Wild Rift Guides
Lux Support Wild Rift Guide
Lux support counters include Nautilus, Pyke, and Rell. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
Build Snapshot
Rune Setup
Summoner Spells
Lux Support Counters
Who counters Lux Support in Wild Rift (WR)? These champions beat Lux in the support matchup, with how each one wins. Learn to play around them or ban them in ranked.
- 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.
Champions Lux Is Strong Against
Lux's best matchups in Wild Rift. Lux holds an edge against these picks in the support role, so look to press the advantage and contest objectives.
- 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 Support Synergies
The best duo partners for Lux in the Wild Rift support role. The Dragon lane is a 2v2, so queue with one of these picks to make the lane and the mid game much easier.
- 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.
Early Game
Use Light Binding (1st) through the minion wave when an opponent lines up behind it; minions take damage but do not block the root. Because Q (1st) deals 90% damage to minions, careless casts can also push the lane or take farm your carry wanted, so choose the line deliberately. Throw Singularity (3rd) where it can hit the enemy duo, knowing it will explode automatically as soon as either opponent enters the area, and use Prismatic Barrier (2nd) for the return trade. If Q (1st) misses with the enemy jungler nearby, back away until your only reliable peel returns.
Mid Game
Mid game Lux does not always need to leave lane to swing the map. Final Spark (Ult) is global, so scan mid, side lanes, and objective pits for allied crowd control, low-health recalls, or predictable paths before firing. Around dragon and herald, place Singularity (3rd) on an empty entrance for sight; the first enemy to walk in triggers the damage and slow automatically. Binding (1st) into laser remains the reliable local pick, while the global option lets you help a distant fight without abandoning your carry or the vision around the next objective.
Late Game
Late game you decide fights before bodies touch. Stand behind your frontline, hold Binding (1st) for the enemy carry or the diver entering your backline, and use the global laser along allied crowd control or narrow objective paths. Watch distant fights between casts because you can contribute without rotating across the map. Prismatic Barrier (2nd) matters more every minute: send it through your carry and as many teammates as possible so both passes protect the opening exchange.
Teamfights
The best opening is a Binding (1st) from fog onto a carry or engage tank, followed by Singularity's (3rd) automatic detonation and Final Spark (Ult) during the root. Q (1st) passes through minions but stops after the second champion or large monster, so do not aim through two frontliners and expect it to reach the backline. If your team is being engaged on, hold Q (1st) for the diver and send Prismatic Barrier (2nd) through your carry instead. A fight happening beyond your screen is still reachable with Final Spark (Ult), but aim along allied crowd control because global range does not make the laser unavoidable.