Lux Build Guide by Arnamentias
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
First off, Lux is a really great champion for dominion because not only can she inflict a lot of damage rapidly, but she can also disrupt the enemy team and assist her team in winning. This build will give you a proper idea on how to play her in dominion. It's an entirely different game which deserves an entirely new strategy.
The strategy that I use is either be defending a point, or pushing a point. Lux is too squishy of a champion to be wondering around the middle alone looking for trouble. And this build reflects my play style.
NOTE:The status for level 18 are not correct.
With this build I normally end game at around 570+ AP. I believe the stat generator is not able to take into account the passive of Archangels Staff or Rabadon's Deathcap.
When first starting off I always build Tear of the Goddessand Bootsfirst.
Within the first minute of the game, properly done, you should have an extra 40-60 mana before you are even allowed to leave the base. Tear of the Goddess's passive is every time you use a summoners ability you gain 4 mana (up to 8 mana in a six second period). Use this to your advantage when you are just standing around in the base. The extra mana stacks up fast, and it's a good way to give you a head start.
This is a good way to set your self up and make Archangels Staffeven more powerful late game. By the end of most of my games (average length being 15min) I have an extra 700-1000 mana. For those who want to see the math for why this item is essential, an extra 1000 mana means an extra 30AP. It may not sound extravagant, but combined with 25 mana regen and 45AP it's a pretty useful item.
My second Item are the Ionian Boots of Lucidity. Lets face it, more cooldown is fantastic! By end game, with this build you will have use of your ult ever 25 seconds. Doing at least 700-1000 damage.
At this point, depending on the enemy team, getting either a Rabadon's Deathcapor a defensive item is key. If you are getting very few deaths push for Rabadons. If you are getting mulled over by the enemy champs, spring for either a Force of Nature(Major health regen and MR) or a Frozen Heart(lots of armor + mana which boosts your Archangels Staff)
At this point get Rabadons. If you already have one, get another. The game won't last long enough for you to finish building it. If it does, it won't last much longer.
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For Runes I do straight Magic Penetration for Marks, Cooldown reduction for Glyphs, and Health regen for Seals. My quintessences are one (1) Greater Quintessence of Insight (more magic penetration) and two (2) Greater Quintessence of Focus for even more cooldown reduction.
A lot of people recommend building Mana Regen Seals, but I disagree. Dominion is a very fast moving game, and even spamming your spells like a small child will not cause you to ever get below 1/4 mana. Go for Health Regen, for there are always times you'll need to regain health quickly in order to keep pushing.
For dominion, I focus my masteries entirelly on getting the 2 cooldown reduction abilites located within Offense and Utility. Getting both of these, combined with your runes, gives you a 18% cooldown reduction immediatly from the start. 1 Rank in Magic Penetration completes the Offense section.
Utility it is less important on where you put your remaining points as long as the end results are the same. Whenever I follow any build/guide I prefer to have room for flexibility that reflects my own personal play style.
I chose to put my points in reducing time spent dead (considering how fast pace of a game that dominion is it, reviving a few extra seconds earlier can either make or break the game). Points also put in both health and mana regen give you a little extra boost when you are by yourself defending a point. As long as you can fill out ranks in Cooldown reduction and recharge of summoner abilities, you are fine. This entire build revolves around doing as much damage as quickly as possible and cooldown reduction plays a a big part in that.
For summoner spells I run Flashand Promote. One is great for getting you out of a tight spot and the other assists you in pushing a point when no one else is around.
Ignite is an okay summoner ability, but not incredibly useful. For the most part, this game is either you can kill them or you can't. The extra 100 damage from Ignite does not make it incredibly useful like it does in summoners rift.
Heal is downright silly in dominion. This game is too fast paced for it. If you are close to death, the extra 300 health is not going to save you for long, or even long enough to kill them before they kill you. You might get lucky once, but once during an entire game is not worth it.
Clarity is also a useless ability in Dominion. Like stated before, the game is too fast paced to be useful, and especially with this build, you will never run out of mana. period.