Arrr, VRC.LOL

Support · Ranked Solo/DuoMatchup chartPatch 16.20.1

Lux vs Vex

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

LuxVSVex

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseSupport

Pick two champions from th' list.

Arrr, role fit

SupportLux

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

Arrr, established role
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, ranked · Support · Ranked Solo/Duo, matey

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

Arrr, runes and summoner spells

Arrr, runes and summoner spellsLuxSupport

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

Ranked Solo/Duo, 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, matchup notes

What changes when Vex is opposite you?

Pre-battle kit comparison
Arrr, kit comparison

Respect th' foe's reliable threat

Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.

Yer course

Use th' course ye prepared

Keep Vex visible afore committing. Th' second Bot-course champion and nigh th' ship Jungler can change whether th' same engage be seaworthy.

Trick reminders

Lux reminders

  • Lux has great zone control tricks. Try to set up Lucent Singularity to prevent an foe's advance or escape.
  • If ye have trouble landing Prismatic Barrier, remember that it returns to ye after it reaches max range. Try positioning yourself to hit yer crewmates wit' its return trip.
  • Lucent Singularity be a great scouting tool. Try throwing it into brush afore walking into it to inspect fer ambushes.

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.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

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

Lux

  1. P
    IlluminationEnglish

    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.

  2. Q
    Light BindingEnglish

    Lux releases a sphere of light that binds and deals damage to up to two enemy units.

    Wait fer reload (s) 10 · Cost 50 · Charted reach (units) 1175
  3. W
    Prismatic BarrierEnglish

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

    Wait fer reload (s) 12/11.5/11/10.5/10 · Cost 60/65/70/75/80 · Charted reach (units) 1150
  4. E
    Lucent SingularityEnglish

    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.

    Wait fer reload (s) 10/9.5/9/8.5/8 · Cost 70/80/90/100/110 · Charted reach (units) 1100
  5. R
    Final SparkEnglish

    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.

    Wait fer reload (s) 60/50/40 · Cost 100 · Charted reach (units) 3340

Vex

  1. P
    Doom 'n GloomEnglish

    Vex 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.

  2. Q
    Mistral BoltEnglish

    Launch a damaging missile that accelerates mid-flight.

    Wait fer reload (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Charted reach (units) 1200
  3. W
    Personal SpaceEnglish

    Gain a shield and damage nearby enemies.

    Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475
  4. E
    Looming DarknessEnglish

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 800
  5. R
    Shadow SurgeEnglish

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Wait fer reload (s) 140/120/100 · Cost 100 · Charted reach (units) 2000/2500/3000

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.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options