Build Guide by AlphaJeun
Not Updated For Current Season
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.
Intro / Summoner Spells / Masteries
I'm pretty new to LoL and as I was learning this game, I used this site to help me find builds to better myself since I was only relying on recommended items at first (not very effective). With that said, I give credit on this build, to the top 5 Lux builds on this site. Feel free to provide feedback as I'm always looking to improve upon my build!
Clarity - Lux is pretty soft, so I prefer to harass as much as I can to deter whoever I'm going up against. My goal is pretty much to get to level 6 asap, so this allows me to stay out longer without having to recall.
Ghost - Primary choice for escaping ambushes. I usually use ghost if I get in a situation where I'm outnumbered or up against someone who could overwhelm me or tank me. If you're being hunted down by someone who has a stronger pursuit, once you get some distance, either snare them with Light Binding or throw a Lucent Singularity right where you stand, so they get slowed as they chase. You'll want to ensure that they walk through the whole diameter of the aoe.
A popular choice is Flash instead of Clarity. My style of play is fairly aggressive, so I opt to choose mana over chasing/fleeing ability. Flash would primarily be used to flee, since the laser is effective for finishing off a fleeing champion. Late game, if you're caught, chances are a Flash + Ghost combo will do you no good. Personally I'd rather not have 2 spells used for the purpose of chase/flee.
9 Offense - These 9 offensive mastery points are common throughout most/all Lux builds. Anything beyond this offensive build seems pretty useless.
21 Utility - This is the most effective build for me. Call it egotistical, but I refuse to put mastery points into "Good Hands" cause I'd rather not think about what happens while I'm dead. I also prefer not to put points into "Awareness" because personally, I don't really notice a significant increase in the exp. earned that gives me a considerable advantage. I put my points into "Expanded Mind" so as to increase my mana, and in turn, ability power (with Archangel's Staff).
Runes / Skills
To be honest, I'm only level 20 right now, and I have bought only ONE Glyph of Focus (busy buying Champions). After looking at the Rune Tutorial by Searz (very helpful btw), and looking at Apollymia's Lux build, I've pretty much copied Apollymia's rune build. The only difference is rather than having 3 Quintessence's of Fortitude (+78 Health total) I opted to go with 3 Quintessence's of Insight (+5.67 Magic Penetration). So the setup looks like this.
9 Greater Mark of Insight = +8.55 Magic Penetration
9 Greater Seal of Clarity = +10.53 Mana Regen / 5 secs. @ level 18
9 Greater Glyph of Focus = -5.85% Cooldown Reduction
3 Greater Quintessence of Insight = +5.67 Magic Penetration
Since I don't have many runes, I haven't fully tested this rune build yet. When I get enough IP, I'm going to test with different Quintessence's. Rather than Magic Penetration, I might consider additional Cooldown Reduction to spam the laser, or Movement Speed for defensive purposes, but I think ultimately, I would just take the Magic Penetration.
My skill sequence is used for harassing. Both Light Binding and Lucent Singularity are used for both offensive and defensive situations. Light Binding does slightly more damage than Lucent Singularity, but is restricted to a straight line projectile 2 target snare, where the latter is an AoE slow. The snare is more effective defensively so I start with that, however the AoE is more effective offensively so as I level, I build that up the fastest. I find Prismatic Barrier to be useless until mid/late game when the ganking and group battles are more prominent. However as soon as I get this skill, I will spam it as much as I can to increase my mana, which in turn increases my ability power with Archangel's Staff. finales funkelnFinales Funkeln is pretty self explanatory. Very effective for people who like to tower hug at low health. =]
Meki Pendant + 2 Health Potions
To effectively harass and get kills early with Lux, you have to effectively utilize Illumination. This requires a lot of spell casting so the mana regen comes in handy. I've tried to begin with Doran's Ring, however you won't have money for health potions, and I find myself needing to recall more if I get hurt in an exchange. This early in the game, the extra health and ability power seems minute.
Tear of the Goddess + Ionian Boots of Lucidity
Tear for mana cap increase and boots for movement speed and cooldown reduction. This works as an effective pair for me since I can cast more often, and increase my mana cap by doing so.
If I get a good run going, this is effective for ability power, and ultimately, cooldown reduction.
*If I'm off to a slower start, I may choose to skip this item, and proceed to Archangel's Staff first, and have my last item replace this item in late game. Possible replacements for this item could be Rylai's Crystal Scepter for crowd control, Deathfire Grasp for cooldown reduction and another damaging spell, or if you need to play defensively, Zhonya's Hourglass.
By the time you get this item, you should have built up your mana by a good chunk with the Tear. This should boost up your ability power pretty significantly.
Simply put, big increase in spell damage.
Void Staff + Lich Bane*
I put these 2 items together because you could choose either/or for the order in which you purchase these. I prefer to get the Void Staff first, since your first choice should be spell damage. Lich Bane greatly helps with regular attack damage after a spell cast so this is a great help as well.
If you want to play more defensive/supportive, pickup Rylai's Crystal Scepter instead, as the slow effect is helpful for crowd control.