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Lux, the Guarded Light

Lux, the Guarded Light

Updated on March 4, 2011
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League of Legends Build Guide Author Build Guide By Guest 1,375 Views 0 Comments
1,375 Views 0 Comments League of Legends Build Guide Author Build Guide By Guest Updated on March 4, 2011
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Spells:

LoL Summoner Spell: Ignite

Ignite

LoL Summoner Spell: Ghost

Ghost

Introduction

Hello,

As one of my first builds since the site itself has updated, bare with me. However, I've played LoL long enough and I've never loved a character more than I have my Lux.
This build should serve all those players who are looking for a caster with survivability that can also snipe kills...and not just with the ultimate :D

The main idea of the build is to have a sustainable Lux that can illuminate the other team, to death.
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Runes

Now for Runes, I've got to be honest I'm new to them.

First off, our Marks. For me, I've always seen having Penetration runes gives you an edge. Especially early game, since in this build we won't be getting our Void Staff until after our RoA. Therefore I say, build MP Marks just so that you can get rid of some of that pesky, annoying passive MR champions have and hit harder.

With our Seals, I suggested the MP Regen/5 Runes. Normally when I lane, I'm constantly harassing with Lucent Singularity, and even our Light Binding every once in a while, to keep them in range of the Lucent Singularity. This can leave us mana starved early game, so I propose the MP Regen for early game, and even late game because well, it never hurts.

On to Glyphs...I went with AP per level. Mainly due to the build I chose. With RoA our stats are on a constant rise along with our Archangel's, however you would hope to have that maxed soon. The idea of rising stats is that the bonus end-game is almost breath-taking, even on Health wealthy champions.

For Quintessences I went with AP per level as well. With these AP per level bonuses you find yourself just over the 600 AP mark, and the idea is that if the game doesn't last that long you've got substantial AP from the Runes regardless.
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Masteries

With Masteries I went with the usual Utility/Offense build. In it we get our usual CDR and Mana/Mana Regen, but we also get that sexy AP addition and a 15% MP bonus.
Coming out to 9/0/21.
For some people however, they go into Utility Mastery bonus and the Greed talent in Utility. The object of that is to obtain a Golem buff whenever possible and hold one, dropping the passive mana increase from utility.
I don't see the use of this, because with the Expanded Mind talent you also buff your AP a small portion with your AA Staff. But then even WITH the Expanded Mind buff, I still see the usefulness of obtaining Golem whenever possible, if only for the CDR.
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Items

As far as my items go, they were chosen for Survivability and Burst on most normal characters.

Doran's Ring is usually my first item. With the Light Binding as my first skill it's easy to run out of range after a snare to avoid being hit. Health Potions aren't normally needed. But if there IS a need for Health Potions, mainly due to being new to Lux, start with a Meki Pendant and 2 Health Potions.

Normally I'll lane long enough until I can afford my Ionian Boots of Lucidity, which I take for the CDR on our Snare and our AoE slow. When you've got running down you should be able to slow them long enough to run out of melee range then turn and quickly cast Light Binding on them to hold them in place, giving you an easy escape. The idea is that with CDR on these two spells, if you happen to have a long run ahead of you, you'll be able to cast them in succesion to say if the enemy champion has Ghost or Flash. Or even if you're Exhausted.

Next I like to get my Tears of the Goddess to build up my mana while I'm laning, but only until I have the gold for Archangel's Staff. This build up of mana should support constant spamming of skills which is needed to be a successfully laning Lux.

Rod of Ages is my life saver. It alone gives me sustainable health and additional mana to steadily cast with. Having the Health could also turn enemy attention to another, squishier player, leaving you free reign to SAVE said player in a snare, slow, ulti combination. Gotta love it.

Next we grab our Void Staff. I chose the Void Staff to buff your MP runes. Normally without it you would have 8-9 points of MP but with Void Staff you reach a nice 48.55 MP which takes care of most natural MP resistances, if not halfing the enemy champions MR nicely.

Next we'll move on to the normal Rabadon's Deathcap which has taken the place of Zhonya's Ring. It gives that always sexy % Ability Power bonus + the regular AP from the item itself.

Your next item is a toss-up, yet I usually go with what I have listed.
To obtain your next item, sell the Doran's Ring and choose between either Morello's Evil Tomb or Zhonya's Hourglass for the active. Being a person that hates using actives on items, I chose Morello's for the MR/5 and the CDR plus extra AP. But the Hourglass has a nice touch of AP to it itself and if you are by chance one of those rare, active using summoners then you'll adore the survivability bonus of the Hourglass during a teamfight.
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Lux, the Guarded Light

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