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Lux Build Guide by SawyerNelson

Support Challenger Support Lux Guide

Support Challenger Support Lux Guide

Updated on June 13, 2019
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League of Legends Build Guide Author SawyerNelson Build Guide By SawyerNelson 7 1 17,100 Views 0 Comments
7 1 17,100 Views 0 Comments League of Legends Build Guide Author SawyerNelson Lux Build Guide By SawyerNelson Updated on June 13, 2019
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Runes:

Resolve
Aftershock
Shield Bash
Bone Plating
Revitalize

Domination
Cheap Shot
Relentless Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
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Extreme Threats
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Champion Build Guide

Challenger Support Lux Guide

By SawyerNelson
Support Meta


Current Support Meta
(Click to View Guide)

Off Meta

Summary
Lux wasn't designed as a Support, but currently functions as one of the strongest Supports for that exact reason, she has the numbers of a Mid Laner which is why she is so strong in the bot lane, she has 2 damage abilities a long with a VERY powerful shield, compared to most support champions (Lulu, Sona, Nami, etc) that have 1 damaging ability and a mediocre shield / heal. Her strength lies in her ability to dish out damage, while also protecting ALL of her allies with her AOE shield. Master the laning phase and have good team fighting and you will quickly rise in rank with Lux. Lux also requires you to get better at landing skillshots, indirectly making you better at all champions.


Laning
  • Poke the enemy with E Lucent Singularity
  • Look for point blank Q's Light Binding, this is your cc ability to set your ADC up for damage, and shouldn't be thrown at max range for poke.
  • Stay in the Bot lane, roaming early isn't very valuable you can move to assist your jungler be try and stay bot and get level 6 as fast as possible.
Mid Game
  • Be near the lane your ADC is farming in, get wards near that area to protect your ADC & Team.
  • When you can move with your jungler to gank a lane or start a fight in the Jungle.
  • Avoid moving alone or starting fights without allies nearby.
  • Carry multiple Control Wards to deny vision from the enemy to easily catch them out.
  • Let you allies engage, then follow up with Q Light Binding & ULT Final Spark
Late Game
  • Lux's main job later in the match is to protect her carries.
  • Focus on Peeling enemies, then attacking the enemy carries.
  • Carry multiple Control Wards to deny the enemy vision on baron or around it, this allows you to setup for picks with your team.
Author

Sawyer Nelson


This guide was written by Sawyer Nelson for free, with the purpose of educating those interested. If you want to show your appreciation you can do so by Donating via [PayPal] or following Sawyer's Social Media:
  • Twitch <-- Watching makes you x100 better
  • Twitter VERY INSIGHTFUL AND MEANINGFUL TWEETS
  • Youtube GREAT CONTENT NICE!
Lux
Lux functions as a high damage enchanter support, with the ability to absorb damage for her team with her shield, catch out enemies mispositioning with her Root and Slow, all while dealing lots of damage.

Pros

+ Strong Laning Phase
+ Has cc as an enchanter
+ High Damage
+ Huge Shield amount in W Prismatic Barrier

Cons

- Vulnerable to cc
- Useless when far behind
- Hard to play
- Low Mobility


Lux has risen to power as she makes good use of Guardian & Aftershock adding to her already strong laning phase. With the release of Yuumi players prefer to play Lux into Yuumi rather than a cc champion, allowing for a more even laning phase, and less variance on execution. Lux is a solid solo queue pick allowing you to punish weak laners and negate your allies mistake with her shield, swinging skirmishes and teamfights wildly in your favor.
Summoner Spells

IGNITE

Ignite for any Support is fairly standard as it helps you negate the enemy ADC's Heal, and helps you all in enemies when you land cc. In Lux's case it when you land a Q Light Binding.

FLASH

Flash is standard on most champions, Lux is no exception. Use your Flash offensively! When you have all in potentially, try and Flash + Q Light Binding the enemy carry! Defensive Flashes are not the reason you run this summoner spell.
Runes
Summary

Basically these runes provide Lux with a lot of durability, small bits of damage that come naturally through casting her abilities, and more utility from durability + damage.

Alternatively Lux Support can run Guardian for a Keystone, this is cover below.
Resolve Domination
AFTERSHOCK
Aftershock gives Lux a strong trading tool in lane, as she can proc it with her Q Light Binding, and any damage traded during that time will heavily be in her favor. Aftershock also functions as defense when enemies dive on top of you, as you can easily land Q and gain bonus Armor and Magic Resist.
Shield Bash
Lux can use Shield Bash as a trading tool early when you use W Prismatic Barrier, giving her extra damage on her auto attack, since Lux shield activates twice you can proc Shield Bash's damage twice.
BONE PLATING
Bone Plating simply blocks damage for free, it's one of the simplest and best runes in the game. Bone Plating helps at all stages of the game, negages poke during the laning phase, helps you survive in fights, and lets you soak more damage in a late game team fight, and it happens automatically super good rune.
Revitalize
Revitalize adds to Lux's shielding early, but later adds to her healing with Athene's Unholy Grail. This rune isn't wildly useful, but is good value compared to the other options in the row for Lux
Cheap Shot
Cheap Shot deals true damage to slowed or movement impaired targets, so similar to Shield Bash simply gives you more damage, on a 4 second cooldown Cheap Shot can be proc'd multiple times during a fight.

Cheap Shot will proc on Lux's E Lucent Singularity automatically as it slows before dealing damage, adding to your poke damage.
Relentless Hunter
Relentless Hunter gives you bonus movement speed for each individual take down. In combination with Mobility Boots you can move around the map at a much faster pace than the enemy support, in Lux's case it helps you move into area's ward much faster making it less likely for you to be caught.

Apative Runes:
+9 AP
+9 AP
+6 Armor

Lux has an Ability Power ratio on every single ability, so it makes a lot of sense to start with more AP to deal more damage during the laning phase. You should take +6 Armor since Lux has a low amount of base armor, and you are laning Bot Lane, and will be taking physical damage from 2 champions, minions, and potentially a tower. In harder lanes such as Draven or Lucian you can even take double Armor Runes to start with +12 Armor.

Guardian


Lux can use Guardian as a keystone, with all the minion runes listed staying the same. Guardian offers you more utility in long range vs long range lanes such as Ezreal + Yuumi, Caitlyn + Karma, Viktor + Zyra, etc. Lanes in which you won't be all ining at a short range. Being able to block an enemies ability with Guardian, and then gaining movement speed to get you into position to punish the enemy afterwards is very valuable. Since it will often be a battle of Mana in lanes such as this it's nice to not have to spam W Prismatic Barrier every time your ADC mispositions and gets hit by the enemies poke.
Abilities
Abilities







Passive: Illumination
Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack deals bonus magic damage to the target.

Proc'd by Q Light Binding, E Lucent Singularity, and R Final Spark. Most When you land a Q Light Binding. and throw an E Lucent Singularity you can delay re-activating E, so that you can get 2 auto attacks, proc'ing Illumination twice.
[Q] Light Binding
Lux releases a sphere of light that binds and deals damage to up to two enemy units.

You can use this ability to hit enemies behind 1 minion, or to root 2 enemy champions. Aim towards the edge of the minion wave.
Prismatic Barrier
Lux shields herself, and all allies hit on the outgoing wand and on it's return.

This is Support Lux's main ability, as it will be what you Max first, and your main tool to aid your allies. The shielding amount if both parts land is MASSIVE, giving you better trades, saving allies, and negating tons of damage from the entire enemy team during team fights.
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.


Lucent Singularity functions as your main poke ability in lane, it's slow also allows you to punish enemies for being to far forward, setting yourself up for a Q Light Binding and your ADC up to deal damage to them.
Final Spark
Lux first a long range blast, damaging all enemies hit, if an enemy hit dies with 1.7 seconds of being hit by Final Spark than the cooldown is significantly refunded .

Final Spark deals a TON of damage for a Support champion, it's important to not miss it. It's cooldown is fairly short, so you can cast it on a whim. Landing a Q Light Binding will set you up for a guaranteed hit.

Lux's abilities let her deal lots of damage while also providing utility for her allies with cc, Slows, and Shielding.

Items
Starting Items




Starting items for Lux never changes, you will play out the early levels 1-4 every single game with Spellthief's Edge, 2 Health Potions, and a Stealth Ward.

Spellthief's Edge gives you AP, Mana Regen, and lets you earn gold every time you damage the enemy, later upgrading into Frostfang and then into Eye of Frost when you earn 500G, then allowing you to ward the map. It's important to complete the gold quest so that you can ward the map sooner in the match.


Early Build Path

> >

OR

> > >


CORE BUILD



Athene's Unholy Grail is a fantastic first item for Lux giving her healing on her shield by dealing damage to enemies, perfectly synergising with her kit. It also gives AP, Cooldown Reduction, Mana Regen, and Magic Resist. The Magic resist helps deal with damage from the enemy Support, or AP carries.

This should always be your first item on Lux as it adds so much healing, but will also grant you Bonus Ability Power for Mana Regen, and every item you build after will contain Mana Regen.

(Always build Fiendish Codex, into 2 Faerie Charms first)

Ardent Censer as a 2nd item makes a lot of sense as it gives you a ton of Ability Power (because of Athene's Unholy Grail, and gives ALL allies hit by Lux's W Prismatic Barrier bonus Attack Speed + On Hit Damage.

Ardent Censer is somewhat expensive, so if you find yourself behind Mid Game, you can get build into Redemption 2nd item instead.

Gives Lux a small amount of HP, Mana Regen ( which turns into AP with Athene's Unholy Grail and bonus Shielding and Healing power, and more importantly an Active which Heals allies and Damages enemies hit. Redemption helps put teamfights more in your favor, as you heal your allies giving them extra health the otherwise just wouldn't have. Use the active of this item sooner rather than later when a fight starts, as there is a brief delay.



These are the main 3 items you will get on Lux Support in a realistic match. All 3 are very cheap and empower Lux's ability to protect her allies.



You can look to complete Eye of Frost into Remnant of the Watchers as a 4th item, completing it any sooner isn't that valuable as all it offers is more HP + an Extra Ward


Mejai's functions as a solid snowballing item, granting you more AP for every kill and assist, but comes with the risk of losing it all when you die. You can look to purchase this item when you are snowballing.



Boots

Boots of mobility allow Lux to move more efficiently they are also very cheap, allowing you to complete 2-3 items faster. I recommend Mobility Boots as your go to, complete them after Athene's Unholy Grail.


Boots of Lucidity give you CDR earlier, which can help you be at 40% before completing 3 items, you should only look to get these when you know you are going to End the game before completing 3 items.


Sorcerer's Shoes are the snowballing option, as they are more expensive, but give you more damage. You should look to get these when you have won lane and break bot tower early. Building these boots will delay your core build.



Fillers
You should have a Control Ward in your inventory at all stages of the game as Support, it allows you to deny the enemy vision and setup plays around objectives.

During Mid Game you can look to purchase Stopwatch for it's 1 time use to negate say diving champions such as Kayn, Zed, etc. If you dodge multiple abilities and stay alive with it you can wildly swing Mid Game Teamfights, a put your team in a position to win the game.

After completing your first 2 items ( Athene's Unholy Grail & Ardent Censer) you can purchase Elixir of Sorcery when your team is fighting around baron, as it gives you more AP, Mana Regen, and bonus True Damage. This item is more effective on Lux Support compared to most enchanters as she has AP ratios on ALL of her abilities. It is an expensive purchase so only buy it at good timings.

Other Items

These items should not be common for you to build, but are good enough options for Support Lux to warrant mentioning.

Luden's is basically more expensive Mejai's Soulstealer. It is very expensive and is unlikely that you can complete it at a relevant point in the match, which is why I don't recommend it. You could build it if you end up getting 4-5 kills Mid Game without recalling, building after Athene's Unholy Grail so it will give you 40% CDR with Frostfang. After wards you could build Oblivion Orb as you would be functioning as a sudo-mid laner with the damage from Luden's.

Similar to Luden's Tempest Zhonya's Hourglass is very expensive for a support to build which is why I don't recommend it. This could be built 3rd item in extended matches 35-40+ minutes, to have the untargetable active during every teamfight.

Void Staff is actually a VERY solid 4th item for Lux Support, as it helps you deal meaningful damage to targets with Magic Resist Late Game, it's also fairly cheap which is crucial for Support itemization.

Mikael's is pretty niche as it's not useful if the enemy doesn't have any meaningful cc. In the current meta most cc abilities are not long enough to warrant a Cleanse for you carries. You can look to purchase this item 2nd or 3rd item against champions such as Ashe, Annie, Fiddlesticks, Leona, Morgana, Rammus, Twisted Fate.


Locket can be a 4th item as it gains more value later in the game, you can also make better use of the Armor + Magic Resist it grants late game. Locket is very cheap so it can actually be completed before the game ends.


Early Game
Early game on Lux is very volatile. It's important that you play the laning phase well, as any enchanter support, as they scale harder than cc supports, enchanter supports spike at 2 items. You have to identify the bot lane matchup to know how to play it out properly as your purpose as support can vary dramatically depending on the matchup. For lane matchups you will generally have 3 different type of lanes Short Range, Long Range, and Melee.

Short Range


Short Range matchups are lane combos such as Lucian + Thresh, Xayah + Bard, Sivir + Nami, etc. In these matchups the risk comes from being to far forward into the enemy, and likely being punished by both enemy champions, the strength of a champion being short range is that their abilities deal more damage when they get in range.

Lux has great tools to deal with these matchups. Use E Lucent Singularity to slow enemies approaching you or your ADC, this puts them in an awkward spot in which they can be damaged, and likely have to respond with one of their abilities. Use W Prismatic Barrier when the enemy is damaging you or your ADC as the shield will block a lot of their damage and let you or your ADC respond with damage of your own. Q Light Binding should be your slam dunk, in most cases you will have to Flash + Q Light Binding to land it in short range matchups, surprising the enemy with the binding puts you in a much better spot than trying to cast it at max range, as if you miss the binding it allows the enemy to all in you, or your ADC without much threat of a turn.


Long Range


Long Range Matchups are lane combos such as Caitlyn + Morgana, Ashe + Zyra, Ezreal + Yuumi, etc. These combos will look to poke you while also having good DPS when they get close, and often a soft cc ability from the Support, that often leads to death if you are hit by it. The trade off for high range is that these champions falter when short range or melee champions get on top of them, as they have bad escape tools.

Lux's Q Light Binding can quickly punish enemies when they move too far forward, look for Flash + Q Light Binding when you can turn enemies trying to DPS, this quickly starts a fight in your favor. The advantage you have over these lanes is that you can block their poke abilities with W Prismatic Barrier, and have E Lucent Singularity's slow to punish enemies moving to far forward. Even if you are playing with a Weak ADC you can sustain the matchup, and have Q Light Binding to setup your jungler.

In long range matchups try and start bot lane, as leeshing for your jungler will mean you won't be able to start in lane, and the strength of these lanes is that they get control over the minion wave, and once they can zone you and your ADC the lane is lost. So starting in lane lets you have the push on the minion wave, therefore negating one of the strongest points in the game for these lane matchups. So telling your jungler to start top side can single handedly win the game.


Melee


Melee matchups are lane combos with any ADC + Melee Supports such as Alistar, Nautilus, Leona, etc. This is the most standard Support Matchup. The Melee Support will look to cc you or your ADC. These champion's advantage is that they can engage, and threaten engage. There are times to respect them, and times not to, when you can avoid their engage and punish them at proper times you will win the matchup.


Lux's advantage in these matchups is her early damage, level 1 you should look to get control over the wave, so that they can't level 2 all in you or your ADC, and then punish either the melee support if they are to far forward, or their ADC that is trying to CS, as the Melee support usually doesn't have ways to help their ADC level 1. If you aren't brave enough with your positioning, auto attacks, and miss abilities level 1 you will lose the matchup.

Respect a Melee Support's hook threat or level 6 as their ULTs usually allow them to allow in you or your ADC without any good response, it's a constant game of you trying to punish them with poke damage while also avoiding their all in.


So think about how to playout matchups as you are going into them, the more you play into a matchup the better you will get at it, don't be discouraged by making mistakes first time in a matchup.




Early Game



Early Game is the most important part of any match in League of Legends, this is especially true in Solo Queue. Any advantage gained in the Early Game keeps compounding into more and more advantage, that is how League of Legends works. So as important as it is to gain advantage for yourself and your team, it's equally as important and in most case more important to not give up an advantage yourself. Making a mistake leads to the enemy have more options, when the enemy has more options your team has less, when your team has less options they can only go for lower success rate plays. The opposite is also true, when you have an advantage you can do more, the fights you can take are more statistically in your favor, Champions have numbers and a team with the lead usually means their damage champion (Mid / ADC) literally has more damage numbers than the enemy can deal with.


Seems simple right? Kill the enemy, don't get killed. Get Towers, don't lose yours. Take Baron, don't let the enemy have it, etc. Easier said than done.


Invades
Level 1 you can assist with an invade with Q Light Binding, ideally don't have to so you can star E Lucent Singularity for the lane. You can use E Lucent Singularity level 1 to spot the enemy invading through the river as it grants vision.


Leashing and Entering Lane
To leash for your jungler first you should identify if you should / have to. If your jungler is starting topside there is nothing to leesh, you can then either:
  • Cheese the enemy from tri brush (if you are on red side)
  • Poke the enemy leashing their jungler Blue Buff (if you are on blue side)
  • Start in lane and push the minion wave to have control
  • Start in lane and pull the minion wave so that you deny the enemy 1 Melee Minion, therefore giving you lane advantage

All are more proactive options from the start of the game, if you do have to leash for your jungler use E Lucent Singularity 3 seconds before the buff spawns, as the mana regen will start faster therefore giving you more mana throughout the laning phase, then activate it as your first auto attack is in the air so you can proc Lux's passive Illumination, hit the buff until 400 HP minium, 200 HP Max, if you steal the buff accidentally the game is over for your jungler, so don't do that.

On Blue side you can throw E Lucent Singularity into the tri-brush to spot out enemies trying to cheese / poke you as you enter lane, if you are against a matchup
such as Kai'Sa + Nautilus, Draven + Morgana, etc these champions can kill you level 1 so you can avoid this by simply walking down (past krugs) into lane, rather than running the risk of them being in the tri-brush.

On Red Side same thing for leashing, if you are leashing move through your jungle into lane, going through river gives the enemy an opportunity to catch you coming to lane, similar to tri-brush cheese on Blue Side. If you don't have to leash your jungler you can cheese the enemy in the tri-brush. If you do so only take a small trade, 1 E Lucent Singularity + 1 auto attack then back off. Any extended trade likely does not result in a kill and makes it so that you lose out on the first 3 melee minions of XP therefore delaying your level 2.



Laning

Level 1 the first thing you should be looking to do is push the minion wave, hit the enemy AD / Support with auto attacks, and punish the enemy ADC CSing with E Lucent Singularity. It's easiest to hit an E, and it's more meaningful when you use it on an ADC that is locked in an auto attack animation last hitting a CS. Lucent Singularity is AOE so you can also damage the minion wave, along with the enemy ADC therefor helping you push the wave to get level 2.

Playing out the level 1-2 properly is very important as it determines probably 90% of Solo Queue matches.

If you have push on the wave, you can start moving into the enemy, to threaten them with damage, so that they move away from the wave, and you can maintain control. As you are hitting level 2 you should always be moving forward to land a Q Light Binding right as you are hitting 2, so as your ADC is last hitting the 2nd melee minion on the 2nd wave ( 1st wave + 2 Melee Minions gives you level 2 in a duo lane)

If you do not have control over the minion wave you should play away from it completely, and let it come into you, if you do this you will likely be sitting near or undertower for the first 3 minion waves. Contesting these the enemy during this time is less likely to be successful as you will be taking damage from them, and the minion wave. When you are pushed in you can still poke the enemy with E Lucent Singularity, you can also trade auto attacks and shield yourself with W Prismatic Barrier to block minion damage. Generally in lane your goals should be to poke the enemy ADC, avoid the enemy support, and block damage for your ADC with W Prismatic Barrier.



Ganks
Different junglers can gank at different times, tracking the jungle is a skill in it's own and if you are new to it I recommend watching [THIS] video.

The most annoying paths for a Bot Laner is (on Red Side) enemy jungler does Red > Bot Lane to level 2 gank you right as you are arriving to lane, champions such as Jarvan IV, Xin Zhao, and Camille can do this as they have cc + Damage level 2, when the enemy also has a cc Support such as Thresh, Nautilus, Alistar they can setup the jungler for these early ganks, making them more likely to be successful. Or Red > Krugs > Bot Lane junglers do this to gank and kill bot, and then take Blue Buff into Scuttle. Warding Tri-Brush level 1 as you are coming to lane negates both of these ganks.


First recall
On first recall you should at minimum have enough gold for Frostfang not completing frostfang on first recall will put you far behind in potential gold generation, as you spend more time in lane after 1st recall. Any more gold than that should go towards buying (in this order) Control Wards, Boots, or Amplifying Tome, you can also purchase Health Potions if you need them ( 2 max).

Moving back onto the map you have the option to move around Mid Lane to place your Control Ward in the pixel brush in the river, but any time spent not moving directly back to the Bot Lane can be expensive time as you lose out on EXP from minions, you lose out on lane pressure for your ADC, and can be caught out depending on the map state. The goals in the lane are the same as they were before first recall, poke the enemy, don't get hit, don't get ganked, and pressure.
Mid Game
Mid Game



Mid Game starts when the first tower goes down, which is usually in the Bot Lane. Lux turns most lanes into a pushing lane, so it's likely that if you are winning lane you will take first tower, and then have options to move to other parts of the map with your ADC. Where you should go after taking first tower is usually Top lane, as you swap with your laner, and then force a 1v2 , this also puts you in position to take the rift herald as well. Rather you should swap with the Mid laner or Top laner depends on a lot, generally if you have a short range ADC, sieging Mid Tower doesn't really work out, so sending them top lane is better as you can build up multiple waves then siege the tower, and you will likely be against a melee champion top lane which is easier to deal with than a ranged mage Mid Lane.


Your goals Mid Game should be to take all the outer towers on the Map, while also getting rift herald & dragon. You do this by having push on minion waves, setting up vision to spot out enemy, and denying the enemy vision with Control Wards.


During the Mid Game you start to transition into more of a Supportive role, moving into enemies and throwing E Lucent Singularity for poke becomes riskier and does less damage to higher level enemy carries. Instead you should start playing behind your carries, and only move forward when the enemy is committing themself into your allies, you can then punish with a Q Light Binding. You should also let your allies engage fights, landing a max range binding Mid Lane barely means a lot less than your jungler catching someone out in the river.

If you are ahead look to push that lead, you do so with your team remember you are the Support, you aid your team in winning with Damage, Shielding, and some cc. Your abilities are used to assist your team, you have to work through them. If you are playing from behind, you are likely require to play defensive which involves stay on a tower, moving into the enemy throwing random Q's and E's won't save the game, it will only give the enemy the opportunity to pick you off.
Late Game
Late Game


Late Game is around 26+ Minutes, as most of the game devolvest into both teams positioning around Mid Lane & Baron. During this time deaths are more crucial as the death timers are longer, and losing 1 member can mean the enemy can take baron.

Your job as Lux support during this time is to get wards around baron with your team, continue to gain control of the mid lane wave, and either follow up on your team's engage, or negate the enemies with shield + slow + Q. Keep in mind the items that every champion has, as it's important to know which champions are strong on each team to understand how to play.
Warding
Warding

Defensive
Defensive warding is warding on your side of the map
Neutral
Neutral Warding is in the river / lane bushes.
Offensive
Offensive warding is warding into the enemies side of the map (past the river).

When you should or shouldn't ward depends on your allies location and the enemies location / potential location. Look at the map and think. Throughout most of the match you will be looking to ward around objectives so that you can set up proper fights around them. So push out minion waves, then look to get 1 ward in the enemies jungle, one in the river, and a Control Ward to deny the enemy vision on the objective or in a bush to catch them out.

Control Ward, Control wards are to deny the enemy vision, not to give yourself extra vision. Especially on a champion such as Blitzcrank you can abuse the fog of war to surprise the enemies and engage on them unexpectedly.

Throughout the Mid - Late game there will be moments of no action in which it is optimal for you to drop 3 wards around an objective, then recall to refresh the ward count on your Remnant of the Watchers and return to your team.
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