Lux Build Guide by PhantomDarkness
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 a heavily underrated champion and is rarely picked in general. Contrary to popular belief, she is an extremely viable mid due to her skillset and long range abilities. Capable of KO'ing an enemy champion(or multiple) in literally one second, Lux can turn the tides of any fight in a matter of seconds. Lux excels mid-game, dealing insane amounts of AOE damage from a very long range. On the other hand, it is essential that you land youror else you are almost worthless until it comes back up. Lux also has trouble with melee enemy champions who can close a gap with her and shut her down. Sometimes, you are forced to use up your , preventing your >> combo on a champion of choice for a few good seconds.
On Lux I run 21/0/9 masteries. These masteries are pretty standard for most AP mids. 21/0/9 gives you the most damage possible while also providing you with mana regen, and a much needed Runic Affinity for longer blue buff durations.I choose improved recall over 1 point in Swiftness because .5% MS bonus is not that important on Lux. Most importantly, you gain 10% magic pen. and deal 6% more damage to targets under 40% health.
There's a lot of flexibility between which runes can be used. I will list the runes that I think are all good.
Marks: Magic Penetration
Hands down, there are no better marks than magic penetration. The 8.5 magic pen. allows us to achieve the full damage potential that we are trying to achieve.
Seals:Flat Mana Regen OR Mana Regen/lvl
Flat mana regen runes give you a large boost in mana regen from levels 1-6. You want these runes if you use youralot to harass early game. For me, I prefer the Mana Regen/lvl because I play very passively early on.
Glyphs: Ability Power/lvl OR Flat Ability Power OR Flat Magic Resist
Just recently, thanks to Sol Invictus, I learned that AP/lvl glyphs give you more AP from level 6 onwards. With that said, I recommend AP/lvl glyphs because you want to reach full damage potential starting at level 6. Laning should be passive and just occasionally harassing. Flat AP glyphs allow you to harass harder early game if you so desire. Flat magic resist runes allow you to take less damage early game. This will leave you at a higher hp in lane, less vulnerable to ganks.
Quints:Flat Ability Power
Flat AP quints are essential because it provides the most damage out of all the quints. Lux needs all the damage she can get in order to be able to fully combo someone to death.
Flash and Ignite should be used every time. They provide the most utility for Lux.
Flash allows you to escape jungle ganks or when top or jungler is on you in a team fight. Often, AD bruisers have gap closers such as. Flash allows you to create the gap once again, keeping you safe.Flash should rarely be used offensively, unless a teamfight has already been won and you are chasing an enemy who you know you will hit with your
Ignite is essential for Lux. Time and time again, your COMBO will leave the enemy with a sliver of HP. Ignite is great to secure the kill before you get your . It also reduces healing, preventing the enemy healer from keeping his teammate alive.
Useful for pressure bottom lane. Choose teleport over ignite if you don't need ignite to finish people off.
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.
Lux's passive is what makes her so strong. Auto attack after your combo for extra burst comparable to ignite. Her passive is what makes me buy Lich Bane so often.
Q: Light Binding
Lux releases a sphere of light that binds and deals 60/110/160/210/260 (+70% ap) damage to up to two enemy units, dealing 50% effect to the 2nd unit struck.
Cooldown 15/14/13/12/11 seconds
Cost 60 / 75 / 90 / 105 / 120 mana
This is what you start your combo with. It is unforgiving if you miss this if you are in lane, as you can't use your other spells until you hit it. The cooldown is very high, so make sure to only use it if you are certain it will hit.
W: Prismatic Barrier
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 (+30% ap) damage for 3 seconds.
Cooldown 14 / 13 / 12 / 11 / 10 seconds
Cost 75 mana
You can use Prismatic Barrier for a variety of different things. I find it is extremely useful when im against a Veigar. If im about to get stunned, I can activate Prismatic Barrier, allowing me to survive Veigar's burst with a sliver of HP. I also use this skill to tank creeps when I have blue buff. If there are a few creeps heading straight to your tower, Prismatic Barrier allows me to tank the creeps without HP loss, reaping in gold. However, you want to max this last, because as Lux you want full damage potential.
E: Lucent Singularity
Fires an anomaly of twisted light to an area, which slows nearby enemies. Lux can detonate it to damage enemies in the area of effect.
Cost 70 / 85 / 100 / 115 / 130mana
This skill has very long range which is good for harassing in lane. It also reveals the area so you can use it on brushes. I max this first because it is your main damage spell.
R: Final Spark
After gathering energy, Lux fires a beam of light that deals 300/400/500 (+75% ap) damage to all targets in the area.
Cooldown 80 / 60 / 40 seconds
Cost 100 / 150 / 200 mana
This is the spell that makes Lux who she is. Use it to follow up your Light Binding and Lucent Singularity. With blue buff, the cooldown is only 30 seconds, allowing you to use it usually two times a fight. Once you hit 6, you gain huge kill potential, able to burst down almost anyone
Items that work well with Lux
Two dorans rings most importantly give you the mana regen you need to harass with your . The fact that I take mana regen/lvl yellows strengthens the incentive to pick up two dorans rings for the much needed early-game mana regen. Dorans rings are great early game items because they are very cost effective for a low price.
I choose over for three reasons.
1. Lux is all about burst. Cooldowns don't really matter because you should be 1 shotting your target
2. s provide magic pen., which you do need in order to achieve full damage potential.
3. You should be getting every blue buff, which already gives you a large amount of cooldown reduction.
The deathcap is the most important item in your build. This item provides you with raw AP, making you a much bigger threat. Usually, before deathcap your COMBO leaves enemies at a sliver of HP. If you farm well and get your deathcap at around 20-22 minutes, your combo is guarenteed to 1 shot the enemy mid or bottom lane. Getting any other item at this point would not be wise, for raw AP is what Lux needs.
Due to your passive, there is a strong incentive to auto attack your enemies after they are lit up by your If you're going to auto attack them, you might as well get a [img=]. I get a [img=after my deathcap rather than a because ideally, your combo should have killed your target already. Getting a void staff would just be overkill. With Lich Bane, you can auto attack a different target for large amounts of damage. Also, Lich Bane gives you another source of damage. Lux has very long cooldowns for an AP mid. In order to alleviate this, you can use Lich Bane to spread out your damage output.
After your Lich Bane, now is the time to get that void staff because it's shifting towards late game, and enemies generally get more MR by now. In addition, the tanks will generally become more tankier, allowing them to stick on you easier. With that said, you might be forced to use spells on them, and the void staff definitely helps you deal more damage.
This item is good if the enemy bruisers are fed and can stick on you easily. Ideally, you want to complete your combo on a desired target really quick then activate zhonyas and flash away. This is assuming that if you don't, the enemy bruiser will be in your face until you die, rendering you useless.
At a cheap price, this item allows you to escape a stun or slow that could kill you. However, you should be in the back of your team, safe from CC. I would buy this item if the enemy had a champion that can CC you unexpectedly.
Items that don't work well with Lux
Lux's cooldowns are so long that spell vamp is pretty much useless on her. It would be much more effective spending your gold ona if you are getting hit because of a CC spell.
DFG requires you to get into range before your burst, lets say after you. As opposed to Lich Bane, which requires you to get into range after. This unnecessarily puts yourself in risk to getting caught. It also adds to your burst, which is not what you want. You already have huge burst, a Lich Bane would be a better choice because it add to your DPS after your burst combo. Also, Lich bane is a better item because you don't have to hit your desired target. You can auto anyone near you just to add that bit of damage for your team. The cooldown on Lich Bane is 2 seconds, so even if you cast, you have the chance to add to your DPS.
Your already provides you with a slow. Even so, you should start with youranyways, snaring them in position. Furthermore, even if we disregarded , s is only good on champions with low cooldowns, basically the opposite of Lux.
Items that could work
In theory,looks like a great item for Lux. Because of Lux's long range, she should rarely die and should only be increasing in kills, not deaths. This is very true, so getting a large amount of stacks should be easy. But for me, I dislike the idea of the possibility of losing AP. The option of getting soulstealer is a sound one but one that I personally dislike.
When To Play Lux
Lux is a unique champion that doesn't do well in every game. Make sure to analyze the enemy champion picks in champ. select before deciding to play Lux. The most important things to pay attention to are:
[1.]The enemy's MID
[2.]The enemy's JUNGLER
[3.]The enemy's TOP
Knowing what champion your opponent is playing middle is crucial. If they pick anybody who can live through your burst I highly suggest you don't play Lux if you really want to win. Champs such asare NOT a good matchup for you. With that said, picking Lux before you see the enemy's middle is a very dangerous move.
All junglers are a threat to you, but most of them won't bother you too much. The ones that I despise are champs that can gap close then stick on you. are examples of this.
What your enemy picks for top lane shouldn't concern you too much. I rarely take into consideration the enemy's top lane when deciding whether to play Lux or not. However, if it seems like the enemy has a really tanky front line(Jungle+Top), I might reconsider.
Create a checklist for yourself to decide if Lux would be a good pick or not.
.Does Lux have trouble laning against their mid?
.Do they have any deadly gap closers that will focus you?
.Do they seem too tanky of a team to be playing Lux?
P.S. This child will wreck you. Don't play Lux if she's picked