Lux Build Guide by Arcana3
Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Please read this guide before you comment! I know it is long, but to really understand my Lux and the mechanics behind Lux you can't just use her build!
Listen to this song while you read! Great thing to listen too :3 And this is what your NOT going to do XD.
Pros and Cons
There are several effective combinations of masteries on Lux, and I will start out with the one I find most effective.
I find that 21/0/9 are the most effective on Lux. Why is this? We are playing ap carry Lux, not support Lux. The masteries themselves are very explanatory, since we are going AP we use everything that would relate to AP. If you like to spam skills early, and you feel that not having Meditation would hinder you, take out the points in Summoner's Insight and Improved Recall and put them into Meditation .
I find that 9/0/21 masteries on Lux do work, but in my opinion are subpar on her, unless you are supporting. The CD on both your abilities and summoner spells are nice, but are not needed because the CD on your abilities are already short. If you are supporting though, use there masteries instead of AP Carry masteries.
I use 21/9/0 masteries, when I feel I can get out bursted to fast. LeBlanc is one of these examples. She can burst so fast, its not funny. I use there masteries to help ease that damage. Though you won't have as much mana, since you wouldn't be running 22/0/8 its better to be alive and kicking, then dead on the floor.
I have had people tell me that these masteries work on Lux. Personally I wouldn't use this at all, and would avoid completely. I have ran a few rank games with it and it did alright. But it makes you more tanky then anything, and your a mage. Your squishy, and you don't have anything to initiate with (Yes, shooting your lazer off in the middle of the enemy team is NOT initiating, its just merely doing damage). I would avoid these altogether, but if you feel that your squishy and would like to not get hit by alot of damage, by all means use these masteries.
Greater Mark of Magic Penetration
Greater Seal of Scaling Health
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power
These are runes I usually run. The Marks, Glyphs, and Quintessences, are all standard runes and are my personal preference. The seal however is somewhat out of place. The Greater seal of vitality gives health, and as Lux you are quite squishy. So just to get some more life, I use this seal. Allows for some extra life late game, and also allows you to have more life early game.
Other Runes That are Viable
- Really you shouldn't use anything but the Greater Mark of Magic Penetration. Its the best mark for mages. I've asked many people, and they agree. Greater Mark of Magic Penetration on Mages, is the best mark. Period.
Greater Seal of Scaling Mana Regeneration - Is actually rather good. I've found it to my liking, and i retake my comments about it. It allows for you to be at ease about your mana situation. And when paired with Meditation it is pretty beast.
Greater Glyph of Ability Power - This runes is the next best rune to one I use. It starts out as more AP in beginning, but the Greater Glyph of Scaling Ability Power at later levels has more. Its your decision though.
Greater Glyph of Magic Resist - A good rune choice if you feel that you can get bursted easily. Though it takes place of AP scaling runes or Flat AP runes.
- Always a must on Lux. Your way squishy, and though you may have massive range, once you get into melee distance of someone like Master Yi or Jax your insta dead. This hopefully puts some distance between you so you can get off a Light Binding.
- This summoner spell on Lux is unusual on Lux at best. The reason for this is because of the massive range as Lux. You would never get so close to the person to use this ability. That's what people would say, once they say me get Ignite on Lux. I get Ignite for 2 reasons. The first reason is that it can deal just enough damage for me to kill and the 2nd reason is that it gets rid of health, that could not allow me to kill with Finales Fulken. Ignite sets up me to use Finales Fulken since it deals damage over time and reduces heal. This allows me to hit them, and even if they survive Ignite hopefully kills them. Though this spell is of my own personal preference. If you feel that i'm a dumbass, choose a different summoner spell. Also DO NOT CHOOSE WHEN SUPPORITNG. Only use in the mid lane.
- This ability is what most Lux players get with Flash. Its great on Lux because of your massive range. Unless the player backs away once they see the tele, more then likely you will be able to catch them with a Flash and a Light Binding. I get this when I feel that I can get bursted to fast and easily.
- Believe it or not, this ability is actually very good on Lux. Since you can get vision with this, it allows you to set up your Finales Funkeln. I would get this if your a new Lux player and are just learning how to use finales funkeln. But if you are a very good Lux DO NOT GET THIS ABILITY! Get this only if your playing support Lux
- This ability should only be used when supporting. It's great for the bot lane, but not much else.
- Well this ability on Lux is not the best. Flash on Lux is better then this ability, but if you feel that you want more speed, go for it. I would not recommend this spell though.
- Another great support spell. Since usually the bottom lane is AD and a support, Exhaust is really good, since it will lower the other attackers attack damage and speed.
- This ability on Lux is ok. Subpar at best, but not the worst you can do. I would pick up Teleport or Heal then this ability really. I would try to avoid this ability altogether.
Everything else shouldn't be used on Lux. Revive, Promote, Smite, and Surge should not be use on Lux at all.
Boots of Speed
Boots of Speed
Boots of Speed
Kage's Lucky Pick
Above are 4 effective ways to start the game with Lux. I've personally tried all of them, and i've found them all to my liking. Each have there pro's and con's, but each are viable and can be used.
The first build is a very simple stacking of 2 Doran's Ring. It is very effective and very simple. The downside is that it doesn't really build into anything. Doran's Rings become very useless late game, but it is a nice filler item early level.
The 2nd build is probably the most used starting in the game for Lux. It gives you that early boots, which allow you to get away faster if the enemy champion didn't get boots also. It also allows you to have early potions. You can also swap out some of the Health Potions for Mana Potions if you feel that you spam your skills alot. I would recommend that you buy 2 Health Potions and 1 Mana Potion if you a new Lux player, and i would recommend if you are a experienced Lux player that you go 2 Mana Potions and 1 Health Potion.
The 3rd build is a build that I came up with after i had comments on my guide that I should use Philosopher's Stone. It does ok in lane, since it supplys you with health regen and mana regen, but it lacks AP early game. This can hamper you if your not very experienced with Lux. If you feel that your very good with Lux try this starting out.
The 4th build is a build that I used to use. It works very well, since everything gives you AP. The Kage's Lucky Pick also supplies a nice 5 gold. I however don't build into Deathfire Grasp the only item that Kage's Lucky Pick builds into. This makes the item somewhat useless, and unnecessary, but to me, i find this item very good. It pays for itself, and also gives you more since you will eventually sell it. If you like more AP and more Damage early game, try out this start.
Its up to you to try out these starting ways. I like all of them personally.
Lux you don't have a late game, you just sorrta do the right thing and repeat it. You don't have a ton of burst, but you deal alot of damage. All the items up here are good and should be used in my opinion. Lich Bane is the one item up here that people considered not necessary. With Lux, Lich Bane with Lux's passive can deal up to 800 damage. Yeah pretty good. Thats why I use Lich Bane with Lux.
(On a side note, remember to sell your 2 Doran' ring (and if you went with the 4th build sell the lucky pick too) for the other items)
- Rod of Ages is a decent item, and has a nice continuous boost of HP, Mana, and AP. It's base stats are decent, and the bonuses are nice, but it just takes so long to build. Unless you build this item early (Like 8-12 minutes in the game), its not very good. It takes alot of gold to build this item, making Lux's damage not as great early on. But it's not a bad item by any means, its just a personal thing. If you do want to get this item, go for it but make sure you rush it.
- A good decent item, to block out annoying abilites like Karthus's ultimate, or Ryze snare. If you are getting cced way hard, this item is the way to go.
- A good alternative if you feel that your quick with your fingers. Quicksilver Sash is basically a Cleanse in a item. Personally I only use this on tanks, but people have said this is a good suggestion.
- Guardian Angel is great if you just can't get away from close gaper's like Akali or Jax. It pretty much revives you from the dead, and gives you extra armor and MR. If you feel that you are just getting killed way to many times, this item is a good to get.
or - Both of these items are very good and reasonable. Boots of Mobility are good on Lux because of the long range you usually have. If you don't get close to a enemy minion of champion the passive of the boots should work. Mercury's Treads are nice when you feel that the CC is just coming down way hard on you. If you just keep on getting targeted with alot of CC, or if your facing a high CC champion like LeBlanc or Anivia, I would get these. Though I feel this is a waste just for one champion, since you are super squishy. If you get caught, your dead. But its up to you.
- A rather good item, if you are doing very well. When it hits 20 stacks, and you have a Deathcap, well lets just say that lazer deals for more then 1000... Its also very easy to hold the stacks since you have such a long range, so you can escape easily, but also secure kills. I don't like this item, just because of its potential to fail you, if your doing poorly (For example 0/3/2 you would have no stacks and only have 20+ AP). But if you know your just to good to die, go for it.
- It's considered good by some players and others not. I think this item is very bad. It may seem good but its fooling you. If you think im wrong though, by all means you can get this item. I just don't recommend it, since items like Rod of Ages or Banshee's Veil are much better in general. People use this item for mana problems, but as stated the two items above handle the problem.
Items that are not Viable
- This item should never be build on Lux. Because of your long range, you should never get this close. This may seem good, and on closer AP champions it is. LeBlanc is an example of this. Lux however must stay behind others, and not be in front or will be targeted and killed. For this reason, you should not build this item, since its meant for close range.
- This item may seem good, but it is fooling you. As an AP carry you should always have the blue. Yes you might not always have it, but Archangel's Staff takes up to much time and money to actually build. And blue itself should cover your mana problems if you have it.
- This item gives a slow, health and ap. So whats not to love? The reason this item is not viable is because the slow never gets used. Since Lux has to be long range, you'll never get close enough to actually use the slow. So it's practically useless since there are better AP items, and health items.
The Sequence, and How To, of Lux's Skills
(Passive) - Lux's damaging spells charge any enemies hit with energy for 6 seconds. Lux's attacks or Finales Funkeln will ignite the energy, dealing 10 + (10 x level) magic damage when the target is hit with a basic attack.
- Always aim for Minions that are low and are illuminated (Or Marked) by illumination. This will allow you to kill them.
- Champions that are illuminated take significant damage from being hit with a basic attack since you get bonus damage. If a Champion has a mark he/she takes more priority over low minions. This allows for early game damage, and allows later at level 6 for you to kill with an ultimate
- Be wary when trying to last hit a minion or champion when they are illuminated. You could die if you are tunnel visioned.
- Lux releases a sphere of light in a line, dealing magic damage to the first enemy it touches and half that damage to a second nearby unit. Additionally, the first unit struck is immobilized for 2 seconds, and the second unit for 1 second.
Cost: 60 / 75 / 90 / 105 / 120 mana
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.7 per ability power)
- Light Binding is a great way to set up ganks for you junglers, allow you to escape from ganks, and save teammates.
- Since Light Binding can hit 2 targets take this in consideration when setting up ganks and/or running away.
- Be careful on where you throw you Light Binding if you miss it could mean the death of you, since the cooldown is so long.
- Make sure before throwing Light Binding to a enemy chapmion there are only 1 or no minions at all to block it.
- Lux shields herself for up to 3 seconds and throws out her wand to a target location, applying the same shield to friendly champions in its path. Her wand then returns to her, again shielding friendly champions and Lux herself upon touching it.
Cost: 60 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Shield Strength: 80 / 105 / 130 / 155 / 180 (+0.35 per ability power)
- Prismatic Barrier can save you when ignited. Use it when your low and ignited.
- Take into account that Prismatic Barrier shields you two times. And just not you but your fellow champions also.
- If you see a fellow champion low on health and being chased, throw your Prismatic Barrier on him or her and then throw your Light Binding one the champions chasing him or her.
- DO NOT SPAM. This skill is actually very important since it can supply a shield that essentially becomes health. Use it when you are low or when a fellow champion is low.
- Lux sends an anomaly of twisted light to a target area, revealing it and slowing enemies within for up to 5 seconds. At the end of the duration or if Lucent Singularity is activated again, the zone will detonate and deal magic damage to enemies in the area.
Cooldown: 11 seconds upon casting
Cost: 70 / 85 / 100 / 115 / 130 mana
Slow: 20 / 24 / 28 / 32 / 36%
Magic Damage: 60 / 105 / 150 / 195 / 240 (+0.6 per ability power)
- Revels the area while traveling to the spot of the cast. Also reveals that spot.
- Holding out your Lucent Singularity to slow a champion is now viable, since the CD starts when Lucent Singularity is casted.
- Use this to zone your lane. It's potential zoning ability with your Light Binding is immense.
- Can use its large range to damage enemy champions from a long distance, without getting in range of the enemy.
- Your main harassing tool.
Finales Funkeln - After gathering energy for half a second, Lux will fire a broad and long-range beam of light in a line that will instantly deal magic damage to all enemies in the area. Any enemies that already have the Illumination debuff have it ignited for magic damage, then re-applied.
Cost: 100 / 150 / 200 mana
Cooldown: 80 / 60 / 40 seconds
Magic Damage: 300 / 400 / 500 (+0.75 per ability power)
- You can help teammates in other lanes with this.
- A well placed Finales ***eln can secure a kill from a long distance.
- It reveals the area.
- When you use your combo, make sure the enemy champion has been snared from Light Binding, and to use finales funkeln right after you snare the target because if you wait to long the snare could wear off allowing the enemy champion to move out of the way.
Your Lucent Singularity is your main harassing ability, making it your top priority in maxing your skills. Next comes your Light Binding since it can allow for some great get away's. Finally your Prismatic Barrier is maxed last. Though it gives a shield, the shield at level 1 with AP actually shields alot. Also it shields twice so its actually double what it says. Get your Finales Funkeln whenever you can. Always upgrade this when its available. The skill sequence is easy to remember, its actually how you should combo it makes it hard.
On a side note, someone has told me that I should start with Q instead of E. I would like to address this. You should start out with Q if you have communicated with your team, about what your going to do. For example ganking blue. Having a snare is better then having a slow. By having a Snare you can stop champions from getting away. But if you haven't communicated with your team that way, start out with your E. It allows for potential Harassment at level 1. I like this, since Lux doe not have burst. Though it is of my own personal reference. If you feel otherwise, by all means start with Q, it just means you won't have alot of harass early game.
The How to for Lux's Skils
When using Light Binding it is important to take in account of it's cool down. This is important because when being chased, you can direct your Light Binding to the champions chasing you to escape. Remember that it snares 2 targets! This ability is a skill shot, so it does take some skill to aim it and get it off. A good Lux player will use Lucent Singularity first, and then use Light Binding to make the enemy champion dodge into the Lucent Singularity. This is how you zone with Lux, since it makes the enemy champion very wary of Lucent Singularity and the Light Binding. When you have light binned a champion, and if you have a Lucent Singularity up, throw lucent sigularity on the enemy champion and pop it. This deals a good amount of damage. Also make sure you basic attack BEFORE you pop Lucent Singularity, since the Light Binding illuminated the target. You should also do this when your jungler is ganking. Do the exact same thing, BUT do not pop the Lucent Singularity since it slows. This will make it harder for the enemy champion to escape the gank. Pop Lucent Singularity when the champion is just about to leave the range of it. All this small stuff, shows a great Lux player from a scrub Lux player.
Also please remember I might be missing a tip. People do that.
Prismatic Barrier absorbs all damage. So it absorbs any kind of damage delt. Though it does not nullify a effect like a stun or snare like Morgana, it is still useful for saving yourself and your allies. Remember that Prismatic Barrier shields twice! This can be very important since you might have more shield then you think you do. Its also a ranged shield, so you can shield your entire team! Not just 1 or 2 people, but your entire team! That can be very helpful when multiple champions are low. This skill is also a skill shot, so practice!
This without your Light Binding is your main harass tool. To harass with this ability, you must know where your enemy champion is moving to. Always throw it either behind, to the sides, or in front of the enemy champion. NEVER throw it right on top of the enemy champion, because most will be able to move out of the range. ONLY throw i on top, if you know you will get him.
Also remember to instantly pop Lucent Singularity right after you throw it, if you throw it right on the enemy champion. Do not wait. Also, DO NOT AIM CREEPS WITH THIS ABILITY EARLY ON. Though this ability is a great farming tool later in the game, aiming for the champion is your top priority, since you have tremendous range with Finales Funkeln. You must poke and harass, until you can get your enemy champions health down to 400, and then use your combo.
This is pretty much your bread and butter when securing kills or helping in teamfights. This ability is shot in a straight line, and has a huge range. You safely use this skill behind your tanks and melee, when they fight in a team fight. Usually when a team fights starts you want to use this while your melee engage to help them with damage. Though this varies when your in your lane. DO NOT USE FINALES FUNKELN IN YOUR LANE UNLESS YOU CAN SECURE A KILL. Wasting your finales Funkeln early game to farm creep, or to hit a high health champion is not a good idea. The Cooldown on it is still large, and is not worth wasting it. Later in the game you do want to use Finales Funkeln to farm since the CD is ridicousally short. So think of it in stages. Early game - Use only to secure Kills, Mid game - Use it in Teamfights, and/or securing kills, Late game - Use it in Teamfights, Creep farm, and Securing kills.
-> (You Do Not Pop Lucent Singularity)-> Finales Funkeln-> Pop -> Basic Attack OR/AND
Make sure you do your combo when the champion your doing is lower then 600. Though it will not always be in this order. This is an easy way for new Lux players, to deal massive damage. This deals off tremendous amounts of damage, and is how I combo off Lux. Take in account though, you need to quick with your fingers, since your Snare only lasts 2 seconds, and your Ultimate takes about 1 second. Most players underestimate the sheer amount of damage this does. Finales Funkeln actually consumes the mark and remarks the target, so it deals extra damage. But a good Lux player will NOT use Finales Funkeln in this order. Usually you do this and then back a bit ways off and then if you can judge the distance at which a champion moves, and if he/she has used flash, will use Finales Funkeln. If you did it right, you should have killed the champion, but make sure you will deal enough damage to kill. I've seen many Lux players before, and they don't either do this combo, or/and can't aim their lazer right. Frustrating to watch, so for new Lux players use the combo above. For more expirenced Lux players I recommend that you do this combo, but not use Finales Funkeln after Lucent Singularity since you should be able to deal enough damage for you to kill with Finales Funkeln.
As Lux you have a huge disadvantage. You don't have the amazing farming capabilities as other champions do. Unlike Annie or Malzahar, Lux lacks huge amounts of burst with Lucent Singularity. Most will still use Lucent Singularity to farm creep. And why not? It deals enough damage for you to last hit since you can just auto attack and your passive deals damage to creep kill. Though creep farming is important, this is very inefficient. Therefore I always aim Lucent Singularity on top of the enemy champion AND creep. Since Lucent Singularity is a range AoE, this is simple and you should always do this, since you will be able to damage the champion and creep. This will allow for you to harass, while at the same time farm. But don't just do this all game. Later in the game Lucent Singularity does alot of damage to creep, and you can farm effectively. Also early game(early game meaning 1-6), you can farm with Lucent Singularity (though i don't support it) when the minions are low.
Gameplay, and Teamfights
Early Game (1-9)
Level 1 - Play pretty passively just make sure you CS when you can.
Level 2 - Make sure you get Light Binding and if you have a jungler that can gank at 2 set him up with Light Binding.
Level 3 - This is when you start being more aggressive. Start throwing your Lucent Singularity at the enemy champion in your lane. Remember aim the champion not the creep.
Level 4 - Keep on doing what you've been doing, and get your Prismatic Barrier.
Level 5 - Ok if you've done this right, your enemy champion should be around the range of 400-650 health right now. Make sure the enemy champion is around 400 health, before you hit level 6.
Level 6 - This is when you use your combo. Do the combo, and more then likely you should get the kill. Unless the enemy champion backed and got health and items, you should be ahead. If this does happen, make sure you get your jungler to gank. This will either make them back to around 500 health or it will kill him/her
Level 7 - Start helping your teammates if you can with your Finales ***eln. Most won't suspect it and it will put your allies in a huge advantage. Also, its a good way to secure kills if your allies die.
Level 8 - If your turret is down by the time you hit 8, its time to start pushing back. Do everything in the other levels, but make sure you ward around the area your pushing, and push the mid tower.
Level 9 - Around this time lanning should be coming to and end. This is when teams should start gradually grouping up, and start ganking or/and start teamfights.
Level 10 - Around this time most of the tier 1 towers should be down. Just listen to your team, and do what they tell you to do. Make sure you farm creep, and ward. Everyone should ward. As wowcrendor has said "Buy a Ward, Save many lives".
Level 11, 12, 13 - Same as ten
Level 14 - This is the time potentially you can get baron. Be careful when you do though, and make sure to ward it with a pink ward. It will reveal the wards around that area.
Level 15 - The game is coming to a close, and if you've played alright, you should have many kills and assists (From Finales ***eln) and a small amount of deaths. The reason for the small amounts of death is, that you should have stayed behind your team, and helped them with your massive range. And not be in the front.
Late Game (16-18)
Around these levels, are when you should be farming like crazy with your finales ***eln. Finales ***eln will save turrents that are almost down, and also will make the enemy team back off. Just do everything you've been doing throughout the game. Doesnt matter if your losing or winning, you've been doing your job, and that's what counts. (though winning is good, always try to win :3).
Doesn't matter what role your playing. You should always be warding. Your jungler and support should be doing the majority of the warding, but you should also be warding. If the Dragon and the Baron aren't warded, ward them. Pink wards would be the best thing, but if not, just use regular wards. Ward your jungle, with regular wards, and DO NOT ward the enemy's jungle UNLESS your team is with you. Just remember that Baron and Dragon are your top priority in warding.
When in a team fight, as Lux your massive range allows you to support your teammates from harms reach. You should be throwing everything you have at the other team, behind your melee tanks and off tanks. ALWAYS be behind your melee, or you WILL die. The enemy team will start aiming you, since your pretty squishy. If your team can't intiate, a good way to help start the team fight, is using Finales ***eln. Though I don't really think as this as intiating, it does help since the other team will try to move out of the way. If your team is good, they will start moving in to kill, since the other team is all spread out now. If your team is not, or they can't, your CD on your lazer is fairly short, so don't worry about it.
Champions vs. Lux
IF I HAS MISSED ANY CHAMPION THAT IS VIABLE IN MID PLEASE LET ME KNOW
Ranking of How Hard a Champion Is
Purple - Hardest for Lux in lane. Though its not red, its purple because... Lux is scared of the dark :).
Yellow - Average or pretty even against Lux. Though this can also depend on the skill level of the player also.
Green - Easiest for Lux. You can always win against these champions
- Annie is pretty easy for Lux to play against, since Annie has a very short range. Though she has tremendous burst, and she can out damage you, you out range her big time. Just never let her get close, and harass her with your Lucent Singularity and you should be able to beat her easily.
- Ahri is actually not that difficult until level 6. This is basically a race to see who can harass each other and deal the most damage. It really depends on the skill level of the player. If the player can't hit skill shots, you win, if they can, it can get interesting. Since you have longer range then Ahri abuse it as much as you can. Make sure when use your ulti, make sure Ahri is light binned BEFORE you ulti. This is because Ahri's Spirit Rush can get her away very easily, making your ultimate useless.
- Akali is the counter to Lux after 6. The reason for this is because Akali can use her Shadow Dance to get into melee distance. As i've stated Lux can not win against melee. And Akali also destroys squishes. If you see Akali getting picked, harass as much as you can pre 6 and hope you can beat her after 6. A good way to kill Akali after 6 is to do this. Q->E->R->(PoP E)->W. Hopefully, this kills Akali since Akali her self is squishy.
- Anivia is actually pretty difficult for any mage without a lot of burst. Lux doesn't deal alot of damage, but deals alot of damage over time, with her harass. Anivia on the other hand, can deal sustain burst, with her ulimate. And her passive doesn't help either. Though Anivia is not difficult, since you have a larger range then her, she is defiantly hard since you can't kill her 1v1. Have your jungler gank whenever she/him can, so you can get rid of her passive, and maybe you can kill her. Just keep out of her range and you should be fine.
- Brand is actually pretty easy for Lux to out range and play. I've never had a problem getting out of his range, since hes a medium range type of character. The one thing that he is really good at is, getting a ton of CS. Unlike you, Brand is really good at CSing early game. Make sure when your jungler ganks, that Brand has wasted his Q, so he is guaranteed to die. Just harass from a long distance, and don't get close and you should be able to win against Brand. Make sure you never get hit by his ulti though, or your dead, since it can bounce back to you.
- Cassiopeia is one of the few champions I find easy. Most will disagree with this, since Cassiopeia is really good at zoning, and making it a living heal for csing. But just like Annie, Cassiopeia has to be close to do that. Never get close to her, and you will just be a annoying little blond mage, that will always go pew pew :). You can actually get in medium range with Cassiopeia since your Lucent Singularity stays out, which makes her not to come close, unless she is bad, or has a jungler coming up to gank.
- Fiddlesticks is very, very good against Lux. Though you can get his life low, Fiddlesticks Drain makes it very hard to get him low in health. He's somewhat like Anvia She can kill you if your playing badly, but you can't kill her. All you really need to do is, to keep away from his CC and his Drain and your good to go. Like Anivia have your jungler gank him, but unlike Anivia he won't have to babysit your lane, since he doesn't have a passive that makes him come back from the dead.
- Fizz is probably the most unique mid's you will face. His jumping ability, lunge, and passive make him very slippery, and very hard to hit. Though he can get into melee distance, if you light binned him he won't be able to get in that close. Be careful of his chum the water because it can leads to great ganks for him. Just don't get into melee distance and save your Light Binding for when Fizz gets close and you should be alright.
- This big guys is pretty good if played right. Gragas has a ability that cost nothing, and heals him. Harass as much as you can, so you can finish him off with your combo. Be careful of Gragas's ulti, since this allows him to set up ganks with much ease. But beside that, he's not that hard.
- Karthus is very easy for Lux. His attacks are so slow, all you need to do is stay out of his Lay Waste and just use your Lucent Singularity to harass him. He's so squishy the amount of damage that is dealt is great. If your good with your, finales funkeln you should always win against Karthus.
- He's a scary one. He can get into melee distance and get out quickly , making it very hard for you to hit him if your new with Lux. If your a good Lux player you need to save your Lucent Singularity and Light Binding when he comes in with his utlimate flash (AkA His ulti). This will allow you to hit him while he does damage, but beside the point if you see kassidin don't choose Lux, unless you want to feel pain.
- She's not that hard. Though she can get into melee distance, she doesn't deal alot of burst. Katarina is somewhat like Lux in a respect. She can deal damage over time, but unlike Lux she can't burst with Finales funkeln. Also unlike Akali, she can only get in melee distance once. So just save your Light Binding and use it when she uses her Shunpo to get close, and you should be good to go. She can't get close again once she used it.
- Kennen is not that hard to play against if you know what your doing. Use your Lucent Singularity to harass until Kennen uses Lightning Rush. When he does Lightning Rush use your Light Binding to bind him in place and move back. If you do this right, you should be fine. His ultimate is nothing to be scared of until he can get close with his Lightning Rush while his ultimate is going. Its actually pretty easy to keep him away, so if you feel comfortable playing against Kennen go for it.
- The infamous anti-caster, who just hurts. Unlike Kassadin, LeBlanc has the tendency to burst like a mad women. 1 death could be the end... For any caster. She is really the counter to any mage and if you see LeBlanc just do not pick Lux. Try to pick someone with a stun like Vieger.
- If you've read this guide, well just do what i've said, and just out play that other Lux player! (No Ranking)
- Malzahar can be difficult and not difficult. For the most part Malzahar's skills revolve around you either being close or on top of a skill. If you play it right, you shouldn't be very close to him, but you also need to farm. If you want to farm, he becomes difficult, but if you tower hug, and farm under tower, and wait for gank, he is easy. But its up to you, in my opinion i would avoid Lux since its so hard for her to farm. But if you feel that you can win, go for it.
- This guy is difficult if you let him farm. If you let him farm, you'll lose. It really is that simple. When Mordekaiser comes in to use his Siphon of Destruction make sure you hit him with your Lucent Singularity before he can use his siphon. Since siphon is Mordekaiser's main ability to farm, this will allow you to deal damage to him, before he gets his shield (Aka His bonus health). If you keep on doing this, this won't allow him to farm effectively, and will also allow you to kill him later with finales funkeln.
- Morgana is one of the champions i've had the least trouble with. Sure her shield, protects her from snares, stuns etc. But she won't be maxing it by level 6. As Lux you are faster, and have spells that have a longer range. This will allow you to harass effectively, and also let you get away from Morgana's Dark Binding and Tormented Soil. Also Tormented Soil deals damage over time, so really you just have to dodge Dark Binding. You should win you lane for the most part.
- I can't say that she's easy. If played right, she is just so dangerous. Orianna is one of those champions that you underestimate, but when you see a good one, your like omg... For the most part, try to harass her as much as you can with your Lucent Singularity, and if you can make sure you can snare her whenever you get the chance. Really its a battle to see who can deal the most damage without being damaged. Have your jungle gank when you need help, or you can secure the kill.
- Ryze is one of a champion that has a huge amount of burst for a small amount of AP. Since everything revolves around mana for Ryze, he can spam his spells all day, and he has much very short CD. Though Lux can mid against him pretty well, a good Ryze player can wreak Lux. Its a 50/50 chance that you will win, so if you think you can beat Ryze go for it.
- If you harass Swain early, and make him low, more then likely you will win against him. He can be difficult if he has full health, and about half of his mana, that is why its very important that you damage him as much as you can early. If you do that, no prob, if not good luck cause he's gonna wreak your face soon.
- The AD Kass, is what I like to call him. Talon is very good at mid, and should not be underestimated since he has a huge amount of CC. He can rip Lux apart sadly. If you see Talon have someone like your top, go mid, and you take top. Really only way, since Talon is a Anti-Mage.
- Crazy one indeed if you get to close. He will destroy you if your to close, but if you stay away, you should be able to win against him easily. Veigar has to be very close to do his burst, and since you have such a long range, you should be good to go! Just don't get close and harass him and your good.
- I don't have much on him, but for the most part i've destroyed him. I might be wrong, but really all i do is do the combo i've described and well, he dies? Nothing really more to say.
- I like to call him badimir cause he's so easy for Lux to win against. I've never had a problem against Vladimir even when he goes into pool. Just combo, and win, or just wait until he's out of his pool and lazer his blood *** :3
- THE ULTIMATE RANGE TURRENT... Hard to play against, since he has a longer range, but not impossible to beat. Have your jungler gank at 4, and Xerath can not escape. The only thing he can escape with is Flash, and once Flash is gone... PEW PEW. Nuff said :3
- Pretty easy if you harass him. Some what like Annie, but more skill dependent. Just do the things you would do on annie and win :3
Conclusion and Thanks
A Side Note:
I'll be updating it with more screen shots, pictures, and champions! I'm wanting to get this out now, since I have time, but will be updated in the following days.
I hope this guide has revealed some light on how to properly playing Lux, and I also hope that you enjoyed the guide! I want to give thanks to JhoiJhoi, for making the Banners, chapter titles (I made the font), and line dividers. She took her time out to make these, so go check her out! I also thank everyone that has commented on my guide and given me advice. Also I would like to thank psyguard and xiron. I thank psyguard for his excellent comments on my guide. They have been very helpful. And also Xiron who put his time into making the banner below, saying "thank you". I appreciate that he did that for me. On that note, I hope you all have a nice day, and go Pew, Pew, Your way to Sucess!
Fun times with firing your lazer ;)
King Lux, by 2300+elo mid Chu8
Miniguide: Long-Distance Supporting
By Gott der 7 Meere
Lux: The Final Spark. A Comprehensive Guide.
Not Just An Ordinary Mage