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Lux Build Guide by Detheus

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Detheus

Dominate like Tom Brady

Detheus Last updated on October 4, 2011
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Team 1

Ability Sequence

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





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


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Lore

Born to the prestigious Crownguards, the paragon family of Demacian service, Luxanna was destined for greatness. She grew up as the family's only daughter, and she immediately took to the advanced education and lavish parties required of families as high profile as the Crownguards. As Lux matured, it became clear that she was extraordinarily gifted. She could play tricks that made people believe they had seen things that did not actually exist. She could also hide in plain sight. Somehow, she was able to reverse engineer arcane magical spells after seeing them cast only once. She was hailed as a prodigy, drawing the affections of the Demacian government, military, and citizens alike.

As one of the youngest women to be tested by the College of Magic, she was discovered to possess a unique command over the powers of light. The young Lux viewed this as a great gift, something for her to embrace and use in the name of good. Realizing her unique skills, the Demacian military recruited and trained her in covert operations. She quickly became renowned for her daring achievements; the most dangerous of which found her deep in the chambers of the Noxian High Command. She extracted valuable inside information about the Noxus-Ionian conflict, earning her great favor with Demacians and Ionians alike. However, reconnaissance and surveillance was not for her. A light of her people, Lux's true calling was the League of Legends, where she could follow in her brother's footsteps and unleash her gifts as an inspiration for all of Demacia.

''Her guiding light makes enemies wary, but they should worry most when the light fades.''
-- Garen, The Might of Demacia


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Introduction

I write this guide because I see way too many people play Lux to less than her full potential. This guide illuminates how to get the most out of this amazing champion.

Build 1 is her typical item progression
Build 2 is what an hour long game would look like

My goal: To stop people from playing a bad Lux


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The role of Lux and when to play her.


If I were to explain what role Lux has on a team in LOL it would be that Lux is the QUARTERBACK she is to always be behind her front line (melee bruisers). You want them big and able to disrupt enemy champions.

Note: This concept is important... if you have too many ranged champions on your team there will be nothing stopping the other team from just rushing you and sacking you.

When to choose Lux? When you build an effective front line with champions such as:
  • Singed Aoe slow as well as a Fling to increase enemy separation
  • Renekton He can create mayhem on the front lines he also has a 2 second stun to facilitate separation
  • Jarvan IV This guy is great his disruption is unmatched. he can knock enemies in the air as well as blowing a freaking crater in the earth to impede enemy progress
  • Alistar A knock up, a knock back and being able to take a serious beating. draft this guy he's an all-star
  • Lee Sin The blind monk he's capable of awesome disruption AoE slow and a knock back possible of effecting the entire enemy line up. sexy.
  • Cho'Gath A knock up that slows, a silence, massive health, an ultimate causing true damage. This gentleman is a great addition to the team.
When not to play Lux
  • When you don't have any of ^^ those guys... it's just a bad idea


You are a glass cannon.
Your range and CC allows you to build pure damage

For best results just add AP.


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Pros / Cons

Pros

  • Does a surprising amount of burst damage early on
  • Strong nuke on short cooldown
  • Can effectively keep enemies at a distance
  • Skillshot champion
  • Excellent harass
  • Adds a large amount of CC and burst damage to the team
  • Double rainbows


Cons
  • If caught without flash you are usually dead
  • Dependent on team composition
  • Silence is deadly
  • Skillshot champion
  • Squishy


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Abilities

  • Illumination - This is a decent passive, however it will set apart a good lux from a bad one. Reason being is that your ultimate triggers the damage from the passive and reapplies the debuff. If used correctly it adds a significant amount of burst to your spell rotation. Also combined with your other spells it makes last hitting minions easier.

  • Light Binding - This snare is amazing! It has so many uses and tricks to it. This spell will:

  • Prismatic Barrier - This shield is great and ultimately will soak a ton of damage if used correctly and often. It applies to you twice, first on initial cast and second when it returns to you, it also can apply to your allies up to two times per cast. I mainly use this spell when I know I am going to take damage I cannot avoid and in team fights when there is incoming damage on your bruisers, carries, or tank. In team fights cast as often as possible hitting as many allies as possible.

  • Lucent Singularity - This is a very versitle spell it does significant damage at a large range. It's great for harassing enemy champions, slowing down/ removing their direct path to you. This spell punishes enemy champions who are too aggressive in the lane phase as well as zoning out the more passive players. Even at low levels it is able to stop large creep waves. Also it is great for scouting bushes (As Lux you should NEVER facecheck bushes even if you think there is only a 1% chance of an enemy being there)

  • Finales Funkeln LAZ0RZ- This is your long range nuke on short cooldown! During moderately long team fights you will be able to cast this at least twice. I'm going to have to list the uses of this spell and I will probably even miss some of them.
    • Headshot- Use as a long range snipe to cut down fleeing foes.
    • Nuke- Combine with Light Binding or Lucent Singularity to make hitting it much easier.
    • Soften the enemy line - In team fights due to the low CD (24 seconds at rank 3) cast early to hit as many enemies as possible and almost always it will be up again to finish off anyone left.
    • Steal Dragon/Baron - This is difficult to do but wards and Clairvoyance help.
    • Steal enemy blue buff - This is much easier to do than dragon and baron and it is essential to have a ward in place.
    • Clear creep waves - protect your tower if you need to go to base by clearing the incoming creeps allowing enough time to blue pill, buy and make it back in time to protect your tower.


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Skill Sequence

For level one I usually take Light Binding because in my opinion it adds better protection from invasion. However your first skill is a matter of preference. By level four you should have at least one point in Prismatic Barrier for the added utility.

After that the Skill order goes:

FINALES FUNKELN > Lucent Singularity > Light Binding > Prismatic Barrier


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Masteries

Masteries are fairly standard I go 9-0-21 taking both improved ghost and blink to ensure the shortest CD possible on them.


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Runes

These runes concentrate on giving Lux the early game advantage which will carry on to late game.

Magic penetration very useful for all magic orientated champions.

greater seal of replenishment Lux needs mana in order to combo her spells effectively. These help throughout the game whenever we do not have blue buff.


Adds a significant amount of early game damage. These combined with your quintessences will help establish early game dominance.

Just like our glyphs these add AP in order to make your spells do significant damage from the start of the game.


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Core Items

This is where I have seen many Lux players build incorrectly. Aside from Light Binding Lux does not have any built=in escape mechanisms. Thus if you get caught without Flash you are dead. Meaning the extra 500 health is it pointless you are going to die regardless. Lux shines when she is played as pure damage and that is the thought process I have adopted.

Core


This is hands down the best starting item for Lux it gives a good amount of AP, MP5, and health. Everything a growing girl needs. This guide recommends buying at least 2 but no more than 3. With two it gives a nice balance between damage and MP5 so you can continue cast.

Get these over the CDR boots we need as much magic penetration as possible in order to make our spells hit as hard early on. Combined with runes this gives us nearly 30 M Pen. lovely.

Once finished Lux is self sustainable because we have enough CDR, and MP5 to harass, push, participate in team fights without the blue buff. Ideally you will always have blue buff on you but when it is not available you won't be mana starved. honestly this item is great for Lux. Try it, you'll like it.

Complete this and you become a true beast. With this rune set up and item build plus Elixir of Brilliance you have just over 400 AP. Thus any enemy foolish enough not to build MR will be completely vaporized.

Best 250g you can spend if you have extra money after returning to base. Always buy this after you finish Rabadon's Deathcap it is situational beforehand, however, I usually buy at least one before I finish my hat. This elixir combined with masteries and Morello's Evil Tome you have 39% CDR giving you nearly the cap without blue (If you haven't noticed I'm big on making Lux independent of the blue buff because you will not always have it.)


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Situational Items


This item is great if you find the enemy team is diving through your front line in order to get to you. It enables your allies to absolutely wipe up whoever is foolish enough to try and kill you. Use Light Binding to first snare then remember to scramble and avoid. Use the active if your bind is down and the enemy is on top of you.

This has pros and cons to it. By the time you get this item you should be no where near enough to the enemy team in order to capitalize its proc, however, if the enemy team is not focusing you it adds a great amount of burst to your spell rotation. Also the movement speed boost is nice for kiting.

This is fun to use in lower ranked games or just to absolutely pwn noobs. But in higher ranked games I do not suggest it. You may, and I hesitate to say this, substitute for Morello's Evil Tome ONLY IF you can guarantee to have the blue buff at all times. Otherwise you will be mana starved.

This item is almost core. It's a solid item choice when your enemies start building MR to counter your spell damage. I almost always have to build this item because once the enemies see how much health your ultimate takes off them they have no choice but to start building MR.

It's a decent item and adds significant AP but I rarely get this. It is better suited on someone else so you can benefit from the aura. The spellvamp is nice BUT you should not being taking much damage if any during fights.

You should never be close enough to make this aura useful. If the enemy is building MR build a Void Staff

Late game your mana will not be high enough to truly benefit from this item. If you wanted you can sacrifice early game dominance by substituting your Doran's Ring for tear's of the goddess. However I do not recommend this strategy, because Lux is already squishy enough and without the extra hp from Doran's Ring it makes laining especially delicate. The trade is that late game you will have more AP than if you had started with the two rings.

Another item that you should never be close enough to get the full benefit from it. The reason why I put an emphasis on keeping your range is that it is far too easy for enemies to focus you down if you are too close. That space is a buffer for you and as soon as the enemy crosses that zone they will be severely punished by you and your allies.

Defensive Items

Good defensive item for when the enemy has burst damage orientated champions such as LeBlanc and Kassadin or if you are getting caught by CC from other champions. This item alone adds so much to your survivability it's crazy. it stops certain champions from altering your position such as Singed with Fling or Gragas and his Explosive Cask

This is to stop enemy champions from diving through your allies to kill you. However I prefer Zhonya's Hourglass because it adds AP as well as deterring enemies form diving.


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The ABC's of playing Lux

This section will help newer players understand how to use Lux's abilities

Lane phase:

During the lane phase you main goal is to farm while zoning out your opponent. To do this you must be able to harass effectively. Now Lux is a pure skillshot champion, you must predict enemy movements in order to use her effectively.

This spell her bread and butter during the lane phase. Use this spell so that you hit your opponent as well as the creeps (provided you are not over pushing the lane). Once you detonate try to also get in an auto attack so you proc Illumination adding in some extra damage. BUT only auto attack if you can do so with minimal damage to yourself. Do not pass your opponents caster minions in order to auto attack.

Tips for using Lucent Singularity:
  • Enable smart casting for at least this spell it allows you to cast instantly.
  • Cast slightly behind your enemy this makes extremely difficult to dodge
  • Cast while running in the opposite direction of your opponent
  • Use on choke points throughout the map this makes it difficult for them to both chase as well as run away
  • Use to scout bushes as well as key map objectives such as baron nashor

Early game use to keep distance between you and your opponent and also to set up your ultimate on a champion.

Example would be if Cassiopeia approaches you put her DoT Noxious Blast on you. Both your Lucent Singularity and Light Binding have a greater range than her spells. So while keeping your distance cast Light Binding and follow up with Lucent Singularity. Here is one example that you would not want to auto attack in order to proc your illumination] debuff. Your auto attack is roughly the same range as [[cassiopeia's spells so by entering her range you will possibly take significant damage. AVOID THIS.

Mid to late game only use if you are sure to snare enemy champions with it because if you miss they can charge through and kill you. It take a bit of practice to land correctly and learn when and when not to use this spell. Err on the side of cation.

Another great use is when you do snare an enemy champion cast FINALES FUNKELN and immediately follow up with Lucent Singularity. This combo will kill most carries, while causing massive damage to most other champions.


Early game we get a point in this for the added utility. It doesn't absorb that much damage initially, however late game it can absorb a ton of damage protecting you and your allies.

Use this to protect yourself from unavoidable damage such as Karthus's ultimate Requiem. It can also be the deciding factor for life and death for an ally in that situation so always be sure to cast this on as many allies as possible.

Another useful tip it's kinda like Link's boomerang in Zelda when you cast it, it will return to you thus ensuring a double shield for yourself and possibly for your allies. If you run away from where you cast it it will effectively increase the duration of your initial shield by delaying your secondary. neat huh.

Finales Funkeln LAZ0RZ- This is your long range nuke on short cooldown! During moderately long team fights you will be able to cast this at least twice. I'm going to have to list the uses of this spell and I will probably even miss some of them.
  • Headshot- Use as a long range snipe to cut down fleeing foes.
  • Nuke- Combine with Light Binding or Lucent Singularity to make hitting it much easier.
  • Soften the enemy line - In team fights due to the low CD (24 seconds at rank 3) cast early to hit as many enemies as possible and almost always it will be up again to finish off anyone left.
  • Steal Dragon/Baron - This is difficult to do but wards and Clairvoyance help.
  • Steal enemy blue buff - This is much easier to do than dragon and baron and it is essential to have a ward in place.
  • Clear creep waves - protect your tower if you need to go to base by clearing the incoming creeps allowing enough time to blue pill, buy and make it back in time to protect your tower.


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Gameplay

Early game: Focus on last hitting minions Light Binding the enemy if they try to come and harass you. Try to wait until level three to harass the enemy with Lucent Singularity because rank 2 hits much harder and your mana pool is still quite small. Continue to last hit and harass until level 6. At level 6 combo your opponent with Light Binding-- FINALES FUNKELN-- Lucent Singularity. This will usually result in a kill. Clear the wave then return to base and buy.

Mid game: Have your jungler give you blue buff as much as possible because it allows you to constantly harass and spam your spells. Be wary of the enemy jungler and don't get cocky you are still quite vulnerable to being ganked. DO NOT OVEREXTEND.

Late game: You have your core complete, you hit like a truck. Always stay with your team DO NOT get caught alone. You are the quarterback you always need your line men in order to make a play. Let the enemy team catch your double rainbow ray of death.


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Conclusion

I hope you enjoyed this guide.

Please comment and tell me your thoughts as well as sharing your success with this build!