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Choose Champion Build:
- The purplest support
- Tank-lu
Recommended Items
Runes:
Spells:
Exhaust
Flash
Items
Ability Order
Pix, Faerie Companion (PASSIVE)
Lulu Passive Ability
Threats & Synergies
Maokai
his e is on the same cooldown your e is. he can stack his e. his e hurts more than you can heal. he can either lock you down or peel you away if he wishes it. maokai controls this lane, you are merely an inhabitant to his whims.
Why play lulu?
- Because you can go from sitting drinking tea with a vayne to on top of the enemy in moments and back if that doesn't work out
- Because you're almost impossible to engage on
- Because she has the best laugh in the game and some cool skins to boot
- Mostly, however, because she's plain fun to play, and a proper build can make you feel powerful and like you're orchestrating the game to your pointy hatted whims
I may not be a master 3 smurf ap top support lulu main but I play normals against golds and diamonds and have good confidence in my skills. so take it with a grain of salt if you like but my lulu is one of the good things in this toxic game.
- Amazing protection ability
- Lots of cc
- Keep a bugger alive stylishly and actually have them thank the support afterwards
- Dances and tea parties
- Tilting as hell to play against
- Spam laugh, not mastery
- Infinite kite, lead them fools back to your base like the pied piper while your team respawns
- Able to protect and work with all adc unless they're wood tier or cats sleeping on keyboards
Cons
- Super squishy
- Not the best dueling power
- Sometimes spend time sitting around waiting for teamfights to happen
- shield cooldown is static 10 seconds and relies on cdr to turn into permashields lategame
- weak chasing power
- lower base stats than other supports, relies on utility scalings but ap lulu keeps getting nerfed and hurting support lulu in the process
- shield can hit enemies as well as allies so aim it EXTREMELY carefully in dense teamfights
Flash that you should be taking. I ain't got time to explain, they're just good.
now you can also take Ignite if you're feeling really ballsy and have an aggressive adc on your side, though not if they already took ignite.
Now you can also take Ghost but it really isn't recommended unless you're anticipating having to run after your team that's engaging without you for the fifth time in a row and mobi boots aren't enough and ********IT GAREN STOP RUNNING FROM ME AND LET ME SHIELD YOU!
ahem...
Her Passive
"Pix fires a barrage of 3 bolts, dealing a total of 15-117 (at levels 1-18) (+15% of ability power), at whomever Lulu attacks.
These bolts are homing but can be blocked by other units."
there are several unique things to note about this.
- it procs on every auto attack
- it is blocked by minions
- it maxes out at around 2.0 attack speed at which point it can start bugging out or just not do the damage you were hoping
- it has the same scaling as a Nashor's Tooth being (+15% AP) but it has a higher base damage
This out the gate is part of what makes her so scary with hypercarries like Kog'Maw and Vayne basically giving them a free nashor's tooth. Remember though, this scales off of lulu's ap, not the carry's. while that's fine for a Vayne who builds no ap but the Kog'Maw might be feeling a bit left out; though at around 100 base damage per auto attack combined with an Ardent Censer this shouldn't be a problem.
a secondary effect is lulu finds it incredibly easy to farm with this boost even with her sub par base ad. it also makes it easier on allies to farm so if you have mana to spare on shielding them so they can hit a few more minions, go for it. champions like Vayne,
Miss Fortune and Varus who have innate steroids to help them farm won't be needing this but an early Twitch or Kog'Maw would be very appreciative.
Her Q
"Cooldown: 7 Cost: 50 / 55 / 60 / 65 / 70 Range: 925
Lulu and Pix each fire a piercing bolt that deals 80 / 125 / 170 / 215 / 260 (+50% of ability power) magic damage to the first target hit and applies an 80% slow which decays over 2 seconds. Additional targets hit are also slowed, but only take 70% of the damage.
An enemy can only be damaged by one bolt. If they are hit by both bolts, they will take damage equal to the highest damage bolt."
With ok base damages and scalings that are reduced as it hits a target, this is mostly used for its slow at any stage of the game, though if maxed first it can hurt quite a bit to those neglecting their MR treatments. It comes in 2 bolts; one from lulu, and one from the fairy friend that hovers a certain distance behind her.
This is quite an easy skillshot to hit clumped together because although it is quite thin it can be doubled up by walking sideways to the enemy which offsets the angle of the two lances, but in order to use it in combination with her e for maximum aoe slows can be quite tricky and is a big reason she is considered difficult to pick up and play.
This, like her passive are hampered by minion block and require her to move out of their protection and get within auto distance in order to be properly used, which is the big reason she doesn't like hook champions like Blitzcrank, Nautilus and Thresh who would love her to do just that.
Her W
"Cooldown: 16 / 15 / 14 / 13 / 12 Cost: 65 Range: 650
On ally cast: Target ally gains 30% movement speed (+5% of ability power) and 25 / 30 / 35 / 40 / 45% bonus attack speed for 3 / 3.25 / 3.5 / 3.75 / 4 seconds.
On enemy cast: Polymorphs an enemy champion for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds, disabling their ability to attack or cast spells and reducing their base movement speed by 60."
one of the two dual nature point and click skills she possesses. On casting it on an ally it speeds them up slightly and also makes them hit faster. slapping this and an Ardent Censer empowered shield on them can rocket them up to 2.5 attack speed in no time, but the real reason you level this skill is for the polymorph. a 2 and a half second disable ranking at one of the longest in the game second only to a max distance Enchanted Crystal Arrow, this is a powerful tool. the attack speed is mostly useful when taking down towers and moving your adc out of the way of incoming death beams, the raw dps it potentially provides isn't as often useful as the polymorph.
Her E
"Cooldown: 10 Cost: 60 / 70 / 80 / 90 / 100 Range: 650
On Ally Cast: Commands Pix to jump to an ally and then follow and aid their attacks instead of Lulu's for 6 seconds. If the target is an allied champion, Pix shields them from 70 / 105 / 140 / 175 / 210 (+60% of ability power) damage for 4 seconds.
On Enemy Cast: Pix deals 80 / 110 / 140 / 170 / 200 (+40% of ability power) magic damage to target enemy unit. Pix then follows and grants vision of them for 6 seconds."
This is what most of her kit revolves around. it moves pix to an ally (or enemy if you misclicked like a filthy pleb) and allows her to cast her Q from a new location and empowers whatever ally's auto attacks for a full 6 seconds (or just lets pix auto from a different direction if you miss-) and most importantly, it shields allies on a 10 seconds cooldown lowering to a 6-5.5 second cooldown depending on if you took Intelligence which you should have.
Oh and it also gives truesight and reveals stealthed units. You may not have known this as honestly it's a situational power. in those cases where you need to keep track of a Shaco or a LeBlanc or a Vayne it can be useful to stick it on them but champions with long duration stealth like Twitch or Rengar or Evelynn will be on top of you and visible before it will be properly useful, and if they are running away then... well you've won, you made a rengar ult out and waste it or something. Essentially, it's often more ubiquitously useful to have a shield on an ally than that.
And now!drumroll please...
Her Ultimate Ability!
"Cooldown: 110 / 95 / 80 Cost: 100 Range: 900
Lulu enlarges her ally, knocking nearby enemies into the air. For 7 seconds her ally gains 300 / 450 / 600 (+50% of ability power) bonus health and slows nearby enemies by 30 / 45 / 60% for 7 seconds if they remain in its zone for the durataion.
This ability is pretty great, there's so much to it!
- an aoe knockup
- more healing
- a long *** aoe slow
- someone on your team is now sparkly and GIANT and staring everyone else down with their new extra health bar
This is what makes lulu so scary to assasins and in teamfights in general. zed ult? nope, ult whimsy send him running back through his shadow. nocturne ult? nope ult q break the spellshield whimsy and he's gone crying back to his soraka. Oh literally any champion of any amount tried to engage on you? nope. adc about to die? they're now back to full health and giant and scary and mowing down the enemy team to a 2v5 penta. nobody's dying on your team yet? get a 5 man ult on the enemy team that would make even the saltiest yasuo mains get slightly less salty.
Remember now the ult isn't a heal, it's bonus health. this means it isn't reduced by ignites, it cannot be reduced in effectiveness by things like "a full health bar" because it just adds what it needs on the top and third according to tradition it makes whoever is under the effects of bonus health massive for no reason other than it's cool.
Standard
Ashe Synergy: 7/10
Playing against is quite simple. if the Lulu maxes q and pushes you into tower with the Ashe, sit behind the minions as best you can because Ashe is similarly ****blocked by them like Lulu and push back as hard as you can until the jungler can show up. do not ever let them pull the wave in to them because they can sit under there entirely safe no matter how many people you bring down and poke you out with their impressive ranges at the same time.
Caitlyn Synergy: 7/10
Playing against? get early boots. dodge EVERYTHING and don't step on the traps. get a support that can safely intercept things for you like Braum, Leona, or Tahm Kench if you don't think you can handle this alone. let them push in so the jungler can come. other than a few slows they don't have any means of disengaging before Lulu gets mana regen items and her insane mana/level kicks in if she also wants to go aggro.
Corki Synergy: 5/10
Playing against is pretty easy, but once Corki gets his level 6 and triforce he can start doing good bits of damage. try to jump behind him when he goes in to scare the Lulu off and lock him down before he one shots your carry.
Draven Synergy: 6/10
Playing against them will quickly become a pain but not unmanageable. Simply have the tank sit on the Draven as someone else moves on to the Lulu so she can't keep him shielded. If they aren't fed this should work out fine, divide and conquer and all that, but is made a sight more difficult in lane because often your adc just can't compete in dps with the Draven unless you can poke him down beforehand.
Ezreal Synergy: 8/10
Playing against is all about exploiting their early game, especially if the ezreal goes tear early to stack up his manamune. Unfortunately their early game isn't as bad as it's made out to be. The biggest tips are don't let them poke you down with their q combos, don't stay anywhere near the Ezreal when either of you are low or waiting on important cooldowns, and cc the Ezreal the moment he teleports in and focus fire him. if the lulu ults him it'll be made a bit harder but unless he has a flash he just used his only mobility and is quite vulnerable at that point.
Graves Synergy: 3/10
Playing against them the Lulu is the only one with any real poke. Punish her if she goes in solo and keep the graves as low as possible. He's quite tanky innately but it's very easy to poke him without retribution because his auto attacks can't go through targets, though they do push minions back. Lategame they'll probably separate and roam with others so just take them out when on their own.
Jhin Synergy: 2/10
If you ever play against this, take advantage of the split team his ult will cause. Lulu will either have to wait back while he finishes up and stands stock still or run ahead to help the rest of her team out and she can't save everyone.
Jinx Synergy: 8/10
Playing against you'll need some help. Back off when the Jinx switches to her rockets and abuse and push against her when she goes back to pewpew form. In teamfights do your utmost to separate and lock the two down so they can't COMBINE AND TRANSFORM. Jinx is pretty bad at killing tanks early game and unless you let her sit back rocketing you while her fervor stacked up and aoes you to death or she brought warlord's like a nopty she can be forced away from the group pretty easily, if any bruiser jumps on her she's gonna have a hard time about peeling them off herself.
Kalista Synergy: 7/10
- protection
- a tank to fling her ult into
- a range auto attack to proc her w and
- good engage and disruption to match hers
Playing against can be somewhat terrifying in teamfights. If you can survive their ult combo and there's no Yasuo hiding in the bushes then they just threw their squishy mage into your team, which you can then proceed to squash at your leisure. just don't bring any juggernauts into the fray, Lulu and Kalista both eat them up for breakfast.
Kog'Maw Synergy: 10/10
Playing against? DO NOT LET HIM HIT LATEGAME. If he has a Lulu you'll need several people to take him down as even one assassin will not be enough and you don't tank the Kog'Maw. Lulu specifically counters assassins and your Zed ult engage could turn from a clever plan to being knocked up, polymorphed, slowed, chunked, and if you're lucky escaping with a sliver of life and an ignite ticking menacingly after you. Take a Draven and wait for him to misposition so you can squash him with gutso.
Lucian Synergy: 6/10
Playing against is different but not dissimilar to playing against a Lucian Braum lane. the support augments his trading by a good amount and can keep him safe through it with a swift disengage when he wants to leave. They cover each other's weaknesses early to mid and may take to roaming separate at which point you can take your pick of either of them.
Miss Fortune Synergy: 8/10
Playing against is highly tricky. Beware this lane as it is deceptively powerful. They can be farming their hearts out and suddenly turn on you with a well placed q combo for most of your health and the rest of it if you don't burn several summoners as they advance towards you. If she ults, Bring Braum and sit in front of her while she does. You may die but your team will thank you.
Sivir Synergy: 7/10
Playing against dodge their poke and bait out Sivir's spellshield while you wait for the jungler to arrive. If she's spamming into the wave she's going to run out of mana fast and push fast which is a perfect recipe for her destruction.
Tristana Synergy: 9/10
Playing against them will be a headache as soon as they hit 6 and past that. You'll need to pick them out of fights and deal with them seperately as they're both nigh on impossible to engage on and are very handy in teamfights. Don't give tristana her resets whatever you do.
Twitch Synergy: 9/10
Playing against is the same as other AOE carries: bring Braum and sit on him. get the bruiser to jump on him and get a stun asap as he pops out of hiding and hope to god they can weather the storm.
Varus Synergy: 8/10
Playing against them is a matter of priorities. Do you want that one minion more or will you back off and wait while that Varus and Lulu sit there charging up and slavering at that next poke. You'll get punished a lot for farming unless you can sidestep well but both of their qs are bigger than the animation and difficult to dodge in the best of times.
Vayne Synergy: 10/10
Same as Kog'Maw: do not, I repeat do NOT let her farm and hit lategame. Pick caitlyn or even another lulu against her if possible. For duo purpose of harassing her in lane with your range and the truesight they can offer. sticking Lulu's shield on her or catching her in a cupcake trap will prevent her from going invisible while she is ulted.
Xayah Synergy: 7/10?
Playing against? dodge the feathers, wait and bait out one or both ults if necessary and get someone tanky and sticky to keep them occupied so Xayah can't aoe your team down.
Non Standard
Any Melee Carry Synergy: 4/10 to 8/10
Kindred Synergy: 9/10
You probably won't play against this but just follow my advice on Vayne: DO NOT let her get to lategame under any means, and sic the bruiser on her in fights to sort that problem out.
Quinn Synergy: 6/10
Playing against isn't really about the laning but more about NOT feeding the quinn and pinging MIA if she ever gets bored and tries roaming mid for kills. Bonus points if she takes tp because she thinks she'll be roaming and you can take her out in lane but it's hard to keep a good Quinn down.
Early Game
Early laning phase lulu has an ok trading ability. Her passive makes her autos sting but it's dangerous to try to invade a hyper defensive lane. My main combo is to catch them walking up to cs or ward a brush that I happen to be dancing in and AA Q AA, shielding myself beforehand if necessary and polymorphing them if they try to trade for longer than that and hurt more than I do. constantly be looking to deny the enemy AD of CS by punishing them as they walk up and eventually drawing the minion wave to your side of the river so it's too dangerous for them to get close and then proceeding to dance in front of wave after wave for as long as you can until the inevitable 5 man comes down bot because everyone took tp.
aggressive lulu maxing q synergises well with long ranged ADC such as Caitlyn, Varus, and Tristana who can follow up from a distance while you have your opponent preoccupied. and if it's been turned around and you're forced to go on the defensive, simply level e first and sit under tower. lulu's waveclear was nerfed but it's still sufficient to push back against a strong push no matter how hard they may try.
Mid Game
Mid game you'll want to be roaming around with at least 2 teammates, taking towers and objectives. lulu is very good at not only taking towers, but diving towers. she can provide a stream of shields and heals to have even the least hardy jungler look like a god of tower dives under her care, so don't be afraid to go for those kills. Shield maxing lulu is also very good at taking dragon with allies. Does not matter if they aren't quite the tankiest chap in the game with her low cooldown shields it'll be no problem to take objectives and come out healthy.
Endgame
This is where things get fun. if you've followed the build thus far and brought your hypercarry friend along for the ride you are now the scariest thing on the map. it doesn't matter how many people try to kill your friends, you are there to shoot them full of fun bullets and turn them into little fuzzy bunnies. Proper management of her pix and passive are essential to proper teamfighting and knowing who to shield is not always easy. for reference check the portraits of your allies above the map.
If you want to make sure you shield them and don't just boop the enemy you can cast your skills onto the portraits themselves and lulu will move into range and do the rest. your shield range is actually pretty short and if they're deep in the enemy team it can be dangerous to move into range to shield them but you must soldier on, no matter if you die the teamfight must be won.
If you have bought both locket and redemption remember locket is instant but redemption has a delay, casting locket to give allies a respite before the redemption sets in is the safest way to duo the two skills.
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