Lux support is a high-range poke machine that punishes enemies who stand in a line. Your job is to constantly threaten with E, confirm with Q root, and burst down anyone who gets caught. You play like a mage-support hybrid — dealing genuine damage while providing shields and CC.
Abilities
Skills Overview
P
Illumination
Passive
Lux's damaging spells charge the target with energy for a few seconds. Lux's next attack ignites the energy, dealing bonus magic damage (depending on Lux's level) to the target.
Illumination marks enemies hit by abilities — auto-attack or Q/R to pop the mark for extra damage. Always weave an auto after Q or R.
Q
Light Binding
Skillshot · Root · Dual Target
Lux releases a sphere of light that binds and deals damage to up to two enemy units.
CD: 10 · Cost: 50
Q binds up to two enemies in a line. Aim through minions to hit the enemy ADC or support even when they hide behind waves.
W
Prismatic Barrier
Skillshot · Shield · Dual Target
Lux throws her wand and bends the light around any friendly target it touches, protecting them from enemy damage.
CD: 12/11.5/11/10.5/10 · Cost: 60/65/70/75/80
W shields two allies in a line. Use it proactively — it has a travel time, so aim ahead of a moving ally to intercept incoming damage.
E
Lucent Singularity
Skillshot · AoE · Slow
Fires an anomaly of twisted light to an area, which slows nearby enemies. Lux can detonate it to damage enemies in the area of effect.
CD: 10/9.5/9/8.5/8 · Cost: 70/80/90/100/110
E detonates on command after landing — hold it briefly to position on enemies before detonating. Use E-slow to set up Q roots on mobile targets.
R
Final Spark
Long-Range · AoE · Laser
After gathering energy, Lux fires a beam of light that deals damage to all targets in the area. In addition, triggers Lux's passive ability and refreshes the Illumination debuff duration.
CD: 60/50/40 · Cost: 100
R has a very low cooldown at max rank. Use it to snipe low-health enemies fleeing across the map and to clear large minion waves instantly.
Skill Leveling Order — Max E first, then Q, then W · R at 6 / 11 / 16
| Level | Q | W | E | R | Note |
|---|---|---|---|---|---|
| 1 | Take E — harass and wave control | ||||
| 2 | Take Q — root for kill threat | ||||
| 3 | Level E — core poke tool | ||||
| 4 | Take W — shield for protection | ||||
| 5 | Level E | ||||
| 6 | R — Final Spark unlocked | ||||
| 7 | Level E | ||||
| 8 | Level Q | ||||
| 9 | E maxed | ||||
| 10 | Level Q | ||||
| 11 | R rank 2 | ||||
| 12 | Level Q | ||||
| 13 | Q maxed | ||||
| 14 | Level W | ||||
| 15 | Level W | ||||
| 16 | R rank 3 | ||||
| 17 | Level W | ||||
| 18 | W maxed |
Itemization
Recommended Builds
Starter Items
Spellthief's Edge
Generates gold from poke. Lux's E and Q constantly proc this for maximum income.
400g
Health Potion
Sustain through early trades.
50g
Core Build
Seraph's Embrace
Mana sustain and AP scaling for repeated E-Q-R combos all game long.
2600g
Ionian Boots of Lucidity
Ability haste means more Q roots, more shields, more poke cycles.
950g
Shadowflame
Magic pen shreds squishies and procs on shielded targets — perfect for a poke support.
3000g
Void Staff
Essential magic pen vs any MR stackers mid-to-late game.
2800g
Situational
Rylai's Crystal Scepter
Adds slow to every ability — makes E-Q combos guaranteed even on mobile targets.
2600g
Rabadon's Deathcap
Maximum damage when ahead. R one-shots isolated carries at full build.
3600g
Morellonomicon
Grievous wounds on E hit — essential vs Soraka, Yuumi, or any healer-heavy comp.
2500g
Lux support builds like a mage. Rush Seraph's for mana and scale into full AP. You deal carry-level damage while also providing shields and peel for your team.
Utility Core
Shurelya's Battlesong
Movement speed active helps your ADC engage or disengage. Pairs well with your poke to create skirmishes.
2500g
Ionian Boots of Lucidity
Haste for constant shields and Q pressure.
950g
Redemption
AoE heal for teamfights. Your long range means you can activate it safely from the backline.
2300g
Moonstone Renewer
Boosts W shields significantly. Use vs dive compositions to keep your ADC alive.
2500g
Run utility Lux when your team already has damage and needs heals + shields. Less kill pressure but your team survives longer.
Runes
Sorcery Primary
Arcane Comet
Procs on every E detonation, Q root, and R hit. Constant poke pressure from range.
Manaflow Band
Lux burns mana fast with constant poke. Manaflow stacks quickly from repeated E spam.
Transcendence
Ability haste accelerates Q and R cooldowns for more CC and burst in teamfights.
Scorch
Bonus burn on poke. Pairs with Comet to make early lane harassment very painful.
Inspiration Secondary
Perfect Timing
Free Stopwatch gives you a safety net when you misposition and get caught.
Cosmic Insight
Summoner spell haste. Flash up faster for aggressive repositioning and surprise engages.
Shards
Ability Haste · Mana · Health
Gameplay
How to Play Lux
01
Early Game
Poke Constantly, Root for Kills
- Auto-attack at level 1 to proc Spellthief's immediately. Every gold counts for your expensive mage build.
- Max E first. At level 3, the Q-E-auto-R combo deals enough damage to force a flash or first blood.
- Aim E through the enemy minion wave to hit the ADC. They have to eat the damage or give up CS.
- Q can pierce two targets — angle it to hit both the support and ADC when they stand in a line.
- Avoid face-checking bushes. You're extremely squishy and one hard engage dumps you before you can R.
02
Mid Game
Roam with R, Create Vision
- Your R has extreme range — use it to assist mid lane fights or pick off fleeing enemies after a bot trade.
- Drop E on dragon or Baron pit brushes before objectives to zone enemies away.
- Back when mana is low — Lux burns through mana quickly with constant poke spam.
- Ward aggressively. You need vision to safely use your long-range R and to avoid being flanked.
- Roam mid to set up R executes when the enemy is low — the long range makes this safe and effective.
03
Late Game
Root-Burst Carries, Peel with W
- Your R has the range to pick off anyone across the map. Watch the minimap constantly for low-HP targets.
- In teamfights, stay at maximum range. Never walk into melee range — your value is your long-range CC and burst.
- Chain Q roots with your ADC's damage. A rooted carry is dead carry if your ADC follows up instantly.
- Use W shields preemptively on diving allies rather than reactively — W has travel time and you can waste it.
- Peel assassins with Q root when they dive your backline. One root buys your entire team 1.5 seconds.
Teamfighting
How to Teamfight as Lux
Lux's teamfight role is to lock down key targets with Q and obliterate clustered enemies with E + R from maximum range. You should never be in the front — your entire value requires staying alive and casting.
1
Pre-Fight — Zone with E Threat
Before engage
01
Position at max range behind your frontline. You need a clear sightline for Q and R.
02
Drop E on choke points before the fight. The slow and zone forces enemies into bad positions.
03
Identify the priority target. Your Q should hit the enemy carry, not a tank.
Do NOT walk into the fight. If an assassin reaches you, you die instantly. Always stay behind terrain or your frontline.
2
Fight — Root, Burst, Repeat
Main fight phase
01
Q the grouped cluster to hit multiple enemies simultaneously — dual-root wins fights.
02
E immediately after Q lands — detonating E on a rooted target is guaranteed and maximizes damage.
03
R as soon as enemies group or to execute an isolated fleeing target.
04
Pop Illumination passives with autos between ability casts for extra damage bursts.
3
Aftermath — Shield and Clean Up
Post-fight
01
W-shield allies chasing down fleeing enemies so they don't die to a desperate counter-fight.
02
R snipe anyone at low HP trying to escape. The laser has global effective range.
03
Stay safe. If the fight is won, don't overchase — your death undoes the victory.
R resets partially on kill assists via Illumination procs. Immediately R again if an enemy is still escaping after the first shot.
Tips & Tricks
Advanced Mechanics & Hidden Tech
Advanced mechanics for Lux.
Basic
Always Pop Illumination
After every Q, E detonation, or R, your passive marks the enemy. Auto-attack or recast another ability to pop it. This bonus damage adds up to over 20% of your total damage across a game.
Basic
E Timing — Don't Rush the Detonate
After E lands, hold the detonation button for 0.5–1 second so the slow pulls enemies into the center. Then detonate for maximum damage. Rushing it often clips the hitbox.
Intermediate
Q Through Minion Waves
Q pierces units. Angle your Q through the minion wave to hit the enemy laner hiding behind it. Most players don't realize Q can reach them through their wave at odd angles.
Intermediate
W Shield Preemptively
W has travel time. Cast it BEFORE the incoming ability hits your ally, not after. Aim slightly in front of your ally's current position if they're moving. A reactive W often misses or arrives too late.
Advanced
R as a Wave Clear Emergency
At full rank, R one-shots caster minions and badly damages cannon minions. When a huge wave is about to crash your base and you have no time to defend, R from base wipes it instantly.
Basic
Spellthief's Stacking
Each E hit and each Q hit generates Spellthief's charges. Weave constant abilities on the enemy — even non-lethal poke builds gold that funds your expensive mage items faster.
Advanced
Q at Long Range for Root Safety
Q range is 1175 units — very long. Practice using Q at absolute maximum range in the botlane brush. At max range, enemies rarely react fast enough to dodge and you stay safe from their retaliation.
Matchups
Counters & Matchups
Lux struggles against hard engage supports who can close the gap before she can Q. She excels against immobile champions who have to stand in her E field.
Click any matchup to expand tips & how to play against them
Loses Against
Leona's E-Q combo engages faster than Lux can Q back. She tanks through your burst and her CC chains prevent you from casting after she locks onto you.
Respect her E range — stay outside 700 units. If she uses Zenith Blade, immediately flash backward. Your Q outranges all her abilities if you maintain distance.
Nautilus hook at 1100 range threatens Lux's positioning constantly. If he hooks you, you die before your team can help. His tankiness also makes your burst feel weak.
Position behind your ADC so Nautilus has to hit them first. If hooked, immediately Q to prevent his auto root follow-up, then flash away.
Thresh boxes you in with his lantern + flay combo, making it hard to maintain poke range. His hook punishes any moment you get too aggressive without vision.
Pink ward bushes constantly. Thresh loses much of his threat when his hook angles are visible. Poke him down before he can engage — he's not tanky early.
Wins Against
Soraka has no hard engage and must stand still to cast heals. Your E zone makes it impossible for her to safely heal — hit her with E and Q every time she tries.
Apply Morellonomicon grievous wounds to shut down her heals. Force her to move to avoid E — then Q when she's repositioning.
Yuumi is attached to her ADC — E hits both of them simultaneously. Your poke punishes them for being paired and your burst kills the ADC faster when both take damage.
Target the ADC Yuumi is attached to. A dead ADC forces Yuumi out into the open where she's completely helpless.
Sona has short range and no escape. Your E outranges everything she has — you can safely poke her to low HP and she has to respect your kill threat constantly.
Keep throwing E at Sona whenever she approaches to poke. Force her back to base repeatedly. She falls off hard if she loses early levels.

















