Lux Build Guide by Lazukin
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.
Lux is an extremely influential member of a team. She can singlehandedly prevent ganks, start ganks, snare two enemies, and AoE slow, all while doing massive damage and staying out of range. She is also one of the best kiters in the game, meaning she can do damage while running away and avoiding being hit.
Overall, she is a great asset to any team, and this is why I recommend playing her.
Also, to clarify, with a full build your AP will be 594, not 440 as is shown on MOBAfire.
May 31, 2012
- Improved masteries. The +1.5% damage from Havoc is not incredibly useful compared to the new masteries. PM me if you'd like further reasoning.
May 5, 2012
- Replaced Rylai's Crystal Scepter with Morello's Evil Tome. Honestly Scepter should never have been there.
December 8, 2011
- Major Update; All sections updated, 2 builds removed
- Name Change
September 29, 2011
- Moved Intro to top
- Deleted a duplicated chapter called "Chapter 13"
- Improved wording (Said stun instead of snare, derp!)
August 14, 2011 (Thanks, Gwadzilla)
- Added Warding section
- Moved Abilities to top and updated the information
- Merged some sections
- Removed jungling section
- Improved Masteries for Balanced Lux
July 5, 2011
- Updated build
June 28, 2011
- Began writing the guide
- FINALLY, published :D
June 25, 2011
- Began work on creating the build
Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing 20-190 (depending Lux's level) magic damage to the target.
This is such a great passive that will had hundreds of hp in damage to your combos, and is great in lane for last hitting and harassing. Gotta love it. Whenever possible, especially during lane phase, use your passive to your advantage! Try to get in an autoattack after every spellcast for maximum damage. This adds so much more damage than people think. Got Leona in your lane? Your autoattacks will deal some pretty insane damage.
Lux releases a sphere of light that immobilizes and deals 60 / 110 / 160 / 210 / 260 (+70% of ability power) magic damage to up to two enemy units for 2 seconds, dealing 50% effect and damage to the 2nd unit struck.
A great spell, with it you can both begin and avoid ganks or catch somebody out of position and punish them for it. Very big hitbox, making it rather easy to aim, but the second snare is rather short.
Lux throws her wand to a target location and back, bending the light around herself and any friendly Champions it touches, protecting them from 60 / 85 / 110 / 135 / 160 (+35% of ability power) damage for 3 seconds.
Despite its terrible scaling, this is a very useful ability lategame. You will find it particularly useful against damage over time effects like teemo mushrooms and ignite. Is made even more useful by the fact that it shields everyone twice. Also good for when your team is taking dragon or Baron.
Fires an anomaly of twisted light to an area, which slows nearby enemies by 20 / 24 / 28 / 32 / 36%. Zone lasts 5 seconds. Lux can detonate it to deal 60 / 105 / 150 / 195 / 240 (+60% of ability power) magic damage to enemies in the area of effect.
Primary harassing spell, and has some incredibly long effective range. For some reason I find this to be one of the most fun spells in the game to cast. It's so rewarding seeing so much health on so many enemies going down. :p
Also, Lucent Singularity gives vision. Use this to your advantage to check bushes without putting yourself or your team at risk. The slow on it is yet another bonus, especially after you get Rylai's Crystal Scepter. It can be used to slow a chasing enemy by casting it on yourself while running. Combined with your snare, you are extremely hard to stay on top of.
Finales Funkeln Finales Funkeln
After gathering energy, Lux fires a beam of light that deals 300 / 400 / 500 (+75% of ability power) damage to all targets in the area. It ignites and refreshes Lux's Illumination debuff if it hits enemies already afflicted.
This spell is too awesome. One of my personal favorites in the game. Enemy thinks he's safe, huh? Nevar. Vaporized. Oh, and it's great for stealing baron and dragon due to its insane range and low cooldown. Remember though, it does have LONG range, but not infinite.
This is extremely important, not just for Lux, but for any champion. If your whole team gets wards, you will essentially be ungankable. If only you get them, well, it'll still help a ton. EVERY time you go back to buy your items, buy wards with your leftover money! I can not even begin to explain how helpful this is for both you and the team. It's sooooo important D:
Most critical spots to ward are in the river near dragon and, once about 15 minutes have passed (to be safe), at Baron. Other great spots are both team's Blue/Red buff and the brush near lanes that junglers can use to gank from. For more detailed information on warding, Panglot has an amazing guide on it.
I find this to be a must on just about any magical damage caster. It greatly improves your damage at level 1, and possibly even later depending on what the opponents build.
x9Greater Seal of Defense
The most annoying enemies will be AD champions, and with your massive health bar, some armor is always nice.
These are good to increase your usefulness and the amount of snares you can send out, and they don't hurt damagewise either.
Great for earlygame laning. Allows you to have some real lane presence. The enemies won't be able to just dust off your attacks.
This section will explain the items in my above build. I would also like to encourage you to read the following "Situational Items" section. While this section does give a brief explanation on how to play Lux, I will go into more detail in a later section.
Start off with a so that you can stay in your lane without having to go back. DO NOT spam your abilities, as you will run out of mana. Instead, wait for your minions to get the opponent's minions low, then get the last hit on them with your auto attack. Every once in a while, fling your E at your opponent, hitting both them and the caster minions. Take advantage of your passive now to last hit the remaining caster minions more easily.
If you are ganked, all is not lost. Use your Light Binding on the enemy with the scariest CC and run to your turret, leaving a Lucent Singularity behind to discourage them from chasing you. If they do walk on it, wait until they are nearly out of its range to activate it again, dealing some good damage.
By the first time you go back, you should have enough at least 1050 gold for your . It is preferable to wait before going back and get as far on Rod of Ages as you can, but if you have to go back earlier, so be it.
Once you have your , you can spam your abilities more freely, and be a bit more aggressive. At this point you should be able to get blue on your own rather easily as well. Rush the Kage's Lucky Pick to start on Morello's Evil Tome, and buy that next. The CDR is great, as you now have 35-40% CDR depending on your runes.
Once you have , you will be be doing some really nice damage and have a practically spammable ult, by why stop at good? Buy a next and you'll be hitting like a truck (that shoots laser beams).
At this point in the game, you're going to be wanting to give a huge boost to your passive. Grab a next and no amount of magic resist will be able to stop you. If they aren't building any magic resist, pick out a situational item from below (Generally Archangel Staff or Guardian Angel).
Remember that it's unlikely that you'll finish this entire build often, but if you do, you can buy Elixirs. Their importance should go in this order: Elixir of Brilliance, Elixir of Fortitude, Oracle's Elixir (For wards), Elixir of Agility
Now, no build will work in every game, but making some adjustments can almost guarantee success.
Banshee's Veil is a bit situational for this build. You only want to buy it if there are 2 or more enemy champions with one hit wonder spells like Karthus' Requiem. Even then, it's unlikely that that will be the spell blocked, so other items are generally a better idea. Against someone who relies on combos like Brand, however, this item is incredible.
Champions this item is extremely against:
Alistar - Ruins his Q+W Combo.
Brand - Ruin his combos.
Ezreal - His ultimate
Gragas - Exploding Barrel? No problem.
Lux - Yep!
Nidalee Buy this against her!
Nunu Good against his Iceball and his ultimate (though your BV will probably be popped by then)
Sion Block that stun, it's his only ranged ability, so he will be useless against you :D
Taric See above
Veigar Good to go right through his stun and rarely block his ultimate. MR helps anyway
Karthus SO SO SO SO good against him. Useless ult ftw! :D
is a great choice if the enemy team has 2-3 AD DPS champions. This will stop them in their tracks, as you will more often than not outlast them if you get focused. Very good against squishier DPS champions.
is a good item against champions like Poppy and Udyr who can chase you down despite your snare. This will lower their damage significantly and its active will almost guarantee a quick escape. It's also great just to lower their attack speed so your team can outdamage them.
This item is an alternative to Randuin's Omen and is great for the people who don't remember to activate Randuin's active often. It also gives mana which is a plus I suppose.
If you are focused or turret dove, this allows you to stay alive until your teammates help out. The armor also increases your effective physical hp by over 1100. However, this item is really expensive.
Can swap your RoA for this item if you really want to go with a glass-cannon spam burst build, as this will give you slightly over the 80 AP RoA gives, but more notably gives you much more mana and regeneration. This is not an incredibly viable item on Lux but it has its uses, the main one of which I can see would be more mana/mp5 for spell spam. It does make a great alternative to Void Staff if the opposing team isn't packing MR.
Great resistances and a nice passive bonus. Use this if the other team's damage comes from many sources (magic/physical) and you need more of a balance. The best part is that people who focus you in a teamfight (like assassins) will be punished, as your entire team will now be able to go for them and you just come back to life after you die. Increases effective hp a huge amount as well.
This is my favorite optional item to get on Lux.
Teleport is a skill I take on Lux that is really more preference than anything. I like being able to get back in lane or defend turrets quickly.
Flash A must have in my opinion. Allows for some amazing escapes/lineups.
Cleanse Extremely useful against a CC heavy team.
Clarity Good for when you are first getting used to Lux if you find yourself low on mana often.
Exhaust I sometimes take Exhaust on Lux for escapes and ensuring 1 on 1 fights, however it can still be used in teamfights to take down a carry if you find yourself close enough.
Clairvoyance While I don't take this, someone on your team should. You can take it if you want to be able to see where you're ulting better. Allows for some crazy snipes.
Pros and Cons of Lux
+ Can do massive damage with combos and passive
+ Very good at last hitting with autoattacks and E
+ Great Range
+ Double Snare
+ Can shield twice in quick succession
+ AoE slow that does great damage
+ Amazing sniping ultimate
+ Can be built tanky very effectively due to high base damage
+ Super low cooldown on ultimate
- Rather expensive items
- If you miss your ult you get laughed at :p
- Awkward to aim at people right on top of you
Lux has some really great synergies with other champions that will be discussed in this section. Remember that this is a team game and just because you're going 15/0/25 doesn't mean you're invincible and should go charging out alone. Stay with your team whenever possible! The goal of the game is to take down the opponent's Nexus, not stand around getting kills and eventually losing because TF backdoored your turrets.
Here are some notable synergies with teammates.
Orianna Her ultimate is amazing for getting yours to land. If you're on ventrillo (voice chat), I highly recommend that you set this kind of thing up. When Orianna does her QWRQE combo, you should ult where her ball is. You will hit all enemy champions that her ult hits.
Amumu Great chance to get free kills with your ult right here. When he ults, you should use E, ult the enemies, and then use Q to snare them again.
Brand You two together will do a TON of damage. A stun, a snare, and some amazing AoEs.
Fiddlesticks Very easy to keep an enemy still for a very long period of time with your stun and slow mixed with his fear. Allows for massive drain damage.
Ezreal This one is just for fun. Get a team with Lux, Ezreal, and Ashe. Every time Ashe hits her arrow, you and Ez ult that person. Hilarious instakills XD
Galio His ultimate is a perfect chance to hit tons of enemies at once with Q, E, and Finales Funkeln.
Taric This one is pretty funny. More annoying than anything else, but the reactions of your enemies will not be happy ones.
Twitch Lock a champion in place while Twitch comes out of nowhere and busts them down. Works well with your already high burst (highest in the game at level 6 if you count your passive).
Well, that's all I can think of right now. I'll update this as long as I have more to add. If you have any suggestions, feel free to leave them in the comments :D