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Choose Champion Build:
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Supah hot damages!
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Morello's :O
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
WELCOME!
This is my guide to playing
Lux. I will show you several techniques and facts, that will make you a full-fledged, lasershootin', Challenger Tier
Lux!
Before we start, I want to tell you something. Lux is not a champion for people who have trouble with skillshots. Every single one of her abilities is a skillshot. So if you fail your skillshots, don't come crying to me saying I made a bad guide... ;)
But, don't get thrown off!
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Now off to the guide shall we!
No matter how good a champion is, they always have weaknesses, and how much I'd love to say that Lux is a flawless champion, that's not true. But, I believe her strengths really outweigh her weaknesses, and her utility to her team is great.
Pros
[*] Snare [*] Long Range [*] Low Cooldown Ult [*] Huge, fairly low CD Shield [*] Easy to play safe with |
Cons
[*] No hard CC [*] Only skillshots [*] [*] [*] |
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The items that you might want to buy on Lux. These items have been chosen using my opinion, and if you disagree, don't follow these items. Also, remember that building situational is always more successful!
Core
Athene's Unholy Grail
The best item for
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Rabadon's Deathcap
Probably the best item for any mid laner, maximizes your AP really well. If you don't get it, your AP is just too low compared to the damage you could be dealing if had bought this amazing item. Trust me, after you've bought Athene's and Rabadon's, your damage is so hot the enemy mid-laner melts before you. Definitely a core item.
Void Staff
Also a great tool for maximizing your damage. This item is so strong, because it gives AP, and a ton of magic pen. It's so strong, it could even see some nerfs soon in S4. People always say: "But you don't need a Void Staff early on because people haven't finished stacking MR!". That's not true. The Magic Pen already has a great effect when you get it around Mid-Game. That's why I like to get it pretty soon if I'm ahead. If you're losing your lane however, maybe you're better off with getting
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Sorcerer's Shoes
Fairly self explanatory, I prefer this before
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Zhonya's Hourglass
Even without it's passive, a decent item. The passive though, is what makes it really strong. Being invulnerable for 2 seconds, saves lives. (Speaking of saving lives, please buy wards). Also the Armor might be one of it's strongest aspects. Also, now that there is
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Optional
Liandry's Torment
More Magic Pen, Health, and a passive that makes you want to kill Teemo even more. Because it's so easy. I like building it, and I think it fits well with
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Lich Bane
Fun item, which strengthens your
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Morellonomicon
A strong item, which is very cost efficient. Definitely a good item on
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The reason I don't normally take
Morellonomicon, is purely a personal preference. You can get everything it gives with
Crest of the Ancient Golem, and that's why I don't buy it. Don't get me wrong, it's still a good item, but if you're building towards late game, don't get it. #respect
Building Morellonomicon and Athene's will give you 40% CDR early on, because they're relatively cheap. This can increase your early game damage a lot, and because your ult's cooldown is greatly affected by CDR, it becomes a menace in mid-game teamfights. To help you with adding this to your build, I've added it as an official build at the top of the page.
What not to buy
Rylai's Crystal Scepter
I think that there are better items on
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1. Lux doesn't really need the slow Rylai's gives, she already has slows, and Rylai's gives a smaller effect of its passive, because most of her abilities are AOE spells.
2. If you need the health, you're probably better off with a
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Rod of Ages
Rod of Ages is a fairly strong item, but I don't get it on Lux for several reasons. For a RoA to be effective you need to rush it and get it early on. But Lux just doesn't have they gold and time to do that. The AP it gives is meh, the Health it gives is great, but you don't need it, and for the Mana, well, you could've already been rockin' that
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Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing bonus magic damage (depending on Lux's level) to the target.
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Cooldown: 15/14/13/12/11 Cost: 50/60/70/80/90 Mana Range: 1175
Fires a ball of light, rooting the first enemy hit for 2 seconds and dealing 60/110/160/210/260 (+70% Ability Power) magic damage. The second enemy receives 50% of the effect.
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Cooldown: 14/13/12/11/10 Cost: 60/60/60/60/60 Mana Range: 1075
Throws Lux's wand to a target location and back, protecting herself and all allied Champions it touches from 80/105/130/155/180 (+35% Ability Power) damage for 3 seconds.
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Cooldown: 10 Cost: 70/85/100/115/130 Mana Range: 1100
Creates a zone that slows enemies by 20/24/28/32/36%. After 5 seconds the zone detonates dealing 60/105/150/195/240 (+60% Ability Power) magic damage.
Activate again to detonate early.
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Cooldown: 80/65/50 Cost: 100 Mana Range: 3340
Channels a dazzling ray of light dealing 300/400/500 (+75% Ability Power) magic damage to all enemies in a line. Final Spark ignites and refreshes the Illumination debuff.
These are my comments and opinions on
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Illumination |
A very nice passive, useful for killing your enemies with a last AA. (Tip: To maximize your
damage, take it slow on the abilities, and make sure to land an AA before you hit another spell. This way you get more damage, but there's also a higher chance that the enemy escapes/outbursts you!)
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Light Binding |
A snare, always start with this on your combo, so you are sure to hit your other abilities. The second target hit receives 50% of the spell's effect. That is, damage and snare duration. Landing this snare on an enemy that's out of position, can win games. So be sure to practice, and hit it. The easiest way to hit your snare is to throw it at someone who is running away. If they have to dodge the snare, they'll lose speed, and most of the time they will get hit. This is also the skill that makes
Lux quite decent at running away from 2 or less targets. Max this second, it has a lot of single target damage. (Remember, this only hits up to two targets!)
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Prismatic Barrier |
A shield that has saved many lives. When you're running away, throw it in front of you so it comes back to you sooner. This shield is so strong that it changes the outcomes of teamfights. Just think of it, a team-wide shield, that acts like a
Locket of the Iron Solari, but with a lower cooldown! Still, max this last, because you don't want to trade damage you could have done for a shield.
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Lucent Singularity |
A spell extremely useful for zoning, poking and waveclearing. Can't say much more about this spell, other than that it slows, but opponents usually ignore it with gap closers, etc. Max this first, as it will maximize your damage output and improves your laning experience.
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Final Spark |
A high damage ult, with a long range. Use this whenever you see the enemy lines up, or you're doing your combo. Preferably after you've hit some spells on your target, so it pops
Illumination
Runes
Runes
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Marks |
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Seals |
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Glyphs |
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Quints |
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Now, these Runes are my preferences, and if you don't like these choices, or you think somethings better, go ahead and build it. If you think it's good, and it benefits your playstyle, I would rather recommend you to build that instead of these. Also, always feel free to PM me to discuss about any choices you make, so I can include them in my guide. ;)
Masteries
Now follow me along the "path" that is creating a Mastery Page. Creating a Mastery Page is simply having preferences/knowing what's better for a specific champion. You see, I don't care if you take one extra point in
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Here we go.
Offense
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As I said, 5 AP and AD for free!
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I like this one because CDR is a good stat on
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I take
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Free % Damage? I'll take it. ( The reason I don't take three full points is because that percentage you take is just a little bit damage in a full combo, while having that 5 AP from
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Wait, what? 8% Magic Pen! DON'T YOU KNOW HOW GOOD THAT IS. I've mentioned before the Magic Penetration is one of the hardest stats to get. Now, getting 8%(!) from your masteries... I'll just say, if you don't take this, you deserve to lose.
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6 free AP? I'll take that.
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I like this one especially on
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Wow, 5% of your total AP is added. It's like a mini-
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5% damage in early game is a lot, but late game it could decide whether you get a kill or not. Just think like this: Damage increase=Value increase.
Defense
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The health you get from this is like the health you get from 3 HP Quints (145 HP at 18 vs 108 HP at 18) I think it can quite help out late game, and therefore is a mastery that's useful.
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Now
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I take this one because Armor in early-game is a stat you barely have, especially without runes. Saves you in invades, and early ganks.
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30 HP from the start. That's a mastery you can't resist. Add that to the 107 HP you'll have at level 18 and you got yourself a Tank-
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I've seen people take 21/0/9 masteries because they have mana problems. I prefer to not do that because in early game I don't buy any defensive stats, while I do buy Mana Regen. This gives me an edge over the ones who take Mana Regen Masteries(As I like to call them).
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Please, feel free to ask anything by sending me a PM, I'm open to any questions considering my guide or LoL in general.
GL and HF in the Rift!
SilentSocks
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