Lux Support 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
Heal
How to play
Poke while leaving farm to your teammate Use your 3rd ability to poke enemies from range, aiming away from low-health minions so your teammate can finish them.
Shield before damage lands Your 2nd ability shields allies on the way out and back. Aim it through nearby teammates just before they take damage.
Use your root to catch or protect Save your 1st ability to root an enemy diving onto your damage dealer instead of throwing it at a distant target.
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
- Long-range root and poke let her bully the lane from outside engage distance and start picks for her duo.
- Light Binding (1st) passes through minions and can root both lane opponents, making the enemy wave unreliable cover.
- A clean Light Binding (1st) sets up the automatic Singularity (3rd) detonation and global laser while Prismatic Barrier (2nd) protects the return trade.
Weaknesses
- She is immobile and fragile, so an engage that crosses her range can keep her from creating distance.
- Heavily cooldown-reliant: a missed Binding (1st) leaves no hard control while the enemy walks through Singularity's (3rd) slow and her shield.
- Her control is cooldown-dependent, and she cannot delay Singularity's (3rd) explosion once an enemy enters it.
Lux Support Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Lux Support, including items, runes, summoner spells, and skill order.
STARTING ITEM

Support income for a mage who spends the lane poking rather than farming.
BOOTS

Magic penetration keeps her poke hurting on a support budget, where ability power arrives slowly.
CORE BUILD

Lux completes the quest safely with Lucent Singularity (3rd) and long-range attacks, turning her poke pattern into earlier wards for binding angles and river control.

The mana pays for poking every cooldown, and Echo adds damage to the binding she opens with.

She binds from maximum range, and global Final Spark (Ult) can trigger the item's amplification and reveal on fights Lux could never reach in person.

Multiplies her ability power, which is what lets a support still delete a carry in one rooted window.

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

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help when her ultimate closes a fight. 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 when the enemy duo heals through her poke. Buy Oblivion Orb early, since the anti-heal works from the component and the full item can wait.

Build this when the enemy has a hook or point-and-click stun, since a support with no escape dies to the first one that lands.

Build this for the dive that reaches her once her binding is spent. Buy Seeker's Armguard early for the armor and ability power.
RUNES
KEYSTONE

Her binding and her E (3rd) both land on slowed or rooted targets, so Comet almost never misses on her.
PRIMARY

Her root and slow mean the target is impaired when her follow-up arrives.

Converting a landed binding into a kill for her duo is the whole support pattern.

Lux can safely check and clear vision around long-range binding angles. Zombie Ward leaves replacement vision behind so she can keep threatening picks without face-checking the same area.
SECONDARY

Take this when the enemy duo answers a missed binding with one committed all-in rather than poke.
SITUATIONAL RUNES

Take this over Bone Plating in poke lanes, since more bindings is more chances to land one.

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. She has to stand forward to land her root, and Flash is the only way she gets out afterwards.

Heal
Her shield covers her carry through poke, and this covers the all in that her shield alone does not stop.
SITUATIONAL SPELLS

Ignite
Take this over Heal when your lane is set up to kill early rather than survive, since kills there snowball your carry. The Grievous Wounds also makes it strong into champions with a lot of healing.
SKILL ORDER
Skill Priority Order
- 13rd Ability
E - 22nd Ability
W - 31st Ability
Q
Lux Support Wild Rift matchups and counters
Wild Rift matchup guide for Lux Support, covering favorable lanes and difficult counters to prepare for in ranked, plus the duo partners that pair best with this pick.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Lulu
Lux has the longer pick range, but Lulu can still punish with two-angle Glitterlance (1st) poke, enemy-cast Help, Pix! (3rd), or a planted Whimsy (2nd) ring. Keep distance, and account for her shield and Wild Growth (Ult) before committing the laser.

Braum
Unbreakable (3rd) intercepts every hostile projectile from its facing direction, completely negates the first champion damage instance, and then reduces later damage to Braum; it can therefore screen both Binding (1st) and the travelling Singularity (3rd). Final Spark (Ult) is a non-projectile laser, so change angles or wait out the shield before committing Q (1st) and E (3rd), then use the laser through the formation.

Senna
Senna wants a slow attrition lane and your burst rotation beats attrition: every soul she walks up to collect risks a root and a full combo her heal cannot recover.

Janna
Janna can punish with Zephyr (2nd) and tornado rather than only disengaging, while Eye of the Storm (3rd) can absorb poke and empower her carry's attack. Lux has the range advantage, but should not treat Janna's lane tools as purely defensive.
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.

Nautilus
His hook outranges your comfort zone and starts a crowd control chain you have no dash to break, so one landed hook kills you before your shield helps.

Pyke
Pyke hunts exactly the squishy immobile target you are, and his execute does not care how far ahead your poke put you, so one pick erases a whole lane of work.

Rell
Her engage is hard and sticky, poke barely slows it, and once she crashes in the all-in happens whether you want it or not, a fight her kit wins.

Thresh
Death Sentence (1st) reaches the same lane space as Light Binding (1st), Flay (3rd) punishes Lux after she steps forward, and Dark Passage (2nd) removes the carry she finally roots. Keep Prismatic Barrier (2nd) for the hook target, cast Binding (1st) at Thresh's recast path rather than fishing blindly, and pressure only while the lantern or hook is unavailable.

Blitzcrank
One Rocket Grab (1st) can start Blitzcrank's knockup-and-silence chain on an immobile Lux. Prismatic Barrier (2nd) does not prevent the crowd control, but both passes can still absorb damage if aimed through Lux and her carry during the collapse.
Synergies
The Dragon lane is a 2v2, so the carry you queue with matters as much as the matchup. These carries make the most of what this support provides.

Jhin
Your root feeds his root and both feed a fourth shot: one landed binding ends in a kill script. Two artillery kits that punish the same mistake twice.

Caitlyn
Light Binding (1st) sets up a free trap plus headshot, and your shield keeps her bully phase running when the enemy tries to punish it. Range on range.

Varus
Root into Chain of Corruption (Ult), or the reverse, is a chain-CC pick machine, and your poke plus his arrows siege towers before fights even start.
Lux Support Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Lux Support, from early lane control through mid and late game map play to final teamfights.

