Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Flash
Ignite
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction
- Greater Quintessence of Potency -
Typical of an AP carry, I use flat AP quints. Due to the nature of Luxs skills (long cooldowns and entirely skillshots) you need to do as much damage as possible before getting your skills on cooldown, especially early game where your cooldowns are longer and more meaningful and your opponent in lane can take advantage of the situation.
- Greater Seal of Clarity -
Lux is a mana-hungry champion. Early game you start with just enough mana to throw your Lucent Singularity a few times; not to mention your stun. Late game this is still an issue, though not as much if you can manage to get Blue Buff. Yet the problem still stands, and therefore mana-regen per level seals can help with the late game issue of running out of mana in the middle of a team fight.
- Greater Glyph of Force -
These Glyphs are fairly self-explanatory; the idea here is to get as much AP as humanly possible and take on the role of your team's AP carry while maintaining utility with your Shields, Stuns and Slows. Glyphs of Force, while not as potent early game, give you a slight edge toward the end which could mean the difference between someone escaping with 100 health or not escaping at all.
- Greater Mark of Insight -
These marks become fairly universal for AP casters; the Magic Pen is truly something necessary as an AP nuke. Flat magic pen is a great asset early game to milk the most possible damage from your comboes, and late game to ensure the killing blows.
Typical of an AP carry, I use flat AP quints. Due to the nature of Luxs skills (long cooldowns and entirely skillshots) you need to do as much damage as possible before getting your skills on cooldown, especially early game where your cooldowns are longer and more meaningful and your opponent in lane can take advantage of the situation.
- Greater Seal of Clarity -
Lux is a mana-hungry champion. Early game you start with just enough mana to throw your Lucent Singularity a few times; not to mention your stun. Late game this is still an issue, though not as much if you can manage to get Blue Buff. Yet the problem still stands, and therefore mana-regen per level seals can help with the late game issue of running out of mana in the middle of a team fight.
- Greater Glyph of Force -
These Glyphs are fairly self-explanatory; the idea here is to get as much AP as humanly possible and take on the role of your team's AP carry while maintaining utility with your Shields, Stuns and Slows. Glyphs of Force, while not as potent early game, give you a slight edge toward the end which could mean the difference between someone escaping with 100 health or not escaping at all.
- Greater Mark of Insight -
These marks become fairly universal for AP casters; the Magic Pen is truly something necessary as an AP nuke. Flat magic pen is a great asset early game to milk the most possible damage from your comboes, and late game to ensure the killing blows.
As Lux your main CC and damage dealer will be Lucent Singularity. The reason for this is you can leave it out in the middle of a team fight, lane, or chase and it will deliver a nice CC slow to whichever enemy passes through it with the additional option of detonation for some hefty damage and an activation on your Passive. Your stun is more of a kill-securer, as soon as your target hits half health, you want to throw your slow, nail them with your stun, Ult, and then detonate your E. This combo is known for it's potency and reliability, easier to land than Veigar's killer combo while competing with it's raw power.
Lucent Singularity - You want to take a point in this whenever you can. It's your most useful skill. It's your scout, your CC, your escape mechanism (along with Light Binding) and your primary damage- dealer. It's a skill you can use just about anywhere, and with a recent patch the cooldown starts ticking on launch rather than on detonation, so it should seem to be available much more often for use.
Light Binding - Your "You're Done" skill. It does more damage than Lucent Singularity, and while it's much harder to land, pretty much guarantees you the kill. Once your target is stunned it's down to a one-two punch with your Lucent Singularity and your Ult. Throw in that Deathfire Grasp endgame, and you've got yourself one hell of a Nuclear Meltdown.
Prismatic Barrier - Your main way of protecting your teammates. Get a single level in this skill early, it isn't particularly useful in the Laning Phase, but it has been known to save lives, especially with Lux built straight AP. Towards the end of the game, your 500 Ability Power combined with a maxed Prismatic Barrier is good for shielding your entire team including yourself for 355 damage; particularly useful for your squishies in a teamfight.
Finales Funkeln - My personal favorite skill and ultimate, this skill is constantly underestimated and undermined. The damage combined with your passive and an incredibly low cooldown leads to one hell of a nuke both early and late game. As it gains 500 + (75% of AP), at the end of the game expect to be throwing 875 + 190 damage nukes into a group of people who aren't even expecting it. Combined with Lucent Singularity and Light Binding, your end-game nuke combo can be expected to do 590 (Light Binding) + 47.5% current HP (Deathfire Grasp) + 1065 (Finales Funklen) + 540 (Lucent Singularity) + (600+190) (Lich Bane Autoattack). Around 3,500 damage in just one instant. To top it all off, it isn't like Lux has a long cooldown on her Ult. Try 28 seconds.
Lucent Singularity - You want to take a point in this whenever you can. It's your most useful skill. It's your scout, your CC, your escape mechanism (along with Light Binding) and your primary damage- dealer. It's a skill you can use just about anywhere, and with a recent patch the cooldown starts ticking on launch rather than on detonation, so it should seem to be available much more often for use.
Light Binding - Your "You're Done" skill. It does more damage than Lucent Singularity, and while it's much harder to land, pretty much guarantees you the kill. Once your target is stunned it's down to a one-two punch with your Lucent Singularity and your Ult. Throw in that Deathfire Grasp endgame, and you've got yourself one hell of a Nuclear Meltdown.
Prismatic Barrier - Your main way of protecting your teammates. Get a single level in this skill early, it isn't particularly useful in the Laning Phase, but it has been known to save lives, especially with Lux built straight AP. Towards the end of the game, your 500 Ability Power combined with a maxed Prismatic Barrier is good for shielding your entire team including yourself for 355 damage; particularly useful for your squishies in a teamfight.
Finales Funkeln - My personal favorite skill and ultimate, this skill is constantly underestimated and undermined. The damage combined with your passive and an incredibly low cooldown leads to one hell of a nuke both early and late game. As it gains 500 + (75% of AP), at the end of the game expect to be throwing 875 + 190 damage nukes into a group of people who aren't even expecting it. Combined with Lucent Singularity and Light Binding, your end-game nuke combo can be expected to do 590 (Light Binding) + 47.5% current HP (Deathfire Grasp) + 1065 (Finales Funklen) + 540 (Lucent Singularity) + (600+190) (Lich Bane Autoattack). Around 3,500 damage in just one instant. To top it all off, it isn't like Lux has a long cooldown on her Ult. Try 28 seconds.
You must be logged in to comment. Please login or register.