IntroductionWarning: yes there is a lot of text here, if you want quick reference on item builds skip down. If you're new to Lux then grab a drink and read through and by your first game I guarantee you'll have a higher chance to succeed.
Hello I'm Sazdek. No I do not have super high elo, no i'm not going to claim to be the best or even mediocre at Lux. However there is a surprisingly small amount of Lux guides out there and i'm hoping to get this one to the approved status, being the only support Lux guide.
Anyways, on with the show.
Why support Lux? But Saz she can't heal! True, but as a support she has an incredible amount of zoning power that comes with her long ranged abilities and her ability to set up ganks. Unlike Soraka or Sona she has the innate ability to slow/snare (Sona can stun but it's associated with her ult and can be hard to land and is known to glitch out). Tryndamere giving your carry beef? NP! Snare him, slow his escape, shield yourself and your carry, and laser his ass if he thinks he's going to get away.
- Long Range
- Synergy with almost every carry out there and junglers.
- Shield with the ability to double shield your entire team if aimed properly. That's up to 10 shields!
- As squishy as they come (albeit she has great escape utility)
- High mana costs and CD's
- Low AP ratios (you don't build much AP if any at all)
- Insane Laugh
- Every ability is skillshot based, if you lag or have high ping this may not be the champ for you.
- Low damage, becomes a shield/snare bot in mid/late game.
Buffs and Nerfs - Lux's patch notes08-02-12
This weeks patch marks a terrible nerf to Lux, almost to the point of unplayability.
They changed the name of her ult from Finales Funkeln to Infinite Light.
If you'll excuse me now I'm going to down my sorrow in the breasts of a 20 something year old.
(Don't let them see you cry T.T)
MasteriesAfter having watched some support streams, reading many guides, and testing things myself I have learned one thing. Support masteries can be far from typical. The biggest constant is that you don't want to go full into offense as a support as it is not your main goal to deal damage. The reason i go 9 into offense is primarily for the 4% cooldown reduction.
Utility Tier 1
Summoners Insight: Improves 3 of your potential summoner spells, Flash Clairvoyance and Clarity. I almost always take this talent for the flash cooldown reduction.
Good Hands: Reduces time spent dead. Yes I know, you don't want to die. Sometimes you may have to in order to save your carry or save your team. Stand proud as you end the game as 0/5/30. This can help in the late game when respawn timers start to get ridiculous.
Expanded Mind: I almost always get this as well. Lux is mana hungry like nobodies business. Pretty self explanitory.
Improved Recall: Honestly i think this mastery is silly. I take it if i really have nothing better to put a point into, but that's rare as a support.
Utility Tier 2
Swiftness: Awesome mastery, gets you into your lane faster, gets to teamfights faster, gets you in lazer range faster. Lux also lacks innate escape so she needs all the help she can get.
Meditation: The mana regen is small but it helps out your early game quite a bit.
Scout: An...odd mastery. You -can- take this, and seeing as you're the primary ward machine of the team this can be useful. Downside is it's only a 50 range increase, so meh.
Utility Tier 3
Greed: This mastery is made for supports. As with the current meta you will assume the role of the 0 cs support, you will need gold from elsewhere. This is one of many sources. ALWAYS get this.
Transmutation: max 3% spell vamp, meaning for every 100 magic damage you do you will regen 3 hp. Overall not a good mastery as you wont be dealing much damage.
Runic Affinity: This is a decent mastery when you're going AP lux. However as support you're 3rd or 4th in line for buffs. You -can- take it but you wont get much use out of it.
Utility Tier 4
Wealth: 20/40 extra starting gold, this can help you afford an additional early ward or pots. For 2 mastery points and because going 9 into offense is ideal you may want to skip this.
Awareness: Supports tend to fall behind in levels due to letting your carry get last hits. This helps keep you better in line with your team. A must have.
Sage: I first though this was pretty bad HOWEVER, as with awareness, helps keep you in line of the rest of your team. And for only 1 mastery point. Not a bad mastery.
Utility Tier 5
Strength of Spirit: A very -meh- mastery, mostly reserved for champs with high mana pools and who so happen to go into utility (Ryze). Skip this.
Intelligence: Delicious cooldown reduction? Yes please! Not much can be said here. Coupled with Sorcery in offense this can give you a default 10% CDR.
Utility Tier 6
Mastermind: 15% reduction of your summoner spells. Meaning more flashes, more cv's, more heals, more ignites, etc etc etc. This is a must have and the whole reason you go 21 into utility.
I will only cover the masteries useful for support Lux in Offense and Defense.
Offense Tier 1
Summoners Wrath: Useful if you take ignite or exhaust. Take one point from mental wrath for this if you wish to take it.
Mental Force: Flat AP, gives you a little extra oomph, mostly only noticeable in the early game. Sadly there's not much else in T1 worth taking for support lux.
Offense Tier 2
Sorcery: The sole reason I take offense. 4% CDR coupled with Intelligence in Utility gives you that 10% CDR you so desperately need.
Offense Tier 3
Arcane Knowledge: 10% magic pen allows you to poke just that much harder while laning. This mastery isn't exactly necessary, more or less a luxury. You can feel free to take this point and put it in Defense or Utility.
Defense Tier 1
Summoners Resolve: Can be useful if you take heal, that's about it.
Resistance: If you know you're facing a hard harassing lane this or Hardiness can help you stay in lane just that much longer.
Hardiness: Same as Resistance, take either mastery as needed.
Defense Tier 2
Durability: Only mastery in this tier worth taking, more HP per level and it unlocks Veterans Scars which provides flat HP at the start. If you want to go with a defense centric build this is a must have,
Defense Tier 3
Veteran's Scars: Also the only tier 3 mastery worth taking. Flat HP helps your squishy status and can make you quite tanky at level 1.
Defense Tier 4
Initiator: Coupled with this can make you pretty fast. However it means you must avoid going toe to toe or getting caught as you roam about.
Enlightenment: CDR! Well...some CDR anyways... and it's not flat CDR like the offense and utility masteries. 8.1% CDR is better than none I suppose. In the late game it's more CDR with 3 points invested than either utility or offense's CDR, however it takes time to build up.
Defense Tier 5
Honestly.... Nothing here worth using. Honor Guard much like Indomitable works best when you have MORE resistances. Mercenary -can- be good when you wrack up tons of assists early, and helps with your gold problem. But in reality it's hard to capitalize on this.
Defense Tier 6
Juggernaut: If you want to take on the role of tank Lux then this is a must have. Scaling HP buff and built in tenacity is quite good...for tanks. As support Lux though this is subpar.
Alternative 9/0/21, same goal with some variances.
More Utility, Less offense. 6/0/24
If you insist on tank...(the 9 in Utility can be substituted with 9 in offense) 0/21/9
AP Lux 21/0/9
RunesTypical support runes. Armor Marks since your average jungler is typically an AD like Lee Sin or Udyr or Nocturne these may save your life. Avarice Seals along with Avarice Quints help you accumulate items during the entire game. Along with masteries this gives you an additional 5.3g every 10 seconds. Add on your Gp10 items that's a lot of free gold.
Resilience: Survive poke and jungler ganks.
Insight: Harder pokes and overall damage.
Desolation: Also acceptable if you focus on poking with auto attacks to preserve mana.
Avarice: These runes just showed up in the last couple of patches and have proven quite useful for supports. With 9 it equals out to an additional 2.25 gold every 10 seconds. 13.5 gold every minute.
Force: More AP, harder poking.
Potency: Also acceptable to have just a little harder early game poking.
Clarity: As I have and will mention, Lux is very mana hungry. This helps in the early game when she's blowing through mana.
Replenishment: Same as Clarity with just a little better early game effectiveness.
Shielding: Helps make you beefier in lane, survive poke from the enemy support or if the mid lane comes down to gank.
Force: Much like force seals, equals out to more AP with less AP items.
Potency: Same as the seals.
Warding: Same as shielding but flat instead of scaling. (I personally prefer scaling)
Focus: Flat CDR, these are amazing for lux. 9 of these will result in 5.85% CDR at level 1. With masteries this can mean almost 16% CDR at level 1.
Celerity: Same as focus but scaling instead of flat. With 9 of these you start with .45% CDR at level one. 4.5 CDR at level 10. And finally 8.1 CDR at level 18. At level 13 these break even with glyphs of Focus.
Avarice: More gold More gold. As I mention in the opening paragraph this is an additional 3g every 10 seconds. These plus seals of avarice plus masteries equals out to 7.25 additonal gold every 10 seconds, and that's before you even have any gp10 items.
Fortitude: +26 hp can help make you just a little extra beefier through the game. Even though you're support through items you tend to get quite a large health pool. This helps just a little bit more.
Swiftness: If you really enjoy emphasizing on roaming these can be invaluable. Little bit extra MS never hurt anyone.
Potency: Flat AP is best when dealing with quints. These can net you about 15 additional AP at the start of the game which makes you hurt just that much more.
Flash is a must have as Lux. She lacks any real escape and can be easily ganked if they have gap closers. The spells listed hereafter should be decided based on what your team needs.
Your Second choices
I do have this at the cheat sheet part of my guide HOWEVER this weighs on equal balance with all the other spells. Lux has no innate healing spells and her best form of direct support is shielding. This spell helps solve that. A good point brought up to me however is that your carry could carry this spell so that they get the full effect of the heal. Your carry surviving is ALWAYS more important than yours. However most carries will not take this spell because they feel they have to carry everything offensive to secure their own kills. If you're duo queing with a carry, implore them to take heal and you can take the exhaust/ignite/etc. Just be sure you coordinate with them when you're using your spells so that they are committed as well. As of 5/1/12 Heal was nerfed again slightly taking the base value from 145 to 100. It's still usable don't get me wrong, just not quite as good anymore.
Gives you the ability to assist your jungler in counter jungling, as well as reducing the need to face check.
Lux has high mana dependency and carries usually do as well (cait, ashe, etc). This can keep you in a lane or poking that much harder.
reducing enemy effectiveness on heals, securing kills, soothing sound. This spell is useful. if noone on your team has this you can get it.
usually your carry may have this spell as it helps them duel other carries in 1v1 situations or secure themselves kills. This can help you land skillshots easier, secure kills for your carry, escape ganks. There should usually be at least one of these on your team.
Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing 20-190 (depending Lux's level) magic damage to the target.
Lux's passive which is, well dangerous. Early game taking advantage of the procs is easy because you're not likely to get instagibbed for being out of position. Starting mid/late game you may not have very many opportunities to make use of this passive. Great for poke but bad for teamfights unless you're utterly ignored.
Q: Light Binding
Lux releases a sphere of light that binds and deals 60/110/160/210/260 (+70% ap) damage to up to two enemy units, dealing 50% effect to the 2nd unit struck.
Cooldown 15/14/13/12/11 seconds
Cost 60 / 75 / 90 / 105 / 120 mana
Much like Morgana's Q but not as damaging, however it can snare up to 2 targets. When chasing this can easily secure kills for your team due to it's 1000 range and decent travel speed. When running away snaring 2 enemies can mean your life or death. Fairly easy to land but people usually hide behind minions. However if they are actually dumb enough to hide behind a single minion punish them for it by shooting the binding directly at the minion and snaring them both, /l'ing all the way as you throw an auto attack at their face for the free passive proc. This can also be invaluable if you get ganked by a jungler, snaring him in his tracks and running pretty much negates the need for flash on your part.
W: Prismatic Barrier
Lux throws her wand to a target location and back, bending the light around herself and any friendly Champions it touches, protecting them from 60 / 85 / 110 / 135 / 160 (+30% ap) damage for 3 seconds.
Cooldown 14 / 13 / 12 / 11 / 10 seconds
Cost 75 mana
Her main direct support ability, and what makes her a huge annoyance in teamfights. Aimed properly this ability can shield every member of your team, twice. This is also pretty much the only reason you may even build AP as support Lux. Aiming it when being chased or ganked makes a huge HUGE difference as well. People have a tendency to toss it in the direction of the enemy, probably because they're aiming their Q/E as well, however when running away throwing the baton in the direction you're running can make the difference between life and death. Doing this reduces the travel time back to you and will give you a quicker second shield when you're being actively chased. Nothing worse than the last tick of ignite taking off that last sliver of hp, or shield that kog maw explosion last second. trollface.jpg
E: Lucent Singularity
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.
Cost 70 / 85 / 100 / 115 / 130mana
One of your primary harass abilities, but wait! It even has the fun effect of acting as a mini clairvoyance. Shooting it into the river bush or between the two bushes on the bot lane can reveal hidden enemies. No, it does NOT need to be in the bush to reveal what's inside the bush. It's more obvious use in all stages of the game is it's aoe slow. Tossing it behind the enemy to prevent their retreat, or behind yourself to help aid yours, it's uses are limitless.
R: Finales Funkeln
After gathering energy, Lux fires a beam of light that deals 300/400/500 (+75% ap) damage to all targets in the area.
Cooldown 80 / 60 / 40 seconds
Cost 100 / 150 / 200 mana
At last, the laser. The ability that makes people cry when Lux hits level 6. It's lul factor is well over 9000 and then some. Picking off a retreating enemy, stealing an enemy buff, stealing dragon, stealing baron?! It has a pretty good AP ratio and decent base damage. Furthermore on it's damage side, it procs your passive and reapplies the passive afterwards making it an integral part of your rotation if you are ever forced to go toe to toe with someone (though you really shouldn't).
Skill OrderUnlike most other champs, her skill order is variable with your first two maxed abilities. and are the only two that have a set skilling order, taking At level 6/11/16 and always maxing last.
You can start with either or depending on if you plan to level 1 fight. A snare is infinitely more useful than a low level low damage slow.
Level 2: Is the enemy harassing actively?
Are they sitting back farming?
Level 3: Whichever you didn't pick at 2.
From there on you should prioritize your shield if they harass every so often or very often, it helps prevent damage during ganks and is generally useful. If they are not harassing at all, lack a jungler, etc Feel free to level first provided you're good at landing it, maxing second.
Use common sense and you will succeed.
Item BuildsA support is 51% ability, 49% items. The key to buying items isn't by following some generic formula because not every match is ever the same. You'll notice I only list 5 items. This is because i encourage EVERYONE to leave a slot open at all times for wards. That 75 or 125 gold can save your team from a potential ace, or secure a buff, or score your team an ace.
Sight wards and Vision wards are ALWAYS necessary, and as a support it's your job to litter the map with these. I save typically for Baron/Dragon to counter their wards. Sight wards I have a warding guide detailed below where the ideal places are to put those. + both have their uses during the game and certainly if you manage to attain a 6 item build. Lowers your CDR if you are not already CDR capped via items. This can help toss out more , more , more FREAKING 's! this is one of the most useful items you can buy. Yes! Even if they don't have stealth champs. Helping clear those wards can be crucial to keeping your team from being ambushed. Each ward you personally kill grants 25 gold. If you destroy 16 wards with 1 oracles it has paid for itself. Note: Having this item puts an extremely noticeable pink eye over your character and marks you for death. Play extra safe and don't wander into the jungle alone unless you have tabs on the enemy team while you have this item active.
Option 1 is to obtain a quicker Philo Stone, be careful with this as you lack the initial wards and mana regen. Option 2 is a standard support start. 2 wards, one for your bush and one for the enemy jungle if you wish to adventure that far OR your tribush (when blue). Option 3 i would recommend vs a lane with heavy skillshots or harass so that you may dodge their abilities more easily.
GP 10 Items.
Amazing support item, mana regen, health regen, gold per 10, and builds into . A must have.
A good amount of health as well as gold per 10. This item used to be a buy early sell later since it's only upgrade was . HOWEVER with the recent addition to Locket of the Iron Solari this gives you another option to build it into. I will go into more detail later about the locket.
This is an option for Lux unlike most other supports because of her potential damage. It's a small bit of AP with the gp 10 which helps with your laning, and if you're ballsy enough you can later build it into . Do I recommend this? Kind of actually. This item has received a buff in the latest patch to include more AP. The CDR was unchanged. It lost the 15 mp5 however, but this isn't huge. This is just a dangerous item since it requires you being very VERY close to the enemy team to utilize it. But if you have a beefy bruiser or an over fed AP running at you, this item can help soften them up so your team can murder them.
Due to her range she can actually stay out of combat and make use of this passive more often than other supports. This can help you get to your team faster or retreat with your life.
15% CDR to go with our 10% from masteries or potentially 16% with glyphs as well. These are very good boots. Keep in mind, you almost ALWAYS end the game with which also provides 15% CDR. 10 from masteries + 15 from boots + 15 from Reverie=CDR capped (40%)
Builds from a , very good aura, decent armor and hp for you. All in all a good item HOWEVER using the active causes you to be absurdly close to the enemy team. This makes you far too vulnerable. I do not recommend this item for you.
Armor, mana, CDR, and an aura passive that reduces the attack speed of nearby enemies. The range on the aura of this item is large enough to hamper the attack speed of most assassins or tanky dps or bruisers. Caution when using this: enemies can see the frozen heart debuff when you're nearby, it may give away your position when trying to gank. Also this item provides 20% CDR, if you're already CDR capped via and this item loses effectiveness. Plan ahead!
If you're fed enough through assists or picking up kills with your lazer this can be a superb armor option. Tons of AP, decent armor, and an amazing active. Using the active when their entire team jumps over your tank wall just for you can cause them to be caught so horrifically out of position and result in an easy ace. As mentioned, this item is primarily for when you're fed. It can also be used to replace lower armor items if you end up in a super long game.
This is a newer item and is still undergoing testing. This item gives you a solid upgrade for your as well as provides some armor and hp. A unique aura with health regen for you and your team, as well as a shield active that works in conjunction with your . The biggest downside to this item, like Randuin's Omen, is range. In order to use the active you need to be neck deep in a team fight to shield your whole team. Use with caution.
HP, mana, and a 45 second cooldown spell shield. This item is still great and still a staple in most builds. Downside? The shield can be poked off by aoe abilities like Ashe's Volley, so you must be very aware of your positioning as to not lose the shield for no reason.
Cheap, better MR than and an active that can break ANY form of CC and cleanse off any debuffs. I take this over BV when the enemy team has one or more suppresses or overall tons of debuffs and cc. You MUST remember to use the active though otherwise it's pretty much useless.
This is still a good item, although I don't recommend it. It's expensive and focuses more on the AP it provides than the defenses. Furthermore the passive aura forces you to be closer to the action than you may be comfortable with. AP carries tend to work with this item better.
I have tested this and I find it does work smashingly. <nigelthornberry.jpg> Early on the Chalice will give you some moderate MR against the enemy team support poke (if they have an AP based support). The mana regen however is where the item really shines, allowing you to spam a lot more spells than you normally would. Later building this into Athene's gives you a healthy dose of MR, CDR, mana regen, a neat passive that restores chunks of mana on kill or assist, and AP!
This is actually one of the best items in the game for what it gives, even if it didn't have the aura. having this by the end of the laning phase can turn team fights heavily in your favor. I absolutely recommend this item all the time.
Health, Health regen, mana regen, CDR, and an active speed boost to get in and out of tight situations. There's a reason every support takes this item. It builds out of a Philo which you get anyways as one of your first completed items. I also recommend this item ALL THE TIME!
This is very useful even though you aren't intentionally trying to stack AP. Why? The aura will stack with other Will of the Ancients between yourself and the holder of the other Will. Typical AP carry builds include this, and even if they don't you can get it so they can have the free buff. Help them help you.
This is much like in that you aren't trying to stack the life steal or attack speed, but you having it frees up the spot for your carries. I go more into detail about this item in the next chapter.
LanesHere I will cover synergies with your AD carries, who works and who doesn't Disclaimer: ANY support can work with any AD carry with enough coordination. There are no champions with abilities that just do not work together if used correctly.
I've played this one several times. Cait is a serious lane threat and out-ranges everyone (besides Tristana in later levels), meaning she can last hit very easily while taking very little harassment. Landing a is much like landing a Taric stun, it gives her a free Piltover Peacemaker and auto, gives you a free auto and potentially a free . Post level 6 your ults in tandem are probably a retreaters worst nightmare. Insane range and nigh unstoppable. Being Lux you may be tempted to use your ult after hers to secure yourself the kill, but remember, this is SUPPORT Lux. Your carry getting kills makes them a force to be reckoned with later. Feed them and you will be rewarded.
She can be a huge annoyance due to her range, luckily her skills are easy to maneuver around. Her peacemaker has a long wind up, and her traps are easily visible. You can always make your lane partners life easier by yourself and stepping on the trap. Note: don't do this if her or her lane partner can easily chain CC onto you and kill you. Be smart. When it comes to her ult, never hesitate to jump in the way of your carry to take the bullet. But always toss your first, it can and will save your life especially in this lane.
I list this next despite not having played the lane because she's one of the best AD carries currently. As with Caitlyn, landing your opens up the floodgate to pain with Sivir comboing her Boomerang Blade, auto attack, Ricochet, auto. Complimented with your damage (if you or her take ignite) this can be a guaranteed kill at a lower level. Post 6 your ults don't have much synergy but at the same time they have the same goal in kill-mode. Chasing down and/or killing someone retreating with low hp. Should you succeed in gaining your Sivir early kills she will become an unstoppable force and you are the one to thank for it.
If she's laning with then you may want to play super defensively and call for ganks often. If Taric lands his stun, Sivir has free range to boomerang and combo ricochet onto you. This can easily take you from 100% to below half in one combo or turn into a gank with summoner spells included. Note: Sivir has one huge weakness, mana. You can bait her into using her spell shield by throwing your at her without detonating it. Most Sivir players will react thinking you're going to harass and will use their spell shield for the free mana, however you being smarter will not detonate the bubble and wait for her shield to wear off. Caution, if the Sivir player is like me she may run into it intentionally with spell shield up as the bubble becomes closer to popping. If you see her running at it intentionally, pop it early. When she ults get ready to run like nobodies business. As always, first and ask questions later. Taking on a Sivir is no easy task let alone with her ult up. Snare her and wait for the ult to wear off before retaliating.
These two champs don't have much synergy aside from slows. Your slow/snare helps her land her slows and vice versa. Ashe is a relatively weak champion compared to every other AD carry in the game currently In a solo que scenario. In duo que or premade Ashe can be one of the single most annoying carries you can have on your team. Pre-6 just help her as much as you can to slow enemies, snare, and allow her to farm. The earlier she gets items the better off your situation. Post 6 Ashe and Lux can potentially combo someone into oblivion and they wont have much to say about it. Land , proc with auto, Ashe gets in range and begins slowing followed by an ult, meanwhile land your , chain , and finish with an auto attack. If they're not dead then odds are they're fed, or they're Jesus.
She's very easy to lane against, keep your distance and harass. Just know that she can hawkshot and obtain vision into bushes, so be careful about poking from the bush. Her arrow is easy to dodge of she shoots it at a range. Up close you may not have time to move or flash, however the stun is low when at close range. Be careful about tower diving against her due to her slows and stun.
As with Ashe not a lot of synergy here BUT a lot of burst potential. Corki is an amazing carry when well fed. I don't have much experience in the lane so I will not pretend to know-it-all about this lane until i have attained more experience. With corki's gap closers and your ability to snare and slow, you two can be a powerhouse of turret diving thrillseeking, and with your ults having such an enormous range you wont have to dive too far in order to secure those kills.
His Phosphorus Bomb reveals bushes and grants vision if it hits, so be wary when laning against him and poking from the bush. Also be wary that he may Valkerie into you at any time and unload his gatlin gun and ult. When he jumps to you place your in front of you and kite him through it, followed by , when you can. If he's ballsy enough to tower dive punish him for it with a snare in turret range and a lazer to the face. Post 6 make sure you're running in unpredictable patterns to throw off his long range ult harass.
Sure he may be a rejected Final Fantasy character or perhaps Taric's soon to be husband now that prop 8 is passed in California, but he can be a beast of a carry. All of his abilities like yours are skillshot based, which not only provides both of you with excellent range but it plays some serious mind tricks with your enemies. Landing your snares allow him to get in 2-3 free shots while staying safe, and your shield allows him to shift towards them while taking minimal damage. Post 6, much like Ashe or Caitlyn, you two will be an annoyance forcing your enemies to punch walls and small animals in anger. Ezreals ult has a small wind up which can make it easily dodged, / changes that. Comboing your snare/slow with your Lazer of death PLUS his? gg
As with any skillshot champ, do your best to avoid his shots. Because he's fully skillshot based be cautious when poking from the bush because he can just blind fire them and hit you. His shift ability is a huge annoyance but a snare can keep him from doing it for a short time and give your carry enough time to unload on him.
Graves is one of the tankiest carries already, add in your shield and he can take a serious beating. There's not much synergy here in abilities aside from landing a to allow him a couple free auto attacks and Buckshots. Sadly he works much better with supports like Sona or Soraka, but don't let that discourage you. Like you he can do a crazy amount of burst damage in very little time, abuse that. Help him land his skillshots with your snares and chain your with his Smoke Grenade, placing it just on the outer edge where they're running to escape the cloud. This increases overall slow time to allow better escapes or better chasing.
He's super beefy due to his passive and will need a bit more time than most other carries to bring down. He has a very short ranged dash that he uses to escape or close the distance with. If he's using it offensively, be prepared to and follow with a quick snare or a slow. He's difficult to lane against, so long as you're careful your lane with succeed here. Just be patient and don't allow him to get fed.
Kog'maw suffers from one severe weakness, vulnerability. He lacks any escape outside of his slow which is frankly unreliable. Using your / more defensively in this lane allows for him to get a bit cockier and last hit safely. Chaining your with his slow is also another great chasing/fleeing combo in case a favorable scenario arrives. Post 6, him landing his ult can allow for you to land yours in the fog of war, always keep an eye on your map for successful hits.
Stay as far back as possible and harass when he goes in to last hit. His range is pretty ridiculous and the damage he can dish out is equally ridiculous. His slow is actually fairly easy to dodge so be mindful of it. His ult has a couple second wind up time and projects a large red line where it's going to land. If it should land however he will have vision of you, so be cautious of this. His passive is insanely annoying as well, it cannot be slowed or snared, all you can do is run and throw your if he manages to get in melee range of you.
Oddly I think she's making a come back. She received a couple small buffs recently I believe and a few more people are staring to use her again. Your best synergy here is post 6 locking people in place for her to unload her entire ult onto. Her ult is slow, backloaded, and easy to get out of. But with Luxxy there firing MF's ult all of the sudden just got that much more deadly.
Be mindful of her ricochet, don't stand too close to your carry if either of you are low as she can use it to chain to the other person and potentially kill them. She's also very difficult to land a slow or snare on due to her passive Stut which increases her Movement Speed. Be ready to at a moments notice post 6 as she may put down her aoe slow and combo with an ult. This ult is very easy to get out of so do your best to and run out or flash if you got caught too far into it.
I hate this guy, so much -.- I despise it when people pick him as the ranged AD carry because honestly I don't see him as a legit carry. He can be an anti-carry when well fed and well played, but his damage is too low to make for a decent bot lane partner. If you get stuck with this just do your best to feed him free hits. Eventually his poison ticks will add up and force opponents out of a lane in fear of lazers.
He has a very short range, so activating your on him is slightly easier than with other champs. If he should manage to hit you or your partner with poison just and laugh at his negligible damage. Around 6 you may want to actively ward more often and grab an oracles to assure he can't bushwhack you or set up minefields of mushrooms.
Ah finally a decent Yordle. Tristana has the highest auto attack range in higher levels and is one of the best last hitters. Though unfortunately she pushes the lane when she last hits due to her E passive. On the bright side this forces your opponents to become underfarmed and pushed under their tower. Lux does well her because of her huge range on skillshots. Ward like a madman with this lane due to how much you may be pushing. If and when you are pushed don't be afraid to roam a bit, ward the enemy jungle, gank mid, etc. Always be doing something, you should never be afk walking around your lane because it's pushed. Post 6 there's a couple ways you can combo with Lux and Tristana. Landing a can allow her to jump over and ult the enemy towards your turret more easily OR Tristana can ult first, follow with your while they're neck deep in turret allowing for more separation from his lane partner. If his lane partner is nowhere in sight use your to slow their retreat, if their lane partner IS nearby, use it to keep them separated a little bit longer. Separating the bottom lane can make the difference between a kill and someone hobbling out of the lane with 20 hp.
She can get easy and free damage off on you as she last hits if you stand too close to minions. Easy fix? Don't stand next to minions. Be very careful if she initiates on you with her Rocket Jump as she will likely unload everything including her attack speed steroid. If you can bait her into jumping and using your and to escape unscathed she will plow through her mana quickly and later become useless. Be exceptionally careful post 6 to not extend too far as she could simply jump over you and ult you into her turret. When you see her jump, no matter what toss a shield out and run directly backwards. No matter how careful your positioning is she can force you into a bad position.
Although not seen much he may eventually make a comeback. These two actually have pretty good synergy between his stun/slow, cone skillshots that goes through minions, and semi global ult. You both pack a kit meant to be highly annoying and easy to attain kills with. In this case he should land his stun or slow first to allow you to chain + while he uses wildcard and makes use of his E passive. Post 6 chasing an enemy is easiest with this lane. He can ult to a low enemy, stun, and set up your long range lazer while he finishes them off. Make sure you're running to him to assist however, no use letting him die to gain only one kill.
He has an average range to his abilities, so long as you aren't entirely too far up he shouldn't be able to land a reliable stun on you. If you suspect he may flash in or land a stun on you, use the travel time of the card as a sign to toss a quick shield. Be especially careful when laning with low HP as he can ult directly to you from half the map away, chain a stun, and end you. If he's silly enough to ult to you when you're in turret range punish him for it by getting as close to the turret as possible and snaring him in it. You may still die but so will he.
Not seen often on the bot lane (get it, he's stealthed, snarf). He tends to do better as a jungler due to amazing ganks. However if you DO have a Twitch on bot, your snare can allow for at least 2-3 more stacks of his poison depending on his attack speed and position during the snare, which leads to bigger expunges. There's not an amazing amount of synergy here HOWEVER as a general rule of twitch, you may want Oracles early. Why oracles when he's on your side? The enemy may have bought pink wards to see him in lane, buying an oracles basically screws them out of the 125g they just used. Kill 3 of these and the oracles has basically paid for itself in how much it cost the other team in wards.
Early warding and good CC prevents his early game from skyrocketing out of control. An early oracles is also wise. Post 6 be very careful of his damage output. If he gets the drop on you with a stealth it's very hard to escape the situation alive. Also note he can attack you with his ult even if he's out of range by targeting minions or turrets you're behind, as each of his shots become linear missiles which CAN hit you through a wave of minions.
yes, freaking Urgot. I love this big ugly guy. By level 3 his e+q spam is absurd amounts of damage, coupled with your he can land those E's easier or stay in range longer for his Q's. With one of you having exhaust or ignite this can be a guaranteed kill pre 6. Post 6 it gets that much more fun. His ult displaces the enemy bringing them to his current location and putting him in theirs. Two things need to happen in your head in the 1.5 seconds his ult is going. Is he safe? if so can i snare his target so that he can combo them harder? If not i need to snare and slow the enemies BEFORE helping him gain a kill, a dead urgot does no damage. Yes i know, urgot is technically an AD caster and not a legit AD ranged. However he does very well on the bot lane especially with a Soraka, his biggest downsides are mana (fixed with manamune) and landing his E. You can at least help with the landing E part.
If he can't land his Corrosive Charge he wont do damage, ever. When you're poisoned he can shoot over minions, through the fog of war, around corners, everything. By dodging his corrosive charge his damage bcomes nil and is more manageable that way. Post 6 keep an eye on his ult, throw a at your ally, count to 1 and fire your and directly at your allies location (should they be the one getting ulted).
Former FOTM queen and hypercarry gone bad. She's still an amazing carry, although she needs babysat due to her squishy status. There is a fair amount of synergy here, as with all hypercarries, just allowing them the time to attack someone is all they need. Since one of her abilities does cause her to tumble around you need to think carefully with your shield when you use it, lest you hit nothing but air. Using your can make for some amazing Condemn combo's so long as they're well thought out. Judge by what's needed, Is she already going to get a condemn by positioning? Wait for her to condemn to a wall, chain your to increase their downtime. Is she having trouble chasing to get in a good condemning position? Use your / to slow their movements to allow her a second to position and stun. Overshooting can at times be better than trying to land it directly on them. Or even using it to narrow their escape route closer to the wall may help land that crucial condemn. Post 6 Vayne's ult is simply a steroid, when you see her whip out the big gun do what you can to help her lock down the target and burst them down before they can react. It's on a fairly low CD as well so laning aggressively is your best option.
Keep an eye on where you're standing and pay extra attention when poking from the bush, as she can easily tumble into you and chain a condemn. True damage may ignore resistances but it can't ignore . If she's actively poking and harassing just use your more often and harass less. Post 6 when you see her ult, do your very best to land a on her and a in front of her. The less time she can use her steroid the better your chances of survival are.
Varus is a bit fun to work with, his kit allows him to do a pretty decent amount of damage from relatively safe distance. Being more aggressive in this lane will prove useful as he can follow up with 3 auto attacks+Q or E to proc the damage. In later levels by catching your enemy in a snare and full comboing them, Varus can follow up with his own ult which snares and deals heavy damage as well. Almost always this will guarantee a kill. Running is ideal, allowing him to take heal.
Varus' range is a problem, and his harass is HP percentage based with an AP modifier. He does have one fatal flaw however, his Q. While charging his Q to fire it leaves him with a few very short seconds in which he moves 20% slower (rainbowdash.jpg). By chaining in his retreat path you can line yourself and your lane partner up for an easy kill by hopefully landing . Some MR is recommended against this lane as his poke can be very strong if he manages to proc his W passive on you after auto attacking. is ideal as it also gives you a rather useful font of mana. You could even upgrade it to just to make yourself a bit more noticeable in teamfights later. Also I'd recommend over due to the way his W works and that it does more damage based on your HP. His ult can be a bit of a pest though, especially when lined up with a jungler gank. If your lane partner gets hit by the ult, your first order of business is tossing a shield his way, because he's about to get a TON of damage dumped all over him. Second, would be getting out of range of your partner, as Varus' ult can spread from one champ to another, snaring you as well. Third is exhausting the Varus as to give yourself and your lane partner a chance at survival or even turning the tide and engaging on him fully (be aware of your situation, where his support is, who his support is, if the jungler may be in your vicinity, etc). Late game, by doing your best to keep Varus' movement to a minimum he wont be a threat and your team can remove him from teamfights instantly due to his complete lack of escape.
It's not Draven, it's Draaaaaaaaaaaven
He is a pretty absurd DPS, with some of the highest possible damage and unbelievable poke in lane just with his Q+Passive. He has decent range which means it's easy for him to stay out of trouble unless the enemy lane has hard/soft CC and/or gap closers. You can usually predict where he may move in order to line up shields due to his Q and the mark it leaves on the ground when it ricochets. His W gives him a decent burst of movespeed and attack speed, in hairy situations he can use this in order to get out of dodge before he gets shot up too bad. His E knocks enemies aside as well as slows them, so he can help you escape in case you get caught as well. His ult is pretty beastly, sending his axes ACROSS the map and then reversing direction coming back again to hit for full damage a second time. Using your here can really help him secure a kill with it. Or using your before the ult lands can also help secure a long ranged kill. Other than that he's like a standard AD carry. Play smart with him and get him fed and he will carry the game.
Draven does have one MASSIVE short coming that only a few supports can really exploit. The targeting ring for his ricochet gives away his next position if he's deadset on catching it to keep the pain train rolling. If you notice the enemy Draven engaging on yourself or your partner, tossing your and/or and chaining with can really deter him from pursuing you or your teammate further. As mentioned before he does have a quick burst of movespeed and attack speed bound to his W, which refreshed any time he catches a blade. When engaging if you can keep him from successfully catching blades in order to keep his passive active, his W active, and the bonus damage from his Q active, you can really shut down a lot of his damage. When he ults, if he hits you the first time around it's not too huge a deal (unless you were already really low) BUT BE AWARE! His blades will slow down to a stop then reverse direction, dealing full damage to the first target hit when they back up. Be aware of his position relative to yours in order to dodge the blades as they go back to him.
Possible Jayce Placeholder
Yes I know, not ranged. He can still carry like a champ though. You both needs to be incredibly aware of your surroundings and enemy abilities before running this lane. But landing a can lead to some insane spins on his part causing them to take the full brunt of his damage. Post 6 it's best to use your ult as he's running in to use his, as his ult damage is increased by missing health on the target, the lower they are the harder he hits. So be aggressive!
You wont often face a Garen on the bottom lane but it can happen. Much like any melee type, when they charge at you fire a at them and open the distance between you two. Melee types tend to be the easiest to lane against since they have to be close in order to last hit. Placing a behind them causes them to run either through it (not often), or to either side. When they run to either side it's your time to snare and get your carry that easy kill. Garen you do need to exercise caution with as his Judgement breaks CC and reduces incoming CC while he spins. He has a very good silence which causes him to run faster while it's active, and his ult has a deceptive range. It's hard to explain but best left to be seen for yourself. If he's charging at you and you're low, blow flash early, don't let him even get near you before you use it. Too many times has he managed to get an ult off just as I flash and it killed me after I landed.
This cow is one of the single most annoying bovine you may ever encounter. His passive is essentially a sunfire cape, whenever he uses an ability all enemies and structures take small damage. His Headbutt+pulverize combo can leave you scratching your head thinking what the hell just happened. However we are in luck. He's primarily melee ranged. Landing on him will be exceptionally easy as well as proccing . Post 6 his ult makes him nigh invincible, but it doesn't have a very long duration. When he uses this switch targets immediately or CC him to keep him from rampaging all over your team.
One of the single most annoying supports, and it always seems when the blitz is on their team he can land grabs from half a map away crushing through minion waves AND stealing your girl in the process. When laning against him it's best to always have an extra ward to place in the bushes in your lane, as he will attempt to set up blind grabs from there. Avoid his grabs and commit to killing him when he is low on mana. Why mana? His passive causes him to gain a shield based off of his current mana and can be highly annoying when you and your partner manage to land perfect combos on him only to be met by his speed boost and a massive shield keeping his iron ass alive.
One of the best supports in the game when played well. Her ability to control the tide of a fight is unmatched and a good Janna is more frightening to me than a fed Irelia. Her passive gives her entire team a small movement buff while she's alive. Her tornado is probably her signature ability. It has a slow charge up time and is easily visible. The longer she charges it the further it goes. Keeping a slightly wider range and paying attention to her actions will keep you from being knocked up unexpectedly. Like blitzcrank she may try to set up these knockups from the bush, if she's doing this don't hesitate to drop a ward in those bushes to keep a constant eye on her. She also has a targeted slow which can be a huge annoyance, luckily when she uses it she loses her passive movement speed buff and ability to avoid unit collision, and the damage included is minimal. Her niche ability is her shield, which is not only stronger on single target than our BUT also provides the targeted with a significant AD buff. At rank 5 it's the equivalent of a BF sword while they are shielded. if her carry starts diving hard and is shielded do your best to and retreat or do everything in your power to pop that shield while dodging CC.
She's a silly support that I honestly have very little experience with outside of free weeks. She's not unpopular because she's bad, more than she's complicated, much like old school Lee Sin before everyone learned how to play him. She has a pretty mean amount of burst at her disposal and can buff her carry to allow them to get a kill. If she's taking ignite they may very well be attempting a kill lane. Be aware of her actions and as needed and request ganks often.
She can be played as a support due to her minor heal and ult. Problem is she's a support with an attitude. Her harass is very strong compared to others and worse yet she can do it from a safe range. Luckily for us she's very mana dependent and will burn through it quick if your lane takes an aggressive role and force her to heal often. Be aware the heal also provides a small movement speed buff and her reckoning slows targets. Her ult can be annoying BUT you must remember, although they're invulnerable they can still be CC'd. Your and can hold them in place long enough to let the ult wear off and resume killing them.
She is a support tank and doesn't see much play due to her not fitting too well into the meta. Like you she lacks very little sustainability for herself or her lane partner. However she is a stunning machine. Her passive is identical to Lux's however she cannot activate her own passive, one of her allies must. Do your best to avoid her zenith blade and she wont be able to chain it with an eclipse and a stun. Should you get hit by her zenith blade you will have about a half second reaction time to toss your to avoid a great deal of damage. Her ult a large circle, the inside of which will stun you for a short time, the outer ring will just slow you. It has a pretty long and noticeable wind up time so run or flash out if you can. If not again, will help save you as you make your escape.
Slowly becoming a more popular support but more of a jungle support. Listing him here anyways because he can still lane perfectly fine and has a neat little steroid that other supports lack. Out of any support he's probably the most mana reliant and will focus his harassment around using his passive, Visionary. Every 7 attacks he is allowed to use an ability free of charge. His consume also gives him a very decent sustain in lane for himself but will usually destroy a minion and force his carry to lose CS. Also because of this, warding dragon is much more important for you as he will have a mini smite and can take objectives easily. His biggest niche as a support is his Blood Boil, an attack speed and move speed steroid that works well with almost every carry but especially carries that focus a lot on attack speed (). His ult used to be quite the threat before so many champions became fitted with gap closers and stuns and knockbacks. Lux however lacks any of those, therefore should he be charging it near you, quickly toss while trying to run out. He may also attempt to set up inside a bush seeing as the graphic of the ult will not display while he's inside a bush. However you will become slowed and leave the noticeable frost trail in your wake.
One of the big supports. She does everything so well and has so few weaknesses and is a huge threat. She can poke harder, heal, increase movement speed, and stun your whole team. All this in one support it's no wonder she's used so often. One thing to learn about her is her aura's, their colors, and what they do. Blue Aura: this is her attack aura, it increases the ap and ad of herself and her allies. When this is up you need to take on the role of the aggressor and force her to heal so that her allies wont deal as much damage, be careful she doesn't power chord you with this aura up however as it will hurt....a lot. Green Aura This is her defensive aura, increasing the MR and Armor of herself and allies. While this is up don't devote too much to harassing as a decent bit of it will get resisted. Also her power chord on this causes the person hit to deal less damage. Purple Aura: This is simply a movement speed aura. It allows her and her allies to chase better and escape faster. The power chord with this ability causes the target hit to become slowed. She may use this when her jungler comes in to gank so be very aware of how she's acting. Her ult causes everyone hit to dance uncontrollably for a couple of seconds. Luckily for us it's actually quite difficult to hit unless you're standing right on top of her. Avoid this ult and she will be useless in a team fight or a gank for quite a while, so keep track of it.
Another one of the bigger supports in the game. She's annoying from all fronts. Her passive gives her and her allies base additional MR. Her heal provides the target with a decent heal and bonus armor, now blocking damage from both magic and physical sources. She can silence at a range OR use the same ability to provide mana for herself and her target. Her starcall causes a small debuff that reduces your MR and stacks up to 10 times. It doesn't help at all that it's on an extremely low cooldown. Her ult just makes her 15x more annoying, giving her the ability to heal her entire team no matter where she is, turning sure kills into your enemy escaping with their lives. Luckily you have exceptional range compared to her and can harass outside of her silence range. Careful while harassing though as you will likely burn through mana much faster than she will due to her Infuse.
The last of the big supports. His kit has it all much like Soraka's, however he has the luxury of being able to be aggressive with little to no consequences. His passive allows him to regen mana as he auto attacks, abuse this as he is required to be in melee range and vulnerable to attacks. He has a small heal that heals for just slightly less than Soraka's. His W is a passive armor gain for himself and nearby allies, upon activation the armor shatters dealing damage and reducing armor of nearby champs. S be cautious as he can line this up with his stun to cause serious damage for his carry to capitalize on. His stun is what makes him Taric. It can be shot at a pretty long range and will deal more damage the closer you are to him. The travel time is slow and you can easily before it hits you or your teammate. His ult just provides an AP and AD bonus for himself and his nearby teammates, be cautious as the lane may become highly aggressive and unload on you when he hits 6.
The last of the standard supports is probably one of the most annoying. He's an early game support, meaning he may start highly aggressive to feed his carry and his team enough kills to cause his team to snowball wildly. When you see a support Zilean this is your que to play defensive and hang back. His passive provides bonus XP for his entire team (8% i believe). His bombs are hard hitting and quite the annoyance, however they take time to detonate, leaving you ample opportunity to get away from teammates and throw your . He has a time warp that can either speed up an ally or slow an enemy. Rewind is kind of the butter between his pieces of bread, making them all stick together. He can use the rewind to double bomb (placing a bomb, hitting rewind, placing another bomb on the same target causing the first one to immediately detonate) or for extreme chasing (time warp himself or an ally, hit rewind, time warp the enemy to be chased). As i said, play defensive against this lane and you will outclass him in the late game. His ult is tricky. When he places it on an ally they gain 3 little golden hourglasses that float around them for a few seconds. If the target dies while his ult is on them they will resurrect a few seconds later with a varying amount of hp and mana. While this ult is up do your best to NOT kill them. Being patient and waiting the few seconds to kill them can mean the difference between a legit death or them getting away OR worse yet resurrecting to kill your team.
This became pretty popular after a recent tournament and Kog'Maw becoming more popular. Kog'Maw, in order to do well, needs a LOT of protection. He has no escape and a mediocre slow at best. He's extremely squishy with a pretty good range. This is where supports like Nunu step in. Nunu can slow (at rank 5 of his snowball he can almost perma slow you without CDR), he can increase the Attack Speed and Move Speed of Kog'Maw almost indefinitely at level 5 of his Blood Boil. His consume will keep him alive through poke. And lastly his ult can help Kog secure kills. Also since you lack a stun or displacement in your kit, you wont be able to interrupt Nunu's ult. So unless you're laning with Vayne you're better off just running like hell. In general this bot lane comp is very annoying. Would recommend your AD being or in order to have equal ranges. Otherwise your AD's will get poked to death between Nunu snowballs and Kog harass. Avoid building early health (things like ) as Kog's Caustic Spittle does hp % based damage when active. However this is mitigated by MR, so chalice can help here.
I list both these champs together because the lane is essentially the same. Taric moves in with his stun, chaining his armor reduction and allowing / to land their skillshots. Now how the hell do you counter this? Stay back out of range forcing Taric to run further for the stun or not try to stun at all. If he manages to land one, like i mentioned in his section, try to and be ready to if you're already low.
This became very popular thanks to one of the recent tournaments. And honestly these two have GREAT synergy. Their combo consists of chain CC, either starting with a condemn into a wall OR a headbutt towards a wall followed by a condemn into the wall, ending with a pulverize just to keep you from moving for that much longer. Avoid this combo by keeping as far a range as possible and avoid poking from the bush, as that leads to easy condemning. You may eventually cause them to become greedy enough to use flash to start their CC chain. If they flash aggressively be prepared to and or on Vayne if you took it.
This comp capitalizes on Graves' powerhouse of damage, giving him plenty of sustain and resistances to stay in and fight. Soraka helps his mana issues allowing him to buckshot more where as Sona can set him up easy kills with her slowing power chord and stun as well as providing him with heals and bonus mr/armor. Graves, unlike or or has very low range. Abuse this with active harass from the bush and landing so that he can't dash away while your carry picks away at him. Try not to stay too clumped up vs this lane either due to the sheer amount of AoE between his buckshot, ult, soraka Starcall, Sona ult, etc. By being spread out you limit his damage capabilities and allow yourself to force him out of position to get either you or your ally.
I will analyze and add more of these comps as I remember/come across them. If anyone wishes me to analyze a comp and figure the best way to counter them as Lux just let me know.
Warding / ClairvoyanceALWAYS ALWAYS ALWAYS WARD! ALWAYS! If you're ever not buying or actively warding, you deserve to lose. Plain and simple. As a support it will be your main goal to keep priority areas warded to prevent your team from being snuck up on and destroyed. I will add a full detailed map soon showing and explaining priority areas to ward.
All credit to images go to AwwGasm who made a superb set of images that frankly explain it all and helped me with my ward placing immensely.
Overhead ward map, taken from Xpecial's guides.
Taken from Xpecial's guides because, honestly, it covers CV spots as well or better than any map i can make.
Early GameBuy your items and run to the lane, if you opted for clairvoyance use it at their well to check starting items and look for lanes they're running to. Once CV is up again pop it in their jungle around red/blue to see where their jungler is, is he getting a leash, is he invading?
Once minions come you take on your role as a support. Stay back, snare when the opportunity arises and help your carry farm. Do NOT take CS under any circumstances unless there's no way your carry will get it (out of lane, etc). If you went with options 1 or 2 in items your first back should consist of philo+boots. Remember, ALWAYS ALWAYS save 75g for at least 1 ward. Wards can and will save your life, it's never not worth it to buy them.
Use your +auto attack to harass. If you manage to land throw your , auto attack, pop the , auto attack again. That's the best way to make full use of your passive each time resulting in free damage. Just do not do it if you're going to put yourself at risk for getting jumped on. Always be aware of a jungler waiting in the bushes who's ready to do some really disgusting things to your corpse.
Do not push too far or let your carry push to far, as this leaves you open for easy ganks and eliminates the chance of your jungler ganking. You should only ever push hard if both you and your carry plan on recalling to buy items OR if you kill both enemies in the opposing lane.
Mid GameMid game starts when the first tower falls and people from the lane begin roaming to help push other lanes. BE AWARE: I see this so often it's frightening, when a lane falls expect it's inhabitants to ALWAYS be MIA. Don't cry because the top lane who never got ganks or had to 2v1 wasn't calling Riven MIA, it should be your responsibility to always always ward so you will never be caught off guard.
Bot lane is an exceptionally important lane, one people never think about too much in solo/duo queue. Bot lane with proper warding provides dragon control, attempting to take dragon with the bot lane still active can be incredibly dangerous and usually not wise unless the enemy bot lane is neglecting to ward dragon.
A note about supports and the mid game. Not every jungler is like The Odd One or SV and usually wont call out timers on buffs/dragon/baron. As you are not a carry and you're not always seeking every angle to gank from, feel free to watch timers yourself. Just type into chat the next spawn for your buffs, enemy buffs, dragon, baron. buffs respawn every 5 minutes, Dragon every 6, Baron every 7 (5,6,7)
Once every outlying tower in each lane has been pushed, hopefully in your favor due to your exceptional support ability, you will find yourself in...
Late GameThe late game. This is where the more fun parts of the game go down. Usually if you want to put a timer on late game i'd say it's around the 28-30 minute mark, depending on how fast/slow the game is going. This is where people will usually have most of their core items and are building the fun little OP items supposing they're not already fed. Team fights will be breaking out at every chance here so always ALWAYS stick as a group (especially you as you are not a tank, nor a carry, you can't 1v1 people, but you can escape with the best of them and bait a couple of chasers into a 2v5 if they're dumb enough).
Taking Baron will be a big deal here too and can easily turn a game for or against you. ALWAYS keep a pink ward at both dragon and baron. Why pink? Check for mushrooms, stealth champs, enemy wards, etc. If the enemy team is actively placing pink wards and destroying yours then go another step further, grab an oracles and destroy all their wards. Oracles usually go to supports and tanks, so feel free to grab one, it may save your teams life. Taking Baron, your team should be at least level 14 if not higher. Ideal times to take Baron are, if the enemy team is pushed back and farming mindlessly, got aced, or lost a major teamfight in your favor. Always carry an extra ward and ward the wall behind baron just to make sure you're not going to get snuck up on and flash/smite baron stole. Even if you kill the perpetrator you still lost a baron and now they have it. So often can this lead to your teams undoing not to mention killing morale and starting a giant rage fest. Victory In Preparation. If you're in the situation where you can push an inner->inhib turret->inhibitor OR take baron just remember. Baron leads to towers, towers don't lead to Baron.
Team FightsIn a team fight you can be a force of annoyance to be reckoned with. If you took summoner heal this can easily turn the tide of an ace on your team into an ace on theirs.
Stay in the back of the team, be aware of you're being caught out of position because even being behind your team can mean you're just going to get flanked and all of the sudden you're on the pointy end of every carry's Infinity Edge. To avoid being snuck up on do NOT be shy with your , if you remember it provides vision into the fog of war and bushes. No need for your silly vayne to facecheck anything! EVER! If anyone played Dungeons and Dragons then you may recall a stat called initiative. A high initiative meant you were going to ambush the enemy without them being prepared i.e. from a bush, low initiative would be the opposite. Having high initiative on your part can make your break a team fight. If both teams are sitting around a tower that's going to be pushed poking back and forth, you're on equal initiative and the fight can go either way. Try to position your team where they wont expect you and you will succeed.
Using your skills in a team fight.
Should be used in two ways. One: snaring their carries to keep them from repositioning and leaving them open to being blown up. Two: escaping, tossing it to hit as many enemies as possible prioritizing the ones that can interrupt your retreat and feed you right to their carries, followed by champs with gap closers (Tryn, Riven, Talon, etc), followed by long range carries.
This has as much to do with your positioning as it does your teams. Note: the return trajectory can be altered by moving side to side mid flight in order to hit someone who's moving or someone you missed the first time out, much like Sivir's Boomerang. Spam this often to reduce the maximum damage possible for your team. It does have a pretty poor AP ratio and it's not the strongest shield in the game, but it's better than nothing and it does scale off of the champs mr/ar who is shielded. So a 160 shield with 100 mr/100 ar will be quite beefier than it appears.
This is slightly harder to use in a team fight due to it's low damage without oodles of AP, but it still has it's uses. Placing it behind their team can help slow down their retreat or repositioning, placing it in front of their team hampers their ability to chase deep into your lines to take out you or your carries. Leave this up as long as possible, blowing it up just as enemies are about to step out so that at least you can get some damage out of it with maximum slowing effect. The slow can also be used to help you and your team land skillshots easier.
This beauty can be a beast in the right hands. The difference between an AP and a support Lux is how and when this is used. As AP you tend to use this to finish off an enemy at range, while trying to hit as many enemies as possible to provide more damage. As support however as you are not trying to actively steal kills (though you can) You want to use this when positioning is PERFECT and can hit as many enemies as possible. For maximum damage first toss a or to hit as many enemies as possible and activate your passive, followed with your it's a lot of damage for free, and may force the enemy team to rethink the fight or blatantly retreat. Note: If an enemy escapes with barely an HP and you have CV or good prediction skills, fire it into the dark and pick up the kill. No need for that champ to survive to ruin your chances at a tower or baron.
AP LuxEver have that awkward moment when you're in que doing picks/bans, you lock down Lux then the silent member of your party has instalocked a support and you're now forced to go mid or dodge and lose elo (or time). Well it happens. There are several exceptional guides here for AP Lux but I will provide a brief synopsis for quick reading and what you will need to hold your own in mid lane.
Times to pick Lux
- Enemy team has a lot of melee who can wreck your team, bruisers especially
- Need a quick AP champ with a powerful teamfight presence
- More DEMACIAAAA!
- Forced into an AP role after choosing her
Times to NOT pick Lux
- Double AP, she's not ideal for double ap and you don't want to give the enemy a reason to build tons of MR against you.
- Gap closing champs. While yes you can run exceptionally well, gap closing champs can wreck you before you have a chance to snare and run. If you miss a you may as well stop and eat the dirt or combo them as hard and fast as you can in hopes that you will destroy them.
- Already have an ap carry
- Too much DEMACIAAAA!! (just kidding, never too much)
- Anti AP carry picked before you (Talon, Kassadin, Veigar, etc)
Magic Penetration x9 best option no matter what.
Mana Regen Flat mana regen help your early game and reduce dependency on mana regen items and blue buff.
Mana Regen Per Level Per level is also valid and help during all stages of the game, they outweigh the flat mana regen seals after level 12 or 13 i believe.
Flat AP Also feasible but not necessary, not a good slot to use AP runes.
Ap Per Level Probably your best bet as AP lux, helps your early game and gets you snowballing quickly.
Mana Regen If you're spam happy take these, shouldn't be necessary however.
CDR Also a good choice due to her long cooldowns on
Video courtesy of Sprelf, now only is it a great video full of laser tag, but it does show how to properly combo with lux to maximize your passive damage also how to lead with your Laser so they are forced to walk into it.
JunglingLux isn't a jungler, don't try it. Saintvicious may or may not try to prove me wrong on that though. I will however note here as far as blue buff goes, yes, it is GODLY for Lux due to the CDR and the mana, however this really needs to go to your AP carry first. If they already have one then ask for it (nicely) and you should get it.
I should note, as a support your attention is typically...well...everywhere. You can help your jungler by calling timers on important mobs (Dragon, Baron, Your blue, Your red, Enemy blue, Enemy red). Simply type out "Our blue xx:xx" Adding the appropriate amount of time to the current time when the mob dies. Yes an exceptional jungler will call it himself but sometimes (like me) they clear a camp and run like hell to a lane to save or gank it. Reference table below for times.
Small camps: 1:40
Buff Camps: 1:55
Buff Camps: 5
Final CommentsThis should be just a general guide on how to play support Lux, however in the end it comes down to you whether or not you succeed. I am always open to criticism on my masteries/runes/items/leveling order/etc, and i will gladly try out any suggestions so please do leave a comment before downvoting.
7/03/2012 Yet another 30 day update to show you folks I still watch this guide and plan to update every patch (when necessary). Personally I've fallen out of playing very much SR due to the increasingly bad community, but I will keep this updated for people who do generally appreciate the time and effort myself and other guide creators put into our guides. Also Lux was majorly nerfed this patch. Had to update that.
7/06/2012 Obligatory 30 day update. Added Lux Patch notes for Jayce patch.
6/05/2012 Added Varus matchup, added Draven placeholder.
5/01/2012 Nothing to report here quite yet. New patch however. Summoner Heal received another small nerf making it slightly less viable. Deathfire grasp and Morello's Evil Tome buffed slightly. Removed chapter "New Patch, new support items. Not really new anymore lol. Will update again as Athene's Chalice is released. Updated Runes and Masteries to reflect what i've actually been using. Added Nunu+kog into lane descriptions. Fixing and finishing my AP chapter soon...ish.
3/27/2012 20k views! Too awesome. Also it's my anniversary today. =3
3/23/2012 Added Heal change to patch notes area.
3/13/2012 Adding AP section quick reference guide. WIP
3/02/2012 Wooo 10k views. In the grand scheme of things this isn't huge but at the same time it still rocks, thanks to people who reuse this guide and thank you all newcomers. I hope this has been useful to everyone so far.
2/17/2012 Added chapter for any and all patch notes regarding Luxanna. Will update the chapter as the new patch notes are released.
2/16/2012 Added pictures for Clairvoyance/wards
2/15/2012 Fixing Zeke's Herald and Locket of the Iron Solari since they're finally in the databse.
2/12/2012 Added explanations under "Every Build". Added some text to the jungling section.
2/09/2012 Got approved status! Hoping this is easy to read and understand for everyone else as well.
2/09/2012 Refined the guide slightly, added Laning section, added pictures to warding. Masteries Overhaul. Runes overhaul. Lane partners revised to include laning with and against standard AD carries. Items section revised. added laning against support and popular comps. fixed brohoof. Discussion about Zeke's Herald and Locket of the Iron Solari added.
1/17/2012 1000 Views! spread it around, give me feedback on your games.
12/30/11 Release! Fixed level order, 3 points in Light binding is just silly.
Add some pictures.
Add lolreplay files.
Finish this pizza.
Add dominion section.