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Lux Build Guide by LuxTheGreyWarden

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League of Legends Build Guide Author LuxTheGreyWarden

Light 'Em Up (I'm on fiyaa) [6.23 Updated Masteries!]

LuxTheGreyWarden Last updated on Today @ 02:23pm
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Ability Sequence

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

Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Defense: 18

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 0



Threats to Lux with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Nidalee Easy lane. Dodge the spears and combo her everytime she tries to attack you in Cougar form. She does have high burst damage once you get hit by the spear so don't get too cocky.
1
Teemo Easy easy easy. Buy control wards for his shrooms/get red trinket at level 9 if needed.
1
Twisted Fate Another easy lane. Dodge cards, call mia, and let your team know when he is level 6. I usually take teleport when I am against a TF, that way I can follow him to a lane.

Table of Contents:


oo General
Introduction
Pros and Cons
When is Lux a good choice?
Examples from my experience
Conclusion
Credits
ooo Before Game
Runes in Depth
Masteries
Summoner Spells
oooooo During Game
Lux's Abilities and When to Level Them
Starting Items
First Back
Standard Build for Lux vs AD Mid
Standard Build for Lux vs AP Mid
The Appropriate Times to Buy Items
Other Viable Items
Items NOT to get
ooo Gameplay
Combos
What Mana Item is Best on Lux?
Detailed Matchups
Laning Phase
Teamfights
Lux Synergy


Introduction

Hi everyone! My name is TSM Luminos (I was LuxTheGreyWarden). I main Lux, and she is the one that got me to Platinum this season!! Lux is truly a unique champion and is perfect for solo queue! In this guide, I will go in detail about Lux and how to really master her playstyle! This is my very first guide, so feel free to comment/message me about anything! I decided to make a guide for Lux because of my love for her. I have been playing her ever since season 3, so I wanted to share the knowledge I have collected from my experience from playing as her.
I hope you enjoy my build and please message me or comment if you have any questions! I'd be happy to address your questions or concerns :)
Also, feel free to leave me any feedback or advice on what I should add/change. I am always open ears!! Upvote if this build helped you in anyway!! Thanks so much guys <3


Also, favorite Lux element from her elemental skin?? Mine is ice/storm/dark, for sure!

Last and finally, I have decided to post fun clips of my Plays profile here: http://plays.tv/u/luxthegreywarden
I have decided not to stream, but I'll be uploading some video on youtube of my gameplay for fun! Enjoy guys: https://www.youtube.com/channel/UCDOXl0tn86noqHwySu601dw

Alright,
Here we go!


Pros and Cons

Pros:
o She is easy to pick up!
o Vision from 2 abilities!
o HUGE ult range!
o AMAZING poke!
o Provides utility from her CC and shield!
o Pretty good Crowd Control!
o Great in teamfights!
o Fun to play!
o Funniest laugh!
o Adorable skins!



Cons:
x Hard to master due to skillshots and positioning
x She's squishy
x Long cooldowns
x Early game mana issues
x No escape besides her CC/flash
x Easily countered by Assassins
x She has some really HARD counters


Runes In Depth

Option 1:My favorite vs an AP Mid

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Health
9

Greater Glyph of Scaling Cooldown Reduction
6

Greater Glyph of Magic Resist
3

Greater Quintessence of Movement Speed
3


marks
  • Greater Mark of Magic Penetration: These runes give 7.8 'free' flat magic penetration right from the beginning. It ignores some of the opponent's MR, giving your spells more damage! Always take these!


seals
  • Greater Seal of Scaling Health: As you will be dueling an AP mid most of the time, scaling health is better against mages because it helps with some of the burst/poke.



glyphs


quints
  • Greater Quintessence of Movement Speed: I prefer to take these over the 15AP you get now a days because Lux is a very squishy mage and the mobility really helps her kite, especially against Assassins. Luden's Echo and IF you get 15+ stacks from Mejai's Soulstealer are the only other options for movement speed besides boots. Meanwhile, basically every item you buy in game will be AP. These are really useful and I would recommend them for the new season if possible.


Option 2: Other Rune Alternatives/Substitutes

Greater Mark of Precision
These could be possible alternatives because Lux autos every once in a while, but I honestly would only recommend taking full magic pen marks and that's it.

Greater Seal of Armor
These are very useful if you are against an AD mid laner, but I honestly would prefer the scaling health still. 95% of the time, you will be building Zhonya's Hourglass early anyways. Lux doesn't do well with any health items besides maybe Liandry's Torment, so giving her a little more health is ideal. However, these are still good runes if you don't feel comfortable against the AD mid laner.

Greater Glyph of Magic Resist
These give Lux a little more sustain, as she won't die as fast. I would recommend these for new Lux players, as it could possibly save you if you get caught out/are out of position. If you still want cooldown reduction in your runes but need that early MR, feel free to take these and then two Greater Quintessence of Scaling Cooldown Reduction.

Greater Glyph of Scaling Ability Power
I honestly REALLY recommend the cooldown reduction on Lux, but if you plan on, say, getting Abyssal Scepter, Morellonomicon, and Zhonya's Hourglass, then you don't need it in your runes because your items give 40% already! These could be a possible glyph alternative.

Greater Quintessence of Ability Power
If you dont like/want the idea of movement speed or want a little more early game damage, feel free to take these! The 15AP is standard and really helps!

Option 3: If you only have one rune page

I completely understand that some may be picking up on Lux, but only have one rune page set up for all of their mages. In that case, I would use:
Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
3

These runes are the absolute standard for any mage and Riot just made them super cheap compared to other runes in the store as well! This is a great way to start off without stressing over runes and rune pages!


Option 4:Frost Queens Build
Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Health
9

Greater Glyph of Scaling Cooldown Reduction
9

Greater Quintessence of Scaling Cooldown Reduction
3

These runes are pretty self explanatory, as you will get a total 30% CDR at level 18, and with Frost Queen's Claim, the total will be 40%. I have been working with this build as well and I am adding this into my build because a lot of higher elo Lux mains use these runes, but let me explain something real quick. If you aren't VERY comfortable with Lux, this might not be a good idea. For one, you have basically NO defenses. The moment you get caught out, you are 95% dead. For two, it doesn't offer sufficient mana for Lux unless you have blue buff or are great with your mana, and there is no grievous wounds since Morellonomicon isn't bought. However, this build is so great because it gets you tons of CDR fast, and Frost Queen's Claim is really cheap+extra gold income. The idea of it is to get Frost Queen's Claim and then rush Rabadon's Deathcap and Mejai's Soulstealer as soon as possible in order to be able to dominate the mid game. This is an option for rune pages, if you choose.o
o

Note: This build can be controversial, aka why it is the very last option on my guide, but I still think it is a fun rune page/build and has its purpose! To add, I normally take Meditation in this case as well because I won't have the sufficient mana (unless I'm playing with a friend or someone I know who's jungling and will give me blue buff). Some may argue that Merciless is better, and I love it, but you're only losing out on a little damage. For one, they have to be below 40% health anyways. For two, dealing 500 damage with this mastery will only make it do a total of 525 damage. For three, you can't kill them if you run out of mana. Feel free to do as you choose, or even take a mix of both, but I prefer Meditation in this case personally because I cast spells pretty frequently.




These are all just the example rune pages. Every playstyle is different, so use whatever runes you think will best suit you. I really do recommend making more than one rune page for Lux, but I understand that not everyone has that option.

Masteries

Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/5
1/1
5/1
1/1
You will want to go 12/18/0 as Lux!

*Note: I am still working with the new masteries to make sure that they are the best for Lux, but I am writing down right now what I think is best. Let me know if you think another mastery might be better on Lux and explain why! I wanted some sort of info about the new masteries out for the upcoming Lux skin- I feel there will be a lot more playing Lux and I want to help everyone out. Thanks guys!
Ferocity:

Sorcery
Fury

Sorcery is the best mastery to take here because the 2% ability damage helps with Lux's damage.

Fury isn't an option because we won't need attack speed.


Fresh Blood
Feast
Expose Weakness

Fresh Blood is a good mastery if you can get auto's off consistently, but it's not reliable. Take this if you don't feel you need the sustain and want to poke that Fizz or Katarina out of lane.

Feast is my goto option. Feast is a great mastery if you feel you need the sustain in lane!

Why not Expose Weakness ? I really honestly think this is a great item for a support. I can totally see the idea of it on Lux, as she has AOE spells to further increase the teamfight damage output, but it does nothing for her personally. The other two masteries are just too good to pass up.


Natural Talent
Vampirism

We want to take Natural Talent because it gives us a little more damage due to the attack damage and ability power per level! If desired, a lot of pros actually put 4 points into Natural Talent and 1 point into Vampirism . Lux hs the ability to stay in lane for a long time, so every auto on a minion or spell gives a small amount of health back to Lux. It may seem like something small, but it really adds up. I got this idea from Phreak: https://www.youtube.com/watch?v=3AwLJoA6WD4.

Like I said above, taking a mix of Vampirism and Natural Talent works fairly well. I actually normally take 2-3 points in this because it gives a little sustain. If you E a minion wave, the 300 damage times .08=24. Since Lucent Singularity is an AOE spell, cut that in 1/3 because AOE spells have 1/3 the effect with spellvamp. The conclusion is, just from one E, you will get 8 health back! It's small but really adds up. Not to mention, you're getting a little health every time you auto a minion/champion as well! If you think Feast is enough sustain, go ahead and just put all 5 points in Natural Talent instead.



Double Edged Sword
Battle Trance
Bounty Hunter


Double Edged Sword is actually my go to. It gives you 5% TO EVERYTHING RIGHT FROM THE START! You take 2.5%, but Lux shouldn't be taking damage anyways, or if she is, she is done for. 2.5% really isn't that much! Even if they burst you with 1000 damage, you will only be taking an extra 25 damage. However, with this new assassin update, many don't like the idea of having damage done back to them. Take Bounty Hunter if you want to be safer. The reason I actually pick this mastery over Bounty Hunter as the 'main' mastery is because Lux really shines in early/mid game. If she gets ahead using this 5% damage, she will be able to snowball and feed your team, causing lots of early wins.

Battle Trance isn't the best for Lux. She is a controlly- artillery mage with long(er) cooldowns but also has burst potential. This mastery is more for duelers!

I recommend Bounty Hunter as a safe alternative because you have a possibility of getting a total of 7.5% increased damage if you kill all 5 champions on the enemy team!! It takes a little while to stack up, but I think it is really worth it late game. The downside is that it does nothing for you until you actually start to score unique enemy kills. Take this if you have a dangerous lane or they have a dangerous team composition and you dont want that 2.5%/don't want to snowball mid game and need a later game.





Cunning:

Savagery
Wanderer

This extra 5 damage from Savagery to minions and monsters REALLY helps with farming!! It may not seem much, but you can go a mile with it.

Wanderer is very useful to both getting back to lane and wandering to other lanes for ganks/making it to objectives faster. Take this if you want the little speed boost and don't have any problem with last hitting.


Runic Affinity
Secret Stash
Assassin

I like Secret Stash because it gives you health and mana instantly upon consumption, plus your potions last 10% longer! Most times, I buy a Refillable Potion during mid game and team fights for more sustainability within the team fights, so having even more health come from these potions due to Secret Stash is really helpful. This also gives you an extra 60 health in your first laning phase. This is a sustainability mastery.

Assassin is a good mastery since you will be soloing in lane. It doesn't really help during team fights, but it helps in lane and may also give a little more damage when sniping someone as well! Take this if you want a little stronger laning phase.

Runic Affinity is debatable. I personally don't take it because I usually soloque and I'm never sure if I will get blue buff or not. However, many pros take this mastery and I think it is a great mastery if you are getting the buffs. Take this if you want that additional blue time.

Merciless
Meditation

As a champion who focuses on poke/burst, you will want that extra damage to kill them with your scary lasers! Like I said above with Vampirism and Natural Talent , many higher elo players also take 4 points in Merciless and 1 point in Meditation . This gives just a small amount more of mana regen with only sacrificing 1% damage when enemies are below 40% health. If you like this idea, go ahead and do it! Some people even do 3 points in one and 2 points in another. Do what is comfortable for you as a player.

Meditation can be used if you are really having mana issues, or if you have to be in lane with someone who you know will constantly push your lane.


Dangerous Game
Greenfather's Gift
Bandit

Dangerous game is one of my favorite masteries, as it heals and restores mana back to Lux when she gets a kill/assist. This can possibly save your life.

Greenfather's Gift is more set for junglers and those who will be fighting in bushes (the perfect mastery for those like Rengar or Ivern). While some MIGHT suggest this when Ivern is on your team, I don't feel the 3% is worth it. I would stick to dangerous game! You will be in the lanes or in a river for most of the game anyways (or hopefully in the other team's base :p), so I feel this will really go to waste if taken.

Bandit isn't worth it because you wont be in lane with an ally and the little gold you might get from this mastery is no where to close to the damage you get from Dangerous Game. This is more of a support item.


Precision
Intelligence

Precision is my go to because it gives me 8.4 more magic penetration by level 18, and the armor penetration really helps with trading.

Intelligence is a good mastery because it gives you that 45% total CDR cap. Take this if you want to cast more spells!


Thunderlord's Decree
Stormraider's Surge
Windspeaker's Blessing

I LOVE Thunderlord's Decree . With Lux, all you have to do is Lucent Singularity and auto the champion, and Thunderlord's will proc! It's also perfect when doing your combo, as it will go off. It provides extra damage that could possibly help kill the enemy champion! Plus, the cooldown just got shortened at later levels, making this an even better keystone.

Stormraider's Surge While I can see the idea of this, it still isn't viable. As a long ranged mage, your job is use your spells, not chase the enemy champion. This works way better on assassins (or those like Ryze). Some may say that it works well if you need to get away, but if they catch up to you, you will be dead anyways.

Windspeaker's Blessing isn't viable on Lux. At all. I wouldn't even take it if I was supporting as Lux. This mastery is set for other champions and Lux benefits more from other masteries.


Summoner Spells

Viable Spells:

I love barrier because it protects you from some of the damage incoming and has a pretty short cooldown. It also mixes very well with your Prismatic Barrier! I would recommend this for lower elos/people who don't know Lux's playstyle. It also works versus people with burst potential. It can save a life!


This really helps you stay in lane, gank other lanes, or be present during fights over objectives. I WOULD NOT RECOMMEND TAKING THIS IF YOU ARE NEW TO LUX because other spells will do you more justice. If you are newer and are out of position, an Exhaust or Barrier might save your life. HOWEVER, when laning against, say, a Taliyah or Twisted Fate, this is a great pickup! With their ults, they are able to gank bot or top lane EASILY. Following them will only help out your team- and may score you kills as well :)


Ignite helps finish an enemy off, although I don't commonly take it because I shouldn't be in range to ignite someone frequently. However, it does wonders if you are ever against a Vladimir or someone with insane healing.


THIS. IS. A. MUST. Please always take this spell. It gives you so many opportunities to either escape, catch up to a champion, dodge spells, and more.


This summoner spell is situational. Take this spell only if you are afraid of, say, an Event Horizon from Veigar, a Petrifying Gaze from Cassiopeia, a Chain of Corruption from Varus, and so forth.


Take this when fighting that Zed or LeBlanc, as it reduces their damage output.


I'm slowly falling in love with this summoner spell. It's truly an amazing item for kiting, chasing, running away, getting to objectives, and so forth. Plus, the cooldown is super low. While it can be somewhat tricky to figure out when to use it, 10/10 would recommend for higher elo players/players who understand how this summoner spell can be used effectively.

Never take:


Another debatable summoner spell (heal vs barrier). Yes, heal gives more PERMANANT health. yes, it gives a movement speed buff for a short time. BUT, it is also easily counterable. With the new changes, most mages will be getting Morellonomicon anyways, which gives Grievous Wounds. This counters heal. Another reason is that most mages take Ignite. Ignite counters heal. However, I can definitely see the case where you need to get away from Viktor or Vel'Koz's ultimates.

You're not the jungler.


Lux's Abilities and When to Level Them

First, let's look at what Lux actually does:


Illumination
Enhances your next auto attack on those who were hit by your other damaging abilities. Lux's offensive abilities mark all affected enemies with light energy for 6 seconds. Her basic attacks and Final Spark consume the mark, dealing 20-190 (based on level).


Light Binding
Roots and damages two enemy champions.
ACTIVE: Lux releases a sphere of light in a line that deals magic damage to the first two enemies hit and roots them for 2 seconds.


Prismatic Barrier
Shields yourself and your enemies with Lux's wand.
ACTIVE: Lux shields herself and throws out her wand in a line, shielding allied champions in its path for 3 seconds. Lux's wand then returns to her, stacking the shield to all allied champions it passes through and herself.


Lucent Singularity
Slows and damages enemies in an AOE bubble.
ACTIVE: Lux sends an anomaly of twisted light to the target area, Slow icon slowing nearby enemies and granting Sight icon sight of the area around it for up to 5 seconds.
SLOW: 25 / 30 / 35 / 40 / 45%
At the end of the duration or if Lucent Singularity is activated again, the singularity detonates, dealing magic damage to all enemies in the area.


Final Spark
Lux fires a laser that deals damage to anything in her path.
ACTIVE: After gathering energy for 0.5 seconds, Lux fires a giant laser in a line that deals magic damage to all enemies hit and briefly reveals them and the surrounding area.


Tips and Tricks

First off, lets talk about what to level first. Here is a chart that explains it:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


Now, let us get onto the abilities!


Illumination
Tips and Tricks
  • This will be a great way to poke in lane. Using your Lucent Singularity and an auto will set this off.
  • ONLY auto when it is safe. Never run at enemy champions trying to proc this.
  • Remember that your ultimate procs Illumination AND resets it!


Light Binding
Tips and Tricks
  • Try to hit two people with your light binding!
  • Remember that it hits two people, so hitting a minion and an enemy champion is possible.
  • Don't just throw this spell out, as your are very vulnerable without it. Level this after you finish leveling Lucent Singularity.
  • The only time I get this at level 1 is if I know we are going to invade. Even then, I wait until some action happens before leveling it. If I level it when I first start and the invade fails, I will have to accept that I will have Q at level 1 instead of E.


Prismatic Barrier
Tips and Tricks
  • Try to hit all of your allies with this spell in teamfights. If you don't hit them on the way out, try to position yourself to hit them with your wand on the way back.
  • I level this at level 3 instead of 4 on certain occasions- with poke or burst champions, such as LeBlanc or Xerath. The shield will absorb some of the damage, and you will be able to have a better trade.
  • Always get 1 point in this at level 4, with no exceptions. It was nerfed but it still can protect you from dying/taking too much damage.


Lucent Singularity
Tips and Tricks
  • This is your main farming and poking tool. Level it up first.
  • Make sure to hit as many enemy champions with this. Also remember that it slows, so you do not have to immediately pop it.
  • It has a high mana cost, so try not to spam it early game.
  • It gives vision, so using it in bushes is way better then facechecking.


Final Spark
Tips and Tricks
  • Try to position yourself in teamfights to hit as many enemy champions as you can with this ability.
  • It has a low cooldown, so don't be afraid to use it!
  • This is my favorite ability because of the sniping potential it has. I have killed many people and stolen buffs/dragon/baron with this ability!


Combos

I made a couple videos to show how Lux's combos work!:


Lucent Singularity➛ Auto

-This is a common harass technique used in lane, but is also going to be used out of lane as well. Notice how my auto procs Thunderlord's Decree!


Light Binding➛Auto➛ Lucent Singularity➛Auto

-This is going to be another combo that will be used for trades. Also notice how my Light Binding killed a minion, but was still able to hit Annie as well. As most won't pay attention to the second binding until it is too late, using your Light Binding to kill one minion and hit the enemy champion with the second binding works effectively!!
Note:WATCH OUT WHO YOU USE THIS ON! As Annie didn't have her ultimate and her range is very short, she was only able to get an auto off on me. If you are using this combo on someone like Ahri, BE WEARY! Your Light Binding is only a root, meaning spells can still be cast. It will not be worth it if Ahri is able to Charm you and use her combo back on you!


Light Binding Lucent Singularity Final Spark

-This clearly shows the standard way of bursting an enemy down. Annie had about 75% of her health, and yet I was able to line up my combo just by hitting my Light Binding and following up with my other spells.


Light Binding➛DO NOT AUTO➛ Lucent Singularity

-Use this combo when you are being chased by an enemy champion. Notice how Annie has her stun up. I did not want to get into auto range because she would've been able to use her ultimate on me. Always remember that your Light Binding is only a bind, meaning they are able to use summoner spells (besides flash) and abilities! Sometimes it is better to just use your Light Binding and keep running. In this case, I used my Lucent Singularity afterwards, BUT DID NOT POP IT until she was at the very end of the rnage in order to slow Annie as she kept trying to chase me.


Lucent Singularity Final Spark

-I normally only use this combo under tower, but it is also a very effective combo in places like dragon and baron. The trick is to throw out your E very quickly and pop it, and then use your ultimate. Not only will you do tons of AOE damage to multiple targets (or delete one target like I did with Annie) but remember that your ultimate procs your passive! Popping your E before the ultimate fully channels will give you your maximum damage!


Starting Items

x2
This is the best way to start out. Doran's Ring gives you ability power, health, mana everytime a unit is killed, and base mana regen. This plus the two health pots should be enough sustain for you to get to level 6.


Many ask "why not dark seal start?"
Dark seal ISN'T BAD. I may buy a Mejai's Soulstealer later on in the game, depending on how the game is going. However, as a starting item, it only provides 100 mana. As you will be casting spells in lane, this won't suit Lux due to her high mana costs and low early base mana regen. It also does not give any health, making Lux even more squishy than she normally is. The only time I would EVER buy a dark seal is if I am going against someone who has no burst potential but constant poke. The three health pots plus the 25% healing increase will keep Lux's health at 100%.


First Back

It's hard to explain what exactly to buy because every situation is different and you'll always have a different amount of gold on your first back each game. Lost Chapter, The Dark Seal, Needlessly Large Rod, Amplifying Tome, and other smaller items that build toward your core items are key. Null-Magic Mantle and Cloth Armor are situational/depend on your lane. Boots of Speed are great if you are going to wander/you need to dodge skillshots.
Lately, I have been loving going back and buying a The Dark Seal. It is a cheap 350 gold item that is worth the value of 15AP, but can also give you more by getting kills or assists. It also makes your pots last longer and the 100 mana helps a little. The luxury of this item is that it is either equal to or is an above average item for it's cost and can be sold with no consequence if needed. It can also be upgraded to Mejai's Soulstealer so you can start to snowball!! I would recommend getting this on your first or second back, if possible!!
Note:
**Remember to buy control wards when you can!
**DO NOT FORGET HEALTH POTS!! These are important for sustain in lane! A lot of times, I even buy a Refillable Potion early/mid game in order to save on gold if I am constantly needing pots.


What Mana Item is Best on Lux?

or or ?



-As the chart explains, Morellonomicon is the best item to get for AP Mid Lux! Not only does it give twice as much Ability Power, but it gives a much better gold efficiency than the other two.
-As for Frost Queen's Claim, I have been fiddling around it and really loving it. It is cheap, gives decent stats, and will help you advance to better items for Lux's power spike in the midgame. Take this if you choose instead. The problem with this item and the reason I do not choose this item as a main item is because it does not provide grievous wounds, we can run out of mana a lot quicker and don't have that full sustain, and it does nothing for us late game. However, it is still a great item to get- especially with the ghosts to seek enemies out- and I've been buying it more and more. I have even seen some buy it early game and then sell it for a better item late game. Do that if you prefer.
-The problem with Athene's Unholy Grail is that it also doesn't give very much AP. The passive really sure helps with both your sustain and the healing of teammates, but it doesn't overall do much to your own burst and damage. The 40AP is weak and it costs only 650 less gold for 60 less AP. I would definitely say this item works perfect either on a Lux that is supporting, or maybe if you are too behind and want to sacrifice some of your own damage to help your other fed teammate(s) snowball. The magic resist is also nice to have in the laning phase as well, so that's a bonus for sure! I am trying to be positive about this item but I just don't think it's good on Lux anymore... would not recommend this item unless maybe it's ARAM.


Standard Build for Lux vs AD Mid

*Please remember that these items do NOT necessarily have to follow this order or be these exact 6 items. I am giving you an example build against an AD mid, but you can adapt the order or switch out items based on your preference or how the game is going*:
Item Sequence

Sorcerer's Shoes
1100

Morellonomicon
2900

Luden's Echo
3200

Rabadon's Deathcap
3800

Zhonya's Hourglass
2900

Void Staff
2650

These are my go to. They provide that 15Magic Pen for more damage. Added with the 7.8 we get from our runes, we will be doing some amazing damage!

The CDR, mana, and AP are amazing! Plus, Grievous Wounds stops anyone who tries to heal up!

The armor helps versus both the AD mid and team in general! If you are getting pummeled by the mid laner, I suggest buying Seeker's Armguard or even the full Zhonya's Hourglass before finishing Morellonomicon.

Standard on any mage. I preferably get this item next because this is when teamfights start to happen! With the significant AP increase, you deal more damage to more enemies!

After Rabadons, you will most likely need a Void Staff because you shredded everyone and so they were all forced to buy magic resist!!

Without boot enchantments now, Lux is super slow. This will help with any type of kiting, chasing, escapiing, plus the AP is amazing! I really do love this item. If desirable, you may get this before or after buying Rabadon's Deathcap.


Standard Build for Lux vs AP Mid

*Please remember that these items do NOT necessarily have to follow this order or be these exact 6 items. I am giving you an example build against an AP mid, but you can adapt the order or switch out items based on your preference or how the game is going*:

Item Sequence

Sorcerer's Shoes
1100

Morellonomicon
2900

Luden's Echo
3200

Rabadon's Deathcap
3800

Zhonya's Hourglass
2900

Void Staff
2650

Again, this really helps Lux dig into the enemy's magic resist so she is able to do more magic resist. I take these most of the time.

While in this situation, Athene's Unholy Grail could possibly be the substitute because you would have an extra 25MR in lane, but I still say go for Morellonomicon in most cases. It gives so much AP for Lux's burst/poke, and helps with her mana problems. Plus, I will always love the idea of Grievous Wounds!

Lux's movement speed isn't the greatest and she is squishy, therefore many AP champions may take advantage of that. Not to mention, Lux is a very immobile champion. The movement speed really does help, plus the passive can be used for poke/farm.

As I explained above, I prefer to not wait to get this item due to the huge damage potential for teamfights. If you do not want to get this item next, advance to the next item, BUT MAKE SURE YOU HAVE THIS ITEM SOMEWHERE IN YOUR BUILD! THIS ITEM IS CRUCIAL!

For those stacking MR. In some games, you might have to get this earlier than expected.


This will protect you if anyone tries to jump on you during teamfights/there is some type of ultimate (Syndra's Unleashed Power, Karthus's Requiem, etc)


Other Viable Items

Note: ALWAYS BUY Morellonomicon, Rabadon's Deathcap, and Void Staff- these three items are your CORE and should be bought EVERY GAME!!

While this item was only built to replace Void Staff, I have found a new discovery. Many people argue that "Lux is a burst mage, so this burn is useless and won't help". Let's look at this for a second. Not counting Rabadon's Deathcap, the second highest AP item gives 100AP. Liandry's gives 80AP PLUS 15 magic pen. You lose out on the 20 AP, but I have done the math and late game, the magic pen actually ends up doing MORE damage than that little 20AP you get. Most of the time, I end up buying this as my sixth item if I have the room! 10/10, would recommend as a viable item if you choose to do so.
Note: This is just a fun fact, but the cool part about this item is that it prolongs the grievous wounds you get from Morellonomicon due to the burn!

God, I've been loving this item more and more. As Lux, it is so easy to build stacks. You have range and all you have to do is at least shield your ally or throw a Q out in order to recieve an assist and build those stacks up! The downfall is that it is risky and the enemy team will especially aim for you. Take it at your own risk, and when you are ahead.


While this is definitely very situational, it is an item that can be used to save yourself. One time, there was a game with Malphite top, Cassiopeia mid, and Veigar support. This item will give you health, tons of MR, and a small spell shield every 40 seconds you don't take damage from an enemy spell.

While this may seem like a support item, it works VERY well on Lux. Of course it is situational, but you can go a full mile with it. Due to the buffs, it now gives 60AP, which is decent. The cooldown reduction and movement speed are nice as well- especially if you haven't met your max CDR limit yet (40 normally, 45 if you took Intelligence ).
The sole reason why I add this item into the list of situational items is because of the passive:
Heals and shields on allied champions (excluding yourself) grant them +15% attack speed and +30 on-hit magic damage for 6 seconds.
If you have a Tristana and Warwick on your team, this passive works perfectly. Remember that the job of Lux in teamfights is to either burst a carry down or burst as many enemy champions as possible with your AOE spells, and then shield EVERYONE while your other spells are on cooldown! If you are shielding the team, the passive will proc on your allies. This will only further increase the overall damage in teamfights!

Here is another negotiative item. While some think of this as the worst item to get on Lux, it serves a purpose. For one, it gives AP and cooldown reduction, which is what Lux needs in any game. Second, it gives some nice magic resist. Lastly, the passive actually works fairly well.
Passive: Nearby enemy champions take 10% more magic damage. (700 range).
I do admit, Lux shouldn't always be within 700 range of another champion so the passive could 'go to waste'. However, remember that her auto range is 550. In order to auto, you have to get in range. When you are autoing the champion, the enemy champion is in this aura range. Following?
To back this up even further, imagine someone like Ahri or LeBlanc is attacking you. Ahri might use her ultimate and LeBlanc might jump close to you. Again, they are now in range of the aura. Not to mention, the 60MR you get can save your life from their massive burst.
This also works out very well if you had to buy a Negatron Cloak early game due to the LeBlanc.
While this may not be the top pick for items, it does serve a purpose.

As I have mentioned before, this item has it's up and it's downs. It is very useful because it helps scout out enemies, it is cheap and gives you gold to get better items for mid game, and it is an overall decent item. The downfall is that you might run out of mana and it doesn't do anything for you in the later phases of the game. If you choose to take this item, you might want to try to finish the game before late, as you will start to fall off. This is an overall good item, but Morellonomicon gives Lux grievous wounds, more sustain, and more AP.


Items NOT to get

I have seen SoOoOo many Lux's get this. The health and AP is a benefit, no doubt, but there are so many better options! This passive for Lux is basically useless. Lux's Light Binding holds them in place anyways, so the slow doesn't matter. Lux's Lucent Singularity is an AOE spell, so that slow will be VERY small. Lux's Final Spark is used either to completely wreck the enemy team's health bars in fights, or to finish a champion. The slow gives absolutely no benefit to any of these. However, if you REALLY want that flat 400 health, this does give 100AP so it can be used defensively.

This is a new item that was just added in, and I really love it. It gives you sustain and survivability from the health/mana, plus a really cool active that sprays icy bolts! I personally do not get this item because I feel this item was not in the least bit made for Lux. The other passive, eternity, says this:

15% of damage taken from champions is gained as Mana. Spending Mana restores 25% of the cost as Health, up to 25 per spell cast.

For one, Lux shouldn't be taking a ton of damage. For two, I don't think the extra 100 health from using all four of your abilities is worth it, especially if you have to wait for Lux's long cooldowns just for this passive to be useful again. I think this is amazing on champions like Karthus or Syndra- one's who constantly use their spells.

With the new changes on ROA, it gives even less AP and mana, plus the stacks take time and aren't worth it. It's costly and does not help Lux the way other items do. To make this item even worse on Lux, that same eternity passive is available in Rod of Ages as it is in Hextech GLP-800. Please do not get this for Lux.

I can totally see the use of this item. Lux stands back and does damage/shields in teamfights- and this is a great item for that. The damage migitated can be used to not only shield- but HEAL- your teammates in the heat of battle!! I just think it puts you too far behind for your burst to be able to be as effective. However, if you love this item, go ahead and take it. I just don't recommend it.

Lich bane is a really powerful item, honestly, BUT it does not work on Lux. I had one of my viewers (thank you, Quandaa) who questioned why this item doesn't work on Lux in the comments. My results were that for one, it is too dangerous. Lux is a long ranged SQUISHY mage, so getting up close and personal is too dangerous. You also have to remember that Lich Bane has a 1.5 second cooldown AFTER YOU AUTO, meaning that you will almost have to chase them if you want to get more than one proc off. While this may be a tempting item, it does not work- at least not as AP mid Lux in 5v5. I'm sure it isn't a bad item on ARAM or 3v3's, but never get this item in 5v5's.

I honestly did work with this item for the longest time. While stacking it up as Lux took a while, I loved how much AP you got and the massive shield that followed. However, to conclude, it is not worth it. It is very expensive and takes plenty of time to stack up. There are better items.


The Appropriate Times to Buy Items


Now that I have shown you a standard build for Lux and what items are acceptable and nonacceptable, let's talk about WHEN to buy these items. Most people will buy the same 6 items in a row without knowing that maybe buying another item or buying one item before the other will actually benefit you.

Boots
My go to boots will always be Sorcerer's Shoes, however, there are times when we might have to buy another kind of boots.


Ionian Boots of Lucidity
UNIQUE – ENHANCED MOVEMENT:
+45 flat movement speed.
UNIQUE: Reduces summoner spell cooldowns by 10%.


While sometimes there isn't necessarily an 'appropriate' or 'inappropriate' time to buy these, they are great if you dont need that 15 Magic Penetration and want to add to your CDR. The passive is also nice as well, as it reduces your Summoner Spell Cooldowns by 10%! This is more of a preference option.




Mercury's Treads
+25 magic resistance.
UNIQUE – ENHANCED MOVEMENT:
+45 flat movement speed
UNIQUE – TENACITY: Reduces the duration of all crowd control effects by 30%

These boots are normally only bought if the team is CC heavy and you don't want to be frozen in place for minutes until you are finally dead. Examples to get this is a team with Malphite, Sejuani, Ashe, etc. It also gives some magic resist, which is nice. I would not suggesting buying these unless someone with tons of CC is focusing you HARD, or their WHOLE team has tons of CC.


Defense
Next, I will go into defensive options. While Lux's 'defensive' options normally are AP items (ex: Zhonya's Hourglass, Abyssal Scepter), sometimes you might have to buy a full defensive item against the enemy team.



Banshee's Veil
+300 health, +70 magic resistance, +100% base health regeneration.
UNIQUE: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds.


This item is used if the team is AP heavy and you need that spell shield to block some type of scary enemy ability (Ashe's Enchanted Crystal Arrow, Veigar's Event Horizon, or Sejuani's Glacial Prison). I usually buy this as my 5th or 6th item, depending on when I need it.



Spirit Visage
+500 health, +55 magic resistance, +200% base health regeneration, +10% cooldown reduction
UNIQUE: Increases effectiveness of all sources of health restoration by 25% (including health regeneration, life steal and spell vamp).


Normally, YOU NEVER GET THIS ITEM ON LUX. Banshee's Veil suits Lux way better. However, if you need a defensive item and you have a magical Soraka on your team, this item might be better. It gives you 25% more healing, which creates tons of sustainability in teamfights with your trusty support at your side. I don't have it in situational items because this is too situational-it relies on one champion in order for it to work- but it is still a good thing to note.



Guardian Angel
+45 magic resistance, +60 armor.
UNIQUE: Upon taking lethal damage, restores the greater of 700 Health or 30% of maximum Health and 30% of maximum Mana after 4 seconds of stasis. 300 second cooldown.


While I certainly don't take this item very often, it isn't a bad defensive item if you are getting focused too hard in teamfights. Either the enemy team will be hard focusing you and your team can jump on them, or you won't get focused and will be able to deal tons of damage in teamfights. This also really helps if you need your cooldowns to be back up, as the passive takes a couple seconds to bring you back to life.


AP Items/Damage
Finally, we will go into our damaging items and which AP items are best to buy and when!

Mejai's Soulstealer
UNIQUE – DREAD: Grants +5 ability power per stack of Glory. Grants +10% movement speed at 15 Glory.
UNIQUE – DO OR DIE: Grants 4 Glory (+20 AP) for a champion kill and 2 Glory (+10 AP) for an assist, up to 25 Glory (+125 AP). Lose 10 Glory upon death.


This is an item that has the 'high risk, high reward' concept. When you buy this item, the enemy team will most likely start focusing you. However, you can get TONS of AP and movement speed from this item when fully stacked. I would recommend buying The Dark Seal early and stacking those stacks up first while buying your items. Wait until you have at least Morellonomicon to upgrade this because you never know how the game is going to go. If you or your team is doing well, go ahead and purchase Mejai's! If not, The Dark Seal was cheap, gave you some good bonuses, and sells pretty decently. Take this one at your own risk.



Frost Queen's Claim
+75% base mana regeneration
+50 ability power
+10% cooldown reduction
+2 Gold per 10 seconds
UNIQUE – TRIBUTE: Spells and basic attacks against champions or buildings deal 15 additional damage and grant 15 Gold. This can occur up to 3 times every 30 seconds.
UNIQUE: Summon 2 icy ghosts for 6 seconds that seek out nearby enemy champions (4500 range).
Ghosts True Sight icon reveal enemies on contact and reduce their movement speed by 40% for 2–5 seconds (90 second cooldown.)


This is an item you will want to RUSH first thing if you are to purchase it. You want that gold to be racking up, and you don't want to buy parts of it because farming will not give you the gold on champions/towers until you have fully purchased this item. I normally buy this item when I feel a little uneasy and want the ghosts to help with vision, when I want to get ahead for teamfights in the midgame, or when I need to rush another item for a specific reason.



Ardent Censer
+50% base mana regeneration
+60 ability power
+10% cooldown reduction
UNIQUE: +15% bonus healing and shielding power and +8% movement speed
UNIQUE: Heals and shields on allied champions (excluding yourself) grant them +15% attack speed and +30 on-hit magic damage for 6 seconds.


Normally, you will want to get this as your sixth item, or even fifth. Other items are too valuable for this one to be purchased before then ( Rabadon's Deathcap, Morellonomicon, etc). However, this is one AMAZING item if you have a Kayle top, Tristana ADC, and Warwick jungle. Not only will you get nice damage, some movement speed, and cooldown reduction, but your shields will give them attack speed and more damage on hit. More damage=more enemies dead. More enemies dead=more objectives and pushing to win!!



Void Staff
+80 ability power
UNIQUE: Magic damage ignores 35% of the target's magic resist (applies before magic penetration).


This is honestly one crucial item for Lux (or any mage, for that matter). However, most usually wait until the last item to buy this. SOMETIMES, IT NEEDS TO BE BOUGHT EARLIER. Let me explain.
Due to Lux's high AP ratios, most of the time it is better to buy a Rabadon's Deathcap over a Void Staff. However, some cases are different. The average scaling of MR needed for Void Staff to be effective is 100MR+. If the whole enemy team is stacking up MR, you NEED to buy this as a fourth or fifth item. It will really benefit you in the long run. If only one or two enemies have MR, go ahead and take the AP route because you will be able to kill the squishies in an instant. Always remember that this item is good for those who have magic resist.



Abyssal Scepter
+60 magic resistance
+60 ability power
+10% cooldown reduction
UNIQUE: Nearby enemy champions take 10% more magic damage. (700 range).


Although Abyssal Scepter isn't a commonly bought item, it has its purpose. When laning against a LeBlanc, sometimes you will be forced to buy that Negatron Cloak. If you still need that magic resist later on in the game, this is a great item to buy. It give AP, CDR, and 60AP! You don't NEED to rush this item unless you feel it is necessary.



Morellonomicon
+400 mana
+100 ability power
UNIQUE: +20% cooldown reduction
UNIQUE: Kills and assists restore 20% of your maximum mana
UNIQUE: Dealing magic damage to an enemy champion below 35% health inflicts Grievous Wounds icon to them for 8 seconds.


Normally, this is one of the first items you want to buy. There is really only one certain case where this may come in handy later on-when you are getting crushed by an AD mid laner and need to finish, say, that Zhonya's Hourglass for Zed. You may buy this after. This item really is amazing now and should be bought every game.



Zhonya's Hourglass
+45 armor
+70 ability power
+10% cooldown reduction
UNIQUE – STASIS: Put yourself in Stasis icon stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration, but also unable to move, attack, cast spells, or use items during this time. 120 second cooldown.


While I normally don't buy this item until later on, sometimes it has to be bought as a second or third item. The most obvious reason will be an AD mid laner, such as a Zed. One common thing I see Lux's not do is buy Zhonya's Hourglass versus certain AP threats as well. There are quite a few, but I have my mind on Syndra. What if you got Zhonya's Hourglass as your second item on Lux in order to put her ultimate on cooldown, but stop the damage from coming through? See what I mean? Sometimes, it is better to rush this item versus threats- especially assassins.



Liandry's Torment
+300 health
+80 ability power
UNIQUE – EYES OF PAIN: +15 magic penetration
UNIQUE: Dealing spell damage applies a damage-over-time effect that deals bonus magic damage equal to 2% of the target's current health per second for 3 seconds. This bonus damage is doubled against movement-impaired units and capped at 100 damage per second vs. monsters.


As I explained above, I almost wanted to put Liandry's into my core build. If you do not feel you need, say a Zhonya's or Luden's Echo, take this instead! The magic penetration will only further increase your burst and poke potential, plus it will burn the tanks to the ground as well!



Luden's Echo
+10% movement speed
+100 ability power
UNIQUE – ECHO: Gains charges upon moving or casting. At 100 charges, the next instance of ability damage you deal will expend all charges to deal 100 (+ 10% AP) bonus magic damage to the first enemy hit and summon up to 3 lesser bolts that target nearby enemies, prioritizing enemies damaged by the ability and champions over minions.


Luden's Echo is honestly such a cool item, and there are many times that I do buy this item! However, the only reason I might not buy it is if it doesn't fit in my build. For example: We get Sorcerer's Shoes, Rabadon's Deathcap, Void Staff, and Morellonomicon. This leaves us with two items left. If we have stacks from our mejai's soulstaler, this will be the replacement. Last but not least, we will need Zhonya's Hourglass to keep our stacks and safety up. This leaves no room for Luden's Echo, which is actually okay because with Mejai's Soulstealer, we get the movement speed we want AND more AP! In all other cases, Lux is super slow and this really is a great item to get. Sometimes I will rush it right after Morellonomicon if I feel we need the poke, or I will wait until buying Rabadon's Deathcap because I feel we need damage before poke. All in all, the movement speed helps us a ton with dodging and chasing, the AP is fantastic, and the passive really helps Lux with her poking ability.



Rabadon's Deathcap
+120 ability power
UNIQUE: +35% ability power


This is basically Lux's bread and butter item. Once you get this item, Lux will SHRED! However, there are specific times when buying this item. The first time to buy it is immediately after Morellonomicon. Either were REALLY ahead and want to keep rushing damage, or we feel that the team lacks some damage and need it for teamfights. Other times, we may have to buy it as a fourth our fifth item because we need the movement speed from Luden's Echo and maybe even a Void Staff. I would personally not recommend waiting until the 6th item to buy this item for Lux, as I feel you will lose out on a lot of damage potential, but I do understand that sometimes it is just not possible. If there are some tricky enemy champions, you might need to buy that Zhonya's Hourglass instead. Just always remember to have this item somewhere in your build because Lux's abilities scale VERY well with AP, and this gives an incredible amount of it!


Detailed Matchups

A B C Matchups



D E F G H J Matchups



K L Matchups



M N O S T Matchups



V X Y Z Matchups



Laning Phase

During the laning phase, there are 4 key steps to successfully working your lane:



1. Farming
I can not emphasize how IMPORTANT farming is. The early farming stage is the most important part for how well you will do later on in the game. Killing minions grants gold and XP. Gold grants items to further your damage, and XP gives you an advantage to your spells having better base stats/lower cooldowns. Please do not try to just attack the enemy champion, focus on last hitting while poking when given the chance.



How to last hit?
The basic idea is to wait until you are able to kill the minion with an auto attack. However, this is harder than it seems. For me, farming is one of my biggest downfalls. I get so caught up in the wave pressure and health of the enemy champion that I don't last hit and miss the necessary gold needed.



Should I farm with my spells? (Pros/Cons)
Pro: You will be able to use your spells to kill minions more easy, rather than waiting for the right moment to auto and possibly missing it.
Con: You will push the lane and it can be dangerous. You are more susceptible to either be ganked by the jungler or harassed by the mid laner.
Pro: Your opponent will lose farm due to the fact that he/she has to now auto and use their spells in order to hit the minions under the tower.
Con: Using your spells chunks out a lot of mana for Lux, especially early game when she doesn't have very many items. With no mana, you can't 'farm' more, nor can you poke the enemy champion and trade.
Pro: You could gain a huge advantage by keeping both the zoning of your lane and the ability to roam, meanwhile, your opponent is stuck at their turret trying to farm.
Con: You could actually end up missing on tons of CS yourself. With relying on spells to kill minions, you will be casting your spells instead of autoing. With spell casting, it will also create an unbalance in the wave, causing less CS for you- which then puts you behind.



Conclusion?
There is nothing wrong with using your spells to farm- especially under your OWN tower. However, try to keep the minion wave as balanced as possible by either only autoing when necessary, or using spells when you are getting pushed. Remember that your main farming tool besides autoing is your Lucent Singularity, which is also used for poking. Also remember that this spell has a high mana cost and a long cooldown, hence why spamming it is not a good idea. However, using it every once in a while to farm or poke is ideal. Farm as much as possible in order to have a better mid/late game.
If you are like me and have a hard time farming, make a custom game and practice last hitting with no items. This will really help for when you get into a game that actually matters.



2. Zoning/Harassing/Trading
This is another very important aspect during the laning phase. With zoning and harassing, you are causing your enemy to be both miss CS and be scared to go in for CS. Depending on who you are against will determine how this can be done.



When you are against melee opponents
This can be a favorable matchup due to the fact that the opponent has to get in melee range to auto you/the minion for CS. In the beginning of the game, try to auto them as much as you can in order for CS to be denied. The key concept here is to try to freeze the lane to deny CS and put them behind. However, with autoing comes some challenges.
1. Some melee champions have abilities they can use on you. Watch out for those. Their ability will do much more damage than your one auto.
2. When you auto the champion, it can cause the enemy's minions to target you. The minions do little damage, but it adds up so be careful.
3. Remember to auto when given the chance only. One auto is not worth missing CS



When to use your abilities in lane
The first and easiest answer to this is when you see your minion wave being pushed. The downside to Lux is that when she is pushed to the turret, most of the time she will have to use her spells to kill the creeps. With this then results in mana issues, loss of XP/gold, and not to mention- her cooldowns are pretty long. TRY NOT to get pushed to your tower. If your opponent is pushing, the best way to handle this is by aiming your Lucent Singularity at both the wave of creeps AND the enemy champion. This will not only keep the wave more balanced, but your opponent will take damage and will be more fearful to either push the lane or auto the creeps. It's even better when you are able to use your Lucent Singularity and then auto the champion, however, DO NOT CHASE THE CHAMPION JUST TO GET THE AUTO OFF. It is not worth it and you will end up taking more damage in the long run from both whatever the champion throws out at you, and the minions. Not to mention, it puts you in the perfect position for the enemy jungler to gank.



3. Jungle Camps
Jungle camps are always a good idea because killing them grants gold and XP. However, there are appropriate times to take the camps. Lux is slower than other champions in taking these camps, but it it always a good idea to try to take these when possible



What camps should I take?
Most of the time, I take the crimson raptor, along with the 3 other raptors. These are very close to lane and you wont lose out on anything. Taking the wolves is also acceptable. If you have the opportunity, even taking the the enemy's jungle camps works in favor for you.



When should I take these camps?
1. When your lane is pushed far and you are able to take these raptors and return to lane in time.
2. I normally try to take a camp before I go back to base if I have enough mana/health. It gives me a little more gold before buying items.
3. WHEN THE JUNGLER SAYS ITS OKAY TO DO SO. PLEASE NEVER TAKE THE CAMPS IF YOUR JUNGLER DOES NOT GIVE YOU PERMISSION/(S)HE IS CLOSE TO THE CAMPS. If he is helping bot lane, you may take them because their respawn time is short, but remember that the camps are the junglers farm. You wouldn't want someone coming into your lane and taking all your farm.



4. Roaming
Because you are in the middle of the map, roaming is always an option. I normally wait until I have my Final Spark to start roaming, but if your teammates need help, roaming early has its benefits. The point in roaming is to help other lanes score kills and help your team get ahead. Remember that because you are a solo lane, you will hit level 6 faster than the bottom lane. You can use this to your teams advantage. Also watch how much you are roaming. I have seen too many people roam consistently and get nothing out of it, so they miss out on a ton of XP and gold from their own lane.



When do I roam?
1. The best time to roam is if you look at these things: There are no jungle camps to take, the enemy bottom lane is pushing, and you have your own lane pushed. If your lane is being pushed, never wander.
2. When the enemy mid laner is missing. Unless they are low on health or out of mana, they are normally taking a jungle camp or roaming. Remember to ALWAYS call MIA when your opponent isn't in lane.
Note: Sometimes it is better to push your lane when the enemy opponent roams. Lux is a very immobile champion, so by the time Lux gets to the lane, the fight will be over. You will be wasting your time and will lose out on that XP/gold. Instead, push your lane and hit the enemy turret as much as you can. The other advantage to this is that you will be getting all of the gold and XP from roaming, meanwhile, your opponent will lose a wave or two of minions due to your strong push while they are away.


Teamfights

Teamfights are my favorite part when it comes to playing Lux because this is when her power really shines. She not only can peel for both your ADC and the rest of your team pretty well, but she has burst/damage + utility with her shield. This is why I love Lux so much, as she is very versatile in all areas. During teamfights, keep these things in mind:



1. Use your Lucent Singularity to poke enemy champions.
Before a teamfight actually occurs, Lux is able to poke some of the squishier champions down. This is very important before engaging a teamfight because Lux has the range and AOE from her Lucent Singularity. The less health the enemy champions have when you engage, the better the teamfight.



2. Stay back and throw your spells at your enemies.
This is the most important concept. As Lux, you are squishy and very vulnerable. Your positioning is key to surviving and dealing the most damage you can in a teamfight. You should be able to catch at least one, if not two, champions with your Light Binding. Your team can then engage and kill the enemy champions. You should ALWAYS throw out your Prismatic Barrier when the enemy team is poking/anyone engages, in order to soak up some damage for your teammates. Remember that this spell comes back to you, so if you miss a couple champions on the throw out, try to position yourself so your wand hits your allies on its way back to you.



3. Always remember to use your ultimate whenever you get the best possible chance
For example, say there is a Malphite on your team. Once he uses his Unstoppable Force and knocks them all up, that is your queue to ult. REMEMBER THAT THE ULTIMATE DOES NOT HAVE TO ONLY BE USED TO FINISH OFF AN ENEMY!! Dealing massive amounts of damage to a group of enemy champions will be way more effective in a teamfight than using your ultimate to finish off a single enemy.



4. Bursting down the ADC/Mage
If the enemy team isn't staying close together and there is no way to use your ultimate to hit more than one champion, this is another concept. Say the opponent's teams ADC is an Ashe. Ashe is very squishy! If you use your combo on her, she should die INSTANTLY (depending on her item build). This concept is to take the ADC out of the teamfight and make the teamfight a 4v5. You won't have your ultimate for another 30+ seconds, but as a 4v5, you should use your other spells to help peel for your team!


5. Helping your ADC survive
This is another concept that I don't think a lot of people realize. The ADC's role is to do the most damage and carry the team! The downfall is that they are usually very squishy and need some type of peeling. Lux is perfect for this. Especially if the support on your team is that tanky Leona who is jumping into the enemy team, Lux stays back and casts her spells next to the ADC anyways. Here's the perfect example of how you can help your ADC survive:
Say there is an enemy Rengar who keeps trying to jump onto your ally, Lucian. Right when he uses his ultimate to jump, you should immediately use your Light Binding and root Rengar in place. This will not only save your Lucian, but will take one more enemy out of the teamfight.


When is Lux a good choice?

There are 3 things to look out for before choosing Lux:



1. Look who you are up against
In Draft Pick, look at what your enemy team chooses for their different roles. If they chose a Vi jungle or a Xin Zhao, you might want to reconsider choosing Lux. Lux is a very immobile champion and both Vi and Xin Zhao have amazing gap closers.
This is even better if you already know who the mid laner is. Look above at the chart on who counters Lux. You NEVER want to pick Lux into a Fizz or Talon. However, if the mid laner is Twisted Fate or Ziggs, you should have no problem picking Lux.



2. Look what what your teammates are choosing
If your teammates are choosing champions like Caitlyn, Sona, Malphite, or Amumu, Lux is a perfect pick! With Caitlyn and Sona's poke or Malphite and Amumu's heavy lockdown, you will be able to poke along with them or use that Final Spark right when one of those strong AOE ultimates come into play!



3. Your own capabilities
As you play Lux more and more, you will really get a feel for her. Once you start learning to master her, some of these counters won't be actual 'counters' to you anymore. For example, in the beginning of playing Lux, I always got destroyed by an Ahri due to her mobility. Now, I know how to play against an Ahri and how to position myself- I even win lane most of the time! If you feel completely comfortable with the situation, you have free reign to pick Lux!


Lux Synergy

There are 3 things to consider when looking at synergy with Lux:



1. Poke
Poking is one of the best ways to create an advantage before teamfights. If your team pokes the enemy champions health down, someone may be forced to recall. This will either make it a 4v5, or they will have to stay in the fight with half or low health. Here are some champions who work very well with Lux in poke:

Top: Cho'Gath, Gangplank, Jayce
Jungle: Nidalee
ADC: Caitlyn, Corki, Ezreal, Varus
Support: Brand, Karma, Sona, Vel'Koz, Zyra



2. Teamfight
Teamfighting is one of the most important parts of the mid/late game. If your team wins teamfights, you are able to freely take objectives like baron, dragon, or turrets/inhibitors. There are some champions who work very well with a teamfight composition (keep in mind that some of these champions are able to go in more than one certain position, I just put them in the position they are normally in; EX: Wukong can go top or jungle but he is normally top so I put him in the top category). Most of these champions have some type of ultimate or other ability that provides utility, such as CC or damage, to the enemy team:

Top: Cassiopeia, Galio, Gnar, Kennen, Malphite, Rumble, Wukong, Yasuo
Jungle: Amumu Fiddlesticks, Hecarim, Jarvan IV, Sejuani, Zac
ADC: Jinx, Twitch, Sivir, Vayne
Support: Alistar, Annie, Bard, Leona, Lulu, Sona



3. Engage
The third thing to look for is champions who engage. Engaging can be more tricky, as each individual champion needs a different set of utility from Lux in order to succeed. For example, you may follow up a Morgana bind with your own bind. From there, your team will be able to jump on that specific enemy champion, kill them, and then make the fight a 4v5. Whereas, with Jhin, you can use your bind from your Light Binding and slow from your Lucent Singularity to help ensure that his four shots hit. Here are champions that are good engagers:

Top: Irelia, Jax, Lissandra, Maokai, Sion
Jungle: Diana, Elise, Gragas, Nocturne, Vi, Volibear, Warwick, Zac
ADC: Ashe, Jhin, Kalista
Support: Blitzcrank, Morgana, Nami, Nautilus


Examples from my experience

I know that sometimes when people read something, they might want to know both the validification of the information, and the person who wrote it as well. To hopefully soothe those, I screenshotted matches I played as Lux recently in ranked! Here is your 'validification'! She really does help me climb the ladder in ranked, even though she isn't one of the top picks in the mid lane.

*(This is as of September 20, 2016)*


Conclusion

My conclusion is to just have fun!! Lux is such a fun champion and can be used in various ways! She has amazing range and poke, along with a really damaging and fun ultimate! Thank you SO SO much for reading my guide! Feel free to like or comment or message me directly for any questions/concerns/things I can do to improve my guide. I have worked well over 100 hours now and just want this guide to be a way for people to learn and master Lux, so let me know if there is anything else I can do to help! Thank you all for your votes, comments, and likes as well! Being the number 1 guide for Lux right now shocked me, but I was so happy because that meant that more people were learning Lux! Anyways, GL HF summoners and see you on the rift!!
~Happy Lasering



Credits

  • I would first like to thank my trusty friend MariahCarey Me for all of the reading and helping out he has done. It has really saved me time and given me opinions for how I can make this guide the best for you guys.
  • I would also love love to thank the amazing jhoijhoi for her amazing guide on how to actually create a build. Without the help of her coding, I wouldn't have nearly had as great of a guide!
  • Next, I would like to thank DreamerRalic, as he is the one who motivated me to use colors and really clean up my guide rather than keeping everything cluttered. I am still working on what colors fit this guide best and how it can be organized easily, but the content is all there so I hope you enjoyed reading my content!
  • Finally, I would love to thank all of the viewers and people who upvoted this guide. I've spent well over 100 hours by now working on this guide to make sure that every little content is well written and is the most accurate information to the best of my knowledge. Having over 150k viewers is amazing and being the number 1 Lux build is SPECTACULAR! It really shows what hard work can do. <3

    -Luminos