Arrr, VRC.LOL

Game patch, matey 26.21Data Dragon 16.21.1

Arrr, reference patch 16.20.1

Lux Arrr, support · Normal Draft

Lux has an established low-income Support course wit' useful course pressure, protection, engage or crew utility.

Arrr, established roleArrr, standard Summoner's Rift preparation
Arrr, champion overview
Old chart, mateyRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Support

Arrr, poke support

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, established role
S
Draft / Ranked opening · separate from gear 1

World Atlas

400 doubloons

Provides support income and wards; th' battle purchases it automatically from starting doubloons.

1
Arrr, quest upgrade

Zaz'Zak's Realmspike

400 doubloons

Turns th' completed quest into poke damage after Lux damages an foe champion.

2
First aboard damage

Luden's Echo

2,750 doubloons

Adds mana and burst fer repeated poke and catches.

3
Boots

Sorcerer's Shoes

1,100 doubloons

Adds magic penetration agin' targets that have nay built meaningful magic resistance.

4
Arrr, long-range utility

Stormsurge

2,800 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

5
Arrr, vs resistance

Shadowflame

3,200 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

6
Arrr, late power

Cryptbloom

3,000 doubloons

Adds percentage magic penetration wit' a crew-heal effect after takedowns.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Move it earlier only when repeated healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Move it earlier only when repeated healing be already deciding fights.

  1. Arrr, quest upgradeZaz'Zak's Realmspike
  2. First aboard damageLuden's Echo
  3. BootsSorcerer's Shoes
  4. Morellonomicon
  5. Arrr, vs resistanceShadowflame
  6. Arrr, late powerCryptbloom
AlternativeArrr, dive reaches meArrr, zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.Spy full course

Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.

  1. Arrr, quest upgradeZaz'Zak's Realmspike
  2. First aboard damageLuden's Echo
  3. BootsSorcerer's Shoes
  4. Zhonya's Hourglass
  5. Arrr, vs resistanceShadowflame
  6. Arrr, late powerCryptbloom
AlternativeArrr, one spell catches meBanshee's spell shield can protect Lux from th' first aboard decisive hostile trick.Spy full course

Arrr, best when: Banshee's spell shield can protect Lux from th' first aboard decisive hostile trick.

  1. Arrr, quest upgradeZaz'Zak's Realmspike
  2. First aboard damageLuden's Echo
  3. BootsSorcerer's Shoes
  4. Arrr, long-range utilityStormsurge
  5. Banshee's Veil
  6. Arrr, late powerCryptbloom

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Move it earlier only when repeated healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Move it earlier only when repeated healing be already deciding fights.

  1. Arrr, quest upgradeZaz'Zak's Realmspike
  2. First aboard damageLuden's Echo
  3. BootsSorcerer's Shoes
  4. Morellonomicon
  5. Arrr, vs resistanceShadowflame
  6. Arrr, late powerCryptbloom
AlternativeArrr, dive reaches meArrr, zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.Spy full course

Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.

  1. Arrr, quest upgradeZaz'Zak's Realmspike
  2. First aboard damageLuden's Echo
  3. BootsSorcerer's Shoes
  4. Zhonya's Hourglass
  5. Arrr, vs resistanceShadowflame
  6. Arrr, late powerCryptbloom
AlternativeArrr, one spell catches meBanshee's spell shield can protect Lux from th' first aboard decisive hostile trick.Spy full course

Arrr, best when: Banshee's spell shield can protect Lux from th' first aboard decisive hostile trick.

  1. Arrr, quest upgradeZaz'Zak's Realmspike
  2. First aboard damageLuden's Echo
  3. BootsSorcerer's Shoes
  4. Arrr, long-range utilityStormsurge
  5. Banshee's Veil
  6. Arrr, late powerCryptbloom

Recommendations await inspection

Arrr, runes and summoner spells

Arrr, runes and summoner spellsLuxSupport

Use controlled poke and preserve th' cooldown that makes th' next aboard catch seaworthy.

Normal Draft, matey
Arrr, primary tree

Sorcery

Arcane CometManaflow BandTranscendenceScorch
Arrr, secondary tree

Inspiration

Biscuit DeliveryCosmic Insight
Arrr, summoner spells
FlashIgnite
Coordinate th' Bot pair

Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.

Clash th' course threat

Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, Only when enemy healing is deciding fights

Oblivion Orb

Arrr, 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.

Arrr, Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Arrr, dive reaches me

Zhonya's Hourglass

Arrr, zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.

Arrr, one spell catches me

Banshee's Veil

Banshee's spell shield can protect Lux from th' first aboard decisive hostile trick.

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Arrr, Start with the component

Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Arrr, Finish when it fits the fight

Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Arrr, Coordinate coverage

Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Arrr, Playing Lux: Arrr, Prioritize a reliable burst kill, mana or survival when that is the real problem. Consider anti-heal for healing targets your damaging spells can reach; W does not apply it. As Support, check allied coverage before spending limited gold or delaying utility.

Arrr, Will the fight last long enough?

Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Arrr, kit reference

Lux tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
P
Passive

Illumination

Arrr, what it doesEnglishLux'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.

Q
Q trick

Light Binding

Arrr, what it doesEnglishLux releases a sphere of light that binds and deals damage to up to two enemy units.

Wait fer reload (s)10Cost50Charted reach (units)1175
W
W trick

Prismatic Barrier

Arrr, what it doesEnglishLux throws her wand and bends the light around any friendly target it touches, protecting them from enemy damage.

Wait fer reload (s)12/11.5/11/10.5/10Cost60/65/70/75/80Charted reach (units)1150
E
E trick

Lucent Singularity

Arrr, what it doesEnglishFires an anomaly of twisted light to an area, which slows nearby enemies. Lux can detonate it to damage enemies in the area of effect.

Wait fer reload (s)10/9.5/9/8.5/8Cost70/80/90/100/110Charted reach (units)1100
R
Ultimate

Final Spark

Arrr, what it doesEnglishAfter 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.

Wait fer reload (s)60/50/40Cost100Charted reach (units)3340

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Balance course pressure wit' protection fer th' carry

1
Course

Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.

2
Sea chart play

Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.

3
Fights

Control one approach and keep enough protection fer th' foe's most likely engage.

Pings, movement and prizes

Lux Support sea chart course

Use range to earn space, then keep enough mana and cooldowns fer th' prize entrance.

Ahead

Make th' lead open th' sea chart

Ping
Use On Me Way afore changing angle, then Assist Me on Dragon after Bot be seaworthy to move. Use Peril if th' carry starts following through an unsafe course.
Sea chart movement
Roam after a pushed wave, shared recall or when th' carry can collect safely. Deep wards still require th' Jungler or another nigh th' ship ally.
Prize
Arrive early, clear th' deck th' foe entrance and hold th' key engage or peel spell. Do nay chase astern from Dragon and hand th' foe a free course back aboard in.
Even

Create one clear th' deck numbers advantage

Ping
Use On Me Way afore an engage or roam, Foe Lost overboard as soon as a course foe disappears, and Peril when yer carry cannae follow.
Sea chart movement
Leave only on a seaworthy wave or recall timing. If th' carry would meet defeat a full wave or face a dive, stay Bot and communicate that ye be nay moving.
Prize
Lend a hand Bot finish th' wave, then enter river wit' th' Jungler. Set vision afore starting and avoid turning an even prize into an unseen gamble.
Behind

Stop th' next aboard defeat afore seeking a play

Ping
Use Retreat or Peril afore an ally enters darkness, Foe Lost overboard immediately, and Assist Me when ye need company to restore defensive vision.
Sea chart movement
Do nay abandon a crashing wave or vulnerable carry. Move after th' wave be stable and use th' nearest seaworthy ward line rather than forcing deep vision.
Prize
If yer crew cannae enter river safely, ping Retreat and trade fer farm, vision or another sea chart resource. Contest only after creating a seaworthy course together.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Afore th' move

    'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.

  2. 2
    Arrr, enter together

    Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.

  3. 3
    Afore starting

    Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.

  4. 4
    During th' contest

    Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.

Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.

Use th' chart

Put Lux into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

Arrr, prepare a matchupArrr, champion overviewArrr, browse champions