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Lux Build Guide by swaggerMODE

Lux Guide - atomic lazer beam

Lux Guide - atomic lazer beam

Updated on May 4, 2012
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League of Legends Build Guide Author swaggerMODE Build Guide By swaggerMODE 3,580 Views 1 Comments
3,580 Views 1 Comments League of Legends Build Guide Author swaggerMODE Lux Build Guide By swaggerMODE Updated on May 4, 2012
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Introduction

Born to the prestigious Crownguards, the paragon family of Demacian service, Luxanna was destined for greatness. She grew up as the family's only daughter, and she immediately took to the advanced education and lavish parties required of families as high profile as the Crownguards. As Lux matured, it became clear that she was extraordinarily gifted. She could play tricks that made people believe they had seen things that did not actually exist. She could also hide in plain sight. Somehow, she was able to reverse engineer arcane magical spells after seeing them cast only once. She was hailed as a prodigy, drawing the affections of the Demacian government, military, and citizens alike.

As one of the youngest women to be tested by the College of Magic, she was discovered to possess a unique command over the powers of light. The young Lux viewed this as a great gift, something for her to embrace and use in the name of good. Realizing her unique skills, the Demacian military recruited and trained her in covert operations. She quickly became renowned for her daring achievements; the most dangerous of which found her deep in the chambers of the Noxian High Command. She extracted valuable inside information about the Noxus-Ionian conflict, earning her great favor with Demacians and Ionians alike. However, reconnaissance and surveillance was not for her. A light of her people, Lux's true calling was the League of Legends, where she could follow in her brother's footsteps and unleash her gifts as an inspiration for all of Demacia.

''Her guiding light makes enemies wary, but they should worry most when the light fades.''
-- Garen, The Might of Demacia
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Runes

Mark
: Greater Mark of Insight - Magic Penetration [ +8.5 MP ]


Seal
: Greater Seal of Potency - Flat Ability Power [ +5 AP ]


Glyph
: Greater Glyph of Warding - Flat Magic Resistance [ +12 MR ]


Quintessence
: Greater Quintessence of Potency - Flat Ability Power [ +15 AP ]

Summary

Marks - I use magic penetration Marks to reduce any opposing mid lane champions magic resistance to my magic damage in early-game. For example Xerath has 10 Magic Resistance and I have 8.5 magic penetration, now when I cast a spell xerath will take magic damage as if he only had 1.5 magic resistance.

Seals - I prefer to put a few mastery points into my Utility Tree under Expanded Mind & Meditation rather than using mana regen Seals this allows me to instead go with flat ability power runes for better early game harass and damage output.

Glyphs - I use flat magic resistance runes rather than magic resistance per level for a better early game defense against an opposing mage/caster.

Quints - I use 3 ability power runes in this department which are really key otherwise you really defeat the purpose of your champion which is to rely on your spells more than your basic attack. I don't suggest cool down runes or even magic penetration considering in the build above you have both of those in shop items.
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Items

Doran Ring x 2

Tier Basic
Effects +15 ability power
+80 health
+5 mana regeneration
Menu
Defense > Health
Magic > Ability Power
Magic > Mana Regen
Item cost 475g
Sell value 238g
Item code 1056

Sorcerer Shoe's

Tier Advanced
Effects +20 magic penetration
Passive Unique: Enhanced Movement 2
Menu
Movement
Item cost 1100g (750g)
Sell value 770g
Item code 3020

Rabadon's Deathcap

Tier Advanced
Effects +140 ability power
Passive Unique: +30% ability power
Menu
Magic > Ability Power
Item cost 3600g (1140g)
Sell value 2520g
Item code 3089

Void Staff

Tier Advanced
Effects +70 ability power
Passive Unique: +40% magic penetration
Menu
Magic > Ability Power
Item cost 2295g (1000g)
Sell value 1607g
Item code 3135

Morello's Evil Tome

Tier Legendary
Effects +75 ability power
+12 mana regeneration
Passive Unique: +20% cooldown reduction
Active Unique: Inflicts target enemy champion with Grievous Wound, causing 50% reduced healing and regeneration for 8 seconds(20 second cooldown).
Menu
Magic > Ability Power
Magic > Cooldown Reduction
Magic > Mana Regen
Item cost 2330g (440g)
Sell value 1631g
Item code 3165

Lich Bane

Tier Legendary
Effects +80 ability power
+30 magic resistance
+350 mana
+7% movement speed
Passive Unique: On cast, your next autoattack will deal additional physical damage equal to 100% of your ability power. 2 second cooldown.
Menu
Defense > Magic Resist
Magic > Ability Power
Magic > Mana
Movement
Item cost 3470g (950g)
Sell value 2425g
Item code 3100

Archangel's Staff

Tier Legendary
Effects +400 mana
+25 mana regen per 5 seconds
+45 ability power
Passive

Grants ability power equal to 3% of your maximum mana.
UNIQUE: Every time you use an ability, your maximum mana increases by 4 (3 second cooldown). Bonus caps at 1000 mana. Does not stack with Tear of the Goddess or Manamune.
Menu
Magic > Ability Power
Magic > Mana
Magic > Mana Regen
Item cost 2855g (1000g)
Sell value 1988g
Item code 3003
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Skill Sequence

Summary

Light Binding - I put a point in this at level 2 but don't really worry too much about this until late game when I'm in team fight & ganking through jungle.

Prismatic Barrier - This is key in early and late game due to its sustainability and even great for kiting at low health and saving you and your team members when they are most vulnerable to a gank.

Lucent Singularity - I like to stack this as much as possible early game to harass and farm as much as possible. Unlike Light Binding this spell doesn't have any unit collision which makes it a lot harder to counter.

Finales Funkeln - I stack this accordingly ( 6, 11, 16 ) to maximize the luminosity of my laser.
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Summoner Spells

Flash

Effects Teleports your Champion to target nearby location.
Cooldown 265
Cast range 400 (Smart cast)
Breaks stealth? No
Level 12
Related mastery Summoner's Insight
Mastery effect Reduces the cooldown by 15 seconds.

Teleport

Effects After 4 seconds, it teleports your champion to target turret or friendly minion (making it invulnerable for the duration). Can be canceled.
Cooldown 300
Cast range Global
Breaks stealth? Yes
Level 1
Related mastery Summoner's Insight
Mastery effect Reduces cast time by 0.5 seconds.

Summary

I tend to use Flash for a few basic reasons: to catch an evading enemy with low health, escape from a gank encounter and occasionally to juke into an enemy champion and catch them out of position.

I like to use Teleport over Clarity generally because I can farm on Creeps, head back to base, purchase items and quickly get back to my lane before missing out on any farm and even having mid lane turret pushed. Clarity isn't really viable especially considering I spec into mana and mana regen masteries on top of purchasing mana sustaining items like ' Doran's Ring ' which gives 5 mana regen every 5 seconds.
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Summary

If you've came this far into the guide there's not much else to say other than... enjoy the build and drop me some feed back whether it be good or bad.
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League of Legends Build Guide Author swaggerMODE
swaggerMODE Lux Guide
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Lux Guide - atomic lazer beam

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