Wild Rift Guides
Lux Mid Lane Wild Rift Guide
Who counters Lux in Wild Rift? The toughest Lux mid lane counters are Yasuo, Zed, and Akali. Full Lux Mid Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Lux is a long-range mage who turns one landed skillshot into a kill. Light Binding is a very long root that pins two targets at once, Lucent Singularity floats out as a slow-and-reveal zone she can pop whenever she wants, and Final Spark is a beam that hits from a range most mids cannot answer. When the binding lands, the rest of her kit finishes the kill on its own. In mid she plays a poke-and-pick game. She bullies immobile and short-range mages off the wave, shoves and looks for a root that turns a roam or a scuttle fight into a free kill, and her damage keeps growing as items arrive: a Lux who lands one snare on a squishy target in the mid game usually kills them alone. She also has a built-in shield, a rare defensive tool on such a fragile champion, and she scales into both control and burst. The catch is that she has no dash or blink, only a small speed boost from her passive. Everything keys off the root, so a Lux who misses Light Binding is a stationary mage with her best button on cooldown, and anyone who closes the gap kills her easily.
Strengths
- Very long range on her poke and ultimate lets her chip the enemy mid without entering their range.
- Light Binding is a long-range root that sets up picks for her whole team, not just her own combo.
- 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.
- Her whole game depends on landing one slow skillshot, and a missed root leaves her defenseless.
- 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: Windwall blocks your binding, your singularity poke, and your Spark in one cast, and then he dashes through the wave onto a champion with no escape.
- 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 breaks your targeting and her dashes carry her past the binding, so after an item or two she can all-in you whenever she wants. She is only weak in the first levels.
- Fizz: His untargetable hop dodges your binding, and after level five his all-in leaves you exactly one root to land or you die.
- Katarina: One clean root deletes her, but landing it on a champion who blinks between daggers is the whole problem, and a single reset lets her snowball out of control.
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: Brand relies on skillshots just like you, but yours are longer and easier to land, and his slow animations leave an immobile champion wide open to your binding.
- 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: Her reflect can throw your binding or Spark back at you, but your range lets you poke around it, and once the reflect is down she has no answer to your full combo.
Early Game
Play the early lane around long-range poke. Last-hit with the singularity when it can hit a minion and the enemy laner together, chip them whenever they walk up to farm, and save the binding for the moment they overstep instead of throwing it at the wave. Your poke beats most mages, so you can hold a healthy wave near your side and chip them down to recall range. You have no escape, so ward the river and treat the binding as your one panic button that has to land. Against anyone who can dash onto you, sit further back and just farm the poke war.
Mid Game
This is where Lux becomes a map threat. Shove the wave with the singularity, then walk to the river or a side lane looking for a binding from fog, because a root at this range is a pick your team converts before the enemy reacts. Mid priority lets you contest scuttle for your jungler and zone the enemy off dragon and herald, and your ultimate sweeps a clustered team and finishes anyone your snare caught. Keep track of the enemy assassin the whole time, since getting caught alone on a roam is the mistake your immobile champion cannot afford.
Late Game
By now one clean root kills any squishy target, and your job is to land that root from as far away as possible. Sit at the very back of your group, throw singularities to chip and reveal, and hold the binding for the engage or the flank you see coming. Final Spark's short cooldown means you almost always have a finisher ready for whoever your team commits onto. The danger never changes: you are the enemy's first target, so spacing is the whole skill, and a Lux who gets run down by a diver hands away a fight she should have won from range.
Teamfights
Fight from the back and let the binding decide things before damage does. The ideal opening is a root onto their carry or engage tank from outside their vision, your team collapsing while the snare holds, your singularity and Spark finishing the kill. In the brawl, stay near your frontline, drop the singularity on the most important cluster, and keep the shield ready for the poke or dive aimed at you or your carry. Never waste the binding on the nearest body when the fight-deciding target is in reach; that long-range snare is the whole reason you exist.