Lux Build Guide by BillCurly335
Not Updated For Current Season
Not Updated For Current Season
Introduction - Why play Lux?
Among all of the champions available for play, I've found that Lux is by far the most versatile in playstyle. She can be a great support or an amazing nuke. You can keep people at bay away from your Vayne, harassing like none other, or single-handedly drop the entire enemy team from full health to below half as they sit stupidly in a bush waiting to gank your team.
My preferred style of play is AP nuke. If you are good with skillshots, you can bring someone from full health to none in a matter of 2 seconds.
Please remember that this guide isn't *quite* complete. I still have a lot I wish to do in it. Meanwhile, feast your eyes upon this beautiful match history screenshot. The Vayne match was with 5 other friends who insisted we do a 3v3. :D
The runes I chose are pretty straight-forward for establishing dominance over your lane opponent(s) early game. Ability Power Quintessences and Seals give you a nice boost to start out with, and Magic Penetration Marks ensure that your spells are nearly completely effective. The Ability Power per Level Glyphs will ensure that you continue hitting hard throughout the game. Establish your dominance and snag some early kills, and snowball into your late game.
I went 21-9-0 in my masteries with Lux for the following reasons:
 21 points in offense as I have them will leave your smashing your enemies with powerful spells.
 9 points in defence as I have them will give you a nice boost to your magic resistance and health. This will make enemy mages less effective and give you a nice cushion of health with which to sustain.
 Points in Utility are unnecessary for mana regen because of your Doran's Ring and Clarity. With these masteries, you will only leave lane when you want to as long as you use your spells intelligently and avoid your enemy's pokes.
At first glance, the items I choose to use with Lux may seem random and pointless (besides the obvious few) and you may disregard this build entirely for it. Please don't. I will explain each item and its purpose fully.
Doran's Ring - This is a staple items for mages to begin with. It gives you a great bonus to your health with nice Ability Power and MP5.
Sorcerer's Shoes - While I've heard arguments concerning the Ionian Boots of Lucidity with Lux, I have never found them to be useful for me. They've actually proven detrimental to my mana pool, as they encourage more rapid spell use, and in your early game, nothing could be worse. You have a limited mana pool (hence the Clarity) and every bit counts.
Mejai's Soulstealer - Wow, so soon? Yes. As long as your landing your shots, you will have no problem at all stacking this baby. I finish almost all of my matches with more than 10 stacks, and many with 20. You are unbelievable powerful with this item. If you find it's not working out for you, move on to the Rabadon's Deathcap and build an Abyssal Scepter later.
Rabadon's Deathcap - It's time to take advantage of that bonus AP! This is the main item for any casters out there, and it will definitely go to use with your Soulstealer. Even if you haven't managed to grab many stacks yet, this is the point when your real damage potential begins to shine.
Zhonya's Hourglass - At this point, you're going to have been identified as a major threat to the enemy team. They're going to want to focus you down, and you're going to need some defense to counter it. Zhonya's Hourglass, combined with one of the best active abilities in the game, comes with 100 ability power (wow) and 50 defense.
Void Staff - We've arrived pretty much at late game. What's that? Not hitting tanks hard enough? Right. VOID STAFF, BABY! 40% magic penetration is going to make a huge difference in hitting those tanks.
Rylai's Crystal Scepter - I grab this item last because it gives you some extra health and a last push to your ability power. After this item, you're hitting hard, and the enemy team is stupid if there's a single one of them without magic resistance.
Lich Bane - If you like to proc Illumination after every spell (which can be a useful strategy, though it is much more time consuming) grab a Lich Bane. For those of you who don't know what it does, it converts your Ability Power into additional Attack Damage for you next auto attack.
Abyssal Scepter - If you find that you're taking too much damage from other mages, grab an Abyssal Scepter to ease the pain a bit. It can replace the Rylai's Crystal Scepter.
Of course, you will be taking points in Finales Funkeln at levels 6, 11 and 16. This is the same for every champion. I am going to go more in-depth with the remaining 3.
 I max Lucent Singularity first because it's one of the best harassing spells in the game. You can fire it over as many minions as are required, and it is an area of effect spell. Hits are almost guaranteed as long as you're watching your enemies' movements and judging their positions properly. It scales very well (as do all of Lux's spells) and hits very hard.
 Next in the order is Light Binding. This also hits very hard, and it is part of your nuking combo. Unlike Lucent Singularity, this spell requires much more timing. An important thing to remember about this spell is that the range is slightly longer than what is shown by the aiming mechanism.
 You will max Prismatic Barrier last, because at the very end of the game, it will be important to shield your teammates in those very, very crucial team fights. By the time you have this maxed, it will shield your teammates from a large chunk of damage and be very useful.
I love to do most of my farming while I harass. This sounds silly, right? Wrong. Your enemy is almost always by their minions as you harass them with Lucent Singularity, and you can auto-attack these minions to proc Illumination, killing or nearly killing them in the process. Last-hitting is important, but it's made easier by Illumination, which makes Lux a great farmer. She becomes especially good late-game when Lucent Singularity will kill a wave of minions at once.
Mastering the timing of Lux's spells is really important. You need to familiarize yourself with where your enemy is running and where your spells will intersect with them because you need to drop everything you have rapidly to kill someone before they have time to react.
You want to lead in with Light Binding. Envision where it will hit them, and before Light Binding even connects, throw Lucent Singularity where they will be when they're snared. Before it gets there, fire Finales Funkeln to where they've been snared. Trigger Lucent Singularity, and if they're still alive, auto attack them. The proc of your Lich Bane should guarantee their death.
While this combo may be difficult for some to master, it's completely worth it. It does AMAZING damage. Even tanks will be left with half of their health or less. Enemies with nearly no health after Lucent Singularity is triggered can be disposed of with a simple auto attack to burn the Illumination.
Teleport and Clarity are two of the least-used summoner spells available. Most people would rather have Flash, Ignite, or Exhaust. If you really must, you may take these however Teleport and Clarity make it nearly impossible for your lane partner to outlevel you, and as long as your harassing/killing them properly, you will outlevel them by far. Being able to stay in lane longer than your enemy is really important, and that's why these two spells are amazing.
Hopefully after reading this guide, you've learned a lot about Lux. She's an amazing champion, and I sincerely wish for those of you who play her to become as good as, if not better than, I am. Follow this guide, and as long as you're good with skillshots, you will wreck the enemy team.
I understand that there are many, many ways to play Lux, but this is the build I find to be most effective for my play style. Please do not down-vote it simply because you feel I'm wrong. Give it a test; you may be surprised! :D
Best of luck in your future games, and remember to recommend this build to your friends if you find it to be useful.