Milio -> Support Milio
Soraka -> Support Soraka
Mage/Tank/Utility:
Zyra -> Support Zyra
Ashe -> Support Ashe
Amumu -> Support Amumu
Heimerdinger -> Support Heimerdinger
Lissandra -> Support Lissandra
Off-Meta/Fun stuff
Miss Fortune -> Support Miss Fortune
Veigar -> Support Veigar
Trundle -> Support Trundle
Jarvan IV -> Support Jarvan
Pantheon -> Support Pantheon
- Pairs very well with hyper carries (check Synergies)
- Assassins hate her because her whole kit is designed to ruin their day.
- Lulu's laugh alone can tilt enemies (and your own teammates, be careful with this super power)
CONS:
- Can't engage
- No range
- Easily poked out
Support Quest Item

- Just a great choice and you'll probably get a lot of value out of this most games.

- This makes you a much less desirable target to go after first since you'll survive burst a lot easier.
Boots/Shoes Choice
-


-

-

-



-




Items

- There's a lot of AoE damage on the enemy team to mitigate.
- There's a lot of burst champs that can kill you easily.
- Good when you're going even or behind. Even good when you're ahead, but not as optimal.

- Most hypercarries don't have much mobility, you can give that to them so they can position to put out their damage.
- It has built-in movement speed, so it's a nice touch to keep up in team fights.

- Pairs much better with AD casters, such as



- Overall, this is







- Another reason why I'd buy






- I'd be looking to buy this if there's a bit of CC to get rid of, but if there's too much CC, then it won't feel impactful at all. The main choices of CC, usually



- If you can self cast this by buffering it just before CC hits you, this also becomes a


- Relatively safe choice if none of the other items look appealing to buy.
- If there isn't too much burst damage on the enemy team, then this'll be a great buy as it'll be likely you can get the heal and damage from the active to go through.

- This is really good if almost all of the enemy team is melee or short ranged, as 3/4 abilities can put a mark on enemies.
- If your


- Very good for any of your team mates that are extremely fed and do a lot of damage (hopefully your lane partner)
- It's got a nice splash of armor too for extra survivability.

- Only to be paired with


- Also can go well with

- This item does nothing in a 2v2 situation, but once team fights happen, this'll do a bit more work, but still not really worth it, as

- This does not work with


- The more Mana Regen items you have, the more powerful this item gets. Buy it 2rd or later for a huge power spike.

- This can be your last item if nothing else looks appealing to buy.


Passive -

- Your passive gets blocked by




- If you have an


Q -

- You want to try and get both bolts to hit the enemy(for the bonus damage), and generally, casting this at max range will rarely hit them(especially if you are walking at them). Try using your



- This usually ends up hitting the minion wave in some way, and you will end up pushing the minion wave. So if you don't want to push, avoid using this.
- In a situation you need to setup your jungler/mid roam/top teleport, you might be able to




- Most likely, as a support, you will be maxing this skill last.
W -

- This is your best ability in your entire kit. It is essentially a point and click stun, and that is one of the reasons why you would max this first, after putting a few points into your

- To decide whether you should

- Every assassin hates this ability with a passion. If you have


E -

- You usually want to use this on your auto attack carry as they will proc your passive on every auto attack they do.
- In laning phase, you may want to shield yourself and auto attack the enemy (since no one has any items yet), and you can get some favorable trades and stay healthier. And since your auto attacks will usually do more damage than the enemy's if they auto attack back, you will win the trade.
- In certain moments, you can


- Using this on champions that stealth gives True Sight and if you can




R -

- Most effective against Assassins usually, as they are sitting on top whoever is trying to kill your target(or even yourself). Which you can then

- You can try using this with an engage as well, such as


- You COULD try to engage yourself, by



Keystones

- This rune is great all-game-long. It's quite the fail-safe rune since in most cases, a strong defense, is a strong offense. But there are moments in which you have such an easy 2v2 match-up, you'll want more offensive capabilities which then you would take...

- This is an offensive choice. You are looking for trades and overall, you will hit harder. But the rest of the Sorcery runes aren't as good(for Lulu), so I tend to lean towards Guardian in all match-ups, incase something happens (like an invade) or losing summoner spells/potions early will really minimize the advantage taking this brings.
Resolve

- Purely a trading rune, similarly to




- Excellent vs all-in lanes, and a Short-Ranged ADC, such as




- When you have this up, with Guardian, and the enemy decides to all-in you, you will mitigate a bunch of damage, and that will allow your ADC to put out their damage since they aren't being focused. You can actually bait


- Take this vs poke-heavy lanes, usually against Mages, and long range poke adcs.


- This is if neither



- Excellent against high CC teams, and for lane.



- If you plan on going with E -

Sorcery

- This actually doesn't give you 25 mana when you hit an ability. Only your maximum mana increases. So if you can't get all 10 stacks for the bonus regen at the end during laning phase, I find this rune doesn't do a whole lot. After



- An amazing rune, being able to use




- Ability Haste/CDR is just good.

- If you are 100% buying



- Pure laning rune, and becomes absolutely useless after 5 minutes into the game. You MUST have kill pressure or this is NOT worth it.

- While Lulu's AP ratio's aren't particularly impressive, this is a safe scaling choice.
Domination

- Having extra vision is nice, and swapping for sweeper level 1, after dropping a ward somewhere can get you a head start on this to controlling the lane/map.
- As long as you hit any ward once, the ward will spawn, you do not have to score the killing blow on the ward.

- This is incredibily helpful for dropping at choke points/ramps/jungle entrances. But it will take a relatively long time to stack.
- Would recommend against Junglers that tend to run at you very quickly, such as




- Getting around the map faster is just good. Can't go wrong with this rune.

- If you're a bit of a no-control-wards enthusiast, taking this rune will surprisingly get you to your item completed much faster than normal.
Inspiration

- Just a great rune.

- The most efficient way to get full stacks on this is:




Start with

Rush


After, build pieces of




By the time you have all these items,

25 AP (500 gold) + 10 Ability Haste (500 gold) = 1000 gold in stats.

- For that extra early game pressure, but there are better options.

- If you don't ever plan on roaming, then saving yourself 300 gold for this is pretty nice, on top of the extra +10 movement speed.
Laning Phase/Early Game
This will be divided into Offensive and Defensive since you'll be trying to achieve very different things in lane.
Reasons to go Offensive:
- You've taken


- You have an easier match-up (look up the threats section for match-ups)
- The enemy jungler doesn't gank very well early.
- You're looking to be quite aggressive by auto attacking a lot. If your lane partner is also working with you in your aggression, you can


- If you swapped your trinket to


Reasons to go defensive:
- You took


- You have an even/losing match-up
- The enemy jungler's ganks are really hard to deal with.
- Against lanes that all-in on you, keep an eye on your


- Against lanes that poke you out constantly,


- After 10 minutes into the game,


Mid/Late Game
- Whoever is performing well on your team, you'll likely be giving your resources to that player. Here's a general way of how to try to keep each role ahead:
Top - If they are on a side lane (top or bot) drop a few wards around them so that they can keep applying pressure on the side lanes and not die to the enemy team 2v1 or 3v1-ing them. Or you can even look to be near them and possibly even turn around the 2v1 or 3v1 by joining in the fight suddenly and turning it on the opponents.
Jungle - Keep an eye on your jungler so that you can keep clearing out vision with your jungler, dropping vision in the enemy jungle so that your jungle can invade and steal camps. Secure objectives like



Mid - Similar to Top lane, since after laning phase, (in most cases) both solo laners should be on side lanes applying pressure.
ADC - Stay with them, Shield and

- Identifying who is performing well and allocating your vision/abilities to them is all part of how to carry as a support! (although most of the time you won't be thanked/acknowledged for it unfortunately)
HOW TO WARD IN SEASON 14 PART ONE!
HOW TO WARD IN SEASON 14 PART TWO!
- Lulu's still a decent champion, and theres a lot of assassin players that absolutely hate play against her, and that alone can create the tilt factor.
14.8 Emerald and Below

14.8 Diamond+

Tier List Grading Points
- Winrates
- Champion Difficulty (more relevant in Emerald and below)
- Counter-play (more relevant in Emerald and below)
- Flex pick for draft (more relevant in diamond+)
- Early game (more relevant in diamond+)
- Late game/scaling (more relevant in Emerald and below)
- Anything in the (_Letter_+) row, means it's better the higher in elo you go. Anything in (_Letter_-) row, means it's better the lower in elo you go.
Overall Points:
- Games last longer the lower in elo you go. Therefore, mage supports tend to do much better since you can buy your items, and you basically become another carry threat. This leads to enchanters/engage being weaker in lower level play since you would rely on your teammtes more often.
- Champions that are fundamentally easier to execute on will have higher win rates. Since it is more unlikely players are pilot-ing their champion runes/builds/kit efficiently, the easier the champion, the more likely to maximize their kits. This is especially apparent in Platinum and below.
- I would recommend playing any of the champs in S+, S, or A. However you can climb on almost anything, provided you always look to maximize your champion kit, mechanics, and impact on the game. Winning is the result of improving.
There's also my tiktok
And my youtube!
Cheers and thank you for reading! Good luck on the rift
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