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Lux Build Guide by Infinity1200

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.


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League of Legends Build Guide Author Infinity1200

Lux Mid Lane Build - Good decision Summoner!

Infinity1200 Last updated on July 25, 2015
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Ability Sequence

3
10
12
13
14
Ability Key Q
2
8
15
17
18
Ability Key W
1
4
5
7
9
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9



Threats to Lux with this build

Threat
Low
High
Show all
Threat Champion Notes
1
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.
Guide Top

Strengths & Weaknesses


Strengths


• Good waveclear


• High single target or aoe burst damage


• 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


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Runes

>>> Scalling <<<


Runes

Greater Mark of Magic Penetration
9

Greater Seal of Health
9

Greater Glyph of Magic Penetration
3

Greater Glyph of Scaling Ability Power
6

Greater Quintessence of Ability Power
3

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.



Guide Top

Masteries

Masteries
1/5
4/1
1/1
3/5
1/5
3/5
3/1
1/
3/
1/
1/5
3/1
3/1
1/5
1/1


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.