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Lux Build Guide by Schroedha

Middle [WIP very outdated] Lux - Poke. Burst. Carry.

Middle [WIP very outdated] Lux - Poke. Burst. Carry.

Updated on December 14, 2021
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League of Legends Build Guide Author Schroedha Build Guide By Schroedha 295 11 1,669,027 Views 31 Comments
295 11 1,669,027 Views 31 Comments League of Legends Build Guide Author Schroedha Lux Build Guide By Schroedha Updated on December 14, 2021
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Runes: Lux vs. AP

1 2
Sorcery
Arcane Comet
Manaflow Band
Transcendence
Gathering Storm

Precision
Presence of Mind
Coup de Grace
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+6 Magic Resist

Spells:

1 2 3 4 5
Barrier / Flash
LoL Summoner Spell: Barrier

Barrier

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[WIP very outdated] Lux - Poke. Burst. Carry.

By Schroedha
1. Introduction
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Hey, my name is and I am a Lux main since the beginning of Season 3 (December 2012). In the years of playing and in hundreds of games with Lux I have gained a lot of knowledge about this champion I would like to share with you. Note that this guide is based on my personal experiences with Lux, so feel free to criticise and comment on my playstyle. In Season 4, I was listed as the #45 best Lux worldwide and #12 best EUW. I am not a native speaker, message me if you find any mistakes.

Total (Ranked) Lux Games played: 272
Total (Normal) Lux Games played: > 700
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(I changed my name to )
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TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTI did it.
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Lux is a long-ranged Mage, mainly played in the Midlane. She lacks mobility and is extremely squishy.
XXXXXX And in the following, I want to teach you how to be a useful laser-shooting, ADC-disintegrating glass-cannon.

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PRO's:

- long range (outranges nearly all other mages / midlaners)
- relatively safe (+ safe laning)
- good scaling
- AoE damage
- heavy poke
- strong burst
- provides utility (snare Light Binding, slow Lucent Singularity, shield Prismatic Barrier)
- Final Spark pew pew pew
- very fun to play
- OP laugh

CON's:

- all abilities are skillshots (hard to master)
- looong cooldowns (exception Final Spark )
- no escape
- reliant on team composition
- difficult positioning
- squishy
- mana hungry
- many matchups counter her hard
2. Runes

PRIMARY: SORCERY


I prefer Sorcery as my primary rune path. Let me explain some of my choices and why other choices can work out, too.
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Arcane Comet
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This Keystone causes your damaging abilities to hurl a comet at your opponents location. It deals 30-100 (based on level) (+ 20% AP) (+ 35% bonus AD) damage and has a very low cooldown. It has a great synergy with Light Binding and Lucent Singularity.
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Summon Aery
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This Keystone buffs either your damage or your shield.
Damage: 10-40 (based on level) (+ 10% AP) (+ 15% bonus AD)
Shield: 35-80 (based on level) (+ 25% AP) or (+ 40% bonus AD)
It can't be dodged but it takes some time until Aery returns to you. This Keystone is a good choice if you want to play in a more supportive way or if you have to face very mobile opponents.
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Manaflow Band
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Upon hitting an enemy with your abilities, Manaflow Band grants you 25 maximum mana (up to 10 times). Upon earning 250 mana, Manaflow Band restores 1% of your missing mana every 5 seconds.
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Nullifying Orb
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Nullifying Orb works just as Hexdrinker. It grants you a shield (40-120 magic damage based on level (+ 10% AP) (+ 15% bonus AD) for 4 seconds) that absorbs magic damage once you are at 30% of your maximum health. It is a good choice against burst mages or AP assassins.
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Transcendence
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Transcendence is pretty straightforward. It grants you 10% CDR after the game passes the 10 minute mark. We need that CDR in order to reach 40% (45%) CDR!
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Absolute Focus
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Absolute Focus grants you up to 40 bonus AP while above 70% of your health. That is quite nice but is not very reliable.
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Scorch
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Scorch sets targets on fire and deals 20-60 bonus magic damage based on level. Its great for very aggressive laning.
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Gathering Storm
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Gathering Storm grants you bonus AP every 10 minutes. E.g. 120 AP after 50 minutes. This rune guarantees you to be a late game monster!
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SECONDARY: INSPIRATION


I prefer Inspiration as my secondary rune path in AD-matchups.
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Cosmic Insight
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Cosmic Insight is one of the best choices from the Inspiration runepath. It grants +5% CDR, +5% Max CDR, +5% Summoner Spell CDR and +5% Item CDR. Those are the stats you want to get as Lux, especially the CDR on your spells!
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Biscuit Delivery
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You receive a biscuit that restores 15% of your missing health and mana every four minutes (until minute 12). Consuming a biscuit increases your maximum mana by 40.
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Magical Footwear
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This rune grants you "Slightly Magical Boots" at 10 min, but you cannot buy boots before then. They give you an additional 10 MS. You may try out his rune if you have a matchup that requires you to rush boots.
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Perfect Timing
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This rune is awesome against AD matchups. It grants you an item called "Commencing Stopwatch". This item transforms after 10 minutes and becomes "Stopwatch". Stopwatch is a mini-Zhonya's that only functions one time, but can be built into Zhonya's Hourglass. Always pick this rune when against Zeds, Talons and Yasuos.
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Minion Dematerializer
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Minion Dematerialiser is simply awesome. One of Lux' biggest weaknesses is her mediocre waveclar. This rune allows you to kill caster minions with one cast of Lucent Singularity now. Dematerialise one melee minion (+4% damage), one cannon (+4% damage) and four caster minions (+7% damage) for maximum damage output.
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SECONDARY: PRECISION


Precision offers some very useful secondary runes. I prefer Precision as my secondary runepath in AP-matchups.
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Presence of Mind
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Presence of Mind refunds 20% of your maximum mana and 10% of your ultimate's cooldown whenever you get kills or assists. This rune guarantees mana sustain in teamfights and allows you to use Final Spark even more!
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Triumph
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Triump is pretty straightforward. Takedowns (kills and assists) grant a gold bonus of 20 and restore 12% of your missing health.
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Coup de Grace
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Coup de Grace is not a very complicated rune, too. It grants 7% bonus damage against champions who have less than 40% of their maximum health. This is awesome if you want to snipe that one guy who tries to escape.
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Cut Down
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Cut down grants up to 12% bonus damage against champions with more maximum health than you. Lux is one of the squishiest champions (that means bonus damage applies to most of your targets) and bonus damage against tanks is awesome!
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SECONDARY: DOMINATION


Domination can be a viable choice, especially for more aggressive players.
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Cheap Shot
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Cheap Shot grants 8-40 bonus true damage against targets with impaired movement. This rune has a great synergy wiht Light Binding and Lucent Singularity. The bonus damage can be a real advantage in the laning phase.
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Taste of Blood
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This rune allows you to heal when you damage enemy champions (20 seconds cooldown). You heal for 18-35 (+ 20% bonus AD) (+ 10% AP) health (based on level). This rune is very useful in both laning phase and late game.
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Eyeball Collection
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Eyeball Collection is a snowball rune. It grants 1 AP for every collected eyeball (champion or ward takedown). Champion takedowns grant two eyeballs. It grants up to 20 eyeball stacks in total. Furthermore, it grants 10 bonus AP once you have reached 20 stacks.
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Ravenous Hunter
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This rune grants you healing for 1.5% (+ 2.5% per Bounty Hunter stack) of the damage dealt by your abilities. You earn stacks the first time you get a takedown on each enemy champion. The healing is reduced to one third if you deal AoE damage. Basically grants up to 15% spellvamp on your abilities. Although the healing is reduced while playing Lux, this rune can decide between life and death.
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PRIMARY: DOMINATION


Very aggressive players may favour Domination as their primary runepath. I have already explained all suitable choices from this path above, except for the Keystones.
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Electrocute
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If you hit champions with three auto-attacks or abilities within three seconds, a lightning strike will hit your opponent. It deals 30-180 (based on level] + 25% AP bonus magical damage. It has a cooldown of 25-20 seconds (based on level). Electrocute increases your burst potential significantly! The Domination path lacks utility for a mage, but favours really aggressive playstyles. It is your choice. I prefer Sorcery due to its reliability and utility.
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Dark Harvest
Damaging a champion below 50% of their maximum health deals 20 − 60 (based on level) (+ 5 per Soul) (+ 25% bonus AD) (+ 15% AP) bonus adaptive damage and reaps 1 Soul. This cannot happen again for 45 seconds, resetting to 1.5 seconds on champion Damage rating takedown. Dark Harvest is weak in lane, but adds a significant execute damage to your spell rotation in mid and late game.
3. Summoner Spells
This list is supposed to give you an overview over all viable choices and why you should pick certain summoner spells in certain situations.


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Barrier is rarely seen but one of those spells that are good on specific champions. In this case, it is the best choice (besides Flash) for Lux. Barrier has an incredibly good synergy with your Prismatic Barrier and helps to deny any source of damage. If timed right, this is the shield to save you. Karthus is about to use Requiem? Use Barrier! Zed is ulting you ( Death Mark)? Use Barrier! Your shield is on cooldown and Ignite is ticking? Use Barrier! Besides that, Barrier has a really low cooldown. I recommend to pick in most situations.


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Flash is THE indispensable summoner-spell on Lux. She lacks any source of mobility, gapcloser or dash and therefore is extremely reliant on Flash. This spell is great to escape ganks, dodge several deadly abilities or to get in range to kill your opponent. Always pick up Flash!


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Exhaust is a good choice on Lux. It slows your opponents by 30 percent and denies 40 percent of their damage. You may choose exhaust if you have to face hard counter matchups and wait until you get the opportunity to use it right. For example: exhaust your opponent when your jungler is about to gank. It will deny him from getting to his tower. But in most situations exhaust is used to save your own live. Exhaust your opponent if he is about to burst you down (e.g. Zed's Death Mark). You will receive far less damage and hopefully survive.


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Cleanse can be a very good spell if used right. If you have to face matchups with hard CC and burst (e.g Annies Summon: Tibbers or Veigars Event Horizon), I would recommend to pick cleanse. Cleanse helps you to get rid of debuffs like "stunned" or "snared". In addition to that, it removes Ignite and Exhaust!


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You could think about picking up Teleport if you get a matchup that won't be in your favour or if you have the certainty to win a lane. If behind, use Teleport to get back to your tower quickly or to gain feed from other lanes. If ahead, use Teleport to snowball even harder and wreck other lanes, too.


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Some Lux players like the combination of Ghost and Flash. Ghost can be used in a defensive and an offensive way. You can use it to escape a gank or to get in range to finish your opponent. It can be a viable choice on Lux. Feel free to try it out!


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Some Lux players choose Heal over Barrier because heal grants you a movement speed boost. Personally, I don't pick Heal very often. Your opponent likely picks Ignite (if you are ignited and activate Heal, you will only get half of the heal) and likely has some sort of CC like a slow or stun. Movement speed will not help you with that. Barrier does not heal you, but grants a larger amount of effective health.


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We do not play very aggressive, we poke, burst and (try to) carry. Therefore we do not need ignite. It can bring you ahead in lane, but using it in mid/late game can bring you in serious danger. And a dead Lux is a bad Lux. Personally, I chose survivability over risk. It is a question of playstyle.
4. Items / Builds

Starting Items


Personally, I prefer starting with Doran's Ring and two Health Potions. These are the most reliable starting items and grant you a nice amount of health, mana sustain and AP.

Final Build



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Sorcerer's Shoes grant you +18 magic penetration. You will need this extra penetration in order to shred your opponents MR (magic resistance) and therefore to deal more damage. Do not buy cooldown boots ( Ionian Boots of Lucidity) because my build and runes will provide you with the necessary 40% (45%) cooldown reduction.



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Luden's Echo is your core damage item. It grants you everything you need: 90 AP, 20% CDR and 600 Mana. Furthermore, it grants you a recharging passive that allows you to deal an extra 100 + 10% AP damage to up to four targets. This item was made for Lux and should always be picked up.


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Morellonomicon grants you 80 AP, 300 health and +15 magic penetration. Furthermore, it causes your spells to inflict grievous wounds which reduce healing. If you need the gievous wounds effect (e.g. against Vladimir, fed lifesteal-based ADCs, Mundo etc.), complete Morellonomicon after Luden's Echo. Oblivion Orb already grants you AP, health and magic penetration, which means that you can pick up the orb and complete other items first.


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Rabadon's Deathcap is one of the standard items for most AP midlaners. It will give you a huge amount of AP (120!) and an extra 40% AP bonus. Buying Rabadon's Deathcap will give you a strong powerspike as it increases both your burst potential and shield value.


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Zhonya's Hourglass is a very gold efficient, fun and important item. It provides you with 75 AP, 10% CDR and 45 armour. These stats make Zhonya's very useful against AD matchups. The glorious active effect grants you invulnerability for 2,5 seconds. Zhonya's can save your live in so many situations! It is an essential part of a defensive playstyle. I pick up Zhonya's in almost all of my games.


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Void staff is an important item on almost every mage. It will provide you with +70 AP and causes your spells to ignore 40 % of your opponents MR (magic resistance). Voidstaff will give you a huge powerspike, especially in combination with Rabadon's Deathcap. Voidstaff is an essential item if your opponents are stacking MR!
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Build Order


Build order is, as always, situational. In general, you want to get your Lost Chapter as fast as possible. Then try to finish Luden's Tempest and Sorcerer's Shoes. Pick up Seeker's Armguard vs. AD matchups. If ahead, go for Oblivion Orb.

When against AP opponents, go for Luden's Tempest first. Then finish Sorcerer's Shoes. Proceed with Rabadon's Deathcap (if ahead) or Zhonya's Hourglass (if behind or vs. AD). If your opponents are stacking MR, a early Void Staff might help.

You have to decide between maximising your burst potential or increasing your survivalbility after you have completed your core build. Go for Zhonya's Hourglass when against heavy AD teams or if you need to feel more save. Go for Rabadon's Deathcap if you want to maximise your damage output. If you get focused, you may go for Banshee's Veil.


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Situational Items




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Lux is one of the few champions who is able to utilise this item successfully. Try out the Soulstealer if you are very very very ahead in lane. Then try to stack it up by roaming bot or top. This item will help you to snowball even harder and totally wreck your enemies. But be cautious, this item is based on high risks and high rewards. If you lose all your stacks, it is a waste of gold. The Soulstealer can grant up to 145 AP and a bonus of 10% movement speed once 10 stacks are reached.


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This item grants you 75 AP, 10% CDR, 60 MR (magic resistance) and a recharging spellshield. It is a really good choice against AP assassins or burst mages. It grants you all the stats you need to deal damage but also increases your survivability significantly.


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Ardent Censer is meant to be an item that is used by supports only. It can be a viable choice due to Lux' inbuild supportive abilities. Ardent Censer grants you everything you need: 60 AP, mana regeneration, +8% movement speed and 10% CDR. But it also grants 8% increased shielding power and a special buff. All of your shields on allied champions grant them attack speed and on-hit magic damage! Ardent Censer can be a very useful choice if your team consists of champions that mainly use auto-attacks.


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Twin Shadows are a second, more defensive, MS-based item option. This item grants you 70 AP, +10% CDR and +7% bonus MS. It's active effect allows you to slow down those who chase you or those who are chased by you. It's worth a try.

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Elixir



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This elixir provides you with 50 AP, 15 Mana Regeneration per 5 seconds and bonus 25 true damage on your abilities and auto/attacks. This works against turrets, too. Always pick this up if you have completed your build or if you are very ahead in midgame.
5. Skill Order
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Pick (E) Lucent Singularity on level 1. Consider starting with (Q) Light Binding during invades. Max (E) Lucent Singularity first. It is a long range AoE spell with decent AP-scaling and your primary farming and harrass tool. Max (Q) Light Binding second because it provides a lot of damage and is your primary utility spell. Max (W) Prismatic Barrier last. You may take early points in (W) if you get harrassed badly. Spent level-ups on (R) Final Spark whenever it is possible. For further information on Lux' abilities check out the next chapter.
6. Abilities

Passive-Illumination

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Illumination is Lux' passive. All of Lux' damage spells ( / / ) mark enemy champions, minions or monsters for 6 seconds with the Illumination debuff. Illumination gets triggered if you attack the target with auto-attacks or Final Spark. Final Spark triggers and refreshes the debuff, therefore you should attack the enemy with your other abilities before using Final Spark. Illumination deals 18-190 (levels 1-18) + 20 % of AP damage.
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Q-Light Binding

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Light Binding is Lux' Q ability. It is a long-range snare with a great AP scaling. You should keep in mind that it is a snare, not a stun! It immobilises enemy champions, monsters or minions but it does not prevent them from using abilities or auto-attacks. Light Bindung has a range of 1000, deals 250 + 70 % of AP damage (rank 5) and snares for 2 seconds. It is able to snare two targets. Light Binding has a great bandwidth of possibilities: use it to catch your lane opponent if your jungler is about to gank, to immobilise the enemy jungler if he tries to gank you, to snare enemies while they are chasing you or your teammates or as the first ability in a ability chain to burst down squishy opponents. Note that Light Binding has a very long cooldown(10 sec.)!
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W-Prismatic Barrier

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Prismatic Barrier is Lux' W ability. It is a long-range boomerang-like skillshot that shields you and your allies from 110 + 20 % of your AP damage for 3 seconds (rank 5). If it reaches its maximum range, it returns and refreshes the shield (both cast instances add up and the shield value is doubled). This ability can be super useful and save you and your teammates in various situations from certain death. In lane, it is very useful to survive a gank, hard burst, a ticking down Ignite or that last tower hit that is going to kill you. It has a great synergy with Barrier and makes it possible for you to survive that Requiem even if you have 50 HP because Barrier and Prismatic Barrier deny all the damage. In order to refresh the shield faster, throw it in the direction you are moving.
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E-Lucent Singularity

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Lucent Singularity is Lux' E ability. It is a long-range AoE damage spell with a cooldown of 10 seconds. If you cast Lucent Singularity, you place a sphere of light on the ground that slows for up to 36% (rank 5). Enemies that leave the sphere are slowed for 0.25 seconds. You are able to re-activate Lucent Singularity in order to deal damage (and to re-activate it while mid-air in order to detonate it on arrival). At rank 5, it deals 240 + 60 % AP damage. If you don't re-activate it, it will detonate after five seconds. Lucent Singularity is Lux' primary farming and harrassing tool. In Lane, always max it first and utilise it for wave-clearing, zoning and poking your opponent. If the laning phase is over, use this spell to poke down the enemy team and for waveclear. In addition to that, Lucent Singularity gives vision when casted. Use this spell to scout Brushes or Dragon/Baron pit.
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R-Final Spark

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Final Spark is Lux' ultimate (R) ability. It is the famous ultra-long range (3000 units!) laser of death and rainbow destruction that can burst down your entire team. When people think about Lux, they think about this awesome ability first. It deals 500 + 75 % AP damage (690 + 95 % AP if Illumination is applied to the target and you are level 18) at rank three. If you use my build and make sure you have the Illumination debuff on your opponents, this spell will deal more than 1000 damage to up to five enemies while having a cooldown of ~30 seconds! Final Spark channels for 0.5 seconds and can't be interrupted. Use Final Spark to kill squishy opponents, secure (not steal) kills, deal insane AoE damage, steal the enemy blue buff or perform great Dragon or Baron steals. Because of its low cooldown, you may use it for waveclear in lategame. It also has an inbuild cooldown refund: If an enemy champion dies within 1.75 seconds of being hit by Final Spark, 30% / 40% / 50% of its remaining cooldown is refunded.
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7. Ability Chains / Combos
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What did I do in the picture above? Well, this picture shows what your primary task is. You have to search for a safe postition, then utilise your long range to catch squishy targets (the enemy ADC/midlaner by preference) and delete them with your ability combo. What are safe positions? And what is your ability combo? Good questions. It depends on the situation whether your position is safe. A brush or a spot behind a wall can be safe positions. As long as your opponents have no vision there, they won't be prepared to get blasted away. Standing behind your teams frontline (the more tanky champions) is also a safe position. Your long range allows you to pierce through the enemy's frontline. And your ability combo is basically the way you link your abilities in a certain array. While laning, try to hit Light Binding, throw out Lucent Singularity, trigger Illumination with an auto-attack, then detonate Lucent Singularity and cast Final Spark simultaneously. If the target is not dead yet, trigger the Illumination mark again. Check out if you have enough mana and whether the target has tenacity before performing this combo. In mid/late game, catching squishy targets with Light Binding, throwing out Lucent Singularity, casting Final Spark and then immediately detonating Lucent Singularity should be enough to kill a carry (a fed Lux kills squishies with Light Binding + Final Spark). Be very careful when triggering illumination with auto-attacks. You have to get in range first and your auto-attack range is significantly lower than the range of your abilities. Auto-attacks can get you into real trouble! That's the reason why Lich Bane is not a good choice on Lux.
If you play against Lux, you will recognise a good Lux player by how he chains Lux' abilities + passive in order to maximise her damage output.
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8. Laning and Early Game
If you want to play Lux effectively, you should have a good knowledge about her laning phase.
You need to know that her laning is very reliant on the matchup. There are matchups you will win easily by outfarming and killing your opponent and there are matchups you will have to ride out and wait for your jungler to gank. This fact should be considered in terms of item build and choice of summoner spells. In addition to that, you should know that I am writing about my personal playstyle.
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Farming


As I told you before, your first skill to max and Lux' primary farming tool is Lucent Singularity. This skill is very useful in terms of harrassing the enemy and controlling minion waves. But keep in mind that Lucent Singularity's mana costs increase to the absurd amount of 130 mana at rank 5. Always keep your mana household in mind! Due to its large AoE radius, Lucent Singularity is a great tool for waveclear. You can hit entire minions waves with just one ability! You should keep in mind that this might lead to a push. And pushing is not always a good choice. Lux lacks any source of mobility and is therefore very vulnerable to ganks. Push your lane out if you want to go back to base or to prepare a roam. You should also know that Lucent Singularity affects minions with your passive Illumination. This is very useful in terms of last-hitting. Lucent Singularity is also great if you want to prevent the enemy laner from last-hitting your minions or gaining experience (zoning). Just throw it next to him or in front of your minions and he will have to decide between last-hitting and getting harrassed. Do not use Light Binding to farm minions! Its long cooldown could prevail your opponent / the enemy jungler to engage on you. Wasting this Spell makes you extremely vulnerable!
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When should I go back to base?


There are two possibilities depending on whether the matchup is AP vs. AP or AP vs. AD.

AP vs. AP: try to stay in lane until you have around 1300 gold. Port back and purchase Lost Chapter (900g) and pots. If you have more gold, buy a control ward and/or boots.

AP vs. AD: there are two options. You can try to stay in lane until you have around 1200 but at least 1100 gold. Recall and purchase Seeker's Armguard (1100g). Buy boots, pots and a control ward, depending on your gold. Finish Zhonya's Hourglass during later recalls. Your second option is to try to stay in lane until you have at least 900g. Recall and purchase Stopwatch and, if possible, potions and boots.
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Warding


Warding wins games (and lanes!). That rule is one of the basic principles of this game. Lux' mentioned lack of mobility makes it even more important. A small overview on warding should provide you with all the necessary information.
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Yellow dots: "early alert"-wards
Red dots: useful control ward-spots
Blue dots: common ward-spots
Pink dots: "Faker-ward" (vision on river + jungle)
Purple dots: blue buff (try to steal it with Final Spark)
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Harrassing/Trading


As you already know how Lux' kit is working and how to chain her abilities, there is not that much to explain on how you poke down and kill your opponent. It is all about utilising your very long range and good mana-managing. Lux has a relatively high auto-attack range (550), therefore it can be very useful (in the early game) to attack your opponent with auto-attacks, even if he does not have the Illumination debuff. Avoid auto-attacking ranged midlaners with higher range (e.g. Annie) or auto-attack steroids (e.g. Orianna's Clockwork Windup). If you want to poke your opponent, try to throw Lucent Singularity (your primary harassing tool) behind him. As he tries to dodge the ability, he will instinctively take one step back and walk directly into it. Believe me, this trick works almost every time! If it is possible for you, that means you are not low on health, you would not get into your opponents tower range or you would not miss a lot of minions, try to trigger Illumination by auto-attacking him. This will deal a nice amount of damage, especially on early levels. You can force your opponent to use all of his health potions if you manage to engage him on level 2. Catch him with Light Binding, throw out Lucent Singularity, trigger Illumination, detonate Lucent Singularity and trigger Illumination again. This should bring the average midlaner to ~25 % of his maximum health. If possible, try to hit him with even more auto-attacks afterwards. You should use the time between level 3 and level 6 to farm and for small trades ( Lucent Singularity + Illumination). This will help you to manage your mana consumption. If you get Blue Buff spam Lucent Singularity and force your opponent to backport. If you reach level 6, you are able to perform a chain of abilities that will likely kill the enemy midlaner. You have to options: first of all, you could poke him down with Lucent Singularity + Illumination, until he is very low on health. Try to finish him off with Final Spark while he is trying to get back to his tower. Secondly, you could try to perform your standard Lux combo. Catch him with Light Binding, throw out Lucent Singularity, cast Final Spark, detonate Lucent Singularity and, if necessary, finish him off with a last auto-attack that will trigger Illumination.
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You are getting ganked! What now?


There are lot of possibilities to get ganked on midlane, but there are a lot of possibilities to escape ganks, too. The picture below should help you to react to ganks. Try to escape into the opposite direction of the gank but prioritise to get to your tower. Once you have gained some experience as a midlaner, you will get a feeling for ganks and whether you should use Flash to escape or not.
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Do not expect that your jungler is always ready to countergank. Care for your own safety and ward!
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Winning


If you keep in mind how to handle Lux' kit, her strengths and weaknesses, you will be able to get through a good laning phase. Winning your lane is a good combination of farming, harassing and killing. And after reading this guide, you will hopefully be able to connect all three. But you should know that winning a lane is worth nothing if it caused other lanes to lose. It is not worth it to get an advantage of 20 CS or your opponents' tower if he roamed bot/top three times, killed five of your teammates and helped his team to get dragon or rift herald. Be careful while following roaming enemies and always tell your teammates if they have to expect a gank.
9. Midgame
Lux reaches her full potential in mid game. Even though she stays very strong in late game, her true powerspike is in the mid game. Once you have Sorcerer's Shoes , Morellonomicon and Luden's Tempest, you are able to one-shot the enemy midlaner (if squishy), the enemy ADC and the enemy support (if squishy). Midgame is the time your tasks get more and more important. If laning is going well (or even really bad) you should leave your lane and roam top lane or bot lane (I prefer bot = more squishies). Help your mates to kill their opponents (and leave some kills to them!) and work with your team to get objectives like the Dragon or towers. If teamfights break out or are about to break out (check out the chapter on teamfights) you should really care about your positioning (stay in the backline) and use your long range to poke down the enemy team until you get the possibility to kill one or to hit as many as possible with Final Spark. If possible, try to catch the enemy midlaner / ADC with Light Binding and burst him down with your combo. You should know that Light Binding will be your key ability in mid/late game. A good Lux player is defined by his ability to hit Light Binding. Keep in mind that either bursting down enemy carries or poking their whole team should stay your primary task throughout the whole mid- and lategame.
10. Lategame
In late game, a good Lux can decide games. Your task is still the same (AoE poke and single-target burst) but your success is even more important for your team. Death-timers get longer and longer as the game continues, therefore your task is more decisive. Even if your team is behind: if you manage to burst down the fed enemy ADC and help your team to win the fight with your utility ( Light Binding/ Prismatic Barrier/ Lucent Singularity), you may win the game. It does not matter how far the enemy team is ahead, if you fulfil your task successfully, the enemy team will stay dead for > 40 seconds. Enough time for your team to turn around the game by getting two inhibitors or Baron. On the other side, you have to be even more careful. A dead Lux is a bad Lux. In late game, you should have 40% (45%) CDR. That means you should spam your abilities to poke the enemy. You may also spam Final Spark in order to force squishy enemies to go back to base. Final Spark can also be used for waveclear. Moreover, Final Spark can be game-deciding in another way. This ability is extremely good for stealing Barons or Dragons. In order to deal the maximum amount of damage you should hit the Baron with Light Binding (applies Illumination ) before casting Final Spark. Throw Lucent Singularity into the Dragon or Baron Pit if you don't have any wards. If you should not be able to steal the Baron/Dragon, you may be able to kill 1-2 enemies with your combo.
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In late game, Final Spark can be really disruptive!
11. Teamfights
Lux is a great champion for team fighting. She brings nice AoE damage and great utility into the fight. And this fact is deciding for your behavior while team-fighting. First of all, let us talk about positioning. Due to your low mobility, your extreme squishiness and long range you should not be in the frontline. Always stay behind your team's tanks and engaging champions. You are part of the backline and you should stay there. Your range is long enough to poke the enemy front- and backline! So please stay safe. Use our utility ( Light Binding/ Prismatic Barrier/ Lucent Singularity) in two ways. You can lock down enemies with Light Binding and turn them into helpless targets for your team's engaging champions. You can also use Light Binding and the slow of Lucent Singularity to prevent the enemy team from engaging your team. Spam your abilities and kite your opponents as much as possible. Use your incredibly good AoE shield to shield damage from as many teammates as possible. Feel free to spam it and deny a decent amount of enemy poke. If we talk about damage, there are two ways for you to behave in a fight. Option 1 is to burst down the squishy enemies (Midlaner or ADC by preference) with your combo. Option 2 is to deal as much AoE damage as possible by applying Illumination to as much enemies as possible and hitting them with Final Spark afterwards.
12. When do I pick Lux?
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"Just insult his feelings. Zed players are super insecure, hence the need to make cool plays." (https://www.youtube.com/watch?v=b_rJxttUyN8)


When do I pick Lux?


That is a good question and reliant on different factors. First one is your personal experience and skill with Lux. You should know best about this factor. Second one is the enemy midlaner. Does he counter Lux hard? Does he have a good sustain? Are you used to play against him? Third one the enemy jungler. Is he able to assassinate you, keep you out of fights or lock you down? Fourth factor is the enemy team composition in general. Is their team good in the early game? Is their team focused on very mobile champions? Fifth factor is your team composition. Do you have CC champions that can protect you and lock down targets? Is your team focused on champions that bring good poke into the fight? These are factors you should keep in mind when picking Lux. By now, you should know what Lux' strenghts and weaknesses are. Keep all those factors in mind and ponder whether you should be able to play her successfully or you if you will likely be focused down and feed.
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To help your with your decision, I listed some champions and matchups.
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Synergy


Jungle:
Support:
Top:
ADC:
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Counterpicks


Mid:
Jungle:
Top:
ADC:
Support:
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Unfortunately, it's quite easy to counter Lux with items. AP midlaners should go for Banshee's Veil or Zhonya's Hourglass, AD champions will benefit from Hexdrinker, Maw of Malmortius, Edge of Night and Mercurial Scimitar. Mercury's Treads are the best choice of boots against Lux. Tanks should build Locket of the Iron Solari or Sterak's Gage.
13. Helpful Links
Some very helpful links for Lux players.

1. Lux Subreddit

2. Lux Champion Statistics

3. Lux Champion Statistics 2

4. Lux Champion Statistics 3


Thank you very much for reading my first guide on how top play Lux!
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