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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Threats & Synergies
Yasuo
Yasuo's low cool down dash can dodge your skill shots with ease. Wind wall blocks your damaging spells except ultimate. His passive's shield will make auto attack harassing not as effective compared to a regular melee champion like Talon. Also, he has no mana so he can keep up the abilities all day.
Introduction
Lux Q ability. Think of Bard or Veigar abilities. It will shoot in a straight line, snaring the first two enemies it hits (minions, monsters, champions). These enemies will not be able to move, take a certain amount of magic damage, and have Illumination on them for a couple seconds. Take one point at level 1 in case of invades to be safe, but do not put points into this till you can not put points into E Lucent Singularity The reason being is more points into Light Binding wont make the stun last longer so Lucent Singularity is a better choice to put points into. Although since we want to do more damage this is next up to put points into compared to your W ability. Useful to escape jungle ganks, run away, and to set up your burst combo.
Lux W ability. A very good and long lasting shield. You fire it in a straight line and will shield yourself. Any teammate that your shield hits will also get a shield. Take a point in early just so you are able to do it in case you get ignited or ganked. The shield will last for most of the ignite, effectively countering it. Since we are meant to be the burst mage max this skill last to put the points into more damaging spells. This is also useful in a team fight where you could shield possibly all 5 people on your team.
Lux E ability. This ability shoots a circle of light to an area of your choosing. Press E once to select the ability and cast, then press E again to detonate it and do damage. The people in the circle will be slowed, take magic damage, and have Illumination. Also, it gives vision and has a high range. A good tip is to throw the circle a little bit behind them so if they were to stand still and take it, they will still get hit but most of the circle is behind them. The enemy will most likely run away from you to try to dodge it by instinct so since the circle is behind them they still get hit. Some people realize how you are aiming this and move forward instead. So adapt, but default try to do it the first way I mentioned. Max this first to get the damage up on it mainly, and beware of the high mana cost. Useful for poking, clearing waves, checking bushes, and running away (from the slow).
Your ultimate is a long range, straight line, low cool down laser that deals magic damage. This ability also grants vision for a couple seconds, and puts Illumination on who it hits. Also, this ability procs Illumination like if you would of auto attacked them yourself. Illumination + Final Spark deals more damage then just Illumination. Useful for your burst combo, trying to steal Baron , Dragon , other buffs, wave clearing, and kill stealing from your friends. With making your cool down reduction 45% with masteries and then obtaining that 45% with items, you can get this abilities cool down to about 25 seconds, after level 16.
Combo 2: Fire an auto attack, then use, and detonate really fast Lucent Singularity. Your auto attack will fly through the air, and land after Lucent Singularity has detonated thus procing the passive faster.
Combo 3: Land Light Binding on your target, throw out Lucent Singularity, auto attack the target procing Illumination, detonate Lucent Singularity, auto attack the target procing Illumination.
Combo 4: land Light Binding on your target, throw out Lucent Singularity, cast Final Spark on your now immobile target procing Illumination, detonate Lucent Singularity, and auto attack procing Illumination. Throw in Ignite if you need extra damage.
*In all combo's use your shield when you need too, and Ignite when you need too.
If you are feeling comfortable, smart casting all your abilties will make your combo go a little faster. Every small thing you do will significantly impact your overall skill in League of Legends, so a little faster can mean getting a kill or not. Only do this if you are comfortable and have a willingness to do so. To do this in game press ESC. then click the lightning bolts on all 4 abilities. If you do not know what smart casting is, there are plenty of people that will explain but to keep the guide shorter I shall not include it.
Great spell I usually take, it's nice to do some extra damage since we are building for damage. The range for Ignite is less then Lux range so you do have to walk up closer to use. Remember this spell reduced healing as well.
This is a great spell to use, and it gives you increased movement speed. Usually mid lane is full of burst assassins and burst mage's so this will help you survive their damage.
Also, good for surviving burst assassins, and mage's. Not as viable as heal though since it does not give you permanent health, or the speed burst.
This spell is great as well. The cool down is a bit long for me personally for mid lane, but the map presence may be worth if you are willing to take it. Since you will be playing in the middle lane you are close enough to top and bottom to just walk.
- As of 5.23 Thunderlord's Decree go buffed from every 30 seconds to every 20 seconds. Making it a better option to take as a keystone mastery.
- Upon my revisit to my guide on patch 6.4 the mastery page was messed up to compellty wrong choices, it is now fixed.
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