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Choose Champion Build:
-
Illuminate the enemy! (AP)
-
Stay positive! (Utility)
Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Threats & Synergies
Leona
You're done. Blitz and Thresh need to land their Q's. This truck right here will directly jump on your head, CC you to death all while giving her ADC bonus damage thanks to her passive. Dodge her E pre-6, post-6 she can initiate from a distance with her ultimate so stay a thousand miles back.
Introduction
You're going to be the most obnoxious support EVER. I mean it. You're going to make the enemy



..Allow me to cut the **** here. I am TheRalic, and I am a low ELO EUW support main. This is my very first MOBAfire guide, and I'm looking forward to writing more of them as I really enjoy sharing my knowledge of the game with others. Any feedback is more than welcome and appreciated!
I hope you guys enjoy!
EDIT: Updating to patch 6.18 this week!
+ Easy to play + Has a snare and a slow + Great at zoning enemies and trading + Can negate enemy poke damage + Can carry + Excels at teamfighting + Stays relevant at all points of the game |
|

The thing is, there are many other supports who can do




So... why would we pick


Simple.








This does NOT mean that you should take kills in lane, or neglect your lane partner trying to make big plays. I'll explain this further on.


A standard AP rune page is composed of:


We take 3x




We take 9x



We take 9x




Finally, 9x




FEROCITY TREE



You won't be CSing, so







While






You shouldn't be taking kills as the support (again, I'll explain later), so





CUNNING TREE




You won't be taking jungle buffs often as you're not the jungler and blue buff generally goes to the midlaner or jungler, so







While





Personal choice. While







While the CDR that










RESOLVE TREE

While








Since we'll be spamming













Spells you'll be running 90% of the time

Flash

Summoner




Exhaust



Situational picks

Ignite

You should only run




Heal

The only situation in which you would even consider taking



Spells you should NEVER take

Smite

You're not the jungler.

Teleport




Cleanse

Even if the enemy team has 100000000000000 forms of CC'ing you, by the time they decide to focus you, you'll be long dead given how squishy you are. Plus, it would be neglecting the utility of other spells such as



Barrier

Again, you're not alone in your lane.


Ghost



DISCLAIMER


As


(P) Illumination

Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing 18-190 (at levels 1-18) (+20% of ability power) magic damage to the target.
This thing, right here, is your bread and butter. It deals INSANE damage, and the use of this passive is what defines a mediocre



It works by applying a mark on any enemy you hit with



You should BY ALL MEANS try to detonate your passive.This does not mean in any way that you should run between the enemy support and the enemy ADC/in front of the enemy minions. In other words: DO NOT PUT YOUR LIFE AT RISK. Proc it when it's safe.

(Q) Light Binding

Cooldown: 15 / 14 / 13 / 12 / 11 Cost: 50 / 55 / 60 / 65 / 70 Range: 1000
Lux releases a sphere of light that immobilizes and deals 50 / 100 / 150 / 200 / 250 (+70% of ability power) magic damage to up to two enemy units for 2 seconds.
This ability is what will set up the first blood and most of your kills. You MUST land your

There are many forms to abuse this spell. First of all, unlike

The trick to landing this ability is the predict where your opponent will move. It can be easily sidestepped, so throwing it directly at where the enemy is at ends up being useless 99% of the times. I strongly recommend watching this video from ScrapComputer, a known YouTuber expert in League mechanics. The video is 27 minutes long, but once you're done watching it you'll save yourself tons of practice.
Also note that this spell can serve to disengage and will save your life while you're running away, as many times enemies tend to run in a straight line while chasing, making it an unmissable shot.

(W) Prismatic Barrier

Cooldown: 14 / 13 / 12 / 11 / 10 Cost: 60 Range: 1000
Lux throws her wand to a target location and back, bending the light around herself and any friendly Champions it touches, protecting them from 50 / 65 / 80 / 95 / 110 (+20% of ability power) damage for 3 seconds.
DO NOT NEGLECT THIS SPELL. The only spell in your kit that does not apply

One common thing that happens during an escape where we're extremely low health is that you'll instinctively W anywhere to shield yourself.



(E) Lucent Singularity

Cooldown: 10 Cost: 70 / 85 / 100 / 115 / 130 Range: 1100
Fires an anomaly of twisted light to an area, which slows nearby enemies by 20 / 24 / 28 / 32 / 36% and .25 seconds while out of the zone. Zone lasts 5 seconds. Lux can detonate it to deal 60 / 105 / 150 / 195 / 240 (+60% of ability power) magic damage to enemies in the area of effect. Enemies damaged by the singularity are slowed by 20 / 24 / 28 / 32 / 36% for .25 seconds. Reveals the area while in flight and while stopped. Displays a cooldown timer until the singularity automatically detonates. Can be re-cast in flight to detonate on arrival.
This ability is what you we will max first in order to poke and zone your enemies out. I'll dedicate a chapter on this guide to zoning, so leave that for now.
One thing that many


Another thing that you will often forget is that


I cry every time. *sigh*

(R) Final Spark

Cooldown: 80 / 65 / 50 Cost: 100 Range: 3000
After gathering energy for a half second, Lux fires a beam of light that deals 300 / 400 / 500 (+75% of ability power) damage to all targets in the area and reveals it. It ignites and refreshes Lux's Illumination debuff if it hits enemies already afflicted.

P.S: Yelling "KA-ME-HA-ME-HAAAAA!" at the screen whilst casting this spell will make it deal true damage. It is a feature that Riot does not want you to know about. Shhhhh....

We take one early point in




You can alternatively spend an early point at level two OR level three in




OR, you could take a point in




You should never, EVER, max


And, trust me, if the enemy decides to all-in you as

Pre-6 combos
Level 1:



This is your awesome, fancy level 1 destroyer combo. It takes away half of the enemy's HP in one second.!
What happens is that you hit your enemies with your spell of choice, then you autoattack once to proc your


Your enemies will be mad at you.
All-in at level 2 and until level 6:




Very effective, will almost always result in enemy death unless you or your carry mess up.
Poke combos:




This is what you will do 90% of the time in lane to whittle the enemy's HP. It will also proc




All-in at 6/post-6




Wait, Ralic! Aren't you wasting


No!



Note: This combo needs practice to be executed at an optimal speed. First of all, make sure that your




TL;DR If you can't execute the combo in 2 seconds, don't worry. Take your time, but execute it to its fullest.
One important thing to note
Very often, when you all-in, you'll kill the enemy all by yourself. There is nothing wrong with


What I am trying to say is that if it is very obvious that the low hp enemy is not going to escape (Summoners down, no spells, support is dead, etc) you should not throw any more spells. Just let your ADC kill him.
If your ADC cries about 'omg noob ks' when you do your full combo to the enemy and you kill them, just ignore them. They are not realizing that:
a) They have obtained gold through the assists
b) They are now ahead, as they have more XP, can free farm and take objectives without competition
c) You can also carry your team
TL;DR: Should you


But first...

OMG WTF Y U NO TAKE

While






And if you were even thinking of not building a





Vynertje suggested in the discussion of this guide that rushing



Now, this gold lead generated by

Well, yes and no. You can get your extra gold, but being able to save yourself from enemy ganks is much more valuable in the end. And, no, they're not instant buff deliveries. They're death deliveries, and they're not the ones dying.
TL;DR The gold denied to the enemy by saving yourself from enemy ganks > the gold earned from an early


Now, let's get started.

AP items





This item stacks very nicely with our



This item is key to fulfilling your job in the late game, combined with





This item grants a huge burst bonus against squishies and tanks alike, it synergises well with our build and our runes.















This item is simply not worth. Takes too long to stack and








Utility items


Athene's will be our utility substitute of



Ardent Censer can prove to be an useful item. 15% extra shield power can synergise well with







This is probably the second worst utility item that you could build on



This item is the worst utility item for










Boots


Should be your boots of choice. Syngergises with




Can prove very useful to get back to lane/ roam to other lanes. But you shouldn't be roaming a lot as






What is zoning?
Quoting jhoijhoi in her guide "Ashes to Ashe's" (which you should totally check out if you haven't!)

How do I zone?
As

NO! It isn't!
You can take advantage of your huuuuuuuuuuuuuuuuge ability range (

Ideally, what you want to do is:
1) Take control of the brush closest to them
2) Autoattack/use your trading combo them whenever they go for CS, as they won't be able to retaliate
3) Immediately return to the brush to reset minion aggro
4) Rinse, repeat until you force them back
5) Punish them if they enter your zone

But, what if I'm being zoned?
It happens. You'll be facing aggro lanes such as




You respect their zone.
Allow me to repeat that.
YOU RESPECT. THEIR ZONE.
Does that mean that I'm gonna let myself get shoved back to my tower, making my ADC lose CS and exp?
Yes. All you can do is wait. Wait for them to make a silly mistake, then you punish them with all your might. Simple as that. The enemy


Either that, or you pray for a jungle gank/mid roam.

Before minions spawn
You and your ADC your immediately leave to guard your jungle buff entrances. Should your jungler need a leash, you leash for him. If he doesn't, and you're starting blue side, consider taking Krugs. Else, go back to your lane at 01:30.
To Krugs or not to Krugs: How to Krugs?

What are Krugs?
The Ancient Krugs are the jungle monsters that spawn next to your inner turret on blue side. Once killed, they grant a massive XP/Gold lead that can more often that not win your lane.
You should take Krugs whenever your jungler is not starting on your side, and you know for sure that the enemy bot is leashing their jungler (in other words, also going to arrive late to lane).
How do I do Krugs?
Your ADC should tank three hits, then you should tank the rest as you're starting with three

But, Ralic, what if I'm starting red side?!?!?!
If you were starting on the red side, you could do Gromp. Except that you can't, because Gromp can't be kited and you're not as tanky as



The game starts
If you can, you start creating a zone, as we've seen earlier. Your ADC should be autoattacking the minions to reach level 2 ASAP.
If you reach level 2 first
You immediately all-in the enemy, as they cannot retaliate at all since they only have one spell and you have two. This should consolidate your zone, force them out of lane, burn their summoners, or even net you first blood. In the best of cases, all four!
If they reach level 2 first
Sit back and wait to reach level two as well. Should they decide to all-in you, you can disengage with your

If you're getting zoned
If you are forced under turret, help your ADC CS under turret by autoattacking the enemy caster minions once. Ask for jungle ganks/mid roams whenever possible, but do not get frustrated and remain calm. Just don't get killed.
Peeling
Peeling is the act of protecting a fellow squishy by using any CC at hand to prevent the enemy from ever engaging on them.
While





Good moments to:
- You are low on Health and could risk dying - You have a lot of gold - The enemy has recalled - You should always push the lane! - You have taken their turret and: - The enemy mid is shoved in - You want to take mid turret - You want to force a teamfight |
|
- The enemy has recalled - You have your team's help and: - You've just taken their turret - You've just killed the enemy - You have killed them - They have recalled - The enemy mid/jgl is not nearby - Your jgl/mid can help you |
Please note that these are just a few cues to give you a notion of when to do these things. You should never blindly follow these rules!
With changes in patch 6.15, securing turret first blood is going to be a very important objective for your team. The Fortification tower buff has been removed for botlane, meaning that dying is going to be much more punishable, often resulting in you losing your tower.

What to do during a teamfight?
When laning phase ends, most of the time most of your team will be sitting around mid/objectives such as


Your job here is to input as much damage as possible to the enemy before the teamfight breaks. Whenever possible, you try to


Please note that you should always be positioned behind your team (at the backline) to avoid being focused and bursted in a split second. You should sit further back behind your team if the enemy has an assassin like



Sieging
Very often, if your team is ahead (or can afford a 4v4/5v5 situation), it will want to force a teamfight by sieging mid. Sieging means attacking the enemy turret while the enemy team tries to defend it: if the enemy can't zone you or force you to stop sieging (say, they haven't got some sort of assassin which could eat you for dinner (






1. Attacking the enemy turret:
This is pretty much straightforward: you autoattack the ******* thing, then walk back a few steps, then walk to the turret to attack again. Yes, your autoattacks deal a ton of damage to the turret (when you attack structures it also takes

Why do you want to walk back between attacks?
Simple: say someone in your team makes a huge mistake:


2. Poking the enemy team
You simply do what you'd do in a normal teamfight: abuse your kit to lower the enemy's HP, creating picks with


Remember to shield your teammates with

3. Peeling for your damage dealers
You'll want to protect your fed


Except if the enemy team has

...
I cry everytime. The only way to counter


****




Caitlyn

Synergy rating: 10/10
Because



Oh, and should you land a

Enemy



Ezreal

Synergy rating: 9/10





By the way...

Ashe

Synergy rating: 9/10
Oh Lord.
Oh dear Lord.
I would be sad if I had to play against this lane.


Here comes the pain train.

Talking about bullies...

Miss Fortune

Synergy rating= 7/10
A good


Except that they will be nothing but sitting ducks because you will


Easy money.

Kog'Maw

Synergy rating: 4/10




This is just an example of carries that I do not want you to pick with

I have not had the chance to play against

They are in alphabetical order except









jhoijhoi for her awesome BBCode and Making a Guide guides. They've helped me a lot throughout this week of intense writing, but, especially, since I lack any sort of graphic content in my guide, I'd like to thank her for sharing her Line Dividers with everyone! Also, her Ashes to Ashe's guide helped me learn some useful concepts which I then applied to this guide. TYVM!
IceCreamy for his How to Use Columns guide. In which, by the way, he also uses

Vapora Dark for their ADC guides. I have improved my ADC skills thanks to them, but most importantly I've learned some key concepts as a support that have helped me improve this guide.
katt5 for her wonderful


Jabroni1337 and BlueMoon01 for their feedback. Much appreciated, boys!
Re4XN for his extense feedback, which has given me appropiate guidelines to follow.
Will, do, thank you!
One of my best friends in League, Best Riven EUW for proofreading this guide. Thanks, mate! <3
Vynertje for making me reconsider my choice of


Finally, I'd like to thank YOU, yes YOU right there, for reading through this guide. It really makes me happy that I can share my knowledge to help others!
Feel free to comment, PM me or add me in EUW (TheRalic) to provide any feedback, which is more than appreciated!
7/25/2016: Added ADC synergy page. Stupid me forgot to add it to the guide before publishing it!
7/25/2016: Added katt5 to the Thank You list. Without her


7/26/2016:Fixed minor BBC fails (Shoutout to BlueMoon01, thanks man!) Changed guide title to [6.15] as none of these changes affect



7/26/2016: Added Re4XN to the thank you list for his review of my guide. Thank you, man!
7/26/2016: Removed AD Lux rant for the sake of brevity.
7/26/2016 Added


7/26/2016 Added a few lines to the Krugs section about Gromp
8/17/2016: Changed first build's splash art to spellthief

8/19/2016: Updated Pros & Cons section, edited tips from the laning phase guide, added sieging guide and added a few matchups.
To do:
-Add Detailed Matchups
-Do custom artwork for this guide (= find someone who can do it for me)
-Finish simple matchups
-Fix small BBCode fails
-Add more graphic content
-Respond to feedback
-Keep guide up to date (always doing!)
-Extend ADC synergy section
-Restructure Pros & Cons section
-Fix small grammatical mistakes (stupid commas!)
This list will always be changing thanks to feedback, so don't forget to come back in a few days to see if something's changed!
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