Lux Build Guide by Retribution

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League of Legends Build Guide Author Retribution

Lux: The Final Spark. A Comprehensive Guide.

Retribution Last updated on April 13, 2014
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AP Lux

Support Lux

Lux Build Lux Build
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Standard Build (Cheat Sheet)

Champion Build: Lux

Health 1767
Health Regen 14.4
Mana 1150
Mana Regen 30.8
Armor 143
Magic Resist 82.06
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 384.85
Life Steal 0%
Spell Vamp 0
Armor Penetration 0
Magic Penetration 22.83
Cooldown Reduction 20%


Recommended Runes + Notes



Ability Sequence + Notes

1
8
10
12
13
Ability Key Q
3
14
15
17
18
Ability Key W
2
4
5
7
9
Ability Key E
6
11
16
Ability Key R

Masteries + Notes

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Tenacious
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9

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1.1: Introduction: About me and my guide.

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Hi everyone. I'm Retribution, and welcome to my first guide on Mobafire!

background story.


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.

Lux is a champion that is skill-shot based. Right now, I consider her a well-balanced champion. While she doesn't counter many people, she doesn't get countered easily either. Because of this, Lux is a great choice against just about any mid lane champion. I seldom lose my lane when playing Lux, simply because I am experienced playing this champion. She has a slow and a snare to use, as well as her uber-range laser beam! Lux might not have the mobility of Ahri, nor the tankiness of Mordekaiser, but she is a viable choice for both normal and competitive play, as either an AP Carry or a support.

This guide is designed to be highly comprehensive. In other words, it's a full guide that guides you through a step-by-step process to learn how to play Lux (and the game in general, if it helps), and not something that you should browse through during your 60 second loading screen. Although I have included TLDRs in some sections, if you truly desire to become a better player, I strongly suggest taking the time to go through the massive walls of text, analyzing the information, and making use of it, hence the use of the word "Comprehensive".



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 Lux so far.

As some of you might notice, I might not have the best win rate in the world. Despite this, I'm confident with my abilities on Lux, which is partly why she is my most played champion in both S2 and S3. I'm also confident enough to say that out of people that have played over 100 games on the same champion, my KDA on Lux is among the highest.

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 at a low Gold. 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.


A full remake of the guide is in progress~


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1.2: Guide in Short.

This section is an abbreviated version 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 Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
3

Masteries
1/1
4/4
3/3
1/1
3/3
3/3
1/1
3/3
1/1
1/1
1/3
3/3
3/3
1/1
1/1


>> >> >>

+
+
->
+


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1.3: 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. A generic term for items that increase gold income, such as Spellthief's Edge, Relic Shield, etc.
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.


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1.4: Pros and Cons.

Pros
+Easy to learn!
+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!
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Cons
-Skill-shot oriented, harder to master.
-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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Lux is a champion that is easy to learn, but hard to master. While her skill set isn't too hard to get used to, being able to use it effectively is different. It's like how the usage of Black Shield determines the difference between the "good" and the "great" Morgana players.
Lux is among the top tier of AP mid champions, due to the fact that she out-ranges almost everyone else, has a form of built-in survivability, as well as her exceptional damage output. She is also one of the safest picks for Mid lane, along with Nidalee and Anivia, because there are no champions that counters her 100%. While some lanes can be a bit difficult, assuming both players are of around equal skill level, Lux will never lose a lane.
Lux, however, is a natural support. Not "support", as in keeping your AD carry alive, but "support", as in working together with your teammates to win a fight late-game. Despite your exceptional damage output, you can NOT burst down more than 2 targets at the same time. With all your spells on cooldown, you're extremely vulnerable. This is where teamwork comes into play. A good way to describe this would be: Your team's tank is doing their job at the front lines, and you support them by throwing out Light Bindings and Prismatic Barriers. You're supporting the tank, so he won't be taking too much damage, and he's supporting you by tanking damage, so the enemies would not jump on you. That's just an example; Lux should be having this kind of symbiotic relation with just about every member of the team. It's almost impossible to do well as Lux if you cannot work with your team, or vice versa.


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1.5: The Importance of Smart-Casting.

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.


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1.6: Lux's skillset.

To do: Re-upload pictures.

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Illumination is Lux's passive. Much like Leona's passive, Lux's abilities mark their target, so that her auto attacks would deal extra damage. Final Spark also detonates Illumination, but her other spells do not. This spell makes Lux a good harasser early game, but due to the spell not scaling, it isn't as good late game. However, it is a good idea to get this mark on your opponents before using Final Spark, regardless of the phase of the game.
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illumination

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Light Binding is Lux's Q skill. This is a skill-shot type ability that damages and ensnares the first TWO targets hit, with the second receiving half of the effects. Therefore, it is alright to use the skill to hit a target behind a minion. Besides, 1 second is enough time for you to release various combos. Usually, you will want to start your combos with Light Binding. However, it has a long cooldown, so only use it if you are absolutely sure it is safe to do so. It's good for last-hitting minions if there are multiple low-health creeps, but make sure the enemy doesn't engage on you while the spell is on cooldown. Only use it on the enemy champion if you think you can kill them, make them leave lane, pressure them such that they lose cs, their engage spell is on cooldown, and/or the enemy's jungler is not close by. Using it for harassing is strong, but dangerous! Be cautions when attempting to do so.
fillerNotice the range on this spell. It can also pass through one enemy unit.
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light binding

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Lux's W skill is a skill-shot type shield that acts like Boomerang Blade, because it returns to you after it hits maximum range. Prismatic Barrier is best used in teamfights, where your teammates would be able to take more damage, giving your team a distinct advantage. The shield is deceptively powerful, and it can easily grant your teammates thousands more in "effective health" if you can hit multiple targets. This skill can also help you survive DoTs and delayed attacks. We all have that moment where we make that amazing escape, only to have the enemy Karthus press R. = =
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Remember, 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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prismatic barrier

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Lux's E skill is Lucent Singularity, a delayed AoE damage. For those Gragas players out there, it's the same as Barrel Roll, except it slows your enemies while they are in the area. This also provides vision, while it's travelling, as well as while the AoE is active! After you throw down the orb, it has up to 5 seconds of delay before it detonates itself. For harassing, you want to explode it quickly, by pressing E again, because any enemy with some sense would know to stay out of it. Try throwing it behind the enemy, because most enemies would walk away to avoid getting hit. The AoE properties of this spell also makes for good farming, but do so at your own discretion, as the mana cost of this spell is a bit high. For those of you that understand the concept of "Orb-Walking", you can try: Lay a Lucent Singularity under your opponent, fire an auto attack while they are in range, explode the Lucent Singularity after you fire your auto attack, but before it hits. This is far more reliable for harassing, as your opponents would likely back off if they are marked.
fillerAs you can see, the range of Lucent Singularity is quite high. The detonation radius is not small, and is in fact slightly bigger than the visual effects imply.
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lucent singularity

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Lux's ultimate ability is Final Spark. This is the spell that defines Lux, as Curse of the Sad Mummy defines Amumu. It is basically a laser beam (Lasers FTW!) that shoots in a straight line for up to 3000 range. In other words, it's approximately the distance from the entrance to your base to your mid lane outer turret. It has a relatively short cooldown, so by lategame, don't be afraid to use it often! Your laser also provides you with vision of the area you are casting upon, so it's pretty much a Hawkshot that deals insane damage! There is a 0.5 second delay while it casts, but the damage is instant, unlike Trueshot Barrage where you have to wait for the projectile to hit. You can use this spell to finish off that fleeing target, or use it to steal buffs. However, remember, NEVER KILL STEAL WITH YOUR ULTIMATE!
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Final Spark has a huge range, however, it is NOT global. As shown in the minimap, the radius is around the size of a max-rank Paranoia, for all you Nocturne players out there. Aiming it requires practice, as the actual projectile seems to be slightly narrower than indicated.
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final spark

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2.1: Regular Runes.

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
3

This is a standard AP caster setup. The Greater Mark of Magic Penetration give MPen, which increases our damage done by spells, by ignoring some of the target's MR. Along with our Sorcerer's shoes, this will allow our abilities to deal their full damage early game. The Greater Seal of Armor and the Greater Glyph of Magic Resist provides some defensive stats for the early game, and Greater Quintessence of Ability Power provides us with some much needed damage. With its defensive aspects, this rune set grants slightly more room for error, and is suitable for a variety of playstyles.

Other viable runes include Greater Seal of Mana Regeneration, Greater Glyph of Scaling Ability Power, Greater Seal of Scaling Health, and Greater Quintessence of Movement Speed. The first two are more offensively based runes. The stats involved are quite beneficial to have on Lux, and they are quite cost effective, but the reduced defensive stats that comes with those rune choices would make the game "harder" in general. Scaling Health seals are a fine choice, and is quite nice if you are against a heavy AP team. As for the quintessence, it's more of an utility pick. The lack in damage can be difficult to work with, so it's a very situational pick.


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2.2: Masterful Masteries.

Masteries
1/1
4/4
3/3
1/1
3/3
3/3
1/1
3/3
1/1
1/1
1/3
3/3
3/3
1/1
1/1
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To be tested further!
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OFFENSE.
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Masteries
1/1
4/4
3/3
1/1
3/3
3/3
1/1
3/3
1/1
1/1
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Double Edged Sword allows you to deal extra damage constantly, at a cost of taking increased damage yourself. For Lux, who has one of the longest conventional spell ranges of all AP champions, this is very beneficial, as she won't be taking that much damage anyway.
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This mastery is great for all stages of the game. 5% CDR, along with Athene's Unholy Grail and the Blue buff will bring you quite close to the 35% cap. Even without the other CDR though, 5% in itself can prove to be a great asset to have.
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The AP per level isn't very useful for the early stages of the game, but becomes quite significant as you approach the late game. This mastery also allows us to spec into Arcane Mastery .
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A flat gain of 8 AP is very significant in the early game, and more damage is always nice to have, since you will likely be your team's main damage dealer.
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Increased damage against low-health targets is also very nice to have. It is especially useful on Lux, since her spells excel at sniping low health targets.
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This grants 5% bonus AP, and stacks with the passive bonus from Rabadon's Deathcap.
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With this mastery, you heal whenever you kill an enemy champion. It's quite nice to have on Lux, as she is one of the more vulnerable champions in the game. Her mana supply is also somewhat low, so the percentage recovery can help.
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Gaining extra ArPen and MPen is very helpful for a damage dealer. The MPen is self explanatory, but even the ArPen can help a lot, especially in the early laning phase, where auto attacks can prove to be very effective harass.
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More extra damage to top off the offensive tree. Yay.
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UTILITY.
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Masteries
1/3
3/3
3/3
1/1
1/1
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A slightly increased movement speed value. It can help a bit in dodging skill shots, but is mostly used as a filler point.
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The 3 bonus MP5 allows us to be able to control our mana usage a lot easier. Considering Lux's lack of a good mana supply early on, this mastery will help with management greatly.
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Gaining a decreased cooldown on your summoner spells means having Flash on a shorter cooldown, and also means you would have a secondary escape option more often.
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An increased duration of potions means you can get more out of that gold you spend on consumables. This also allows us to scale into:
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This. I personally find this mastery very interesting. The instant recovery function can be used strategically to survive enemy spells such as Ignite, Requiem, etc. Interchangeable with Runic Affinity .


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2.3: Summoner Spells, our Saving Grace.


Flash is my favorite summoner spell of all-time. This can be used for multiple purposes, such as running away, getting in that last hit, or dodging that Trueshot Barrage. I take this on Lux all the time. Due to the increased cooldowns as of the S3 patch, Enchantment: Distortion is my favorite boot upgrade as of right now. The cooldown reduction effect can actually make it so we have a smaller cooldown than we had before the patch.

Ignite is a good pick for any AP Carry with an offensive playstyle. The damage adds to your burst, and allows for kill-securing if in the case your target is left with a sliver of health. While the cast range on this is far lower than Lux's potential range, face it: You're almost never going to be casting your combo from max range. If you know you want to play defensively, though, it's good to consider the other choices, like Barrier.

Barrier is a great defensive pick on Lux. Considering how vulnerable she is, the extra shield is more useful than Ignite would be. Also, it's quite unlikely that you would be in range to cast Ignite most of the time. I personally prefer Barrier over Ignite right now, due to the additional safety it provides, and because Lux doesn't really need Ignite to secure kills anyway. Her base damage is quite high, and she has a long ranged snipe in Final Spark if needed.


Decent alternatives.

Teleport is a summoner spell useful for a variety of purposes, from defending a tower, returning to lane quickly, or ganking. I suggest this if you're going for a passive farm lane, since this allows you greater mobility, while sacrificing early kill potential. It's useful against enemies that you know you won't be able to kill easily, such as Galio and Cho'Gath. Ignite is typically used to finish off a low health enemy, which is something you WON'T be doing against someone you can't kill.

Exhaust slows and weakens a target champion for a short period of time. On support Lux, it's quite amazing. You can use this to catch up to a fleeing enemy, as well as use it to save your ally when he's in trouble. I've never tried it on AP Lux, but landing this once you unlock level 6 will almost always guarantee you a kill. Also, using this before your opponent decides to go all-in on you will help you survive.

Ghost increases your speed for some amount of time. While this can be a viable choice, I find Flash to provide more utility. If you are not used to Flash, however, Ghost will be your best bet. I do strongly suggest you getting used to using Flash, as that spell is by far superior on someone as vulnerable as Lux.

Cleanse is a very situational pick, and should only be picked when your opponent has long-duration hard CC, such as Veigar's Event Horizon, Fiddlesticks' Terrify, etc. By the way, Cleanse also gets rid of Ignite and Exhaust. :D

Please, don't try to take anything else. >.>


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2.4: Suggested skill sequence.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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At level 1, leveling Light Binding first gives your team amazing utility. If your team ever decides to invade the enemy jungle, having this for CC is an absolute must. At level 1, if you can snare your target, and they don't have Cleanse, there's First Blood, right there. Also, if you are getting invaded, the 2 seconds snare will be enough for your teammates to get away, or follow up on the snared target. An alternative would be to get Lucent Singularity first, but that is not optimal. While it provides vision, you don't gain enough utility from the spell. It's useful if you don't have the area warded, though, which is something you usually see in non-competitive play. Getting E first also gives you better harassing potential, but Light Binding is great if your jungler decides to come for a level 2 gank. I suggest you start Light Binding except against specific opponents that you need to start harassing really early on, before they become a threat, such as Talon or Katarina. Always, always, always max Lucent Singularity first, regardless of situation.

At level 2, it's best get the other damaging spell that we did not get at level 1. By now, we have both Light Binding as well as Lucent Singularity. If you are harassing enough, these 2 spells will be enough to net you that First blood. Against opponents that harass hard starting from level 1, a point in Prismatic Barrier at level 2 is a good idea. For example, if you have that early point against a LeBlanc, the shield completely negates a level 1 Sigil of Silence, which makes it practically impossible for her to kill you pre-6. Why? LeBlanc is heavily reliant on early aggression to get a kill at around level 4/5. If she can't get you to half health before then, there's no way she can kill you without jungler assistance -- something you'll be able to avoid with the early Stealth Ward. Just an example.

After Lucent Singularity is maxed, we want to proceed to max out Light Binding. Why not Prismatic Barrier? You "only" have 3 damaging abilities, so if you level up the shield before your snare, your damage won't be optimal. Because you rely on combos, maxing out damaging abilities first is a must. Someone like Veigar can get away with maxing Event Horizon before Dark Matter, because Primordial Burst essentially 1 shots squishies anyway. You don't have that, and you typically need your entire combo to burst someone down.
Of course, level up Final Spark whenever you can.

E vs Q


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3.1: Starting item(s).

This is the cheapest non-consumable item that you can buy at level 1. It builds into a Chalice of Harmony, and allows you to purchase extra potions, as well as a Stealth Ward for laning. Also, you benefit from the MP5 effects, which will make your skills more manageable in the laning phase.
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Even after the nerf to Move speed, Boots of Speed is still a great pick as a starting item. With this item, you can buy up to 3 potions, which will provide a good amount of sustain in lane. Also, the bonus move speed will allow you to dodge enemy skill shots easier. I recommend getting this set if you are against an enemy that uses ranged skill-shots or AoE spells to harass, such as Twisted Fate, Ahri, and Karthus.


With the introduction of Trinkets, purchasing a ward is no longer a necessity. Because of that, Doran's Ring, with its cost effective stats, is a decent early game option for most AP champions. It has a little of everything needed: survivability, damage, as well as sustain. I personally prefer the Faerie Charm start better now, but with a Ring start, you can still purchase potions, and does give you a bit of a stronger early game.


DON'T FORGET YOUR TRINKET!


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3.2: Some choices for boots.

IMO, the best tier-2 shoes for Lux are the Sorcerer's Shoes. The 20 MPen, along with our +8 from runes, will allow us to deal our full damage against just about all targets, as most champions have a constant base MR of 30. By late game, these shoes, with other MPen items, will allow you to ignore a big chunk of the target's MR as well. Especially with the nerf to MPen stats, these boots are vital.
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Many Lux players like these boots better than Sorcerer's Shoes. Lux has noticeably longer cooldowns on her abilities than other mages. The CDR boots helps to negate that problem. Thus, Lux is able to cast abilities more often. However, there's no point. Our build, along with the blue buff, already brings us quite close to the cap of 40%. Even without the buff, we still have 25% CDR. We already have enough reduction, and we need MPen in order to deal damage. Instead of wasting money here, stick with Sorcerer's Shoes.
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I don't actually think these boots are *that* great on Lux, despite it being such a good item overall. With Lux's range, you should not be getting hit by the enemy. You can fire off your entire burst combo without enemies even getting close enough to touch you, with a few exceptions. Also, with the mobility you gain from boots, you should be able to dodge skill shots easily. Thus, sticking with Sorcerer's Shoes is the best idea.


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3.3: Boot enchantments.

This upgrade grants us a decent amount of extra speed, allowing us to hit 400 with this enhancement. This is one of the cheapest upgrades, and is actually a decent pick, in my opinion. While not necessary for the laning phase, 385 speed will not be enough for you to outrun the rest of the enemy team.
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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 Galio's Righteous Gust. This isn't that good of a choice on Lux, since you aren't the one initiating fights, and will in fact be on the edge of a team fight. It could save a teammate, though, if you're running to help them.
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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 Flash is somewhere around 300 seconds now, and getting this will reduce over a minute of the cooldown. This is my personal favorite, since I find having a last-resort escape method in Flash quite useful.
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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 Lux, since all of your spells are AoE. I would only consider this on champions that rely on auto attacks.
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This allows you to recover full health instantly at the fountain, as well as a huge speed buff. It's an amazing time-saving tool, allowing you to get back to lane up to 10 seconds faster, depending on the amount of missing health you have. While that might not seem like a lot, you might get a couple more CS from this. Also, if your base is getting pushed, it does what its name implies: It helps you "guard" your "home". xD
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*In conclusion, I don't think Enchantment: Furor and Enchantment: Captain are good ideas for Lux. Any one of the other three will do fine, and the choice is purely up to personal preference.


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3.4: Standard items.

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 Athene's Unholy Grail afterwards.
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This item is pretty much a staple pick for any AP caster champion. You gain a 120 base AP, as well as a 25% bonus, which stacks with the 5% from Archmage . You would generally want this as your first or second (After Athene's Unholy Grail) full item after boots. It's best to start with Needlessly Large Rod, but Blasting Wand could be an option if you're having trouble gaining gold.
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While this item does not provide much damage at all, its amazing sustainability makes it vital to Lux's core item set. This item is quite cheap in cost, and is upgraded from an early Chalice of Harmony. I strongly recommend purchasing this item quickly, either as your first full item, or your second, if you opt to go for Rabadon's Deathcap first. The purchase order between the two is up to the discretion of the player.
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This item is a great choice on Lux. While the AP isn't too high compared to other items, the cost is quite cheap, and it gives a massive 35% MPen boost. This would actually benefit us more now, because percentage-based MPen is now calculated before Flat MPen. If you find that you aren't taking much damage, either from good positioning or lack of damage from the enemy, this would be a good 2nd full item.
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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 Requiem. I usually like to get this after Athene's Unholy Grail, unless I'm taking heavy AD damage, in which case I would purchase this right after Rabadon's Deathcap.
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While this item doesn't grant much AP, it gives a decent 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 in Athene's Unholy Grail. The MPen works together with our Void Staff, and ignores a huge chunk of the enemies' resists. While you can't expect this to finish off your opponent if they're left with a sliver of health after your combo, the damage from this item is not to be underestimated, especially when used for poke.
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For that last item slot, this item is a possible choice with its amazing pushing potential. The stats on this item are all utilized effectively on Lux, and the passive not only stacks with Illumination, but also affects turrets. In other words, you would be able to take down turrets very easily with this item. Using its passive on an opponent, however, requires caution, as being in 550 range of an enemy is generally a "bad idea".

After recent experimentation, I've found that it isn't actually *that* hard to charge up a Tear of the Goddess, and your late game damage output is increased by a huge amount on purchasing this item. You'd have to begin charging up a Tear really early, and you would lose out on early game damage, but you can easily charge it up by around 25-30 minutes, and once you upgrade it, you'd have at least 500 AP. Once fully charged, this upgrades into Seraph's Embrace, which grants a free mana shield.


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3.5: 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".


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.


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3.6: 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.


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3.7: Not the best choices.

The aura range is, well, "abysmal". The range is now only 600. This means that you will no longer be able to safely utilize the aura effect, which reduces enemies' MR. However, as it grants a decent amount of MR, which helps towards late game survivability, this is a strong pick for a last item.
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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 Lux, but it's a bit of a waste on AP Lux. You have huge cooldowns, and your spells are all AoE, so you won't be healing much through the spell-vamp. The aura does stack for those in possession of the item, but that isn't a valid reason to attempt this item.
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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. Lux is such a squishy champion, the health won't matter much. We also waste the Unique passive from the item, too. Her Q is a snare, her W doesn't damage, and her E already has a slow. Therefore, only Final Spark would be affected, but the range is huge, you'd have a hard time catching up anyway. While the AP could be nice, other items will work better.
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The new Deathfire Grasp gives a huge amount of AP, as well as the active that amplifies the magic damage the unit takes. This would be a great idea if you have another AP DPS champion, but otherwise it would be useless. Due to Lux's range and vulnerability, it's not a good idea to get in range before you release your combo. In that sense, this item does not work too well on Lux. EDIT: The range on the active is 750, which also happens to be a typical range from where the combo is cast. TESTING PENDING.
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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 Teemo.
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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 Illumination, but it's really not viable. IMO, the only champions this might work on are Akali, Katarina, and AP Ezreal.


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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/Medium-Hard/Medium-High
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-Easy/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 Inner Flame, don't get too close. Easy/Medium-Easy/Medium
Dodge Lay Waste, watch out for Requiem. Easy/Easy/High
Very difficult once he unlocks Riftwalk. Medium/Hard/Medium
Shunpo = Get out of jail free. Huge burst as well. Medium/Hard/Medium
Ranged harass, watch for Intervention. Medium-Hard/Hard/Medium-High
Stay behind creeps, abuse your range. Easy/Medium/Medium
Stay close to minions, harass him from a range. Medium/Medium-Hard/High
Be wary post-6, Living Artillery hurts. Easy/Medium/Medium
Massive burst damage. Medium/Hard/Low
Farm up, don't let him engage on you. Easy-Medium/Medium/Medium
Dodge her harass, be wary of her engage. Easy/Hard/Medium-High
Have fun mirror laning. Medium/Medium/Average
Harass from a range, dodge Unstoppable Force if possible. Easy/Medium-Hard/High
Keep your distance from near-death minions. Abuse your range (again). Easy/Medium/Medium
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
Max range harass, early Prismatic Barrier. Hard/Hard/Low-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
Spam auto and ranged harass, dodge Q3 if possible. Easy/Medium/Medium
Get ahead ASAP, harass with range. Easy/Hard/Medium(With ) OR Very high (Without )
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 are of some difficulty, but with adequate skill and/or jungler intervention, these lanes can go fine.
Hard: While possible to win with a good skill level, these lanes are quite difficult, and often require a large amount of caution, as well as assistance.


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4.2: Common laning opponents, strategies.

a b c d e



f g h i j



k l m n o



p q r s t



u v w x y z


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5.1: During Champion-Select.

The Champion-select process has a huge impact on the game, and can easily decide how the game will flow.



When should one pick Lux?


Generally speaking, you want to pick Lux when you're playing the Middle lane, and occasionally the Bottom lane (as the support.) During the time provided, it's best to communicate with your teammates and discuss who gets to fill what role, especially during ranked games.


*RANKED SCENARIO.* It would be a good idea to pick Lux if:

1. Your team is in need of an AP champion, and/or a Mid/support player. In other words, your team needs someone to fill that particular role. This is pretty self explanatory.

2. A Lux pick fits well with your team composition. For example, with Lux's high range, she excels in a poking team composition, with champions like Caitlyn, Sona, Jayce, etc. She is also strong with a team-fight comp with heavy AoE lockdown, such as with Amumu. However, Lux is not as strong of a pick with a dive-focused arrangement, with champions like Vi or Shyvana, because she lacks mobility compared to those champions. Also, it wouldn't be a good idea to pick Lux if your team already has several other AP champions, as it would make it too easy for the other team to counter-build your team (Just build MR).

3. Your opponents' champion picks do not pose a direct threat to you. Most of all, look out for your lane opponent. A general rule is, you do not want to pick a champion into something that is a direct counter to them. Even though you don't have to worry about this *as* much on Lux, you should still be wary about when to pick her, as opponents such as Fizz or Zed could prove quite dangerous. Other than that, it wouldn't be a good idea to pick Lux into a team with heavy gap-closing abilities, because as stated above, she lacks mobility. For example, it's a pretty bad idea to pick someone without escapes into champions like Vi, Fiddlesticks, etc.


The time spent in champion select is also vital to working out your team's early game strategies, such as whether to invade the enemies' jungle. Thus, good communication with your team is extremely vital for success. Unfortunately, that is not always the case in queues, with toxic players all over the place. If you want to be a better player, though, don't be the one starting the rage.


Champion Select is also the time for you to decide on your Runes, Masteries, and Summoner Spells. These are generally dependent on your opposing team, mostly your laning opponent. For example, you don't want to play against Ziggs without any magic resist whatsoever. Also, it wouldn't be a good idea to take Ignite against a team with members that are difficult to kill. Based on your opponents' champion picks, decide on a configuration best suited for the circumstance, and remember: There are many things in this game that are situational.


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5.2: On Invasions.

Although occurring less, level 1 invasions is still a strategy used to gain an early game lead, namely, by attempting to put the opponent's jungler behind.

Lux is a champion decently suited to level-1 fights, with her snare on Light Binding. (It's quite important to take this spell if you know there will be level-1 aggression from either team. See explanations here.) However, even with Lux's level 1 CC, one still must keep in mind to never face check bushes. One such mishap could easily lead to your death.

If your team is on the offensive here, it's best to communicate with your team regarding who enters enemy territory first. Consider your teammates' abilities, and work out a CC-ing sequence. (In other words, you don't want to blow all your CC at the same time). With Lux's range, you should always be one of the last ones to enter enemy territory. A well-timed Light Binding at level 1 is virtually a guaranteed kill for your team, but considering its lengthy cooldown, it's a good idea to not use it unless you're confident you can land it.

As the invasion progresses, your team eventually reaches the enemy's jungle camp. At this time, it would be smart to help out your jungler with clearing out the camp. Since you're in the middle lane, you're in no haste to get to the "other side of the map", compared to your outer lanes. It's also a smart move to make use of your Trinket to ward the surrounding area in case of any attempt at retaliation.

A successful invade is highly beneficial to your team. Not only does your jungler get ahead (More ganks, yay~), you also put your opponent's jungler behind, which translates to increased safety in lane.


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5.3: During the Laning Phase.

The early-game is generally defined as the first 10-20 minutes of a game, dedicated to making a decent amount of gold for a transition into mid-late game. In other words, your main objective in the early game is to make money. The best way to do that is by last-hitting minions, a process commonly referred to as CSing or farming.

on the topic of farming


farming jungle camps


on the topic of the blue buff.


zoning and harassing enemies


going for kills


roaming


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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.


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5.5: 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



Different Team Compositions.

poking team composition


team fighting composition


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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 Leona, 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 CC. Light Binding ensnares the target, to allow for your partner to finish them off. Lucent Singularity slows anyone in the radius down, and Final Spark can be used to pick off any enemy that might be escaping.

As on any other support, you do not have a set build, or skill sequence. Does your team have an overwhelming amount of AP? AD? Are they tanky? As well, consider the opposing team's composition as well. That way, you can work towards being a support that can best benefit your team.

Unlike most other supports, Lux benefits from an amazing amount of late-game damage. During team fights, you will be able to help out your team by not only shielding them, but working together with them to defeat the enemy team. I mean, if you're Janna, you can't really do much other than use Eye Of The Storm, can you?


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Supporting as Lux: Runes.

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Mana Regeneration
9

Greater Glyph of Scaling Ability Power
9

Greater Quintessence of Movement Speed
3
Greater Mark of Magic Penetration allows us to benefit from increased damage, by reducing the effective MR the target has. Why this rune on a support? Remember, Lux has a massive amount of late-game damage. This contributes to team-fighting, or picking off that enemy that over-extended. Even as support Lux, you can do that. This is the only Mark that you should consider.

Greater Seal of Mana Regeneration is useful for some nice Mana Regen. If you're used to AP Lux, you would know about just how mana-hungry she can be. I hate to tell you this, but this problem's even worse when she's supporting. Why? When you're in the mid lane, you only have to worry about your own needs. However, when supporting, there's your AD Carry to worry about. What is he's being chased? As well, you will often use Lucent Singularity to check brushes. This helps towards managing that "small" mana supply Lux possesses.

Greater Glyph of Ability Power gives us late-game AP. Again, this helps towards team-fighting as a support. Other runes might not work as well, really.

Greater Quintessence of Movement Speed gives us some decent MS. Why MS? As a support, you will be running all around the map, warding. (And occasionally destroying the enemy's wards) This helps you to get around faster, for more efficient warding. Also, let's say your whole team's on the other side of the map, fighting. That second or 2 you save can save live(s).
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Runes

Greater Seal of Armor
9

Greater Seal of Scaling Health
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
3
These are some other runes that I consider viable on Support Lux.

Greater Seal of Armor gives us armor. As a bottom-lane support, you will be facing an AD Carry from the other team, as well as a support. This helps in surviving against the enemy in lane, so that you take less damage. I suggest this to people who can survive without the Mana Regen.

Greater seal of vitality gives us late-game health. With our finished, you will have some armor, a bit of MR, and around 3000 health. These seals make us even more "tanky" by late game, making you harder to take down. Other seals will work better than this one, though.

Greater Glyph of Magic Resist gives us flat MR. Usage of this rune will result in loss of late-game AP, but will allow you to survive against enemies a bit longer. 30 or so AP doesn't affect your overall damage TOO much, so if you think you can survive without it, take this glyph. IMO, the AP/lvl glyphs are better, though.

Greater Quintessence of Ability Power gives us flat AP. As Lux scales off AP, this quintessence can be quite beneficial. When playing AP Lux, this rune is a must. As a support, though, you have more of a choice.


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Supporting as Lux: Masteries.

Masteries
4/4
4/3
1/1
1/1
3/3
2/1
2/3
4/1
1/1
2/1
1/1
1/3
3/1

As a support, I like to run 9/0/21 masteries.

I put 4 points into Sorcery for the CDR bonus. Placing points into Blast gives us a bit of AP, as well as the ability to place points into Arcane Knowledge . As Lux is a more AP-oriented support, you will need the MPen stats.
A point in Summoner's Insight is necessary. This will reduce Flash's cooldown, which has gone up with the patch.
Meditation is maxed because we want the Mana Regen effects, to help control our short mana supply. This stacks with Greater Seal of Mana Regeneration, giving us a Mana-Regen stat of around 3 per second.
Mastermind gives us reduced cooldowns on summoner spells, which further increases our supporting potential. You would be able to Heal your ally sooner, and/or Exhaust would be available faster.
As a support, you'd have many active items to use. Because of that, Artificer is a great idea, because it helps reduce the cooldowns on some of those items. Especially significant with Mikael's Crucible.
Since you won't be getting kills and farming, you won't have much gold income. Points into Greed stacks with our GP10 items, which should help us out! Not only do you have your build to complete, you also have wards to buy. Getting Wealth also gives us extra gold, allowing us to have more vision during the laning phase, or more sustainability.
Biscuiteer is a pretty darn amazing mastery, since it basically gives us a free potion in game. This can be built into Explorer , an even better mastery. You get a free sight ward! If your enemy team decides to clear it with Vision Ward, it's free anyway.
Intelligence stacks with Sorcery , to give us a good 10% CDR. Casting your abilities just a bit earlier could potentially save lives.
Pickpocket is a great mastery in terms of gold income, and you will be using auto attacks to harass, since you have Illumination marks from your damaging abilities. However, this is NOT an excuse to overextend and die!
Nimble gives us a speed bonus similar to Janna's Tailwind. It's pretty under-rated, IMO.


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Supporting as Lux: Summoner Spells.

Again, a standard pick for just about any champion, and the most widely used summoner spell in the game. This is multi-purpose! Use it to chase enemies, escape from a bad situation, or getting in range to land that Prismatic Barrier on that Ignited ally.
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While this spell has fallen out of the current Meta game, I still think this spell is freaking amazing. With such a short cooldown, it can be used to scout for objectives, for the enemy jungler, and many other purposes. With this, you would gain extra map control against your enemy team, which is always a plus. However, you would be lacking in "supporting ability" during the laning phase.
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Lux is one of the few supports that does not have their own healing spells, like Blitzcrank. This spell is the only way you can heal yourself and your allies. With the buff to this spell in the patch, it's no longer viable on AD carries, but is a far better choice on supports, especially one without their own form of sustain.
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Running Exhaust in the bottom lane effectively shuts down the enemy for the duration. A slow, plus a damage reduction effect similar to Sona's Aria of Perseverance Power Chord. If used correctly, this can help you catch up and finish off your opponent, or saving a teammate's life. However, with the changes to Heal, if you want the Heal + Exhaust combo, it should be your AD carry that has this.


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Supporting as Lux: Skill Sequence(s).

Ability Sequence
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I use this sequence if you need early lane safety. Either your team lacks early damage, you are against an AD Carry that excels late-game (Like Kog'Maw and Vayne), or you are against a pair that dictates bush control and harasses from there (like Sona). This build focuses more on damaging your enemy as opposed to actually protecting your AD Carry. This is usually my preferred build, because you'd often have to hold your lane by yourself while your AD carry recalls or dies.
Maxing your Lucent Singularity first allows you to get that full slowing effect, possibly saving your ally and/or yourself from pursuers. Light Binding isn't maxed until later because the snaring duration remains the same. This build is for maximizing damage early on so you can be more of an asset towards your team in a fight, possibly helping in taking down more enemies.
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Ability Sequence
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This sequence is for more passive play. You should be using this build if you have a completely late-game based team that can't do much early game. This build focuses on protecting your teammates rather than dishing out damage.
Fully raising Lucent Singularity provides you with the much needed slow, and there isn't any good reason to level up your other skills first. Why don't we level up Light Binding in this case? Unlike Morgana's Dark Binding, the snare time doesn't increase. We will be mainly using this as a utility move: to catch fleeing enemies, or escape from a bad situation.
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Ability Sequence
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This sequence is optimized for early aggression. If you are on the blue side, it's a good idea to start 2x golems, and Light Binding is great for leashing. It also works if you are invading the enemy, or protecting your jungler's red buff. If you can catch the enemy out of position with Light Binding, First blood is almost certain. Having Lucent Singularity at level 2 gives you amazing harassing potential. Without getting out of position, auto attacks to detonate Illumination is great for harassing, and also nets you gold from Pickpocket.


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Supporting as Lux: Starting items.

Starting off with Tier 1 boots, one Health Potion, and one sight ward gives you good mobility early game. As a support, it is your job to support your team. Not only that, you will also be expected to place sight wards all over the place. Early boots gives you that mobility you need for this task. Replace your Health Potion with a Mana Potion if you find you are having trouble with controlling your mana usage.
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A standard starting item for supports. This provides us with Mana Regen, and enough gold for 2 Health Potions, 2 Mana Potions, and 2 sight wards. (You can change the amount of items as needed.) Also, this will build into our Chalice of Harmony, a vital item for any mana-hungry AP champion. Unlike Boots of Speed, this will not provide you with early mobility, but this will help you control your mana better.


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Supporting as Lux: Choosing boots.

CDR Boots are a viable choice for most, if not all, supports. This will allow you to cast your abilities more often, potentially saving an ally's life in a pinch. Along with our masteries, you will have a total of 25% CDR at this point. Considering the cap is at 40%, this may be a bit much, though. Depending on your finishing items, you may want to switch these boots towards late-game.
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These boots give us a lot of extra MS when out of combat (Meaning, not taking damage). As a support, you should be warding all over the map. Therefore, you won't often be in lane, and will, instead, be roaming around. The extra MS you get from not taking damage allows you to get around that much faster. A standard pick, viable on just about any support.
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*Boots are always situational items. These two are what I consider to be the most viable on Support Lux, but you could get the other types if you find it necessary. Well, don't get Berserker's Greaves.*


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Supporting as Lux: Important GP10s.

kage's lucky pick In most games, I get this, as well as philosopher's stone for the GP10 effects. From this item, you can get a decent amount of AP, and you can build this into other items for late-game usage. This item now has a new variety of items it can be built into, including shard of true ice, which can be kept into late-game and ALSO provides GP10 effects. kage's lucky pick
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This item essentially gives you free sight wards. Because of that, you can spend more of your gold on items, and less on wards. In that sense, this item is essentially a GP 10, where you gain extra gold from the items. The calculations round out to around 8.3 gold per 10 seconds, which is a pretty high amount. Therefore, having this will be greatly beneficial. Upgrade this to Ruby Sightstone at your own discretion.
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philosopher's stone This builds from Faerie Charm, one of your possible starting item choices. The regeneration helps a LOT early. However, with the changes to support item builds, this is no longer a mandatory GP10 choice on supports, since shurelya's reverie is pretty situational. Often times, kage's lucky pick will be all you need, since you have free sight wards in Sightstone. philosopher's stone


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Supporting as Lux: Item choices.

This would be a good idea if you are running summoner Heal. The item builds from a philosopher's stone, and gives a bit of regen, as well as a reduction on summoner Heal, Clarity, and Clairvoyance's cooldowns. What's better, if you gain 3 levels with this item, it disappears, but you keep the effect! If you aren't building anything from philosopher's stone, get this item early on.
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shurelya's reverie This item builds from our early philosopher's stone. From this, we get some health, a decent amount of Health and Mana regeneration, as well as some CDR. We also get the speed-boost Unique Active effect. Since the new support items came out, this is a pretty darn situational pick, and should only be bought when you have teammates like Hecarim or Rammus. shurelya's reverie
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Some health, armor, and health regeneration. This item builds from various beneficial items, and we get a (small) shield from its Unique Active effect. Although the shield value isn't high, you can still use it in conjunction with Prismatic Barrier to absorb even more damage for your allies. While it doesn't build out of a GP10 anymore, it's still an amazing support item, and the 1k extra health can easily turn a fight in your favor.
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This item isn't *as* good of a pick anymore, since it no longer builds out of a GP10. However, the active effect can allow your team to catch up to the enemy. It's a better choice on the tanks though, and not as good on someone squishy and ranged, like Lux.
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This item gives us health and CDR, as well as a Unique Aura effect which grants AD and Life Steal. As the current meta dictates ADC bot, and bruisers in top lane and/or jungle, this item would often benefit your team well. This item is still a reasonable choice, but there are better item picks.
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Essentially the AP Counterpart of Zeke's Herald, this item grants AP and spell-vamp, both to yourself and to your allies, through its Unique Aura effect. The spell vamp grants your teammates extra sustainability, and the bonus AP is nice to have. I like to get this item if you have an AP-heavy team, and if none of your teammates have this item.
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Since the patch, this item is not a good idea anymore. Since the aura no longer grants AD, AND with the cost increase, it's freaking expensive now. It does upgrade to Runic Bulwark though, but you really should only consider it if your team needs the extra defensive stats, and if no one on your team has this. It's a somewhat-better choice on a tank.
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This item is basically Promote in item form, plus a bit of AP. While the item itself doesn't have much supporting potential, it's a great pick if you're in a Ranked team situation. This is a great choice when your team decides they want to push down towers quickly.
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This item gives great mana regeneration, as well as being a "get out of jail free" card for an ally. It's basically a single-target Heal and Cleanse in 1 item. However, this is difficult to time, as it does not have the lingering effects that summoner Cleanse has. Also, the heal has a better effect depending on how much health the target is missing. In other words, it has a better effect on a low-health ally than a healthy one.
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This item is pretty darn neat. Not only does it give you survivability, the active also helps allies survive tower hits. It's a great choice if you have a dive-oriented team, but should usually be bought on a tank. If they decide not to get it though, feel free. While it's not as viable as other support items, it's so fun to use xD.
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shard of true ice IMO, this is the best support item released with the S3 update. What makes this so great? You get to keep the GP10 effects from kage's lucky pick! The active is like a targetted Randuin's Omen, minus the AS debuff. Also, it gives a reasonably decent amount of AP, and you get to keep it all the way until late-game. shard of true ice
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This item also builds from kage's lucky pick. While it's not as good of a choice as shard of true ice, it's a good idea if the enemy AP champion is fed. Which shouldn't really happen, because you're playing Lux, and if your mid lane gets countered, they should have asked you to take over, since Lux is pretty hard to counter mid. Anyways...This is also a great engage tool, as it slows the nearest enemy it touches, AS WELL AS reveals them.
*If your team is in need of some extra damage output, you could implement a few AP items (Such as Rabadon's Deathcap or Lich Bane) into your build.*


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Supporting as Lux: Warding and Map control.

Sight Wards are essential for any team, for better map controlling. With enough wards, you can prevent unnecessary deaths from ganking. Remember, wards save lives! Those of you interested in learning more about warding, check out Panglot's guide: Warding helper - More than your eyes can see. That guide has helped me out greatly, and I strongly suggest aspiring supports check out that guide.
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Remember: two of your spells grant vision!

Never, ever, EVER face-check brushes. That's the same thing as asking for a death wish. Before entering a suspicious brush, throw your Lucent Singularity into it. The spell grants vision where it lands, AS WELL AS ALONG ITS PATH. Keep that in mind when you are using E to check brushes.
By late-game, you should have your CDR capped at 40%, meaning you can cast your ultimate every 24 seconds. Remember, you get vision in a line! At this point in time, you can use this spell to poke enemies, or use it like a Hawkshot. Usually, you want to use it whenever it's up, to clear minion waves, scout, or hit enemies that are trying to push.

I wanted to include warding locations here, but the bandwidth thing is being annoying on me :/


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Supporting as Lux: Laning partners.

In my personal experience, Lux support works well with just about every AD Carry. They can farm up easily while you zone the enemy with Lucent Singularity. Most AD carries can follow up easily if you hit a target with Light Binding. Also, if they miss a kill, you can always secure it with Final Spark.
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Some examples.
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The best laning partner Lux can have, no contest. Ezreal synergizes extremely well with Lux, and well, Ezreal works well with just about any support. What makes this duo so fearsome is their post-6 damage. Trueshot Barrage works with Final Spark extremely well, and if you can use it together, there goes like 3/4 of the enemy's health. Also, if you hit a target with Light Binding, he can easily catch up using Arcane Shift. Try it out, it's amazing.
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While Varus is considered "out-classed", he is a great laning partner to have in my opinion. He has reliable burst damage that works quite well with Light Binding, as well as a further bind in Chain of Corruption. Also, his damage is quite reliable, and his range is huge.
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Although you never see a Vayne Lux combo, they actually work quite well together. In order to play Vayne effectively, one must be able to land Condemn and follow up. This is where Lux comes in. Lucent Singularity gives vision in the bush, where the Condemn victim would have landed. Follow up with Light Binding, you two have just landed 3 seconds worth of CC. With Vayne's Silver Bolts proc, and your damage, killing a target within 3 seconds would be a piece of cake.


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Supporting as Lux: The AP Support.

You may notice my new cheat sheet for support Lux, involving a set of items more on the AP side. Considering Lux's amazing damage, it just seems wrong not to include a build like this. With this build, we focus on early CDR, damage, as well as a few supporting items for your team.

If your mid laner is having trouble, do not hesitate to offer to take over the mid lane for them! Even with support masteries, Lux is a hard champion to beat in lane, unless the enemy is a hard counter like Talon.

When I play a support, these are my boots of choice. As Lux has longer cooldowns than most, this helps to negate that issue. You'd be having to cast spells far more often when playing as a support, as opposed to mid lane Lux. Since you aren't focusing completely on damage at this point, I usually start with this and switch to Sorcerer's Shoes by late game.
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Though this item got nerfed of its AP, it's still a great choice on Lux. At less than 3k gold, we gain a decent amount of AP, a good amount of MR, some CDR, as well as a near-infinite mana supply with the regeneration effects. After the GP10 items, I usually like to get this item as soon as possible when running this build.
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As Lux, you would be gaining kills and assists quickly with your multitude of cc and your long ranged Final Spark. Buying this item, however, also puts a target on your head, saying "FOCUS MEH"! That actually works to mislead your opponents, because they're actually supposed to be aiming for the carries. This also gives 160 AP when fully stacked, exceeding even Rabadon's Deathcap.
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shard of true ice This item is one of my favorite new items. It builds from kage's lucky pick, an essential GP10 on any AP support nowadays. You also get to keep the GP10 effects after you upgrade the item! It also grants a good amount of mana-regen, as well as an active similar to Randuin's Omen.
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WHY NO Rabadon's Deathcap?????
In all honesty, I don't really think it's that good of an idea to purchase this item on support Lux. True, the damage difference is really significant. However, don't forget that we're actually building for a support here. Like Karma, Lux can be built more AP oriented even when supporting, and do you ever see a Karma build this item? (Well, we never see her anyway, but she's actually pretty good if played right.) Anyways...Compared to the other items in this build, Rabadon's Deathcap has no supporting effects whatsoever, whereas the other items help out a lot. Athene's Unholy Grail grants us CDR and Mana regen, allowing to use our abilities faster. Mejai's Soulstealer improves damage significantly, and also works to mislead your enemy team, as well as essentially giving your team a second AP carry in the event that your original is bursted down instantly. shard of true ice is actually a support item, providing an active similar to Randuin's Omen. Whereas the Deathcap? Pure AP. Doesn't do much to help your team, and it's going to be expensive to build anyway, what with the Needlessly Large Rod costing 1.6k itself. These 3 AP items should be all you need to deal extraordinary damage to your opponents, all while maintaining the ability to assist your team effectively as a support should.


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ARAM!?

Yup! Lux is amazing in the ARAM (All Random All Mid) game mode. Her spells have an adequate amount of CC, are ALL AoE, and we also have Final Spark to pick off that low-health enemy, like what we can do with To the Skies! / Shock Blast and Requiem. Not to mention, we also have this deceptively powerful Prismatic Barrier to shield our allies with. While Lux is really mana-hungry, the pace of this mode allows items like Archangel's Staff to become extremely viable, as opposed to normal game-play. I mean, with all the spells you are using, you'd charge it pretty darn fast.
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Starting Items.
In this mode, we start out with 1375 gold, like we do in Dominion.
Lux's mana issues, especially in the early game, can be a pain in this mode when you run OOM when you really need to cast that W. This item solves most, if not all, of her early game mana cost issues.
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While these are usually my preferred choice of boots, it's not as useful in ARAM. While the MPen can help out a lot, we sinply don't have the CDR we need to meet our demands. However, it's a good choice if the opposing team is quite tanky.
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Starting with basic Boots of Speed and this grants us quite a lot of early AP. We can build the wand into a variety of items, such as Rabadon's Deathcap and Rod of Ages. However, since we're not aiming to die, you may be stuck with the low MS for a while.
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2x Doran's Ring and Boots of Speed grant us a great amount of Mana Regen, and is a great build aimed towards early-game. If you can stay back out of the enemies' range, this is a great set. (NOT for when they have someone like Blitzcrank.)
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Possible items.
Again, a standard pick on any AP caster. This is the item that grants the highest AP in the game, as well as a 30% bonus stacking with Archmage . I like to get this item as my first (or second, if you want Rod of Ages) full item.
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This item alone would solve all of Lux's innate problems, namely with cooldowns and limited mana supply. Building out of a Chalice of Harmony, this item is one of your most important core items in any situation.
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This is about the only defensive option you should consider as a ranged AP champion. It grants a large amount of damage, a good chunk of defense against AD opponents, as well as a Statis active that can potentially save you from a variety of threats.
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While this item is weaker on Summoner's Rift (due to the low amount of AP it provides), it is a great choice in ARAM, where your main objective is to poke. This item excels at doing that, and it also grants you with a bit of survivability.
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As we have a huge range, Abyssal Scepter won't be of any use to us at all. Therefore, this is the best item we can get to break the enemies' defenses. I usually get this towards late-game, like in Classic mode.
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*These are just my favorite items in this mode. However, I do not have as much experience as some other players out there with ARAM mode, so help me out! I'm glad to accept suggestions. Oh, and ALWAYS build situationally. No point in getting MR if they have a team full of AD champions.*


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Changes Log.

2014/02/28: Further additions to chapter 5. I think I still have to cover the mid-game gameplay. Section 5.5 on buff-stealing removed. 5.6 renumbered to 5.5. Sample team comps added to 5.5, will add more once I figure them out, suggestions are also welcome.
2014/02/20: Some edits, chapter 5 still in working progress, albeit a bit slow.
2014/02/05: Added one more spoiler to Chapter 5.3, minor updates to cheat sheet and text. Editing ARAM items (oh god, why did I put Rod of Ages in there anyway >.>)
2014/01/24: Edited Cheat sheets slightly. Barrier moved to recommended summoner spells.
2014/01/13: Apologies for the late updates! I'm preparing for my Final Exams... Chapter 5.3 updates completed~
2014/01/01: HAPPY NEW YEARS EVERYONE! :D Chapter 5 remake is in progress.
2013/12/26: Chapter 4.2 updated. Champions added to Chapter 4.1 included.
2013/12/24: Chapter 4.1 updated. , , , etc, added to the list. Condensed table of contents added.
2013/12/23: Chapter 3 updated, Morellonomicon removed from recommended items list.
2013/12/22: Chapter 2 updated.
2013/12/21: Cheat sheet + Chapter 1 updated.
2013/11/25: Added trinkets to the cheat sheet. Support updates to come.
2013/11/21: Pre-Season Changes, Part 1. Cheat sheets updated. AP Lux-Masteries section updated. Alternate builds removed while I test for viability.
2013/11/13: Builds updated.
2013/09/27: Laning opponents updated up to Heimerdinger. I was busy :P
2013/09/18: Laning opponents updated up to Ezreal.
2013/09/16: Laning opponents updated up to Cho'Gath.
2013/09/08: Sorry for the lack of updates! I've changed around the builds a bit. Some of the information within the guide are becoming outdated, so I'll be working on a major update whenever I have the time!
2013/08/20: Condensed laning opponents section into spoilers. Remake pending!
2013/07/25: Minor changes.
2013/07/15: I'm opening 1v1 tutoring classes! Players have already approached me, space is limited! (I can't help too many at once :P)
2013/07/08: Pictures are fine now. And the manual summoner update worked. Finally shows me as Gold.
2013/06/25: Halfway done updating photos. Can't do the other half because NA server crashed while I was getting it >.>
2013/06/25: Following a long period of further experimentation, I decided to prioritize Zhonya's Hourglass over Liandry's Torment, and made the change to the cheat sheet.
2013/06/12: Wow. I forgot all about this log. Anyways, tagged my LolKing profile into the guide.
2013/05/08: Text changes in places. No time to sort out the bandwidth problem yet :/ Also, I forgot to update changes log for previous minor changes xP
2013/04/13: Removed "Season 3" from guide and build names.
2013/04/09: Patch 3.5 Balance update, Lux got nerfed. :(
2013/04/08: Guide Overhaul on AP Section. Will work on Support Section soon.
2013/04/03: Fixed a typo. xP
2013/03/26: Changed text for Will of the Ancients.
2013/03/24: Changed the Morello's/CDR build cheat sheet slightly.
2013/03/20: Re-uploaded some images. Hopefully this helps.
2013/03/19: Added alternate build suggestion.
2013/03/16: Fixed up the cheat sheets here and there, and added a bit of new info.
2013/03/02: New build on Seraph's Embrace. Made section on Builds overview.
2013/02/21: New cheat sheet on build with a Morellonomicon core. Added Liandry's Torment to cheat sheets. Added Liandry's Torment to core items.
2013/02/05: Updated section on Mejai's Soulstealer after discovering a new practical use.
2013/01/31: Minor changes here and there.
2013/01/27: Fixed Cheat sheet errors.
2013/01/25: Removed Abyssal Scepter from "Finished build cheat sheet". The last item should be completely situational.
2013/01/24: Guide beautification project begins! First banner is added to the Introductions. Suggestions appreciated!
2013/01/22: Minor changes to text.
2013/01/20: Updated cheat sheets again.
2013/01/18: Remade the "Don't get Rod of Ages" section following a suggestion in the comments.
2013/01/17: Updated Crystalline Flask with Pre-season patch 2.
2013/01/16: Removed Lich Bane from cheat sheet due to the risk of utilizing the item correctly.
2013/01/05: Updated Combo calculations (finally) Does anyone even care? :(
2013/01/05: Updated Final Spark's skill name! Thank you Mobafire!
2013/01/04: Removed Doran's Ring. Removed my preferred build, since it's really repetitive. Mentioned Brute Force vs Mental Force in Masteries section. General updates here and there.
2013/01/03: Updated tips against AP Master Yi. Changed title to better reflect the guide content.
2013/01/02: Updated items section to reflect the flexibility of the last item. Included "Difficulty Score" in Laning Opponents section. A complete change in attitude regarding Liandry's Torment after it failing on me on several occasions. Fixed title of section 1.2. Apparently I can't use quotation marks, okay.. Included warding locations.
2013/01/02: Updated cheat sheets for easier comprehension. Included my personal preferred set up.
2013/01/02: Late Happy New years everyone! (Computer wouldn't let me update yesterday) Also, a special thank you to everyone who has supported me along the way. This guide is now the highest ranking Lux guide on Mobafire!
2012/12/28: Made the "Correct" Stats section. Changed Expanded Mind into Mastermind .
2012/12/26: Added section on Teamwork. Updated laning opponents section.
2012/12/25: Fixed a typo mistake in the support GP10 section! One of the icons was Aegis of the Legion instead of Sightstone, which was an oversight when I was updating the guide for S3.
2012/12/24: Added Crystalline Flask to guide. Added Greater Glyph of Magic Resist. Edited TLDR section.
2012/12/23: Changed item purchase order. It was something I should have changed along with the S3 updates xP
2012/12/13: Minor changes to the text at various locations. Changed TL-DR section. Removed Lich Bane from AP Support section. Added "Ideal laning partners" section, as well as a new skill sequence to Support Lux section.
2012/12/12: Removed Greater Mark of Hybrid Penetration. It's not worth it anymore.
2012/12/11: All S3 updates complete! (Minus combo calculations, but that's not essential :P)
2012/12/10: New cheat sheets for specific circumstances!
2012/12/09: AP Lux section updating complete! (I think I still need to do the combo calculations, but it does still look reasonably relevant.) Support cheat sheets updated.
2012/12/04: Pre-Season 3 Patch released! Updates are currently under way.
2012/11/28: Started uploading images on skillset! Will continue to add. Updated some of the "Laning opponents" section.
2012/11/27: Items update for S3 completed! Will implement into core items section when the server becomes live.
2012/10/31: AP Support Lux item choices explained.
2012/10/30: Made a new cheat sheet for Support Lux that is more AP oriented. Will add explanations soon, I have no time right now xP.
2012/10/14: Updated "Common Laning Opponents" section. Combined typical build items set.
2012/10/12: Updated some items. Added Will of the Ancients. Changes to text. Added section on Smart Spellcasting.
2012/10/09: No major patches recently :/ Nothing much I could add on that I can think of. Updated Combo calculations to reflect on my new mastery set, as well as starting Boots of Speed instead of Doran's Ring.
2012/9/27: Briefed on ARAM play as Lux. Included Doran's Ring into core item build. Updated item sequence. Added Greater Mark of Hybrid Penetration into viable Runes. Updated Common Laning Opponents chapter.
2012/9/24: Sorry for the delay! I've updated Syndra into the Common laning opponents section, and combined the section all together. Kinda hard to add champions in with my previous format ._.
2012/9/08: Supporting as Lux section completed. Common Laning Opponents section completed.
2012/9/04: Filled in Supporting as Lux: Core items section.
2012/9/01: Removed kage's lucky pick from Core items section. Moved Void Staff into Core items section.
2012/8/30: Implemented League of Legends v1.0.0.146 patch on Abyssal Scepter. Started section on Supporting as Lux.
2012/8/29: Implemented suggestions from discussion into guide. Rephrasing some text. Added Ryze, Sion, and Swain to "Common laning opponents" section. Will continue to add.
2012/8/28: Guide officially published. Minor changes to text.
2012/8/19: Guide started.

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To-do List.
-Complete "Common laning opponents" section.
-Complete section on supporting as Lux.
-Possibly add in a section on ARAM gameplay, for the LOLz? :D No really. Lux in ARAM is amazing.
-Update for S3.
-Update combo calculations.
-Laning guides for new champions, such as Lissandra, and new-meta mid laners, such as Kayle.
-Updating for Pre-season: Support Lux, new GP 10s, alternate builds, Trinkets.
-Elaborate on support Lux.
-Add more information to ARAM section once I gain more experience and/or suggestions. (On hold)
-Add in images, videos, and scores. Taking submissions! (Will add when I get them)
-Clean-up some of the text, and make it more reader-friendly. (Ongoing, always a WIP)
-Section on laning against AD Casters. Need more experience. (On hold, but almost all of them are hard counters.)
-Think of more things to add? :D (Always ongoing)


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Credits!

A big thanks to the various guides that helped me learn the process of guide-writing!

Jhoijhoi's guide on making a guide
Matt's guide on BB Coding
IceCreamy's guide on using columns

Thank you to those that are willing to set aside the time to review my guide! Your suggestions really helped me :)

xxIAMLEGENDxx's Review shop

A special thank-you to everyone who has given me suggestions on how I can improve my guide! I have personally tried out the suggestions, and I can say that it's made me a better player.