Lux Wild Rift champion guide - Support

Support · Wild Rift Guide

Lux Support

Lux Support Guide

Updated for Patch 7.3E
B Tier

Lux Support Wild Rift overview and best build snapshot

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.
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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

Spectral Sickle

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

BOOTS

Spellslinger's Shoes

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

CORE BUILD

Black Mist Scythe

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.

Luden's Echo

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

Horizon Focus

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.

Rabadon's Deathcap

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

Void Staff

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

Cryptbloom

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.

Oceanid's Trident

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.

Morellonomicon

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.

Banshee's Veil

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.

Zhonya's Hourglass

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

Arcane Comet

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

PRIMARY

Cheap Shot

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

Tyrant

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

Zombie Ward

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

Bone Plating

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

SITUATIONAL RUNES

Transcendence

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

Legend: Haste

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

Flash

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

Heal

Heal

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

SITUATIONAL SPELLS

Ignite

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

  1. 1
    E Ability
    3rd Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    Q Ability
    1st Ability
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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.

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.

Early Game

Levels 1-8
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 / Late Game

Levels 9+
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 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

5v5 Combat
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.
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