
Lux
Hardest matchups for Lux in Support (Emerald, patch 16.20):
Braum,
Blitzcrank,
Rell. Easiest:
Miss Fortune,
Ezreal,
Twitch.
Try it in a draftCountersPower curvesIn the tier listWho wins into LuxOn the pro tier list
Lux on patch 16.22
- Support49.3%#44 of 77C16,619 games
- Mid49.8%#52 of 91B8,182 games
- steady since 16.21
Lux’s main role on patch 16.22 is Support: a 49.3% win rate across 16,619 Emerald games, #44 of 77 Support champions on the tier list (grade C), picked in 6.8% of games. Lux is also played Mid: a 49.8% win rate across 8,182 games, #52 of 91. Since patch 16.21, Lux Support has not moved by more than chance explains: 0.2 points across 204,268 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Support62% of its games | C | 49.1%49.1% raw ±0.4 | 50,825 | 7.4%2.8% banned | 49.4%47.1% first time |
| Mid32% of its games | B | 50.1%50.1% raw ±0.6 | 26,067 | 3.7%2.9% banned | 50.9%46.1% first time |
| Bot5% of its games | S | 52.0%52.4% raw ±1.5 | 4,362 | 0.6%2.9% banned | 52.7%49.7% first time |
| Top0% of its games | too few games | 50.0%50.1% raw ±4.9 | 399 | 0.1%2.9% banned | 50.8%47.3% first time |
| Jungle0% of its games | too few games | 49.5%9.1% raw ±29.5 | 11 | 0.0%2.9% banned | 51.4%47.0% first time |
Matchups
Every matchupHow to read this
Lux’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Lux, the part not explained by either champion’s strength.
Hardest for Lux
Lane leads and team bans
What Lux’s team bans
Champions a team bans more often when it has Lux than the other team does in the same games (667,724 games). The other team banned before Lux was picked, so the gap is the ban spent because Lux was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Lux is built in this lane, most common first, with the items those builds finish and how they win.
- AP burst


50.7%37,559 games - Enchanter


51.4%2,703 games - AP sustained


48.8%1,444 games - Mana stack


50.6%111 games - Tank


50.9%62 games
Runes and summoner spells
How to read this
How Lux does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
54,225 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Heal50.0%29,943 games · 55% pick rate · same players: +2.0 pts vs the usualRecommended
Exhaust + Flash48.2%8,332 games · 15% pick rate · same players: +0.0 pts vs the usual
Flash + Ignite47.3%15,215 games · 28% pick rate · the usual choice
Keystones

Arcane Comet + Inspiration49.5%9,482 games · 17% pick rate · same players: +1.7 pts vs the usualRecommended
Arcane Comet + Domination49.0%34,072 games · 63% pick rate · the usual choice
Arcane Comet + Precision50.9%2,781 games · 5.1% pick rate · same players: −0.5 pts vs the usualRare: not recommended
Dark Harvest + Sorcery47.3%5,280 games · 9.7% pick rate · same players: −1.5 pts vs the usualRare: not recommended
Minor runes with Arcane Comet
Manaflow Band49.1%96% take it
Axiom Arcanist48.5%2.4% take it
Transcendence49.1%94% take it
Absolute Focus49.3%4.1% take it
Scorch49.2%94% take it
Gathering Storm49.0%5.7% take it
Cosmic Insight49.3%94% take it
Magical Footwear51.2%18% take it
Biscuit Delivery49.1%81% take it
Cash Back50.3%3.9% take it
- Adaptive Force48.9%94% take it
- Ability Haste49.8%4.5% take it
- Adaptive Force48.9%96% take it
- Move Speed51.2%3.7% take it
- Health50.7%15% take it
- Health Scaling48.7%83% take it
These numbers describe, they do not prove. Each rate is Lux’s record when its player chose that option, pulled toward Lux’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Lux does when built that way.
The learning curve
Champion pool
On a first game Lux wins 47.9%; in the hands of players with the most mastery on it, 51.5%. That gap ranks it 135 of 173 for how much practice pays. It crosses 50% at about 51K mastery points.
Pro play
On the pro tier list
Lux in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Support | 52.1%32W 17L | 2%2% in any lane | 78% counter | +307 gold | — |
| Mid | 50.3%3W 1L | 0%2% in any lane | 0% counter | −543 gold | — |
How much knowing Lux pays
Players on their Mastery band win 3.6 points more on Lux than first-timers do: #135 of 173 champions for how much mastery pays.
At 300k+ mastery points, Lux players win 51.5%: #135 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 51.8% lies beyond the data and is an estimate, not a measurement.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.