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Lux Build Guide by JaydeWynn

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 JaydeWynn

Double Rainbow! Lux Midlane

JaydeWynn Last updated on August 23, 2014
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Ability Sequence

2
9
10
12
14
Ability Key Q
3
13
15
17
18
Ability Key W
1
4
5
7
8
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9



Threats to Lux with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Morgana Since your stun grabs the first thing it hits and whatever is behind it, you can camp behind your minions, snare her and burst her down. She'll have to use flash to avoid your ult as her mobility doesn't allow her to easily sidestep until late game with tier three boots.
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Introduction

Hi everyone! Thanks for taking the time to read through my build and guide to Lux. Lux is an incredibly bursty mid laner who is also an amazing support. If you build her right and play safe, you can pull off a match with 0 deaths. A fed Lux is probably the worst thing for your enemy team, as you will be able to QER them to death in one go at a very early point.

I will be posting videos of plays and things like that as soon as I can c:

This is a recent game I played as Lux which started well, got rocky when we hit 6, then went back to good by the end. Fizz was a huge challenge the entire match.


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Pros / Cons

Pros
Long range
AoE burst ability
Slow and stun!
VERY long range ult, for sniping!
Low cooldown on ult
AoE shield

Cons
Squishy and slow
All skillshots
Mana hungry, even with mana regen
Kinda weak until mid game


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

I choose to take and max her E first for the early game damage. It combined with her passive Illumination gives you an easy wave clear early game that can give you a gold advantage and keep the minions away from your turret. Always take your snare second, as it can protect you from ganks and help you run away from your enemies. So long as you land it, you should be pretty hard to kill c: Grab your shield third, then max out your E for the cooldown and damage.


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Items

Item Sequence

Warding Totem
0

Faerie Charm
125

Faerie Charm
125

Total Biscuit of Rejuvenation
50

Total Biscuit of Rejuvenation
50

Mana Potion
35

After much texting and experimenting, I determined these to be the best items to take on Lux. I prefer a double Faerie Charm to start for the greater base mana regen and the discount on your Chalice of Harmony for when you first back. It also means you can bring more pots with you when you start, which means longer in lane. It makes a world of difference and saves you a lot of gold. Granted, you don't have the bonus ability power or health for early game, and though Doran's Ring gives you mana for every minion you kill, I feel the double Faerie Charm to be more beneficial. Always go for Athene's Unholy Grail as your first item, since the mana regen and magic resist makes laning much easier for you. It also provides a hefty cooldown of 20%, which is amazing for her.

Rabadon's Deathcap is vital on just about every AP champ in LoL, as its passive gives you bonus ability power based off how much you currently have. This will scale with your build and make you a bursty nightmare late game. Void Staff is another vital item since the enemy team will start to build mr when they see you can two shot them, so this will help to ignore some of that resistance.

Sorcerer's Shoes are my go-to boots for almost any AP champ, as the bonus magic pen is amazing. Another option is Ionian Boots of Lucidity, which you shouldnot take if you are taking Morellonomicon! Too much cdr.

And now, you're probably wondering why Morellonomicon. I take this item late game to counter people who are heavy in sustain, such as Fiddlesticks. Its passive cripples healing effects when you attack them, applying a debuff. Plus, the bonus cdr and mana regen means you can pop your abilities like it's URF all over again! Not quite, but it seriously makes a difference and voids your Blue dependency.

Rylai's Crystal Scepter and Liandry's Torment are two slightly unnecessary items on Lux when you consider the other options, but can be good defensive/kill securing options. If you're having trouble sticking to an enemy to land your other spells, Rylai's Crystal Scepter provides a slow that can help solve that, whereas if you are having trouble with enemies getting away with 15 health, Liandry's Torment will give you that kill securing factor when your ult just can't quite reach them.

But why no Abyssal Scepter? Because you're not in range that often. Let's face it, you're Lux. Lux is incredibly ranged and if you do find yourself that close to your enemies, then you're probably about to die. It's great on champs like Ahri (who practically lives off it), Fiddlesticks and so on, and I absolutely love it, but the AP and MR alone are not reason enough to take it over other options. I wouldn't recommend it.


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Summoner Spells

As far as these go, Flash and Ignite are your best options. As Lux's snare is hard to land, Flash can get you out of tough situations easilty, while Ignite can lock in a kill and while you're running for your turret to B.

Other possible options to replace Ignite are:
Heal or Barrier

I would never take Teleport, though. Frankly, her sustain is good enough especially with this build, therefore you shouldn't have to B very often.


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Gameplay

Early Game



When you start up, grab your items and head for jungle, to whichever buff your jungler is starting. If you're the first one there, wander around through the bushes around the buff to make sure they aren't camping it, then take position at river's mouth as a guard. Ward up when you're heading to lane, and focus only on last hitting minions. Try not to sit there and auto attack them, as it leaves you open to attacks and also pushes lane, which makes you an easy gank target. Try to poke down your enemy to force them back, but never go out of your way to do so unless you are 100% sure you're safe. If you can land your snare on your enemy laner and they're at half health or less, toss your E and ignite them, as it should be enough to kill them off. If not, they'll B and you have lane to yourself.

Because of your range, you should be able to safely farm for a long time, and B with over 1500g.

Mid Game


By now, you should have your turret down and safely roam to other lanes. Make sure before you leave that you've pushed the wave up past river and then wander around, assisting with kills and pushing turrets. Play safely and support your team as well with shields and snares, since you can really save them in a pinch.

Late-End Game


Stick to your team as you are very very squishy, especially now that the enemy team has close to their full build. Push objectives and be map aware, and never stop warding. Proper vision saves lives. You are not the champ to backdoor in those situations, so never be away from at least one teammate if you can avoid it. I usually stick to my top laner at this point, as they are nice and painful.