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Choose Champion Build:
Spells:
Teleport
Flash
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction

Hello there, I have played


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

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


Pros -
- 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 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.






Runes




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
Summoner's Insight
and
Runic Affinity
,
Summoner's Insight
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
Runic Affinity
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:-








The set of masteries for Support


Carry

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 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
2)
3)
4)
5)
6)
7) Sell
buy
The items for Support
Lux:-
1)
and
and Sight Ward
2)
3)
4) Philosopher's Stone
5)
6)
7)
8)
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.





Whether you are playing Carry or Support


In both builds I tend to go for



If you got the Morello's third as Carry

Next, you will need to get





The last item that I get is


The Items for Carry

1)



2)

3)

4)

5)

6)

7) Sell


The items for Support

1)


2)

3)

4) Philosopher's Stone
5)

6)

7)

8)

The reason you are leaving the


It is worth noting that as Support




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.


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














Finales Funkeln is


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 the carry you will max


As the support you will max

You will of course max the last remaining spell last.
Finales Funkeln is

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 :-
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.
ALWAYS :-
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.
So your early game as

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

ALWAYS :-
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.

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

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