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Lux Build Guide by xFlareon

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.


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League of Legends Build Guide Author xFlareon

Lux the Nuclear Powered AP carry

xFlareon Last updated on March 2, 2012
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Ability Sequence

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



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Lux is a natural born powerhouse; build correctly she can annihilate the enemy team and live to tell the tale. She has tons of CC and utility, and her ultimate can take down squishies before they know what hit them.


Guide Top

Runes

- 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.


Guide Top

Masteries

I'm using the general 21-9-0 build on Lux, for the additional offense and the slight defensive advantage that helps you escape sticky situations. Generally speaking, if you play Lux well you will never get caught; the enemies will be long dead by the time you're even visible on their map.


Guide Top

Skill Sequence

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.