Lulu Support Build & Guide — Patch 16.9

Tactical Dashboard
Core Abilities




Skill Order
Primary Combo
Core Items





Situational Items




Runes






Win Condition
Keep your AD carry alive through every all-in: shield with E, peel divers with W polymorph, and use R as a knock-up lifesaver when the back line is jumped.
Weakness
No hard CC at level 1 and short E range. If a hook or long-range engage lands before R is up, you cannot save the carry and your kit goes blank.
Overview
Lulu is an enchanter support whose entire kit is built around two verbs: peel (protect a teammate, usually the AD carry — the bot-lane marksman who scales with items — from whoever is attacking them) and buff. Pix, Faerie Companion auto-attacks alongside you for free poke. Glitterlance (Q) is a long-range slow you line up after locking a target down. Whimsy (W) is a polymorph (turns an enemy into a critter that cannot attack or cast for ~1.5s) when cast on an enemy, and a Move Speed plus Attack Speed buff when cast on an ally — one button, two completely different uses. Help, Pix! (E) shields an ally or chips an enemy. Wild Growth (R) is the cleanest lifesaver in the game: it knocks up everyone around the targeted ally (an ability that breaks an enemy engage attempt — when they jump in, you push them out) and gives that ally a chunk of bonus max HP for the next few seconds.
Her game plan in lane is calm and selfish for the AD carry: never let them die. Cast E on them on cooldown for the shield and the bolt buff, hold W for the moment a hook or dash commits onto your carry, and save R as a panic button for an all-in (a full commitment trade that ends in a kill or a flash). Outside of lane, Lulu turns a fed AD carry into a 2v9 by buffing them while keeping divers off their back.
Recommended Build
Starting items:
World Atlas (the support starter that quests into more gold income and ward charges) plus 2 Health Potions. Skip damage starters: Lulu does not snowball off solo lane kills (a snowball is a small lead that grows into a bigger one — kill turns into gold turns into items turns into more kills), she scales off team-fight utility.
Core items (in order):
World Atlas — completes into a support legendary later. Stacks gold and ward charges automatically while you peel.
Ionian Boots of Lucidity — Ability Haste lets you cast E shield and W polymorph on shorter cooldowns; default boot for enchanters.
Moonstone Renewer — heal-on-shield passive that ramps the longer the fight goes. Pair it with E spam and the AD carry barely takes net damage.
Ardent Censer — every shield you throw gives that ally bonus Attack Speed and on-hit damage. Best item in the game next to a basic-attack-heavy AD carry.
Mikael's Blessing — cleanses hard CC (stuns, roots, charms — the ones you cannot move out of) off an ally. Mandatory if the enemy has a single-target lockdown threat on your carry.
Situational items:
Staff of Flowing Water — into AP carries who scale with Ability Haste (Hwei, AP Ezreal). Every shield gives them bonus Ability Power.
Redemption — when fights drag long (Drake, Baron, extended teamfights). Big delayed AOE heal you can drop from across the map.
Locket of the Iron Solari — vs heavy AOE burst (area-of-effect damage, like Yone R or Kennen R). Active gives an instant team-wide shield.
Banshee's Veil — vs single-target magic CC threats targeting you (Ahri charm, Morgana Q). The spell shield eats the one cast that would lock you out of casting R.
Boots:
Ionian Boots of Lucidity is the default.
Boots of Swiftness can replace them into a comp loaded with slows you need to escape.
Skill order: Max E first (shield value and bolt damage scale per level), Q second (more burst and slow), W last. Take R at levels 6, 11, 16. Start E at level 1 to win the first all-in trade with a shield and Pix bolts on the AD carry, then W at 2 for the Move Speed boost and follow-up polymorph option.
Runes: Primary Sorcery with Summon Aery (sticks small damage and shield value to your spells), Manaflow Band (mana sustain so you can shield and W every wave), Transcendence (Ability Haste on level-up — more E uptime in lane), Scorch (extra Q poke through level 9). Secondary Inspiration with Biscuit Delivery (free mana and HP biscuits in lane) and Cosmic Insight (Ability Haste on Summoner Spells, including Flash). Stat shards: Ability Haste, Adaptive Force, Health Scaling.
Pick into / Counterpicks
Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.
Pick into
Single-target divers and assassins
Lulu's W polymorphs the diver in mid-jump (turning them into a critter that cannot attack or cast), and her R knocks them up the moment they land — the entire engage gets cancelled in one button.
ZedKha ZixRengarKaynImmobile AD carries with strong basic attacks
Ardent Censer plus W ally-cast gives them bonus Attack Speed and Move Speed without needing to reposition; her shield and R cover the lack of escape.
JhinKog MawTwitchVayneEngage supports that all-in with a single dash
Their entire engage is one telegraphed jump — Lulu polymorphs them mid-air and the AD carry walks out free.
LeonaRakanAlistarRell
Counterpicks
Hook supports with long-range CC
Lulu has no escape and no hard CC at level 1 — a hook landed pre-6 deletes the AD carry before R is even online to knock the engager off.
BlitzcrankThreshPykeNautilusLong-range mage supports
They poke from outside the 650 range of Lulu's E shield: she can heal a hit but cannot trade back, so HP attrition (slow bleed of HP over many waves) wins the lane.
XerathBrandVel KozZyraSustain enchanters that out-heal her poke
Lulu's only lane damage is Q, a slow-charge skillshot — these enchanters out-heal the trade and beat her in pure scaling team-fight value.
SorakaYuumiMilio
Key matchups
- Leona / Rakan: Hard engage supports. Save W for the moment they commit onto your AD carry — polymorph cancels the dash mid-air. Charge R for the full commitment if they Flash in.
- Blitzcrank / Thresh: Hook supports. Stand behind minions whenever you cross the river. The hook lands once and the AD carry is dead — you cannot R out of a 1.75-second stun.
- Xerath / Brand: Mage supports out of your
E shield range. Hug the wave, do not trade auto-attacks, and let your jungler hard-side the lane. Build
Locket of the Iron Solari earlier than usual. - Soraka: Sustain mirror. You out-buff her at the cost of less raw healing. Force a level-2 all-in: W her face for the slow on Q follow-up, E the AD carry, push her off the wave before her R spike comes online.
- Pyke: Roaming threat. Track him with vision in tri-bush and river entry; if he leaves bot lane, ping mid immediately. Lulu's R stops his execute ult only if you cast it before the dagger lands — react on his hook animation, not after.
Power spikes & win conditions
- Level 2: With E at 1 and W at 2, you can shield-engage one short trade (a brief exchange of damage in lane, not a full all-in). Most lanes lose this trade because their level-2 spike (the moment a champion gains a sudden power boost) is weaker than yours plus an AD carry buffed by Pix bolts.
- Level 6: First Wild Growth unlocks. Any 2v2 attempt by the enemy is now winnable — they engage, you knock up the engager and add bonus HP to your carry, the trade flips.
Moonstone Renewer +
Ardent Censer (~ minute 16-20): This is the team-fight spike where you stop being a lane support and start being a team multiplier. Your AD carry's effective HP roughly doubles when you shield-spam through a fight, and Ardent on every shield boosts their DPS.- Three legendaries online (~ minute 25): With
Mikael's Blessing added, you cleanse the one CC ability that would otherwise delete your carry. From here, every objective fight is a 5v4 if the enemy commits hard CC.
Common mistakes
- Casting W on the wrong target. Whimsy is a polymorph on enemies and a Move Speed buff on allies. Default to enemy-cast in 2v2 trades (the polymorph wins the all-in); ally-cast is for chasing or running. Holding the cursor over your AD carry by reflex burns the cooldown for nothing.
- Burning R for a kill. Lulu's R is your team's best knock-up lifesaver. Every time you use it for a kill secure that the AD carry could have finished, you have left your team without a panic button for the next 80-120 seconds.
- Shielding yourself.
E also targets you, but the Pix bolt buff is wasted on Lulu (your auto-attacks are weak). Default to shielding the AD carry; only self-shield if a skillshot (an aimed projectile that you can dodge) is locked onto you and your carry is safe. - Standing too far back in fights. Your E has a 650-unit range — short. If you peek from behind your team you cannot shield anyone. Stand within shield range of the AD carry, second-line — closer than instinct tells you.
- Auto-attacking minions for damage. Pix bolts on Lulu hit minions, but pushing the wave with autos hands the enemy a free poke window without any benefit for you. Last-hit only when the AD carry is shoved back to base.
Advanced tip
Practice the R-onto-yourself save. Wild Growth can target any ally — including yourself in a panic. If a diver lands on you and your AD carry is dead or already safe, R on yourself: the knock-up cancels their channel or follow-up, the bonus max HP buys you 600+ effective HP for the next few seconds, and the slow aura makes them miss every basic attack while you walk to safety. This is the play that turns a botched 2v3 into a clean retreat — and most low-rank Lulus never realize R is a self-cast button.
Past patches
No previous versions available.