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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability

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Guide in short Introduction Pros and cons |
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Set-up Abilities Items |
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Gameplay Team fights Conclusion |

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About meHello people, this is your very own fashionablellama here with my first guide on Mobafire! ![]() ![]() Why play Lux?Lux is an extremely long ranged champion that can be played in the mid laner as a carry, or at the bottom lane as a support. She brings very strong poke and significant amounts of burst and DPS to a team composition. She is extremely versatile as her skill set can compliment both aggresive and defensive plays and strategies. What can you expect with this guide?With this guide I will include all of the knowledge that i've gained with playing lux, commenting on her skill set, suitable summoner spells, viable runes and masteries. I will tell you about what itemization you should be achieving as a Lux, as well as some replacement for situational games. Also, i'll teach you about her generic gameplay. However, I will only talk about Lux as an AP carry. |
SYNERGIES
>> Lux generally works well in poke team compositions. This is a team who can deal damage from far away before a scrim starts, by which time they will have a distinct advantage, due to the relentless poke coming from the team. Also, people who can disengage and PEEL for




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COUNTERS
>> There are a few general counters to ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |




filler + Very long range + Area of Effect spells + Great damage during the early and mid-game + Excellent poke with 3 spells + 2 Amazing vision spells |
filler - Very squishy - Higher learning curve - Mana-hungry early game - Can be blue dependant - No real escape mechanism - Long cooldowns |
Lux has a higher learning curve than most champions. All of her skills are skillshots, meaning that you can miss ALL of your skills, deeming you useless for a long time, due to her long cooldowns. This can be overlooked with cool down reduction. However, skillshots that land can change the tide in a team fight. Her ultimate,




Lux has a decent laning phase because she cannot get countered that well, due to the fact that she outranges almost anyone. She is a high tier AP mid, due to her high damage output as well as her numerous CC. Though she lacks hard CC, her snare is very effective all game.


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>> ![]() Pretty self explanatory. Provides ![]() ![]() >> ![]() Magic penetration is extremely effective. It basically allows your abilities to swim through any magic resist that the enemy laner/team has, and paired with ![]() ![]() >> ![]() I get these glyphs because they are very useful. Having magic resist means that you are more survivable against your enemy laner if they scale with AP. Of course, if against an AD champion, switch it out for a ![]() ![]() ![]() >> ![]() You should get ![]() ![]() ![]() |



M A G I C A L |
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M A S T E R I E S |
I get summoner's wrath because the AP is great for that extra damage early game. Sorcery's cooldown reduction means that you can spam skills more often in all stages of the game. Blast's scaling AP is extremely helpful late game. Arcane knowledge offers us a respectable 8% magic penetration, which, though nerfed from 10%, is still viable on all AP casters who want to dish out early damage. Mental force gives you a 6 AP bonus: who wouldn't want that? Again, it means you do loads of damage early on. Spellsword synergizes well with your passive,
![]() Q: Why don't you take ![]() I simply don't get ![]() ![]() ![]() ![]() |
Summoner's insight is a no brainer. Want to flash more? Get it. The mana regeneration from
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>> ![]() An absolute must-have on Lux, as she does not have a true escape. Let's you pursue and retreat easily. Use it to finish off that enemy with the killing blow. Use it to position yourself better in a teamfight if you are caught. Also, flash has the ability to jump over walls. Use it to dodge skill shot spells too. I always take this summoner spell on lux, but if you are too low level to get this spell, you can switch it out for ![]() |
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>> ![]() Another great spell on lux. Ignite provides lux with a bunch of true damage which can be used to chop healing effects by 50% as well as providing extra damage in a combo to secure a kill. Some people may argue that you shouldn't be in range to use this spell in teamfights, so should not be taken, but it is extremely helpful to net the kill that would not have been possible without ignite during the laning phase. |
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>> ![]() This summoners has the potential to be amazing, though should only be taken if you know you can have enough wards on the map. With enough map awareness, you can set up ganks for other lanes. Use it to apply global pressure. Use it to get to lane faster after a recall. This should be substituted for ignite if taken, and I recommend getting this summoners if you think you cannot kill the enemy laner. |
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>> ![]() This may seem confusing on an ap caster but it can be decent. Only take this summoner spell if you KNOW that you will be facing an AD champion. The damage and attack speed reduction can be crucial between your life and death, but can also make it easier to land your skillshots. I suggest you to only get this in draft/ranked games, when you are sure of your opponents. |
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>> ![]() Use this summoner if you want to negate some of the enemy's damage. The shield stacks with the shield from your ![]() |


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I prefer to start off with E because it means that you can hit much harder straight from level 1. You can provide pressure as soon as you are in lane if you start with E, due to the high hit radius which allows you to harass the enemy easily. It also means you are able to scout the fog of war from a safe distance at level 1. However, you may decide to start with Q if you are invading the enemy jungle. A two second snare can mean first blood for you or one of your allies, so is definitely worth taking in these kinds of situations. At level two you have a decision to make. If you are against a heavy burst enemy (e.g ![]() You will usually want to max your E as that will be your main harassing ability. This is because the hit radius is much bigger on E than Q, so is more reliable. You may want to sink a few points into your W if you are struggling against the enemy's harass/burst. However, do not max your W first as you will do significantly less damage. Then you will want to max your Q next, again for damage's sake. Lastly, max W. Obviously level up your R whenever you can, at levels 6, 11 and 16. |
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>>An amazing passive. Provides for massive DPS, especially during the early game, when you land a skill. Great to provide extra damage during harass and trades during the laning phase and onwards. |
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>>When the enemy is illuminated, there is a small yellow dot a little under it's head. >>Detonate the mark with a basic attack or with her ultimate, ![]() >>Try to only use your ultimate, ![]() >>You should be abusing this passive all game, but do not go into range of the enemy just to detonate the mark, as that may lead to you being poked/killed by the enemy. |


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>>Lux's Q skill. A 2 second skill shot that snares the first two enemy units it hits. However, the second target only receives half of the effects (damage and duration). |
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>>Remember that you can be super sneaky and snare them even when they are behind a minion. >>Be careful when using ![]() >>Remember that light binding is a SNARE, so will not stop channeled ultimates such as ![]() >>Predict and aim ![]() |



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>>Lux's W skill. A great skill shot shield that has the potential to shield all 5 of your teamfights from any sort of damage. ![]() ![]() ![]() |
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>>Use prismatic barrier to soak up some damage from high burst champions such as ![]() >>Protect yourself and your allies from delayed attacks such as karthus' ![]() >>Use ![]() ![]() ![]() >>Throw the shield out towards where you are moving, as that will mean you will get two shields a bit quicker. |



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>>Lux's E skill. An AoE spell that can be manually detonated, or automatically detonated after 5 seconds. It also applies a significant slow around the AoE area. |
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>>An amazing skill for harassing the enemy champion. The hit radius is big so is more reliable than ![]() >>Aim the ![]() ![]() >>When harassing, you will want to detonate the ![]() >>Throw the shield out towards where you are moving, as that will mean you will get two shields a bit quicker. |



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>>Lux's R skill. Her signature skill. Fires a laser in a straight line after channeling for half a second. The channel cannot be stopped and the range is not global. |
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>>Guarantee that you will land ![]() ![]() >>See any form of CC coming your way? Use ![]() >> ![]() >>Aim ![]() >>Make sure you are in a safe position before channeling the ultimate, as you cant stop channeling it. |



This is my personal favorite start. It has a mixture of mana regen, as well as sustain from potions and vision for oncoming ganks from a sight ward. Get this if you want to rush a ![]() |
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This is quite a good start against skill-shot oriented champion. This item can be very good on ![]() ![]() |
SP | Get this start if you want pure sustain. You get good amounts of mana and health from the crystalline flask, and you can also choose to have a ward with this item. It is a very cost efficient item as you will not have to buy potions. |
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Take this start if you want to have more protection against AD caster champions, such as
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MR, MANA REGEN
Take this item if your enemy is AP and hurts. The mana regeneration is extremely helpful in solving her early game mana pool problems, allowing her to spam her spells, and the passive just adds to that a lot. Also, the magic resist is significant and extremely helpful against the enemy if they are an AP caster. |
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kage's lucky pick
AP, GP10
Quite a decent item on ![]() ![]() ![]() |
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![]() Get this item if you want some magic resist, as well as a LOT of mana regeneration, which comes from the item and the two unique passives also. However, the ability power can be a bit lacking, especially for the price. Build this from an early ![]() |
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![]() A good item giving you ability power and a decent amount of mana regeneration. Similar to ![]() |
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![]() You take this when you are against an AD champion. The armor is extremely useful against these certain match-ups, and the active can also save you multiple times. The ability power given is very good too. The active is also good against some anti-mage situations. Builds from an early ![]() |

OFFENSIVE OPTIONS
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>>![]() Is the enemy laner/team stacking magic resist against you? Buy void staff and ignore 35% of the enemy's magic resist, which means that you increase the amount of damage you put out to the enemy, even front-line tanks. |
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>>![]() The item that is heaven for any champion that scales with ability power. Alone, it gives a massive boost of 160 ability power, the most in the game by any single item, due to its unique passive which grants an extra 30% of ability power to your current ability power. Along with your other ability power items, this can up your AP significantly in the game and allow you to put out lots more damage with each of your spells. Rabadon's should be your first major item in many cases as going other items will hinge your early to mid game damage output significantly. The passive bonus stacks with the 5% ability power bonus from ![]() |
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>>![]() At max stacks (20), mejai's gives you 160 AP. Because you are a very long ranged AP carry, you won't be dying as much as other champions because you will be further away from the enemy team. This means that you won't lose the stacks that often, which is why mejai's is such an appealing item on ![]() |
DEFENSIVE OPTIONS
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>>![]() Against someone who can someone who can keep up with you, even with your range, such as a ![]() ![]() ![]() |
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>>![]() Cats have 9 lives. Well, now you have two. After you die, you revive after a few seconds with 30% of your health. This can mean the difference between the teamfight's win and loss, but if you are surrounded by the whole enemy team, you may still die, meaning the revive will be useless. |
ENCHANTMENTS
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>>![]() This enchantment just means that you can walk even faster. Get this if you want to move around the map a bit quicker. Useful for roaming and also for more mobility against skill shot oriented champions. |
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>>![]() This enchantment is useful when you want to get back to lane faster, or when you are in a base defence situation. It also means you can surprise people with your speed when they are in the base. |
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>>![]() Get this enchantment when you want to use your summoner spells more. Getting this enchantment can be crucial, as it means you can flash more, and can mean the difference between life and death. |
CONSUMABLES
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>>![]() Buy this enchantment if you think a team fight will erupt soon (e.g, you are going to do a dragon), or you are in super late-game and you have nothing else to buy. The extra ability power can mean the difference between a win and loss on that team fight. However, the CDR from this item is wasted as you should already have 40% CDR before the super late-game stage. |
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>>![]() Only buy this item once you have no space left. The AD is pretty useless on ![]() |
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>>![]() Not really that great on ![]() |


Before the game has even started, you should be looking to see what enemy you will be facing. What summoners have they taken? If they have taken something such as

If your team has a jungler, you will be wanting to protect your jungle from invasions. This is so that your jungler may take his first jungle camp without interruptions. There are two main spots on each side that you can choose from to scout.


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FREEZING This is a very effective technique that allows you to farm while denying the enemy of gold and exp, as they will be in threat of the enemy jungler. You can freeze your lane by allowing the enemy laner to push. After the enemy creep wave is pushed to your turret, you need to tank the minions out of your turret's range until your next wave of minions come. You can use ![]() |
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PRE-6 KILLS
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YOU'RE BEING WATCHED Remember that playing too aggressively against your enemy laner can mean that you unintentionally push the lane to their turret. This will leave you susceptible to ganks, so always be careful. If you see the jungler top, it might mean that he might be on his/her way mid. Always keep your eyes out and use your common sense. |
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LOSING? Getting crushed by your enemy? Don't get frustrated! Everyone loses their lane once in a while. Ask for assistance from either your jungler or top lane. If you want help, you should keep track of whether or not your enemy has bought wards or not, and to what side of the lane they have put the ward(s) on. You will also want to play more passively. This does not mean cower under your turret - it means to play safely, wait for a mistake from the enemy, upon which you can capitalize, and last-hit without getting in danger. |
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PRESS THAT TAB KEY Always check for your enemy's items. Are they buliding magic resist against you? Do they have more ability power than you? Build against your enemy. Be smart. If they build magic resist, build magic penetration to counter them, by buying items like ![]() |
sight ward
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VISION Vision is absolutely necessary. People who think that only the support wards are, well, stupid. You need to be warding at least one side of the lane (preferably both sides). This is so that you get some warning against enemy ganks, and so that you can see movement from your enemy to other lanes. When the enemy is missing, call MIA's a few times and make sure your ally has heard. A MIA that no one has seen is useless, so make yourself heard. Picking up the five second rule can be useful too. The five second rule is where you look at the minimap every 5 seconds to check for allied and enemy movement. There's no point setting a ward if you don't see them walk straight past it. You need to be buying wards throughout the game. |


Mid-game is generally when turrets start falling and people start roaming and grouping to gain objectives like dragon and turrets. It starts to become dangerous to lane further than the river. Mid-game is also when you shine, as you will usually be building for your first core item,

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STILL LOSING? If you are still losing from the early game, you should let your turret fall. Then, you can freeze your lane to your side of the map, and make it unsafe for the other laner to to farm. Freezing the lane to your side of the lane can keep enemy creeps on your side of the map for a long time, and allows you to catch up in exp and creep score. However, a disadvantage is that the enemy laner is allowed to do objectives like dragon and to roam to other lanes, so call those MIA's! |
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WINNING? If you are winning, there are a few things that you can do. Firstly, ou can destroy the enemy mid tower (you can ask for jungler assistance for this, since your attack damage is very low and you will not damage the turret much on your own). Another option is to continue to lane, so that you can continue to apply pressure to your lane opponent and other enemies, by harassing and pushing. You can also roam around to other lanes. ![]() |
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OBJECTIVES The most important objective that you should be getting as a team during the mid game are turrets. Turrets give 150 gold to each person in your team, resulting in a 750 gold lead on your opponents per turret. Destroying turrets means that you are one step closer to opening up the enemy's base and destroying their nexus. The second objective that you should be focusing on is dragon. This gives 180 gold to everyone on your team, because it gives 190 gold to everyone on your team, and one person getting an extra 25 gold, resulting in a 975 gold lead on your oponnents. There is usually a scrim or some sort of contest for dragon, so buying an ![]() ![]() ![]() |
During the late game, you should always be with your teammates, as it starts to become dangerous to roam on your own. Getting caught can mean the loss of the next team fight as you will not be there, due to the longer death timers. This can mean that turrets and inhibitors can be destroyed, just because you, or your teammate was caught out. Late game is also when AD carries will generally do lots of damage.
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OBJECTIVES Baron is the most important objective that can be gained on summoner's rift. Giving 300 gold to each member of your team, and a great buff which gives lots of heatlh and mana regeneration, as well as attack damage and ability power, meaning in the next team fight, you will have a significant advantage over the enemy team. Remember to ![]() ![]() |

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KEEL Dealing damage using ![]() ![]() ![]() |
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PROTECT The second thing you should be doing is protecting your allies. This, primarily, means using ![]() ![]() |
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CAPITALIZE The third thing you should be doing is capitalizing on out of position targets. If you see an opportunity to catch enemies off guard, using ![]() |


Special thanks:
Tinystar for the icons.
The_Nameless_Bard for the banner.
Vynertje for all of his helpful criticism.
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