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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Pix, Faerie Companion (PASSIVE)
Lulu Passive Ability
Introduction




Any and all feedback is welcomed, as I am highly critical of what I do. Just make sure to leave your reasons as to why you choose to downvote if you do!
Pros:
Cons:
-Great and relevant throughout the entire game.
-Surprisingly painful and reliable long-range poke, fast waveclear, and has some pretty painful burst.
-Autoattacks hurt too, especially since her passive
Pix, Faerie Companion now scales with AP.
-Protects teammates well that are getting focused, as well as her great disengaging ability.
-Has great engage/counter-engage/screen blockage with
Wild Growth and overall great teamfight disruption with all of her abilities.
-Massive utility, with two hard CC abilities, one soft CC, a shield, and a reveal.
-Can help lock down important targets and set up kills well.
-Can bait extremely well.
-With the phasing-out of Oracle's Elixir and heavy pink ward usage, abilities that reveal stealth are much more valuable now, like Lulu's
Help, Pix!.
-Compared to other supports, Lulu is less dependent on teammates, making her great for the solo-q struggle.
-Surprisingly painful and reliable long-range poke, fast waveclear, and has some pretty painful burst.
-Autoattacks hurt too, especially since her passive

-Protects teammates well that are getting focused, as well as her great disengaging ability.
-Has great engage/counter-engage/screen blockage with

-Massive utility, with two hard CC abilities, one soft CC, a shield, and a reveal.
-Can help lock down important targets and set up kills well.
-Can bait extremely well.
-With the phasing-out of Oracle's Elixir and heavy pink ward usage, abilities that reveal stealth are much more valuable now, like Lulu's

-Compared to other supports, Lulu is less dependent on teammates, making her great for the solo-q struggle.
Cons:
-Learning curve on her is quite high.
-Can be mana hungry when spamming.
-Making mistakes with
Lulu gets punished harder than with others.
-Though her kit is painful, she's not ideal as an aggressive support. She lacks a re-position (
Blitzcrank,
Thresh) or heavy burst (
Annie,
Leona).
-So very squishy.
-Base movement speed is quite slow.
-Doesn't have the best scaling on abilities.
-Can be mana hungry when spamming.
-Making mistakes with

-Though her kit is painful, she's not ideal as an aggressive support. She lacks a re-position (




-So very squishy.
-Base movement speed is quite slow.
-Doesn't have the best scaling on abilities.
As with most rune builds, rune choice is pretty lenient with user preference. Just keep in mind all of
Lulu's weaknesses, strengths, and general playstyle that I listed in the above two sections. In particular, the main parts I like to address via runes are her early mana starvation, slowness, and squishiness, all while looking to boost her damage output. With that in mind, I'll list all the good choices of runes you can have for her.
With 325 base movement speed, she's actually one of the slowest supports in the game. Ideally, you'd rather be casting
Whimsy on people other than yourself, thus movespeed quints are quite valuable on her. Consider the fact that Quintessences are the only way to improve movement speed with runes before picking other Quints. Health Quints are great too, since Lulu is incredibly squishy. They'll give you a significant boost to your survivability. Gold Quints are an option since Lulu is a support and could benefit from the income, but with the new season's items, these quints aren't as necessary. Both health and mana regeneration are also great to allow you to stay in lane longer and continually poke.
Lulu is quite mana hungry, and she needs mana to be able to constantly harass as well as disengage when she needs to. Seals provide the best mana regen out of all runes, which is why I personally pick it over anything else. However, health is another great option since seals also give the most health of all runes by a huge margin. It's great to help resist against poke and all-ins, so you'll want to take these against an aggressive bot lane. Flat health is usually more valuable on Lulu than scaling, since she's not typically going to evolve into a late game tank. Armor seals, though nerfed, are still a decent choice, though in most people's eyes, it is less efficient than health. Gold is another option since she's a support, but I find I don't ever need these anymore because of the new support items. I also think that the rune slots can be used for better runes anyways.
Armor marks are good if you went mainly
Greater Seal of Mana Regeneration for seals, and you should probably take them if you didn't take armor seals. It's better than no armor. Hybrid penetration is also great to bring the pain in lane, since you should be both hitting
Glitterlances as well as autoattacking for the gold with
Spellthief's Edge. Magic Pen is good if you would prefer to simply use your abilities rather than autoattack, but this wouldn't normally be the case unless you were up against someone with higher range like a
Caitlyn. Attack speed is also strangely viable, as her passive
Pix, Faerie Companion gives her bonus damage on her autoattacks. Coupled with her decent range, a good support player can easily harass the enemy bot lane constantly with autoattacks, but you have to keep in mind that, if you cast
Help, Pix! on someone besides yourself, you will lose the bonus damage output, making these runes basically useless late game when she's protecting her teammates or revealing
Vayne's (main reason why I don't suggest
Nashor's Tooth).
Flat AP is good for lots of annoying and painful poke damage in lane, as well as giving your shield a nice extra boost. The reason why I prefer AP over penetration in my rune build is because your shield won't benefit from penetration. Scaling MR is a good option because the late game AOE magic damage you'll be up against might be enough to explode you before you have a chance to do anything, but proper positioning often will prevent this since you aren't a balls-deep kind of support (that is, unless they have an AP assassin trying to kill you). You can go flat MR if they have a support who can poke you back hard in lane (like a
Sona,
Annie, or
Zyra). Mana regeneration glyphs are good for being annoying without going out of mana as quickly, especially if you didn't get
Greater Seal of Mana Regeneration.

Quints
With 325 base movement speed, she's actually one of the slowest supports in the game. Ideally, you'd rather be casting

Seals
Best Choices:![]() ![]() . |
Alternatives:![]() ![]() ![]() |
Lulu is quite mana hungry, and she needs mana to be able to constantly harass as well as disengage when she needs to. Seals provide the best mana regen out of all runes, which is why I personally pick it over anything else. However, health is another great option since seals also give the most health of all runes by a huge margin. It's great to help resist against poke and all-ins, so you'll want to take these against an aggressive bot lane. Flat health is usually more valuable on Lulu than scaling, since she's not typically going to evolve into a late game tank. Armor seals, though nerfed, are still a decent choice, though in most people's eyes, it is less efficient than health. Gold is another option since she's a support, but I find I don't ever need these anymore because of the new support items. I also think that the rune slots can be used for better runes anyways.
Marks
Best choices:![]() greater mark of hybrid penetration |
Alternatives:![]() ![]() |
Armor marks are good if you went mainly








Glyphs
Best choices:![]() ![]() |
Alternatives:![]() ![]() |
Flat AP is good for lots of annoying and painful poke damage in lane, as well as giving your shield a nice extra boost. The reason why I prefer AP over penetration in my rune build is because your shield won't benefit from penetration. Scaling MR is a good option because the late game AOE magic damage you'll be up against might be enough to explode you before you have a chance to do anything, but proper positioning often will prevent this since you aren't a balls-deep kind of support (that is, unless they have an AP assassin trying to kill you). You can go flat MR if they have a support who can poke you back hard in lane (like a




-

-


-





-







-


-

Other great considerations:
-
Greed
,
Scavenger
,
Wealth
, and
Bandit
: Money is good. Greed and scavenger are pretty much standard for supports, while wealth helps give you one more pot or an extra ward to help you stay in lane longer. Bandit is also great for ranged supports as the bonus gold from it is quite significant.
-
Meditation
: Lulu is quite mana hungry, and thus benefits from the mana regen so she can harass.
-
Block
and
Unyielding
: Every little bit of defense helps with poking and surviving to poke some more.
-
Hardiness
: This actually gives quite a significant boost in armor, so it should be highly considered.




-

-


-

Sometimes you can op for the offense tree. I'd normally recommend putting your points in Defense since sustained poke is much more annoying to deal with, but sometimes if you feel really confident that you can poke for free, these are good options to take:
-
Expose Weakness
: While 1% really isn't a boost, it actually helps with teamfights. 5 people dealing bonus 1% damage = 5% extra team damage, which is significant! Given that you are an intiator, a good amount of the enemy team should be affected by this mastery when you initiate.
-
Executioner
: Taking all 3 points for Executioner means you will do quite a bit of extra damage when the target is even 50% health. This mastery is great for people who poke a lot, as the entire idea behind harassing and poking is to zone the enemy away to discourage farming, deny experience, and even force them to recall. The lower the health is of an enemy, the more scared they naturally become to enter your zone. Punish low health enemies by stabbing them with your
Glitterlance to completely discourage them from entering your zone.
-
Sorcery: Of course, some extra CDR is great, and it's probably better than any of the other tier-1 offense masteries.

-


-



I take these two 100% of the time. There really is zero reason not to take



As for










I don't take any of these, but they can be viable.











Everything else is no.
Now, the thing about Lulu is that her playstyle can drastically vary to fit different situations and matchups. As a result, what you end up maxing first will also end up varying. For a general matchup, I'll usually max

![]() |
Pix, Faerie Companion (Passive) |
Pix is Lulu's special faerie friend, whose location is determined by where Lulu targets her



Stats:
Damage: 9 / 21 / 33 / 45 / 57 / 69 / 81 / 93 / 105 (+ 15% AP) magic damage
Tips
This passive is a Lulu trademark. It makes her autoattacks actually hurt. Better off is the fact that they recently made Pix's attacks scale with AP, meaning starting off with some early game AP can actually cause her to do some surprisingly strong autoattack harass in lane (landing all 3 bolts amounts to bonus 45% AP per attack!). Building AP late game also works well with her passive. Usually,




![]() |
Glitterlance (Q) |
Lulu and Pix both send out a somewhat slow moving, piercing skillshot with a 925 range. The base damage is respectable, especially at level 1, and the mana cost isn't terrible. The enemies hit are slowed initially by a huge 80%, and the slow decays to zero as the duration ends. Duration increases as it is leveled, and the decay amount scales with AP, meaning building AP will cause the slow to decay less and less to a max of zero decay. A key component to this ability is the fact that Pix will also shoot a


Stats:
Damage: 80 / 125 / 170 / 215 / 260 (+0.5 per ability power)
Cost: 40 / 50 / 60 / 70 / 80 mana
Cooldown: 7
Slow Duration: 1 / 1.25 / 1.5 / 1.75 / 2
Slow At End Of Duration:0 (+15% per 100 ability power) (max 80%)
Cost: 40 / 50 / 60 / 70 / 80 mana
Cooldown: 7
Slow Duration: 1 / 1.25 / 1.5 / 1.75 / 2
Slow At End Of Duration:0 (+15% per 100 ability power) (max 80%)
Why max it?
This is Lulu's main tool for poke and damage. It does quite a respectable amount of damage, though it is somewhat hard to hit. Luckily, the mana cost isn't that terribly high, and neither is the cooldown. Getting hit by these constantly can annoy the **** out of their ADC, as well as put a good amount of dents in their bot lane. It's also a great source of utility, letting Lulu disengage well since the slow duration increases with rank. Generally, you will max this first in a lane that you can poke relatively safely in.
Tips
A key component in using this ability correctly is to chain it with

![]() |
Whimsy (W): |
Whimsy can have two effects, depending on whether the target is an ally or enemy. It can only be cast on champions and has a range of 650. When cast on an ally, the ally gains a base 30% increase in movement speed that scales with Lulu's AP for 5 seconds. When cast on an enemy, they become polymorphed, one of the funniest debuffs in the game. The target becomes a fluffy creature, unable to cast spells or attack, and have their base movement speed reduced by 60. It's considered hard CC, meaning it can cancel channels and the overall power to do anything, though the target can still control movement unlike

Stats:
Movement speed Boost: 30% (+10% per ability power)
Polymorph duration: 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds
Cost: 65 / 70 / 75 / 80 / 85 mana
Cooldown: 18 / 16.5 / 15 / 13.5 / 12
Polymorph duration: 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds
Cost: 65 / 70 / 75 / 80 / 85 mana
Cooldown: 18 / 16.5 / 15 / 13.5 / 12
Why max it?
Maxing this first is similar to maxing




Tips
The key to using this ability correctly is deciding when to use this on an ally and when to use it on an enemy. Choosing the correct target isn't as hard as it is with

-First off, know that
Whimsy on an ally grants them bonus movement speed for 5 seconds at all ranks, while casting it on an enemy lasts for a shorter duration. Don't forget, the polymorph duration is even shorter when it hasn't been ranked up.
-Secondly, know that
Whimsy on an ally has no cast time, while casting it on an enemy has a cast time and projectile travel time, which could make it harder for you to catch back up and land a
Help, Pix! and
Glitterlance on them.
-Also, know that becoming polymorphed means the target can't cast abilities like
Flash or autoattack, and it can cancel channels, making it more important to cast it on the enemies in cases where these enemy actions are of more direct concern.
-Remember that does not damage enemies, making it great to use around enemy turrets. It's fun to annoy enemies who are defending their turret while you're hitting it by turning them into a fluffy creature without ever taking turret aggro.
-Lastly, some junglers might benefit from the movespeed more than the polymorph. Examples would be like a jungle
Dr. Mundo or
Olaf that might miss their skillshot by the sudden polymorphication of their target, a
Hecarim that can benefit from the bonus movespeed to bring the pain with
Warpath and
Devastating Charge, or making your
Rammus unescapable when he flies in with a speed boosted
Powerball for a devastating puncturing taunt that also tops the list in "longest, most annoying CC abilities in the game" (despite its nerf with patch 3.15).

-Secondly, know that



-Also, know that becoming polymorphed means the target can't cast abilities like

-Remember that does not damage enemies, making it great to use around enemy turrets. It's fun to annoy enemies who are defending their turret while you're hitting it by turning them into a fluffy creature without ever taking turret aggro.
-Lastly, some junglers might benefit from the movespeed more than the polymorph. Examples would be like a jungle







With that being said, I do like maxing this second instead of






![]() |
Help, Pix! (E) |
Lulu commands Pix to follow a target in a 650 range for 6 seconds, with a 2000 range leash. There is no cast time. If the target is an ally, Pix shields the ally for the duration. If the ally is a champion, Pix will also fire bolts from



Stats:
Shield Strength: 80 / 120 / 160 / 200 / 240 (+ 60% AP)
Magic Damage: 80 / 130 / 180 / 230 / 280 (+ 40% AP)
Cost: 60 / 70 / 80 / 90 / 100 mana
Cooldown: 10
Magic Damage: 80 / 130 / 180 / 230 / 280 (+ 40% AP)
Cost: 60 / 70 / 80 / 90 / 100 mana
Cooldown: 10
Why max it?
Maxing










Tips
The key thing to remember about this ability is how it affects different types of targets (allies or enemies), making it one of the hardest abilities to really master. On allies, it provides a shield and a damage boost, two things that are seemingly opposite and, as a result, necessary for seemingly opposite situations. For example, if a teammate is being chased, it would be great to have a shield, so you'd cast



When cast on enemies, it deals a good bit of damage and grants vision of the target for the duration. It can be used offensively, boosting your burst and allowing you to follows up for an easy









To summarize, it's basically one spell with four effects, two for allies and two for enemies. As a result, it's drastically important that the scope of





![]() |
Wild Growth (Ult): |
Lulu's ult has a 900 range and causes an allied champion to grow large for 7 seconds, knocking up surrounding enemies by the target ally for 1.5 seconds when cast. The knockup does not cause damage. The ally gains a large amount of bonus health on cast and for the duration, and they gain a slowing aura for the duration as well. The bonus health scales with


Stats:
Bonus Health: 300/450/600 (+50% Ability Power)
Cost: 100 mana
Cooldown: 110 / 95 / 80
Cost: 100 mana
Cooldown: 110 / 95 / 80
Why max it?
It's an ult! Always max it!
Tips
Lulu's ult functions as a heal and a knockup with a slowing aura. It can serve a ton of purposes, like a simple heal, a peel, an initiate, a follow up to an initiate, and a counter-initiate. Picking the right target and time to ult is quite key. I personally like to lean towards using her ult more offensively than defensively, despite the fact that it is pure utility with no damage, as I believe that Lulu's other abilities allow her to peel and protect quite well anyways. It's great to ult the tank, who will end up taking up most of the size of the screen, and as a result can potentially shield your teammates from being able to be clicked on. It's even better with a giant






However, it can serve it's defensive purposes, particularly if the entire enemy team is focusing one person. The heal amount is actually immensely high, and the hard and soft CC it provides, when combined with your other abilities, can easily save someone who 99% of the time would have probably died. Just keep in mind that there are also times where you can save these people with your basic abilities alone, letting you save your ult for your

With the new season's new items, supports can now make much more gold than in previous seasons. As a result, supports are granted much more versatility in what items they decide they want to build.
The standard item start for supports is:
The reason I prefer to get a
Spellthief's Edge on Lulu is because how it works with her general playstyle and kit. When used correctly,
Spellthief's Edge will grant you more gold than the other items. The bonus gold from autoattacks and abilities encourages you to harass in lane, which is what you should be doing anyways, and the small bit of ability power gained from this item class will help you hurt a little bit more. Lastly, the most annoying part of playing against
Lulu is her seemingly endless slows from basically every ability, and thus the
Frost Queen's Claim active allows you to chain slows and never let your enemies move.
I don't like to get
Relic Shield on Lulu because she makes much less gold from this item, doesn't benefit from the minion execute because she is ranged, doesn't benefit from the bonus health because she's squishy regardless, doesn't benefit from the health regeneration if you play her correctly, doesn't get any mana regeneration, and using face of the mountain's active with her is useless because, as I said, she is incredibly squishy and the shield provided will be very small. The shield from
Help, Pix! will end up being way higher than face of the mountain, and Pix's shield doesn't cost health
Also,
Ancient Coin is an iffy buy, and I usually don't get it on her. talisman of ascension is great as it allows your team to speed up, but this is similar to
Frost Queen's Claim as it causes the enemy team to slow down. The health regeneration is a wasted stat on her, and the mana regeneration isn't as high as that of the
Spellthief's Edge line. She makes less money with this item than she can with
Spellthief's Edge, and it doesn't boost her poke potential as high as that of Edge. However, if you feel like you will be taking more poke damage during laning than you can deal with (for example, they have a
Zyra,
Annie,
Caitlyn, etc. who can just constantly harass you) and you need the health regen, then
Ancient Coin is a great option over
Spellthief's Edge.
One start that's pretty popular now is starting with a
Doran's Shield:
This only works now for season 4 because of the fact that both you and your ADC have
Stealth Wards, so you practically won't need any
Stealth Wards with proper teamwork. Nothing gives you tankier stats early game than
Doran's Shield, allowing you to be quite a bit more aggressive or play more defensively in lane, since it's much harder for you to die.
In my opinion, starting with a
Doran's Shield is the safest starting build. It will protect you when the enemy goes all-in on you, it will protect you against early ganks since your vision is a tad bit limited, it will allow you to absorb more damage when you decide to engage, and it will help you shake off the harassment from AA poke, which is particularly effective if you're playing against a
Caitlyn or an
Annie.
And while your early game obviously will become tremendously easier to play since you are practically twice as tanky as normal, the trade-off is the fact that you won't get the passive gold or mana regen from
Spellthief's Edge, and you also won't be able to start building your items as early since you spent gold on your
Doran's Shield. Also keep in mind that
Doran's Shield becomes useless as the game progresses, so it itself is exclusively an early game investment.
In my opinion, this starting build should only be taken against bottom lane comps who have strong early kill potential, can poke you down hard, or have a vulnerable early game (if you have a strong early ADC). For example, it might not be a great idea to take a
Doran's Shield against a
Janna/
Tristana lane (they have low early kill potential),
Nami/
Vayne lane (can't really poke you much, not to mention the disengage), or a
Taric/
Sivir lane (laning phase isn't particularly weak; difficult to all-in for a kill). But, if you're playing against a
Leona/
Draven lane (they possess strong early kill potential), an
Annie/
Caitlyn lane (can really poke you down hard), or a
Sona/
Twitch lane (relatively weak laning phase with low disengage; easy to all-in for a kill), you can highly benefit from picking
Doran's Shield.
-The reason I prefer
Sorcerer's Shoes over
Mobility Boots is simple. Lulu already can speed herself up with
Whimsy, allowing her to roam and ward acceptably quick. As a result, instead of boosting a stat she doesn't need as badly as others supports normally do, a great alternative is to get
Sorcerer's Shoes to increase her damage output.
-
Mobility Boots still serve their place though, and it can't hurt to have the fastest little rascal running around the jungle to ward.
-
Ionian Boots of Lucidity are also a good option, as with many AP support champions. They allow her to spam annoying spells in lane more frequently, though the CDR may go to waste once later support items are built.
-
Frost Queen's Claim is a great item to rush quickly, as it provides you with another slow to help with locking enemies in or disengaging. It's quite cost efficient, granting some pretty nice stats for such a good price.
-
Sightstone is an absolute must. It's one of the most cost effective items in the game. At max efficiency it's a 12.5 GP10 item, and it gives you bonus health! Rush this early!
-
Sweeping Lens should ALWAYS be bought after you finish building your sightstone. The warding trinket is useless by then, and sweepers are extremely important later in the game.
-Lastly,
Chalice of Harmony is great as it grants you some pretty high amounts of mana regen for more harass, and it can be made into either an
Athene's Unholy Grail or a
Mikael's Blessing, both of which are great on Lulu.
Starting Items




The standard item start for supports is:
(without
![]() -A GP10 starting item -A ![]() -A ![]() - ![]() ![]() . |
(with
![]() -A GP10 starting item -One or two ![]() -Two or no ![]() - ![]() ![]() |
The reason I prefer to get a




I don't like to get


Also,









Alternative Start




One start that's pretty popular now is starting with a

(without
![]() -A ![]() -A ![]() - ![]() . . |
(with
![]() -A ![]() -Either one ![]() ![]() ![]() - ![]() |
This only works now for season 4 because of the fact that both you and your ADC have



In my opinion, starting with a



And while your early game obviously will become tremendously easier to play since you are practically twice as tanky as normal, the trade-off is the fact that you won't get the passive gold or mana regen from



In my opinion, this starting build should only be taken against bottom lane comps who have strong early kill potential, can poke you down hard, or have a vulnerable early game (if you have a strong early ADC). For example, it might not be a great idea to take a














Boots



-The reason I prefer




-

-

Core Items




-

-

-

-Lastly,



The great thing about Lulu's late game is that she still remains relevant, filling out a different role than she did during laning phase. Rather than focusing on poking the enemy team, Lulu provides insane amounts of teamfight utility and protection. By playing to her strengths through corresponding items,
Lulu can completely direct a teamfight, dishing out tons of crowd control and team protection with ease.
I will run down some great options for Lulu:
One practice that must be mastered is the correct usage of item actives. Managing items is a support's specialty, which is actually quite an advanced skill that's hard to learn. In particular, Lulu is, as I said, the director of teamfights, standing in a safe position while administering spells where they can be as beneficial as possible. With this role in mind, Lulu is the perfect person to give items with actives that support the team, as she focuses more on proper spell administration rather than mechanics.
-
Mikael's Blessing is by far one of the best, most trademark support items in the game. Even better is the fact that it is a huge 900g cheaper than it was last season. Though it doesn't provide as many stats as it used to, the item's active alone makes this item practically priceless. It further extends
Lulu's ability to peel and protect by providing a significant heal and a half-cleanse. Not to mention, it provides some much needed mana regeneration, and some MR never hurts. This item literally will set the difference between a live and dead teammate, so mastering the timing and proper administration of this item is key.
-
Locket of the Iron Solari is another great option, if no one else has gotten it. The only problem with this item is the fact that it is quite annoying to build, since the recipe has no intermediate items between the basics and
Aegis of the Legion. But, the aura is incredibly useful against the AOE magic damage that always does the majority of the damage against teams, and the item active provides a pretty significant shield to allies in teamfights. It also gives some CDR and decent defensive stats that never hurt. Make sure to communicate to see if someone else is buying it, as only one person on the team should have this since auras don't stack. Also, if there is no AOE AP damage on their team, this item is much less useful since the aura is MR only.
-
Twin Shadows is another great item, adding another link to
Lulu's chain of slows, as well as provides her with much needed movement speed. This item's active can be used in many ways, most importantly for scouting and chasing. Since Lulu is a support and thus given the majority of the burden of warding, the item's active helps scout dark areas. Lulu's slows also aren't that great at chasing enemies down, mainly because of how slow
Glitterlance travels. The active helps catch the stragglers at the end of fights. Not to mention, the bonus ability power and CDR are great in general. It is an iffy buy, however, because it doesn't particularly fill a necessary niche; it's more of a luxury, especially when you already have several active slows.
-
Morellonomicon and
Athene's Unholy Grail are two items that work quite well with Lulu, though I recommend only choosing one. Either of these items in the end, when in conjunction with the rest of your items, basically gives Lulu an endless mana pool and max CDR, which is actually awesome. Enemies will become so annoyed with you because you will be spamming ability after ability, and the bonus damages provided by either item is great too. I'll pick
Morellonomicon with offense in mind, as it provides a bit more AP and a nice debuff against healers, while I'll pick
Athene's Unholy Grail defensively for the MR and higher mana regen for less trips back home.
Zeke's herald
Often times, there will be situations that will benefit more from alternative items.
zeke's herald is a great offensive item for teams that have extremely strong and preferably snowballed physical damage. Though the stats are barely useful for you aside from the CDR, the aura often can be a huge advantage, literally handing your ADC and AD bruisers more damage and sustain in teamfights. Generally only take this if your team has strong autoattacks or on-hits, as the lifesteal is the greatest benefit from this item rather than the bonus AD. I like to consider it to be a manlier, riskier version of
Locket of the Iron Solari.
Zhonya's Hourglass provides high amounts of AP and is particularly useful if you are getting targeted early in teamfights (not the craziest thing to happen if you are a masterful
Lulu player). This item is great to save yourself with, allowing you to cast
Help, Pix! and
Wild Growth on teammates rather than to save yourself with.
Liandry's Torment is a pretty funny item to get if you personally are really strong. This item will massively increase the amount of damage you end up doing with your
Glitterlance because of the bonus damage against movement impaired units, which is great for both poking and teamfighting.
Abyssal Mask is also a great option if the enemy team is stacking MR. Just make sure that no one else is buying this. It also gives you a nice bit of damage boost and personal MR.
Lich Bane is another funny item to be used mainly if you have gotten really strong. It provides a pretty significant movespeed boost, which you probably know by now after hearing a million times how badly she needs movement speed.
Rabadon's Deathcap is great. It's just hilarious. Only buy this if you are at the status basically having switched roles with your ADC, emphasis on carry. It happens. Lulu's strong.
Rylai's Crystal Scepter isn't as good as expected on
Lulu. Her slow on
Glitterlance is already a whopping 80%,
Whimsy's slow is only a small portion of the overall more important aspect of its CC, and
Wild Growth doesn't even proc the slow. More slows are great for Lulu, but Rylai's only enhances her slows, which she doesn't vitally need. She can fill most niche gaps with
Twin Shadows and
Frost Queen's Claim and
Exhaust when needed, which Rylai's can't. However, slows are slows, and thus if you ever find you need or want more of them, Rylai's is a great choice. It also provides some nice AP, as well as some extra health which you shouldn't need but never hurts.

I will run down some great options for Lulu:
Recommended Items





One practice that must be mastered is the correct usage of item actives. Managing items is a support's specialty, which is actually quite an advanced skill that's hard to learn. In particular, Lulu is, as I said, the director of teamfights, standing in a safe position while administering spells where they can be as beneficial as possible. With this role in mind, Lulu is the perfect person to give items with actives that support the team, as she focuses more on proper spell administration rather than mechanics.
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Alternative Options (Situational)
Zeke's herald





Often times, there will be situations that will benefit more from alternative items.
zeke's herald is a great offensive item for teams that have extremely strong and preferably snowballed physical damage. Though the stats are barely useful for you aside from the CDR, the aura often can be a huge advantage, literally handing your ADC and AD bruisers more damage and sustain in teamfights. Generally only take this if your team has strong autoattacks or on-hits, as the lifesteal is the greatest benefit from this item rather than the bonus AD. I like to consider it to be a manlier, riskier version of


















Hopefully this guide helped give you a some new knowledge on
Lulu. Simply reading this guide won't make you a better Lulu player, especially since playing her correctly requires incredible amounts of practice to be able to maximize the potential of her abilities.
Feel free to leave comments and criticisms, as I am a bit of a perfectionist and get really picky with what I do. I'll leave you guys with a little bit of background info on me:
I started playing League of Legends in the summer of 2012, only casually playing. I got more into it as more of my friends got into it, and I really enjoyed playing weird champions that weren't played often, like
Cassiopeia,
Kog'Maw and
Syndra before she got popular. I eventually settled with playing jungle and support as my main roles, since these roles fit my personality more. After playing countless games as support, I felt confident enough in my experiences to start writing guides! I can play all other support champions well, with
Alistar,
Zyra, and
Nidalee (lol yes, she's not a support champion but ftw pokes for days) being my favorites (besides
Lulu of course!).

Feel free to leave comments and criticisms, as I am a bit of a perfectionist and get really picky with what I do. I'll leave you guys with a little bit of background info on me:
I started playing League of Legends in the summer of 2012, only casually playing. I got more into it as more of my friends got into it, and I really enjoyed playing weird champions that weren't played often, like







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