Your hook connects, but your ADC is under the tower trying to collect a wave. You have landed the spell and started a fight your partner cannot join. Choosing a simpler champion will not fix that gap by itself.
Nautilus, Lux, Lulu, and Zyra are our best low elo supports for four different jobs. Start with Nautilus if the team needs someone to begin fights. Lux lets you threaten a catch without sending your body forward. Lulu protects an ally who can keep attacking, while Zyra brings damage and makes an approach harder to walk through. The right pick depends on which job your team needs and which decisions you can repeat.
Reviewed for modern PC Summoner’s Rift Patch 26.18 on September 10, 2026. Nautilus has less attack damage and lower Q damage after rank one. The support choice still turns on reachable follow-up, protection and the state of the wave.
Four good picks, four different requirements
| Support | The job you can make clear | What your teammates still need to do |
|---|---|---|
| Nautilus | Stop an enemy your team can reach | Arrive before the control expires |
| Lux | Take a ranged catch or soften an approach | Recognize when to advance and when to leave |
| Lulu | Keep a damage dealer fighting | Stay in reach and use the protection to attack |
| Zyra | Punish a contested path with roots and plants | Fight near that space rather than somewhere else |
The four choices fill different support jobs: Nautilus creates contact, Lux offers ranged catch and shielding, Lulu protects a carry, and Zyra controls an approach. Choose the missing job and a champion you can operate; the shortlist does not claim the same measured performance across Iron through Gold.
These picks are for a player choosing how to help a team, not just learning the buttons. Targeted spells spare you some aiming but leave you to choose a recipient. Hooks are easy to understand until the wrong enemy arrives beside your ADC. Each pick below has one decision worth practicing through several lanes.
Nautilus: make the first target reachable

Nautilus is the first choice when your team has damage but no straightforward way to hold an enemy still. Staggering Blow roots the target of his attack, and Depth Charge, R, chases a selected enemy champion before knocking them up and stunning them. R does not ask you to aim a narrow projectile through the wave. His current ordinary kit and English rules explain those different forms of control.
That reliability is useful only if you choose a fight the team can reach. Before casting R, look at the nearest allied damage dealer rather than the most tempting enemy. If your ADC would have to cross the enemy support and an untouched wave, targeting the opposing ADC may be a worse choice than stopping the support who has already stepped toward you.
Dredge Line, Q, pulls Nautilus and the enemy together. It therefore changes your position as well as theirs. From lane brush, a short hook onto someone beside your advancing ADC gives your partner a readable target. A maximum-distance hook while that same partner walks back from base gives them only a map icon to watch.
You do not always need Q to begin the exchange. If an enemy walks into attack range, an attack can root them first. Use the next control when it will extend the time your ally can hit, instead of spending every button on the first frame. There is a six-second per-target lockout on the passive, so repeatedly attacking that same enemy does not repeatedly root them. A second nearby enemy has a separate restriction.
That distinction matters when two opponents run at your ADC. Rooting the first attacker and then a second can buy more room than chasing the first one out of the fight. Do not switch targets if it forces you to walk away from the carry you meant to protect. R can be a defensive spell too; stopping the champion already on your teammate may be worth more than sending it toward a distant backliner.
Watch your partner after the first exchange. If the enemy survives your control and the ADC has stopped advancing, use W’s shield to cover your retreat toward help. Q can pull you toward terrain if you still have it. If you spent Q entering the fight, do not count on another hook to get you out immediately. Check your walking route before chasing another step.
Lux gives you permission to let a catch go

Lux lets you attempt a catch without following the spell into melee. Light Binding, Q, roots the first two enemies it hits. One minion can stand before the intended target; two enemies in front will use both hits. Count the bodies on the line before treating a gap as open. Against Nautilus, an allied minion can intercept his Q while your binding can reach him through one enemy minion. That cover does not block his targeted R.
Her E gives the lane another decision besides hit or miss. Lucent Singularity slows and reveals its area while it waits, then deals damage on detonation. You can recast to detonate early; otherwise the zone lasts five seconds. Keep it in a retreat path briefly if the slow helps your ADC reach a target, or detonate before the enemy leaves if the damage is the useful result. There is no requirement to wait the full duration.
Place E so that harassing the opponent does not automatically damage every caster minion. If your ADC wants the wave to remain near your side, repeated explosions through it work against that plan. The same spell is useful for helping push before a shared recall, but that is a different intention. If your poke sends the enemy back, finishing that push can be worth more than chasing for another hit. Let the wave decision determine the placement rather than using the largest possible circle of targets every time.
When Q lands and your partner cannot follow, take only the damage you can deliver safely. Lux’s damaging abilities apply Illumination; her own attacks consume it for extra damage. Final Spark also consumes marks it hits and refreshes them. That makes the mark valuable, but walking into the other opponent to consume it can turn a successful ranged trade into a losing close one. Bound passive rules
Lux also has a shield. W shields allies its outward path touches and can shield them again on the return; the two instances can stack. Aim through the teammate taking damage, not merely in the enemy’s direction because that is where your cursor already is. It may be the spell that makes a retreat work after Q misses.
Choose her if you can leave a trade unfinished. Q still needs aiming, and after you spend it for poke, an opponent can approach while the root is unavailable. Stand where you can retreat toward your partner instead of trapping yourself against an unchecked side of the lane.
Lulu: protect the player who has a target

Lulu makes sense when the team’s problem is keeping a damage dealer in the fight. Her targeted protection reduces aiming work. It does not decide whom to protect or which enemy you should stop.
Whimsy, W, has two competing uses. On an ally, it grants movement speed and attack speed. On an enemy, it polymorphs them, preventing attacks and ability casts while slowing them. The enemy can still move. Giving your ADC the buff means that same cast is not available to disable the attacker who reaches them a moment later.
Imagine your ADC is already hitting the enemy front line while their melee damage dealer waits nearby. If that opponent commits toward the ADC, holding W for polymorph can preserve more attacks than spending it for attack speed beforehand. If the enemy cannot reach your carry and the carry has a safe target, the allied buff has a clear purpose. Make the choice from the threat’s position, not from a fixed instruction to cast every buff as combat starts.
Help, Pix!, E, gives an allied champion a shield for 2.5 seconds, while Pix follows and helps their attacks for six seconds. Those are different timers: Pix remaining beside the champion does not mean the shield is still protecting them. Cast for damage that is about to land instead of spending most of the shield on a walk toward the fight. The normal E record and English tooltip bindings distinguish the durations.
Wild Growth, R, grants bonus health and knocks up enemies around its recipient. The enlarged ally also slows nearby enemies during the effect. This is bonus health, not a direct heal or invulnerability. If you use it after an attacker has reached your carry, the knockup can interrupt their immediate pressure; if you wait until the ally is already dead, there is nothing left to protect.
Before following the teammate with the most kills, check where they are going. Chasing an ally around a wall may leave the carry beside you fighting without protection. Your lane partner need not receive every later buff, either. Choose someone you can reach who has damage ready and an opponent to hit.
Lulu has less to work with when no ally can stay close enough to hit anything. Her movement speed and slows can help them find contact, but shielding an endless retreat will not produce much damage. If your draft has several fragile ranged champions and no one can safely approach an objective entrance, Nautilus may solve a more urgent problem than another protective spell.
Zyra: defend an entrance without standing in it

Zyra can put plants between herself and an approaching enemy. They keep attacking enemies in reach while you reposition, so a short delay before your ADC joins need not end the trade. The team still has to fight near them. If everyone chases around the next corner, the plants you left behind contribute nothing there.
Q activates nearby seeds into ranged Thorn Spitters. E activates seeds near its path into shorter-range Vine Lashers whose attacks slow, while the traveling roots can catch enemies along their path. These are different plants for different jobs. Q plants can harass from farther back; E plants help make a nearby approach harder to continue through.
In lane, a useful first plan is to threaten the side of the wave from which the opponent wants to trade. A plant there can demand attention without requiring your ADC to immediately dash forward. But the spell and plant attacks can also damage minions. Putting every seed in the middle of the wave may push the lane when your ADC wanted to farm closer to safety.
If the enemy has the stronger immediate engage, keep E available for their approach instead of throwing it through a wave for a small amount of damage. Use a successful root to move away. Once you have spent it and the opponent is still advancing, leave the plants behind rather than waiting beside them for another cast.
Stranglethorns, R, deals damage and knocks enemies up after a two-second delay. Plants inside become enraged: their duration resets, they gain health, and their attacks deal bonus damage. Cast it where a fight is taking place or where the enemy has committed to passing. An opponent with room to leave can walk out before the knockup.
Around dragon, set up from ground your team already holds. If your jungler and ADC are present, roots and plants can make one entrance unpleasant to cross. If both teammates are recalling, a planted entrance is not an invitation to defend the whole river alone. Back away and keep the cooldowns you will need when they return.
W seeds can reveal an enemy champion who steps on them, but stepping on the seed destroys it. That is limited information, not a permanent replacement for wards or permission to walk into adjacent fog. Zyra is best here when you are willing to prepare a useful area and leave it if the team cannot hold it. She is a poor choice if you need a reliable escape after arriving late.
The same enemy mistake can be a different fight
Return to the opening: an enemy support steps out of position while a large wave reaches your tower. Your ADC is occupied with last-hits, and the wave stands between you and the opposing carry.
With Nautilus, charging out to hook the support can separate you from your damage dealer. Lux may be able to take a Q or an E trade from nearby without demanding a chase. Lulu can hold protection for the attempt to harass your ADC under the tower. Zyra can threaten the enemy’s approach while avoiding a plant setup that disrupts the last-hits. You are buying time for the wave to be collected before asking for a longer fight.
After that wave is collected, your ADC steps forward with health, mana, and spells available. The same overextended support can now be a useful target. Show the target with a ping before you commit, then look for movement. A ping that nobody acts on is information too. It is a reason to shorten the trade or wait, not a reason to spend another cooldown proving your original idea was right.
If you need a wider champion pool later, the support champion guide compares other ways to fill the role. For now, one engage option and one ranged option are enough to give you a meaningful choice without changing champion every time a lane goes badly.
Check the first useful allied hit
After a failed fight, pause the replay at your first committed spell. Find the ally you expected to help. Could they reach the target without walking through another enemy? Were they still dealing with the wave? Had they already started retreating?
If no allied damage could arrive during your control, start the next attempt from closer to that teammate. If the ally was ready but you spent your defensive spell on incidental damage, hold that button through the next approach. If both decisions were sound and the opponent dodged, work on the aim. Keep the same champion while you practice the fix you identified.
