
World Atlas
400 goldProvides support income and wards; the game purchases it automatically from starting gold.
Support · Ranked Solo/DuoMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Lux has an established low-income Support plan with useful lane pressure, protection, engage or team utility.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Ranked Solo/Duo · Support
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Provides support income and wards; the game purchases it automatically from starting gold.

Turns the completed quest into poke damage after Lux damages an enemy champion.

Adds mana and burst for repeated poke and catches.

Adds magic penetration against targets that have not built meaningful magic resistance.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

Adds percentage magic penetration with a team-heal effect after takedowns.
Complete build choices
Recommendation review pending
Best when: Morellonomicon applies anti-heal. Move it earlier only when repeated healing is already deciding fights.
Best when: Zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.
Best when: Banshee's spell shield can protect Lux from the first decisive hostile ability.
Runes and summoner spells
Use controlled poke and preserve the cooldown that makes the next catch safe.
Check which defensive spell the Bot partner selected before duplicating Heal, Barrier or Exhaust.
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nearby partners.
Matchup notes
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Keep Vex visible before committing. The second Bot-lane champion and nearby Jungler can change whether the same engage is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.

Banshee's spell shield can protect Lux from the first decisive hostile ability.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
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.
Lux releases a sphere of light that binds and deals damage to up to two enemy units.
Cooldown (s) 10 · Cost 50 · Listed range (units) 1175Lux throws her wand and bends the light around any friendly target it touches, protecting them from enemy damage.
Cooldown (s) 12/11.5/11/10.5/10 · Cost 60/65/70/75/80 · Listed range (units) 1150Fires an anomaly of twisted light to an area, which slows nearby enemies. Lux can detonate it to damage enemies in the area of effect.
Cooldown (s) 10/9.5/9/8.5/8 · Cost 70/80/90/100/110 · Listed range (units) 1100After 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.
Cooldown (s) 60/50/40 · Cost 100 · Listed range (units) 3340Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.
Launch a damaging missile that accelerates mid-flight.
Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200Gain a shield and damage nearby enemies.
Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475Summon a damaging and slowing zone that applies Gloom to enemies.
Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Deny space with your lane partner, but keep the carry connected to the wave instead of roaming at every opportunity.
Move first with an ally, establish vision and protect the route your team will use to enter.
Start only when allies can follow, then change to peel if an enemy reaches the protected carry.
Hold the ability that makes opponents respect your lane and trade when both Bot-lane partners are ready.
Recall and move on safe wave timings; an unsupported roam can cost the carry an entire wave or a dive.
Control one approach and keep enough protection for the enemy's most likely engage.
Stay for a crashing wave, block a dive and avoid spending the key defensive ability on low-value poke.
Enter darkness with another player and ward the nearest useful entrance instead of reaching for deep vision.
Peel first and punish overextension. A blind engage rarely repairs a losing game.
Pings, movement and objectives
Use range to earn space, then keep enough mana and cooldowns for the objective entrance.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Around a minute before Dragon, ping the plan, spend gold if needed and make sure Bot and Mid know whether they can move.
Walk with the Jungler or another ally. Sweep one route, place useful entrance vision and never face-check alone.
Check nearby waves and enemy positions. Hold the spell that either starts a reachable fight or protects your main damage dealer.
Keep enemies away from the safe entrance, mark the reachable threat and avoid chasing so far that Dragon is left unprotected.
Later objectives: Use the same pattern for Rift Herald or Baron: communicate first, move through controlled vision with an ally, then choose engage or peel before the fight begins.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.