Lux Build Guide by Retribution
| Health | 2067 |
| Health Regen | 14.4 |
| Mana | 1150 |
| Mana Regen | 46.49 |
| Armor | 80 |
| Magic Resist | 70 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 109.4 |
| Attack Speed | 0.77 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 417.39 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 37.83 |
| Cooldown Reduction | 40% |
Recommended Runes + Notes
Ability Sequence + Notes





Masteries + Notes
1.1: Introduction: What this guide is all about!
Great. I'm out of Bandwidth again. LOL.
Hi everyone. I'm Retribution, and welcome to my first guide on Mobafire!
Background story: My summoner name is HeroicStar, and I play on the NA server. I have played hundreds of games as
Don't just use the cheat sheet and expect to do well! Inside the guide are my explanations, my thoughts, and everything I can think of about Lux, as well as MY way to play this champion. If you disagree with me for any particular reason, feel free to let me know! I'm always looking for ways to improve my guide.
I have tried to make this guide easy to read, but for those of you that don't like reading, I apologize for the huge blocks of text. For ease of reading, I have sorted the entire guide into 5 main sections, and sub sections for each individual topic. If you have time, go through it! In some sections, I have also included a TL-DR, but I really suggest you read the excruciatingly long blocks of text if you have time, those would benefit you a LOT more. :)
If you liked this guide, tell me why you like it; if you put a thumbs-down, tell me what I can do to improve!
My Season-3 Ranked stats with
Disclaimer: By no means do I consider myself a "pro" player, and I don't want anyone else to make that assumption either. If you took the time to look at my profile, my Ranked rating is only Silver. I'm hoping for readers to judge my guide based on its content, not based on the rating of the writer. I've put in my utmost effort into putting in details, and the information are accurate to the best of my knowledge. I'm not saying that the information would be 100% true, but they should be mostly accurate.
1.2: The Correct Cheat sheet.
*(Masteries), (Runes), (Items).*
At level 18 with a full build, you should have the following stats:
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Health HP5 Mana MP5 Armor MR Speed |
1767 14.4 1150 15.8 80 30 330 |
(+0) (+0) (+0) (+3) (+0) (+0) (+0) |
(+0) (+0) (+0) (+3.69) (+0) (+0) (+0) |
(+300) (+0) (+0) (+27) (+0) (+40) (+45) |
2067 14.4 1150 49.49 80 70 375 |
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AD AS AP MPen %MPen CDR |
109.4 0.77 0 0 0 0 |
(+0) (+0) (+42.5) (+0) (+8%) (+4%) |
(+0) (+0) (+42.4) (+7.83) (+0) (+0) |
(+0) (+0) (+481) (+30) (+35%) (+40%) |
109.4 0.77 565.9 37.83 40% Cap 40% Cap |
1.3: Guide in Short.
This section is an abbreviation of my AP
Lux guide, useful for if you're in champion select, and you decide to play
Lux, because either your champion of choice was banned, taken, or countered, and you only have 30 seconds left. Included are sample rune sets, mastery trees, skill setups, and item sets. Since supports always build situationally, I will not include that section here, since you'd rarely get the same item sets. This is the essentials of the guide in terms of setup, but general gameplay is too complicated to comprehend in 30 seconds.
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Mana Regeneration 9 |
Greater Glyph of Scaling Ability Power 9 |
Greater Quintessence of Ability Power 3 |
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1.4: Abbreviations used in the guide.
*Skip this section if you know what I am talking about!*
AD: Attack damage. The amount of damage your auto attacks will do, before applying armor.
AoE: Area of Effect. I use this term to describe spells that can hit multiple targets.
AP: Ability Power. A champion stat that scales with abilities to allow them to deal extra damage. This is one of the most important stats for Lux, because all of her abilities scale on AP.
AP/lvl: Ability Power per Level. The amount of Ability Power the rune will give you, which increases based on your champion level.
AS: Attack speed. The amount of auto attacks you can use in 1 second.
cc: Crowd control. Effects, such as stuns, slows, and silences, which can disrupt you from doing things like moving, casting spells, and more.
CS: Creep score. The amount of minions you have last-hitted.
DoT: Damage over Time. Abilities that give damage over a certain period of time, such as
Noxious Blast,
Toxic Shot, or
Blaze.
GP10: Gold generated per 10 seconds. The amount of bonus gold certain items (
Kage's Lucky Pick,
Philosopher's Stone, etc) gives you over time.
Mana Regen: Mana Regeneration. A champion stat that shows how much Mana is restored every 5 seconds.
MP: Magic Penetration. Flat Magic Penetration (From our runes and boots) ignore a certain amount of the target's MR, while Percentage-Based Magic Penetration (From our Void Staff) ignores a certain percentage of the target's MR.
MS: Movement Speed. A champion stat that affects the speed in which our champion walks. (Runs, whatever you want to call it)
MR: Magic Resist. A champion stat that affects the amount of magic damage taken from spells. The more Magic Resist one has, the less damage they will take.
OP: Over-powered. Self-explanatory.
UP: Under-powered. See previous answer.
1.5: Pros and Cons.
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Pros
+AoE spells! +Great burst damage! +3000 range on ultimate! +2 spells give vision! +Underestimated shield! +Great for smartcasting! +Amazing late game poke! +No effective counter! +Best laugh ingame! filler |
Cons
-Long cooldowns. -Lack of escape tactics. -Needs positioning. -Mana-hungry. -Squishy. -Slightly weaker late-game. -Doesn't have a heal (Support) |
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1.6: Learning to Smart-Cast.
Lux is made for smart spell casting. What this function does is that spells would be used the same way as
Karthus's
Lay Waste, where you hover your mouse cursor at your target, as opposed to the traditional "move and click". This is especially useful for skill shots, as the shot will fire towards where your mouse is pointing. It's a lot faster than clicking. Seeing as how you have essentially a 1 second time frame in which to pull off your combo, learning to use this function is essential.
Let's see an example.
Typical burst combo:
Light Binding >
Lucent Singularity (Don't explode) >
Final Spark > Explode
Lucent Singularity.
Without smart spell casting, this is what you do: Q, click, E, click, R, click, etc.
WITH smart spell casting: -Hover your mouse over your target- Q-E-R-E.
This concept does take practice to get used to, but you'd thank me when you learn how to use Smart Spellcasting. Try it out! Use the same combo, and compare the amount of time it takes you. Use a stopwatch or something, IDK.
For those of you that don't know how to set it, you can arrange your key configs in-game. When you are inside a game, pressing ESC will make this window pop up. There are options on it, like Video and Sound. Find the Key Configs page, and make your changes there.
1.7: Lux's skillset.
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Note the enemy filler
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Notice the range on this spell. It can also pass through one enemy unit.filler
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fillerRemember, this returns to you after hitting max range. It seems the indicator is faulty. The actual projectile achieves a longer range, whereas the width seems to be a lot narrower. Let's say there was a champion standing at where the minions are. I can probably shield that champion.
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As you can see, the range of filler
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*Ignore the interface. I was on another account, so I wasn't using runes. :P
2.1: Standard Runes.
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Mana Regeneration 9 |
Greater Glyph of Scaling Ability Power 9 |
Greater Quintessence of Ability Power 3 |
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This is my current rune setup. The
2.2: Viable Runes.
| Runes | |||||||||||||||
Greater Glyph of Ability Power 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Scaling Ability Power 3 |
Greater Quintessence of Movement Speed 3 |
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Avoid the other runes.
2.3: Essential Masteries.
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On
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OFFENSE.
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First off, I like to get
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This mastery is especially nice for farming minions. The extra damage can help out a lot early game. I use this over
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I like to max this out, because the 4% CDR is actually quite a lot. Upgrading this will also grant us access to the next tier of masteries. |
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Basically, we gain 1 AP every level. I like how it got moved up. Anyways, maxing this out will give us 18 AP at lv18, as well as access to spec into
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The MPen stats got nerfed by 2%. However, 8% is still a respectable amount, especially with the percentages counting before the flat rates, which works to our favor. |
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This one got buffed. It grants us a good 6 AP when maxed, and is a respectable amount from the mastery tree. |
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This mastery deals bonus damage on every auto attack. This stacks with our |
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A good 5% bonus to our AP. This grants us a decent amount of damage when we have our build maxed out. Along with |
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The damage increase was reduced, but the threshold in which the effect takes place broadens. It's still an asset to you when farming, or picking off that stray enemy. |
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UTILITY.
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This mastery still grants us a reduced cooldown on summoner |
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The 3 bonus MP5 allows us to be able to control our mana usage a lot easier. With this and |
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This spell grants us a good 10% decrease on Summoner spell cooldowns. |
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This allows us to keep our Blue buff for 30 seconds longer than without. 30 seconds is a considerable amount of time, and when you have the blue buff you can basically spam your spells. Neat, huh? |
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OMG WTF WHY YOU NO USE
It's not worth it. The 2% damage increase is pretty trivial, compared to the other things you can do with the three points. Before the patch, it was a 3% bonus, and I already thought it was irrelevant. Now it gets nerfed more? Don't bother.
If you insist on seeing numbers here:
Let's say you deal 1000 damage. The bonus damage here would only be 20. That's like half your auto attack damage, or possibly even less. This also stacks with resists and the such, so the bonus damage really makes about no difference at all.
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What happened to
With the new masteries,
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No
Since the changes to the Masteries,
2.4: Summoner spell choices.
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Decent alternatives.
Please, don't try to take anything else. >.>
2.5: Suggested skill sequence.
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At level 2, it's best get the other damaging spell that we did not get at level 1. By now, we have both
After
Of course, level up
In general, you want to prioritize
3.1: Items overview: The different builds.
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This build is a standard build for the S3 metagame, but is somewhat difficult to use, compared to the other builds. To be able to use this build effectively, one must understand the concept of positioning well, as you have no defense besides your spells. This build is designed towards maximum damage output and poke, as you can easily achieve max CDR by 25-30 minutes, but provides no defense. I suggest you gain good experience playing
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This build requires more practice to get used to. You lose out on early game damage because you delay on your major damage items, and you have to spend the time to charge up
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This build provides the highest amount of early-mid game damage. With this set up, you also gain a defense mechanism,
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When I am behind in lane, I usually try to go for this build. The GP10 will assist you in catching up with gold deficits, and the defense/CDR from
3.2: Starting item(s).
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This is the cheapest non-consumable item that you can buy at level 1. It builds into a |
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Even after the nerf to Move speed, |
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Even though something like
3.3: Some choices for boots.
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IMO, the best tier-2 shoes for |
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Many Lux players like these boots better than |
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I don't actually think these boots are *that* great on |
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3.4: Boot enchantments.
*After the S3 updates, boots will give a flat 25/45 bonus. Champions do have a higher base speed, however.*
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This upgrade gives nearby allies a bonus speed when they are moving towards you. It's a single direction thing, like |
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This upgrade gives us a reduced cooldown on the mobility summoner spells. If you find that you are prone to being caught in a bad situation, grab this. The base cooldown on |
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This gives us a speed boost whenever we hit a target with a single-target attack or spell. This really isn't good on |
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*In conclusion, I don't think
3.5: Standard items.
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This item should be bought as soon as possible. It gives good defense against AP mid champions, as well as grant you the ability to effectively farm using skills. With this, your mana supply is greatly increased, allowing you to harass and farm far more freely. Buy this before upgrading boots, and upgrade this into |
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Dayum, it got nerfed. However, it's also cheaper to buy, which is actually quite nice. You still get a significant amount of AP at 120, and you still gain a 25% bonus, which stacks with the 5% from
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Even though this item got nerfed of its AP, it's still a great choice for a mana-hungry champion like |
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This item is a lot better than S2 |
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This item is a great choice on |
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This item gives us a huge 100 AP bonus, a good amount of armor, as well as the Stasis active. The armor bonus is great for surviving against the enemy team, and the active can save you from DoT or delayed spells, such as |
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While this item doesn't grant so much AP, it gives a great amount of MPen, a bit of health, as well as a burning passive. This item grants amazing poking potential, and works great with our early CDR items, |
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After recent experimentation, I've found that it isn't actually *that* hard to charge up a |
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3.6: The Viability of Mejai's Soulstealer.
Mejai's Soulstealer is a stacking item, much like
Sword of the Occult. You earn stacks for kills and assists, and you lose stacks when dying. Each stack of Mejai's will give you 8 AP. That might not seem like much, but at full stacks, you get 160 AP (a huge amount), AS WELL AS 15% CDR! It seems like such a great item, doesn't it?
Remember, this item is "A blessing that comes with a curse". Once you get some stacks on this item, the enemy will want to shut you down, and you will end up losing AP. Therefore, this item is not usually a viable choice on champions like
Katarina, who would have to be in the middle of the fight, or
Karthus, who often acts like a martyr.
*Why on Lux?*
Lux's skills have enormous range, almost as much as
Xerath in
Locus of Power does. You also have the capability to release your entire burst combo from that distance. Therefore, you should stay at the very edge of fights, where you should be away from danger. Thus, you can easily get assists and kills (Especially with
Final Spark), and shouldn't die as often as those that get close to the center of the fight. The danger of losing AP isn't so prominent on Lux as it is on some other AP Carry.
With Mejai's Soulstealer, you would be able to snowball well. However, you should only get it if you are confident that you would not die, and continue earning kills and assists. Once you've managed to learn how to position yourself,
Mejai's Soulstealer becomes a deadly weapon. With that said, it's a great idea regardless of situation. If you're already doing well in lane, good for you, now you can get even further ahead. Another good time to get this item would be when you lost a lane. You might ask, why? Depending on how far you're behind, the stacks from this item may be THE ONLY REASON YOU'RE STILL IN THE GAME. As
Lux is easily able to gain kills and assists with her enormous range, getting this item when you're behind will ensure that you catch up in damage.
I have lost count of how many comebacks I have had where the situation seemed hopeless, but the stacks from
Mejai's Soulstealer managed to let me catch up, and eventually snowballing to victory. If, say, your score by the end of the laning phase was something like 2/4 or something, this item can very well help you get back on track. It's especially efficient if one of your teammates are somewhat fed. You can essentially "get fed off assists".

During this game, I did not do that well during the laning phase (bad game), and ended that with a score of 2/4. However, buying this item ensured that I got fed off assists from kills made by my allied
Corki, who was doing well bottom lane. I was able to achieve 20 stacks on
Mejai's Soulstealer, and proceeded to earn the most kills on my team.
As per common belief,
Mejai's Soulstealer is an unreliable item. However, there are times when you actually need to rely on the stacks, betting that you would be able to earn and keep them. If you are someone who has a good sense of positioning, and is experienced with
Lux, you will usually win that gamble. However, if you're buying this item because you're doing well, you should sell it immediately if you find that you are getting focused down and "assassinated", or if you fail to gain stacks. It takes the target off your head, and ensures that you do not end up falling behind.
On the other hand, this item is vital to one who lost during a laning phase. You are already far enough behind, and
Mejai's Soulstealer will be the only thing that keeps you in the game. As opposed to most players, I encourage purchasing
Mejai's Soulstealer on
Lux IF YOU ARE EXPERIENCED WITH HER, ESPECIALLY when you are doing poorly. It's best if you have another teammate who is doing somewhat well, as you can get "fed" off assists easily.
If a poor laning phase ever happens to you, consider my advice on
Mejai's Soulstealer. It may very well lead to a come back. It has for me, countless times.
3.7: Rod of Ages. Why doesn't it work?
= NO.
Rod of Ages is a standard pick for just about any AP Carry, and one of the most widely used AP items. This item is viable on the majority of champions that scale on AP. However, I consider this item to be of little use on Lux, as well as most other AP Champions.
But, why?
1. It takes time to charge up.
When you first buy the item, you only have a measly 60 AP. The other 20 takes 10 minutes to charge up, which is a rather long time. In that case, you'll always be forced to buy this as your first full item if you are going to get it at all. However, that simply doesn't work with
Lux. As
Lux is a burst mage who excels early-mid game, you should be going for damage.
Rod of Ages's 60 AP doesn't help with that. Buying this item as your first full item essentially takes away any threat you have on the enemy team until at least the 30 minute mark. However, going for another item first will render the item useless. Since it takes time to stack up, there is really no point purchasing the item 45 minutes into the game.
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2. You don't need the health.
Once you play a few games, you'll realize just how vulnerable
Lux is as a champion. She has no real escape methods, and all she has is
Light Binding. Building health is a huge waste of gold, since that extra health would not help you in a bad situation. It would maybe prolong your life by about .5 seconds, but that's pretty pointless. As explained previously, the AP it gives is very trivial, as well. While the mana could come in handy, it doesn't make
Rod of Ages viable on
Lux.
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3. You can't snowball with this item.
Lux has a very high amount of burst as a champion, and she is capable of insta-gibbing most enemies. With that said, she is a champion that relies heavily on early snowball. If you can't get kills as
Lux early-mid game, you'll just be a liability for your team by late game. You need those early kills in order to progress into late game. The easiest way of doing that is to build damage. Again,
Rod of Ages does not help at all in that aspect. Since it takes time to charge up, it essentially makes you useless until you buy another item. By then, too much time will have passed. As
Lux, your primary goal in a team fight is to find one of the opponent's carries, and burst them down, turning the fight into a 4v5. Regardless what phase the game is in, you always want to have enough damage to burst down the opponent's AD carry. If you build
Rod of Ages, that's practically impossible.
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4. The sheer cost of this item.
This item costs around 3k gold, which is on par with most other viable AP items. However, the AP it gives is very low, and the stats don't benefit you much.
Athene's Unholy Grail, on the other hand, is vital, because it helps to control that minimal mana supply that
Lux has. As a burst mage, you want to build as much damage, as soon as possible. Instead of investing into
Rod of Ages, you can take the same amount of gold and get a
Rabadon's Deathcap. (Well, a few hundred difference, but you get my point.) Purchasing
Rabadon's Deathcap grants you almost 3x the AP you would get from buying
Rod of Ages first.
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Conclusion?
Rod of Ages simply doesn't give
Lux enough benefits to make the item viable. As
Lux is so vulnerable, the health is essentially wasted. The amount of AP the item grants is too trivial to start with, and will not allow you to snowball into mid-late game. Also, the amount of gold you spend on this item is approximately the same amount of gold you need to get
Rabadon's Deathcap, which can give you almost 3x the AP.
The only case in which you should even CONSIDER getting
Rod of Ages is when you're against some (strong) AD mid champion like
Zed or
Kha'Zix who can pretty much instantly kill you the moment they get the opportunity. This is assuming you can keep a decent amount of CS even when being countered. It doesn't give you any damage, but the health will be your only defense other than
Seeker's Armguard.
TLDR? Don't buy
Rod of Ages on
Lux.
3.8: Not the best choices.
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Will of the Ancients grants a reasonable amount of AP and spell vamp, as well as an Aura effect that improves our teammates' AP. It's good on Support |
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Rylai's is a good item, don't get me wrong. It's just that we don't really need it on Lux. |
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The new |
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While Nashor's tooth provides nice AP and a massive amount of CDR, you do not need the AS, thus the item is useless, compared to other, more viable picks. Really, the only champion this item might work on is |
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Hextech Gunblade is a great hybrid item, but it is not suitable for Lux. The AP is not ideal, compared to other items of similar cost. You won't be needing the active, either. Spell vamp and lifesteal is a waste, too. The AD could stack with |
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4.1: Common Laning opponents, overview.
The difficulty scores that I have included are quite vague, and are based on my own personal experiences. Different players have different skill levels. Opponents that I find difficult might be easy for someone else. The strategies that I have included are what I find to be effective; if you as a reader disagree with me, let me know! It'd be great to improve my guide.
Lux is an amazing choice for soloing mid lane. She has good burst, nice survivability, as well as the ability to do well against almost every champion. An especially nice pick if you're picking early, since only a select few champions actually counter her; if you do get countered, you do still have the choice of supporting. While
Lux does not counter any champion in particular, she doesn't get countered easily either, due to her utility and her range.
General summaries, (TLDR).Pre-6/Post-6/Late-Game Threat
Don't get
Charmed. Easy/Hard/Medium
Hyper aggression pre-6. Easy/Medium-Hard/Medium-High
Don't get egg-baited. Easy/Medium/Medium-High
Your range 2x hers. Watch for stuns. Medium/Medium/High
Blaze could be a threat. Medium/Medium/Medium
Dodge that poison. Medium/Medium/Medium
Don't let him get fat. Easy/Medium/Medium-High
Keep your distance,
Light Binding after she jumps on you. Easy/Medium/Medium-High
Abuse your range, dodge the stunEasy/Easy/High
Early
Vision Ward helps a lot. Easy/Medium/Medium
Dodge the harass and use that range. Easy/Medium/Medium
Again, abuse that range of yours. Ward side bushes. Easy/Medium/Medium-High
DoT, avoid, and this annoying shark. Medium/Hard/Medium
Dodge his harass, auto attacks FTW. Medium/Hard/High
Better cc, as well as higher damage and ratios. Medium/Medium/Medium
No threat here, just don't get stunned. Easy/Easy/Low
Dodge
Lay Waste, watch out for
Requiem. Easy/Easy/High
No chance after he unlocks
Riftwalk. Medium/Hard/Medium
Shunpo = Get out of jail free. Huge burst as well. Medium/Hard/Medium
Stay behind creeps, abuse your range. Easy/Medium/Medium
Be wary post-6,
Living Artillery hurts. Easy/Medium/Medium
Massive burst damage. Medium/Hard/Low
Have fun mirror laning. Medium/Medium/Average
Keep your distance from near-death minions. Abuse your range (again). Easy/Medium/Medium
Alpha Strike is painful. Medium/Medium/High
Auto attacks to whittle down
Iron Man. Medium/Medium/Medium
Your skills are more reliable, just stay out of range, dodge
Dark Binding. Easy/Medium/Medium-high
Stay behind your minions, no threat there. Easy/Medium/Medium
Pay attention to the ball, move around frequently. Easy/Medium/Medium
Zone him, stay at range. Easy/Easy/High
Ranged harass for zone and damage. Easy/Easy/Medium
Avoid
Nevermove, and harass from a range. Use the pre-6 period. Easy/Medium/Medium
Watch out for lv6 burst. Dodge the stun. Easy-Average/Medium-Hard/Medium-High
Shut him down before he hits level 3. Easy > Hard/Hard/Medium-high
Abuse your range,
Vision Ward to clear
Noxious Traps. Easy/Easy/Medium
Harass from a range, early
Prismatic Barrier. Medium/Medium/Medium
Call MIAs, dodge
Wild Cards.
Teleport recommended. Easy/Annoying/Low
Zone him, stay at range, don't let him farm
Baleful Strike. Easy/Medium/Apocalyptic
Use the range, and avoid
Death Ray. Easy/Medium/Medium
Bait out a
Sanguine Pool before
Light Binding. Easy/Medium/Medium-High
Move around a lot, don't get stunned. Easy/Medium/Medium-High
Watch out for that poke. Medium/Medium/Medium
Keep your distance,
Time Bomb hurts. Easy/Medium/Low
Keep away from the plants, watch out for
Rise of the Thorns. Easy/Medium/Medium-High
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Easy: These opponents pose little threat to you, and you should be able to lane against them without too much trouble.
Medium: These opponents can deal a significant amount of damage to you, or is difficult to kill. You should ask for jungler assistance.
Hard: These opponents are bigger threats. Unless you're very experienced or your opponent isn't that skilled, playing against this champion will be difficult. However, with enough experience, one can overcome them.
*AD Casters section is still a WIP.
4.2: Common laning opponents, strategies.
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Anivia's |
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Annie has amazing single-target burst damage. Keep that in mind when you are laning against her. She will likely use her Q to farm, and her auto attacks outrange yours. Thus, you want to harass her and attempt to deny her farm. When her |
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Brand is a tough opponent to lane against, especially because of his passive. If you have been marked with |
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Cassiopeia does an awful lot of DoT damage. Her |
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When laning against Diana, try to dodge her |
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The once broken champion has once again fallen into disuse. Anyways, |
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Although usually played as an AD Carry, he is a viable AP mid choice. Since his skills are all skill-shot based, you will want to move around a lot. Be sure to avoid |
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Fiddlesticks is an underplayed champion, but a nuisance to lane against. He has incredible sustain using |
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Fizz is one of the few champions that counters |
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Galio counters just about all AP mids with his passive, |
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His |
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He is actually quite easy for Lux to lane against. He doesn't have as much range as you, and lacks the utility as well. |
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Karthus is very weak during the laning phase. However, he can farm really well with |
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Against him, you need to be careful. Harass him hard pre-6, but try to stay out of range of |
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Against a |
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Kennen's skills cost "Energy" (Like |
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Leblancs are generally aggressive. Remember that. Her |
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When mirror laning, it all comes down to skill. As you would to any opponent, harass using |
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Malzahar's |
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Although not usually seen, AP Yi is a fearsome opponent. His |
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A good Mordekaiser would keep his |
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Morgana's skills work in similar ways to ours, but our skills are, uh, "safer" to cast. |
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Nidalee's spears hurt. Perhaps not so much early, but after level 5 it will. You want to stay behind your minions at ALL TIMES. Despite her heal with |
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Orianna's abilities revolve around her "ball". Therefore, staying away from it is always a good plan. She controls it using |
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His abilities scale off not just his AP, but his maximum mana. |
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With |
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Swain has an arsenal of cc: a snare, a slow, and a mark that amplifies the damage you take. Not to mention |
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Syndra's skill set mainly revolves around her |
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Although not scaling on AP, Talon is a viable choice for mid lane, and counters almost any AP Caster. His |
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Teemo's attacks, as well as skills, all have short range. Therefore, be aggressive, and abuse your range. Don't let him pressure you with |
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Although usually seen as an AD Carry in the bot lane, the burst potential of AP Tristana is not to be underestimated. Her DoT damage with |
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Veigar has amazing burst potential, but he lacks range. He essentially has a built-in |
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Despite being underplayed, Viktor is quite a competent opponent. His |
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Vladimir is only constrained by cooldowns, and he has built-in spell-vamp effects. |
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Xerath is just about the only champion that out-ranges |
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Ziggs has a LOT of annoying poke damage. His |
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The majority of Zyra's damage is based around her plants. |
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5.1: Standard combo sets.
Like on many other champions, effective usage of combos can define the difference between a mediocre Lux, a good Lux, and a great Lux.
*The calculations are assuming you are following the cheat sheet mastery/rune builds!*
For early harassing.
Lucent Singularity >>>
Illumination.
At early levels, this combo can take away a whole bar of your opponent's health. Exploding the orb marks them and damages them, while the auto attack detonates the mark, for even more damage.
Let's look at some calculations!
At level 1, you should have 16.38 AP from runes, 7 from masteries, and 1.169 from
Archmage
. That gives us a total of around 25 AP.
Level 1 of
Lucent Singularity would do 60 + 60% of AP, or 60 + 15 damage. (75)
Her auto attacks would deal 53 (AD at level 1) + 20 (Illumination). (73)
Now, let's add that together. With this combo, we'd be doing 148 damage before reductions. Quite a lot for level 1, isn't it?
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For early kills.
With this combo, we are dealing damage to our utmost potential (At least at this level). Why is this combo so deadly? Let's look at some calculations. (Again)
Assuming you are at level 5. (Level before unlocking ultimate)
22.5 AP from runes, 11 AP from masteries, and 1.7 AP from
At level 5, you should have 1 point in
We will have 70 AD at level 5, and
Add all that together, that would deal 516 damage. Add on the 150 from Ignite, that gives us a total of 666, before reductions. Consider this. The base health of Lux at level 5 is only 740. This entire combo will take most of the target's health away! Of course, while dealing this combo, make sure you are not ganked by the enemy, and do not take turret aggro, whatever you do.
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Killing enemies once you have your ultimate.
Once you unlock your ultimate at level 6, your damage becomes quite fearsome, and you can easily burst down any target under 2/3 health. When firing this, be sure not to hesitate. The snare of 2 seconds is not all that long. If you're against someone like
At level 6, you should have:
24 AP from runes, 12 AP from masteries, and 1.8 AP from
At this point, you should have 1 point in
Add all that together, we get 659 before reductions. Add in another auto attack after the combo (To use that last
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Killing targets lategame! For this, we would use the same combo as our previous combo. This is just to show just how much damage Lux can do with all her items.
You will have 566 AP at full build.
At level 5,
At level 5,
At level 3,
Add on
Add it all up, we'd get 2351 damage, before reductions. Her late game is no longer about burst, but more poke. However, with the MPen from this build, you will likely be able to 1 combo the enemy's AD carry.
In conclusion, with this damage,
5.2: Teamwork: A vital strategy.
In the Pros and Cons section, I mentioned that it is extremely difficult to succeed as
Lux if you cannot work with your team, or vice versa. But, why?
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Lux's role within a team is quite unique, and one that absolutely requires teamwork. She is a burst mage in that she can effectively insta-burst an enemy in 1 combo, as well as being a support with
Prismatic Barrier.
Lux has far longer cooldowns than typical mid champions like
Ahri, and is extremely vulnerable when all her abilities are on cooldown. That happens quite frequently in a fight, as you would likely be aiming to burst down the enemy AD carry before they do too much damage. And then...10 seconds without any ability other than
Prismatic Barrier. Right there. If the enemy jumps on you then, you're done for. Your only form of escape besides summoner
Flash is by hitting the opponent with
Light Binding. However, it'll be on cooldown from your burst combo. Unlike
LeBlanc,
Lux doesn't have many options when it comes to escaping.
This is precisely when your team comes into play. As
Lux, you best contribute by instantly killing the enemy carry, and supporting your team through the rest of the fight by using
Prismatic Barrier. By then, you have no available abilities. You need your team to cover you while your spells are on cooldown. Also, your team needs to know when to engage. If your team doesn't engage when you've taken an opponent out of the fight (either killed or forced to recall), you're not likely to get another chance like that. If your enemies are smart, they would engage on your team when they know all your abilities are on cooldown.
How to work with your team! (This applies to all situations, not just when you're playing
Lux)
First and foremost, AVOID RAGING. It is statistically proven that a player that rages at their teammates lose far more games. Why would that be, though? If you start cursing at an ally, they lose respect for you. If they don't respect you, you two are not likely to have good teamwork. Remember, League is a TEAM GAME. Avoid raging if at all possible. At least during the game. Some common examples include:
*What if one of your allies are being negative to another?*
Try to resolve their conflict, if possible. Sometimes it's as simple as "cut it out". Other times, you have to be the "mediator" between the two sides. Try to calm the ally in question without angering the other. Let's say that a support is mad at their AD carry for feeding 2/4. You ask the AD carry to be more careful, and farm up. You tell the support, "It doesn't matter that they're doing poorly, everyone has bad games. Let them catch up," or something like that. In this case, your objective is to stop the ally from harassing others. If that can happen, the morale of your team will go up, which greatly improves your chance of victory.
*What if an ally is harassing YOU?*
First, look at what they're harassing you about. If you maybe aren't doing so well, don't worry. It's just a game, and you can always catch up. Sometimes, your ally might be giving you advice along with the negativity, try to take the advice and not let the words get into your head. If they're really starting to get on your nerve, there is this convenient function called "Ignore". Go to your scoreboard, and press that speech bubble thingy beside the ally that's annoying you. Then, you won't hear from them for the rest of the game. For me, I would try to avoid ignoring someone during the game, as that would hinder your ability to work with your allies; instead, I don't pay attention to the verbal harassment, and focus on gameplay. However, there are the really bad ones. In that case, ignoring them would prove better than continuously listening to their toxic.
Secondly, "read" your teammate's playstyle. Judging from their behavior during the game, you can often times tell whether they are an aggressive player, a passive player, or somewhere in between. Once you know that, you can adjust your gameplay based on them. Being flexible is vital if you want to work well with a teammate. If they're overly aggressive, you want to get a bit aggressive too. Hopefully you get them to wait until you've bursted down a carry before they engage, but you want to follow them and provide utility and shields. On the other hand, let's say you have a passive team.
Finally, you need good positioning of your own. Positioning is a skill vital to doing well in the game, which involves understanding how champions work and the mechanics of the game. With the massive range
Over the past few months, I've gained enough recognition to earn the Green ribbon for being a "Great teammate". These are some of the things that I typically try to do to be able to work well with most players: Keep a cool head, analyze the situations, and act accordingly.
5.3: Your laning objectives.
The laning phase is the time where you can farm, and try to beat your opponent in lane.
Laning is vital to your success in games. If one has a bad early-game, chances are they'd do bad in the game. Sometimes, they get countered, sometimes they just don't know what to do against their enemy. That's why
Lux is such a viable pick in Ranked. Only a select few champions actually counter Lux, the others are all dependent on their skill. Also,
Lux is able to beat almost any mid lane champion through the same strategy: harassing from a long range. Here, I will explain the important objectives that you want to achieve in the laning phase.
First thing: Farm! Farming is the most important objective in the laning phase. Your objective is to get as much CS as possible. Kills are good to get, but farm is still more important! I mean, 300 gold only takes about 15 minions to acquire. Lux is one of the easier champions to last hit with. From my experience, her auto attack animations are crisp, much like
Ahri. Her auto attack range of 550 also out-ranges a few opponents, like
Swain. With enough Mana Regen, you can easily use your spells to farm.
Lucent Singularity is a big AoE circle,
Light Binding hits 2 targets in a line, and you can even use
Final Spark to clear huge groups of minions. (Do so at your own discretion.)
Your second most important objective is to deny your opponent's farm! The best way to do so is by harassing. Using your E, you can effectively zone your opponent into missing a few last hits. Remember, the more farm you have over your opponent, the better! If possible, you want to implement the "fear" factor on your opponent, so that they are afraid to get close to you, and thus missing valuable farm. Even better, harass them enough to they recall. This will give you an advantage in gold, experience, and push! Ultimately, you'd want to destroy your opponent's outer turret, but you usually don't want to push too much! If you push any further than the halfway point, you're in danger of being ganked! Remember, you are
Lux! You do not have many escape tactics! Buying sight wards are also important to avoiding ganks.
Our third most important objective is to get fed, through kills. You can get your jungler to help you! Or, if you see the opportunity, go in for the kill! Try not to miss too much CS though, that's still more important. Usually, you can kill your enemy with your combo if they have any less than 3/4 health. After level 6, you gain the ability to burst your opponent down in less than a second. Bind them with
Light Binding, throw down your
Lucent Singularity behind them (DON'T EXPLODE IT), and shoot them down with
Final Spark! If they are still alive,
Ignite them and detonate your E. Oh, and auto attacks to activate
Illumination.
Alternatively, you can keep your opponent's health low through
Lucent Singularity, and fire off
Final Spark from a range once they reach a certain point. The ultimate will usually take off 1/3 to 1/2 of the target's health, provided that they have
Illumination on them. Catching your opponent with
Light Binding isn't always possible, so this is another great alternative method to earn kills. I've actually switched over from the "Combo" playstyle on
Lux, simply because this method is, overall, safer. I mean, you have no escape besides
Light Binding, so if you miss it on your opponent, watch out.
5.4: Team fights.
By late game, one team fight can determine the outcome of the game. As a carry, you should be staying at the very back, throwing in spells to damage your opponents. Use
Lucent Singularity to damage targets in an area, and throw in
Prismatic Barrier to help absorb some damage for your other teammates.
Light Binding for further damage, for kill securing, and for peeling enemies. Use
Final Spark when you can hit the most enemies. I can't emphasize this enough: YOU DO NOT NEED TO GET A KILL WITH YOUR LASER.
Lux's spell ranges are around 1000, which should give you enough room to cast spells safely. You are NOT
Morgana! You do not need to be in the middle of the fight! You don't have the tankiness of
Mordekaiser, nor the invincibility of
Vladimir when he's in his pool of blood. In other words, you get caught in a fight, you die. You don't want that to happen. At least, I hope you don't. ._. If you find you're getting caught out of position, then you aren't playing
Lux effectively. Stay at a range where you are exposed to virtually no risk, yet is able to damage opponents through your abilities.
A fully levelled
Prismatic Barrier will absorb 180 + 35% of AP in damage, and it refreshes when it returns to Lux. That essentially gives EACH teammate several hundred more "effective health" to keep. Hit as many targets as you can with that, and it should provide a significant advantage for your team.
5.5: Stealing buffs.
Here it is. Your team lost the team fight, you are the only person alive on your team, and the enemy team is going for the Baron buff.
Lux's
Final Spark makes her one of the safest champions for buff stealing in game. Our laser deals reliable damage, provides vision along the path, as well as a 3000 range. Sitting right across the wall from Baron is pretty dangerous, but her ultimate allows her to steal from the other side of blue buff! (Red buff if you are on purple side). Also far easier to use than
Trueshot Barrage or
Whirling Death, since the damage is instant after the casting delay.
Because of the 0.5 second casting delay, you will want to start casting your ultimate early. Depending on the damage the enemy is doing, you may want to start casting when the target has 600, or even 1000 or 1500 if they have the whole team there. Vision of the target is absolutely necessary. There's no way you can cast safely if you don't know what's going on, and casting
Lucent Singularity for vision is not nearly as safe. Many junglers, especially those of lower elo, will not last hit with
Smite. Use this to your advantage!
This takes some practice to get used to, but if done correctly, it can change the course of the game!
Oh, and I find stealing Dragon is really fun, too. ;)
Supporting as Lux: Overview.
Supporting as
Lux is a great choice for just about any team composition. While she does not have the tankiness of
Alistar, nor the healing abilities of
Soraka and
Taric, she does have a shield, in the form of
Prismatic Barrier. (A deceptively powerful shield!)
Lux also has a good amount of C






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