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Lux Build Guide by Retribution

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League of Legends Build Guide Author Retribution

Lux: The Final Spark. An UPDATED Comprehensive Guide.

Retribution Last updated on March 27, 2015
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AP Lux


Support Lux

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Legendary Guardian

Defense: 0


Utility: 9

Threats to Lux with this build

Show all
Threat Champion Notes
Karthus Somewhat dangerous with jungler, but no threat otherwise. Can easily harass and kill.
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1.1: Introduction: About me and my guide.


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. 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 most 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 high-ranged harass, kill potential, and objective control capabilities. Lux might not have the mobility, nor the tankiness, compared to some other picks, 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!

Disclaimer: By no means do I consider myself a "pro" player, and I don't want anyone else to make that assumption either. 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 are accurate, to the best of my knowledge.

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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.


Greater Mark of Hybrid Penetration

Greater Seal of Health

Greater Glyph of Magic Resist

Greater Quintessence of Ability Power


>> >> >>


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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.

+Easier to learn!
+AoE spells!
+Great burst damage!
+3000 range on ultimate!
+2 spells give vision!
+Underestimated shield!
+Great for smartcasting!
+Amazing late game poke!
+Few effective counter!
+Strong harass, both Mid and Support!
+Best laugh ingame!

-Skill-shot oriented, harder to master...
-Longer cooldowns...
-Lack of escape tactics...
-Needs positioning...
-Weaker late-game...
-Sub par utility as support...
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 a good mid laner, due to the fact that she out-ranges almost everyone else, and 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 Orianna and Xerath, because there are few champions that counter her. While some lanes can be a bit difficult, assuming both players are of around equal skill level, Lux will seldom 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 difficult 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! Those fractions of a second you save can often mean the difference between life and death.

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.

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, and its AP scaling also ensures she does not fall too far behind in damage late game. It is a good idea to get this mark on your opponents before using Final Spark, regardless of the phase of the game, for an extra burst of damage.
fillerNote the enemy minions with the Illumination marks.

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. 1 second is enough time for you to release various combos. Usually, you will want to start your combos with Light Binding, as it ensures your target will remain in one place for you to do whatever you want to them. However, it has a long cooldown, so only use it if you are 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. Note that the bind already ended on the second minion, while the first is still bound.
light binding

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. = =
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 narrower.
prismatic barrier

Lux's E skill is Lucent Singularity, a delayed AoE damage skill. 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, and/or walk out of range. 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 maximum harass, lay a Lucent Singularity under your opponent, fire an auto attack while they are in range, explode the Lucent Singularity while your attack animation is still in the air. 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. Anyone with their hit-boxes touching the area will be damaged. The location of my mouse hover is the actual maximum-cast range.
lucent singularity

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 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 in some cases it could be used for vision purposes. 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/secure objectives. However, avoid kill-stealing with this!
Final Spark has a long range, however, it is NOT global, as shown in the minimap. Aiming it requires practice, as the actual projectile seems to be slightly narrower than indicated.
final spark


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2.1: Regular Runes.

This is a standard AP caster setup. The Greater Mark of Hybrid Penetration gives MPen as well as Armor Pen, which increases our damage by ignoring some of the target's defense. Along with our Sorcerer's shoes, this will allow our abilities to deal their full damage early game. The reason this is favourable over Greater Mark of Magic Penetration is due to the fact that you will be somewhat reliant on auto-attack harassing in the early game. The Greater Seal of Health 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.

The above are some other rune page setups I sometimes use. Be sure to adjust your setup situationally, based on your own playstyle, experience, as well as your opponents' picks, if applicable.

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2.2: Masterful Masteries.


This summoner spell aids in last-hitting minions in lane, and is more useful than Double-Edged Sword due to the two scalings on it being potentially dangerous to someone as vulnerable as Lux. This is especially helpful for less experienced players.
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.
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 .
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.
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.
This grants 5% bonus AP, and stacks with the passive bonus from Rabadon's Deathcap.
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.
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.
More extra damage to top off the offensive tree. Yay.
A slightly increased movement speed value. It can help a bit in dodging skill shots, but is mostly used as a filler point.
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.
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.
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:
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 the standard summoner spell choice for most champions. This can be used for multiple purposes, such as running away, getting in that last hit, or dodging enemy abilities should they prove threatening to your life. I take this on Lux all the time. Enchantment: Distortion decreases the cooldown on this spell, and is a good pickup if you are against a team with heavy engage.

Barrier is a great defensive pick on Lux. Considering how vulnerable she is, the extra "health" 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, 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.

Heal is your other potential defensive pick. It's similar to Barrier, in that one grants "effective health", while this grants actual health. This is a better pickup than Barrier against an opponent with more sustained damage, while Barrier is better against more burst-oriented enemies.

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, you're almost never going to be casting your combo from max range, due to the difficulty of landing a max range Light Binding. If you know you want to play defensively, though, it's good to consider the other choices, like Barrier.

Decent alternatives.

Teleport is a summoner spell useful for a variety of purposes, from defending a tower, returning to lane quickly, split-pushing, or ganking. I suggest this if you're going for a passive farm lane, since this allows you greater mobility, while sacrificing trading potential. It's useful against enemies that you know you won't be able to kill easily, such as Galio and Cho'Gath.

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. It's also viable on AP Lux, against opponents such as Zed, to reduce their post-6 kill potential.

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. Cleanse also removes Ignite and Exhaust.

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
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 Malice, 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 items.

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. This, along with potions and a trinket, will provide for all your early game needs.


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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.
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.
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.
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.
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.
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.
This allows you to recover health rapidly 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".
*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 situation.

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3.4: Standard items.

This item is a great pickup should you fall behind in lane, or prefer a more conservative playstyle. 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 increased, allowing you to harass and farm far more freely. Buy this before upgrading boots, if you are going to build into this item path, and upgrade this into Athene's Unholy Grail as soon as you can.
This item is pretty much a staple pick for any AP caster champion. You gain a 120 base AP, as well as a 30% bonus, which stacks with the 5% from Archmage . You would generally want this as your first or second (After Athene's Unholy Grail OR Morellonomicon) 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. Compared to other players who prefer to build other 120 AP items first, I personally prefer this path, as this grants the maximum damage, allowing you to fully take advantage of Lux's mid-game strength.
While this item does not provide much damage, its amazing sustainability makes it a strong defensive item pick. This item is upgraded from an early Chalice of Harmony. I strongly recommend purchasing this item quickly, if you do decide to build this path. If you are ahead in lane, though, I suggest against building this item, as the lesser damage output compared to Morellonomicon will reduce the snowballing potential you will gain from the early lead.
A strong offensive CDR-mana-regen item, I highly recommend rushing this item should you pull ahead in the laning phase. This is among the cheapest of items, granting a great amount of damage potential upon item completion. If you choose to build this path, this will be your sole mana-regeneration item, while also contributing to a good chunk of your damage output. The main downside to this item is its lack of defensive stats.

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.
This item gives us a huge 120 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.
This third 120-AP item is very strong for poke and wave-clear purposes. Essentially the Statikk Shiv for mages, this item grants a strong damage boost, as well as a good amount of movement speed, both of which are helpful to Lux. I recommend getting this as your third full item if you are ahead, for maximum snowball potential; otherwise, purchase Zhonya's Hourglass and/or Void Staff prior to this, dependent on your opponents.
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".

Seraph's Build

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3.5: The Viability of Mejai's Soulstealer.

Mejai's Soulstealer is a stacking item. 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?*

Compared to other champions in the game, Lux's role as a "supportive mage" puts her in a safer position compared to more "Assassin-based" champions such as Fizz. That, along with Lux's long conventional range, grants more safety than available to most, if not all, other champions in the game. 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. However, due to the inherent dangers with this item, I would not recommend this item when ahead in lane. If you're already winning your lane, it's not only safer, but more reliable, to simply continue with your intended build path, as to get a "permanent" advantage over your opponent, rather than the "temporary" advantage that could be lost at any time. On the other hand, I would actually recommend using this item when you fall behind. 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 supportive identity, getting this item when you're behind will grant you a chance of making a comeback. There are no guarantees, but this gamble often yields better results than attempting to sit back and farm, which if your opponents play smart, you won't get to do.

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.

Because of that, this item can be very helpful for 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. With Lux's supportive identity and inherent safety in range, the "uncertainty of death" applies less so to Lux than on most other champions.

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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.
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.
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.
4. The sheer cost of this item.

This item costs around 3k gold, which is around the same as 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.

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.
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.
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.
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. This item only works on auto-attack-centric AP champions, not someone like Lux who seldom auto attacks late game, even to proc Illumination stacks.
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. Honestly, this is just a lackluster item right now.

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4.1: Common laning opponents, strategies.

a b c d e

f g h i j

k l m n o

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u v w x y z

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4.2: Common laning opponents, strategies. NEW version, WIP.






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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.

4. You are comfortable enough with your experience. In a ranked game, this can potentially trump the other 3 criteria. Take a champion you've played 100 games with, and another that you've only played 10 games with. It's quite easy to guess which champion you're likely going to perform better as.

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


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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?
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.

Compared to Mid-lane Lux, Support Lux is a highly situational pick, but has good potential under the right circumstances. One might ask, why would I pick Lux to be a support? In the bottom lane, her best (And perhaps only) asset is her immense offensive potential, with a nearly-unrivaled burst-potential, and she is lackluster in other aspects such as her lack of peel, unreliability in initiation, etc.

Thing is, you cannot hope to play Lux as a conventional support and succeed. It just won't happen; she can't compete with Thresh nor Leona for initiation and poke potential, and she can't compete with Janna for peel and disengage potential.

Even in the support role, you still retain your strong AP scalings. Thus, the way to make Lux support work is to treat her as a Mage-support, similar to Annie or Zyra, investing in some degree of damage, and abusing your offensive potential.

Lux support is a niche pick. That doesn't mean, however, it can't be made to work.

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Supporting as Lux: Masteries.

This is the standard 0/9/21 setup for a Support.

The defensive tree stats grant you some good early game survivability, useful given Lux's extreme vulnerability compared to other champions.

The utility tree enables you to enhance your supporting and growth potential, by granting you extra sources of gold income and further mobility for warding at remote positions.

This 9/0/21 build sacrifices defensive stats for offensive potential. It's only a good idea if you're confident you won't end up taking an excessive amount of damage, and that you can snowball your lane partner from an early stage. Only consider this build if against more passive laners that lack harass and/or initiation, and if you're comfortable with having close to zero defense.

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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.
Lux doesn't possess any innate sustain. This spell is the only way you can heal yourself and your allies. The heal, along with the speed boost, means this spell is effective for peeling and surviving.
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.

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Supporting as Lux: Skill Sequence(s).

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
This sequence is optimized for support Lux. Starting with Q at level 1 provides laning safety, as well as defense against potential enemy invasions. Also, if in the case your opponents are aggressive laners that decides to engage on you the moment they hit level 2 before you do, having that Q makes it easier to survive that disadvantage. On the other hand, E is ineffective for peeling at earlier levels. E, however, is the best ability to max first, due to its scaling slow and strong poke potential.

Alternatively, you could choose to max W second to grant allies increased survivability.

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Supporting as Lux: Starting items.

As an AP-centric support, with a harass-heavy playstyle, this is the ideal starting item for support Lux. With its gold income and bonus damage on spells and attacks, this synergizes well with the aggressive playstyle needed to play Support Lux effectively. This item does, however, leave you more vulnerable than the other items, as expected of a typical high-risk-high-reward item. Do note that the passive is disabled for some time on killing a minion.

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Supporting as Lux: Choosing boots.

This provides stronger damage potential for your abilities, and is strong on an AP support like Lux. These boots are my preferred pick right now, as the Ionian Boots of Lucidity is not needed, due to being easily able to achieve max CDR as a support.
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.
*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.

In most games, I get this for the GP10 effects. From this item, you can get some amount of AP, and you can build this into Frost Queen's Claim for utility. The damage bonus is improved compared to Spellthief's Edge, and grants a sizable gold income. If you can't afford a Sightstone on your first back, get this.
This item essentially gives you free Stealth 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 after you have finished every other item.

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Supporting as Lux: Item choices.

You should aim for this as soon as you can, after completing the above GP10's. This grants you some survivability, as well as increased harass potential in extra mana regen. This will build into a Mikael's Crucible later in the game, a very useful pickup against CC heavy teams.

Due to your long range, and the ease to get assists, this item can be stacked rather quickly. It gives a good amount of AP damage, as well as a CDR buff at max level. This item also works to mislead your opponents' focus, as this item makes your opponent more likely to target you, leaving your other teammates to deal damage.

This item builds from an early game Frostfang, and grants even more AP, a bit of CDR, as well as increased gold income. The active is a skillshot slow that explodes in an AoE upon reaching max range, useful for chasing an enemy or disengaging from a bad fight. Landing this ensures a guaranteed Light Binding, and potentially a kill.

This item grants a good amount of damage and move speed. The good part about this item, however, is its active, which is a good scouting and engaging tool, much like Frost Queen's Claim. This is a viable AP item to stick into your AP support build.

This will build out of your earlier Chalice, and grants you the ability to Cleanse allies of CC, while healing them for a little bit. Ideally, you want to reserve this for your ADC if your opponents have strong lockdown potential. The heal on this item scales with missing health. Thus, you want to either use this when your ally gets CC'd, or if they fall just below half-health. You want to take maximum advantage of the heal, but you can't afford to wait long enough such that they will die almost immediately after the heal anyway.

Upon reaching full build, you will want to sell your Frostfang or your Frost Queen's Claim for this item. This is by FAR the best GP10 upgrade in terms of the utility it provides, giving all your allies around you a movement speed burst. Its offensive and defense potentials are both stronger than that mentioned above in Frost Queen's Claim's section, and is useful in just about all circumstances.

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Supporting as Lux: Warding and Map control.

Stealth 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.

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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Changes Log.

2015/03/27: Updated cheat sheets to be more understandable. Re-added Heal onto list of viable summoner spells. (2.3) REMOVED Seraph's Build from Cheat sheet, r.f Spoiler, Section 3.4.

Support Lux section changes:
-Re-wrote Overview to reflect current meta.
-TEMPORARILY removed runes segment.
-Now includes both a 0/9/21 and a 9/0/21 mastery setup.
-Updated recommended items.

Current To-Do list:
-Complete new Matchups section
-Finish Support-Lux runes
-Elaborate on Support-Lux masteries explanation
-Add section on Support-Lux gameplay.

2015/03/25: After a long hiatus, I've updated the guide for Season-5 gameplay! I will continue to make the new champions-matchup segment, as it requires more work than the rest of the things I've dealt with (Most of the guide's content regarding actual gameplay are still very much relevant), so the matchups section is outdated.

My apologies for the long wait everyone! Even though I am quite a lot busier compared to when I compiled the first-version of the guide nearly three years ago, I will continue to update this in my spare time, and attempting to ensure all info is up to date. Thanks for all your continued support!

2014/07/30: Illumination buffs. 1200 DAMAGE LASERS ARE NO LONGER A DREAM!
2014/07/28: Brand matchup completed. Sorry for the delay! I was on a road trip. I do plan to continue the new section at a rate of 1-3 matchups a day, so expect the entire section to be done within the next month! :D
2014/07/24: Annie matchup completed. (Finally) fixed all Sight Ward references. Reworded Mejai's SoulStealer section. Expanded on the Anivia matchup.
2014/07/23: Began work on a new Laning Opponents section, Ahri, Akali, and Anivia completed.
2014/07/23: Derp, forgot to fix the condensed table of contents.
2014/07/22: Beginning full guide overhaul. Important updates completed.
2014/05/26: Morellonomicon-CDR build re-introduced onto Cheat sheet. Will mention in text in the near future.
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.


To-do List.
-Complete "Common laning opponents" section.
-Complete section on supporting as Lux.
-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 gameplay.
-New Match-ups Section
-Re-introducing ARAM gameplay. (On hold)
-Gameplay screenshots? (Ongoing, but uncertain)
-Clean-up some of the text, and make it more reader-friendly. (Ongoing, always a WIP)
-Think of more things to add? :D (Always ongoing)

Guide Top


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.