Updated for patch 1.3.
Lucie is a powerful but risky healer to play due to her tiny margin for error. Her abilities are tricky to play well, her lack of mobility makes her an easy target to burst down, and unlike most champions, she has one of the most versatile set of battlerites in the game.
For this reason, Lucie is not recommended for newbies. Only after you have a good amount of experience under your belt will she begin to click, and even then she’ll be tough to master. I may be overexaggerating just a little bit. However, don’t say you weren’t warned.
Toxic Bolt (M1)
Toxic Bolt is pretty strong, but close to half of its damage is spread over time so Lucie isn’t exactly equipped for direct 1v1 trading. She’s much better at poking enemies.
When you hit the same target over and over, it refreshes the Toxic debuff. The problem is that Toxic’s damage ticks every 2 seconds, so if you refresh it before the tick goes off, you don’t get that tick damage. Spamming M1 literally only deals 12 damage per hit.
Obviously you can trade M1s if you absolutely need to, but Lucie’s better off tagging targets and doing other stuff while they tick down. 1 Toxic Bolt on three targets is better than 3 Toxic Bolts on one target, especially if you pick some of the M1 battlerites.
Toxic heals you for 9 health over 6s.
While Vampiric Toxin boosts the total value of Toxic Bolt from 21 to 30, it suffers the same issue as the Toxic debuff: it ticks every 2 seconds, and if you refresh it before the tick goes off, you don’t get that tick healing. You barely get any value out of this when trading M1s.
Plus, the healing amount isn’t enough to justify it. If you can tag three separate targets, you get 27 total healing over 6 seconds. A single M2 heals you for 20 over 4 seconds. One could argue that Vampiric Toxin allows you to focus your healing charges on your teammates, but it just isn’t that reliable in practice. It’s best to skip it.
Toxic reduces incoming healing by 20% and outgoing damage by 10%.
Exceptionally useful in almost any matchup. You only have to tag a target once and suddenly they become easier to burst down and they can’t put out as much pressure. This also makes it easier to survive enemies who tunnel you, allowing you to tank just a bit more damage when your Barrier and Roll aren’t available.
Healing Potion (M2)
Healing Potion is easily one of the best M2 heals in the game, restoring 20 total health per charge. Part of it comes from Revitalize, a heal-over-time buff, so it’s more efficient to cycle your heals across multiple targets instead of heal-bombing the same person over and over (though you can do that when they’re in trouble).
Healing Potion heals allies for 4 bonus health.
Companion Potion turns Lucie’s already strong M2 heal into the best M2 heal, no contest. With an initial heal of 18 plus 6 from Revitalize, your ability to keep your teammates topped off becomes unmatched. Think of how often you’re spamming M2 in a round, especially in 3v3, then realize how quickly those extra +4’s add up. That said, it can be okay to skip if your teammates have a lot of their own self-sustain (e.g. Thorn).
Revitalize increases damage output by 12%.
Revitalize is extremely good for one simple reason: it adds pure reliable value to something you already do, which is throw M2s on everybody all round long. You don’t have to change your playstyle at all to benefit from it. As long as you’re healing, your team is getting a significant but passive boost to DPS. And remember that Revitalize lasts 4 seconds, so managing the boost on your whole team isn’t too difficult.
Barrier is both a blessing and a curse. A blessing because it’s the most powerful shield in the game by far and provides a level of mitigation that no other champion has. A curse because it’s so good that she doesn’t get a normal mobility spell like every other support has. Saving a teammate means sacrificing her own survivability.
Furthermore, with Barrier absorbing up to 50 damage, it’s very easy to misplay. You must learn to read the map situation and know when damage is about to happen. Barrier is only useful if you can get it up before the damage hits. Too soon and it won’t protect. Too late and you’ve just burned a crucial cooldown for no reason. If you Barrier something weak, like a lone M1, then you’ve wasted its potential value. Learning how to read the map is beyond the scope of this guide, but comes down to knowing every champion’s kit.
Do not let your Barrier get baited by weak abilities!
Barrier increases movement speed by 33%.
A good option in matchups where you think you’re going to be focused. Alacrity basically turns Barrier from a mitigation tool into an escape tool, giving you a 2.5 second haste that lets you run away from pretty much anything. It’s also useful when you Barrier teammates as well, especially melees who can use the speed to stick to targets while taking no damage.
Applying Barrier causes a shock wave dealing 10 damage and knocking nearby enemies back.
A strong option against sticky melees, especially if there are more than one on the enemy team, giving you just enough space to get away. Also helps if you ever get cornered and bodyblocked, although you should be positioning yourself to avoid those situations to begin with. The damage is nice but not the reason why you pick this. Don’t be tempted to use Barriers aggressively just for an M1’s worth of damage.
Barrier absorbs 8 additional damage and duration increases by 0.5s.
As if Barrier wasn’t already the best damage mitigator ever, Siege Barrier lets you kick it up another level. The extra 8 damage is fine, but the extra duration is key. It doesn’t seem like a lot, but trust me, it’s palpable in actual gameplay and helps you maximize the absorption value of Barrier more often. It also synergizes well with Alacrity, extending the duration of its haste and allowing you to run away just a bit farther.
Clarity Potion (Q)
Clarity Potion is a deceptively simple ability: all it does is knockback and purge buffs/debuffs, but because it’s applicable to so many situations, it might as well be considered the most difficult ability to use well.
Against melee tunnelers who only seem to care about killing you, the knockback is crucial for giving yourself some breathing room. Toss it when they’re out of gap closers and run in the opposite direction. Also good for pushing the orb towards your team or pushing enemies into lingering AOEs (e.g. Crippling Goo or Thorn’s Dead Roots).
But more often, you’ll be using Clarity Potion to purge debuffs on teammates: Incapacitates, Stuns, Petrifies, Silences, and less frequently, Roots and Snares. Due to the impact delay, you really have to know every champion’s kit and anticipate all the possible disables. For example, if you see Thorn casting Entangling Roots, throw a Clarity as it comes out so that your teammate is freed as soon as it hits.
And don’t forget you can Clarity yourself. If Sirius places a Lunar Strike under you, you can casually throw a Clarity in the same spot and instantly get un-petrified. If a Croak stealths and comes near, toss a Clarity on yourself to clear the incapacitate just as it hits.
Offensive Clarities are less of a priority, but can be useful when your team is trying to burst someone down and they have a shield or immaterial. Yes, Clarity completely erases things like Varesh’s Inhibitors Guard and Poloma’s Other Side!
Clarity Potion inflicts a 30% Snare lasting 3s.
A 30% snare that lasts for 3 seconds is admittedly strong, but because Clarity is mostly used to save yourself or a teammate from debuffs, you may not actually get much value out of Adhesive Component except against melee-prominent comps. But even then, you have to remember that many champions have snare dispels (Croak, Shifu, Taya, Destiny, etc.) so I find it hard to justify picking this battlerite.
Clarity Potion heals 10 health when removing a debuff and deals 10 damage when removing a buff.
Potency is a strong option because it adds pure value to something you’re already doing, and the only time you don’t get value is when you miss or when you only need a knockback (these situations should be rare).
It’s obviously good against frequent debuffers, including Varesh (M1/M2 debuffs), Freya (Static), Croak (Toxin), Ashka (Ignite), Pestilus (Moth), Oldur (Time Bomb), Iva (Oil), and the list goes on. It already feels good to purge Static and deny Freya her extra damage, but getting healed on top of it? Beautiful.
Can also be strong against shielders, counters, d-barriers, and support champions who have a heal-over-time component on M2: Blossom (Butterflies), Lucie (Revitalize), Oldur (Renew with the battlerite), and Pestilus (Moth). Not only are you denying the remainder of their healing, you’re hurting them. What’s not to love about that?
Increases max range and radius of Clarity Potion by 10%
A larger radius on Clarity Potion is nice, allowing you to cleanse even more targets with a single toss. Combined with Potency, you can output a lot of healing and damage just by tossing a Clarity Potion into a tight crowd. The max range increase is also nice, not just for hitting far-away teammates but for knocking the orb towards you even when you aren’t so close. A strong pick!
Panic Flask (E)
Panic Flask is a cherished ability. Since you can’t run from enemies, you have to make them run from you. And not only does it do damage, but it’s also a massive source of energy. This is why you cannot miss these, which is tough because the range is so short and the cast time is pretty long. Practice your accuracy against AI if you need to.
While Panic Flask doesn’t have an audio cue, it does have a noticeable purple animation. Against good players, you can use this to your advantage by cancelcasting to bait iframes, counters, and other defensives.
Panic Flask explodes dealing 8 area damage and inflicting a Lesser Panic on all nearby enemies.
Chaos lost most of its power when it was nerfed to only trigger on direct Panic Flask hits. It used to be good for going through counters, fearing melees by hitting the wall, and extending the range of Panic using the explosion radius to reach further. Now? It’s pretty useless.
Panic Flask deals 10 bonus damage.
Pretty good in solo queue because you often end up having to deal with 1v1 situations while your team leaves you behind and the extra damage helps, but even then I feel it only fits if you’re committing to a full offense build. If not, you’re better off with some other battlerite.
Panic Flask cooldown is reduced by 1.5s and hitting an enemy further reduces its cooldown by 1.5s.
While cooldown reducing battlerites are normally good, Panic Flask isn’t the kind of ability you want to spam per se. You want to hold onto it until the right opening appears. Because of this, the difference between a 10-second or 8.5-second cooldown rarely matters — you’re usually holding onto it for longer than that. That said, it could be useful against multiple melees who just won’t leave you alone.
Deadly Injection (EX-M1)
Despite Lucie not being a so-called aggressive support, Deadly Injection makes her one to be feared by any champ. It deals no initial damage so it doesn’t break CCs, then deals all of its damage at the end, which is handy against shields and petrifies since you can just hit them whenever and they’ll get popped afterwards.
It synergizes well with Panic Flask: if you fear somebody, immediately tag them with Deadly Injection and they’ll pretty much eat the damage every time.
Petrify Bolt (EX-E)
Petrify Bolt is a powerful spell that’s criminally underused, at least by players below Champion league. It’s a fast projectile with respectable range that petrifies for 3 seconds — and not just the target you hit, but all nearby enemies as well. This is huge for arresting pressure, but unlike Panic Flask’s Chaos battlerite, this one must hit to trigger the AOE.
Since Petrify Bolt has a shorter cast time, longer range, and faster speed, it’s simply more reliable than Panic Flask. Use it in emergencies against both melee and ranged targets. It doesn’t do any damage, but you can follow up with a well-timed Deadly Injection!
Roll is Lucie’s one and only iframe, and therefore it’s super important that you never waste it. The cost of blowing it is too high, not only because of the energy cost but also its lengthy 15-second cooldown. Skilled players will always be looking for that moment when you blow Barrier and Roll, then pounce on you because you can’t run away.
In other words, always save Roll to dodge big spells and coordinated attacks. Against sustained pressure, you can mitigate using Barrier, Panic Flask, Clarity Potion, Petrify Bolt, and even Deadly Injection. Roll is more for getting out of Thorn ults, getting out of Destiny’s Lockdown, and iframing Croak’s Venom explosion.
Roll increases movement speed by 33% for 2s and the cooldown is reduced by 3s.
Swift Roll is extremely good against melee because you can put extra distance between you and your oppressors. The cooldown reduction is also major since a 12-second window is significantly harder to pressure than a 15-second window, especially with good usage of Barrier and Panic Flask. (Actually the window is even tighter because the 2 seconds of haste means enemies generally only have 10 seconds to punish you.)
The one thing to remember is that the haste only gives value if you RUN while you’re hasted. Don’t Roll and then try to trade M1s or spam heals, which force you to stand in one spot. The only exception is when you have the upper hand and you Roll to iframe an attack.
Crippling Goo (F)
Although Crippling Goo can be a game-changer, the timing on it is crucial. You have to know when an enemy has zero outs otherwise they will simply jump out of it and take barely any damage. Spending 100 energy on 2 M1s worth of damage is poor, to say the least.
Very rarely, you may want to throw down a Crippling Goo in tight areas and chokepoints to split enemies up and allow your team to capitalize on an isolated target. Very rarely. This is an advanced tactic that you shouldn’t try until you have a lot of Lucie experience.
Most of the time, Goo isn’t worth it. Better to spam your EXes instead.
Crippling Goo’s movement speed reduction increases to 60%.
Great in lower leagues where players blow outs constantly and often eat the full damage of Goo, but progressively less useful as you rank up. A proper Goo on an outless target already does most of its damage, and if you can Clarity or Panic Flask them back in, that’s all you need. The number of times where the extra snare actually proves impactful is too small to justify picking this battlerite.
Increases movement speed by 10%.
Can be good in niche matchups, particularly against AOE spammers like Sirius and Varesh. The extra speed helps eliminate those annoying times when you think you’ve stepped outside an AOE attack only to be caught “by your toe.” It’s not enough of a speed boost if you really need to escape pressure though, so it’s not a good general pick.
Lucie isn’t a full healbot, which means you do need to be offensive when the situation calls for it. A good time for this is when an enemy is trying to aggress on you. Tag them with an M1, then keep jugging M1s and M2s as necessary, and attempt to land a Panic Flask if they’re being super aggressive. If you do land a fear, follow up with a Deadly Injection.
The other best time for being offensive is when your allies are doing well and have pushed your team to an advantage in health and position. At this point, you can be more aggressive since there’s no point in bombing M2s on uninjured allies. Just throw them heals between your aggression, and make sure you don’t go too aggressive. Stay in your backline.
Remember that Lucie isn’t really a trader. If you can tag M1s on multiple enemies as they come in and out of your range, it will add up.
Stay in your backline. Let your allies be the aggressors.
You must learn every champion’s kit and every matchup if you want to play Lucie to the fullest. This is more true for Lucie than other supports because most of her defense comes from Clarity Potion and Panic Flask, and these two abilities require good timing. It sounds like a cop-out, but there’s no shortcut. If you throw a Panic Flask while Freya has Thunderclap, you bet it’s going to be iframed.
Petrify Bolt is your most important defensive tool, and you should spam it as much as you can. Not only does it give you a full 3 seconds to reset and heal up, it’s incredibly tilting for the enemy team and may cause them to make more mistakes.
Roll to iframe big attacks only. Swift Roll to run away from melees. Don’t waste it to dodge mediocre abilities since the cooldown is so long. Most likely the big attacks will come when enemies see that you’ve burned Roll. Always manage your energy so that you never go under one bar in case you need to Roll.
Spread your M2s across your team as much as possible. The Revitalize buff gets refreshed with every M2, which means you don’t get the full heal value unless all of the ticks hit. You can still bomb heals if an ally is taking a lot of damage though.
Save Barrier for yourself. It sounds selfish, but Lucie really needs it to survive and most champions have enough survivability that they can do just fine with M2 support. But if a teammate is really in trouble, or after the first round it seems like enemies aren’t targeting you much, obviously you can use it on your allies instead. There’s no point to having Barrier if you never use it (and make sure you time it well).
You really only have three ways to control the orb.
First, use Panic Flask to fear enemies who are trying to break it, then break it yourself. This usually works out well in 1v1 situations, especially when the orb is below half health.
Second, use Petrify Bolt to lock down an enemy while you break it. Works well when enemies are clumped up due to the AOE radius. Note that you can actually hit the orb with Petrify Bolt and it will affect nearby enemies — perfect for melees who are attacking it!
Third, use Clarity Potion to knock the orb towards your team. You probably shouldn’t do it all the time since you’ll need Clarity Potion for other uses, but when both teams are at a ranged standoff with the orb in the middle, knocking it backwards can help you secure it.
- Weakening Toxin (M1)
- Stimulant (M2)
- Companion Potion (M2)
- Alacrity (Space)
- Potency (Q)
Every Lucie is essentially a support build, but this one is about as consistent and straightforward as it gets. You’re always spamming M2s, so Stimulant and Companion Potion exist to give you an easy passive value boost. Potency is similar, granting a passive value boost that will pretty much always trigger as long as you’re using Clarity with half a brain. Alacrity turns Barrier into an escape tool, which makes up for her big weakness.
- Weakening Toxin (M1)
- Alacrity (Space)
- Blast Shield (Space)
- Chaos (E)
- Swift Roll (R)
A build designed to escape and put distance, ideally picked on small maps when the enemy team has at least two melees and you know they’re going to tunnel you. Blast Shield prevents you from getting blocked into a corner and Alacrity gives you much-needed speed to run. Same with Swift Roll, which turns into additional distance. And Chaos lets you throw Panic Flask at a wall and still trigger the fear — very handy against melees.
While Lucie is definitely a powerful champion, she has a high skill floor because survival can be so difficult. If you don’t have a good sense for map positioning and understanding how close you can get before you’re in danger, you’re liable to get focused and popped. Prioritize her EXes over her ultimate and you’ll see how strong she can be.