- Тир
- T3
- Ранг
- #122
- Процент побед
- 48.56%
- Популярность
- 0.71%
Pyke сейчас находится в категории T3 по данным ARAM Mayhem. Открыть гайд чемпиона

Lulu сейчас находится в категории T4 по данным ARAM Mayhem.
Lulu the Fae Sorceress
Play her as a pure enchanter in Mayhem because the mode's damage scaling makes defensive buffs more valuable than her modest AP ratios. You can pick up a damage augment if your team lacks poke, but your primary job is keeping allies alive through the chaos. Building damage leaves you too squishy and wastes your utility scaling.
Max Whimsy (W) first for the longer polymorph duration and movement speed buff, since disabling enemies in Mayhem's teamfights creates massive windows for your team. Glitterlance (Q) is a solid second max if you're landing consistent poke, but the polymorph impact usually outweighs raw damage. Help, Pix! (E) last since the shield value scales well enough with items and augments.
Save Whimsy for divers and assassins jumping your backline rather than using it for the speed buff on cooldown. A well-timed polymorph on a diving Zed or Kha'Zix completely neutralizes their engage. If no one is diving, use it on the enemy frontline to stop their advance or peel them off your carry.
Cast it on an ally who's about to take burst damage for the shield, or put it on a frontline ally to extend your Glitterlance range through them. Don't waste it just for the vision unless you're checking a bush before face-checking. The shield is instant, so use it reactively when you see damage coming in.
Pop it when an ally gets engaged on and needs the instant health plus knockup, not just for the size increase. The knockup disrupts enemy combos and buys time for your team to collapse. Don't wait until they're at 10% health—use it earlier so the health boost actually matters during the fight.
Prioritize augment effects that boost healing, shielding, or ability haste since you want your buffs and polymorph available constantly. Augments that add damage to your abilities are fine but secondary to utility ones. Avoid pure damage augments that don't offer any crowd control or defensive benefit.
Stay behind your frontline and use E on allies taking damage while returning fire with Q when enemies step up. Don't walk forward to auto-attack if it means eating free poke. Your sustain comes from keeping teammates alive long enough to land their own poke or engage.
Hold W and R specifically for whoever dives your backline, and position far enough back that you don't get caught in the same engage. Polymorph the engager mid-dash if possible, or ult your carry to knockup everyone around them. Your job is to make their engage fail, not to start fights yourself.
Moonstone Renewer and Staff of Flowing Water remain strong because they amplify your shielding and give allies bonus damage, fitting perfectly into the chaotic teamfight environment. Ardent Censer is also good if you have multiple auto-attackers. Build Redemption or Mikael's Blessing situationally based on enemy crowd control and your team's needs.
Fire it through allies or enemies with Pix attached to them for extended range and awkward angles that catch people off guard. The slow helps your team chase or kite, so don't just fish for damage—use it to control movement in fights. Lead your target slightly since the projectiles have travel time.
Focus on shielding allies who take damage and polymorphing enemies who overextend, letting your teammates land free damage. Your early poke with Q is decent but don't trade your health for it. Survive and assist rather than trying to be a damage dealer.
Polymorph enemies mid-flight if you have fast enough reactions, or save it for when they land to prevent their follow-up combo. You can also Snowball yourself to reposition if you get caught out, though you're usually better off staying back. Don't use Snowball aggressively unless your team is following up.
Play even farther back and use your ult on whoever gets focused first, turning them into a temporary tank with the health boost and knockup. Polymorph becomes even more critical here since you need to stop enemies from reaching your squishies. Consider building more defensive items like Redemption to compensate.
Polymorph their carry during key moments to remove their damage threat while your team focuses them down. You can also use W on your own carry to speed them away from enemy CC or toward a fleeing target. The enchanter matchup often comes down to who uses their tools more reactively.
Using Whimsy offensively for the speed boost when you should be saving it for defensive polymorphs. Another common error is ulting too late—once your carry is dead, the health boost doesn't matter. Trust your instincts and use abilities early rather than waiting for the perfect moment that never comes.