

Lulu
The Fae Sorceress
How this differs from the live game
- Glitterdance (Q) bolts can not deal damage to the same target
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of GoldQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Gold +3.00 / 10s
Magic penetration marks improve Lulu's actual poke damage from Glitterlance and Help, Pix!, while armor seals and MR glyphs keep her alive in bot-lane trades. Gold quintessences were standard on Season 3 supports because income was ward- and aura-item constrained.
This is a 0/9/21 support page: defense covers early bot-lane damage, while deep utility gives gold, starting economy, ward value, item/summoner uptime, and Pickpocket for Lulu's safe ranged autos.
Skill order
ultimate at 6, 11 and 16Pix, Faerie Companion
- Glitterlance (Q) takes points at levels 2, 8, 10, 12, 13.
- Whimsy (W) takes points at levels 3, 14, 15, 17, 18.
- Help, Pix! (E) takes points at levels 1, 4, 5, 7, 9.
- Wild Growth (R) takes points at levels 6, 11, 16.
Max E first for the stronger shield and targeted trade damage, then Q for poke and slow strength, with one early W for polymorph/haste utility. Level 1 E gives the safest first trade because it can shield an ally or place Pix for damage and vision.
Alternative — Q max first was also played in poke lanes where Lulu and her marksman could repeatedly land Glitterlance without being forced into shield-heavy trades.
Why these items
Openingsall within the 475 starting gold
Faerie ward start — Use this default support opener when you want early mana regen plus enough wards to cover river and lane brush.
Charm and pink start — Use this into stealth pressure, lane-brush control plans, or matchups where denying the enemy ward is more valuable than a fourth green ward.
Ruby ward start — With Wealth, Ruby Crystal is affordable at level 1 and rushes Sightstone while giving immediate health into hard engage lanes.
Corein buy order
1Sightstone800gSightstone was the defining Season 3 support purchase because Lulu had to supply repeated vision without spending every recall on wards.
2Shurelya's Reverie2,100gShurelya's Reverie gives health, regen, cooldown reduction, and the engage or disengage active Lulu teams wanted around Wild Growth fights.
3Ionian Boots of Lucidity1,000gIonian Boots of Lucidity help Lulu reach frequent shields, polymorphs, and Glitterlance slows on a support budget.
4Locket of the Iron Solari2,225gLocket of the Iron Solari adds teamfight shielding and armor, stacking well with Lulu's job of keeping carries alive.
Situationalonly when the game asks for it

Mikael's Crucible2,500gBuy Mikael's Crucible early when one stun, snare, or slow decides whether your AD carry survives fights.

Runic Bulwark2,950gUpgrade Aegis into Runic Bulwark against double-AP teams or heavy magic-damage teamfighting.

Twin Shadows1,900gBuy Twin Shadows when your team needs scouting and pick setup before objectives.

Shard of True Ice1,600gChoose Shard of True Ice when you are ahead and want extra AP, gold income, and another slow for chasing or peeling.

Oracle's Elixir400gKeep buying Oracle's Elixir when denying wards around dragon, Baron, or lane traps is more important than another component.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Scaling Ability PowerGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Magic Penetration +9.00
- Armor +9.00
- Scaling Ability Power +1.80
Magic penetration marks are for Q and E, since Glitterlance and Help, Pix! deal magic damage and both scale from AP; scaling AP glyphs and flat AP quints make the page commit to her actual damage and shield ratios. The cost versus the ordinary Lulu support page is less early MR, utility gold, and lane durability, so trades must lean on range and shielding instead of tankiness.
This is 21/0/9: offense buys AP, magic penetration, CDR, Spellsword auto harassment, and Executioner for finishing damage. Compared to the ordinary support mastery setup, it gives up defense and gold/ward utility; the utility points are kept for Flash cooldown, mana, and Runic Affinity because Season 3 mid Lulu expects blue buff.
Skill order
ultimate at 6, 11 and 16Pix, Faerie Companion
- Glitterlance (Q) takes points at levels 2, 4, 5, 7, 9.
- Whimsy (W) takes points at levels 3, 14, 15, 17, 18.
- Help, Pix! (E) takes points at levels 1, 8, 10, 12, 13.
- Wild Growth (R) takes points at levels 6, 11, 16.
Max Q first for waveclear and poke, then E for the AP-scaling nuke and stronger shield, with one early W for polymorph safety. Start E when you need a reliable level 1 trade or shield, then Q at level 2 to control the wave.
Alternative — Q first into lanes where you must last-hit from range immediately or punish level 1 melee approaches; the max order remains Q then E.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default mid start when the lane is playable: it gives AP, health, mana sustain on last hits, and two potions inside 475 gold.
Flask sustain start — Use into heavy poke or lanes where you expect repeated short trades before first recall.
Boots mobility start — Use when dodging skillshots or spacing a dangerous all-in is more important than early AP.
Corein buy order
1Rod of Ages2,800gRod of Ages gives the health and mana needed to stay mid while still stacking into meaningful AP.
2Rabadon's Deathcap3,300gRabadon's Deathcap turns Lulu's Q and E ratios, and her shield value, into real mid-game threat.
3Void Staff2,295gVoid Staff keeps Q and E relevant once enemies buy magic resist.
Situationalonly when the game asks for it

Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or short-range magic-heavy teams when you can fight inside its aura range.

Morellonomicon2,200gBuy Morellonomicon when you need CDR, mana sustain, and Grievous Wounds against healing champions.

Deathfire Grasp3,100gBuy Deathfire Grasp when your team needs single-target burst and you can safely open on a priority target before Q/E.

Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when you need extra health and stronger chase or peel from repeated spell hits.

Mercury's Treads1,200gBuy Mercury's Treads over Sorcerer's Shoes into heavy CC or magic damage lanes where surviving matters more than penetration.

Ninja Tabi1,000gBuy Ninja Tabi into AD assassins or basic-attack-heavy enemy teams.
One build, written by a player. Newest first.
Write a Lulu buildBuild
Runes and masteries
x9Mark of Magic PenetrationMark
x3Quintessence of GoldQuint
- Magic Penetration +9.00
- Gold +3.00 / 10s
Not the author's. This is a 0/9/21 support page: the Utility gold, ward, Pickpocket, item-cooldown-adjacent CDR, and movement masteries follow from Sightstone, Philosopher's Stone, gold quints, Twin Shadows, Mikael's Crucible, and Boots of Mobility. The 9 Defense points fit a lane support Lulu carrying Doran's Shield and aura/shield items rather than building damage. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Pix, Faerie Companion
- Glitterlance (Q) takes points at levels 2, 14, 15, 17, 18.
- Whimsy (W) takes points at levels 3, 8, 10, 12, 13.
- Help, Pix! (E) takes points at levels 1, 4, 5, 7, 9.
- Wild Growth (R) takes points at levels 6, 11, 16.
Not the author's. This maxes E first for shield-and-Pix lane control, then W for stronger ally utility, matching the support build's Mikael's, Locket, Sightstone, and mobility focus. Inferred from the build and text they did publish.
Why these items
Openingsall within the 475 starting gold
Start — The opening as the guide publishes it.
Corein buy order
1Sightstone800g
2
3Boots of Speed325g
4Ruby Sightstone1,700g
5Ionian Boots of Lucidity1,000g
6
7Doran's Shield440g
8Boots of Mobility1,000g
9Morellonomicon2,200g
10
11Mikael's Crucible2,500g
12Twin Shadows1,900g
Notes
the author's own wordsSupport Lulu — rated 9.5/10 from 358 votes on MOBAFire.
What the guide does not publish: the guide never fills in an ability sequence.
Build by astrolia, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/support-lulu-248491).
Abilities
per rankPix, Faerie Companion
Pix fires magical bolts of energy whenever the champion he's following attacks another enemy unit. These bolts are homing, but can be intercepted by other units.
Glitterlance5 ranks
Pix and Lulu each fire a bolt of magical energy that heavily slows all enemies it hits. An enemy can only be damaged by one bolt.
- Damage
- 80 / 125 / 170 / 215 / 260 + 50% AP
- Cooldown
- 7s
- Cost
- 60 / 65 / 70 / 75 / 80 Mana
- Range
- 925
Whimsy5 ranks
If cast on an ally, grants them movement speed and ability power for a short time. If cast on an enemy, turns them into an adorable critter that can't attack or cast spells.
- Cooldown
- 18 / 16.5 / 15 / 13.5 / 12s
- Cost
- 65 / 70 / 75 / 80 / 85 Mana
- Range
- 650
Help, Pix!5 ranks
If cast on an ally, commands Pix to jump to an ally and shield them. He then follows them and aids their attacks. If cast on an enemy, commands Pix to jump to an enemy and damage them. He then follows them and grants you vision of that enemy.
- Damage
- 80 / 130 / 180 / 230 / 280 + 60% AP
- Shield
- 60 / 105 / 150 / 195 / 240 + 40% AP
- Cooldown
- 10s
- Cost
- 60 / 70 / 80 / 90 / 100 Mana
- Range
- 650
Wild Growth3 ranks
Lulu enlarges an ally, knocking nearby enemies into the air and granting the ally a large amount of bonus health. For the next few seconds, that ally gains an aura that slows nearby enemies.
- Cooldown
- 110 / 95 / 80s
- Cost
- 150 Mana
- Range
- 900
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri has the same basic attack range but far better pick pressure, mobility, and burst, so Lulu only wins if Ahri wastes Charm or Spirit Rush early.
Watch for Charm: if it lands, Ahri gets the full Orb of Deception return and Fox-Fire burst before Lulu can kite cleanly.
How to beat
Hold max attack range and angle sideways so Glitterlance trades do not line up with Charm. Bait Charm first, then shield the return damage with Help, Pix! and use Whimsy aggressively only after at least one Spirit Rush charge is down.
Later Ahri wins the side lane because she can choose the engage and leave bad trades with Spirit Rush. In teamfights Lulu should stop trying to duel her and save Whimsy or Wild Growth for the ally Ahri dives.
- Do not cast Help, Pix! forward if Charm is still available; losing Pix's angle makes your slow easier to dodge.
- Wild Growth can break Ahri's burst rhythm after Charm, but it does not stop the initial catch.
- If Ahri uses Spirit Rush only to dodge Glitterlance, back up until the remaining charges expire.

AkaliUnfavoured
Akali's repeated Shadow Dance entries and Twilight Shroud deny Lulu the long, spaced trades Lulu needs to win.
Watch for Shadow Dance: it erases your kiting distance and lets Akali immediately consume Mark of the Assassin.
How to beat
Stand outside Shadow Dance range until Akali spends Mark of the Assassin on a minion or misses the first engage window. When she dashes in, shield first, Whimsy her before the second dash or shroud reset, then Glitterlance as you leave the shroud edge.
Later Akali wins isolated side-lane fights if she has charges and room to chase. Lulu is much stronger grouped, where Wild Growth and Whimsy can turn Akali's dive into a failed all-in.
- Do not chase into Twilight Shroud; wait at the edge and fire Glitterlance through the likely exit.
- Whimsy is your real answer to Akali, not Glitterlance.
- If she marks you and waits, step back before she can dash for the proc.

AlistarFavoured
Alistar can threaten one combo, but he lacks the sustained damage to kill Lulu through shield, slow, polymorph, and Wild Growth.
Watch for Headbutt into Pulverize: it removes your spacing and gives Alistar his only real damage window.
How to beat
Stay just outside Headbutt range and punish him with autos and Pix whenever he walks up. If he commits W-Q, use Wild Growth after the knockup or Whimsy him as he tries to continue the trade, then kite while Unbreakable Will runs out.
Later Alistar does not beat Lulu in a side-lane duel unless she mispositions into repeated turret or team follow-up. In teamfights, Lulu should ignore killing him and use Whimsy or Wild Growth on the carry he tries to displace.
- Do not waste Whimsy into Unbreakable Will if you can simply walk away.
- Glitterlance after Headbutt lands often catches Alistar as he retreats.
- His heal makes poke slow, so trade for spacing rather than trying to burst him.

AmumuEven
Lulu wins when Bandage Toss misses, but Amumu's full CC chain and Despair can beat her if he starts the fight on top of her.
Watch for Bandage Toss: it starts the fight at melee range and sets up Curse of the Sad Mummy before Lulu can kite.
How to beat
Keep minions between you and Amumu and use Glitterlance to punish failed Bandage Toss casts. If he lands Q, shield immediately and hold Wild Growth for the moment he commits Curse of the Sad Mummy or starts sticking with Despair.
Later Amumu becomes more valuable in teamfights because Curse of the Sad Mummy can decide the whole fight. Lulu should avoid side-lane fog duels and play behind teammates with Wild Growth ready for the first target he locks down.
- Minion cover matters more here than raw range.
- Do not stand inside Despair after your slow is down.
- If Amumu misses Bandage Toss, you have a long punish window before he can force contact again.

AniviaUnfavoured
Anivia outranges Lulu, controls the space with wall and storm, and Rebirth makes Lulu's limited kill pressure unreliable.
Watch for Flash Frost: if the stun lands, Anivia gets doubled Frostbite damage and can wall off Lulu's escape.
How to beat
Fight only at the edge of Glitterlance range and move diagonally so Flash Frost is harder to detonate on you. Commit only after Flash Frost misses; otherwise shield the Frostbite and leave before Glacial Storm and Crystallize trap you.
Later Anivia wins side-lane control and is hard for Lulu to finish because of Rebirth. In teamfights, Lulu should protect carries from the stun combo and use Whimsy speed to move allies out of Glacial Storm zones.
- Do not spend your burst unless you can also kill the egg afterward.
- Crystallize turns small spacing mistakes into lost trades.
- Help, Pix! can shield Frostbite, but it will not save you if you stay in Glacial Storm.

AnnieUnfavoured
Annie's longer range and instant Pyromania stun give her a cleaner burst window than Lulu can answer in a fair duel.
Watch for Pyromania with Summon: Tibbers: the stun locks Lulu in place for Annie's full burst.
How to beat
Track Annie's stun counter and do not trade when the next offensive spell is empowered. When stun is down, poke with Glitterlance and autos, then save Wild Growth for Tibbers' drop rather than using it for small trades.
Later Annie remains the better pick-and-burst champion, while Lulu is better at denying Annie's engage on someone else. In teamfights, play outside Tibbers range and hold Mikael's or Wild Growth for the stunned carry.
- Count Pyromania before walking up to auto.
- If Annie has stun ready, Whimsy speed is usually better used to disengage than to chase.
- Tibbers keeps dealing damage after the burst, so leave the area even if you survive the stun.

AsheUnfavoured
Ashe's longer range, sustained autos, and Frost Shot chase beat Lulu if the fight becomes an extended marksman duel.
Watch for Enchanted Crystal Arrow: it starts the all-in and gives Ashe time to stack autos before Lulu can reset spacing.
How to beat
Trade in short bursts with Help, Pix! shield and Glitterlance, then leave before Frost Shot turns the exchange into a chase. Commit only if Enchanted Crystal Arrow is down or dodged, and use Whimsy on Ashe rather than yourself when she is already in auto range.
Later Ashe wins the side lane once her damage items are complete. Lulu's late-game job is to make Ashe's arrow engage fail and empower an allied carry who can actually outdamage her.
- Do not take a straight auto-for-auto fight after your shield expires.
- Glitterlance must hit before you can walk away from Frost Shot.
- Wild Growth after arrow buys time, but it does not remove Ashe's follow-up slow.

BlitzcrankEven
Lulu beats Blitzcrank when Rocket Grab misses, but getting grabbed can put her inside his full knockup and silence combo.
Watch for Rocket Grab: it deletes Lulu's range advantage and pulls her into Power Fist and Static Field.
How to beat
Stand behind minions and punish Blitzcrank every time Rocket Grab is down. If he uses Overdrive to force angle, slow him with Glitterlance and keep Whimsy available until after the grab attempt, not before it.
Later Blitzcrank is still more threatening through picks than through duels. Lulu should group behind minion waves or tanks and save Wild Growth for the ally who gets grabbed.
- Do not shield forward with Help, Pix! if it leaves you exposed to a hook lane.
- Whimsy after Rocket Grab can stop his follow-up damage if you react quickly.
- Mana Barrier makes low-health all-ins deceptive; keep poking instead of diving him.

BrandUnfavoured
Brand's spell damage and Blaze punish Lulu's short range, and one stun setup usually forces her ultimate defensively.
Watch for Sear on a Blazed target: it stuns Lulu and guarantees Brand's next spell sequence.
How to beat
Avoid standing where Conflagration or Pillar of Flame can mark you before Sear is available. Trade only after Sear misses, then shield the burn damage and disengage before Pyroclasm can bounce in a confined fight.
Later Brand has stronger teamfight damage, while Lulu has better single-target protection. In grouped fights, spread to reduce Pyroclasm value and use Wild Growth on whoever Brand's stun combo catches.
- A single Blaze mark changes Sear from poke into a kill threat.
- Do not fight Brand near minions or allies when Pyroclasm is ready.
- Help, Pix! should cover Blaze damage after the spell lands, not before Brand has chosen a target.

Cho'GathEven
Lulu can kite Cho'Gath for a long time, but Rupture into Feral Scream and Feast punishes any mistake brutally.
Watch for Rupture: it knocks Lulu up long enough for Cho'Gath to silence her and walk into Feast range.
How to beat
Stay moving at max range and never cast from a stationary spot when Rupture is available. If Rupture misses, punish with autos and Glitterlance, then back out before Feral Scream can silence your shield or ultimate.
Later Cho'Gath becomes too durable for Lulu to remove in a side lane, especially with Feast stacks. Lulu should stop trying to kill him alone and instead peel his walk-in with Glitterlance while saving Wild Growth for his target.
- Feral Scream can stop Wild Growth if you wait too long.
- Do not stand behind low-health minions where Vorpal Spikes and Rupture zoning overlap.
- Feast makes medium health unsafe; use Wild Growth before you enter execute range.

CorkiUnfavoured
Corki matches Lulu's range while bringing stronger sustained damage, armor shred, true damage autos, and Valkyrie to dodge or chase.
Watch for Valkyrie: it either avoids Glitterlance or carries Corki through Lulu's slow into a winning damage trade.
How to beat
Force Corki to use Valkyrie defensively before committing Whimsy aggressively. Keep trades short, shield Phosphorus Bomb or Missile Barrage poke, and leave immediately if Gatling Gun is shredding you in his cone.
Later Corki wins side-lane duels through item scaling and mixed damage. Lulu is stronger as a backline enabler, using Whimsy and Wild Growth to let an allied carry survive Corki's burst and return damage.
- Do not stand in Gatling Gun just to finish an auto trade.
- Glitterlance is best after Valkyrie, not before it.
- Corki's mixed damage makes single-resist answers weaker than health plus armor or MR.

Dr. MundoUnfavoured
Mundo is hard for Lulu to kill and eventually runs her down with cleavers and Sadism unless she can disengage repeatedly.
Watch for Sadism: it erases Lulu's poke progress and lets Mundo keep chasing through slows.
How to beat
Keep maximum distance and sidestep Infected Cleaver before using autos; if a cleaver lands, use Whimsy speed and Glitterlance to reset immediately. Commit only when Sadism is down or when grievous wounds can cut his healing during the all-in.
Later Mundo wins the side lane because Lulu lacks the damage to burn through his health and regeneration. In teamfights, Lulu should kite him off her carries and apply anti-heal through spell damage when he drops low.
- Do not spend Wild Growth early if Mundo still has Sadism available.
- Cleaver slow is the real start of his fight, not his melee range.
- Morellonomicon matters only once Mundo is below 40% health, so time your damage around that threshold.

EvelynnUnfavoured
Evelynn's camouflage lets her choose the opening, and Lulu usually has to spend defensive cooldowns before she can create distance.
Watch for Agony's Embrace: it slows Lulu after Evelynn appears and makes the follow-up Ravage and Hate Spike chase much harder to escape.
How to beat
Do not walk through unwarded paths alone; in the duel, assume Evelynn starts close and keep Whimsy for her reveal. Shield the first burst, polymorph her before Ravage follow-up, then Glitterlance as you retreat out of Hate Spike lines.
Later Evelynn is much better at finding isolated Lulu in side areas, but Lulu is stronger once grouped around carries. Late, buy vision and play near allies so Whimsy and Wild Growth punish Evelynn's first target instead of saving only yourself.
- Twin Shadows or ward items are matchup tools here because seeing Evelynn early changes the fight.
- Do not use Whimsy for movement before Evelynn reveals unless you are already leaving danger.
- Wild Growth can interrupt her close-range burst timing if she commits into melee.

EzrealUnfavoured
Ezreal's Mystic Shot poke, Arcane Shift repositioning, and better damage scaling make the duel difficult for Lulu to force on her terms.
Watch for Arcane Shift: it dodges Glitterlance or closes after Lulu uses it, turning her main spacing tool into a liability.
How to beat
Fight through minion waves so Mystic Shot is harder to land cleanly, and do not cast Glitterlance until Arcane Shift is down or Ezreal is locked into an attack path. Shield his poke, take one Pix trade, then disengage before Rising Spell Force stacks turn into a sustained DPS fight.
Later Ezreal wins most side-lane duels because he can kite and outdamage Lulu over repeated spell rotations. Lulu should group and use Whimsy speed or Wild Growth to help allies close on him after Arcane Shift is forced.
- Standing behind minions matters more against Ezreal than against most marksmen.
- If Arcane Shift is up, Glitterlance is a poke spell, not an engage signal.
- Do not chase through Mystic Shot cooldown resets.

FiddlesticksEven
Fiddlesticks can win with fear into Drain or Crowstorm, but Lulu can break his channel window with spacing, shield timing, and Wild Growth knockup.
Watch for Terrify: it prevents Lulu from interrupting the Drain or escaping the Crowstorm start.
How to beat
Stay outside Terrify range and poke with Glitterlance when Fiddlesticks steps up to Drain. If he channels Crowstorm from fog, immediately move away from the center and use Wild Growth knockup only when he appears close enough to keep damaging you.
Later Fiddlesticks is more dangerous in teamfights from fog than in a clean visible duel. Lulu should ward flanks and save Wild Growth or Mikael's for the first feared carry.
- Do not let Drain run for free; leave range even if you cannot stop it immediately.
- Crowstorm is much weaker if you already know where Fiddlesticks is standing.
- Dark Wind silence can delay Wild Growth, so avoid fighting him inside minion bounce paths.

GangplankEven
Gangplank's Parrrley and Remove Scurvy make short trades awkward, but Lulu can kite him if she avoids being slowed inside Cannon Barrage.
Watch for Remove Scurvy: it clears Lulu's slow or polymorph and lets Gangplank keep chasing or reset the trade.
How to beat
Poke with autos and Glitterlance, but do not commit Whimsy until Remove Scurvy is down unless you only need a brief disengage. If Cannon Barrage starts under you, use Whimsy movement and leave the zone before trying to re-trade.
Later Gangplank scales into a stronger side-lane damage threat, while Lulu remains better around teammates. In teamfights, Lulu should protect carries from his Parrrley pressure and avoid stacking inside Cannon Barrage.
- Do not rely on one crowd control spell to stop him while Remove Scurvy is ready.
- Shield Parrrley trades rather than trying to out-sustain them.
- Cannon Barrage turns a winning kite backward into a bad path if you retreat through it.

GarenFavoured
Lulu wins if she keeps Garen at the edge of Glitterlance range, because he has no true gap closer once Decisive Strike is answered.
Watch for Decisive Strike breaks Glitterlance's slow and lets Garen force the silence into Judgment range.
How to beat
Hold 550 range and poke often enough to keep Perseverance down. Do not throw Glitterlance early into Decisive Strike; let him spend the speed burst, then slow him and kite back with Whimsy or shield the first hit with Help, Pix!. Commit only after Decisive Strike is down and he cannot stick for Demacian Justice.
Later Garen wins a long side-lane chase if Lulu is careless, but Lulu is far more valuable in teamfights by denying his engage target with Wild Growth. Stay with carries and turn his run-in into a knockup and slow field.
- Auto him once every few seconds to keep Perseverance from resetting the lane.
- Save Glitterlance until after Decisive Strike removes slows.
- Wild Growth is best before Demacian Justice, not after the execute threshold is reached.
- Do not stand inside Judgment just to finish a trade.

GragasUnfavoured
Gragas outranges Lulu's clean trade pattern and can convert Body Slam or Explosive Cask into burst she cannot reliably duel through.
Watch for Body Slam closes the gap, slows Lulu, and sets up Barrel Roll plus Explosive Cask displacement.
How to beat
Play outside Body Slam's line and make him use Barrel Roll for poke before walking forward. If he misses Body Slam, answer with Glitterlance and Pix autos, then leave before Happy Hour sustain erases the trade. Keep Wild Growth for the all-in displacement, not for minor barrel damage.
Later Gragas is the better side-lane duelist and pick threat, while Lulu is stronger when attached to a carry. In teamfights, spread away from Explosive Cask angles and ult whoever he knocks into his team.
- Stand offset from minions so Body Slam cannot hit you while farming a wave.
- If Explosive Cask is up, do not chase in a straight line through narrow terrain.
- Shield the Barrel Roll detonation only if you cannot step out; the attack-speed slow matters less than the damage.
- Gragas sustain means small poke trades must be frequent or decisive.

HeimerdingerEven
Lulu can shield and poke through Heimerdinger's short trades, but his turret zone makes walking up for a duel expensive.
Watch for CH-1 Concussion Grenade stuns Lulu in turret range and turns a poke trade into a lost fight.
How to beat
Do not duel him inside multiple H-28G Evolution Turrets; clear or reposition first. Hold side angles so Hextech Micro-Rockets do not always choose you as the closest target, then punish after Concussion Grenade misses. Use Help, Pix! to absorb rockets while you chip him down with Glitterlance.
Later Heimerdinger controls static areas better, but Lulu is more useful in moving fights and protecting a carry from grenade follow-up. Avoid side-lane sieges into prepared turrets and force him to rotate.
- A turret nest changes the duel; outside it, Heimerdinger is much easier to trade with.
- Do not stand closest to him when Hextech Micro-Rockets are ready.
- Pix on yourself lets Glitterlance angle through turrets without walking into grenade range.
- Wild Growth can interrupt a melee ally diving him, but in the 1v1 it is mostly bonus health.

JannaEven
Neither support kills the other quickly, and the duel is mostly shield timing, poke spacing, and disengage cooldowns.
Watch for Eye Of The Storm absorbs Lulu's poke and gives Janna enough attack damage to win short auto trades.
How to beat
Trade when Eye Of The Storm is down or nearly expired, and do not overchase through charged Howling Gale. Lulu has the longer basic attack range, so use Pix autos and Glitterlance to chip instead of trying to force an all-in. Save Whimsy for catching her after Zephyr is spent or for disengaging Monsoon reset attempts.
Later Janna is usually stronger at pure disengage, while Lulu is better at turning one protected carry into a brawler with Wild Growth. You rarely side-lane against her; in teamfights, match her peel and look for the moment after Monsoon.
- Do not spend your full trade into Eye Of The Storm.
- Your 550 range beats Janna's 475 range if Zephyr is not closing the gap.
- A fast Glitterlance can punish her after she releases Howling Gale.
- Wild Growth can keep your carry in the fight after Monsoon separates teams.

Jarvan IVUnfavoured
Jarvan's flag-combo and Cataclysm force Lulu into close range, where her poke advantage disappears.
Watch for Cataclysm traps Lulu in melee range and demands Wild Growth or Flash to survive the follow-up.
How to beat
Keep enough distance that Demacian Standard plus Dragon Strike cannot start from fog or over minions. If he misses the knockup, slow him with Glitterlance and punish while backing away from Golden Aegis range. Hold Wild Growth for Cataclysm, because using it early leaves you stuck in the arena with no answer.
Later Jarvan wins isolated side-lane engages, but Lulu can ruin his teamfight initiation by ulting his target or her carry as he lands. Stay outside flank angles and make him spend Cataclysm into shields and knockup instead of a kill.
- Stand diagonally from his flag so the Dragon Strike line is harder to land.
- Do not walk into Golden Aegis range after he misses the knockup; he can still slow and chase.
- Wild Growth's knockup buys time inside Cataclysm.
- Armor is much better than magic resist in this duel.

JaxUnfavoured
Jax can force melee range with Leap Strike and outscales Lulu's autos once Counter Strike denies her best sustained damage.
Watch for Counter Strike dodges Pix-backed basic attacks and threatens a stun if Lulu stays near him.
How to beat
Harass before Leap Strike range and never waste your best trade into Counter Strike. When he leaps, shield immediately, kite away with Glitterlance after Counter Strike starts, and save Whimsy for the moment he tries to continue after the stun window. Commit only if Leap Strike and Counter Strike are both down.
Later Jax dominates the side lane once finished, while Lulu's job is to stop him from killing the carry in teamfights. Do not answer him alone unless you are clearing safely under support; group and layer Wild Growth on his target.
- Stop autoing during Counter Strike; reposition instead.
- Glitterlance after Leap Strike is more valuable than Glitterlance before it.
- Wild Growth can interrupt his follow-up timing but does not make you win a long melee fight.
- Frozen Heart effects are excellent when he is hitting your team, not because Lulu wants to duel forever.

KarthusEven
Lulu can dodge and shield Lay Waste trades, but Karthus wins if Wall of Pain lets him keep Defile range long enough.
Watch for Wall of Pain strips movement and resist timing, making repeated Lay Waste and Defile much harder to escape.
How to beat
Move unpredictably at max Glitterlance range and make him land single Lay Wastes rather than free isolated hits. If Wall of Pain is down, poke aggressively and use Help, Pix! to absorb the return blast. Save Wild Growth for surviving his final Defile window or for the health buffer before Requiem finishes.
Later Karthus is more dangerous in clustered teamfights and after death, while Lulu is better at keeping one carry alive through Requiem and front-line chaos. In side lane, do not stand in Defile trying to finish him unless you can leave before Death Defied spells land.
- Do not chase low-health Karthus through Defile unless Wild Growth is available.
- Shield before Requiem completes if the damage will matter.
- Wall of Pain is the real engage; respect it more than a single Lay Waste.
- Your poke is cleaner when you fight outside minion waves that hide Lay Waste circles.

KassadinUnfavoured
Kassadin's magic damage reduction, silence, and Riftwalk mobility let him bypass Lulu's poke and force losing trades.
Watch for Null Sphere silences Lulu, preventing shield or Whimsy during Kassadin's burst window.
How to beat
Punish him pre-Riftwalk with autos and Glitterlance, but once Riftwalk is available keep enough space that one blink does not place him on top of you. Bait Null Sphere before committing, then shield the return damage and kite with Whimsy as he exits. If he stacks Riftwalk and still has silence, disengage rather than trying to trade through Void Stone.
Later Kassadin wins side-lane picks and can choose fights better than Lulu. Lulu's value is in teamfights: stay near the threatened carry, use Wild Growth when he blinks in, and force him to spend Riftwalk defensively.
- Do not rely on magic poke alone; Void Stone cuts into your damage.
- Null Sphere before your shield is the trade he wants.
- Glitterlance where he will Riftwalk out, not where he started.
- Banshee's Veil can block the silence that starts his kill pattern.

KatarinaFavoured
Lulu has multiple ways to interrupt or deny Katarina's all-in, and Katarina cannot safely channel Death Lotus into Wild Growth and shields.
Watch for Death Lotus deals lethal sustained burst if Lulu has already spent Wild Growth or moved out of interrupt range.
How to beat
Stay just outside Shunpo follow-up range until Bouncing Blade is used, then poke as she last-hits or retreats. Hold Wild Growth specifically to knock her up during Death Lotus, and use Glitterlance afterward so she cannot chase when the channel breaks. Do not waste Whimsy for poke if she is preparing Shunpo.
Later Katarina is scarier in reset teamfights than in the 1v1, but Lulu is one of the better answers to her first entry. Save peel for Death Lotus and avoid giving her low-health reset targets.
- Wild Growth interrupts Death Lotus even if she Shunpos onto you first.
- Do not clump with allies when Bouncing Blade starts a reset fight.
- If Shunpo is down, Katarina has to walk through Glitterlance.
- Shield the marked dagger poke only when she can immediately follow it.

KayleUnfavoured
Kayle's Righteous Fury lets her outtrade Lulu at extended range, and Intervention denies Lulu's only clean finishing window.
Watch for Intervention nullifies Lulu's burst and lets Kayle keep attacking through the turn.
How to beat
Do not take long trades while Righteous Fury is active; shield the first Reckoning hit and step away until the ranged attacks expire. Poke during downtime and use Glitterlance to stop her from extending Divine Blessing speed. Commit only after Intervention is forced, because otherwise she wins the damage race while invulnerable.
Later Kayle is the stronger side-lane carry and scales harder in sustained fights. Lulu should group, peel Kayle off her carry with slows and Wild Growth, and avoid matching her alone in open lane.
- Righteous Fury changes her from melee to a ranged duelist; respect that timer.
- Do not spend Wild Growth as your finisher into Intervention.
- Reckoning's slow is the start of her winning trade, so shield it early.
- Frozen Heart-style attack speed reduction matters more than extra magic resist.

KennenUnfavoured
Kennen matches Lulu's range and can force a stun chain with Lightning Rush and Slicing Maelstrom if she missteps.
Watch for Slicing Maelstrom stacks Mark of the Storm quickly and turns one close-range mistake into a stun and kill.
How to beat
Trade at max range and track his passive mark count before stepping forward. Save Whimsy or Glitterlance for Lightning Rush, because that is his bridge into ultimate range. If he uses Slicing Maelstrom, Wild Growth yourself immediately and walk out rather than trying to finish the duel inside it.
Later Kennen is a stronger teamfight engager, while Lulu is stronger at saving the target he dives. Spread out, keep peel cooldowns for his Lightning Rush entry, and do not side-lane far from vision when Flash plus ultimate can start the fight.
- Two Mark of the Storm stacks means the next hit can stun; back up before trading.
- Do not chase Kennen after Lightning Rush if Slicing Maelstrom is ready.
- Wild Growth buys time, but staying inside the storm still loses.
- Mercury's Treads and Mikael's are specifically valuable into his stun chains.

Kog'MawUnfavoured
Kog'Maw outranges and outscales Lulu during Bio-Arcane Barrage, making her poke window too short unless she catches him without W.
Watch for Bio-Arcane Barrage gives Kog'Maw the range and percent-health damage to win the sustained duel before Lulu can answer.
How to beat
Do not duel into active Bio-Arcane Barrage; back up, shield Living Artillery poke, and re-enter when the range steroid drops. If Void Ooze misses or is used to waveclear, Glitterlance him and force a short trade before he can kite you. Leave space after killing him so Icathian Surprise does not trade the kill back.
Later Kog'Maw is much stronger as a finished damage carry, especially protected in teamfights. Lulu should not side-lane against him; she should shield and ult her own carry while using slows to keep Kog'Maw from free-firing.
- Count Bio-Arcane Barrage as the duel timer; fight after it ends.
- Do not walk through Void Ooze to land one extra auto.
- Living Artillery reveals you, so brush resets are less reliable.
- After he dies, kite away immediately from Icathian Surprise.

Lee SinUnfavoured
Lee Sin wins if Sonic Wave lands, because Resonating Strike and Dragon's Rage force Lulu into burst and displacement she cannot outduel.
Watch for Sonic Wave / Resonating Strike marks Lulu and gives Lee Sin the guaranteed gap close for his full combo.
How to beat
Stand behind minions and make Sonic Wave hit the wave before you trade. If he misses Q, punish hard with Glitterlance and Pix autos while staying outside Tempest range. Save Wild Growth for the Dragon's Rage all-in, and use Whimsy after his dash rather than before he chooses to take Q.
Later Lee Sin remains a pick and kick threat, but he does not outvalue Lulu in grouped fights if his first engage is denied. Ward flanks, keep shields for the kicked target, and do not give him isolated side-lane angles.
- Minions are your best answer to Sonic Wave in the 1v1.
- Do not slow him before Resonating Strike if he has already landed Q; prepare peel for the arrival.
- Dragon's Rage can knock you into his team, so fight with your back angled away from danger.
- Armor is the correct defensive buy against his kill pattern.

LeonaFavoured
Leona cannot kill Lulu alone unless Zenith Blade connects, and Lulu can kite her heavily after the engage fails.
Watch for Zenith Blade is Leona's only reliable way to enter stun range and start her crowd-control chain.
How to beat
Stay behind minions or at an angle where Zenith Blade cannot pass through to you. If she misses E, punish with autos and Glitterlance while backing away from Shield of Daybreak range. Hold Wild Growth for the moment she lands E plus Q or Solar Flare, then kite her after Eclipse expires.
Later Leona is not a side-lane duelist, but her teamfight engage is much more threatening than her 1v1. Lulu should mark the carry Leona wants to lock down and answer the engage with shield, Wild Growth, and follow-up slows.
- Her damage drops sharply after Eclipse ends; trade then.
- Do not stand in a straight line behind a low minion when Zenith Blade is ready.
- Wild Growth can break the timing of her E into Q follow-up.
- Mercury's Treads or Mikael's matter more for teamfights than for the pure duel.

LuxEven
Lux and Lulu share similar range, so the duel turns on whether Light Binding lands before Lulu can shield and trade back.
Watch for Light Binding roots Lulu long enough for Lucent Singularity and Finales Funkeln to land together.
How to beat
Keep minions between you and Light Binding, then trade when it is down. Shield the Illumination follow-up rather than the first weak poke if she cannot combo yet. If she misses Q, step forward with Glitterlance and Pix autos, but leave before Lucent Singularity zones your retreat.
Later Lux has better long-range pick and burst, while Lulu is better at saving the target who gets bound. In teamfights, hold Mikael's or Wild Growth for Light Binding on a carry and avoid grouping in Finales Funkeln lines.
- Light Binding can hit through one unit, so one minion is not always enough.
- Do not stand still inside Lucent Singularity waiting for the detonation.
- Help, Pix! can deny the passive auto after her spell lands.
- Your best trade starts right after her Q misses.

MalphiteEven
Lulu can kite Malphite before level six, but Unstoppable Force gives him a reliable all-in that can flip the duel.
Watch for Unstoppable Force bypasses Glitterlance and starts Malphite's burst before Lulu can create distance.
How to beat
Poke to break Granite Shield, then wait before spending more damage so it cannot refresh for free. Keep enough range that Seismic Shard does not let him walk into Ground Slam, and save Whimsy or Wild Growth for after Unstoppable Force lands. If his ultimate is down, he has to walk through Glitterlance and loses the trade.
Later Malphite is a stronger engage tool and tank in teamfights, while Lulu wins by protecting the target he ultimates. Do not side-lane without vision once his ultimate is ready; group and prepare Wild Growth for the impact point.
- Always remove Granite Shield before committing real cooldowns.
- Seismic Shard steals your escape speed, so do not treat it as harmless poke.
- Wild Growth after his ultimate can stop the follow-up from killing you or your carry.
- Armor helps against his attacks, but magic resist is better into his burst-heavy spell trade.

MalzaharUnfavoured
Malzahar outdamages Lulu once Nether Grasp is available, and her shield does not stop suppression or the layered damage from Malefic Visions and Null Zone.
Watch for Nether Grasp: suppresses Lulu long enough for Malefic Visions and Null Zone to finish the trade before she can kite.
How to beat
Stay at max Glitterlance range and do not trade inside his Voidling wave, because Pix bolts and shields are not enough if Malefic Visions starts bouncing. Bait Call of the Void sideways, poke during its cooldown, and save Whimsy movement speed to leave Null Zone rather than using it early for damage. If he has Nether Grasp, only commit after it is down or if you have Quicksilver Sash ready.
Later Malzahar remains the better isolated side-lane duelist because one clean suppression wins, but Lulu is more valuable in grouped fights when she can interrupt dives with Wild Growth. Treat him as a pick threat, keep vision around flank angles, and hold cleanse itemization for his ultimate.
- Do not stand near low-health minions when Malefic Visions is active; it gives him free access to you.
- Glitterlance can clear or slow Voidlings before they add too much damage to the trade.
- Wild Growth after Nether Grasp starts gives health but does not break the suppression.
- Quicksilver Sash changes the matchup more than raw magic resist does.

Master YiUnfavoured
Lulu can bully Master Yi before he reaches her, but Highlander removes her slow plan and lets him run through shields if Whimsy is mistimed.
Watch for Highlander: makes Yi immune to Glitterlance slows and gives him the speed to stay on Lulu after Alpha Strike.
How to beat
Before level 6, keep him at auto and Glitterlance range and punish every Alpha Strike that ends near you with Whimsy and a retreating shield. After Highlander, do not open with Glitterlance as your escape tool; use Whimsy on him for the polymorph window, then Wild Growth yourself when he commits to melee. If he uses Meditate to stall, step out and reset rather than feeding him free time for cooldowns.
Later Yi wins the side lane if he can force a long chase, while Lulu is far stronger grouped because Wild Growth and Whimsy can deny his first reset. Build armor and peel the first target he touches instead of trying to duel him cleanly.
- Polymorph is your real answer to Highlander; Glitterlance is not.
- Do not cast Wild Growth before Alpha Strike lands or he may dodge the knockup timing.
- If Yi uses Meditate after your burst, stop attacking and reposition for the next Whimsy.
- Keep minions between you only when Alpha Strike is down; otherwise they give him a bridge.

Miss FortuneEven
Miss Fortune has stronger sustained ranged damage, but Lulu can break Bullet Time and swing short trades with Help, Pix! and Glitterlance.
Watch for Bullet Time: channels enough cone damage to erase Lulu if she is slowed or trapped in its angle.
How to beat
Fight at the edge of 550 range and avoid lining up behind minions for Double Up. Trade when Make It Rain is down, shield the first Impure Shots stack-up, then use Glitterlance to disengage before her autos overtake yours. Save Wild Growth for Bullet Time or the all-in, since the knockup can interrupt her channel if she is close enough.
Later Miss Fortune wins raw DPS in side lane, but Lulu has better teamfight control if she saves Wild Growth for Bullet Time or a diver. Do not chase her through Strut resets; force her to fight into your team’s engage range.
- Stand to the side of your caster minions so Double Up cannot bounce through them cleanly.
- Wild Growth can cancel Bullet Time only when the knockup reaches her.
- Shield early in the trade before Impure Shots stacks make each auto hurt more.
- Glitterlance after Make It Rain ends usually wins the spacing battle.

MorganaEven
Morgana blocks Lulu’s best crowd control with Black Shield, but Lulu outranges Morgana’s autos and can kite her if Dark Binding misses.
Watch for Black Shield: absorbs Glitterlance damage and disables, denying Lulu’s slow or Wild Growth knockup setup in the key trade.
How to beat
Hold 550 auto range and move laterally to make Dark Binding miss before committing. Do not spend Whimsy or Glitterlance into Black Shield unless you are breaking it first with Help, Pix! damage and autos. If she starts Soul Shackles, Whimsy yourself for speed or polymorph her before the second hit, then Wild Growth only if you cannot leave the tether.
Later Neither wants a long side-lane duel, but Morgana’s pick threat is more punishing while Lulu’s ally protection is more flexible. In teamfights, wait out Black Shield before spending the spell that must matter.
- Do not let Black Shield bait your full combo; one blocked Glitterlance can lose the trade.
- Pix on yourself helps chip Black Shield before you use Whimsy aggressively.
- If Dark Binding misses, Morgana has no reliable way to keep you in Tormented Soil.
- Wild Growth health can survive Soul Shackles, but movement breaks the second stun more cleanly.

NasusFavoured
Lulu can kite Nasus for most of the duel because Glitterlance, Whimsy, and Help, Pix! deny his short melee windows unless Wither catches her too close.
Watch for Wither: removes Lulu’s movement and attack speed long enough for Nasus to walk into Siphoning Strike range.
How to beat
Keep maximum auto range and do not use Whimsy for poke while Wither is available. When he casts Wither, answer with Whimsy movement speed or polymorph as he approaches, then Glitterlance after he spends the first gap-closing step. If he activates Fury of the Sands, back out of the sandstorm and resume poke once it expires.
Later A stacked Nasus eventually wins the side lane if he can Wither and force a long chase, but Lulu is better as a teamfight enabler. Group before he becomes impossible to kite alone, and save polymorph for his Wither all-in on a carry.
- Do not fight inside Fury of the Sands; the duel becomes about time, not burst.
- Glitterlance after Wither starts is weaker unless Whimsy has already created space.
- Punish him when Siphoning Strike is used on a minion.
- Wild Growth yourself only after he reaches melee, so the knockup buys distance.

NidaleeEven
Nidalee wins if Javelin Toss lands from range, while Lulu wins shorter trades where she can shield the spear poke and polymorph the cougar follow-up.
Watch for Javelin Toss: takes too much health before the duel starts if Lulu gives Nidalee long sightlines.
How to beat
Do not stand in straight lanes through minions or jungle corridors; make Nidalee throw spears through bad angles. Shield spear damage when you cannot dodge, then punish missed Javelin Toss with autos and Glitterlance before she can heal back with Primal Surge. If she swaps to cougar and Pounces in, polymorph immediately and kite away from Bushwhack-marked ground.
Later Nidalee is better at side-lane poke and disengage, while Lulu is more reliable in full teamfights. Force grouped fights where a single spear does not decide everything and keep Pix shield ready for the target she marks down.
- Bushwhack’s resistance shred makes the next spear or cougar burst much scarier; do not duel while marked.
- Help, Pix! can turn a spear that would start her all-in into a neutral trade.
- Polymorph cougar Nidalee before Takedown, not after.
- Avoid brush edges where Prowl lets her change spear angles quickly.

Nunu & WillumpEven
Nunu is hard for Lulu to kill through Consume sustain, but he also struggles to finish her if she saves interrupts and speed for Absolute Zero and Ice Blast.
Watch for Absolute Zero: forces Lulu to leave the area or spend Wild Growth before the full channel lands.
How to beat
Keep him at Glitterlance range and avoid trading around minions he can Consume for a reset. When he uses Ice Blast, answer with Help, Pix! and Whimsy movement speed rather than standing to return autos. Save Wild Growth or polymorph for Absolute Zero if you cannot simply walk out.
Later Nunu rarely wants a true side-lane duel with Lulu, but his teamfight value comes from Blood Boil and zone control. Lulu should shield the target being slowed by Ice Blast and interrupt Absolute Zero before it zones her whole backline.
- Do not chase him through Consume targets; he will outlast your mana and cooldowns.
- Glitterlance is best used after Ice Blast, so both champions are slowed instead of only you.
- Wild Growth knockup can stop Absolute Zero if he channels near you.
- His Blood Boil makes short trades worse if he has an auto-attacker nearby.

OlafUnfavoured
Olaf’s Ragnarok ignores Lulu’s crowd control, and Undertow gives him repeated chances to force melee where Reckless Swing outduels her.
Watch for Ragnarok: makes Olaf immune to Whimsy polymorph, Glitterlance slow, and Wild Growth knockup during his all-in.
How to beat
Before Ragnarok, punish missed Undertow with autos and Glitterlance while staying far enough that he cannot pick up the axe for free. Once he uses Ragnarok, stop trying to disable him and spend Whimsy on yourself for speed if possible before the immunity matters. Kite in a straight retreat away from his axe pickup path and only re-engage after Ragnarok ends.
Later Olaf wins the side lane decisively if he reaches Lulu with ultimate, but Lulu can still win teamfights by shielding his target and waiting out Ragnarok. Do not spend polymorph into the immunity; hold it for the second wave after he becomes controllable again.
- Sidestep Undertow first; every picked-up axe shortens the duel in his favor.
- Reckless Swing ignores your resist stacking more than his axes do, so health matters.
- Wild Growth during Ragnarok gives health but no knockup value on Olaf.
- If he is low, respect Berserker Rage plus Vicious Strikes; his damage rises as he looks killable.

PantheonUnfavoured
Pantheon’s targeted stun and early physical burst beat Lulu’s fragile trading pattern unless she survives the first Aegis of Zeonia combo.
Watch for Aegis of Zeonia: targeted stun puts Lulu in range for Heartseeker Strike before she can kite.
How to beat
Stay outside his leap range whenever Aegis Protection is ready, and pop the block with an auto before committing meaningful damage. Shield Spear Shot poke, then punish only after Aegis of Zeonia or Heartseeker Strike is down. If he jumps, cast Wild Growth immediately after the stun ends to interrupt his follow-through and create room for Glitterlance.
Later Pantheon remains stronger in isolated picks, but he falls off harder in front-to-back fights where Lulu can deny his dive. Armor is efficient, and grouping removes many of his Grand Skyfall flank angles.
- Do not waste Pix-empowered autos into Aegis Protection if Glitterlance is your real trade tool.
- Move sideways out of Heartseeker Strike as soon as the stun ends.
- Wild Growth is best after his leap, not before it.
- If he uses Spear Shot to farm or poke, that is your short window to answer.

RammusEven
Rammus is difficult for Lulu to kill, but he has limited damage unless Powerball and Puncturing Taunt start the fight on his terms.
Watch for Puncturing Taunt: forces Lulu to attack into Defensive Ball Curl and removes her ability to kite during the engage.
How to beat
Keep minions and terrain between you and Powerball, then punish the crash miss with Glitterlance and autos while Defensive Ball Curl is down. Do not attack him heavily during Ball Curl unless you are only buying time for cooldowns. If he taunts you, use Help, Pix! before or after the control window and Wild Growth once he is committed, not while he is still closing.
Later Rammus is rarely a side-lane kill target for Lulu, but he can decide teamfights by taunting a carry. Lulu should play behind the front line, shield the taunted ally, and use Wild Growth to disrupt his follow-up.
- Do not stand in open lane center; Powerball needs a clean angle.
- Glitterlance after Powerball connects is worse than dodging the roll entirely.
- Attacking Defensive Ball Curl during taunt is exactly the trade Rammus wants.
- Mikael’s Crucible matters more for saving an ally from taunt than for dueling him.

RyzeUnfavoured
Ryze wins close-range spell rotations because Rune Prison guarantees his combo, while Lulu needs space and cooldown gaps to make her poke matter.
Watch for Rune Prison: roots Lulu in place so Ryze can land Overload, Spell Flux, and Desperate Power damage without chasing.
How to beat
Trade only at the outer edge of 550 range and back away before he can chain Rune Prison into repeated cooldowns. Shield the first rotation, then use Glitterlance to disengage rather than trying to match his sustained spell spam. If Desperate Power is active, kite until it ends; his spell vamp makes trading into it inefficient.
Later Ryze wins side-lane duels once tanky and mana-stacked, but Lulu is stronger when she can keep carries alive through his short-range burst. Build magic resist and treat Rune Prison as the cooldown that decides whether your backline can stand forward.
- Do not fight near your own minion wave when Spell Flux can bounce value through it.
- Desperate Power’s movement speed can erase a small spacing mistake.
- Wild Growth buys time during Rune Prison but does not stop Ryze from casting.
- A spell shield is valuable because blocking Rune Prison breaks his clean rotation.

ShacoUnfavoured
Shaco wins if he starts from invisibility or a Jack In The Box fear, while Lulu only wins when she reveals the angle and denies his first burst with polymorph.
Watch for Deceive: lets Shaco choose the first hit from behind and start the duel before Lulu can set spacing.
How to beat
Do not duel in unwarded brush or jungle pockets where Jack In The Box can control your escape path. If Shaco appears, immediately shield the first backstab damage and polymorph the real Shaco before he chains Two-Shiv Poison and clone pressure. Use Glitterlance defensively after the fear or Deceive window, not as blind poke into fog.
Later Shaco is the stronger side-lane and pick champion, but Lulu is much better in grouped fights if she denies his first target. Keep vision around flank routes and save Whimsy for the real Shaco, not the clone unless you must buy time.
- Jack In The Box turns your retreat path into his engage path; avoid narrow routes.
- Pix shield can mark the real Shaco briefly if you cast before Hallucinate confusion takes over.
- Do not chase the low-health clone into its explosion and box setup.
- Twin Shadows or wards matter because the matchup is decided before the first auto.

ShenEven
Lulu can kite Shen and block Vorpal Blade trades, but Shadow Dash gives him one reliable window to force melee and drag out the fight with Feint.
Watch for Shadow Dash: taunts Lulu long enough for Shen to land Ki Strike and set up repeated Vorpal Blade sustain.
How to beat
Stand just outside Shadow Dash range and punish him whenever he uses Feint or Vorpal Blade on the wave. If he dashes, shield the taunt damage and cast Wild Growth after he lands to interrupt his follow-up autos. Do not overcommit through Feint; reset spacing and make him spend another dash to continue.
Later Shen is sturdier in side lane and can leave with Stand United, while Lulu contributes more direct peel in the 5v5. Ping and punish his ultimate channel when possible, but mostly match him by grouping first and making his arrival less decisive.
- Shadow Dash is linear; angle away from walls so he cannot cover your whole retreat.
- Do not burn Glitterlance into Feint unless it also creates distance.
- Wild Growth after the taunt starts buys more space than casting it before he reaches you.
- If Stand United is used near you, Glitterlance or Wild Growth timing can help stop the channel if you are in range.

SingedEven
Lulu can kite Singed before he reaches her, but Fling into Poison Trail flips the duel if she lets him close through Mega Adhesive.
Watch for Fling: throws Lulu behind Singed into Poison Trail and breaks the spacing her kit depends on.
How to beat
Do not chase him; hold max range and make him run into Glitterlance rather than following Poison Trail. Save Whimsy for either your speed boost through Mega Adhesive’s edge or for polymorph when he is about to Fling. If Insanity Potion is active, disengage until the bonus stats expire unless he has already missed Fling.
Later Singed becomes the better side-lane nuisance because he can ignore Lulu and pressure waves, but Lulu is more useful protecting carries from his fling engage. Group, clear safely, and use Wild Growth on the ally he throws into your team.
- The matchup is lost by chasing; Poison Trail punishes every extra step behind him.
- Mega Adhesive into Fling is the real engage, not Poison Trail alone.
- Wild Growth can punish him after Fling because he must stand near the target he threw.
- Boots of Swiftness are more valuable here than extra damage.

SionUnfavoured
Sion’s point-and-click stun and shield burst force Lulu into melee timing, where his Enrage and Cannibalism can overpower her if she cannot disengage.
Watch for Cryptic Gaze: targeted stun lets Sion land Death's Caress detonation or close for lifesteal attacks.
How to beat
Stay outside Cryptic Gaze range and poke only when Death's Caress is down or already broken. If he stuns you, shield immediately, then Wild Growth as he commits to melee so the knockup interrupts his attack window. When Cannibalism is active, kite without trading autos; grievous wounds or disengage is better than feeding his healing.
Later Sion wins most side-lane duels if he reaches Lulu with stun, but he is easier for Lulu to manage in teamfights where his target is obvious. Save polymorph and Wild Growth for his post-stun follow-up rather than spending everything into the shield.
- Break Death's Caress from range or leave before it detonates.
- Do not auto-trade during Cannibalism unless you can apply grievous wounds.
- Wild Growth after Cryptic Gaze ends can deny his first empowered attacks.
- His stun is targeted, so spacing matters more than dodging.

SivirEven
Sivir can block Lulu’s key spell with Spell Shield and out-DPS extended trades, but Lulu controls short trades if she baits the shield first.
Watch for Spell Shield: blocks Glitterlance, Whimsy, or Help, Pix!, turning Lulu’s planned trade into Sivir’s free mana and tempo.
How to beat
Open with an auto or a low-commitment Help, Pix! threat to bait Spell Shield before using Glitterlance or Whimsy. Stay away from the minion line so Boomerang Blade and Ricochet do not hit you for free while you wait. Commit after Spell Shield is down, then disengage before On The Hunt lets her extend the chase.
Later Sivir scales into the stronger side-lane DPS champion, while Lulu is stronger when attached to a carry in teamfights. Force Sivir to use Spell Shield on lesser spells, then protect your marksman through On The Hunt’s engage.
- Do not throw Glitterlance first if Spell Shield is ready; losing the slow loses the trade.
- Stand off-axis from Boomerang Blade so only one pass can hit at most.
- Her short 425 range lets you poke, but On The Hunt can erase that gap.
- Pix autos can pressure Spell Shield without spending your best cooldown.

SkarnerUnfavoured
Lulu can kite Skarner before he reaches her, but if Crystalline Exoskeleton stays up long enough for Impale range she usually loses the duel.
Watch for Impale suppresses Lulu and removes her ability to kite or cast Wild Growth during the drag.
How to beat
Stay just outside his Flash or ultimate range and use Glitterlance to break his approach before Crystalline Exoskeleton closes the gap. If his shield is down, punish with autos and Pix while holding Whimsy for the second chase, not the first step forward. Commit only after he has used W or missed Fracture, because once he reaches melee he refreshes cooldowns with Energize.
Later Skarner wins isolated side-lane catches, while Lulu is far stronger around grouped carries. Do not match him alone in fog; ward his flank angles and save Wild Growth or Mikael-style cleansing for whoever he drags.
- Damage his Crystalline Exoskeleton early; losing the shield also cuts his speed and attack speed.
- Do not spend Whimsy aggressively while Impale is available.
- Glitterlance through Pix can slow him after he passes Lulu's own bolt angle.
- Fight him in open space, not near walls or brush where he can shorten the run-up.

SonaEven
Both are fragile ranged supports, with Lulu having better single-target control and shielding while Sona has stronger poke patterns and Crescendo as the cleaner all-in.
Watch for Crescendo stuns Lulu long enough for Sona to land her burst and deny Lulu's first defensive cast.
How to beat
Trade around Power Chord count: step up when Sona has just spent it and back off when the empowered attack is ready. Keep Help, Pix! for her Q plus Power Chord poke rather than shielding random autos. If Crescendo is down, Lulu can force short trades with Glitterlance slow into Pix autos and Whimsy to stop Sona from walking away.
Later Neither wants a side-lane duel, but Sona's teamfight initiation can decide grouped fights if Lulu is caught before casting. Lulu should stand slightly behind her carry, shield the poke target, and use Wild Growth after Crescendo lands rather than blowing it on chip damage.
- Watch Sona's third-spell Power Chord before choosing to trade.
- Whimsy can punish Sona after she walks forward for Hymn of Valor range.
- Shield the empowered auto timing, not the aura cast itself.
- Do not clump with your carry in Crescendo range.

SorakaEven
Soraka is hard for Lulu to finish because of Astral Blessing and Wish, but she lacks the burst or catch to reliably kill Lulu unless Lulu wastes cooldowns into silence.
Watch for Infuse silences Lulu during the moment she wants to shield, polymorph, or ult.
How to beat
Take short trades from max auto and Glitterlance range, then disengage before repeated Starcalls stack magic-resist reduction. Bait Infuse with a step forward, then use Help, Pix! and Whimsy after the silence ends to win the next exchange. Do not hard commit until Astral Blessing or Wish has been used, because Soraka's effective health is much higher than it looks.
Later Soraka still rarely duels Lulu cleanly, but she can out-sustain poke wars and keep carries alive through Lulu's chip damage. Lulu has to create burst windows with Wild Growth knockup and polymorph rather than letting fights become repeated heal cycles.
- Avoid standing in Starcall range for extended trades.
- Infuse is the cooldown that lets Soraka survive or punish your engage.
- Force Wish before committing to a second all-in.
- Help, Pix! blocks her poke better than it helps you burst through her heals.

TaricEven
Lulu controls the lane spacing, but Taric can win if Dazzle lands close enough for Shatter, Radiance, and repeated Gemcraft attacks.
Watch for Dazzle stuns Lulu and gives Taric the only reliable opening to reach melee range.
How to beat
Respect his stun range and keep trades to Glitterlance plus Pix autos as he walks up. If Dazzle is used or baited at long range, shield the hit and kite backward with Whimsy, then punish while he cannot force contact. Never stand still after the stun ends, because Taric's damage only matters if he keeps you inside Shatter and Radiance range.
Later Taric is not a side-lane threat unless Lulu mispositions into Dazzle, while both champions matter more through teamfight utility. Lulu should stay outside his stun angle and use Wild Growth to interrupt the melee champion Taric enables.
- Dazzle is less threatening when he casts it from maximum range, but it still sets up contact.
- Do not auto-trade into Shatter's armor aura for too long.
- Polymorph Taric only if he is the one reaching you; otherwise save it for his carry.
- Glitterlance as he walks forward forces him to choose between retreating and wasting Dazzle.

TeemoEven
Lulu has better shields and crowd control, but Teemo's blind, poison, and mushrooms make extended or careless chases dangerous.
Watch for Blinding Dart removes Lulu's Pix-boosted auto damage during the trade window.
How to beat
Open with Glitterlance or Help, Pix! damage rather than relying on autos into his blind. Keep the fight at 550 range where Lulu outranges him slightly, and do not chase through unwarded paths once Noxious Trap is available. Commit after Blinding Dart is down, using Whimsy to deny Move Quick and keep him inside your follow-up autos.
Later Teemo can make side lanes hostile with mushrooms, but Lulu is more valuable in front-to-back teamfights. Sweep or ward the approach, shield poison ticks efficiently, and force grouped fights where his blind only affects one carry.
- Lulu's 550 range lets her tag Teemo before his 500-range autos if spacing is clean.
- Shield after Toxic Shot lands so it absorbs poison ticks too.
- Do not chase a low Teemo through mushrooms without vision.
- Whimsy after Blinding Dart expires gives you the real damage window.

TristanaUnfavoured
Tristana can match Lulu's early range and eventually outranges her, and Rocket Jump plus Buster Shot lets Tristana choose whether the duel continues.
Watch for Rocket Jump puts Tristana on top of Lulu, slows her, and starts the burst window.
How to beat
Stand outside Rocket Jump landing range when your shield is down and use Glitterlance immediately when she begins moving forward. If she jumps in, Wild Growth yourself during the landing burst and Whimsy her before Rapid Fire autos stack up. Your best chance is before her passive range scales; later, take short spell trades and do not chase through Buster Shot disengage.
Later Tristana wins the side lane and outscales Lulu in raw duel damage. In teamfights Lulu should stop Rocket Jump resets with polymorph or Wild Growth knockup and play entirely around protecting the carry she dives.
- Her passive eventually makes even trades impossible if you stand at auto range.
- Wild Growth can punish her Rocket Jump landing if timed as she arrives.
- Do not waste Glitterlance after Buster Shot has already created space.
- Polymorph during Rapid Fire is stronger than using it before she commits.

TryndamereUnfavoured
Lulu can stall Tryndamere with slows, polymorph, and Wild Growth, but she usually lacks the damage to kill him through Undying Rage before he reaches her again.
Watch for Undying Rage lets Tryndamere ignore Lulu's burst and keep chasing through her peel window.
How to beat
Keep maximum distance and save Whimsy for after Spinning Slash, because using it before his dash lets him close anyway. Glitterlance him as he commits, then kite in a straight line away from his next auto rather than circling inside melee range. Commit only after Undying Rage ends or if you can force it while still holding enough distance to survive the five-second chase.
Later Tryndamere dominates isolated side lanes and forces Lulu to answer with teammates or wave control, not a duel. In teamfights, Lulu's job is excellent: polymorph him after Spinning Slash and Wild Growth the target he dives until Undying Rage expires.
- Do not blow Whimsy before Spinning Slash connects or misses.
- Mocking Shout matters less for Lulu's damage than its slow when your back is turned.
- Count Undying Rage before using your last disengage spell.
- Glitterlance after his dash is much harder for him to dodge.

Twisted FateEven
Lulu can out-trade Twisted Fate in short-range skirmishes, but Gold Card into Wild Cards gives him a reliable punish if she walks into card range carelessly.
Watch for Pick A Card Gold Card stuns Lulu and guarantees Twisted Fate's follow-up damage.
How to beat
Do not enter his auto range while he is cycling Pick A Card unless you are ready to shield the Gold Card and disengage. Use Glitterlance from angles that do not line you up with Wild Cards, then step in for Pix autos only after his card is spent. If Destiny is available, assume he can start the fight with vision and positioning advantage rather than meeting you frontally.
Later Twisted Fate is more dangerous through map pressure than dueling Lulu, while Lulu is stronger in grouped fights if she denies his first stun target. Stay near carries when Destiny is up, and use Whimsy or Wild Growth to punish him if he ports into short range.
- Gold Card is the trade timer; without it he struggles to force Lulu to stay.
- Stand diagonal to him so Wild Cards cannot cover your retreat line.
- Help, Pix! can absorb the locked-card hit before the spell follow-up lands.
- Destiny's reveal can remove your setup advantage around brush.

TwitchUnfavoured
Lulu can beat Twitch if she survives the opener, but Ambush into stacked poison and Expunge gives Twitch the stronger equal-item kill threat.
Watch for Ambush lets Twitch start the duel on his terms and stack Deadly Venom before Lulu has spacing.
How to beat
Do not face-check when Twitch is missing; keep wards down and hold Help, Pix! until he reveals so the shield covers the first poison stack burst. Once he appears, polymorph immediately if he activates Spray and Pray, then Glitterlance sideways to leave the piercing line. You can win only by breaking his first burst window and re-engaging while Ambush and Expunge are down.
Later Twitch wins isolated ambushes, while Lulu is one of the better supports at stopping his teamfight opening. Buy vision, stand off-angle from your carry, and use Whimsy or Wild Growth as soon as Spray and Pray begins rather than after stacks are already lethal.
- A warded approach matters more than a combat item in this matchup.
- Do not line up behind your carry during Spray and Pray.
- Polymorph after Twitch reveals denies most of his ultimate duration.
- Shield before Expunge if he has multiple poison stacks on you or your carry.

VayneUnfavoured
Vayne's dueling kit outscales Lulu's damage, and Final Hour gives her enough stealth and mobility to dodge Glitterlance and force Silver Bolts procs.
Watch for Final Hour makes Tumble grant invisibility, breaking Lulu's targeting and letting Vayne reset the duel angle.
How to beat
Stay away from walls so Condemn cannot stun you, and do not throw Glitterlance until after Tumble if she is threatening an all-in. Use Whimsy during Final Hour when she becomes targetable, then create distance with Wild Growth if she commits into melee range. Your kill window is before she has ultimate or after Condemn is down and she has no clean wall angle.
Later Vayne wins side-lane duels decisively at finished builds. Lulu's value is in teamfights: layer shield, polymorph, and Wild Growth on the target Vayne commits to, and deny her the uninterrupted autos she needs for Silver Bolts.
- Fight in lane center; walls turn Condemn from peel into a stun.
- Hold Glitterlance until Tumble is used or she can dodge it too easily.
- Polymorph is best saved for Final Hour's damage window.
- Do not trade three autos at a time; Silver Bolts rewards exactly that.

VeigarUnfavoured
Lulu can harass Veigar early, but Event Horizon into Dark Matter and Primordial Burst becomes lethal once he has AP.
Watch for Event Horizon cages Lulu and threatens a stun that sets up Veigar's full combo.
How to beat
Keep moving laterally at the edge of Glitterlance range and never walk predictably into the ring edge. If Event Horizon is down, Lulu can step forward hard with Whimsy and Pix autos because Veigar has no escape. Save Wild Growth for after the stun or burst target is clear; using it before Primordial Burst may still leave you inside Dark Matter.
Later Veigar is more lethal in pick situations and can delete Lulu or her carry if the cage lands. Lulu should play outside fog, keep cleanse support items ready, and use Whimsy aggressively on Veigar only when his cage is missed or already spent.
- Do not panic-walk into Event Horizon's wall; the center is often safer than the edge.
- Whimsy can stop Veigar after a missed cage, but not while you are stunned.
- Shielding before Primordial Burst matters more if Lulu has built AP.
- Avoid standing still to auto when Dark Matter is placed under you.

WarwickUnfavoured
Warwick's sustain and suppression make him difficult for Lulu to kill, and Infinite Duress gives him a guaranteed way through her kiting if he reaches range.
Watch for Infinite Duress suppresses Lulu and locks her in place while Warwick heals and deals damage.
How to beat
Poke him only while backing away, because extended trades feed Eternal Thirst and Hungering Strike value. Save Whimsy or Wild Growth for after Infinite Duress if possible, and use Glitterlance to slow him before Blood Scent or Shurelya-style speed lets him close. If his ultimate is down, Lulu can kite him reliably; if it is up, never offer a straight line into cast range.
Later Warwick wins most isolated catches, especially against a low-health Lulu revealed by Blood Scent. In teamfights Lulu should stay outside his ultimate range and be ready to cleanse or ult the suppressed carry immediately.
- Do not fight him while low; Blood Scent makes disengaging much harder.
- Short poke is fine, extended auto trades are not.
- His sustain means your goal is forcing him away, not slowly draining him.
- Hold peel for Infinite Duress rather than spending everything on his walk-up.

WukongUnfavoured
Wukong's dash, stealth, burst, and Cyclone give him too many ways to stay on Lulu once he starts the fight.
Watch for Cyclone knocks Lulu up and keeps Wukong in range long enough to finish the all-in.
How to beat
Keep minions between you and Wukong when possible, because Nimbus Strike needs a target to start the engage. After he dashes, wait a beat for Decoy before committing Glitterlance or Whimsy, then peel the real Wukong as he exits stealth. If Cyclone is available, save Wild Growth for the knockup chain or for yourself the moment he reaches melee.
Later Wukong is a much better side-lane duelist and a dangerous teamfight flanker. Lulu should ward flank paths and preserve polymorph for his post-Decoy engage, then Wild Growth the ally he knocks up to break his burst timing.
- Do not waste Glitterlance into Decoy; watch which model keeps pathing.
- Nimbus Strike is the signal to start peeling, not to stand and trade.
- Wild Growth can interrupt his follow-up damage as he enters Cyclone range.
- Armor helps, but spacing before his dash matters more.

ZileanEven
Zilean outranges and pokes Lulu with repeated Time Bombs, but Lulu has stronger direct peel and can punish him when Rewind or Time Warp is unavailable.
Watch for Time Bomb forces Lulu to either absorb delayed burst or give up space around the detonation.
How to beat
Do not let him attach bombs for free from 600 range; step in only when you can answer with Glitterlance and Pix autos. If he uses Time Warp offensively, shield the bomb damage and Whimsy him before he can reset distance with Rewind. Do not fully commit into Chronoshift unless you can wait it out, because killing him during the rune often loses the trade.
Later Zilean is stronger at long-range poke and resurrection utility, while Lulu is better at denying dives in the actual fight. Lulu should shield bomb targets, avoid clumping for detonations, and force enemies to fight through Wild Growth after Chronoshift has been baited.
- Zilean's 600 range means he can start trades before Lulu can auto back.
- Track Rewind; a second bomb changes the trade math quickly.
- Do not burst into Chronoshift unless you can disengage during the revive timer.
- Whimsy after Time Warp keeps him from simply speeding away.
No champion by that name.
18- Attack damage
- 90.8
- Ability power
- 0
- Armor
- 149.6
- Magic resist
- 114.6
- Attack speed
- 0.864
- Cooldown reduction
- 31%
- Critical strike chance
- 0%
- Move speed
- 381.1

Click an item to leave it out of the numbers.
Resources
- Health
- 3,259
- Health regen
- 32.8 / 5s
- Mana
- 1,262
- Resource regen
- 45 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QGlitterlancerank 5/5
- Damage
- 260
EHelp, Pix!rank 5/5
- Damage
- 280
- Shield
- 240
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.864
- Average hit
- 90.8
- Normal hit
- 90.8
- Critical hit
- 181.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 12.7s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 90.8
- Ability power
- 711.71
- Armor
- 138.6
- Magic resist
- 30
- Attack speed
- 0.864
- Cooldown reduction
- 4%
- Critical strike chance
- 0%
- Move speed
- 388.5

Click an item to leave it out of the numbers.
Resources
- Health
- 2,341
- Health regen
- 15.8 / 5s
- Mana
- 1,890
- Resource regen
- 17 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QGlitterlancerank 5/5
- Damage
- 624
EHelp, Pix!rank 5/5
- Damage
- 716
- Shield
- 525
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.864
- Average hit
- 128.1
- Normal hit
- 128.1
- Critical hit
- 220.1
- On-hit damage
- 36.1
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +1.3%
- Time to kill
- 9.0s
On-hit
- Spellsword36.1
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 90.8
- Ability power
- 0
- Armor
- 79.6
- Magic resist
- 30
- Attack speed
- 0.864
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 325
Resources
- Health
- 1,891
- Health regen
- 15.8 / 5s
- Mana
- 1,190
- Resource regen
- 14 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QGlitterlancerank 5/5
- Damage
- 260
EHelp, Pix!rank 5/5
- Damage
- 280
- Shield
- 240
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.864
- Average hit
- 90.8
- Normal hit
- 90.8
- Critical hit
- 181.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 12.7s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 90.8
- Ability power
- 115
- Armor
- 120.6
- Magic resist
- 110
- Attack speed
- 0.864
- Cooldown reduction
- 26%
- Critical strike chance
- 0%
- Move speed
- 403.3
Click an item to leave it out of the numbers.
Resources
- Health
- 2,429
- Health regen
- 32.8 / 5s
- Mana
- 1,190
- Resource regen
- 47 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QGlitterlancerank 5/5
- Damage
- 318
EHelp, Pix!rank 5/5
- Damage
- 349
- Shield
- 286
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.864
- Average hit
- 90.8
- Normal hit
- 90.8
- Critical hit
- 181.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 12.7s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.