Introduction

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Heya, Peachfuzzz#NA1 here again. I previously wrote a guide on Annie reroll in 13.23, which got a little traction on Reddit. Still low master, unfortunately, and it might stay this way after writing. I am here again to grief my own climb by posting an unqualified guide on an underplayed comp.

Do you like carries who cast over and over again? Do you like three costs? Do you like spiking mid game while still having a strong cap? Do you like silly interactions between duplicate units? Do you really, really hate Yone? Well, boy do I have a comp for you! This guide is a writeup of Lulu Reroll, a comp that was probably playable for a few patches but somewhat underexplored until her latest buffs.

Basic exploration

Lulu is a valuable unit to reroll for a couple reasons.

  1. Surprisingly loaded spell. Beyond the recent numbers buffs, Lulu innate has some interesting characteristics to her spell. Her spell pierces its first target and deals slightly lower damage to the second. With some positioning, you can sometimes get her to snipe backliners without finishing off the frontline first. She even has her own CC: her third cast stuns the three nearest units. This means she is very strong against melee carries without QSS or EoN, notably Yone.
  2. Hyperpop shenanigans. Hyperpop is a somewhat underexplored synergy, especially for its mana generation characteristics. Lulu as a carry acts as a mana generator for your other backliners (including herself!). This enables secondary carries even more than usual. Early, Hyperpop stabilizes you harder than other 3 cost rerolls. Late game, Lulu caps out with Ahri/Sona/Ziggs, letting them cast far more often than usual, even when unitemized.

Play condition

Lulu can be played from your traditional AP spot. Because Lulu’s itemization is relatively flexible, especially with Superfans, most openings are okay. Seeing a tear opener is especially nice since Blue Buff is part of her BIS.

Win conditions

Lulu is not like Yone or Riven: you do not lose fights early into hitting your 3-star and becoming nearly unbeatable. Rather, Lulu is more similar to Jazz Superfans (obviously) and Country: you stabilize decently hard on Lulu 2 and you cap out by hitting 3-star Ekko/Neeko or pushing levels for 5 costs. Her items are not important enough to lose streak for, so don’t go into the game typing “me lulu” and open fort expecting to win out.

Items

Lulu’s optimal fights, much like the notorious Annie reroll, are long extended fights where Lulu casts as much as possible, racking up AP through Spellweaver and chain stunning the enemy frontlines. Unlike Annie however, Lulu’s mana thresholds aren’t that important to hit. Given that Lulu already has [Shojin] from Superfans, the rest of her itemization is relatively flexible: one mana/attack speed and one flex slot. The difference between damage items and even more mana isn’t very large, so don’t fret too much if you don’t get one.

As with always, grab antiheal and MR shred somewhere. [Spark] is an instant slam. Seraphine can hold [Red Buff]/[Morello] early, and Ziggs is by far the best holder late. Ekko is generally a stronger tank than Neeko, but the difference isn’t that large.

Capstone Lines