Lulu
Mid SleeperAP Lulu Mid
How to play this build
Poke with Glitterlance (Q) boosted by Pix and use Whimsy (W) to disable an assassin or speed your escape. In fights, shield (E) and ult (R) your carry while dealing mage damage from the back.
Strengths
- Strong, safe poke: Glitterlance (Q) with Pix punishes at range without exposing you.
- Whimsy (W) turns an assassin or diver into a helpless critter for a couple of seconds: it shuts off the fight's biggest threat.
- You're never useless: even going AP, you still have a shield, haste and the ult to save allies.
- Very comfortable laning phase: hard to kill and annoying to face.
Weaknesses
- Low burst: you're a utility/poke mage, not a one-shot; you kill by chipping, not with a single combo.
- The Q is a dodgeable skillshot: if you miss, your damage drops a lot.
- Mana-hungry early if you abuse the poke.
- Only one W: if there are two divers, you can only disable one.
Key combos
- Max poke: Help Pix (E) on the enemy (reveals them and empowers your Q) → Glitterlance (Q) for the double slow and damage.
- Defensive: Whimsy (W) on the assassin who jumps → Q to slow → walk away while they can do nothing.
Matchups
You beat
- Melee assassins and divers (Akali, Master Yi) you neutralize with Whimsy.
- Immobile targets you wear down with Q + Pix poke.
Trouble vs
- Long-range mages that out-poke you.
- Multiple hard engage that a single W can't stop.
Game plan
Win lane with Q + Pix poke and farm comfortably. Save Whimsy (W) for the enemy assassin or engage every fight — that's your biggest value. In teamfights you're half mage, half support: poke from the back and use W, the shield (E) and the ult (Wild Growth) to save whoever gets dived. Don't spend W for damage; hold it to disable the threat.
Quick tips
- Cast Help Pix (E) on the enemy before Q: it reveals them and your Glitterlance hits harder.
- Reserve Whimsy (W) for the assassin, don't use it for damage.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Q for poke; Pix (E) second (damage + shield). W (polymorph) at 1 point — you only need the CC, not more duration.
Items and what they do
-
Athene's Unholy Grail AP, MR and mana regen; refunds mana on kills or assists. -
Rabadon's Deathcap The biggest AP item in the game: multiplies your total AP. -
Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything). -
Void Staff AP and % magic penetration; a must vs. enemies stacking MR. -
Sorcerer's Shoes Boots with magic penetration.
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen, mana regen, AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 21/0/9 — Offense
- Why this page
- 21/0/9 leverages AP so your poke and burst actually matter.
Summoner spells
- Lane
- Mid
- Original role
- Support/Mid