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You're actually a lot stronger than Ahri pre-6. Your shield should be able to block most of her damage in trades when you walk up. And Ahri is just as immobile as you. As long as you use creeps for protect from her charm, you should be able to land your E + auto pretty reliably. Imo Ahri should start with crystalline flask in this matchup to just farm out pre 6 if she knows the matchup. But most will probably start with Doran's Ring.
At 6, ahri has the mobility to outplay you. Not taking into account flashes, you can still hit her with a Q if you throw as she's landing at the end of her dash. There is a delay at the end of ahri dash before she can reactivate your next one. The timing is very specific here, but it is possible. The main danger honestly in the ahri matchup is not 1v1, it's the 2v2. If there is a really strong ganking jungler you need to be more cautious of ahri. You can punish her early, but after 6 with the jungler you need to be more careful. Regardless you should be able to farm out the lane at the very least and make it to teamfights.
Annie
I like cleanse in this matchup. If you don't have that and athenes then expect to get blown up. And if you fall behind to an Annie (easy to do with jungler ganks) then it gets really difficult to come back. Play safe and wait for her to make a mistake. It's hard for her to finish you off by herself if you play defensively because of your shield. If she gets ahead or just in general mid-late game she can one-shot you. So be careful. Annie is shorter range than you though. So you can poke with E's and do a lot of damage if you catch her with a binding. Make her walk up to you to harass which should make landing bindings easier.
LeBlanc
Pre 6, I actually like this matchup for lux if you take an early point in shield at level 2. A good leblanc can throw a Q to sometimes bait out your shield though. You'll have to gauge the other player for yourself. But there is a slight delay on the cast animation for your W so you want to try to start it as the Q is reaching you before he W's. The majority of the damage is tied to the proc of the Q, not the Q itself.
Something you can try on your own, is actually grabbing a second point in shield by level 5. I did this one game and had good results and it made me survive a level 6 all-in with leblanc and her jungler. I haven't tested this more than once, but an extra point or two in shield early couldn't hurt and could let you farm out the lane at the very least without dying.
As leblanc gets levels this mostly becomes a farm lane unless you can catch her with a Q on her way out after using a distortion. Leblanc is extremely squishy, so if you can catch her making a mistake then you win. But it's up to the leblanc to mess up. You mostly have to play reactive in this matchup.
Orianna
This lane is really hard to actually win without your jungler doing it for you. Lux is slightly longer range, but because of Ori shield you can't really just poke her down with spells, you have to use your passive. It's hard to make these trades happen where you can safely do that without putting yourself in a position to get ganked or taking extended trades from Ori after.
Ori does what Lux does early in lane, but better as far as shielding as you walk forward to trade autos. Ori's passive just makes her win extended trades really hard. Her slow also stays on the ground and gives her more kite/chase potential than Lux slow. She also has more consistent trades with her Q cd being much shorter. As you get levels and items, it becomes easier to stay in that sweet spot where lux outranges Orianna, but early on you have to go in for autos on cs and trades and this can make things difficult. Overall I really like Lux into Ori. But Ori tends to synergize with other teammates better because she can cast Shockwave from putting her shield on allies.
Syndra
Syndra is a really rough lane. Syndra is one of the strongest laners in the game, and a well played one can basically give you very little options but to farm. Her consistent damage will far outtrade your shield and her level 6 burst is huge. Unless Syndra makes a pretty huge mistake and you land a free Q on her outside of the creep wave I don't see you doing much but trying to trade farm in this lane. Even then, if you're standing still to combo syndra she will do the same right back. Her ranges (especially her stun) are really long as well and unless there's something about this matchup I just don't get, then it's a very unsafe one for Lux. Try to farm it out and make the plays later.
For the love of God don't get greedy for that passive proc unless you're 100% sure it will work out. Running in to auto a Syndra is asking to die.
Yasuo
This may seem like a bad matchup to you, but with exhaust I usually don't mind it too much. Lux can play from a really safe distance and farm against yasuo just fine. When he runs up to trade with you you can shield and harass back. He does have a lot of potential to outplay you, but I actually think the nature of yasuo being melee gives you a lot of room to win this sometime in the early game. His ultimate is also unreliable unless the jungler can give him a knockup/knockback and that's the main thing I would be concerned with in a Yasuo matchup, the jungler.
As a disclaimer, I mean if you screw up pretty bad and yasuo gets on top of you then you can certainly die. But yasuo really has no reliable ranged spells and you should be able to trade really well with him, especially because of your shield since all of his mobility in lane is still centered around the creep wave for the most part.
Zed
This is a pretty tough matchup against skilled Zed players since he has so much room to outplay you. Lux also has some of the worst base stats in the game and I normally go x2 Doran's Ring, Seeker's Armguard to survive the lane. Be careful about throwing out your bind ever before he ults you. If you miss bind when he becomes untargetable for a second you're almost guaranteed to die or blow all your summoners.
Use E to harass and push the wave. Play safe. You can poke him but he will win all-ins.
Try to shield your backline or whoever Zed jumps on. You can negate quite a bit of his damage. Also you can usually find pretty good success throwing snares right after he ults on top of someone.
• Can potentially shield your entire team twice in one spell
• Very long range
Weaknesses
• Extremely dependent on good positioning • Spells all have long cast animations (delay that makes you stop moving when casting) • Spells have a slow missle speed, especially Q • Poor base stats • Can run oom easily
Runes
Runes
>>> Scalling <<<
Runes
Precision
Fleet Footwork
Dark Harvest
Phase Rush
These runes are mostly pretty standard, you shouldn't find anything terribly surprising. I'll go over why I run each rune and what some viable alternatives are.
Marks
I pretty much always run magic pen on lux. This helps scale your damage and makes you hit most targets pretty hard in the early-mid game.
As an alternative you could viably run hybrid pen in a lot of matchups. Hybrid pen can be very good early game on lux in a matchup where you can auto. Most people actually don't take full advantage of lux's autos in the 1v1 because of how dangerous it can be if you make a mistake. You can get an early point in shield and juts shield yourself as you walk up to your opponent to trade with them. If you play the damage correctly you can basically get two shields and as long as you auto twice you're making good use of your hybrid pen.
Seals
Scaling health is really strong on most mages in the current patch. Lux particularly has pretty low base stats and this helps a lot. It also breaks even with flat health as early as level 6, so definitely worth.
Glyphs
Magic resist will generally be your best option here, unless you're against no magic damage, which is pretty rare between the jungle and mid lane. However I like to be a bit more risky and run no magic resist in most situations. I feel like Athenes usually gives me enough to survive lane and I can get away with scaling AP. I also run 3 magic pen blues to bring my magic pen up to 10.
Masteries
Masteries
Lux is a long range mage who has high burst damage and heavily relies on not being in a position to really take damage in the first place. So these masteries reflect that. 21 offense for maximizing your damage and 9 utility to get some movespeed, mana regen, SS reduction and buff duration.
9 utility vs 9 defense
If you're in a particularly hard matchup where you think you're going to get camped an all-inned over and over, then 9 defense might be the best choice. But if you can live without going 9 defense, I think it's far more important to have 9 utility. In the grand scheme of things, 9 defense isn't going to help much past early game and lux is so squishy that you're pretty much going to die if you make a bad enough mistake anyways.
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