Wild Rift Guides
Lux Support Wild Rift Guide
Who counters Lux in Wild Rift? The toughest Lux support counters are Nautilus, Pyke, and Rell. Full Lux Support counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Lux is a support who never has to walk into the enemy's range. Light Binding is a long, fast root fired from behind your minions, Lucent Singularity drops a slow field that zones the enemy off parts of the lane, and her ultimate is a wide laser that finishes whatever the root started. Pair her with almost any marksman and the lane becomes a poke war you are favored to win. The plan is simple: land the binding, then collapse. A clean root means a free trade for your ADC, a guaranteed Singularity, and often the laser on top, enough to chunk most supports off the wave. Prismatic Barrier shields your carry through poke and dives, so she protects as well as punishes. The threat of a root off cooldown is half her pressure, and enemies who respect it stop walking up at all. Her weakness is the usual immobile mage problem. No dash, no escape, and nothing left once her cooldowns are spent, so anyone who closes the gap and locks her down kills her before the shield matters.
Strengths
- Long-range root and poke let her bully the lane from outside engage distance and start picks for her duo.
- She can shield her carry one moment and zone the enemy off the wave the next, without stepping into range.
- A clean Light Binding starts fights, guaranteeing free poke, a slow field, and the laser to finish.
Weaknesses
- Completely immobile and squishy, so any engage that closes the gap turns her into a free kill.
- Heavily cooldown-reliant: a missed binding leaves her with nothing while the enemy walks in.
- Most of her threat is single-target setup, so she struggles to peel a committed dive once the root is down.
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: The hook reaches as far as your binding, the flay punishes your one attempt to leave, and the lantern pulls his carry out of the picks your lane depends on.
- Blitzcrank: One grab is the whole matchup: you are immobile, squishy, and dead the moment his hook connects through a gap in the wave, and the knockup after it means your shield saves nobody.
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: Lulu's range is shorter than yours and she has nothing to punish you with once you stop walking forward, though her shield and polymorph can still save her carry from your pick.
- Braum: Braum can block one spell, not your whole rotation, and he has to stand in front of a carry your poke chips all lane while his jump never reaches you at range.
- 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 disengage your all-ins but cannot punish you, and her squishy frame folds to a single root while her shields only slow the poke war, never win it.
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 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, or the reverse, is a chain-CC pick machine, and your poke plus his arrows siege towers before fights even start.
Early Game
Poke with Singularity when it catches the wave and the enemy duo together, hold the binding for a real chance instead of throwing it at minions, and shield your carry when the trade comes back. Every root you land is a free window, so call it before you fire and let your ADC commit on the slow. The danger is the all-in you cannot answer: whiff the binding with the enemy jungler nearby and you have spent your only safety button, so track the map and do not push past river without vision while your cooldowns are down.
Mid Game
Mid game Lux can leave the lane and swing the rest of the map. Binding into laser is a pick threat from fog, so watch for the enemy mid or jungler stepping wide near objectives and start the fight with a root they never see. Around dragon and herald your slow field zones the pit while your laser pokes the contest before it forms, letting your team take the objective on numbers. Ward the river lines so your roams arrive safely, keep shielding your carry through skirmishes, and remember that one binding into a grouped enemy team often hands your side the whole objective.
Late Game
Late game you decide fights before bodies touch. Stand behind your frontline, hold the binding for the enemy carry or a diver mid-leap, and use the laser to chunk priority targets from a range their peel cannot answer. Your shield matters more every minute: a barrier on your carry through the opening burst often decides the fight. All of it depends on staying alive, because a caught Lux gives away her root, her shield, and the fight, while one who keeps her spacing controls it from across the screen.
Teamfights
Start the fight or save your carry, never both. The best opening is a binding from fog onto their engage tank or marksman, your team collapsing on the slow, the laser cleaning up. If you are on the back foot, put the barrier on whoever is being dived and slow the divers' path instead. Hold the root for the one threat that breaks your line rather than the nearest body, because once it is down you have no second answer to an assassin. You are the long-range setup and the panic button, so pick the right job before the fight starts.