Lux Build Guide by parasite64
Not Updated For Current Season
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.
Pros / Cons
- Long range skills
- Double snare and AoE slow
- Boomerang shield that can shield the entire team, twice
- Low cooldown on her ult
- Burst mage
- Burst mage
I love Lux, as she has one of the best skill sets in the entire game (in my opinion): She has two crowd control spells, a shield which can protect an entire team, and a long range, high damage, low cooldown laser beam. What's not to love? In terms of Pros and Cons, Lux is a bursty champion, with around 7-10 seconds of "down time" where she can't do anything except autoattack. Because of this nature, it's listed as a pro and con, as there are times when you want the enemy to to be killed before their teammates come to help and other times where you wish you had you snare up again.
Recommended Summoner Spells
The main summoner spells that I use most of the time, are Ghost and Clairvoyance. I believe that every character should have an escape method (either Ghost or Flash), as there will be times where you will need that extra bit of movement speed (with Ghost), or that closer distance to either finish off an enemy or get away from an enemy. As with Clairvoyance, this skill is more based on personal preference, as there has been countless times that I've avoided a gank because I've used Clairvoyance on a bush when I was overextended. This skill also helps with sniping with your laser, and just generally overall, a very useful skill to have.
Clarity is a great skill to have as it really helps with the laning phase, and just when your team is out of mana, that sudden boost of mana can really help out. I do find, that towards mid-late game, clarity becomes more and more useless, but certainly for early game it helps out.
Viable Summoner Spells
These summoner spells are most for preference more then anything. Heal gives you that chance to heal-bait an enemy champion into attacking you at the turret, and can help during the laning phase. However, the heal it restores towards end game eventually makes it useless and so there are much better choices. Teleport is a useful ability, and should be between 'Viable' and 'Recommended', as it provides you ability to defend a turret if it's under attack and no other allies are nearby or that a team-mate is in need of a hand. Cleanse can also be used to help with any crowd control effects that are placed on you. However, this spell shouldn't be taken as with Lux's long range with her abilities, you should never really have a need for cleanse (unless you're getting ganked, which you shouldn't be in the first place if you take clairvoyance).
Avoid these Summoner Spells
These spells generally shouldn't be taken, as they don't work well with Lux. Ignite and Exhaust don't truly have a place on her, as they have to used in a relatively short range compared to her abilities, and that's closer then she needs to be. Ignite may help in grabbing a First Blood but later game, it becomes less useful (unless you're fighting a character that is based on health regeneration effects, such as Dr Mundo). Exhaust may help you with a 1v1 fight, but you should never be having a 1v1 as you're a support character at heart. As for Revive, the skill may seem great for beginners but to other players it just says "I'm afraid to die", which is not what you want. Also, the 9 minute cooldown is very useless. That being said, having revive late game where a death timer can be over 1 minute, can help you out if your base is under attack, but there are better spells to take. Smite is useless as you're not going to be jungling, and fortify should really be left to that tanks as you shouldn't be having problems with last hitting with Illumination. Rally doesn't boost your ability power, making it useless.
This skill is one of the more useful passive abilities. Once Lux casts one of abilities and it hurts, it 'marks' them and when Lux auto attacks that unit, it deals bonus damage. This ability is used in combination with a Lich Bane, gives you an autoattack of 800+ which is very strong late game.
(Q) Light Binding
This ability is one of main abilities that you will use throughout the game, and can be used offensively and defensively. The key with this skill is that it's a double snare; once the snare hits a unit, the next unit it hits will be snared for half the time and half the damage. This spell is the beginning of your standard combo that you will use for everything. The ability is also a skillshot which gives you a bit more flexibility in terms of using it agaisnt your enemies. If an enemy goes around a corner, out of sight, you can shoot through the wall to snare them.
(W) Prismatic Barrier
One of the coolest abilities in the game, a shield that can shield the entire team, twice! The shield is a skillshot that is a boomerang ability. This shield can help you with those nasty Damage over Time spells (such as Ignite), and should also be used to help protect teammates. Normally, I level this skill last as I try to keep out of the way of the damage, I only level this to one just to help mitigate any damage from a damage over time spell that's casted on you.
(E) Lucent Singularity
Lux's main farming ability, with enough ability power, you'll be able to instantly kill an entire wave of minion, giving you a decent chunk of money. The range, like all of Lux's skills, is very long and is fantastic for zoning and lane harrassment. This skill should be the skill you max first.
(R) Finales Funkeln
Lux's ultimate, the hyperbeamlaser of death! Of all of the ultimates in the game, this has to be one of the best. Low cooldown, long range (almost over 9000!), and high damage, the use of this beam seperates the difference between a good Lux player and great Lux player.