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Lux Build Guide by sharingan97

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 sharingan97

LUX MID: LASER AND PASSIVE DESTRUCTION, Spaast Army guide

sharingan97 Last updated on August 16, 2014
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Ability Sequence

1
4
5
8
10
Ability Key Q
3
14
15
17
18
Ability Key W
2
7
9
12
13
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: 23

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 2

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 5



Threats to Lux with this build

Threat
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Threat Champion Notes
8
Fizz try to make him waste his E by harassing him with your basic attacks as you are a ranged and he is a melee but keep in mind that his Q (the dash) has the same range of your basic attacks you can also try to make him think you attack him by sending your W towards him
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How to play Lux / TIPS


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WHY Deathfire Grasp as first core item?

Usually Deathfire Grasp is a situational item, and you buy situational items in the late game. But I think this is a bad habit if you play full AP, because of it's TOTALLY CRACKED active: I am not speaking about the part where it takes 15% of the enemy max health, but about the part where it says "Amplifies all magic damage they take by 20% for 4 seconds" that is very useful for each mage that deals loads of damage: IT IS FREE BONUS DAMAGE (once you bought the item).
And as you see in the section above I use it often in my combo. In early game it helps very much to dominate your lane. and in killing very often an enemy in 1vs1.


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WHY Chalice of Harmony and not Athene's Unholy Grail?

I don't like Athene's Unholy Grail because it doesn't give you enough Ability Power and after the rework that nerfed the mana regeneration i like it even less. Although the passive Mana Font (that increases mana regen by 1% for every 1% of max mana missing) is very useful in early game, but Athene's Unholy Grail costs 2600 of gold that is way to much for an item I only want in early. But good news!!!!! There is Chalice of Harmony that has also Mana Font as passive and costs only 880 that is way more affordable for early game. By the way it has 7 mana regen per seconds instead of the 10 of Athene's Unholy Grail. So I think it's better to take only the little version of Athene's Unholy Grail: Chalice of Harmony

Later in the game you should sell this item because you are not that mana hungry anymore.


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Items explanation

I explained above in the section WHY Deathfire Grasp as first core item? the reason of Deathfire Grasp. Here is the reason for the rest.


For the last/situational item:
  • If your ennemies are buying magic resist items (or they have above 60 of Magic Resist), then you should buy Void Staff
  • If you think you need more health and still want a good deal of AP Rylai's Crystal Scepter is what you want
  • If you want to last more time in the team fights, some cooldown reduction and loads of AP, then you should take Will of the Ancients. That will turn your tremendous damage in health for you
  • If you think you need more Magic Resist then take Abyssal Scepter (that will also reduce by 20 the Magic Resist of nearby foes)
  • If you think you need more Armor, than simply take another Zhonya's Hourglass (the 120 AP are very welcome, unless there is a Veigar that wants to ult on you)


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Skill Sequence explanation

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I always keep in mind that Light Binding scales 70% of AP and that Lucent Singularity scales only 60%, so the E ( Lucent Singularity) deals less damage than the Q ( Light Binding). But as Lux is a combo champion, it's better to keep these abilities close in level, they are always at 1 or 2 levels of distance.
Never forget that everything depends on the situation: if you keep failing your Light Binding simply invert the order, so that your occasional pokes with your E ( Lucent Singularity) deal more damage:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18