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Lux Build Guide by LuxTheGreyWarden

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League of Legends Build Guide Author LuxTheGreyWarden

[7.7]Light 'Em Up (I'm on fiyaa): Luxeøn Style

LuxTheGreyWarden Last updated on April 5, 2017
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Team 1

[VS]

Team 2

Ability Sequence

2
8
10
12
13
Ability Key Q
4
14
15
17
18
Ability Key W
1
3
5
7
9
Ability Key E
6
11
16
Ability Key R

Masteries

12 Ferocity

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5/

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1/

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4/

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0/

18 Cunning

0/

5/

0/

1/

0/

0/

5/

0/

0/

1/

5/

0/

0/

1/

0/

0 Resolve

0/

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Threats to Lux with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Nidalee Easy lane. Dodge the spears and combo her everytime she tries to attack you in Cougar form. She does have high burst damage once you get hit by the spear so don't get too cocky.
1
Teemo Easy easy easy. Buy control wards for his shrooms/get red trinket at level 9 if needed.
1
Twisted Fate Poke poke poke. His laning phase sucks. Get him behind! LET YOUR TEAM KNOW WHEN HES MIA AND LEVEL 6 PLEASE! Take teleport if you want to follow his ult.
1
Zyra She HURTS. However, she is VERY squishy and your trades should outdo hers. Remember to not stay in plant range.
1
Ezreal As AD, he will try to farm. Harass him out of lane!

Table of Contents:


General
Introduction
Pros and Cons
When is Lux a good choice?
Examples from my experience
Conclusion
Credits
Lux Support
Before Game
Runes in Depth
Masteries
Summoner Spells
During Game
Lux's Abilities and When to Level Them
Starting Items
First Back
Standard Build for Lux vs AD Mid
Standard Build for Lux vs AP Mid
The Appropriate Times to Buy Items
Other Viable Items
Items NOT to get
Gameplay
Combos
What Mana Item is Best on Lux?
Detailed Matchups
Laning Phase
Teamfights
Lux Synergy


Introduction

Hi everyone! My name is Luxeøn(I was TSM Luminøs or LuxTheGreyWarden, I've changed my name twice now oops). I main Lux, and she is the one that got me to Platinum in season 6!! Lux is truly a unique champion and is perfect for solo queue! In this guide, I will go in detail about Lux and how to really master her playstyle! This is my very first guide, so feel free to comment/message me about anything! I decided to make a guide for Lux because of my love for her. I have been playing her ever since season 3, so I wanted to share the knowledge I have collected from my experience from playing as her. I also just added a small support section because I have been pretty successful playing her as a support as well!
I hope you enjoy my build and please message me or comment if you have any questions! I'd be happy to address your questions or concerns :)
Also, feel free to leave me any feedback or advice on what I should add/change. I am always open ears!! Upvote if this build helped you in anyway!! Thanks so much guys <3


Also, favorite Lux element from her elemental skin?? Mine is ice/storm/mystic and maybe dark, for sure!

Also... also? I made another guide for Syndra here. Feel free to check that one out as well :)

Last and finally, I have decided to post fun clips of my Plays profile here: http://plays.tv/u/luxthegreywarden
I have decided not to stream, but I'll be uploading some video on youtube of my gameplay for fun! Enjoy guys: https://www.youtube.com/channel/UCDOXl0tn86noqHwySu601dw


Alright,
Here we go!


Pros and Cons

Pros:
o She is easy to pick up!
o Vision from 2 abilities!
o HUGE ult range!
o AMAZING poke!
o Provides utility from her CC and shield!
o Pretty good Crowd Control!
o Great in teamfights!
o Fun to play!
o Funniest laugh!
o Adorable skins!



Cons:
x Hard to master due to skillshots and positioning
x She's squishy
x Long cooldowns
x Early game mana issues
x No escape besides her CC/flash
x Easily countered by Assassins
x She has some really HARD counters


Runes In Depth


Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Health
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Scaling Cooldown Reduction
2

Greater Quintessence of Ability Power
1

marks
  • Greater Mark of Magic Penetration: These runes give 7.8 'free' flat magic penetration right from the beginning. It ignores some of the opponent's MR, giving your spells more damage! Always take these!


seals
  • Greater Seal of Scaling Health: As you will be dueling an AP mid most of the time, scaling health is better against mages because it helps with some of the burst/poke.


glyphs
  • Greater Glyph of Magic Resist: Versus a mage in mid, especially versus someone like LeBlanc or Syndra, MR is NEEDED no matter what. You may take scaling if you prefer! I like scaling if they don't have a good early game but get stronger as the game goes along (i.e. Diana).

1
2
quints
  • Greater Quintessence of Ability Power and Greater Quintessence of Scaling Cooldown Reduction: Taking 2 scaling CDR quints really helps you get to that 40%CDR total! Having the extra slot for an AP quint can help your early game. I also really recommend a movement speed quint, if your prefer. With the new changes, Liandry's Torment gives more burst than Luden's Echo does, meaning that you might not buy Luden's unless you NEED that movement speed. It's totally okay to sacrifice a little AP to have movement speed. If you don't like this idea or the idea of CDR Runes, then go ahead and fill those spots up with MS, AP, or Magic Penentration Quints.


Note: I had these runes as my original main runes when I first published my build, but switched it to the second option (below) recently because of the changes in getting Liandry's versus Luden's. However, I have noticed that many Lux's (as myself) either get no magic resist, or they only have that 4 magic resist in lane, so they get poked out of lane real easily. Yes, Lux is a long ranged mage, but she needs a little bit of durability to win trades and to be able to maybe take a little damage if needed while she uses her rotation of spells. If Lux has 30MR, a Syndra will literally be able to QR you and you will die. This is the reason I am choosing option 1 over option 2 as the main runes. I recommend these runes for those new to Lux because the 12MR will really help you recover if you get out of position or are trying to trade with someone.

Option 2: Movement Speed/CDR Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Health
9

Greater Glyph of Scaling Cooldown Reduction
6

Greater Glyph of Magic Resist
3

Greater Quintessence of Movement Speed
3

marks


seals
  • Greater Seal of Scaling Health: As you will be dueling an AP mid most of the time, scaling health is better against mages because it helps with some of the burst/poke.

6
3
glyphs

3
quints
  • Greater Quintessence of Movement Speed Like I said above, movement speed is VERY important, especially with not getting Luden's Echo. I would say get at least one quint due to Lux's natural squishyness and immobility, but it's up to you. If you don't want to get all 3, feel free to get 2 AP quints and 1 Movement speed quint. Or, even get 1 movement speed quint, one AP quint, and one Magic Pen quint- completely up to you! (If you are wondering why I mentioned Magic Pen over AP Quints, click here).


Option 3: Other Rune Alternatives/Substitutes

Greater Mark of Precision
These could be possible alternatives because Lux autos every once in a while, but I honestly would only recommend taking full magic pen marks and that's it.

Greater Seal of Armor
These are very useful if you are against an AD mid laner! These+ Zhonya's Hourglass+ Liandry's Torment should leave you less vulnerable

Greater Glyph of Scaling Magic Resist
I recommend these if you feel you won't be poked out of lane early, but might need more magic resist as the game goes on!

Greater Glyph of Scaling Ability Power
I honestly REALLY recommend the cooldown reduction or MR on Lux, but if you plan on, say, getting Abyssal Scepter, Morellonomicon, and Zhonya's Hourglass, then you don't need it in your runes because your items give 40% already! These could be a possible glyph alternative.

Greater Quintessence of Ability Power
If you dont like/want the idea of movement speed or want a little more early game damage, feel free to take these! The 15AP is standard and really helps!

Greater Quintessence of Magic Penetration
1, 2, or 3 of these can be in exchange for the AP Quints (or MS Quints). I wrote another guide upon why maybe taking these over AP is good idea. Read about it here


Option 4: If you only have one rune page

I completely understand that some may be picking up on Lux, but only have one rune page set up for all of their mages. In that case, I would use:
Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
3

These runes are the absolute standard for any mage and Riot just made them super cheap compared to other runes in the store as well! This is a great way to start off without stressing over runes and rune pages!


Option 5:Frost Queens Build
Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Health
9

Greater Glyph of Scaling Cooldown Reduction
9

Greater Quintessence of Scaling Cooldown Reduction
3

These runes are pretty self explanatory, as you will get a total 30% CDR at level 18, and with Frost Queen's Claim, the total will be 40%. I have been working with this build as well and I am adding this into my build because a lot of higher elo Lux mains use these runes, but let me explain something real quick. If you aren't VERY comfortable with Lux, this might not be a good idea. For one, you have basically NO defenses. The moment you get caught out, you are 95% dead. For two, it doesn't offer sufficient mana for Lux unless you have blue buff or are great with your mana, and there is no grievous wounds since Morellonomicon isn't bought. However, this build is so great because it gets you tons of CDR fast, and Frost Queen's Claim is really cheap+extra gold income. The idea of it is to get Frost Queen's Claim and then rush Rabadon's Deathcap and Mejai's Soulstealer as soon as possible in order to be able to dominate the mid game. This is an option for rune pages, if you choose.o
o

Note: This build can be controversial, aka why it is the very last option on my guide, but I still think it is a fun rune page/build and has its purpose!




These are all just the example rune pages. Every playstyle is different, so use whatever runes you think will best suit you. I really do recommend making more than one rune page for Lux, but I understand that not everyone has that option.

Masteries

Masteries
5/5
1/1
2/5
3/5
1/1
5/5
1/1
5/5
1/1
5/1
1/1
You will want to go 12/18/0 as Lux!

Ferocity:

Sorcery
Fury

Sorcery is the best mastery to take here because the 2% ability damage helps with Lux's damage.

Fury isn't an option because we won't need attack speed.


Fresh Blood
Feast
Expose Weakness

Fresh Blood is a good mastery if you can get auto's off consistently, but it's not reliable for every matchup. Take this if you don't feel you need the sustain and want to poke that Fizz or Katarina out of lane. It works very good against melees or lanes you think you will have the upper advantage and can GET the autos off on. I would take this if you can. I just recommend feast as the main mastery because this one doesn't work in every situation.

Feast is my goto option. Feast is a great mastery if you feel you need the sustain in lane!

Why not Expose Weakness as the main mastery? I really honestly think this is a great mastery, honestly. I would definitely take this if you don't want the sustain for lane. It unfortunately doesn't do anything for your laning phase, but it will really help out in teamfights! I just think that having sustain is very important, especially for someone like Lux, so i prefer Feast. However, this mastery is still viable!


Natural Talent
Vampirism

We want to take Natural Talent because it gives us a little more damage due to the attack damage and ability power per level! If desired, a lot of pros actually put 4 points into Natural Talent and 1 point into Vampirism . Lux hs the ability to stay in lane for a long time, so every auto on a minion or spell gives a small amount of health back to Lux. It may seem like something small, but it really adds up. I got this idea from Phreak- and he got it from Apdo, a famous Korean player (I know some may not consider Phreak very reliable, I can agree, but you can also just look up pros at champion.gg and see that a lot of them do it as well): https://www.youtube.com/watch?v=3AwLJoA6WD4.

Like I said above, taking a mix of Vampirism and Natural Talent works fairly well. I actually normally take 2 points in this because it gives a little sustain. If you E a minion wave, the 300 damage times .08=24. Since Lucent Singularity is an AOE spell, cut that in 1/3 because AOE spells have 1/3 the effect with spellvamp. The conclusion is, just from one E, you will get 8 health back! It's small but really adds up. Not to mention, you're getting a little health every time you auto a minion/champion as well! If you think Feast is enough sustain, go ahead and just put all 5 points in Natural Talent instead.


Double Edged Sword
Battle Trance
Bounty Hunter


Double Edged Sword Even with the changes, it is still my go to. 1.5% is not a lot to take back at all, and shelling out 3% from the start sounds perfect. This 3% works on anything too, not just champions!

Battle Trance isn't the best for Lux. She is a controlly- artillery mage with long(er) cooldowns but also has burst potential. This mastery is more for duelers! Plus, why take 3 seconds to get to 3% damage when you can get it from the start with double edged sword? :D

Bounty Hunter can be a safe alternative, however, I don't think it is worth it. By the time you kill all 5 enemy champions, WHICH IS UNLIKELY IN GENERAL unless you're just dominating the game and taking all the kills, it will probably be mid-late game anyways. You only get 2% increased damage, which isn't a lot in the long run, but all game, you've missed out on damage UNTIL you have gotten the kills. What happens if you don't get kills? You don't get any % damage. It can be a safe alternative but isn't reliable unless you KNOW you can somehow kill all 5 champions within a reasonable amount of time (like in URF or something).




Cunning:

Savagery
Wanderer

This extra 5 damage from Savagery to minions and monsters REALLY helps with farming!! It may not seem much, but you can go a mile with it.

Wanderer is very useful to both getting back to lane and wandering to other lanes for ganks/making it to objectives faster. Take this if you want the little speed boost and don't have any problem with last hitting.


Runic Affinity
Secret Stash
Assassin

I like Secret Stash because it gives you health and mana instantly upon consumption, plus your potions last 10% longer! Most times, I buy a Refillable Potion during mid game and team fights for more sustainability within the team fights, so having even more health come from these potions due to Secret Stash is really helpful. This also gives you an extra 60 health in your first laning phase. This is a sustainability mastery.

Assassin is a good mastery since you will be soloing in lane. It doesn't really help during team fights, but it helps in lane and may also give a little more damage when sniping someone as well! Take this if you want a little stronger laning phase.

Runic Affinity is debatable. I personally don't take it because I usually soloque and I'm never sure if I will get blue buff or not, plus I don't think it is worth it tbh. However, some pros have taken this mastery and I think it is a great mastery if you are getting the buffs. Take this if you want that additional blue time. *Rememeber it is for neutral buffs only, meaning only red or blue. This does not apply to barons or antyhing.

Merciless
Meditation

Meditation will actually now be my go to, with the changes. Merciless only gives 3% damage when they're under 40% health, meanwhile you can have 1.25% of your missing mana every 5 seconds! If you're missing 400 mana, that means you're getting an extra 5 mana back. It really helps with your mana regen, meaning you can use more abilities and sustain longer in lane/teamfights. However, if you want the damage, feel free to take Merciless .

Merciless can be a really good if you need to pump out as much damage as you can, but I still don't think it is worth it. If the champion has 2000 health, you won't start doing the extra 3% damage until they have 800 health left. If you use your combo and do 800 damage, you will only do an extra 24 damage, which is 1/3 of an auto attack. I prefer the mana regen, but if you don't have any mana problems, feel free to take this!


Dangerous Game
Greenfather's Gift
Bandit

Dangerous game is one of my favorite masteries, as it heals and restores mana back to Lux when she gets a kill/assist. This can possibly save your life.

Greenfather's Gift is more set for junglers and those who will be fighting in bushes (the perfect mastery for those like Rengar or Ivern). Plus, I don't feel the 3% is worth it. You are forced to be in a bush and then do damage to someone moments later in order for this to actually go off, and 3% isn't all that much compared to the sustain you get from dangerous game. I would stick to dangerous game! You will be in the lanes or in a river for most of the game anyways (or hopefully in the other team's base :p), so I feel this will really go to waste if taken.

Bandit isn't worth it because you wont be in lane with an ally and the little gold you might get from this mastery is no where to close to the health/mana you get from Dangerous Game. This is more of a support mastery.


Precision
Intelligence

Precision is my go to because it gives me 6 more magic penetration by level 18, which is very important, and the lethality can help if you're autoing as well.

Intelligence is a good mastery because it gives you that 45% total CDR cap. Take this if you want to cast more spells! (It gives your ultimate a 27.5 second cooldown at 45%!).


Thunderlord's Decree
Stormraider's Surge
Windspeaker's Blessing

I LOVE Thunderlord's Decree . With Lux, all you have to do is Lucent Singularity and auto the champion, and Thunderlord's will proc! It's also perfect when doing your combo, as it will go off. It provides extra damage that could possibly help kill the enemy champion! Plus, the cooldown just got shortened at later levels, making this an even better keystone.

Stormraider's Surge While I can see the idea of this, it still isn't viable. As a long ranged mage, your job is use your spells, not chase the enemy champion. This works way better on assassins (or those like Ryze). Some may say that it works well if you need to get away, but if they catch up to you, you will be dead anyways.

Windspeaker's Blessing isn't viable on Lux. At all. Maaaaybe as support Lux (if you're going full support and not AP) but eh. Definitely not on AP Lux Mid.


Summoner Spells

Viable Spells:

I love barrier because it protects you from some of the damage incoming and has a pretty short cooldown. It also mixes very well with your Prismatic Barrier! This works very well against those with burst potential, like Zed or Syndra. I made this the main summoner spell again due to the changes in assassins and the nerf in ghost. Lux NEEDS this shield sometimes versus assassins to save her.


This really helps you stay in lane, gank other lanes, or be present during fights over objectives. I WOULD NOT RECOMMEND TAKING THIS IF YOU ARE NEW TO LUX because other spells will do you more justice. If you are newer and are out of position, an Exhaust or Barrier might save your life. HOWEVER, when laning against, say, a Taliyah or Twisted Fate, this is a great pickup! With their ults, they are able to gank bot or top lane EASILY. Following them will only help out your team- and may score you kills as well :)


Ignite helps finish an enemy off, although I don't commonly take it because I shouldn't be in range to ignite someone frequently. However, it does wonders if you are ever against a Vladimir or someone with insane healing. It also can help with lane pressure. I just don't like the idea of having to BE that close, especially mid-late game where Lux can get blown up easily.


THIS. IS. A. MUST. Please always take this spell. It gives you so many opportunities to either escape, catch up to a champion, dodge spells, and more.


This summoner spell is situational. Take this spell if you are afraid of, say, an Event Horizon from Veigar, a Petrifying Gaze from Cassiopeia, a Chain of Corruption from Varus, and so forth.


Take this when fighting that Zed or LeBlanc, as it reduces their damage output. I recommend this against assassins/hard matchups.


I love this summoner spell. It's truly an amazing item for kiting, chasing, running away, getting to objectives, and so forth. It sucks that it got nerfed, making it not very good on Lux anymore. I used to take this all the time because it gave you movement speed INSTANTLY, which is what Lux needed to get away and position herself better. Now, it's eh on Lux. It fits better for those who need the sustained movement. HOWEVER, this spell works great against mid laners like Ryze and Cassiopeia if you would like.

Never take:


Another debatable summoner spell (heal vs barrier). Yes, heal gives more PERMANANT health. yes, it gives a movement speed buff for a short time. BUT, it is also easily counterable. With the new changes, most mages will be getting Morellonomicon anyways, which gives Grievous Wounds. This counters heal. Another reason is that most mages take Ignite. Ignite counters heal. However, I can definitely see the case where you need to get away from Viktor or Vel'Koz's ultimates.

You're not the jungler.


Lux's Abilities and When to Level Them

First, let's look at what Lux actually does:


Illumination
Enhances your next auto attack on those who were hit by your other damaging abilities. Lux's offensive abilities mark all affected enemies with light energy for 6 seconds. Her basic attacks and Final Spark consume the mark, dealing 20-190 (based on level).


Light Binding
Roots and damages two enemy champions.
ACTIVE: Lux releases a sphere of light in a line that deals magic damage to the first two enemies hit and roots them for 2 seconds.


Prismatic Barrier
Shields yourself and your enemies with Lux's wand.
ACTIVE: Lux shields herself and throws out her wand in a line, shielding allied champions in its path for 3 seconds. Lux's wand then returns to her, stacking the shield to all allied champions it passes through and herself.


Lucent Singularity
Slows and damages enemies in an AOE bubble.
ACTIVE: Lux sends an anomaly of twisted light to the target area, Slow icon slowing nearby enemies and granting Sight icon sight of the area around it for up to 5 seconds.
SLOW: 25 / 30 / 35 / 40 / 45%
At the end of the duration or if Lucent Singularity is activated again, the singularity detonates, dealing magic damage to all enemies in the area.


Final Spark
Lux fires a laser that deals damage to anything in her path.
ACTIVE: After gathering energy for 0.5 seconds, Lux fires a giant laser in a line that deals magic damage to all enemies hit and briefly reveals them and the surrounding area.
PASSIVE: If Final Spark kills an enemy champion, Final Spark's remaining cooldown will go on a 10%/30%/50% cooldown.


Tips and Tricks

First off, lets talk about what to level first. Here is a chart that explains it:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


Now, let us get onto the abilities!


Illumination
Tips and Tricks
  • This will be a great way to poke in lane. Using your Lucent Singularity and an auto will set this off.
  • ONLY auto when it is safe. Never run at enemy champions trying to proc this.
  • Remember that your ultimate procs Illumination AND resets it!


Light Binding
Tips and Tricks
  • Try to hit two people with your light binding!
  • Remember that it hits two people, so hitting a minion and an enemy champion is possible.
  • Don't just throw this spell out, as your are very vulnerable without it. Level this after you finish leveling Lucent Singularity.
  • The only time I get this at level 1 is if I know we are going to invade. Even then, I wait until some action happens before leveling it. If I level it when I first start and the invade fails, I will have to accept that I will have Q at level 1 instead of E.


Prismatic Barrier
Tips and Tricks
  • Try to hit all of your allies with this spell in teamfights. If you don't hit them on the way out, try to position yourself to hit them with your wand on the way back.
  • I level this at level 3 instead of 4 on certain occasions- with poke or burst champions, such as LeBlanc or Xerath. The shield will absorb some of the damage, and you will be able to have a better trade.
  • Always get 1 point in this at level 4, with no exceptions. It was nerfed but it still can protect you from dying/taking too much damage.


Lucent Singularity
Tips and Tricks
  • This is your main farming and poking tool. Level it up first.
  • Make sure to hit as many enemy champions with this. Also remember that it slows, so you do not have to immediately pop it.
  • It has a high mana cost, so try not to spam it early game.
  • It gives vision, so using it in bushes is way better then facechecking.


Final Spark
Tips and Tricks
  • Try to position yourself in teamfights to hit as many enemy champions as you can with this ability.
  • It has a low cooldown, so don't be afraid to use it!
  • This is my favorite ability because of the sniping potential it has. I have killed many people and stolen buffs/dragon/baron with this ability!
  • With the 7.7 patch, Lux's cooldown will now be refunded if it kills someone! If you can, try to use your combo and kill someone so you can have your ultimate ready again during the teamfight/when sieging!


Combos

I made a couple videos to show how Lux's combos work!:


Lucent Singularity➛ Auto

-This is a common harass technique used in lane, but is also going to be used out of lane as well. Notice how my auto procs Thunderlord's Decree!


Light Binding➛Auto➛ Lucent Singularity➛Auto

-This is going to be another combo that will be used for trades. Also notice how my Light Binding killed a minion, but was still able to hit Annie as well. As most won't pay attention to the second binding until it is too late, using your Light Binding to kill one minion and hit the enemy champion with the second binding works effectively!!
Note:WATCH OUT WHO YOU USE THIS ON! As Annie didn't have her ultimate and her range is very short, she was only able to get an auto off on me. If you are using this combo on someone like Ahri, BE WEARY! Your Light Binding is only a root, meaning spells can still be cast. It will not be worth it if Ahri is able to Charm you and use her combo back on you!


Light Binding Lucent Singularity Final Spark

-This clearly shows the standard way of bursting an enemy down. Annie had about 75% of her health, and yet I was able to line up my combo just by hitting my Light Binding and following up with my other spells.


Light Binding➛DO NOT AUTO➛ Lucent Singularity

-This video is now the updated one, yay! As promised from the comment section of my guide, here is a redone version of this combo. I fixed the idea that the edge of Lux's E should be thrown at the edge of Annie's feet, like shown above. This makes it to where Annie would have to walk through the whole circle to even get to me, and by then, I have escaped because she is constantly slowed. Notice how I popped my E right when she was about to run off of it. This made the spell 100% effective. Not only did I have the slow to escape, but I popped it right before she ran off of it so the damage went off as well. If I had mana, I could have ulted her and maybe killed her as well :p You can use this when you are getting chased.


Lucent Singularity Final Spark

-I normally only use this combo under tower, but it is also a very effective combo in places like dragon and baron. The trick is to throw out your E very quickly and pop it, and then use your ultimate. Not only will you do tons of AOE damage to multiple targets (or delete one target like I did with Annie) but remember that your ultimate procs your passive! Popping your E before the ultimate fully channels will give you your maximum damage!


PS: I love Bjergsen to death, he's my favourite pro player, but don't combo like him ;) RIP BJERG

Starting Items

x2
This is the best way to start out. Doran's Ring gives you ability power, health, mana everytime a unit is killed, and base mana regen. This plus the two health pots should be enough sustain for you to get to level 6.


Many ask "why not dark seal start?"
Dark seal ISN'T BAD. I may buy a Mejai's Soulstealer later on in the game, depending on how the game is going. However, as a starting item, it only provides 100 mana. As you will be casting spells in lane, this won't suit Lux due to her high mana costs and low early base mana regen. It also does not give any health, making Lux even more squishy than she normally is. The only time I would EVER buy a dark seal is if I am going against someone who has no burst potential but constant poke. The three health pots plus the 25% healing increase will keep Lux's health at 100%.


First Back

It's hard to explain what exactly to buy because every situation is different and you'll always have a different amount of gold on your first back each game. Lost Chapter, The Dark Seal, Needlessly Large Rod, Amplifying Tome, and other smaller items that build toward your core items are key. Null-Magic Mantle and Cloth Armor are situational/depend on your lane. Boots of Speed are great if you are going to wander/you need to dodge skillshots.
Lately, I have been loving going back and buying a The Dark Seal. It is a cheap 350 gold item that is worth the value of 15AP, but can also give you more by getting kills or assists. It also makes your pots last longer and the 100 mana helps a little. The luxury of this item is that it is either equal to or is an above average item for it's cost and can be sold with no consequence if needed. It can also be upgraded to Mejai's Soulstealer so you can start to snowball!! I would recommend getting this on your first or second back, if possible!!
Note:
**Remember to buy control wards when you can!
**DO NOT FORGET HEALTH POTS!! These are important for sustain in lane! A lot of times, I even buy a Refillable Potion early/mid game in order to save on gold if I am constantly needing pots.


What Mana Item is Best on Lux?

or or ?



-As the chart explains, Morellonomicon is the best item to get for AP Mid Lux! Not only does it give twice as much Ability Power, but it gives a much better gold efficiency than the other two.
-As for Frost Queen's Claim, I have been fiddling around it and really loving it. It is cheap, gives decent stats, and will help you advance to better items for Lux's power spike in the midgame. Take this if you choose instead. The problem with this item and the reason I do not choose this item as a main item is because it does not provide grievous wounds, we can run out of mana a lot quicker and don't have that full sustain, and it does nothing for us late game. However, it is still a great item to get- especially with the ghosts to seek enemies out- and I've been buying it more and more. I have even seen some buy it early game and then sell it for a better item late game. Do that if you prefer.
-The problem with Athene's Unholy Grail is that it also doesn't give very much AP. The passive really sure helps with both your sustain and the healing of teammates, but it doesn't overall do much to your own burst and damage. The 40AP is weak and it costs only 650 less gold for 60 less AP. I would definitely say this item works perfect either on a Lux that is supporting, or maybe if you are too behind and want to sacrifice some of your own damage to help your other fed teammate(s) snowball. The magic resist is also nice to have in the laning phase as well, so that's a bonus for sure! My final thoughts are I would not recommend this item unless you are supporting as Lux or maybe it's ARAM.


Standard Build for Lux vs AD Mid

*Please remember that these items do NOT necessarily have to follow this order or be these exact 6 items. I am giving you an example build against an AD mid, but you can adapt the order or switch out items based on your preference or how the game is going*:


These are my go to. They provide that 15Magic Pen for more damage. Added with the 7.8 we get from our runes, we will be doing some amazing damage!

The CDR, mana, and AP are amazing! Plus, Grievous Wounds stops anyone who tries to heal up!

The armor helps versus both the AD mid and team in general! If you are getting pummeled by the mid laner, I suggest buying Seeker's Armguard or even the full Zhonya's Hourglass before finishing Morellonomicon.

Standard on any mage. I preferably get this item next because this is when teamfights start to happen! With the significant AP increase, you deal more damage to more enemies!

After Rabadons, you will most likely need a Void Staff because you shredded everyone and so they were all forced to buy magic resist!!

You can normally get this after you get Zhonya's, if desired. I used to have Luden's Echo as one of the 6 items, but recent studies show that with the magic pen, Liandry's actually does more damage. It gives Lux around more damage in total with her burst. Thank you Shakarez, the author who presented this. For more info abour Shakarez's post, the link is here. There are plenty of articles about it now. HOWEVER, Luden's can be a better alternative if you do need that movement speed!


I normally try to go Doran's Ring > Boots of Speed > Lost Chapter > Seeker's Armguard > Zhonya's Hourglass > Sorcerer's Shoes > Morellonomicon > Haunting Guise > Rabadon's Deathcap > Void Staff > Liandry's Torment. You can get Liandry's before Void if the enemies aren't super stacking MR, or get stacks in replacement of Liandry's if you want. This is a normal build, but buy the items you need based on the game.

Standard Build for Lux vs AP Mid

*Please remember that these items do NOT necessarily have to follow this order or be these exact 6 items. I am giving you an example build against an AP mid, but you can adapt the order or switch out items based on your preference or how the game is going*:


Again, this really helps Lux dig into the enemy's magic resist so she is able to do more magic damage. I take these most of the time.

While in this situation, Athene's Unholy Grail could possibly be the substitute because you would have an extra 30MR in lane, but I still say go for Morellonomicon in most cases. It gives so much AP for Lux's burst/poke, and helps with her mana problems. Plus, I will always love the idea of Grievous Wounds!

Luden's Echo used to be in this spot, but like I said in the AD section, Liandry's actually gives better burst. I also have always loved Liandry's and have gotten it even when it wasn't 'meta' for Lux (if Liandry's now is even meta) because it gives her a bit more health for survivability as well! Like I said above, Luden's can be a good replacement if you need the movement speed! Take both if desired.

As I explained above, I prefer to not wait to get this item due to the huge damage potential for teamfights. If you do not want to get this item next, advance to the next item, BUT MAKE SURE YOU HAVE THIS ITEM SOMEWHERE IN YOUR BUILD! THIS ITEM IS CRUCIAL!

For those stacking MR. In some games, you might have to get this earlier than expected.


This will protect you if anyone tries to jump on you during teamfights/there is some type of ultimate (Syndra's Unleashed Power, Karthus's Requiem, etc)


I normally try to go Doran's Ring > Boots of Speed > Lost Chapter > Haunting Guise > Morellonomicon > Rabadon's Deathcap > Liandry's Torment > Void Staff > Zhonya's Hourglass. Getting just the haunting guise early can be important because you want that early 15MPEN, but buying the full Liandry's is too expensive for what you get at the time. Rushing Rabadon's gives you TONS of damage. Feel free to get Luden's or change this out for other items or buy them in different orders.

Other Viable Items

Note: ALWAYS BUY Morellonomicon, Rabadon's Deathcap, and Void Staff- these three items are your CORE and should be bought EVERY GAME!!

While this item was only built to replace Void Staff, I have found a new discovery. Many people argue that "Lux is a burst mage, so this burn is useless and won't help". Let's look at this for a second. Not counting Rabadon's Deathcap, the second highest AP item gives 100AP. Liandry's gives 80AP PLUS 15 magic pen. You lose out on the 20 AP, but I have done the math and late game, the magic pen actually ends up doing MORE damage than that little 20AP you get. Most of the time, I end up buying this as my sixth item if I have the room! 10/10, would recommend as a viable item if you choose to do so.
Note: This is just a fun fact, but the cool part about this item is that it prolongs the grievous wounds you get from Morellonomicon due to the burn!

God, I've been loving this item more and more. As Lux, it is so easy to build stacks. You have range and all you have to do is at least shield your ally or throw a Q out in order to recieve an assist and build those stacks up! The downfall is that it is risky and the enemy team will especially aim for you. Take it at your own risk, and when you are ahead.


While this is definitely very situational, it is an item that can be used to save yourself. One time, there was a game with Malphite top, Cassiopeia mid, and Veigar support. This item will give you health, tons of MR, and a small spell shield every 40 seconds you don't take damage from an enemy spell.

While this may seem like a support item, it works VERY well on Lux. Of course it is situational, but you can go a full mile with it. Due to the buffs, it now gives 60AP, which is decent. The cooldown reduction and movement speed are nice as well- especially if you haven't met your max CDR limit yet (40 normally, 45 if you took Intelligence ).
The sole reason why I add this item into the list of situational items is because of the passive:
Heals and shields on allied champions (excluding yourself) grant them +15% attack speed and +30 on-hit magic damage for 6 seconds.
If you have a Tristana and Warwick on your team, this passive works perfectly. Remember that the job of Lux in teamfights is to either burst a carry down or burst as many enemy champions as possible with your AOE spells, and then shield EVERYONE while your other spells are on cooldown! If you are shielding the team, the passive will proc on your allies. This will only further increase the overall damage in teamfights!

Here is another negotiative item. While some think of this as the worst item to get on Lux, it serves a purpose. For one, it gives AP and cooldown reduction, which is what Lux needs in any game. Second, it gives some nice magic resist. Lastly, the passive actually works fairly well.
Passive: Nearby enemy champions take 10% more magic damage. (700 range).
I do admit, Lux shouldn't always be within 700 range of another champion so the passive could 'go to waste'. However, remember that her auto range is 550. In order to auto, you have to get in range. When you are autoing the champion, the enemy champion is in this aura range. Following?
To back this up even further, imagine someone like Ahri or LeBlanc is attacking you. Ahri might use her ultimate and LeBlanc might jump close to you. Again, they are now in range of the aura. Not to mention, the 60MR you get can save your life from their massive burst.
This also works out very well if you had to buy a Negatron Cloak early game due to the LeBlanc.
While this may not be the top pick for items, it does serve a purpose.

As I have mentioned before, this item has it's up and it's downs. It is very useful because it helps scout out enemies, it is cheap and gives you gold to get better items for mid game, and it is an overall decent item. The downfall is that you might run out of mana and it doesn't do anything for you in the later phases of the game. If you choose to take this item, you might want to try to finish the game before late, as you will start to fall off. This is an overall good item, but Morellonomicon gives Lux grievous wounds, more sustain, and more AP.

With Liandry's replacing Luden's spot, I have to still put Luden's as a viable item. It still gives massive AP and really great movement speed!! Sometimes I even get both Luden's and Liandry's, so if you want this item, go for it!

Items NOT to get

With the new changes to Rylai's, this is now DEFINITELY A NO NO. Before, some argued that it gave a smacking 100AP and 400 health. Ok. Go for it. Now, NO NO NO. If you want a health item, get Liandry's. Liandry's gives +5 more AP AND MAGIC PENETRATION!! Rylai's slow passive is almost useless on Lux anyways, so I would definitely not recommend this item at all now.

This is a new item that was just added in, and I really love it. It gives you sustain and survivability from the health/mana, plus a really cool active that sprays icy bolts! I personally do not get this item because I feel this item was not in the least bit made for Lux. The other passive, eternity, says this:

15% of damage taken from champions is gained as Mana. Spending Mana restores 25% of the cost as Health, up to 25 per spell cast.

For one, Lux shouldn't be taking a ton of damage. For two, I don't think the extra 100 health (you wouldn't even get that much) from using all four of your abilities is worth it, especially if you have to wait for Lux's long cooldowns just for this passive to be useful again. I think this is amazing on champions like Karthus or Aurelion Sol- one's who constantly use their spells. Plus, it is 3100 gold, which is pretty pricy. I feel like if you really need health/mana, ROA might be a better alternative.

It doesn't give CDR, but it does give mana and health. If you get this, get it early or else it is NOT worth it.

I can totally see the use of this item. Lux stands back and does damage/shields in teamfights- and this is a great item for that. The damage migitated can be used to not only shield- but HEAL- your teammates in the heat of battle!! I just think it puts you too far behind for your burst to be able to be as effective. However, if you love this item, go ahead and take it. I just don't recommend it.

Lich bane is a really powerful item, honestly, BUT it does not work on Lux. I had one of my viewers (thank you, Quandaa) who questioned why this item doesn't work on Lux in the comments. My results were that for one, it is too dangerous. Lux is a long ranged SQUISHY mage, so getting up close and personal is too dangerous. You also have to remember that Lich Bane has a 1.5 second cooldown AFTER YOU AUTO, meaning that you will almost have to chase them if you want to get more than one proc off. While this may be a tempting item, it does not work- at least not as AP mid Lux in 5v5.

I honestly did work with this item for the longest time. While stacking it up as Lux took a while, I loved how much AP you got and the massive shield that followed. However, to conclude, it is not worth it. It is very expensive and takes plenty of time to stack up. There are better items. (However, this is a pretty cool item in ARAM if you choose to do so).


The Appropriate Times to Buy Items


Now that I have shown you a standard build for Lux and what items are acceptable and nonacceptable, let's talk about WHEN to buy these items. Most people will buy the same 6 items in a row without knowing that maybe buying another item or buying one item before the other will actually benefit you.

Boots
My go to boots will always be Sorcerer's Shoes, however, there are times when we might have to buy another kind of boots.


Ionian Boots of Lucidity
UNIQUE – ENHANCED MOVEMENT:
+45 flat movement speed.
UNIQUE: Reduces summoner spell cooldowns by 10%.


While sometimes there isn't necessarily an 'appropriate' or 'inappropriate' time to buy these, they are great if you dont need that 15 Magic Penetration and want to add to your CDR. The passive is also nice as well, as it reduces your Summoner Spell Cooldowns by 10%! If you need maybe your Flash up more, feel free to take these. This is more of a preference option.




Mercury's Treads
+25 magic resistance.
UNIQUE – ENHANCED MOVEMENT:
+45 flat movement speed
UNIQUE – TENACITY: Reduces the duration of all crowd control effects by 30%

These boots are normally only bought if the team is CC heavy and you don't want to be frozen in place for minutes until you are finally dead. Examples to get this is a team with Malphite, Sejuani, Ashe, etc. It also gives some magic resist, which is nice. I would not suggesting buying these unless someone with tons of CC is focusing you HARD, or their WHOLE team has tons of CC.


Defense
Next, I will go into defensive options. While Lux's 'defensive' options normally are AP items (ex: Zhonya's Hourglass, Abyssal Scepter), sometimes you might have to buy a full defensive item against the enemy team.



Banshee's Veil
+300 health, +70 magic resistance, +100% base health regeneration.
UNIQUE: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds.


This item is used if the team is AP heavy and you need that spell shield to block some type of scary enemy ability (Ashe's Enchanted Crystal Arrow, Veigar's Event Horizon, or Sejuani's Glacial Prison). I usually buy this as my 5th or 6th item, depending on when I need it. Although, I don't commonly get this item unless I feel it is NEEDED.



Spirit Visage
+500 health, +55 magic resistance, +200% base health regeneration, +10% cooldown reduction
UNIQUE: Increases effectiveness of all sources of health restoration by 25% (including health regeneration, life steal and spell vamp).


I like this item because it gives you more health and helps with your health regen! Banshee's Veil might be better due to the spell shield, but this item is great if you need it. Especially if you have a Soraka or someone with crazy healing on your team and you NEED the magic resist/survivability!!



Guardian Angel
+45 magic resistance, +60 armor.
UNIQUE: Upon taking lethal damage, restores the greater of 700 Health or 30% of maximum Health and 30% of maximum Mana after 4 seconds of stasis. 300 second cooldown.


While I certainly don't take this item very often, it isn't a bad defensive item if you are getting focused too hard in teamfights. Either the enemy team will be hard focusing you and your team can jump on them, or you won't get focused and will be able to deal tons of damage in teamfights. This also really helps if you need your cooldowns to be back up, as the passive takes a couple seconds to bring you back to life.


AP Items/Damage
Finally, we will go into our damaging items and which AP items are best to buy and when!

Mejai's Soulstealer
UNIQUE – DREAD: Grants +5 ability power per stack of Glory. Grants +10% movement speed at 15 Glory.
UNIQUE – DO OR DIE: Grants 4 Glory (+20 AP) for a champion kill and 2 Glory (+10 AP) for an assist, up to 25 Glory (+125 AP). Lose 10 Glory upon death.


This is an item that has the 'high risk, high reward' concept. When you buy this item, the enemy team will most likely start focusing you. However, you can get TONS of AP and movement speed from this item when fully stacked. I would recommend buying The Dark Seal early and stacking those stacks up first while buying your items. Wait until you have at least Morellonomicon to upgrade this because you never know how the game is going to go. If you or your team is doing well, go ahead and purchase Mejai's! If not, The Dark Seal was cheap, gave you some good bonuses, and sells pretty decently. Take this one at your own risk.



Frost Queen's Claim
+75% base mana regeneration
+50 ability power
+10% cooldown reduction
+2 Gold per 10 seconds
UNIQUE – TRIBUTE: Spells and basic attacks against champions or buildings deal 15 additional damage and grant 15 Gold. This can occur up to 3 times every 30 seconds.
UNIQUE: Summon 2 icy ghosts for 6 seconds that seek out nearby enemy champions (4500 range).
Ghosts True Sight icon reveal enemies on contact and reduce their movement speed by 40% for 2–5 seconds (90 second cooldown.)


This is an item you will want to RUSH first thing if you are to purchase it. You want that gold to be racking up, and you don't want to buy parts of it because farming will not give you the gold on champions/towers until you have fully purchased this item. I normally buy this item when I feel a little uneasy and want the ghosts to help with vision, when I want to get ahead for teamfights in the midgame, or when I need to rush another item for a specific reason.



Ardent Censer
+50% base mana regeneration
+60 ability power
+10% cooldown reduction
UNIQUE: +15% bonus healing and shielding power and +8% movement speed
UNIQUE: Heals and shields on allied champions (excluding yourself) grant them +15% attack speed and +30 on-hit magic damage for 6 seconds.


Normally, you will want to get this as your sixth item, or even fifth. Other items are too valuable for this one to be purchased before then ( Rabadon's Deathcap, Morellonomicon, etc). However, this is one AMAZING item if you have a Kayle top, Tristana ADC, and Warwick jungle. Not only will you get nice damage, some movement speed, and cooldown reduction, but your shields will give them attack speed and more damage on hit. More damage=more enemies dead. More enemies dead=more objectives and pushing to win!!



Void Staff
+80 ability power
UNIQUE: Magic damage ignores 35% of the target's magic resist (applies before magic penetration).


This is honestly one crucial item for Lux (or any mage, for that matter). However, most usually wait until the last item to buy this. SOMETIMES, IT NEEDS TO BE BOUGHT EARLIER. Let me explain.
Due to Lux's high AP ratios, most of the time it is better to buy a Rabadon's Deathcap over a Void Staff. However, some cases are different. The average scaling of MR needed for Void Staff to be effective is 100MR+. If the whole enemy team is stacking up MR, you NEED to buy this as a fourth or fifth item. It will really benefit you in the long run. If only one or two enemies have MR, go ahead and take the AP route because you will be able to kill the squishies in an instant. Always remember that this item is good for those who have magic resist.



Abyssal Scepter
+60 magic resistance
+60 ability power
+10% cooldown reduction
UNIQUE: Nearby enemy champions take 10% more magic damage. (700 range).


Although Abyssal Scepter isn't a commonly bought item, it has its purpose. When laning against a LeBlanc, sometimes you will be forced to buy that Negatron Cloak. If you still need that magic resist later on in the game, this is a great item to buy. It gives MR, CDR, and 60AP! You don't NEED to rush this item unless you feel it is necessary.



Morellonomicon
+400 mana
+100 ability power
UNIQUE: +20% cooldown reduction
UNIQUE: Kills and assists restore 20% of your maximum mana
UNIQUE: Dealing magic damage to an enemy champion below 35% health inflicts Grievous Wounds icon to them for 8 seconds.


This is always a good first full item to rush. There is really only one certain case where this may come in handy later on-when you are getting crushed by an AD mid laner and need to finish, say, that Zhonya's Hourglass for Zed. You may buy this after. This item really is amazing now and should be bought every game.



Zhonya's Hourglass
+45 armor
+70 ability power
+10% cooldown reduction
UNIQUE – STASIS: Put yourself in Stasis icon stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration, but also unable to move, attack, cast spells, or use items during this time. 120 second cooldown.


While I normally don't buy this item until later on, sometimes it has to be bought as a second or third item. The most obvious reason will be an AD mid laner, such as a Zed. One common thing I see Lux's not do is buy Zhonya's Hourglass versus certain AP threats as well. There are quite a few, but I have my mind on Syndra. What if you got Zhonya's Hourglass as your second item on Lux in order to put her ultimate on cooldown, but stop the damage from coming through? See what I mean? Sometimes, it is better to rush this item versus threats- especially assassins.



Liandry's Torment
+300 health
+80 ability power
UNIQUE – EYES OF PAIN: +15 magic penetration
UNIQUE: Dealing spell damage applies a damage-over-time effect that deals bonus magic damage equal to 2% of the target's current health per second for 3 seconds. This bonus damage is doubled against movement-impaired units and capped at 100 damage per second vs. monsters.


This item is wicked and I love what it gives for Lux. 10/10 would recommend.



Luden's Echo
+10% movement speed
+100 ability power
UNIQUE – ECHO: Gains charges upon moving or casting. At 100 charges, the next instance of ability damage you deal will expend all charges to deal 100 (+ 10% AP) bonus magic damage to the first enemy hit and summon up to 3 lesser bolts that target nearby enemies, prioritizing enemies damaged by the ability and champions over minions.


Luden's Echo is honestly such a cool item, and there are many times that I do buy this item! However, the only reason I might not buy it is if it doesn't fit in my build. For example: We get Sorcerer's Shoes, Rabadon's Deathcap, Void Staff, and Morellonomicon. This leaves us with two items left. If we have stacks from our mejai's soulstaler, this will be the replacement. Last but not least, we will need Zhonya's Hourglass to keep our stacks and safety up. This leaves no room for Luden's Echo, which is actually okay because with Mejai's Soulstealer, we get the movement speed we want AND more AP! In all other cases, Lux is super slow and this really is a great item to get. Sometimes I will rush it right after Morellonomicon if I feel we need the poke, or I will wait until buying Rabadon's Deathcap because I feel we need damage before poke. All in all, the movement speed helps us a ton with dodging and chasing, the AP is fantastic, and the passive really helps Lux with her poking ability.



Rabadon's Deathcap
+120 ability power
UNIQUE: +35% ability power


This is basically Lux's bread and butter item. Once you get this item, Lux will SHRED! However, there are specific times when buying this item. The first time to buy it is immediately after Morellonomicon. Either were REALLY ahead and want to keep rushing damage, or we feel that the team lacks some damage and need it for teamfights. Other times, we may have to buy it as a fourth our fifth item because we need the movement speed from Luden's Echo and maybe even a Void Staff. I would personally not recommend waiting until the 6th item to buy this item for Lux, as I feel you will lose out on a lot of damage potential, but I do understand that sometimes it is just not possible. If there are some tricky enemy champions, you might need to buy that Zhonya's Hourglass instead. Just always remember to have this item somewhere in your build because Lux's abilities scale VERY well with AP, and this gives an incredible amount of it!


Detailed Matchups

A B C Matchups



D E F G H J Matchups



K L Matchups



M N O R S T Matchups



V X Y Z Matchups



Laning Phase

During the laning phase, there are 4 key steps to successfully working your lane:



1. Farming
I can not emphasize how IMPORTANT farming is. The early farming stage is the most important part for how well you will do later on in the game. Killing minions grants gold and XP. Gold grants items to further your damage, and XP gives you an advantage to your spells having better base stats/lower cooldowns. Please do not try to just attack the enemy champion, focus on last hitting while poking when given the chance.



How to last hit?
The basic idea is to wait until you are able to kill the minion with an auto attack. However, this is harder than it seems. For me, farming is one of my biggest downfalls. I get so caught up in the wave pressure and health of the enemy champion that I don't last hit and miss the necessary gold needed.



Should I farm with my spells? (Pros/Cons)
Pro: You will be able to use your spells to kill minions more easy, rather than waiting for the right moment to auto and possibly missing it.
Con: You will push the lane and it can be dangerous. You are more susceptible to either be ganked by the jungler or harassed by the mid laner.
Pro: Your opponent will lose farm due to the fact that he/she has to now auto and use their spells in order to hit the minions under the tower.
Con: Using your spells chunks out a lot of mana for Lux, especially early game when she doesn't have very many items. With no mana, you can't 'farm' more, nor can you poke the enemy champion and trade.
Pro: You could gain a huge advantage by keeping both the zoning of your lane and the ability to roam, meanwhile, your opponent is stuck at their turret trying to farm.
Con: You could actually end up missing on tons of CS yourself. With relying on spells to kill minions, you will be casting your spells instead of autoing. With spell casting, it will also create an unbalance in the wave, causing less CS for you- which then puts you behind.



Conclusion?
There is nothing wrong with using your spells to farm- especially under your OWN tower. However, try to keep the minion wave as balanced as possible by either only autoing when necessary, or using spells when you are getting pushed. Remember that your main farming tool besides autoing is your Lucent Singularity, which is also used for poking. Also remember that this spell has a high mana cost and a long cooldown, hence why spamming it is not a good idea. However, using it every once in a while to farm or poke is ideal. Farm as much as possible in order to have a better mid/late game.
If you are like me and have a hard time farming, make a custom game and practice last hitting with no items. This will really help for when you get into a game that actually matters.



2. Zoning/Harassing/Trading
This is another very important aspect during the laning phase. With zoning and harassing, you are causing your enemy to be both miss CS and be scared to go in for CS. Depending on who you are against will determine how this can be done.



When you are against melee opponents
This can be a favorable matchup due to the fact that the opponent has to get in melee range to auto you/the minion for CS. In the beginning of the game, try to auto them as much as you can in order for CS to be denied. The key concept here is to try to freeze the lane to deny CS and put them behind. However, with autoing comes some challenges.
1. Some melee champions have abilities they can use on you. Watch out for those. Their ability will do much more damage than your one auto.
2. When you auto the champion, it can cause the enemy's minions to target you. The minions do little damage, but it adds up so be careful.
3. Remember to auto when given the chance only. One auto is not worth missing CS



When to use your abilities in lane
The first and easiest answer to this is when you see your minion wave being pushed. The downside to Lux is that when she is pushed to the turret, most of the time she will have to use her spells to kill the creeps. With this then results in mana issues, loss of XP/gold, and not to mention- her cooldowns are pretty long. TRY NOT to get pushed to your tower. If your opponent is pushing, the best way to handle this is by aiming your Lucent Singularity at both the wave of creeps AND the enemy champion. This will not only keep the wave more balanced, but your opponent will take damage and will be more fearful to either push the lane or auto the creeps. It's even better when you are able to use your Lucent Singularity and then auto the champion, however, DO NOT CHASE THE CHAMPION JUST TO GET THE AUTO OFF. It is not worth it and you will end up taking more damage in the long run from both whatever the champion throws out at you, and the minions. Not to mention, it puts you in the perfect position for the enemy jungler to gank.



3. Jungle Camps
Jungle camps are always a good idea because killing them grants gold and XP. However, there are appropriate times to take the camps. Lux is slower than other champions in taking these camps, but it it always a good idea to try to take these when possible



What camps should I take?
Most of the time, I take the crimson raptor, along with the other raptors. These are very close to lane and you wont lose out on anything. The idea is to E all the raptors but don't pop your E until it pops on it's own, auto the big raptor, and then shield yourself. When your E is up again, it will kill all the small raptors, and hopefully the big raptor as well. You may need to auto the big raptor a couple more times or use your Q if you don't have enough damage to kill it with this rotation of spells. I just like to only use E, W, E because it uses a little less mana (unless you have blue, then spam your spells :P). Taking the wolves is also acceptable. I do the same rotation, but might add a Q in there because the big wolf is pretty tanky. If you have the opportunity, even taking the the enemy's jungle camps works in favor for you.



When should I take these camps?
1. When your lane is pushed far and you are able to take these raptors and return to lane in time.
2. I normally try to take a camp before I go back to base if I have enough mana/health. It gives me a little more gold before buying items.
3. WHEN THE JUNGLER SAYS ITS OKAY TO DO SO. PLEASE NEVER TAKE THE CAMPS IF YOUR JUNGLER DOES NOT GIVE YOU PERMISSION/(S)HE IS CLOSE TO THE CAMPS. If he is helping bot lane, you may take them because their respawn time is short, but remember that the camps are the junglers farm. You wouldn't want someone coming into your lane and taking all your farm.



4. Roaming
Because you are in the middle of the map, roaming is always an option. I normally wait until I have my Final Spark to start roaming, but if your teammates need help, roaming early has its benefits. The point in roaming is to help other lanes score kills and help your team get ahead. Remember that because you are a solo lane, you will hit level 6 faster than the bottom lane. You can use this to your teams advantage. Also watch how much you are roaming. I have seen too many people roam consistently and get nothing out of it, so they miss out on a ton of XP and gold from their own lane.



When do I roam?
1. The best time to roam is if you look at these things: There are no jungle camps to take, the enemy bottom lane is pushing, and you have your own lane pushed. If your lane is being pushed, never wander.
2. When the enemy mid laner is missing. Unless they are low on health or out of mana, they are normally taking a jungle camp or roaming. Remember to ALWAYS call MIA when your opponent isn't in lane.
3. Your bot lane is about to start a fight and you want to be there to help win it.


Note: Sometimes it is better to push your lane when the enemy opponent roams. Lux is a very immobile champion, so by the time Lux gets to the lane, the fight will be over. You will be wasting your time and will lose out on that XP/gold. Instead, push your lane and hit the enemy turret as much as you can- and maybe you can get the first turret gold. The other advantage to this is that you will be getting all of the gold and XP from staying in lane, meanwhile, your opponent will lose a wave or two of minions due to your strong push while they are away. Either they lose all of that, or they gain way smaller experience bot or top lane due to more allies being there. PLUS, if they farm, they're stealing their own ADC's farm! Win/win situation!


Teamfights

Teamfights are my favorite part when it comes to playing Lux because this is when her power really shines. She not only can peel for both your ADC and the rest of your team pretty well, but she has burst/damage + utility with her shield. This is why I love Lux so much, as she is very versatile in all areas. During teamfights, keep these things in mind:



1. Use your Lucent Singularity to poke enemy champions.
Before a teamfight actually occurs, Lux is able to poke some of the squishier champions down. This is very important before engaging a teamfight because Lux has the range and AOE from her Lucent Singularity. The less health the enemy champions have when you engage, the better the teamfight.



2. Stay back and throw your spells at your enemies.
This is the most important concept. As Lux, you are squishy and very vulnerable. Your positioning is key to surviving and dealing the most damage you can in a teamfight. You should be able to catch at least one, if not two, champions with your Light Binding. Your team can then engage and kill the enemy champions. You should ALWAYS throw out your Prismatic Barrier when the enemy team is poking/anyone engages, in order to soak up some damage for your teammates. Remember that this spell comes back to you, so if you miss a couple champions on the throw out, try to position yourself so your wand hits your allies on its way back to you.



3. Always remember to use your ultimate whenever you get the best possible chance
For example, say there is a Malphite on your team. Once he uses his Unstoppable Force and knocks them all up, that is your queue to ult. REMEMBER THAT THE ULTIMATE DOES NOT HAVE TO ONLY BE USED TO FINISH OFF AN ENEMY!! Dealing massive amounts of damage to a group of enemy champions will be way more effective in a teamfight than using your ultimate to finish off a single enemy.



4. Bursting down the ADC/Mage
If the enemy team isn't staying close together and there is no way to use your ultimate to hit more than one champion, this is another concept. Say the opponent's teams ADC is an Ashe. Ashe is very squishy! If you use your combo on her, she should die INSTANTLY (depending on her item build). This concept is to take the ADC out of the teamfight and make the teamfight a 4v5. You won't have your ultimate for another 30+ seconds, but as a 4v5, you should use your other spells to help peel for your team!


5. Helping your ADC survive
This is another concept that I don't think a lot of people realize. The ADC's role is to do the most damage and carry the team! The downfall is that they are usually very squishy and need some type of peeling. Lux is perfect for this. Especially if the support on your team is that tanky Leona who is jumping into the enemy team, Lux stays back and casts her spells next to the ADC anyways. Here's the perfect example of how you can help your ADC survive:
Say there is an enemy Rengar who keeps trying to jump onto your ally, Lucian. Right when he uses his ultimate to jump, you should immediately use your Light Binding and root Rengar in place. This will not only save your Lucian, but will take one more enemy out of the teamfight.


When is Lux a good choice?

There are 3 things to look out for before choosing Lux:



1. Look who you are up against
In Draft Pick, look at what your enemy team chooses for their different roles. If they chose a Vi jungle or a Xin Zhao, you might want to reconsider choosing Lux. Lux is a very immobile champion and both Vi and Xin Zhao have amazing gap closers.
This is even better if you already know who the mid laner is. Look above at the chart on who counters Lux. You NEVER want to pick Lux into a Fizz or Talon. However, if the mid laner is Twisted Fate or Ziggs, you should have no problem picking Lux.



2. Look what what your teammates are choosing
If your teammates are choosing champions like Caitlyn, Sona, Malphite, or Amumu, Lux is a perfect pick! With Caitlyn and Sona's poke or Malphite and Amumu's heavy lockdown, you will be able to poke along with them or use that Final Spark right when one of those strong AOE ultimates come into play!



3. Your own capabilities
As you play Lux more and more, you will really get a feel for her. Once you start learning to master her, some of these counters won't be actual 'counters' to you anymore. For example, in the beginning of playing Lux, I always got destroyed by an Ahri due to her mobility. Now, I know how to play against an Ahri and how to position myself- I even win lane most of the time! If you feel completely comfortable with the situation, you have free reign to pick Lux!


Lux Synergy

There are 3 things to consider when looking at synergy with Lux:



1. Poke
Poking is one of the best ways to create an advantage before teamfights. If your team pokes the enemy champions health down, someone may be forced to recall. This will either make it a 4v5, or they will have to stay in the fight with half or low health. Here are some champions who work very well with Lux in poke:

Top: Cho'Gath, Gangplank, Jayce
Jungle: Nidalee
ADC: Caitlyn, Corki, Ezreal, Varus
Support: Brand, Karma, Sona, Vel'Koz, Zyra



2. Teamfight
Teamfighting is one of the most important parts of the mid/late game. If your team wins teamfights, you are able to freely take objectives like baron, dragon, or turrets/inhibitors. There are some champions who work very well with a teamfight composition (keep in mind that some of these champions are able to go in more than one certain position, I just put them in the position they are normally in; EX: Wukong can go top or jungle but he is normally top so I put him in the top category). Most of these champions have some type of ultimate or other ability that provides utility, such as CC or damage, to the enemy team:

Top: Cassiopeia, Galio, Gnar, Kennen, Malphite, Rumble, Wukong, Yasuo
Jungle: Amumu Fiddlesticks, Hecarim, Jarvan IV, Sejuani, Zac
ADC: Jinx, Twitch, Sivir, Vayne
Support: Alistar, Annie, Bard, Leona, Lulu, Sona



3. Engage
The third thing to look for is champions who engage. Engaging can be more tricky, as each individual champion needs a different set of utility from Lux in order to succeed. For example, you may follow up a Morgana bind with your own bind. From there, your team will be able to jump on that specific enemy champion, kill them, and then make the fight a 4v5. Whereas, with Jhin, you can use your bind from your Light Binding and slow from your Lucent Singularity to help ensure that his four shots hit. Here are champions that are good engagers:

Top: Irelia, Jax, Lissandra, Maokai, Sion
Jungle: Diana, Elise, Gragas, Nocturne, Vi, Volibear, Warwick, Zac
ADC: Ashe, Jhin, Kalista
Support: Blitzcrank, Morgana, Nami, Nautilus


Support Lux


Lately, I have been trying Lux as support out and really liking it! I just wanted to add a little section of my build for those who are interested in playing her as a support as well! I haven't played her as a support as long as in Mid lane, so any feedback would be great! I'll try to add more and more while I can, but here's something for you to get started <3!


Pros and Cons
Pros

+ Long range poke
+ Shield for the team
+ Good CC with binding and slow
+ Kill lane


Cons

+ Squishy
+ Easy to take kills
+ Can take farm with E
+ No mobility, CC counters her



Runes
Runes

Greater Mark of Magic Penetration
9

Greater Seal of Health
9

Greater Glyph of Ability Power
9

Greater Quintessence of Armor
3

marks


seals
  • Greater Seal of Health: I really like the flat health for lane. These with armor quints will really help out tons.


glyphs


quints

Other Rune Alternatives

Greater Seal of Armor
I prefer the mix of health and armor, however, sometimes it is VERY important to have magic resist early for another mage support in the bot lane. In that case, take 9 Greater Seal of Scaling Armor, 9 Greater Glyph of Magic Resist, and 3 Greater Quintessence of Ability Power.

Greater Glyph of Scaling Cooldown Reduction
If the lane looks something like a Jhin and Janna, the early magic resist isn't needed! You will get magic resist from Athene's! In this case, 6 of these with 3 Greater Glyph of Ability Power work just as well!

Greater Glyph of Magic Resist
I like to get Athenes because it gives me a little bit of magic resist, but if you feel you are going to NEED it before you can even buy chalice (or if you don't want Athene's at all), these really help. Like I said above in the 9 Greater Seal of Armor, it is VERY important if they have a mage support because having 30 magic resist will get you kicked out of lane, fast.


Masteries
Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/5
1/1
5/5
1/1

Most of these are self explanatory, there are some that you can switch out, though.

Sorcery is the goto still, of course.

Fresh Blood can be good if you want to poke the melee support out of lane. ONLY TAKE THIS IF YOU ARE GOING TO BE AUTOING A LOT, otherwise expose weakness is 9999999% better, even if you do go more AP than support.

Bounty Hunter is out of the question because you are now the support and it is completely unreliable. Double Edged Sword is my personal favorite because you get good damage from the start! Some don't like the damage dealt back to them, so go ahead and take Battle Trance as the safe alternative. Battle Trance is decent, but heres the reason why it's not my chosen mastery: You get 3% right from the start with Double Edged Sword , but you have to be IN battle for 3 seconds before getting your 3% (Fun fact: shielding does not count as "in battle" for this mastery). I would take Double Edged Sword 100% but it is up to you completely.

Intelligence isn't bad to take if you desire. I just like more magic pen because the enemy champions will have magic resist, so having magic pen makes you do more damage!

Honestly, Windspeaker's Blessing can be a suitable trade for thunderlord's ONLY ONLY ONLY if you are going full support Lux. This means getting items like Athene's Unholy Grail, Redemption, Locket of the Iron Solari, etc. The reason I say this is because you will always be shielding/healing with these items, her W is a shield, Athene's HEALS on top of your shield, and you won't be building much AP for Thunderlord's Decree to do any damage anyways.

*If you take Windspeaker's Blessing and are going full support Lux, it isn't BAD to take the resolve side instead. Recovery , Explorer , Siegemaster , Runic Armor , Veteran's Scars , and Insight are all good options. Insight is actually the best one, I just prefer ferocity for a little more damage and Expose Weakness is so so good.

Summoner Spells

As a mage with no escapes, flash is always a MUST!

This is the second summoner spell I take. It got nerfed pretty bad, so ignite can definitely give you and your opponent a ton of pressure in lane, but this can still really help with ganks/fleeing/that Syndra that wants to burst your adc down!

This is not a bad alternative. This can be taken if there is, say, a Soraka or Janna bot lane, or if no one on your team has ignite and they have a Dr. Mundo.

Items
This is the build I use quite frequently:
Item Sequence

Ionian Boots of Lucidity
900

Eye of the Watchers
2200

Athene's Unholy Grail
2250

Mejai's Soulstealer
1400

Rabadon's Deathcap
3800

Void Staff
2650

As a support, I want my exhaust and flash up as much as possible! I also want 10% more CDR to get my 40%CDR total!

I prefer this item over Frost Queen's Claim because it gives you the sightstone AND upgrade all in one item slot, plus it's cheaper. This is the better item if you are going more of a magey support. However, if you plan on going full Lux support with active items such as Redemption, Locket of the Iron Solari, etc, then Ruby Sightstone might be better due to the cooldown of the active items.

I really love this item as a support because it gives you some damage, but you also can HEAL your teammates from your shield! It is very easy to just pop and E at the enemy team and then use your charges to heal your teammates. It also gives some magic resist in case their mid laner tries to jump on you!

I normally buy a The Dark Seal when I can and then upgrade it if we are doing well. Lux is very easy to score kills/assists on from a safe distance, so this item is definitely worth it. However, if you keep dying or your team isn't doing so hot, this may not be the best item. Replace this item with an alternative item if you choose to not buy it.

I want to do as much damage as I can if I am going as a mage support!! Buying this item with stacks is VERY powerful.

This is kinda needed in order to carry your damage into late game. Even if you don't get Rabadon's Deathcap, I would still recommend this item. Without this, your spells won't do damage at ALL and Lux is meant to be a mage support. Even if you build full support, this is still ideal. The only time I wouldn't buy this if I desperately needed other items or the enemy team doesn't have much magic resist.


Other Item Alternatives

This item can be really good due to the ghosts, but you also need to buy a Ruby Sightstone, which takes up two slots. If you really love the ghosts, feel free to do so.
If you want the ghosts and will be getting a lot of active items ( Redemption, Locket of the Iron Solari, etc), this might not be a bad idea. Like I said, I prefer the one slot with Eye, but feel free to do this if you like (even I do it sometimes). Note that you don't HAVE to buy the full ruby sightstone as a second item. Feel free to buy Sightstone because it gives you 3 wards and you are only allowed 3 on the map anyways, and then upgrade later if you choose to do so.
If you don't want the CDR/cooldown on your summoner spells, feel free to take these! It will only increase your damage even more!
These aren't my favorite at all, but they have their purpose. The movement speed is really nice out of combat if needed. Same applies with Boots of Swiftness for the quick movement speed and reduced slows.
Athene's and this item should be interchangeable. If you feel this item is better, go for it. The AP and Cooldown Reduction are marvelous. I just like Athene's Unholy Grail because your still get the cooldown reduction and some damage, but you are also able to assist your team as well!
I normally never buy this item because the ADC can get a Quicksilver Sash, but sometimes this item is needed to help your ADC (or other teammate) survive all of the CC.
This item is AMAZING if you have your ADC and then, say, a Master Yi jungle. It gives cooldown reduction and movement speed, as well as some decent AP!! Your shields are also stronger and you give your teammates attack speed/attack and health on hit!
If the enemy has tons of health or isn't stacking heavy MR, this is a great item to get! The burn is always doubled due to your CC and it gives more magic penetration! Plus, it just got 100 gold cheaper!!
This item adds to your burst and the movement speed REALLY helps with positioning!
This item really helps if you're getting aimed for in teamfights! It also helps in situations like Requiem from Karthus and so forth.
Due to the nerfs, this item isn't good to rush anymore. If you are going to get this item, I would suggest it as a 4th, 5th, or 6th item slot. It doesn't give any AP but really helps in teamfights and even with your mana regen, not to mention the CDR. Take this if you feel you will need the sustain for you and your team in teamfights (remember, you can still use this item when dead!).
This is a really good item if the enemy team has good burst/AOE burst potential. The shield to everyone on your team (if you're in range) can really turn the tide in teamfights!


Gameplay
Early Game: The idea here is to try to poke with your E and get autos in (without taking tons of damage in return). Once you go back, putting a Control Ward in the bush and warding bushes to make sure you aren't getting ganked. Once you are 6, try to poke them down until you feel you can burst them. Feel free to all in on the ADC (or support) if you land a Q. Your combo should either kill the ADC, get them low enough for your teammate to kill them, or they will have to use summoner spells in order to survive. If the enemy team recalls, feel free to roam mid and try to catch a Q on their mid laner before going back, or try to push with your ADC to get that first turret gold.

Mid Game: The idea here is catching people in Q's and making sure places like dragon and baron are warded. Control wards are also important. Vision can win games. Try not to just throw your Q out because it is important. If you see your team ready to fight, go ahead and Q to engage. If you see the enemy team coming at your ADC or team, feel free to Q them for some disengage. Also, don't be shy with your ultimate! It's a low cooldown. Try to hit as many as you can with it, or help your team burst one enemy threat down.

Late game: Will be basically the same. ALWAYS WARD BARON/ELDER DRAGON WHEN POSSIBLE. Buy control wards when you can and try to get your team to as well. Vision is very important. try to keep your team grouped so you can push to win :)


Examples from my experience

I know that sometimes when people read something, they might want to know both the validification of the information, and the person who wrote it as well. To hopefully soothe those, I screenshotted matches I played as Lux recently in ranked! Here is your 'validification'! She really does help me climb the ladder in ranked, even though she isn't one of the top picks in the mid lane.
September 2016

April 5, 2017



Conclusion

My conclusion is to just have fun!! Lux is such a fun champion and can be used in various ways! She has amazing range and poke, along with a really damaging and fun ultimate! Thank you SO SO much for reading my guide! Feel free to like or comment or message me directly for any questions/concerns/things I can do to improve my guide. I just want this guide to be a way for people to learn and master Lux, so let me know if there is anything else I can do to help! Thank you all for your votes, comments, and likes as well! Being the number 1 guide for Lux right now shocked me, but I was so happy because that meant that more people were learning Lux! Anyways, GL HF summoners and see you on the rift!!
~Happy Lasering


PS: if you made it this far, here's some dank memes I made for u

DAAANK



Credits

  • I would first like to thank my trusty friend A Peanut Pup Cup for all of the reading and helping out he has done. It has really saved me time and given me opinions for how I can make this guide the best for you guys.
  • I would also love love to thank the amazing jhoijhoi for her amazing guide on how to actually create a build. Without the help of her coding, I wouldn't have nearly had as great of a guide!
  • Next, I would like to thank DreamerRalic, as he is the one who motivated me to use colors and really clean up my guide rather than keeping everything cluttered.
  • Finally, I would love to thank all of the viewers and people who upvoted this guide. It's been around a year since I've had it published and I've spent well over 500+ hours by now working on this guide to make sure that every little content is well written and is the most accurate information to the best of my knowledge. Hitting 1m+ viewers is UNBELIEVABLE and being the number 1 Lux build is just as amazing! It really shows what hard work can do. <3

    -Luxeøn