Early Roaming Phase
Late Roaming Phase
Example End-Game Damage Buid
Example End-Game Movement Build
I present to you what I view to be a fairly non-standard Lux support guide, focusing on movement speed and CDR. She is by far my favorite champion. Maybe in part because she was the first champion that I didn't outright suck with. Anyway, here is what I like about her: She does a little bit of everything. She pokes well, shields, bursts, cc-s, and has a sweet ult that catches opponents and enables you to snipe objectives. The few annoying aspects of her are her super slow attack speed, mana-intensive skills (only really an issue early game), and her squishy-ness. Fortunately, if you do a good enough job of not getting cornered, you can usually escape, especially with this high movement speed build. Roots, slows, and shields help quite a bit as well.
In this guide, I will assume that you have read her skills and know the basics of how a support or mage works, so you will not see me rephrasing what is readily available from the plethora of champion manuals online. I also won't explain why I'm using Flash and Exhaust. I'll be giving you a glimpse of how I enjoy using Lux. Hope you find it fun and useful.
Get her E first, as it is useful for checking bushes and stealing objectives early on, and it has a huge range and chance to poke both the opponent support and ADC in a single skill. Good damage too. However, as with most champions, I recommend not picking up the first skill immediately upon leaving your base, only when you are about to use it. This is especially true for Lux, where depending on the situation early game, you might need to start with Q to root an especially curious opponent who ventured into your jungle for some suicidal reasons, or to shield an ally who decided to do something similar in the opponent's jungle.
I generally level in the following order for the first three levels: E -> Q -> W
Afterwards, I level E to 4, then level Q and W to 2 before reaching 5 with E. After that, I alternate leveling W and Q whenever I can't level R.
Last note about abilities is that you should have auto-cast on for Q, W, E, 1, 2, 3, 4:
1: Control Wards when I still have Biscuits but already have Sightstone
2: Biscuits, or Control Ward if I don't have Biscuits but already have Sightstone
3: Sightstone, or Control Ward if I don't have Sightstone
I find that having R off auto-cast allows much better control with its aim and timing. If you do not have auto-cast for the rest of your skills, you will very often be too late with them, especially the shield and the root. However, with auto-cast, you will have to learn the range of your skills!
I really like Movement Speed on Lux, as you can get to where you need to, can escape when necessary, and generally have better control of your positioning.
I like Flat HP. It gives you a much better lane sustain early game, and allows you to be more aggressive with your pokes (hitting champs causes enemy minions to focus you until you get back behind your own minions).
I like to have an additional 10% CDR, so we can reach the max of 45% allowed from our Masteries by level 18 without needing too many CDR items. A combination of 6 Flat CDR and 3 Scaling CDR achieves this.
I like Magic Penetration for maximum late-game spell damage.
Focus is on getting Movement Speed, AP, and enough CDR to get us to 45% (we have 5 and 10 from Masteries and Runes, respectively, so have to cover 30% more with items).
Movement Speed Options
* Luden's Echo (+10%)
Ardent Censer (+8%)
Lich Bane (+7%)
* Sorcerer's Shoes (+45)
Mejai's Soulstealer (+0%/+10%)
* Rabadon's Deathcap (+120, +35%)
* Luden's Echo (+100)
* Morellonomicon (+100)
* Void Staff (+80)
Lich Bane (+80)
Liandry's Torment (+80)
Nashor's Tooth (+80)
Zhonya's Hourglass (+70)
Ardent Censer (+60)
Abyssal Scepter (+60)
* Elixir of Sorcery (+50)
* Eye of the Watchers (+25)
Mejai's Soulstealer (+20/+145)
* Morellonomicon (+20%)
Nashor's Tooth (+20%)
Ardent Censer (+10%)
Lich Bane (+10%)
* Eye of the Watchers (+10%)
Zhonya's Hourglass (+10%)
Abyssal Scepter (+10%)
Luden's Echo and Morellonomicon are near the top of two lists we are trying to optimize, so we will try to use both of those items (Item 1 and 2). Mejai's Soulstealer is also on top of two lists if we don't die, so something to consider for those who are really confident.
We are Supports, so will need Eye of the Watchers (Item 3).
We'll want Sorcerer's Shoes (Item 4).
We also want to get a high AP item, and there is no item better than Rabadon's Deathcap for that (Item 5).
We are left with one item slot. We already have the 30% CDR we need to reach 45% CDR by level 18, so we probably won't need something from that list. A Movement Speed or AP item would be nice, so Mejai's is not a bad option here, but I prefer the safer choice of Void Staff (Item 6). It also enables us to deal with Tanks late game.
If you get to really late game, don't forget to buy Elixir of Sorcery (Item 7).
Depending on the game, selling your Sorcerer's Shoes for Mejai's might not be a terrible idea once you can safely pick off people or get a ton of assists from a carry.
Note: Item numbers do not correspond to order of them, just to keep track how many items we are at. It's closer to being sorted in order of importance than order of purchase. For order of purchase, the below is a good estimation:
0. Warding Totem
1. Sorcerer's Shoes
2. Eye of the Watchers
4. Luden's Echo
5. Void Staff
6. Rabadon's Deathcap
7. Elixir of Sorcery
Start of Game
If your Jungler does not need you to leash, ward the opponent's Blue or Red at around 1:00 (ward lasts for 60 seconds, and monsters spawn at 1:40). When the monster is at around 500 health, drop an E and detonate it when it's right around 400 health. Smite does 390 at level 1, and your E does around 65 damage. This means that you will not get the buff if they Smite correctly; however, seeing your E, they might get trigger happy and you'll be able to occasionally snag it. As long as you can do this safely, it's worth a shot as it will definitely slow down the opponent's Jungler. Go to your lane right away. If you manage to snag it, be ready to be focused on for their first gank, as enemy Junglers generally do not like when you do this!
Continue your aggressive play. Poke enemies as much as you can. Focus their ADC with as much of your pokes as possible. Take care with triggering your passive, as your auto-attacks have a lower range than your Q and E. But, whenever you see the opportunity, make sure you trigger it. It hits for a lot. Continually ward the river bush or their tri-bush, depending on how much you are pushed and whether or not your team has scuttle vision.
Hopefully you will be able to secure a couple of assists before your first back, and can at least buy boots and upgrade your money item. I normally get these before Sightstone. Make sure to also buy a Control Ward at each back for the rest of the game. Get Sightstone and upgrade your boots at subsequent buys. Even if you have enough for a Needlessly Large Rod early on, get the Sightstone before it. Once you have Sightstone, switch to Sweeping Lens. Your team will appreciate it! Start warding Dragon!
Continue the aggressive play bot, but also start to look out more for opportunities where you can help out your Mid and your Jungler. Once you have your upgraded boots, you will be able to start roaming a bit away from your ADC (make sure your ADC is safe when you do leave! - ward near him/her!).
End of Laning Phase
Once you have an Aether Wisp item, you can start to roam even more. Ward key locations and aid where needed. Your team will welcome the snares and the shields. Also start clearing enemy wards. Keep in mind that wards are not worth you dying, so just leave it alive if you see someone going towards you. This has been one of the hardest learned lessons for me, as leaving things unfinished just feels bad.
As you approach late mid game, try to stick with the main group. Make sure all objectives are warded near their spawn times, and keep an eye out for sniping possibilities: champions, objectives, and even buffs; but don't KS! It is a great feeling when the opponent team tries to get Dragon without their Jungler nearby, only to have a WTH moment as they see your ult or E flash before their eyes ( Final Spark will always do less than Smite, so they need to do a pretty terrible Smite for you to have a chance in taking it if their Jungler is around). Your ult has a 1/2 sec delay and will deal around 500 damage; accounting for the enemy's rate of damage, casting your ult when the Dragon is at around 900-1000 life gives the best chance for sniping it. Adjust according to the enemy's DPS. If you snipe it, RUN! They won't be happy.
End of Post-Laning Phase
As you reach the end game, continually monitor the enemy build. Make sure you do not react too late if key enemies are building MR. If someone does, start building Void Staff immediately.
In team fights, focus your root on the outliers. Make sure they cannot get in on the fight (split them up!). Since your team will be fairly clustered, you can usually shield the whole team between the out and in of your wand. Use your E on the main group, but try not to detonate it right away! That slow is very useful as champions reposition themselves to change what they attack, and the cooldown timer starts when you cast it, not when you detonate it. Also, do not forget that you have Exhaust! Some people forget to use if after laning phase; do not be one of those people. Very importantly, you should NEVER be in the middle of the fight. You will die faster than you can even get your ult off (which is half a second). Not a good idea. It is useful to ult just as the fight begins. You will give your team that extra motivation to stay in the fight when they see that the opponents' health bars got a chunk taken out. Also, it procs the Expose Weakness Mastery. The key to team fights with Lux is to make sure your team is shielded as much as possible, and that you get in as many E's and auto attacks in between your spells as you can. At 18, with 45% CDR, your ult has a 27.5 sec CD. That means that you can often cast it early in the fight, and again to snipe off fleeing enemies. Also, with your movement speed, they will have a difficult time getting away.
When end game rolls around, your job will be to keep Baron and Dragon warded, to remain with the team, snare enemies whenever possible, and to get as much damage in as possible. At this point, it doesn't matter who gets the kills. Just go nuts with your laser. Keep your team focused on doing the right thing. Use the ping commands to back out of the enemy base as enemies are respawning, to go to Baron or Dragon when you have lanes pushed and a few of the enemy dead. Essentially don't be afraid to call the shots. As a Support, you should be aware of the map the most. You know where you cleared wards from, where you placed wards, and where your wards were cleared from. This should give you extra knowledge about enemy champion locations and blind spots. Use that knowledge! Also, as a Support, you should also know where all of your teammates are at any given time, and how fast you can get to them in case you are needed there.
Hope you enjoy this build/guide! Let me know what you think, or any changes that you'd recommend. As with any Support play style, you and the ADC need to be on the same page, so try to agree on how you will approach laning before you actually get into lane. And as always, do not KS from anyone on your team!
Final words before parting: Get Control Wards at each back.
Thanks for reading, and see you on Summoner's Rift!