Wild Rift Guides
Lux Mid Lane Wild Rift Guide
Lux mid lane counters include Yasuo, Zed, and Akali. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
Build Snapshot
Rune Setup
Summoner Spells
Lux Mid Lane Counters
Who counters Lux Mid Lane in Wild Rift (WR)? These champions beat Lux in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- 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.
Champions Lux Is Strong Against
Lux's best matchups in Wild Rift. Lux holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- 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.
Early Game
Use Lucent Singularity (3rd) across grouped minions, then line Light Binding (1st) through the wave to finish the clear. Q (1st) passes through minions and deals 90% damage to them, so a good angle can push the wave and root the enemy mid laner standing behind it at the same time. E (3rd) automatically explodes when any enemy enters its area; you cannot hold it beneath a target or choose a later detonation. To use it for vision or zoning, place it on empty ground along the route the enemy would need to cross. You have no escape, so ward the river and keep Q (1st) available when an assassin can punish the shove.
Mid Game
This is where Lux becomes a map threat. Clear quickly with E (3rd)-Q (1st), then either move on the priority you created or stay safe in mid and aim Final Spark (Ult) at a side-lane fight. Its range is global, so check the other lanes whenever opponents are rooted, recalling on low health, or fighting in a predictable path. Around dragon, herald, and baron, Lucent Singularity (3rd) gives sight until an enemy enters and triggers it, while the global laser can finish or steal an objective if you track its health carefully. Keep sight of the enemy assassin, since getting caught while watching another lane is the mistake an immobile champion cannot afford.
Late Game
By now one clean root can set up enough damage to kill a squishy target, while Final Spark (Ult) lets you affect a distant fight before you could walk there. Watch side lanes and objective pits between waves, aim along allied control or narrow paths, and account for the cast time. In grouped fights, stay behind your frontline, use Lucent Singularity (3rd) for damage and sight, and hold Light Binding (1st) for the engage or flank. Keep enough distance that a missed bind does not expose you to the enemy's first gap closer.
Teamfights
Fight from the back and let Light Binding (1st) decide things before damage does. Minions do not stop Q (1st), but the second champion or large monster does, so check whether two frontliners will absorb it before aiming at the carry. Follow a root with Singularity (3rd), which detonates automatically on the trapped target, then Final Spark (Ult) while their movement is predictable. Use Prismatic Barrier (2nd) through as many allies as possible on its outward and returning path. If the fight starts elsewhere, fire the global laser along allied crowd control rather than waiting to walk into range.