Maven of the Strings
Sona is played as a support
Sona is a mage support and as such has a large amount of utility for a small amount of resistance and long term longevity. She has the ability to poke enemies, heal and speed up allies, and to stun enemies with an ultimate that, for all intents and purposes, is a straight line AOE stun. All of these abilities allows her to fill several roles in game, making her something of a jack-of-all-trades, and an extreme terror when she's strong enough to be considered conventional and meta. However, for all of that she gives up some strengths in other areas, and you can use this fact to bring her down.
Passive – Power Chord
After casting 3 spells, Sona's next attack deals bonus magic damage in addition to a bonus effect depending on what song Sona last activated.
Q – Hymn of Valor
Sona plays the Hymn of Valor, sends out bolts of sound, dealing magic damage to two nearby enemies, prioritizing champions and monsters. Sona gains a temporary aura that grants allies tagged by the zone bonus damage on their next attack against enemies.
W – Aria of Perserverence
Aria of Perseverance - Sona plays the Aria of Perseverance, sending out protective melodies, healing Sona and a nearby wounded ally. Sona gains a temporary aura that grants allies tagged by the zone a temporary shield.
E – Song of Celerity
Sona plays the Song of Celerity, granting nearby allies bonus Movement Speed. Sona gains a temporary aura that grants allied champions tagged by the zone bonus Movement Speed on their next attack.
R – Crescendo
Sona plays her ultimate chord, stunning enemy champions and forcing them to dance and dealing magic damage to them. Each rank reduces the base cooldown of Sona's basic abilities.
Sona dies really quickly. A hard-engage support or a lot of poke can cause a Sona to play respectfully, as they watch their rapidly depleting health bar through teary eyes.
Don't underestimate the value of poke. If you can force her to stay in babysitter mode (Read: Healing her ADC), then you deny her the deceptively powerful poke she has access to in the early game, by draining her limited mana pool.
Sona is immobile, even for having a whole ability dedicated to movement speed, chasing her isn't that difficult in a game with so many dashes. Don't be scared to chase her a little to finish her off, or to even scare her away.
Respect the Crescendo. Don't clump with your team if you have even the slightest inkling that it might be available. Also account for it being up if you catch her out of position.
Sona is difficult to trade with early, thanks to her passive, play respectfully if you have a duo that has a lackluster early game, otherwise you can find yourself in trouble.
She dies fast, he makes her die even faster. If she gets pulled that's at least a flash, the second time, she'll just die, being both immobile and squishy. It's just not a matchup she wants to have.
The same as Blitzcrank, with 10% more Vitamin D! She engages, Sona flashes, She engages again, Sona dies, blown up by the extra sunlight damage.
Negate her poke with your shield, and then poke her. You do more damage, and can drain her mana pool quickly as a result. At worst you match pressure, at best you come out ahead and continue to make her hate the lane.
MR is alright if you're getting destroyed early game, but her damage falls off, otherwise just focus on having the damage to punish her for coming close enough to poke you.
Sona is a mage support and as such has a large amount of utility for a small amount of resistance and long term longevity…
Soraka is played as a support
Soraka is a healing centric support with little else in the way of utility. She has a silence field that tends to be lackluster except for in choke point fights, and very minimal damage in her Starcall. She is immobile, except for when running towards a hurt ally, when she gets a speed boost. However, she has the ability to heal one ally with Astral Infusion at the cost of her own health, or her entire team with her ultimate ability Wish, which are the biggest two reasons she's picked. However, such one dimensional benefits come with easily accessible counters.
Passive – Salvation
Soraka runs faster towards nearby low health allies.
Q – Starcall
A star falls from the sky at the target location dealing magic damage and slowing enemies. If an enemy champion is hit by Starcall, Soraka recovers health and gains movement speed when moving away from enemy champions.
W – Astral Infusion
Soraka sacrifices a portion of her own health to heal another friendly champion.
E – Equinox
Creates a zone at a location that silences all enemies inside. When the zone expires, all enemies still inside are rooted.
R – Wish
Soraka fills her allies with hope, instantly restoring health to herself and all friendly champions
Soraka is very squishy and as a result of not being able to heal herself with her Astral infusion, dies quickly if engaged upon.
Harassing the AD Carry can force Soraka to run low on health very quickly, leaving her unable to lane and forced to back, which will set both her and her carry behind.
Soraka can't heal herself, any poke or trade you manage to get on her is valuable.
Buying any item with greivious wounds, and/or taking ignite makes Soraka less valuable to a team composition than she would be otherwise. Make sure stack grevious wounds on any team member that can afford it.
She gets pulled and she just kind of dies, at best she can heal herself once with her ult, but has no way to actually run away, and will just get knocked airborne, silenced and killed.
Gets engaged on and dies, with no way to run from the chain stuns and no way to actually mitigate the sunlight damage.
A lot of poke and grevious wounds mean that he's not concerned about her ability to heal things.
She can't run from him. If he comes to gank she just dies, almost the same as an engage support jumping onto her.
Morellonomicon, Mortal Reminder, Executioners Calling, anything with grevious wounds is a good pickup against Soraka. Otherwise, not much else is needed in the way of dealing with her specifically.
Soraka is a healing centric support with little else in the way of utility. She has a silence field…
The River King
Tahm Kench is played support or top
Tahm Kench is a tank support with extreme sustain and a fair amount of CC as a result of his passive, An Aquired Taste. Thanks to his ability to generate grey health, he can also survive for longer periods of time than other champions while under fire. Most unique about him is his ability to eat other champions either save them or doom them as well as his ability to travel across the map, and bring another champion with him, making for absurd gank opportunities with this champion. He's basically what 5+ years of power creep does to a character, but in spite of this, he is still beatable.
Passive – An Aquired Taste
Tahm Kench puts the heft of his immense body behind his attacks and abilities, gaining extra damage based on his total health. Damaging enemy champions builds stacks of An Acquired Taste. At three stacks, he can use Devour on an enemy champion.
Q – Tongue Lash
Tahm Kench lashes out with his tongue, damaging and slowing the first unit hit. This ability gains a stun after three stacks of An Acquired Taste.
W – Devour
Tahm Kench devours a target, dealing a percentage of their maximum health as magic damage. He can spit devoured minions and monsters out as a skillshot that deals magic damage in an area upon impact.
E – Thick Skin
Tahm Kench turns incoming damage into gray health. As gray health decays, Tahm Kench is healed for a percentage of the gray health amount. When activated, this ability turns all gray health into a shield.
R – Abyssal Voyage
Begin to channel for up to 6 seconds. During this time, one ally champion can right click Tahm Kench to join in. Alternatively, reactivate this ability to travel alone. On reactivation or once an ally has opted in, Tahm travels to the target location. Incoming champion damage breaks the channel.
If Tahm Kench uses his devour on a minion or anything else, you can trade with him. He probably won't outdamage you with that down, especially if you dodge his Tongue Lash
If Tahm uses his grey health, he misses out on a large amount of healing, so consider every grey health usage a small victory for you.
Be careful when Tahm leaves lane. He may ult back with a jungler.
Disengage from Tahm if you get a stack of An Aquired Taste on you. If he's adamant about fighting you, and you're something that typically outdamages him, that means he has help coming.
Janna can easily get Tahm Kench off of a target, or slow him down when he's running away with an enemy champion, or just completely ruin his ultimate by knocking him back, or up, when he appears.
Percent Health True Damage. Tahm Kench builds almost exclusively health, so if there was ever a time to show off your sick Vayne mechanics, it's against this guy.
You can just punish him for being melee and get your hyper proc every time he wants to farm. You can easily run or chase him, and when you turn into Mega Gnar you're just way stronger than him.
If he's REALLY oppressing you, you could get a QSS, otherwise just buy wards to ensure that you see him coming.
The Shield of Valoran
Taric is played as a support
Taric is a tanky support that offers both CC and protection for his bottom lane carry. Because of his defensive capabilities, he can be hard to kill or zone during the laning phase, something that is offset by the fact that he is a melee champion, and thus ends up taking a fair amount of damage in trades or if he mispositions. This, among other things are the meaningful weaknesses that come with the champion, and today we'll be taking a look at these to understand how to beat him.
Passive – Bravado
Spellcasts empower Taric's next 2 basic attacks to deal bonus magic damage, reduce his spell cooldowns, and attack in quick succession.
Q – Starlights Touch
Heals nearby allied champions based on charges stored.
Bravado-empowered attacks reduce this recharge time more than usual.
W - Bastion
Passively increase the Armor of Taric and any allied champion with Bastion.
Actively shields an ally and grants them Bastion for as long as they remain near Taric. Taric's spells also cast off the ally with Bastion.
E – Dazzle
Taric readies a beam of starlight that, after a brief delay, deals magic damage and stuns enemies.
R – Cosmic Radiance
Pulses cosmic energy onto nearby allied champions after a delay, making them invulnerable for a short duration.
Taric is vulnerable to poke, thanks to his lack of range and mobility. Poking him in lane can force him into a life deficit, and drain his mana, as he works to heal himself. Feel free to poke him if he comes up to activate his Targon.
Taric isn't strong against magic damage early. The early armor bonuses from Bastion don't help him survive magic damage assaults.
Taric suffers if attacked by someone with armor penetration, if you're an AD champion springing for armor penetration can have a lot of value.
Most of the time, Taric won't be your main target, it'll be whoever he's casting his ultimate on, if you can burst people, you can take them down before it activates, and burn Tarics ultimate in the process, lessening his usefulness.
She's ranged and has a lot of CC, things Taric doesn't like to deal with. She can deny his engages with her Grasping Roots, forcing him onto the defensive thanks to his lack of alternative engage.
Corki does a lot of damage. Magic Damage. Bastion won't save him from your Magic damage and he's not really mobile enough to consistently dodge your missiles or bombs. At best, he'll be forced to itemize magic resist early, at worst he won't even realize that you do magic damage and will just die over and over.
She can Black Shield his Dazzle, removing his only form of engage and leaving him high and dry, as well as on the defensive. This totally removes and pressure he has in the laning phase, and forces him and his ADC.
You'll want to pick up some armor penetration or Magic Penetration, thanks to Tarics tendency to build full tank. This means that Lord Dominiks Regards, or Mortal Reminder is worth the pickup thanks to his defensive statistics and ability to heal.
The Chain Warden
Thresh is played a support
Thresh is a jack-of-all trades sort of support with many different tools in his kit. A shield, an escape tool, engage, disengage. Band-Aid is the word that comes to mind. If you can't get a hold of a champion that specializes in something, you can pick him and still be servicable at anything a support needs to do. Of course, he still does have his own weaknesses, and we'll be looking at them to see how to take him down.
Passive – Damnation
Thresh can harvest the souls of enemies that die near him, permanently granting him Armor and Ability Power.
Q – Death Sentence
Thresh binds an enemy in chains and pulls them toward him. Activating this ability a second time pulls Thresh to the enemy.
W – Dark Passage
Thresh throws out a lantern that shields nearby allied Champions from damage. Allies can click the lantern to dash to Thresh.
E – Flay
Thresh's attacks wind up, dealing more damage the longer he waits between attacks. When activated, Thresh sweeps his chain, knocking all enemies hit in the direction of the blow.
R – The Box
A prison of walls that slow and deal damage if broken.
Thresh aims to continuously engage on their opponents. If you don't let him engage on you, part of his kit goes right out the window.
Standing on Threshs lantern can prevent people from taking it while you kill them.
Save any dashes or gap closers for after he uses his flay, as it causes a slow and he can peel you away with it if you cannot dash to him/your target.
There is value in making any moves after Thresh has used and missed his Death Sentence, since he no longer has a way to hard CC anyone that is a priority target.
Your plants can block his hook and you can snare him out of any engage, which just makes life hard for him. Be careful not to get caught though, you're still very squishy.
You engage way better. If he engages on you and your AD Carry, you can counter engage, you'll win most of the times, the extra damage from your passive winning you the trade.
You can just deny all of his CC and move on with your life. If he takes his hook in, you can Q him and you'll still be CC immune, leaving him sitting there with nothing to show for his efforts.
Mikaels and Quicksilver Sash have value against Thresh, as do all manner of armor penetration. You can buy boots of swiftness if you're concerned about not dodging his skillshots, but more importantly are wards, so that you don't get caught from a skillshot from the fog of war.
The Yeti Rider
Nunu is played in the jungle.
There’s nothing more aggravating than playing a slow jungler vs a Nunu. You’re clearing blue buff, when he hops over a wall and steals your blue. You stand for a few seconds, shocked, then you resign yourself to your fate and comfort yourself by clearing wolves. Unfortunately… He’s not going to stop. Throughout the game, you manage to get yourself a single buff. Nunu seems to always be there, laughing as he strolls away. You feel a great satisfaction at getting your first buff. Your mid laner, who hasn’t had a blue buff all game, feels significantly less happy.
Nunu is a tanky jungler with a focus on counterjungling. He’s not great at dueling, but because of his Q, he can walk up and steal camps with impunity.
It may seem unfair, but in this guide, I’ll be teaching you how to exploit his weaknesses and send this Yeti Rider back off the Rift into the mountains.
Passive – Visionary
After basic attacking 5 times, Nunu’s next ability has no mana cost.
Q – Consume
Nunu feasts upon a target monster, dealing true damage and healing himself. Casting this ability upon a large monster grants Nunu a Well-Fed stack, giving him movement speed out of combat, increased maximum health, and size. He can have up to 5 Well-Fed stacks.
W – Blood Boil
Nunu and the target ally champion gain movement speed and attack speed.
E – Ice Blast
Nunu throws out a snowball, slowing and dealing magic damage.
R – Absolute Zero
Nunu channels a blizzard, slowing all enemies around. Upon completing the channel, he deals damage to all enemies nearby. The damage increases for each second this ability is channeled.
Nunu gets very tanky very quickly but doesn’t do a lot of damage.
Whenever clearing a major objective, ward up, because Nunu’s Consume + Smite will always secure the objective.
Nunu isn’t a great ganker, so focus on early ganking, because he’s going to steal your camps anyways.
Nunu isn’t very good at clearing small minions, so taking just the largest monster when you counterjungle him and leaving the rest is the best strategy.
Nunu’s ultimate deals a ton of damage even if he’s building full tank. Your priority should be to avoid his ult.
If Nunu starts casting his ultimate in a bush, the range indicator is invisible. You won’t be able to notice it except that your champion will start being slowed for no reason.
Late game, Nunu is relegated to peeling for his ADC. If you’ve survived that long without becoming useless, it’s your time to shine.
If Nunu tries to invade you, you can destroy him. Your early game damage is too high for him to deal with, and he certainly can’t duel you. You also don’t need that much farm to be effective and have good early ganks. Build Titanic first, in order to catch up on the farm he’ll have stolen.
You can remove his slows if he ganks you, and you don’t want to farm too much with Eve anyways. Early gank all your lanes.
You’re a great duelist, so if Nunu comes to try to steal a camp, you can hunt him down.
Nunu has an abnormally high amount of health, so percentage health items like Blade of the Ruined King and Liandry’s Torment are good against him. Boots of Swiftness are also good for avoiding his permaslows.
Nami is a support.
There’s nothing I hate more in League of Legends than an Ezreal/Nami lane. You can try to farm, but only if you accept 10% of your health being lost every time you walk up to the minions. You can try to fight them, but they’ll just disengage. You can’t even run away, because Nami will chase you down with her ultimate.
Nami is a support with good CC, good poking damage, heals, and mobility. She’s a good overall support who excels in laning and teamfights.
She may be as annoying as her laugh, but she’s not invincible, and in this guide I’ll be teaching you how to turn this girl into fish and chips.
Passive – Surging Tides
All allied champions touched by Nami’s abilities gains bonus movement speed.
Q – Aqua Prison
Nami sends a bubble towards the target area, dealing magic damage and stunning all enemies hit for 1.5 seconds.
W – Ebb and Flow
Nami unleashes a stream of water which bounces between friendly and enemy units. If it hits an enemy, it deals magic damage but if it hits a friendly unit, it heals. Each time it hits a new target, it becomes weaker.
E – Tidecallers Blessing
Nami gives the target friendly unit’s next three auto attacks extra damage and a slow.
R – Tidal Wave
Nami summons a tidal wave which surges forwards, knocking up and dealing magic damage to all enemies hit.
Nami wants you to attack her, because if she can trade, she can heal herself and harm you. Focus her ADC, and it becomes much trickier to heal them and harm you.
Nami has a good amount of chasing potential.
If you can trade hard enough, Nami will be forced to use her Ebb and Flow for the heal instead of the damage, which reduces half the effectiveness of the spell.
Nami’s W takes a lot of mana. Force her to use it often.
Nami’s ultimate gets smaller as it travels further. Be sure to stand at the side to dodge it.
Nami’s Q can actually proc her passive if she casts it on her allies.
Nami’s ability to avoid ganks depends entirely on her hitting her Q, which is fairly easy to dodge.
Nami is vulnerable to all-ins. If you run ignite, you can level 2 engage on her and murder her. She has no way of escaping. If you build tank items you can shrug off her damage. At level 6, engage as well before she gets her wave.
Exactly the same as Thresh.
Sion is a bit of an odd support, but he’s incredibly effective at snowballing. Be sure to take control of the enemy bush as quickly as possible, because your Q is how you can zone the enemy ADC from CS. If you’re in a bush, the indicator for your Q will be invisible. Go W second if you want to just farm minions with your relic shield or go E if you want to go all in early.
You can outheal the harass that Nami does. This is a simple, boring farm lane. With a champion like Draven, you can probably kill Nami and avoid all her damage.
Nami has a lot of CC but is very squishy and doesn’t do much damage past laning phase. Therefore, build items that will allow you to catch up to her or that remove CC. Mercurial Scimitar is especially good on ADCs.
Rise of the Thorns
Zyra is played as a support and mid occasionally
Zyra is a high damage support with a focus on CC and harassment. She is immobile and squishy as most mages tend to be and as a result is a strong focus target for assassins looking to snowball. Zyra has the ability to change an entire match, with the right decision making thanks to her damaging, heavy CC AOE ultimate and her relatively powerful spitting plants that are especially painful early.
Passive – Garden of Thorns
Seeds spawn around Zyra periodically, becoming faster with level and lasting 45 seconds. If an enemy Champion steps on a seed, it dies.
Zyra can cast spells near seeds to grow plants. Extra plants striking the same target deal reduced damage.
Q – Deadly Spines
Thick vines spread through the ground and explode into spines, dealing magic damage to enemies within the area. If cast near a seed, Deadly Spines grows a Thorn Spitter plant, which fires at enemies from afar.
W – Rampant Growth
Zyra plants a seed, lasting up to 60 seconds. Deadly Spines and Grasping Roots cast near seeds will turn them into plants who fight for Zyra. Additionally, Rampant Growth passively grants her plants improved maximum Health.
E – Grasping Roots
Zyra sends forth vines through the ground to ensnare her target, dealing damage and rooting enemies they come across. If cast near a seed, Grasping Roots grows a Vine Lasher, whose short range attacks reduce enemy Movement Speed.
R – Stranglethorns
Zyra summons a twisted thicket at her target location, dealing damage to enemies as it expands and knocking them airborne as it contracts.
Zyra is as fragile as the plants she loves so much. If she ever dares to misposition without vision, you and almost your entire team can kill her.
Zyra isn't as powerful when you're close to her, especially if you've avoided her grasping roots. Playing reactive and punishing a Grasping Roots whiff is a textbook way to pressure her, and her AD Carry
Do not be afraid to engage on her if she has used two or more abilities and you have a reasonable amount of health. She'll die quickly and her AD Carry will be in a one vs. two
Stay out of the Fog of War against a Zyra team. You might end up getting CC'd for days.
You can bounce your Double Up's off of her plants, leading to her taking extreme damage from simply standing near them. She's also too immobile to avoid a Make It Rain + Bullet Time Combo without her flash, making her an easy pick for you post six, as long as the other AD Carry isn't pressuring you too hard.
She's food for you if you see her at or after level six with her grasping roots on cooldown. She can't run from you with her lack of mobility and easily dodgeable CC and your dashes. You're her worst nightmare.
An uncommon pick in both support and mid these days, but Veigar has the ability to abuse her lack of mobility with his stun zone, and if she's mid he can abuse her tendency to build AP with his ability to turn an opponents AP back onto them.
You're good to get some minor magic resist if you're having a hard time laning against her, since Mercurial Scimitar isn't such a ridiculous first item anymore. Still, if you can avoid taking enough damage to warrant that, that is even better. Mitigating her damage with good positioning and maybe an extra dorans blade is a better way to be, and doesn't put you so far behind on your core items.
Zilean is played mid and support
Zilean is a utility mage with high early game damage and the ability to resurrect himself and allies. He has the ability to speed up his teammates and decrease his enemies movement speed and even decrease his own cooldowns as well as level up his allies. All of these abilities make him a fairly powerful support and not a waste of gold when played in the mid lane.
Passive – Time in a Bottle
Zilean stores time as Experience.
When he has enough Experience to finish an ally's level, he can right-click them to impart it. Zilean receives as much Experience as he gives. Cannot be used in combat.
Q – Time Bomb
Tosses a bomb to target area that sticks to units that come near it (prioritizes Champions). It detonates after 3 seconds, dealing area of effect damage. If a Time Bomb is detonated early by another Time Bomb, it also stuns enemies.
W – Rewind
Reduces Zilean's other basic spell cooldowns by 10 seconds.
E – Time Warp
Zilean bends time around any unit, decreasing an enemy's Movement Speed or increasing an ally's Movement Speed for a short time.
R – Chronoshift
Zilean places a protective time rune on an allied champion, teleporting the champion back in time if they take lethal damage
Engage on Zilean after he uses his first Time Bomb. You can dodge the second one as long as you remember that he can rewind the cooldown, and Time Bomb is the only directly damaging ability that Zilean has.
Finding a chance to kill Zilean first is priceless. If you can force him to use his ultimate on himself in a late game team fight, or if he doesn't use it at all, that's a massive cooldown blown for him and it puts his team on an extreme back foot.
Don't fight Zilean in lane without vision of the jungler. Chances are you won't kill him without him Time Warping you, and if he does that, chances are you'll die with your move speed cut by at least 40%.
Don't dive Zilean. He can come back to life.
Dodge bombs and keep hitting him in the face with your Q-W combo. At six he will have to burn his ultimate, and you can probably bait it out without using your own, as Zilean players tend to be conditioned to use their ultimate at a certain health threshold no matter what. In either the support or midlane role you have the potential to outdamage him as long as you avoid his bombs.
Fizz, much like Leblanc, is far more mobile than Vel'Koz, though without the advantage of being ranged like she is. Still he has the mobility to jump onto Vel'Koz and at six, gains instant kill pressure on him with his ultimate.
She can dodge all of his abilities while kiting away or chasing him down and pelting him with spears, as well as taking advantage of his immobility if she has her trusty support close enough to toss at him, any one on one situation with her is just a bad time for him. Look familiar?
Magic Resistance is good against a damage Zilean, and if you find yourself being totally oppressed by his Time Warp, you can build a Quicksilver Sash, though the chances of that are not high.
The Fae Sorceress
Lulu is played as a support.
You’re Zed. You like blades and killing ADCs. Unfortunately, you’re having a bit of a hard time this game. You manage to catch out the enemy ADC quite often, but you never manage to finish her off. You see her again, split pushing bot, seemingly alone. You zip over to where she is, ready to get your kill. As soon as she sees you, she flashes away. You laugh as you dash next to her.
Unfortunately, she’s gone under turret. With your ult, you dodge turret aggro and prepare your mark on her, nearly killing her. Suddenly, a Lulu pops into the battle. She shields her ADC, barely saving her from your ultimate. Enraged, you go back in, only to be turned into a cute critter. You die. She laughs.
Lulu is a support with a great number of tools to buff her allies or block her enemies. She’s a great protector of terrible adcs and is capable of turning an average marksman into a team-destroying monster.
However, she does have a number of clear weaknesses that you can exploit. In this guide, I’ll be teaching you how to send this loony back to the fae world.
Passive – Pix, Faerie Companion
Lulu’s autoattacks are enhanced by her friend Pix, dealing extra extra on each basic attack.
Q – Glitterlance
Lulu and Pix both fire a magic bolt towards a target location, dealing magic damage and slowing all enemies they hit.
W – Whimsy
On Ally Cast: The target ally champion gains bonus attack speed and movement speed for the next few seconds.
On Enemy Cast: The enemy is turned into a critter, unable to cast any spells or attack. They are also slowed.
E – Help, Pix!
On Ally Cast: The target ally champion gains the help of Pix, shielding them and gaining Lulu’s passive on their autoattacks. While Pix is helping the ally champion, Lulu loses the use of her passive.
On Enemy Cast: Pix deals magic damage and gains true site of an enemy.
R – Giant Growth
Lulu enlarges the target allied champion, knocking up units around them and giving them bonus health. They also slow nearby units.
Lulu can harass easily early game, but her damage falls off quickly throughout the rest of the game.
Lulu can cast Help, Pix! on enemy minions.
Be wary that one of the lances from Glitterlance always arrive from Pix, so if Lulu casts Help, Pix! on anyone, the second lance could come from them.
Lulu has plenty of tools to buff her ally, but those lose effectiveness when cast on herself. Focus her during trades.
Lulu’s passive can be blocked by units in front of you. Stand behind your minions or a friendly tank to avoid that damage.
Lulu has the choice to deal damage or help allies with her spells, so if she chooses to use damage, her ally will be weaker for a few seconds until her cooldowns come back.
At later levels, Lulu can polymorph you for 2.25 seconds and give 840 bonus health for a few seconds. Don’t dive that.
Lulu’s ultimate knocks up all nearby enemies, so if she casts Whimsy on an ally initiator, run away or they’ll be able to run to you quickly, knock you up, and destroy you.
Lulu has short ranges and long cooldowns on most of her spells, so her strength is mainly in the mid-late game. Trade often.
While Lulu is great at buffing her carries, a big part of her utility comes at level 6, when she gains her ult. Zyra is great at harassing during the early levels, and your cooldowns are much shorter than Lulu’s.
Lulu’s relatively short range, so if you pull her ADC, she has to walk near, which takes a few seconds. She also can’t get in range to Whimsy your ADC, assuming they’ll be behind you. Just pull her or her ADC, and pull often.
Simply does the most damage right now.
You do plenty of damage at early levels, where Lulu is weakest. Your ult can also shred her team from a range at which she can’t Whimsy you.
Lulu’s polymorph and Glitterlance are both strong CC tools, so a QSS works well against her.