Lux Build Guide by icanhastibbers
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.
"Well, a "double rainbow" is a phenomenon of optics that displays a spectrum of light due to the sun shining on droplets of moisture in the atmosphere. Does that explain it?"
You've probably wanted to play Lux because she's a blonde child princess prodigy from Demacia, who shoots out a giant rainbow laser every 24 seconds. This guide will make you on your way to having lots of fun with your ultimate. 8D
Pros / Cons
- Amazing range on all skills
- Good early game harasser of opponents
- Can save lives with Light Binding and Prismatic Barrier
- Can make amazing kills with the laser
- Good farmer with Lucent Singularity and Illumination
- Potentially has the best shield in game.
- OP laugh
- Squishy, so if she's caught off-guard, she's usually dead.
- Tad mana-hungry
- Long cooldowns on skills except for finales funkeln
- Blue-buff reliant
Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing 10 + (10 x level) magic damage to the target.
This is an okay passive, it's true use is getting that extra burst in the early laning phase. Late game, it's dangerous to pop the illumination, as when you're in autoattack range, you're very vulnerable to getting CC'd. Remember, Lux's finales funkeln activates Illumination.
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.
This snare can and will save your life, (and your allies lives) multiple times. Keep in mind, the snare will hit both the first and second targets struck. Landing this may be difficult, but you will get used to the missle speed. Be careful when using this, as the cooldown is high, and you're most vulnerable when your snare is down.
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.
This shield has great potential, you can shield your whole team in a teamfight, twice. But being Lux, this shield is a skillshot (no surprise, eh?). It's also pretty frustrating when your teammates like to dodge the friendly shield. Remember, the shield launched will come back to you, so if you need to hit someone on the way back, try to move behind them.
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.
I love this move, it's Lux's main form of harrass. With it's large range and large hitbox, it's difficult to miss with this. (When trying to harrass, try to launch this slightly behind the enemy, as their first reaction to try dodging this will be to move backwards.) This skill can also be used to zone (with the slow), and to scout brushes. (Provides vision wherever it's launched.) Be sure to max this ASAP.
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.
Probably the best thing Lux is famous for. That lovely Rainbow Laser that sniped you when you thought you were safe. The range is far, but not nearly global range like some may think. One thing you should probably avoid doing, is KSing someone else's kill when they have it secured. It's just a waste of the laser, and the person may or may not get mad. During a teamfight, you should probably just use the laser to soften the whole enemy team up,until waiting to snipe someone at the end. The laser's width is pretty thin, so aiming is very important. Another special thing about this laser, is the fact it's cooldown is insanely short. At rank 3, with 40% CDR, it goes down to only having a 24 second cooldown. You can even farm minions with this if you wanted to. (Make good judgement, don't do it when it still has a 60 second cooldown or if a teamfights about to start.)
Something Classic Crime reminded me is that if you have that rude player on that team, your laser is great to steal that kill from right under their own feet. (:
NOTE : The Laser Arrow displayed is very misleading. The laser does not go to the tip, but only goes to about the middle of the arrow. Make sure you keep this in mind while doing long range shots.
In short,finales funkeln > > >
Explanation : Take Light Binding at level 1, I find it the most useful at level 1. But if you want to harass immediately, or you need to scout brushes, Lucent Singularity will be your better choice. Naturally, you level up your ultimate every time it's availible. The base damage increases a good deal with each level, and the cooldown decreases by about 20 seconds for each level. Then I max Lucent Singularity as it's your main source of damage and harassment. Prismatic Barrier is maxed next, for stronger shields. Lastly, Light Binding is maxed last because it's a one point wonder. It's great for the snare, but until late game, the damage isn't one of it's main purposes.
BUT, if you think the game you're playing calls for more damage, feel free to skill Light Binding over Prismatic Barrier.
Before you have your laser, your combo will simply consist of,
Making sure to pop every Illumination.
(Or, you can use Lucent Singularity before Light Binding, if you want to use the slow to allow you to land the snare easier.)
After you get your ultimate, your combo is the same, but immediately followed up with a laser.
Again, popping every Illumination for maximum damage output. This is pretty devastating in the early game. During late game, it will be dangerous to activate those illuminations, as Lux's autoattack range is mediocre at best, so you'll probably skip the illuminations. But even without your illuminations, the damage will be devastating with lots of Ability Power, and at a huge range.
This is one of Lux's weaker points, with all of her long cooldowns. But just stay in the back, and try to make the best use of all of your skills.
Long. Cooldown. It can catch an enemy off-guard and your team can utilize the 2 seconds to all throw their skills on that enemy, turning the fight into a 5v4. Just know that you are very vulnerable after you throw this out.
One of the worst things people can do with Lux is to ignore this skill completely. Don't play Lux with 3 skills, pleaes don't. Make sure Prismatic Barrier is constantly on cooldown, you want to shield your team for as much damage as possible.
Use Lucent Singularity to do as much damage to as many enemies as you can. The slow effect is just the sprinkles on top.
finales funkeln Finally, do not wait until the very end of the fight to use finales funkeln to snipe someone. Your main duty as an AP carry is to soften the enemy team up, and your ultimate is one tool in doing so.
Items & Alternatives
Starting Items :Duo-lane or if confident about laning opponent
and 3x if solo-lane and against an opponent who harasses with ease.
Explanation : Starting with a Doran's Ring is always solid, the mana regen is really helpful to Lux. But if you're going against someone like Orianna or Gragas who pokes like mad, you may want to take the Boots of Speed and 3 potions for the greater sustain.
You may have noticed by now, there is no Rod of Ages in this build. The reason is, Lux does not need HP. If she is ganked, she will probably die regardless. She wants to build damage straight on, and she should avoid most damage with careful warding and using her range effectively.
Typical Final Build :
The void staff will take care of most of the Mres your opponent is probably building now. Combined with Archaic Knowledge , Sorcerer's Shoes and your runes, most of your magic penetration is covered. A Zhonya's Hourglass gives a chunk of 100 AP, and has a great active. Use it when getting dived or ambushed. It might just give you the time needed for either your allies to come, for the turret to whack away at your enemy, or to follow up with a surprise flash. Lich Bane will really increase Lux's damage, but you must be really careful when using it, as her autoattack range isn't Caitlyn's. But autoattacking for 600+ will make you feel pretty boss when combining it with Illumination. Finally, a Banshee's Veil will block that Ashe arrow that's flying toward you at full speed. Also a good bit of Mres.
Naturally, there are always other items to be picked.
Good Options (offensive):
These are good for those teams that are full of stuns, suppressions, snares, and slows. Additional Mres, these are a good pair of shoes for Lux to wear. (:
Lux can really put this to better use than other champions. Rack up assists with finales funkeln and stay safe with your insane range. But naturally, this can backfire on you if your team is losing. If you want to pick this up, get it early.
If you can't get blue buff. It's basically the poor man's blue buff with AP.
If you want spellvamp and your team is slightly AP heavy, go for it.
For that lovely Malzahar that ults you and only you. Clean that suppression with the active and run away giggling.
I don't recommend.
I don't like this on Lux. The Magic Penetration from Sorcerer's Shoes or the Tenacity of Merc's outvalue the CDR on this item. With this build, Lux will have already a good base of CDR from runes and masteries, and either a blue buff or a Morello's Evil Tome will cap it. No need for these.
When I see a Lux with a Tear of Goddess, I die a little bit inside. She is not in DIRE need of a tear, and if she gets one it will charge very slowly because of her long cooldowns. There are better items.
The slow is completely wasted on Lux. Her Light Binding snares, her Lucent Singularity already slows, Prismatic Barrier is not affected by this at all and finales funkeln has range that's extremely long so the slow isn't very useful at all.
I like this item but the negative aura probably won't affect the enemy as you are very far away from them. But if you think the mres is essential, you could pick this up.
If you're looking for CDR, build a Morello's Evil Tome instead. The only thing going for this item is the active, which has a miniscule range and is only good against health stackers like Vladimir. I would pass.
No Rod of Ages ? What is this !
You either hate it, or love it on Lux. Personally, I don't like it all. For Lux, you have to focus on Ability Power early on. Instead of spending 3035 gold on this, you could have been well on your way to a Rabadon's Deathcap. Again, Lux desperately want AP. I've tried running it on Lux and I just found it inefficient, lack of killing power.
Even after all of that, it takes a whole 10 minutes to fully charge up, and Lux's burst is the most devastating early to mid game. Avoid this item.
For Lux I take..
Greater Mark of Magic Penetration
Greater Seal of Scaling Mana Regeneration
Greater Glyph of Cooldown Reduction
Greater Quintessence of Ability Power
The Greater Mark of Magic Penetration are essential for the Magic Penetration. Helps through all the stages in the game, staple on many casters.
Greater Seal of Scaling Mana Regeneration really helps with the mana regen late game, if you don't have blue buff, it's not the end of the world.
Greater Glyph of Cooldown Reduction I take these for the flat CDR at the beginning of the game. With your long cooldowns, it helps a lot in the laning phase.
Greater Quintessence of Ability Power 15 AP from the start of the game, it's fun stuff. Lets you hit harder right from the start.
New Masteries ; re writing soon. 21/0/9, standard AP carry masteries, investing heavily into AP offense.
My favourite spells for Lux. Although the range for ignite is small, it helps a LOT in the laning phase, picking you up easy kills. And Flash is just there for your get out of jail free card. It's taken on almost every champion. :V
Good Choices :
Even though you're playing AP carry Lux, it can help to make what would've been a blind laser, an aimed laser, which not surprisingly is more likely to hit. Not to mention the utility it brings to the team.
Running this will make your life a bit easier. You can recall to shop much more willingly, or stop a random push from an enemy. Or if you want to be creative, you can gank them by teleporting to a ward, or one of Teemo's mushrooms.
These are Okay :
I really think running flash on Lux is essential to getting out of the stickiest of sticky situations, but if you don't have access to flash yet, or you hate it with an intense passion, take ghost as your escape mechanism.
I like running Ignite way more, because you already have Light Binding and the slow from Lucent Singularity to slow the enemy's escape. If you want, replace Ignite.
Lux is mana hungry sometimes, I won't lie. But only if you decide to harass the enemy every time your Lucent Singularity is up. You can take this if you're new to Lux, it might help a bit. Also will help if your laning partner is mana hungry.
Can save you, it'll be like SURPRISE, I just threw a monkey wrench in your plans with a surprise heal. But outside of laning phase, it has little use. I don't recommend it too much.
Get rid of that nasty stun when you're running away. Take it if you want.
I personally think this is a mediocre spell, but you shouldn't take it regardless. Let your support or tank take it.
Trolling is bad for Cholesterol
Lux can't jungle, although it'd be fun if she could.
The cooldown is way too long for it to be of any use. Just a bad spell in all ways possible, unless you have a very unique strategy by using it in combination with teleport.
Early, Mid and Late Game
Early Game : Lux's range is very far; use it to your advantage. Enemies will not want to constantly eat Lucent Singularity's to the face, as the damage will pile up. Activating your Illumination will do good damage early game as well. If the enemy position is out of position, you can punish them with a Light Binding. But beware, if you waste your skills, you are VERY vulnerable to getting punished. Not to mention, constant spamming of your skills can and will make you run out of mana. Finding the right balance of harass and passive farming will be key. Fast reactions with Prismatic Barrier will protect you from what may have been a fatal hit/combo. Don't get obsessed with harassing, make sure to keep up a steady farm up. If you're not the best last hitter, use Lucent Singularity and Illumination together to provide much easier last hitting.
Mid Game : Now you're packing your finales funkeln. If the opportunity presents itself, you can try throwing out your whole combo, taking advantage of every illumination. This will hurt a LOT. If you see a lane you can help out with your laser, go for it. Just make sure it's not blatantly obvious you are going to laser, or the enemy laners will call out a nice MIA. Also, ganking will be plentiful now, so make sure to keep your sides of whatever lane you are in warded and protected. A ganked Lux is usually a dead one.
Late Game : Moving around your team, you should feel relatively protected. Position yourself near the Ranged AD carry, always behind the tank. The enemy will go for you, so make sure you don't give them that opportunity. Provide all the damage and utility you can with your skills. Throw shield on the right people, throw snares on the right enemies, and hit lots with your Lucent Singularity and Laser. Remember, your laser has a VERRYY short cooldown, so you can slam your enemies in the face with a laser doing 1000 dmg. (:
By the end of the game, you should be pretty high in creep kills. Late game, your Lucent Singularity will easily decimate the entire creepwave, (except for the seige), and if it can't you can always last hit the remaining creeps easily with the Illumination bonus.
If you're just going to recall, you can fire your finales funkeln at the next creepwave for free gold and then recall. (Or when it's down to 24 second CD, you can use it to farm on a regular basis. 8D)
Blue Buff & You
Lux REALLY loves to have a blue buff. It fixes her mana problems, and gives a bonus 22% CDR on top of that. Lux's skills all have long cooldowns, so blue buff is almost a necessity. However, Lux will take forever getting blue buff without burning her finales funkeln, so be sure to get someone to help.
BUT, if you absolutely cannot get it, you can take either Morello's Evil Tome or Elixir of Brilliance as substitutes.
If you venture into the deep mysterious MENU, then you can learn about smartcasting. Usually, when you cast a spell, like Light Binding, you have to take your time to CLICK for the spell to fire. When you use SMART CASTING, it will fire immediately at the direction of your cursor, in the same manner of flash.
You might wonder, what's smartcasting good for? Well, Lux's combo needs to be done FAST. With smart casting, it'll make you throw out your devastating combo much faster, which will leave your enemy less time to react and kill you.
It may or may not be a good idea to smart cast your laser, as your allies may not like it if you fire a random laser in the wrong direction, so make good judgement while smartcasting.
I hope this guide has either inspired you to purchase Lux, improved your Lux game, or just gave you more knowledge of my favourite Demacian. (:
Here's my Kill Compilation, where you can see what Lux can do. This is kind of old, but it still works. (You can note I run clarity here, haha)