Hello and welcome. I’m Rinny_Prinny, also known as Rinny♥ in game. I have over 1500+ Lucie games and have taken her to champ level team rank play. I’m a streamer and you’ll find me mainly play Lucie on twitch.tv/Rinny_Prinny. This guide is an in-depth guide on the best support, Lucie.
Before you read, I’ll be using some shorten language, also it is used commonly in the game. So it’s nice to learn these few things so you understand what others mean.
Invincibility frame (I-frame) character cannot take damage unless from fog damage.
Damage over time (DOT) damage over a time period.
Heal over time (HOT) healing over a time period.
Crowd control (CC) to stop a characters control base of various effects.
Positive bonuses effect (Buff) ability that gives positive effects.
Negative effect (Debuff) effect that gives negative effects.
Lucie is a toolkit type of character that has a skill/battlerite for many situations. Her kit really shines when used at key times, but with one mistake it can gravely cost you the game. She is able to control the pacing of the match with her cc’s and can make your enemy dissolve with her poisons. Why should you play this champion?
Damage buffer (12%)
Ultimate Negating Shield
Huge utility in her battlerites
ONE invincibility frame
Hard to master, one mistake can mean death
Very position based character
Skills must be used at key times to get its full use
Mouse1 (M1) (Toxic Bolt): Skill shot attack that deals 12+9DOT
– EX Mouse1 (EXM1) (Deadly Shot): Skill shot that applies a (2s) 24 Damage AOE.
Mouse2 (M2) (Healing Potion): Throws a potion that heals the nearest ally for 14 and applies revitalize.
Q (Clarity Potion): Removes Debuff from allies and remove buffs from enemies in an AOE circle.
Space (Barrier): Applies a 50 shield to an ally or you for 2.5s.
E (Panic Flask): Skill shot that deals 12 damage and inflicts Panic.
– EX E (Petrify Bolt) – Skill shot that Inflicts Petrify to the target and nearby enemies.
R (Roll): Roll forward and avoid incoming attacks.
F (Ult) (Crippling Goo): Throw a large AOE Circle that deals 18 Damage and snare, and deal 80 damage over time while in it lasting for 6s.
M1: Lucie’s poison ticks doesn’t stack. So if you auto then auto it does not apply a 9+9 DOT poison. It refreshes the Dot time on them. Shoot people that are easier to hit, so you can gain your first energy bar.
Who do you M1’s? The range? The melee? The support? This is a hard question because Lucie is a very position heavy champion. If she is out of position it is game over for her, or if she has great position it’s like throwing paper balls at a brick wall. So to break it down. You need 5 autos to get 1 energy bar at the start so the starting hits matter very hard. It can mean death or having an I-frame. Buffing your M1’s will let you win many trades and back off since you deal 14+12DOT.
The second ability of M1 is the EX version called deadly shot. This ability can forces the enemy to use an I-frame because of the knowing the damage it outputs. It also has an off time of 2 seconds which make it harder for the enemy to I frame multiply abilities at the same time where it’s either they take a hit from ability or take the EX pop damage. This ability does 24 damage after the 2 seconds. Keep in mind that this 24 can be popped early if another ex M1 is used, making it even harder to I-frame, if a Lucie does ex m1, ex m1 it will pop the first exm1’s damage and reapply the dot again. This mixes up the timing when they need to I frame the first ex.
Lucie has 2 battlerite that can changes the play style of her autos. Vampiric Toxin Lucie gains a +9 HOT when you hit an auto. This stacks if she has hit multiply champion or champion spawning abilities. This abilities shines when switching your autos onto multiply targets, maxing the healing from it and also make it where you are able to give your heal charges to your team mates. The second battlerite is called Weakening Toxin where it Debuff the enemy’s damage for 10% and any healing received will have a negative 20% effect. This is great versus healers, or heroes that hit multi shots such as Jade.
This also has a +4 healing battlerite making it 18(+6). I take this ability when I know my team will have a hard time versus big hitting numbers like many right mouse buttons. Lucie’s greatest ability is the damage buff battlerite, +12% can make many abilities hit that benchmark of going closer to 40.
Ability: space (shield)
Huge shield and damage blocker, you need to understand when to apply this shield so it can reduce tons of damage and abilities that the enemies do. You give them shield when you engage, or when an enemy engages on teammates. It has so many uses, even to dodge deadly skills. Battlerite for shield are move speed, pushback, and increase shield by 8 with increase time of 0.5. I find myself taking blast shield (push back and 10 damage and move speed for field control. Shield can add 10 damage to a burst your melee teammate does or give then that needed move speed to get to the back line. Side note, that +10 damage blast shield becomes +12 AOE and can combo with fear to a quick 37 burst.
I don’t see many Lucie players talk about this but if you need to secure orb, you can use blast shield to push it back and then hit it with a fear if it’s sitting anywhere under 30 to get it. Burst shield can be an easy orb take and something to consider that Lucie is able to drop 37 damage onto the orb (panic 25 +shield 12 +buff).
There are many “combo” plays with shield. In case you are being focused heavily you can shield with push back, or normal and tank and do a fake fear. They can’t chip through all the 50 shield yet, giving you time to recast the fear again for a for sure hit into the M1’s combo with ex punishing them.
You can place this shield onto your teammate as he engages so that he can save his counter and hold it, in most cases just holding counter versus a range will kill them because they know the ability is up and that they have to fake shots to get them to use that ability. With Lucie’s shield it helps them get in and place pressure, then they can use counter if needed.
You can’t just drop shield when you want to, you want to use it on key times so that you get value from it. The enemy will see it and not attack that target making it become harder if you add the 0.5 seconds to it
Clarity potion also does a push back from the target location. So many uses… like removing channeled negating skills and parries. This is one of the best abilities in the game as it can save a teammate or you from any cc, your teammate will never be cc’d again with a great Lucie on your team. It takes 0.5 second to throw so you have to predict incoming cc coming out, this will be easier the long you play and understand other hero’s. This ability breaks good Lucie’s and bad Lucie’s apart. The push back/buff removal can stop an enemy’s engagement on teammates and you. You can use this aggressively against ranged hero’s by pushing them to the side and hitting them with a m1 (snare 30% making it easier to hit the target). Of course you want to save this ability for key moments in the game… If you miss your q on a hard cc, your teammate or you can die.
Ability: fear and petrify
This ability alone wins games because it places the opposite team into a 2v3 or 1v2 situation for 2/3seconds. To makes matter worst for them if you take the cooldown reduction when petrify comes off CD it will have a 4 second CD left, meaning it can be casted again in such a small window of time that if you chain this ability it = them not being able to do anything half the match. Petrify can help set up game ending abilities such as Ezmo ult.
I frame, don’t use unless REALLY HAVE TO… You will be focused after using it.
Use when you know the enemies have no I-frames or movement abilities.
Alacrity: +33% movement speed
Blast shield: push back and 10 Damage.
Siege Barrier: +8 shield and duration 0.5s
Q: Clarity Potion
Adhesive Component: 30% snare for 3s
Dynamic solution: increase range by 10%
Potency: when a buff or Debuff is removed +/- 10.
E: Panic Flask
Chaos: Add AOE to panic, lesser panic to nearby enemies.
Deadly Brew: +10 damage
Hysteria: Cooldown reduction.
Swift Roll: gives 33% movement speed 2.5s. cooldown reduced by 3s.
Ult: Crippling Goo
Sticky Goo: increase snare to 60%
Agility: movement speed by 10%
Weakening Toxin| Stimulant |Alacrity| Chaos | Deadly Brew |
This build is for new players the panic AOE and +10.
Blast shield | Adhesive Component | Swift Roll | Hysteria | Agility |
Find what is best for who you need to fight.
Weakening Toxin is good against healing and the -10% damage can stop many abilities from hitting that 40 true damage on you.
Average you’ll end with 60-70 healing from this ability. It works well if you add it with the HOT from your healing (+6+9 is pretty nice and can let you save a healing charges for your allies)
Use against hard-hitting heroes or burst damaging heroes.
Increase 12% damage. Overall that extra damage can really hurt the opponent.
Used for your team getting in or out. Used when you need to get again from a melee. Used when you need to get a team mate to dodge a Skillshot.
Used against melee. Used to deal 10 damage. Used when you need to push something.
I find other battlerites better, the 0.5 seconds is the best part of this. This can mean your melee is 0.5 invincible.
Snare that melee or Snare that range. Works well when pushing people back into ULT if they aren’t snared already.
Haven’t had a case where I would ever take this ability. I find other battlerites better.
Take away a large shield, or a raigon parry, and give them +10 healing to stay alive.
Going against a Melee or more? Take this for orb control and to stay alive. (might not need if going against a comp of (range healer/melee) the single use is fine.
Damage!!!!! Take it. It lets you deal more unless you are running a different kind of comp. Focus on living over damage.
If you want to lock someone down and place them on a cc lockdown. Leaving them with only 4second to do anything.
take if you need the extra movement speed, the Cooldown isn’t really noticeable.
don’t really need to take, you may find other battlerite more usefully.
So good against any melee. They never catch you in Auto attacks. Focuses them to use an ability to catch you.
5. How to Play (in general)
Starting out a match is different every game. Sometimes you have to be the tank and bait abilities out so your teammates can find an opportunity to go in. Sometimes you just wait in the back line and wait for a good sniping position with your cc’s. Of course, Lucie doesn’t have an I-frame that is free energy like main other hero’s so she has to play safe at the start till she get 1 energy bar. Meaning her ULT leaves her in a state that she can’t I frame so you have to use it carefully.
You want to find that early 1 bar of energy, now here’s a question do you spend it if you get a combo? Probably not if they have the ability to get back into your face, but if not then use the ex m1 combo onto them. It will force pressure on their healer as they try to heal you can switch and deal damage to the support getting you another energy. Use walls to your advantage. If you hugged the walls and break line of sight on the enemy team will have a hard time hitting you because of the wall, hit and run tactics. Your heals will NOT go over walls so keep your team in line of sight and range.
Not every game is like this but this is the mindset you’ll want. Do you need to finish the game with an ULT? Then don’t go for chip damage, go for the ULT kill with your team.
Lucie has good orb control, but is bad at taking. Her abilities don’t go hit numbers. Any melee that wants that orb has to deal with Lucie’s AOE petrify and fear. Q can push it away then blast shield it back more and stand in front of it, or she can contest it with an auto and blast shield. Blast shield goes around counter so keep in mind if you need that orb and they are standing in front you can push them away and hit orb too.