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Lux Build Guide by EternalSir

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 EternalSir

Eternal's Lux

EternalSir Last updated on November 2, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


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Introduction

This is my Lux guide, quite simple, good amount of AP, and almost full cooldown redcution. This allows for maximum slapping power. With these bad boys items, nothing will stop you from becoming legendary! This build is for maximum lazer fire. Lux's range mixed with her damage makes her an amazing middle, countering many champions.


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Runes

The runes are your basic Ability Power Carry runes, mana regen, magic pen, and ability power per level, with flat ability power for the Quints. This allows for good sustain, while not giving up much damage, and it helpts you get through the earlier magic resistance.


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Masteries

The masteries are the same thing, basic Ability Power Carry, 21/0/9, 21 for damage, 9 for movement speed, mana, and buff extension.


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Skill Sequence

The reason I start with my E is because it has good range, good damage, and AOE plus a slow. The reason I max out E, is because of the slowing effect increasing per rank. W is next because it is good for a shield to be high, as you don't have much health with this build. The snare does not increase per rank, only the damage, so it's not that important. Lazer as soon as you can rank it up.


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Summoner Spells

Summoner spells are once again classic Ability Power Carry choices. You may also use Clairty, teleport, or something else, just for laning phase and what not. I use Ignite to secure kills early game, stop heals, and just damage over time. Even though I had Morello's Evil Tome, it is easier to use Ignite, then that unique acitve, because the numbers are a bit out of the way in my usual combos. My other choices would probably be Ghost, Clarity, Heal or Teleport, depending on the enemy team.


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Summary

To summarize it all up, I basically go for Cooldown Reduction, a good amount of ability power, mana sustainment, and high bursts, your E should be doing around 1/5 to 1/4 of the average non carry health, discluding tanks. The build is decently strong early game, allowing for a spam from the regen of Chalice of Harmony, with good ability power, magic resistance too. You're not that tanky, but who needs health or armour when the ad carry is dead in 3 seconds anyways!