Lux Mid Lane Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Summoner Spells

Spell 1
Flash

Spell 2
Barrier
How to play
Poke from a safe distance Use your 3rd ability to place a slowing zone under the enemy, then cast it again to deal damage from a safe distance.
Land a root before your damage combo Hit your 1st ability to root the enemy, then use your 3rd ability and ultimate while they cannot move away.
Keep your root when danger is near Save your 1st ability to root an enemy running at you, and keep fighting from behind your team.
Guide author
Royal
Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.
Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.
Strengths
- Excellent E (3rd)-Q (1st) waveclear gives her priority without forcing her into basic-attack range.
- Light Binding (1st) passes through minions and can root two champions, so the wave does not protect opponents from her picks.
- Final Spark (Ult) has global range, letting her finish side-lane kills, assist distant fights, and contest objectives from across the map.
- She scales hard: her burst goes from chip damage to one-shots once her first items land.
Weaknesses
- Completely immobile, with no dash or blink and only a shield to defend herself.
- Missing Light Binding (1st) removes her only hard crowd control, leaving only Singularity's (3rd) slow and Prismatic Barrier (2nd) for self-peel.
- Mobile assassins and hard-engage skirmishers walk through her poke and kill her once they close the gap.
Lux Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Lux Mid Lane, including items, runes, summoner spells, and skill order.
STARTING ITEM

Early ability power for her binding, which every one of her trades is built around landing.
BOOTS

Magic penetration matters because her damage arrives in one rooted window that either kills or does not.
CORE BUILD

The mana lets her keep poking to hold the lane, and Echo adds damage to the first ability of every combo.

Crits against low health targets, which closes the gap when her combo leaves them at a sliver.

Multiplies her ability power. Her damage lands in one rooted rotation, so all of it goes up at once.

Cuts the magic resist that lets a rooted target survive her full combo. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Light Binding (1st) triggers it from outside most retaliation ranges, while global Final Spark (Ult) can amplify damage and reveal targets from anywhere on the map.
SITUATIONAL ITEMS

Her rooted combo already does enough damage to trigger the mark, and the move speed helps a mage with no mobility reposition.

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help when her ultimate closes a teamfight. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Build this when enemy shields keep absorbing Lux's poke and burst. Lucent Singularity (3rd) automatically detonates when an enemy enters it, applying the reduction before Final Spark (Ult) crosses the same targets.
Build this against a healing mid laner who refills what her combo takes off. Buy Oblivion Orb early, since the anti-heal works from the component.

Build this when burst or a committed dive reaches Lux after Light Binding (1st) is spent. Stasis buys time for Binding (1st), Singularity (3rd), or Prismatic Barrier (2nd) to return. Buy Seeker's Armguard early for armor and ability power.

Build this when the enemy has a hook or point-and-click stun, since a caught Lux has no escape.
RUNES
KEYSTONE

Light Binding (1st) out-ranges most mid laners and travels through minions, so hiding inside the wave does not stop Lux from landing the opening hit.
PRIMARY

Her root and slow mean the target is almost always impaired when her follow-up lands.

Her whole game is converting a landed binding into a kill, which is the snowball this rewards.

Her binding into ultimate finishes targets from range, so the takedowns stack up quickly.
SECONDARY

She is immobile with a long Binding (1st) cooldown, and this covers the exposed window while she relies on Singularity's (3rd) slow and Prismatic Barrier (2nd) instead of hard control.
SITUATIONAL RUNES

Take this over Bone Plating in safe lanes, since more casts means more bindings thrown.

Take this over Bone Plating in safer lanes when repeated poke and protection are the plan. Shorter Light Binding (1st), Prismatic Barrier (2nd), and Lucent Singularity (3rd) cooldowns give Lux more control and another shield during extended fights.
SUMMONER SPELLS
MAIN SPELLS

Flash
Must take. Lux has no dash or blink; Lucent Singularity's (3rd) slow and Prismatic Barrier (2nd) can buy space after a missed root, but Flash is her only instant reposition against a committed diver.

Barrier
Her root and her laser are long range, so the only way she loses is by dying to the one champion who reaches her. Absorbing that burst keeps all of her damage on the board.
SITUATIONAL SPELLS

Ignite
Take this over Barrier when you can kill the lane opponent rather than farm through them, since that lead is what pays for roams. The Grievous Wounds also makes it strong into champions with a lot of healing.
SKILL ORDER
Skill Priority Order
- 13rd Ability
E - 21st Ability
Q - 32nd Ability
W
Lux Mid Lane Wild Rift matchups and counters
Wild Rift matchup guide for Lux Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Veigar
Both of you are immobile, but you out-range him before his stacks come online, so he takes poke on every last hit. The lane only turns if his cage and stacks get enough time.

Annie
Annie's reach is far shorter than yours, so she has to walk through your poke to do anything, and her only threat is a loaded stun she cannot force onto you at range.

Brand
Light Binding (1st) and Lucent Singularity (3rd) reach beyond Sear (1st) and Pillar of Flame (2nd), while Prismatic Barrier (2nd) can blunt the Blaze (Passive) detonation after Brand uses targeted Conflagration (3rd). Pressure from maximum range, stand away from the minion he can spread fire through, and commit Final Spark (Ult) after Sear (1st) misses so his stun cannot interrupt the setup.

Ryze
Ryze wants to scale, and your range lets you poke him off every last hit before he gets there. His combos out-damage you once he has items, so the lane is only easy while he is behind.

Mel
Rebuttal (2nd) can destroy and reflect Light Binding (1st) because Q (1st) is a hostile projectile, but Final Spark (Ult) is a laser rather than a projectile and cannot be reflected. Bait the 0.75-second invulnerability before firing the rest of the combo.
Lux Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Yasuo
Wind Wall (2nd) blocks Light Binding (1st) and the travelling Lucent Singularity (3rd), but it cannot block Final Spark (Ult) because the laser is not a projectile. Respect his wave dashes while those first two spells are unavailable.

Zed
Your root is a slow skillshot he sidesteps with his shadow, and the moment it is on cooldown he has a free window to kill you.

Akali
Akali's shroud prevents basic-attack targeting, but Lux's Q (1st), E (3rd), and global laser are aimed casts that can still hit its area. The danger is Akali's dashes avoiding Binding (1st) and reaching an immobile Lux, so hold E's (3rd) automatic slow around the likely exit.

Fizz
Playful (3rd)/Trickster (3rd) makes Fizz untargetable through Light Binding (1st) and can also avoid Final Spark (Ult), while Chum the Waters (Ult) forces Lux to spend her only peel under his all-in. Hold Binding (1st) until he lands from the hop, keep the wave near your turret after level five, and punish with a full rotation only while Playful (3rd)/Trickster (3rd) is on cooldown.

Katarina
Katarina can Shunpo (3rd) between daggers to avoid Binding (1st). If Q (1st) hits during Death Lotus (Ult) it roots her movement but does not interrupt the channel, so Lux must burst her, use stasis, or rely on an ally's interrupt rather than treating root as a cancel.
Lux Mid Lane Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Lux Mid Lane, from early lane control through mid and late game map play to final teamfights.

