Lux Build Guide by SilentSocks
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Supah hot damages!
Continue (order is situational)
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This is my guide to playing Lux. I will show you several techniques and facts, that will make you a full-fledged, lasershootin', Challenger Tier Lux!
Before we start, I want to tell you something. Lux is not a champion for people who have trouble with skillshots. Every single one of her abilities is a skillshot. So if you fail your skillshots, don't come crying to me saying I made a bad guide... ;)
But, don't get thrown off! Lux is an extremely useful,strong champion, who has CC, tons of damage, a shield for her entire team, and a laser that will turn all the ADCs (Marksmen lol) to dust! She has the ability to zone anyone, and survive every towerdive, getting a double kill in the process! At least, when you've read this guide...
Now off to the guide shall we!
No matter how good a champion is, they always have weaknesses, and how much I'd love to say that Lux is a flawless champion, that's not true. But, I believe her strengths really outweigh her weaknesses, and her utility to her team is great.
[*] Long Range
[*] Low Cooldown Ult
[*] Huge, fairly low CD Shield
[*] Easy to play safe with
[*] No hard CC
[*] Only skillshots
Lux becomes incredibly strong when she hits 6. Her ult adds a great amount of damage to her kit, compared to other champions. Around level 11, you can probably kill the enemy laner after you have poked them down a bit. A quick Light Binding into Lucent Singularity, followed up by Final Spark, usually seems to do the job quite well.
The items that you might want to buy on Lux. These items have been chosen using my opinion, and if you disagree, don't follow these items. Also, remember that building situational is always more successful!
The best item for Lux, it gives CDR, Magic Resist, and Mana Regen. I always buy this. And with it's passive, Mana Font, you get Mana Regen based on how many Mana you are missing. It's quite brilliant. You can stick around in lane quite long, even without a blue buff. Additionally, the Magic Resist gives you strength against most Mid-Laners that aren't Zed or the other AD Caster/Assassins. (Currently, if you're going up against an AD-Mid, it's 4/5 times Zed)
Probably the best item for any mid laner, maximizes your AP really well. If you don't get it, your AP is just too low compared to the damage you could be dealing if had bought this amazing item. Trust me, after you've bought Athene's and Rabadon's, your damage is so hot the enemy mid-laner melts before you. Definitely a core item.
Also a great tool for maximizing your damage. This item is so strong, because it gives AP, and a ton of magic pen. It's so strong, it could even see some nerfs soon in S4. People always say: "But you don't need a Void Staff early on because people haven't finished stacking MR!". That's not true. The Magic Pen already has a great effect when you get it around Mid-Game. That's why I like to get it pretty soon if I'm ahead. If you're losing your lane however, maybe you're better off with getting Morellonomicon or Zhonya's Hourglass.
Fairly self explanatory, I prefer this before Ionian Boots of Lucidity, because you don't need the CDR it gives, and Magic Pen is OP. Boots are a core item because MS is highly underestimated and strong, and Lux had nerfs a while ago that took away 10 Movement Speed. That's why I try to get this earlier on than before. (try to get this somewhere between you Athene's and your Deathcap)
Even without it's passive, a decent item. The passive though, is what makes it really strong. Being invulnerable for 2 seconds, saves lives. (Speaking of saving lives, please buy wards). Also the Armor might be one of it's strongest aspects. Also, now that there is Seeker's Armguard, you can buy a Chalice of Harmony and start your Zhonya's when you're up against and AD-Mid, both in the early game. I recommend buying Zhonya's against Zed, because the damage output from his ult his quite scary. (BE VERY AFRAID).
More Magic Pen, Health, and a passive that makes you want to kill Teemo even more. Because it's so easy. I like building it, and I think it fits well with Lux her playstyle, because after all, all that she needs to do is hit her spells from the back line, when she's in a safe position. Therefore you don't want to spend too much on Health, but in my opinion, having less than 2000 HP is too risky.
Fun item, which strengthens your Illumination. In fact, it can become quite powerful, so that it's like a fifth ability. Buy this if you need more damage, and need some dueling power. I normally don't buy this in ranked, because I don't use it very often. I think it's a very fun item to buy, but not as effective as other items, because you need to be in AA range, which is too dangerous when you're so squishy like Lux. Also, the movement speed always comes in handy.
A strong item, which is very cost efficient. Definitely a good item on Lux, but not always good for late game. Buy this if the enemy team has Dr. Mundo, you're laning against Vladimir, or you can't get Blue Buff
The reason I don't normally take Morellonomicon, is purely a personal preference. You can get everything it gives with
Crest of the Ancient Golem
, and that's why I don't buy it. Don't get me wrong, it's still a good item, but if you're building towards late game, don't get it. #respect
Building Morellonomicon and Athene's will give you 40% CDR early on, because they're relatively cheap. This can increase your early game damage a lot, and because your ult's cooldown is greatly affected by CDR, it becomes a menace in mid-game teamfights. To help you with adding this to your build, I've added it as an official build at the top of the page.
What not to buy
I think that there are better items on Lux, because:
1. Lux doesn't really need the slow Rylai's gives, she already has slows, and Rylai's gives a smaller effect of its passive, because most of her abilities are AOE spells.
2. If you need the health, you're probably better off with a Liandry's Torment. It's more of an offensive item, and is better at maximizing your damage output than Rylai's Crystal Scepter.
Rod of Ages is a fairly strong item, but I don't get it on Lux for several reasons. For a RoA to be effective you need to rush it and get it early on. But Lux just doesn't have they gold and time to do that. The AP it gives is meh, the Health it gives is great, but you don't need it, and for the Mana, well, you could've already been rockin' that Athene's Unholy Grail with Mana regen and CDR that Lux really needs. I don't really advise you to buy this, but if do, be sure to know that there are consequences when you don't buy the best items around.
Abilities and Skill Sequence
Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing bonus magic damage (depending on Lux's level) to the target.
Cooldown: 15/14/13/12/11 Cost: 50/60/70/80/90 Mana Range: 1175
Fires a ball of light, rooting the first enemy hit for 2 seconds and dealing 60/110/160/210/260 (+70% Ability Power) magic damage. The second enemy receives 50% of the effect.
Cooldown: 14/13/12/11/10 Cost: 60/60/60/60/60 Mana Range: 1075
Throws Lux's wand to a target location and back, protecting herself and all allied Champions it touches from 80/105/130/155/180 (+35% Ability Power) damage for 3 seconds.
Cooldown: 10 Cost: 70/85/100/115/130 Mana Range: 1100
Creates a zone that slows enemies by 20/24/28/32/36%. After 5 seconds the zone detonates dealing 60/105/150/195/240 (+60% Ability Power) magic damage.
Activate again to detonate early.
Cooldown: 80/65/50 Cost: 100 Mana Range: 3340
Channels a dazzling ray of light dealing 300/400/500 (+75% Ability Power) magic damage to all enemies in a line. Final Spark ignites and refreshes the Illumination debuff.
These are my comments and opinions on Lux's abilities, treat them as such. Read the text carefully to make sure you get my reasoning and tips on becoming better.
A very nice passive, useful for killing your enemies with a last AA. (Tip: To maximize your
damage, take it slow on the abilities, and make sure to land an AA before you hit another spell. This way you get more damage, but there's also a higher chance that the enemy escapes/outbursts you!)
A snare, always start with this on your combo, so you are sure to hit your other abilities. The second target hit receives 50% of the spell's effect. That is, damage and snare duration. Landing this snare on an enemy that's out of position, can win games. So be sure to practice, and hit it. The easiest way to hit your snare is to throw it at someone who is running away. If they have to dodge the snare, they'll lose speed, and most of the time they will get hit. This is also the skill that makes Lux quite decent at running away from 2 or less targets. Max this second, it has a lot of single target damage. (Remember, this only hits up to two targets!)
A shield that has saved many lives. When you're running away, throw it in front of you so it comes back to you sooner. This shield is so strong that it changes the outcomes of teamfights. Just think of it, a team-wide shield, that acts like a Locket of the Iron Solari, but with a lower cooldown! Still, max this last, because you don't want to trade damage you could have done for a shield.
A spell extremely useful for zoning, poking and waveclearing. Can't say much more about this spell, other than that it slows, but opponents usually ignore it with gap closers, etc. Max this first, as it will maximize your damage output and improves your laning experience.
A high damage ult, with a long range. Use this whenever you see the enemy lines up, or you're doing your combo. Preferably after you've hit some spells on your target, so it pops Illumination
Runes and Masteries
Greater Glyph of Scaling Magic Resist
Greater Mark of Magic Penetration
Greater Quintessence of Ability Power
Greater Seal of Armor
Now, these Runes are my preferences, and if you don't like these choices, or you think somethings better, go ahead and build it. If you think it's good, and it benefits your playstyle, I would rather recommend you to build that instead of these. Also, always feel free to PM me to discuss about any choices you make, so I can include them in my guide. ;)
Now follow me along the "path" that is creating a Mastery Page. Creating a Mastery Page is simply having preferences/knowing what's better for a specific champion. You see, I don't care if you take one extra point in Havoc instead of Summoner's Wrath , that's up to you. As for me, having 5 AP extra from your masteries just seems like a deal you can't refuge.
Here we go.
As I said, 5 AP and AD for free!
I like this one because CDR is a good stat on Lux, and it's better than the other choices.
I take Blast because, again, it's better than the other on it's level.
Free % Damage? I'll take it. ( The reason I don't take three full points is because that percentage you take is just a little bit damage in a full combo, while having that 5 AP from Summoner's Wrath earlier on can really help out, and 5 AD improves your last hitting).
Wait, what? 8% Magic Pen! DON'T YOU KNOW HOW GOOD THAT IS. I've mentioned before the Magic Penetration is one of the hardest stats to get. Now, getting 8%(!) from your masteries... I'll just say, if you don't take this, you deserve to lose.
6 free AP? I'll take that.
I like this one especially on Lux, because of her passive. Also, it's better than what's left. But when I first saw this one, the only thing I was thinking was Orianna.
Wow, 5% of your total AP is added. It's like a mini- Rabadon's Deathcap. Great!
5% damage in early game is a lot, but late game it could decide whether you get a kill or not. Just think like this: Damage increase=Value increase.
The health you get from this is like the health you get from 3 HP Quints (145 HP at 18 vs 108 HP at 18) I think it can quite help out late game, and therefore is a mastery that's useful.
Now Resistance is a good mastery because flat MR in early game is really nice. It gives you the defense you don't have. Improves your laning fase.
I take this one because Armor in early-game is a stat you barely have, especially without runes. Saves you in invades, and early ganks.
30 HP from the start. That's a mastery you can't resist. Add that to the 107 HP you'll have at level 18 and you got yourself a Tank- Lux. (Please don't play Tank- Lux)
I've seen people take 21/0/9 masteries because they have mana problems. I prefer to not do that because in early game I don't buy any defensive stats, while I do buy Mana Regen. This gives me an edge over the ones who take Mana Regen Masteries(As I like to call them).
I hope you liked my guide to Lux. It is the only guide I have made (So far!) and I really hope people appreciate my effort and think that this guide has a good influence on people who try to play Lux for the first time, and I hope they get a good experience and understand how fun she is and how great her playstyle can be!
Please, feel free to ask anything by sending me a PM, I'm open to any questions considering my guide or LoL in general.
GL and HF in the Rift!