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Choose Champion Build:
- Burst
- Poke
- Support
Recommended Items
Spells:
Clarity
Ignite
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction
Pros
- Amazing range
- Really low cooldown on Final Spark
- Lucent Singularity is good for checking bushes
- Lot's of cc
- Fun to play c:
Cons
- Skillshot based
- Really squishy
- Fairly easily countered
- No true escape mechanism.
Runes
The reason I get flat ability power over scaling is because flat can increase your early game potential, which may allow you to get some early stacks on your Mejai's Soulstealer. Other runes to consider are mana regen if you don't want to waste a summoner spell on clarity because Lux uses mana out the butt. You can get scaling AP if you're not to worried about early game or if you plan on early AP items such as Rabadon's Deathcap.
Viable Spells
I take flash because it gives Lux a way of escaping and chasing, since she lacks any means of doing this by herself.
Clarity is so that Lux doesn't run out of mana during an important burst, or to give you the mana needed to snipe a fleeing enemy with Final Spark
Reduced healing and true DoT. Need I say more?
Heal is useful if you know you're going to take a lot of damage or if you're supporting your adc.
Nonviable Spells
Smite is only useful in the jungle, which one should never try to play Lux as.
Illumination: This is Lux's passive, which makes poking a lot easier for her. Each time an enemy is hit with one of her abilities, they are marked for a few seconds and her next basic attack does bonus magic damage. If you basic attack after each ability, without missing any, this passive can allow you to do around 300 extra damage. Also, Final Spark can be used to ignite the mark as well.
Light Binding: This is Lux's q, and one of the many reasons I love her so much. This ability can snare up to two enemies, although the second enemy only receives half the effect and damage. Even so, you can snare an enemy champion through a minion, and one second is more than enough time to practically guarantee a hit with your ultimate. She can also use this ability to aid her escape. If she is being chased, she can turn around, snare, and run into bushes, where she sets her slow.
Prismatic Barrier: This is Lux's w. It is a multitarget shield, which, since it shields on the way out and the way in, can shield your entire team for over 1000 damage if timed right. That's half of lux's own health.
Lucent Singularity This is Lux's e. It is her best damage dealer in normal abilities, and comes with a decent slow on top. The slow isn't much to be proud of, but it does allow you to detonate just before they get out of range.
Final Spark This is Lux's r, her ultimate ability. It is one of my favorites in the game due to it's extreme range and really low cooldown. At level 16 you can get the cooldown to almost 20 seconds! It can also do over 1000 damage, plus ignite that last Illumination debuff on the opponent. With this ultimate, Lux can kill secure from far away from the turret, or kill steal if it sounds more entertaining. Also, she can easily steal Baron Nashor for her team without having to risk her life going near the enemy.
I take a point in Lucent Singularity first, because it's the best poke/harass ability lux has since it doesn't get stopped by minion's and it's harder to dodge than Light Binding. Light Binding is my second ability, because in the event of a gank or similar situations I find it to be more useful than an early game Prismatic Barrier, which can be torn through with a single ability or two attacks. It can also be used to stop an enemy from escaping, which can't be said about her shield. The reason I take another point in my e instead of getting w at this point (and is purely opinionated) is so I can deal a little extra damage with my poke, keeping the enemy away from farm longer and possibly even forcing a back at some point. This helps Lux have the advantage of a higher farm than her opponent. I max my e first because it's the main source of damage, then my q, since as a mid player I'm not too focused on shielding, but rather keeping my distance and dealing damage from afar. Last I max my shield, getting points in Final Spark when available.
Light Binding: This is Lux's q, and one of the many reasons I love her so much. This ability can snare up to two enemies, although the second enemy only receives half the effect and damage. Even so, you can snare an enemy champion through a minion, and one second is more than enough time to practically guarantee a hit with your ultimate. She can also use this ability to aid her escape. If she is being chased, she can turn around, snare, and run into bushes, where she sets her slow.
Prismatic Barrier: This is Lux's w. It is a multitarget shield, which, since it shields on the way out and the way in, can shield your entire team for over 1000 damage if timed right. That's half of lux's own health.
Lucent Singularity This is Lux's e. It is her best damage dealer in normal abilities, and comes with a decent slow on top. The slow isn't much to be proud of, but it does allow you to detonate just before they get out of range.
Final Spark This is Lux's r, her ultimate ability. It is one of my favorites in the game due to it's extreme range and really low cooldown. At level 16 you can get the cooldown to almost 20 seconds! It can also do over 1000 damage, plus ignite that last Illumination debuff on the opponent. With this ultimate, Lux can kill secure from far away from the turret, or kill steal if it sounds more entertaining. Also, she can easily steal Baron Nashor for her team without having to risk her life going near the enemy.
Skill Order
Item Sequence
Enchantment: Homeguard
450
Zhonya's Hourglass
3250
Deathfire Grasp
3100
Mejai's Soulstealer
1600
Rabadon's Deathcap
3600
Void Staff
3000
These items, in my opinion, maximize the potential damage Lux can do, without sacrificing herself in the process. Sorcerer's Shoes give her 15 extra magic penetration after taking away an initial 35% from Void Staff. This stacks with Arcane Knowledge to give approximately 46% magic penetration. After that with flat magic penetration from boots and runes, you can do true damage to anyone with 50 magic resist or lower. Deathfire Grasp is to help you do more damage to pesky tanks such as Alistar. Zhonya's Hourglass is to help you survive a.k.a. keep your stacks on Mejai's Soulstealer, although you can replace this with Guardian Angel if you don't mind the AP loss. Rabadon's Deathcap is asjhoijhoi so perfectly puts it: "The Infinity Edge of AP casters."
Early game/laning:
With Lux, you want to poke from as far as possible, while avoiding the enemy pokes. Thanks to her amazing range, this is a relatively easy goal to accomplish. As Lux, you also want to last hit as much as possible, to give yourself decent gold until you start gaining kills. However, last hitting is a lot harder than it sounds when playing Lux, so if you feel the need to use your ability to farm, feel free to do so, while watching your mana. Try to pick up kills when possible, but don't play too aggressively unless you understand what's going on around you and you can get away in time if someone is coming. Try not to push until your team is backing you, as a gank on Lux can end everything.
Mid game/roaming:
As Lux as great range, you can often pick up kills without the enemy ever seeing you. Take advantage of this. You can for example use Lucent Singularity through a wall, and snare the enemy with Light Binding while you can see them. After that you can detonate the Lucent Singularity and cast your ultimate for an estimated 2000 damage. That's a pretty serious dent on anything but a tank. And even if they survive by a little you can flash through the wall for a quick basic attack for that last Illumination damage.
Late game/team fights/pushing:
When in a team fight or pushing, this is when you can get the most out of your shield. This shield can be the difference between life and death of a teammate, and with all of Lux's cc, you can ensure they can escape. Also, Final Spark can hit much more enemy champions, scaring a lot more people than if you just casted it to kill one guy. Lux can take advantage of abilities like that to separate the team for your allies to conquer. When pushing a turret, while Lux doesn't do much damage to the turret, she can keep away most melee champions and some ranged while the rest of your team pushes, all without getting in range of the turret. She can also kill incoming minions, keeping yours alive longer and allowing for a longer push.
With Lux, you want to poke from as far as possible, while avoiding the enemy pokes. Thanks to her amazing range, this is a relatively easy goal to accomplish. As Lux, you also want to last hit as much as possible, to give yourself decent gold until you start gaining kills. However, last hitting is a lot harder than it sounds when playing Lux, so if you feel the need to use your ability to farm, feel free to do so, while watching your mana. Try to pick up kills when possible, but don't play too aggressively unless you understand what's going on around you and you can get away in time if someone is coming. Try not to push until your team is backing you, as a gank on Lux can end everything.
Mid game/roaming:
As Lux as great range, you can often pick up kills without the enemy ever seeing you. Take advantage of this. You can for example use Lucent Singularity through a wall, and snare the enemy with Light Binding while you can see them. After that you can detonate the Lucent Singularity and cast your ultimate for an estimated 2000 damage. That's a pretty serious dent on anything but a tank. And even if they survive by a little you can flash through the wall for a quick basic attack for that last Illumination damage.
Late game/team fights/pushing:
When in a team fight or pushing, this is when you can get the most out of your shield. This shield can be the difference between life and death of a teammate, and with all of Lux's cc, you can ensure they can escape. Also, Final Spark can hit much more enemy champions, scaring a lot more people than if you just casted it to kill one guy. Lux can take advantage of abilities like that to separate the team for your allies to conquer. When pushing a turret, while Lux doesn't do much damage to the turret, she can keep away most melee champions and some ranged while the rest of your team pushes, all without getting in range of the turret. She can also kill incoming minions, keeping yours alive longer and allowing for a longer push.
Lux is an amazing champion as an AP Caster or a support. However, I do not suggest getting her if you struggle with skill shots. This guide, while directed towards mid lane Lux, can apply to a support Lux with minor changes, primarily you don't want to farm or kill as support Lux. Typically, I play Lux extremely aggressively, so you may want to adjust this guide to your liking. Lux is a good champion because of her low cooldowns and high damage, in combination with crowd control. Like if this guide helped you, but if it didn't, please tell me what you didn't like before you thumbs down and I will try my best to fix it if I can. Thank you for reading Lux's Comprehensive Guide to Tasting the Rainbow, and have a fantastic game :)
Thanks to jhoijhoi for her amazing "How To" guide, which can be found here and thanks for the reader, who had the patience to deal with my noobness and got all the way to this part. Also, thanks to Riot Games, for keeping us on our feet, or keyboards, with so many new things.
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