Passive: Pix, Faerie Companion
Pix fires three bolts toward Lulu's target whenever she auto-attacks. These bolts deal magic damage and apply on-hit effects, but they can be blocked by other enemies stepping in the way. In Mayhem, where attack speed and ability haste are abundant, this passive adds significant damage to your poke and extended trades.
Use this to harass enemies under their tower or during early chokes. If you position aggressively, you can land free damage on melee champions who cannot safely step in front of the bolts. The passive also synergizes with attack speed builds or augments that boost basic attack damage, turning Lulu into a hybrid damage threat rather than a pure support.
Targeting logic is straightforward: whatever you right-click, Pix shoots. If you attack a minion near an enemy champion, the bolts might accidentally hit the champion if they are aligned, but you cannot manually aim Pix independently. In teamfights, focus on attacking the nearest safe target to keep Pix firing, rather than overextending to reach a backline carry.
Counterplay is simple: enemies can body-block the bolts to protect their squishies. If you waste your auto-attack range by standing too far back, Pix will not fire at all. Punishment for ignoring this passive is missed damage; if you only cast spells and never auto, you lose a surprising amount of pressure, especially in early fights.
Q: Glitterlance
Lulu and Pix each fire a bolt of energy that slows enemies hit. The bolts can be aimed independently if you reposition Pix with Help, Pix!, allowing you to hit enemies from two different angles. In Mayhem, the low cooldown and high slow uptime make this your primary poke and disengage tool.
Use Q to check bushes, slow approaching melee threats, or set up kills for your team. The damage is modest, but the slow persists long enough to kite most bruisers. Early on, spam Q whenever enemies group in narrow corridors; the width of the bolts makes it easy to clip multiple targets.
Hit logic requires both you and Pix to have line of sight. If Pix is attached to an ally, the second bolt originates from them, effectively extending your range and letting you shoot from two positions at once. This is your main combo tool with E: cast E on an ally or enemy to reposition Pix, then immediately Q to catch enemies off guard with an unexpected angle.
In teamfights, use Q to peel for your carries or slow the enemy frontline. Do not hold it for a perfect line; the cooldown is short enough that using it frequently is better than waiting for a dream shot. Counterplay exists in the delay before the bolts fire—mobile enemies can sidestep if they predict the angle. Punishment for missing is minimal early, but in a critical disengage moment, a missed Q can mean your carry dies to a dash or gap-closer.
W: Whimsy
This ability has two cast modes: on an ally, it grants bonus attack speed and movement speed; on an enemy, it polymorphs them, disabling their attacks and abilities and reducing their movement speed. In Mayhem, the polymorph is one of the strongest single-target crowd control effects because it shuts down divers and burst mages instantly.
Use W on enemies the moment they commit with a dash or engage tool. Polymorph stops channels, prevents flashes, and neutralizes assassins. If no one is diving, use W on your carry to boost their attack speed and help them kite or shred objectives. Early fights often revolve around stopping one key threat; saving W for that moment is more valuable than using it for a small speed boost.
Targeting is instant and cannot be blocked, but the range is moderate. You must be close enough to reach the target, which means positioning forward when you expect an engage. In teamfights, prioritize polymorphing enemy divers or burst champions over speeding up allies, unless your carry is safely kiting and needs the extra damage.
Counterplay is limited: enemies can use Quicksilver or similar cleanses, but most cannot act during the polymorph. The punishment for wasting W is severe. If you use it on an ally for speed and the enemy assassin jumps in two seconds later, you have no answer. Always hold W when you see a threat with a key cooldown still available.
E: Help, Pix!
Cast on an ally to shield them and attach Pix to them, enabling Pix's passive bolts on their attacks. Cast on an enemy to deal damage and grant vision of them, while also attaching Pix to them for a short time. In Mayhem, the shield values and damage are meaningful, but the real power is Pix's reposition for your Q.
Use E on allies who are under fire or about to engage. The shield helps them survive burst, and Pix's presence adds damage to their autos. On enemies, use E to finish off low-health targets, reveal stealth champions, or set up a cross-angle Q. Early on, E is your strongest trade tool: shield your frontline, then use Pix's new position to land a Q that the enemy did not expect.
Hit logic is point-and-click with no travel time, making it reliable for clutch saves or guaranteed damage. The vision granted on enemies is useful for tracking stealth champions like Shaco or Akali in chaotic fights. Combo role is central: E repositions Pix, Q exploits that position, and the shield or damage adds to the trade.
In teamfights, cycle E between your carry and your frontline based on who needs the shield or who can best use Pix's bolts. Counterplay is minimal since E cannot be dodged, but enemies can burst through the shield if they have high damage. Punishment for misusing E is opportunity cost: if you shield yourself unnecessarily, your carry might die to the next spell. If you waste E on an enemy for damage when your ally needed a shield, you lose the save.
R: Wild Growth
Lulu enlarges an allied champion, knocking up nearby enemies, granting the ally bonus health, and creating an aura that slows enemies around them. In Mayhem, this ultimate is a game-changing disengage and counter-engage tool. The knockup and slow field can completely disrupt enemy dive attempts.
Use R the instant your carry is collapsed on. The knockup interrupts channels and dashes, and the slow field makes it nearly impossible for enemies to stick to your team. You can also use R offensively on a diving ally like a tank or bruiser to give them extra health and create chaos in the enemy backline. Early fights often turn on a well-timed R that saves a teammate and flips the engage.
Targeting is ally-only, so you cannot cast it on yourself unless you are the target. Positioning matters: you must be in range of the ally you want to save. In teamfights, hover near your carry and resist the urge to use R on a full-health frontline just for the knockup. The health boost is most valuable when the target is about to take burst damage.
Counterplay exists in the form of burst that kills the target before the knockup and health apply, or crowd control that prevents you from casting in time. Enemies can also disengage from the slow aura if they have dashes. Punishment for wasting R is obvious: if you use it on a healthy ally who was not in danger, you lose your only hard disengage for a long time. If you hold it too long, your carry dies before you react. The key is recognizing the moment the enemy commits their burst or dive.
Leveling Priority
Most games favor maxing E first for stronger shields and reliable damage, followed by Q for poke and slow duration. W is usually maxed last because the polymorph duration does not scale with rank, though the speed boost does. In Mayhem, the exact order can flex based on your team composition and augment choices, but E into Q into W is the default for a balanced playstyle.
