Lux Build Guide by Sutherland
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hello there, I have played Lux for quite a while and I'd like to keep this guide simple and straight forward. The most important thing to know about Lux is, she is in fact a support Mage. Whether you are building for the very fast damage or going for a much slower more CD based approach, you are being a support character.
The 2 builds I have shown are exactly the same but purchase the items in a different order, personally I feel the only way to play Lux properly is to go for the very quick damage, so I would recommend the first build.
The reason there is no intermediate items is that this guide is only giving you a core build, of course the build will not always remain the same, you may start well but have bad mid game, meaning you may need to build tankier in this instance you would get a Banshee's Veil or Rod of Ages.
Pros / Cons
- Has an awesome burst.
- Is very useful in teamfights.
- Can pick off enemies that try to run with her ultimate.
- Is a very fun champion.
- Doesn't get banned in Ranked.
- Great with a team with lots of CC.
- Is very squishy.
- Requires skill.
- Needs a good front line in front of her such as Garen/ Shyvana/ Alistar.
- Can be critical if you miss your Light Binding.
I take Teleport and Flash as Lux when I plan to play as the carry.
- This spell is awesome for more than one reason, it will allow you to recall and be back in the lane without losing too many creeps at all giving you a lead in XP over the other mid. It also allows you to join in on ganks in bot lane or top lane, you just need to time the teleport correctly as not to scare the enemies away.
- The only reason I take Flash on Lux is because she has no way of escaping from a gank if you miss Light Binding, simply you are dead at this point unless you have Flash to save the day, even though it has been nerfed it is still very useful.
- If I'm playing Lux as the support I will almost always take Heal now as it has become insanely useful since the buff, it allows you to support your teammates around you much more than you can without it.
Greater Mark of Insight are essential to any AP carry/Support, they provide extra magic penetration for the start of the game, which is needed. However, you will need to grab the Void Staff later in the game as eventually people will build more Magic Resistance and it is your job to counter that.
Greater Seal of Replenishment Greater Seal of Replenishment are fantastic for the whole game through but specifically useful in the early game. Having a great deal of mana regen is always a nice thing it will allow you to be more aggressive provided that you calculate your regen correctly. Always keep an eye on your mana, not just the bar but get used to knowing the exact amount of mana you have so you know if you can do 1 full rotation.
Greater Glyph of Focus are my personal favourites although you can easily go with Greater Glyph of Scaling Cooldown Reduction, Focus benefits you a lot more in the early game which is what you really want to be winning as Lux build is certainly not cheap. However, Celerity benefit you more in the late game it is really a matter of opinion which you use.
Greater Quintessence of Potency are the Quint's I use because as I have mentioned already they will help you a lot in the early game, that extra bit of AP at the beginning will allow you to dominate a lane, a lot of characters cant deal with Lux massive harass with Lucent Singularity and having more damage behind it in the beginning is always beneficial. There are other Quint's you can put here.
Greater Mark of Magic Penetration
Greater Seal of Mana Regeneration
Greater Glyph of Cooldown Reduction
Greater Quintessence of Ability Power
The set of masteries for Carry Lux as we will refer to the first build, are pretty generic masteries right now for most of the AP champions the only things which may be different are the use of
is very good as it covers both of the Summoner spells that we plan to use with her both Flash and Teleport reducing their cooldowns. The reason for using
is if you are playing Lux in mid there will be points in the game that you will receive the blue buff from the jungler, it's as simple as that and you want that buff to last as long as possible as it gives you massive CDR and of course an endless stream of mana awesomeness.
The set of masteries for Support Lux as we will refer to the second build, are probably not quite so used certainly not since the mastery changes I tend to find people are just running 21/9/0 or 21/0/9 on most supports and mages now but I feel that the extra CDR and mana regen from this tree are simply essential if you plan to take a more back seat approach with Lux in a game. Not to mention that the extra starting gold has been taken from the tree so you can afford to get an extra HP a long with whatever you care to start with, I personally go Boots, HP and a ward.
Carry Lux will always be looking to gain damage as soon as possible, I tend to start with a Doran's Ring as it provides a nice amount of AP, Health and Mana Regen. However, if you are against a mid like Brand or Cassiopeia who are both pretty painful for just about any mid at the moment, you will want to take Boots of Speed and 3 HP to start.
Whether you are playing Carry or Support Lux your priority on your first back is to have Tier 2 boots this is obviously easier if you are playing Support but as AP Lux you should be able to get 1100 Gold before going back.
In both builds I tend to go for Morello's Evil Tome as my next item, the main reason for this is it gives you CDR but it is arguable that as Carry Lux you can skip this and go for a straight Rabadon's Deathcap as long as you are doing well enough to buy it quickly, otherwise you are just stunting your build by taking too long to get it.
If you got the Morello's third as Carry Lux then you need to get the Rabadon's after this it is crucial.
Next, you will need to get Lich Bane this is one of my favourite items for Lux it gives you a proc for every spell cast with a limited time obviously to activate. This item goes very very well with Lux Passive which deals extra damage to her target as long as the target is marked after getting hit by one of her spells. Lich Bane adds extra damage to your next auto-attack equal to 100% of your AP, this makes it very valuable late game.
Void Staff is absolutely essential for any AP carry as it gives you 70 Ability power and of course the real reason for buying it is the +40% Spell penetration that it gives you.
The last item that I get is Rylai's Crystal Scepter, this item makes you more durable while still providing AP and of course as a passive slow which is very valuable for any AP carry, this will make it easier for Lux to land a skill shot after landing Lucent Singularity.
The Items for Carry Lux:-
1) or and 3
7) Sell buy
The items for Support Lux:-
1) and and Sight Ward
4) Philosopher's Stone
The reason you are leaving the Rabadon's Deathcap so late as Support Lux is because you are not there to get fed, it's as simple as that you are there to snare enemies for your teammates and Ult early in the fight so that your team can win the teamfight. Learn this quickly otherwise just don't play her as a full support type character.
It is worth noting that as Support Lux you may want to go ahead and buy a Kage's Lucky Pick as this will allow you to get gold without having to take too many of your lane partner's last hits, Support Lux is not the same as your usual Sona or Soraka she doesn't buy 2 to 3 gp5 items. I genuinely feel though that the Philosopher's Stone is enough.
Warding and Potting
Now you will notice that this guide doesn't show when you should buy wards and pots. The answer to this is very simple, if you want to be a good player then you should get into the habit of buying Sight Ward and Health Potion every time you go back. Warding is a very important part to this game especially now that Clairvoyance has been nerfed and isn't used as much.
As Support Lux you should always have Sight Ward in your inventory and putting them down when the old Sight Ward is about to run out. A Vision Ward for Dragon is very important as well, as it is crucial that you control this particular jungle mob, the same goes for Baron Nashor.
Lux - A look at what she does
Illumination is Lux passive, whenever an target that can be attacked is hit by once of Lux spells, a mark is applied which will deal extra damage to the target if Lux auto-attacks that target while the mark is still present.
Light Binding is Lux Q spell, it is a skill shot, which can hit 2 targets it moves quickly and when it makes contact with the targets the skill shot snares them in place. This ability has a 0.7 Ability Power Ratio with an 11 second Cooldown at rank 5 with no CDR.
Prismatic Barrier is Lux W spell, this is a skill shot which Lux will send in the direction you fire it, as it passes through team mates it will apply a small shield to them for a certain time, it will also apply a shield on the way back to Lux this means you are shielded twice, making this spell more valuable than it can first seem. This ability has a 0.35 Ability Power Ratio with a 10 second Cooldown at rank 5 with no CDR.
Lucent Singularity is Lux E spell, this skill is a skill shot that you can place within a particular range, it is a rather large circle of light that when activated again by pressing E it will deal significant damage to the target. Not only this but it will affect all of the targets within the circle and apply a mark to all of them. This spell is Lux most useful spell as it also applies a slow for the duration targets are within the circle. This skill has a 0.6 Ability Power Ratio with an 9 second Cooldown after the E has been activated again without CDR.
Finales Funkeln is Lux R spell, this skill is yet another skill shot with a huge range on it, this spell deals a large proportion of damage as it is Lux ult. This spell is great for team fights, sniping running enemies and of course just spamming when you have 40% CDR. This spell has a 0.75 Ability Power Ratio with a 40 second Cooldown at rank 3 without any CDR. However, with 40% CDR this spell has just a 24 second Cooldown!
You will notice that in both builds as Lux I will always max Lucent Singularity first, the reason for this is whether you are playing as the carry or as the support, you need this to do damage to the enemy and try to starve them from the creeps. This spell also gives you vision inside bushes so as the support it is valuable for this as well.
As the carry you will max Light Binding second as this is your second damaging ability and of course is a spell that roots people in place when hit, giving you a second or two to land Finales Funkeln or Lucent Singularity.
As the support you will max Prismatic Barrier second as it gives you and any of your teammates hit by the skill shot a shield on the way through and back, this makes it very good in the middle of a team fight, it might not be much but it can save people over and over again.
You will of course max the last remaining spell last.
Finales Funkeln is Lux ultimate, this is one of the best things about Lux as the CD of the spell reduces each time it is ranked, and with 40% CDR the ultimate will have a 24 second CD at rank 3 making it possible to spam this ultimate.
As Lux it isn't very difficult to creep, you simply need to put Lucent Singularity down on the creeps activate it and then kill the creeps with your passive, this will often lead to you having 200 to 300 creeps in a game and that is only if you are decent at last hitting.
Lux has a very nice auto-attack animation it is very easy to last hit with it, bad auto-attack animations such as Karthus can be very difficult to use. She also has a very high range so you are never really in danger early game as Lux pushing too far forward doesn't really happen.
Early Game/Mid Game/Late Game Fighting
Early Game :-
So your early game as Lux is pretty simple, initiate with the Q and put the E down directly after casting Q, auto-attack the enemy and then active your E and auto-attack again, this should do a considerably amount of damage early game and will probably ensure you a kill with an auto-attack or two.
At Level 6 I tend to start initiating like this:
Throw my queue and as long as I am sure it will hit I will ult directly after the Q lands throw down E just behind the enemy auto-attack activate E and they will probably be dead, if not you only need to proc that passive once more after the E is activated.
Mid Game :-
In the mid game when there is some proper team fights there is a few things you can do, I tend to vary it up depending on the situation, if the enemy team is bunched up together I will initiate with my ult looking to hit as many of them as I can then throw out my Q looking to hit the targets my team focusing and put my E down on top them and activate. If you can get this entire rotation off well then you're team is almost guaranteed to win the team fight.
Else, if a good bunched up situation does not arise I will tend to wait for my tank to initiate and then throw my Q out looking to land it on anyone I can focus down fast throwing my E down and then ulting them. This is my less preferred rotation, I'm not really bothered about taking the kills just winning the fights.
Late Game :-
So late game the whole team fight thing becomes a little harder for you and believe me people will want to get you by this point because Lux isn't tanky and shouldn't be. You may have to focus down the squishies by this point in the game, specifically the AD carry and support, simply you need to get the high damage AD out of the fight and the support that can cc your team, their good at it and you as a very high ranged mage have the job to stop them from doing that.
This is a rule for the early, mid and late game I will always through my W out at the beginning of the fight and when it next comes off of CD, this spell is also very useful for throwing onto team mates who are trying to get out of the fight alive. While you are solo this spell will give you a slight edge over most mids purely because it shields you twice meaning that they do damage get rid of the shield and the shield is back on you again, it can often lead to the upper hand.
If you want to play Lux you will need to be at the very least half decent with skill shots, otherwise you will get owned because every single one of her abilities happen to be a skill shot.
If you have any questions about this guide please leave a comment and please give me some feedback on it in the comments as well.
Thank you to IceCreamy for directing me to jhoijhoi's guide to making guides which you can find here and obviously thank you for making that guide jhoijhoi :P
Also, a big thank you to The_Nameless_Bard for creating the intro picture which is also my signature :) she has awesome work and you should go check it out here and here!
Thanks to IceCreamy for reminding me about the buff to Lucent Singularity in the recent patch.