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Lux Build Guide by iWarPeace

AP Carry Hey Lux, Go Mid!

AP Carry Hey Lux, Go Mid!

Updated on April 29, 2013
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League of Legends Build Guide Author iWarPeace Build Guide By iWarPeace 9,458 Views 5 Comments
9,458 Views 5 Comments League of Legends Build Guide Author iWarPeace Lux Build Guide By iWarPeace Updated on April 29, 2013
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About myself...

Hello friends!
My name is iWarPeace on the NA server and I am currently a Bronze I this season working hard up the ladder. I love playing Mid Lane, but I also play Top Lane for Team No Shame In Last and I have been playing League of Legends since the Lulu Patch.

Since I am not a professional gamer, but a college student, do not take my builds as the gospel truth. However, I am offering my suggestions to how to play this champion based on how I play. I write everything in my free time and try to keep my words meaningful, but I tend to rattle on...

Anyway, feel free to comment on the guide for the good of the order, but please keep comments clean and helpful. Also, don't forget to upvote if I helped you in some way.
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Why I play Lux...

When I first started playing League of Legends, I liked the idea of playing a ranged champion in mid lane. Lux was (and still is) the champion for the job.

First of all, I have a younger sister who looks and acts exactly like Lux. So, every time I play her, I think of my beloved sister at home.

Secondly, Lux's utility gives me everything I ever wanted in a champion. She has a snare, a shield, an incredible harass, and a NUKE to finish off my opponent. Her passive is another form of harass that is ok, but I can deal with that.

Lastly, Lux is a BLAST (literally) to play. There's nothing more satisfying than shooting a giant lazer in your opponent's face or through an entire team and watching their health bars drop. The best part of all is that hyperbeam is on a very low cooldown, so I spam it when I can.

Lux matches up pretty well against most champions in mid lane and also has the ability to support an AD Carry in bottom lane.

For those reasons, I love playing as Luxanna Crownguard on the Fields of Justice.
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Abilities

Illumination
A mark that is applied to a target that is hit by any of Lux's offensive abilities. The mark lasts for 6 seconds. If you autoattack the marked target, it will deal bonus magic damage.

A nice little passive that gets some extra damage in. Good for last hitting minions and doing a little bit more free harass.

Light Binding
A skill shot snare similar to Morgana's Dark Binding, except it snares two targets. The first target struck takes full damage while the second target takes half damage. Both targets get your passive debuff applied to them.

Use this whenever you need to stop someone in their tracks.

Prismatic Barrier
A skill shot shield that protects yourself and all allied champions it passes over. It shields once when it goes out and again when it comes back in.

Use this when you know when you are about to take damage, get Ignited, or see someone who needs a shield.

Lucent Singularity
A skill shot and area of effect slow that grants vision. Cast the spell again to detonate the orb to deal magic damage and apply your passive debuff to anything it hits.

Use this to harass your enemy, clear minion waves, clear neutral monsters, slow your opponents, and check brush. This just offers so much utility.

Final Spark
Lux's 4th skill shot! It fires a GIGANTIC hyperbeam that does a lot of damage, travels quite far, and also applies your passive debuff to anything it hits. It also has a very short cooldown when compared with most ultimates, making it pretty spammable.

Use this to snipe your enemy, burst down a team, and steal objectives such as Dragon or Baron Nashor.
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Ability Sequence

This is the order I suggest you take your abilities.


Max:
1st 2nd
3rd last

I personally start with Lucent Singularity because it has saved my life so many times from just checking brush at level 1. It also allows you to have an area of effect damage and slow early.
I max this skill first because it is your primary source of damage and utility.

I take Light Binding at level 2. This allows you to escape ganks early and maybe snare someone under your turret for first blood if you're lucky.
I max this skill second because it lowers the cooldown and increases the damage.

I take Prismatic Barrier at level 4 and occasionally at level 3. Later if I am more focused on harassment and earlier if I am being harassed.
I max this skill last because the other skills are just better.

Your ultimate Final Spark is leveled up whenever you can. No more to say here.
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Combos with Abilities

Here are some basic ability combos that you will use frequently.

+ + = 1-2 Target Burst Combo
Use this combo to burst down any enemy! Throw your Lucent Singularity first so you can land your Light Binding easier, then blow them up with your Final Spark! You'll fry anything you hit with your snare.

+ + = Kiting Combo
If you are being chased and your Final Spark is on cooldown, run away from your opponent and cast Lucent Singularity behind you to land your Light Binding easier, then shield yourself with Prismatic Barrier. Rinse and repeat until your Final Spark is off cooldown or you are safe.

+ or = Minion Wave Clearing
Minions piling up? No problem! Final Spark the wave while they are in a line, then use either Lucent Singularity or Light Binding to kill off the ones you didn't cook with your ult.
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Summoner Spells

Flash and Ignite are the best summoner spells for Lux in my opinion.

Flash is fantastic because you can use it as an offensive gap closer to land a Light Binding or a Lucent Singularity OR you can use it as an escape mechanism over a wall or out of gank range if things do not go as planned.

Ignite is another one of my favorites. This is like bug spray for champions. Land this on someone, they run away and die off screen. It is also a good tactic when baiting underneath your turret because if they dive you, you can stop them with Light Binding, throw your Ignite, and the turret will do the rest.


Other Summoner Spells:
Barrier
Don't really need it since you have Prismatic Barrier, but it is viable.
Clairvoyance
No, BUY WARDS!
Clarity
If you don't have mana regeneration runes yet, take this over Ignite. Otherwise, it's not needed.
Cleanse
It's viable, but extremely situational and only if the opposing team is almost all CC.
Exhaust
Don't really need it since you have Light Binding, but it is viable.
Garrison
I don't even want to talk about this...
Ghost
Some people take this over Flash, I personally don't this is as good.
Heal
No
Revive
No
Smite
NO!
Teleport
I use it from time to time. Usually if I'm against a Twisted Fate to countergank when he uses Destiny.
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Runes

These are the runes that I recommend playing.
If you are starting with Boots, 3x Greater Quintessence of Ability Power gives you your primary source of damage early game. Since Lux scales off of ability power, later in game these runes are not a waste since having more ability power is never a bad thing. I personally use these quints.

If you are starting with Doran's Ring, 3x Greater Quintessence of Movement Speed provides you with more mobility early game. This also allows you to kite your enemy later in game. (This is also an option if you are still a new player and are looking for more generic quints for your champions.)

For marks, use 9x Greater Mark of Magic Penetration. These are non-negotiable since you need to penetrate any magic resistance your opponents may have early and late game.

For seals, use 9x Greater Seal of Scaling Mana Regeneration. Since you are a champion that relies on mana, you need the mana regeneration in all stages of the game in order for you to spam your abilities. I prefer these seals because I get the most mileage out of them.

If you prefer to have more mana regeneration before level 6, use 9x Greater Seal of Mana Regeneration.

After level 6, the scaling and flat seals provide the same stats. Therefore, it is only logical to take scaling if you like to have more mana regeneration late game, and flat if you are concerned about your early game.

For glyphs, use 9x Greater Glyph of Scaling Ability Power. Again, having more Ability Power later in game is never a bad thing. I personally use these seals.

If you are more concerned about your lane matchup and are going to take a bunch of early game magic damage, you might want to look into 9x Greater Glyph of Magic Resist in order to take the hits early game.
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Masteries

Since you are a carry and your team relies on you to do a lot of magic damage,
I suggest 21 points in offense and 9 points in utility.
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Items

Suggested Items

Item Sequence

Sorcerer's Shoes 1100
Rabadon's Deathcap 3600
Athene's Unholy Grail 2250
Zhonya's Hourglass 3250
Void Staff 3000
Lich Bane 3100


Choosing a Start...


Confident Start
Start with this item if you are confident about your lane matchup. Doran's Ring is a strong level 1 item because it gives you Ability Power, Health, and Mana Regeneration. Although it doesn't build into anything, it still gives a slew of stats for one cheap item.

What you want to do with this item is to farm as much as possible with your Lucent Singularity while keeping your distance. The bonus effect encourages you to farm. Since you don't have movement speed yet (unless you are running Greater Quintessence of Movement Speed) or any health potions, you want to stay safe from ganks by playing passively. Also, throw out the occasional harass to deter your opponent from farming or punish him for getting too close.


+ 2x + Safer Start
Start with these items if you are looking at a rough lane. The boots will keep you safe from ganks and dodge harass, while the health and mana potions will keep you sustained until your jungler or someone comes to help. Boots will then later be upgraded into Sorcerer's Shoes later on.

You will want to play passively and farm your lane as best you can, last hitting and sometimes using an ability to nab a few minions. Save your mana for when you get help and the enemy gets caught out of position for a kill.


2x First Recall Back
These are the items you want the first time you recall. If you started with a Doran's Ring, you'll want to purchase a second Doran's Ring and Boots.
Likewise, if you started with Boots, purchase two Doran's Rings.
These items will keep you mobile early game, along with good health, ability power, and mana regeneration.
If you have leftover change, buy two Sight Wards to keep your side brush visible and maybe a few more Health Potions. You shouldn't need any more Mana Potions since you have a good amount of mana regeneration with your Doran's Rings and 9x Greater Seal of Scaling Mana Regeneration.


Footwear
Here we have two candidates in the mall, both have their uses.

Sorcerer's Shoes are your "better tread" shoes. The damage you do with your spells will stick more with the magic penetration provided by these shoes. Most of the time, you will buy these in order to get through the enemy's protection.

Ionian Boots of Lucidity are your "high heeled fancy" boots. You will be able to use your abilities more with these, including your Final Spark. Firing your lazer more often makes you look hot and it's very satisfying having that ult when you need it.
(Note: If you are going a Cooldown Reduction route, it is capped at 40%. So, I would get this and Athene's Unholy Grail and you will have 39% Cooldown Reduction counting your Sorcery mastery. This gives Final Spark a 30ish second cooldown at level 18.)

In short, get Sorcerer's Shoes if you want to do more damage or get Ionian Boots of Lucidity if you want to use your Final Spark more often.

Essential Items
These are the items you need to do your job well. The order you build these depends on how the game is going.

Rabadon's Deathcap
This is an item you will always build. No matter what.
It gives 120 Ability Power and increases all your Ability Power by 30%.
This item puts the "claws in your paws" as you will be doing a LOT of damage with your abilities from this item alone.

Get this if you are winning your lane or doing fairly well and want to blow them out of the water.

Athene's Unholy Grail
This is a FANTASTIC item.
It gives 60 Ability Power, 40 Magic Resist, 20% Cooldown Reduction, 15 Mana Regen, and TWO unique passives that improve your mana pool.
This is an item that is a treasure trove for any mage. It is also like a mini Crest of the Ancient Golem that lets you spam your skills more frequently.

Get this if you need more mana in order to keep up with your opponent, if you are falling behind in lane, or if your jungler is hogging Crest of the Ancient Golem.

Zhonya's Hourglass
Another solid item that is essential to a mage.
It gives 120 Ability Power, 50 Armor, and an active that freezes you and makes you invulnerable to everything for a few seconds.
This is an item that gives a very good amount of Ability Power and also some protection from AD champions as well.

Get this if you are laning against an AD assassin such as Talon or Zed. If you need to, you can get Cloth Armor early. It will give you enough armor to survive the harass, while not being behind in Ability Power. You will need this later in game to contend with the AD Carry and be tricky in team fights.


Late Game Items
These are more options to consider after your essential items if the game goes that late. Don't hesitate to pick one of these items up if you are in dire need of a certain statistic.

Void Staff
One of the best items for damage amplification.
It gives 70 Ability Power and ignores 35% of the enemy's magic resist.
This is the "middle finger" if you will, to anyone building Magic Resist against you.

Get this if you have to contend with Magic Resist. Simple purpose, simple item!

Lich Bane
This was my favorite item for a mage in Season 2, and still is this season!
It gives 80 Ability Power, 250 Mana, 5% Movement Speed, and a passive that converts 50-75% of your ability power to your next basic attack after you use an ability.
This item turns any mage into an auto attacking pain in the neck.

Get this if you need more damage on objectives. You can take down towers, inhibitors and solo Dragon. I've even soloed Baron Nashor with this item built as Lux.

Rylai's Crystal Scepter
This is a solid item that gives you some more utility.
It gives 80 Ability Power, 500 Health, and a passive that gives your spell damage a slow on enemy units.
This item is great in team fights because it slows enemies!

Get this if you have a hard time catching your opponents or would just like to have the edge on your health bar while not lacking in Ability Power.

Liandry's Torment
A new item in Season 3 that is NASTY!
It gives 50 Ability Power, 300 Health, 15 Magic Penetration, and a passive that burns for 2% of the target's current health over 3 seconds. Doubled if the target is movement-impaired.
This item is downright evil to use because it turns Lux into Brand! (The burn is much like Blaze)

Get this if you have a lot of high health opponents on the enemy team. It will burn their health faster than toilet paper! Although it doesn't contribute much Ability Power, the 300 health is nice and the extra Magic Penetration is also a bonus. I wouldn't choose this over Void Staff overall, but it is a solid item against unkillable champions like Singed.
Finally mages can deal with tanks! >:D

Guardian Angel
This is the only all-defensive item that you should get.
It gives you armor and magic resist along with a cool passive! When you die, you come back to life with some health and mana.
I usually skip this because I feel if Lux dies, you will probably not have the opportunity to escape. Especially since the enemy team is most likely hovering over your dead body. However, I will EMPHASIZE that it can turn the course of the game if used properly!

Get this item if you are getting focused hard late game.


Other Items
These are a bunch of items that I am on the fence about or that I do NOT suggest. Feel free to try them out, but I like sticking with what works for me.

Abyssal Mask
I build this item only as a magic resistance item on Lux. It gives a decent amount of ability power and a good passive, but I wouldn't use it in place of Void Staff for ignoring magic resistance. Not to mention, I never find myself in range of the opponent when I play Lux for the passive to be of any use to me. Just my personal playstyle.
That aside, get this item if you NEED a magic resistance item and don't want to sacrifice ability power for it.

Archangel's Staff
I don't build this item at all on Lux because I do not see the use. Yes, it gives you a LOT of mana to work with, but an unnecessary amount. Lux uses mana, but is not as mana dependent as she could be. I find Athene's Unholy Grail to be a better choice.

Deathfire Grasp
This is an alternative for Rabadon's Deathcap. It also gives 120 Ability Power, but instead of the percent increase, you get 10% Cooldown Reduction and a active ability. If you want cooldown reduction without having to build Ionian Boots of Lucidity, then give this item a spin.
(Note: Again, if you are going a Cooldown Reduction route, it is capped at 40%. So, I would get this and Athene's Unholy Grail and you will have 34% Cooldown Reduction counting your Sorcery mastery. This gives Final Spark a 33 second cooldown at level 18.)

Mejai's Soulstealer
This is a high risk, high reward item that you build if you are doing EXTREMELY well. Yes, it gives more ability power than any other item in the game, but you have to get it to TWENTY STACKS for maximum efficiency. If you can keep it at 5 stacks, it pays for itself. So, it can be worth it, but there are more reliable items. I average 6-8 stacks personally.

Rod of Ages
I personally don't build this on Lux, but there is no reason why you can't! I prefer doing more damage over having more sustainability and find this item more useful on champions like Anivia who need the sustain. So, build this if you want to sustain.

Final Words on Items
Remember, builds are NEVER EVER set in stone. The items you build each game vary upon the enemy team and your team composition. There are other items you COULD use. However, I believe these items are the strongest for Lux.
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To play or not to play Lux?

Sometimes, the champion that the opposing team may pick in mid lane might be a factor to encourage or discourage you to play Lux that game. Since every player and every game is different, there is no guarantee that you will win or lose a lane based upon champion selection alone. That being said, I am providing a list of champions that Lux is strong against and weak against in mid lane this season.

Play Lux against:

Malzahar

Ryze

Cassiopeia

Karthus

Twisted Fate

Mordekaiser

In general, Lux outranges these champions! She can harass them with Lucent Singularity until they get low enough to get snared, orbed, and NUKED! You should not have much trouble going against these champions.


Avoid playing Lux against:

Katarina

Talon

Diana

Zed

Master Yi

Fizz

In short, NEVER play Lux against any of these champions!!! Every single one will jump on you, burst you down, get away, and dodge every skill shot you throw at them. If you are unfortunate and get counterpicked, hug your tower and call for help from your jungler to shut their lane down before they snowball.
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