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Lux Build Guide by Zanthym

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 Zanthym

The Chronicle of Illumination - In-Depth Lux Guide

Zanthym Last updated on March 26, 2015
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AP

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9



Threats to Lux with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Karthus Karthus has a great advantage against melee and a few ranged mid laners but Lux is a whole new level. With her hard harass and long range, as well as her shield, she is one of the top counters and should be able to win lane against Karthus. Getting caught in his ultimate should be difficult as you have a shield and if you can, save others as well.
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1 : Introduction

Hey Guys, thank you for the approving votes and the 48 thousand views. I never thought my guide would ever be as helpful or considered, guess I thought wrong. Thanks for wanting me to keep this updated for Season Five in 2015.

Anyways, Lux is a very strong AP Mage, most comfortable in the Mid Lane whilst being capable of going Top or Support. She provides the team with a lot of Crowd Control, able to lockdown carries and burst them down with her arsenal of abilities. Although she is very squishy in the Early to Mid duration of a game, she is able to hold her ground, provided vision is given and her CC is used at the correct times. Lux will be able to battle many champions and eliminate them before they do her, only if she is played right and the correct decisions are made. Welcome to The Chronicles of Illumination, an In-Depth Lux Guide.

"I wanted to make a guide on Mobafire for a while but I always had other things to do(gaming), better now than never. I have only been introduced to the League of Legends Universe no more than about a year ago and I am already absolutely hooked on the game. This is my first guide from my gaming group "CrypTic Nation Gaming". My Friends and I established this group on November 5th 2012 initially starting to play our games on Steam but over the christmas break and gotten back into school I found LoL, my friends had already started playing but it was on Garena, until the update came and we could play on the NA Servers and on my Mac. I hadn't played at all during the summer so I had a very long absence and all my friends had become level 30's as I remained a level 26. But now I'm back and gaming better than ever. Now that I have more time. And this is my first guide for my favourite champion ever since she'd gone free on the 9th Week of Season Three. I bought her with influence points, but then stupid me refunded her and bought her with Riot Points. And thats the story on how my riot points vanished." ~ Early 2013


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2 : About Luxanna Crownguard

Short Backstory by Zanthym

Luxanna "Lux" Crownguard, also known as the Lady of Luminosity, the only daughter to the House of Crownguard, a prestigious military family in Demacia. She had abilities that were very unique and she ended up becoming one of the youngest to attend the College of Magic. She had taken the ability to control and manipulate light itself, thus making her a very powerful women. Her unique skills had taken notice to the Demacian Military, so they recruited her and many notable missions had happened since. Her Brother, Garen, is a Champion in the League of Legends, so for Demacia and the need to follow her brothers footsteps, she joined the League as well. She had been raised to hate Noxians, and to this day she still does.

Lore:

Born to the prestigious Crownguards, the paragon family of Demacian service, Luxanna was destined for greatness. She grew up as the family’s only daughter, and she immediately took to the advanced education and lavish parties required of families as high profile as the Crownguards. As Lux matured, it became clear that she was extraordinarily gifted. She could play tricks that made people believe they had seen things that did not actually exist. She could also hide in plain sight. Somehow, she was able to reverse engineer arcane magical spells after seeing them cast only once. She was hailed as a prodigy, drawing the affections of the Demacian government, military, and citizens alike.

As one of the youngest women to be tested by the College of Magic, she was discovered to possess a unique command over the powers of light. The young Lux viewed this as a great gift, something for her to embrace and use in the name of good. Realizing her unique skills, the Demacian military recruited and trained her in covert operations. She quickly became renowned for her daring achievements; the most dangerous of which found her deep in the chambers of the Noxian High Command. She extracted valuable inside information about the Noxus-Ionian conflict, earning her great favor with Demacians and Ionians alike. However, reconnaissance and surveillance was not for her. A light of her people, Lux's true calling was the League of Legends, where she could follow in her brother’s footsteps and unleash her gifts as an inspiration for all of Demacia.

"Her guiding light makes enemies wary, but they should worry most when the light fades."
Garen, the Might of Demacia


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3 : Pros and Cons

Pros
+ 2 CC's
+ She is good for Offense and Defense
+ Good Range for Abilities
+ LASERRRR!!
+ That Amazing Laugh :3
+ Amazing Burst Damage
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Cons
- Squishyyy
- Long Cooldowns for Q, W and E
- Mana problems (often relies on Blue Buff or Mana Regeneration Items)
- Very Skillshot Dependant
- Early Game = Not as Powerful
- Isn't exactly the Greatest as Support
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4-1 : Ability Overview

PASSIVE
Illumination
Illumination is Lux's Passive and is a pretty good one as it helps you deal extra damage after sending off an ability as it deals bonus magic damage. It is also an easy way to farm after you launched your Lucent Singularity because it will allow you to kill Minions a lot faster. Also after hitting a champion with an Ability other than your Prismatic Barrier, it will reveal their position for a 6 Seconds. Most will think it's a useless passive, but once you start playing Lux a lot more often, you are going to be glad that Illumination is there.
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Q
Light Binding
Light Binding is Lux's Q ability which sends off a snare that binds two people, when the first snare hits something, another snare will pass through and hit another target behind your first for only half the duration and damage, useful for snaring someone behind minions or snaring two champions at once. It is a brilliant ability and perfect for chasing people, its snare duration isn't as long as Morgana's but it's just enough for you to get distance from/to your target and/or probably start your combo.
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W
Prismatic Barrier
Prismatic Barrier has taken the name of the worst Lux Ability, but truly, it's a brilliant Ability in Team Battles when you want to keep your teammates alive. Because if you are going full AP, you may find yourself with a powerful shield, which is of great benefit. It is also good for early game if you want to stay alive, because your shield could be the thing that could save you from Ignite or sudden burst damage. It is also brilliant because it comes both ways, once you throw it, the shield comes up, but when it swings around like a boomerang, it will shield you again when it comes back to you, shielding anyone along the way.
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E
Lucent Singularity
Lucent Singularity is probably the most useful and powerful ability you can utilize. Early game, use Lucent Singularity to harass the opposing champion, so you can knock their Health Potions off. It can pull off good burst damage, it is a good CC if you want to slow a champion if you are chasing them or the other way round. When it is thrown, it can slow any enemy minion/champion and when the E is activated again, it will be detonated. It is also the best ability to start with early game if you want to pull off some good burst damage, because of its Area Damage, you don't have to majorly pre-aim like the Light Binding(Q). Another great use is that it can be used as a ward to check bushes or over walls.
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R
Final Spark
Final Spark is an incredible ultimate ability with great range and dealing a lot of Magic Damage, it is your secret weapon you pop when they least expect it. Early Game, you would want to pop a combo which will likely kill your opponent because of it powerful damage. It's range and width makes it best for when battling in tight spaced such as the River or Jungle. If you are chasing a champion with low and he gets too far and you can't see him through the fog of war, predicting where he might go, you just might hit and kill him. With my experience it happens quite often. It is also amazing at knocking down a lot of health in a team battle which could surely secure a win.
Channels a dazzling ray of light dealing 300/400/500 (+75% Ability Power) magic damage to all enemies in a line. Final Spark ignites and refreshes the Illumination debuff.


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4-2 : Passive - Illumination

PASSIVE

Illumination

PASSIVE

Ability Overview: Lux's damaging spells mark any enemies with light energy for 6 seconds. Her autoattacks or Final Spark. Final Spark will consume the mark, dealing「 10 + (8 × Lux's level) 」(+ 20% AP) magic damage to the target.

Details:
- Debuff can be triggered by Basic attacks or Final Spark.
- Spell vamp is applied and reduced to one-third of its effectiveness
- Rylai's Crystal Scepter's passive will apply 15% slow.
- Magic Shields will absorb the magic damage, although basic attack damage will still be given.
- Blinding and Dodging abilities will not allow Lux to activate the debuff with a basic attack.
- Critical strikes will not affect the bonus magic damage.
- Magic damage is still applied if blocked.
- Spell Shields ( Banshee's Veil) will deny the debuff's magic damage when proc'd, but basic attack damage will still be given.
- Debuff will be be countered by Fiora's parry and will consume the mark, no damage being dealt.
- Debuff can be removed by Quicksilver Sash and Mercurial Scimitar


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4-3 : Q Ability - Light Binding

Q Ability

Light Binding

Q Ability

Ability Overview: Lux releases a sphere of light in a line, striking up to two enemy units along its path. It deals magic damage to the first enemy it touches and half that damage to a second enemy behind it. Additionally, the first enemy struck is snared for 2 seconds, and the second enemy is snared for 1 second. This ability also apply her passive Illumination.

Ability Statistics:
RANGE: 1175
COST: 50 / 60 / 70 / 80 / 90 MANA
COOLDOWN: 15 / 14 / 13 / 12 / 11
MISSILE SPEED: 1200
FIRST TARGET MAGIC DAMAGE: 60 / 110 / 160 / 210 / 260 (+ 70% AP)
SECOND TARGET MAGIC DAMAGE: 30 / 55 / 80 / 105 / 130 (+ 35% AP)

Details:
- Applies Lux's passive Illumination
- Spell vamp is applied and reduced to one-third of its effectiveness
- Rylai's Crystal Scepter's passive will apply 15% slow.
- Magic Shields absorb as much damage as it can from this ability
- Spell Shields ( Banshee's Veil) will absorb the spell.
- Is considered a projectile by Wind Wall and Unbreakable
- Striking a target that is protected by a spell shield or Morgana's Black Shield will still count as one of the two targets that Light Binding can hit.


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4-4 : W Ability - Prismatic Barrier

W Ability

Prismatic Barrier

W Ability

Ability Overview: Lux shields herself for up to 3 seconds and throws out her wand in a line, applying the same shield to allied champions in its path. Her wand then returns to her, again shielding allied champions in its path and Lux herself upon return. When reapplied, the shield does not stack, but is refreshed.

Ability Statistics:
RANGE: 1075
COST: 60 MANA
COOLDOWN: 14 / 13 / 12 / 11 / 10
MISSILE SPEED: 1400
SHIELD STRENGTH: 80 / 105 / 130 / 155 / 180 (+ 35% AP)

Details:
- No limit to how many allied champions can be shielded.
- Is considered a projectile by Wind Wall and Unbreakable.
- Will immediately shield Lux upon activation.
- If Lux dies before the projectile changes direction, it will fizzle upon reaching maximum range.


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4-5 : E Ability - Lucent Singularity

E Ability

Lucent Singularity

E Ability

Ability Overview: Lux sends an anomaly of twisted light to a target area, slowing enemies within 300-range and granting sight of a slightly larger area 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. This ability will also apply her passive Illumination.

Ability Statistics:
RANGE: 1100
COST: 70 / 85 / 100 / 115 / 130 MANA
COOLDOWN: 10
MISSILE SPEED: ?
SLOW: 20 / 24 / 28 / 32 / 36%
MAGIC DAMAGE: 60 / 105 / 150 / 195 / 240 (+ 60% AP)

Details:
- Applies Lux's passive Illumination
- Spell vamp is applied and reduced to one-third of its effectiveness
- Rylai's Crystal Scepter's passive will apply 15% slow.
- Magic Shields absorb as much damage as it can from this ability
- Spell Shields ( Banshee's Veil) will absorb the spell.
- Is considered a projectile by Wind Wall and Unbreakable
- Ability grants sight while in flight and while on the ground.
- The slow remains for 0.25 seconds after leaving the area of effect.
- If Lux dies while Lucent Singularity is on the field, it will detonate instantly. If the ability is in flight when Lux dies, it will remain on the field for the full duration and cannot be detonated early.


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4-6 : R [Ultimate] Ability - Final Spark

R Ability

Final Spark

R Ability

Ability Overview: After gathering energy for half a second, Lux fires a broad and long-range beam of light in a line that deals magic damage to all enemies in the area. Any enemies that are already marked by Illumination have it ignited for additional magic damage, then re-applied.

Ability Statistics:
RANGE: 3340
COST: 100 MANA
COOLDOWN: 80 / 65 / 50
MAGIC DAMAGE: 300 / 400 / 500 (+ 75% AP)

Details:
- Applies Lux's passive Illumination
- Consumes Lux's passive then re-applies it.
- Spell vamp is applied and reduced to one-third of its effectiveness
- Rylai's Crystal Scepter's passive will apply 15% slow.
- Magic Shields absorb as much damage as it can from this ability
- Spell Shields ( Banshee's Veil) will absorb the spell.
- Grants vision during the cast time and of enemies hit for a short duration afterwards.
- Cast times cannot be interrupted by crowd control effects. During the cast time, Lux will ignore crowd control effects but still suffers from them if the duration persists.
- If Lux is displaced by a knockback or pull effect during the cast time, the laser will fire from the original point of casting.
- There is a small area in front of Lux's character model which will still deal damage after being displaced. The rest of the laser however will damage from the original point.
- This ability goes on cooldown when the laser fires, not when Lux begins to cast it. If Lux dies during the cast time, the ability will not be placed on cooldown.


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5 : Summoner Spells

+ -- -- --
afiller Now for most summoners, Flash is essential, and I agree, Flash is essential for any champion, unless you are a champion that doesn't require Flash - Ezreal - but sometimes people just can't live without Flash. But for Lux, I'm pretty sure Flash is needed due to her miniscule health pool. So if she is getting harassed, she could easily Flash over a wall to escape.

For the Second Summoner Spell, Barrier seems like a viable choice, I know that Lux already had a shield but there are moments where Lux might need more then her Prismatic Barrier, like if Darius wants to land his Noxian Guillotine and you activate your Barrier right in the nick of time and you survive it. Save Barrier for surviving heavy burst damage like Fizz's Chum the Waters or another Lux's Final Spark.

Another option for the Second Summoner Spell, I would suggest Teleport, so it is easier to get from one lane to another, like if the enemy is pushing in one lane and a champion needs assistance, you could Teleport from your lane and assist him/her. Or better, if you are getting chased and don't exactly feel like feeding or giving their team a kill, then Teleport could be an answer, because very recently I found myself juking consistently to lose their team, and since I can't get away fast enough with Recall, I Teleport to the nearest tower and walk home from there. Nobody can interrupt Teleport like they can to Recall .

But if you're not a Teleport kind of summoner, You could use Ignite, because if you are dealing damage but it just isn't enough and the enemy champion tries to make a getaway, Ignite could be the way to secure the kill. Or if you are Battling a Champion with an annoying passive, for example: Zac, Aatrox, Anivia, or Garen. So after their passive has activated, you can land you Ignite so you can make that health bar vanish before yours does.

But the Last option I would suggest would have to be Exhaust, exhaust is amazing for chasing and against melee mid champions, esp. Zed. When Zed is Exhausted, he cannot deal any of his AD damage if he cannot reach you, from their on, it is your job to dodge whatever abilities he may or may not throw at you. Exhaust is amazing mid-late game as well as it can easily isolate and lessen the damage of their AD Carry if you pinpoint it correctly, you can also stop hard ganks when you Exhaust their jungler.


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6 : Runes

Runes

Greater Seal of Armor
9

Greater Mark of Magic Penetration
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
3
9x Greater Seal of Armor = +9 Armor
9x Greater Mark of Magic Penetration = +7.83 Magic Penetration
9x Greater Glyph of Magic Resist = +12.06 Magic Resist
3x Greater Quintessence of Ability Power = +14.85 Ability Power
Total Cost= 10455 Influence Points

Seals

Greater Seal of Mana Regeneration is out of date and was my go to runes when I used to play Lux, but the more I play her, the more I realise that Armor runes seem to be better. Greater Seal of Armor seems to be the better choice as you can take those basic attacks and not lose as much health as you would without the Armor runes.
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Marks

For Marks, Magic Penetration is near essential for any Ability Power champions, especially if you are an Mid Laning AP Carry. So you should grab Greater Mark of Magic Penetration as it would provide Lux with sufficient Magic Penetration early game to do early burst damage to your enemy mid laner.
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Glyphs

As for the Glyphs, I used to have Greater Glyph of Scaling Ability Power, but then another summoner opened my eyes and I changed it to Greater Glyph of Magic Resist. Greater Glyph of Magic Resist is a very good choice at it gives you MR early game which should be able to defend you from an AP Champion that may be laning against you, for example: Ahri.
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Quintessences

As for the Quints (or Quintessences), I suggest the Greater Quintessence of Ability Power as it gives you quite a lot of Ability Power Early Game allowing you to deal much more Magic Damage earlier in the match.


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7-1 : Main & Archangel Build : Masteries

Masteries
4/1
1/1
3/5
1/1
1/5
3/5
3/1
3/
1/
1/
1/5
3/1
3/1
1/5
1/1
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Defense Masteries haven't been added doesn't mean that they could be useful, it is just that that if you want to deal burst damage better and stay in a lane longer, this is the Mastery I personally think you should follow. Because a lot of the masteries include Cooldown Reduction which would easily benefit Lux because the long Cooldown times are usually a problem for her. But with these masteries, the problem is slightly resolved and should not be an issue. I have chosen Butcher so it is easier to last hit minions and farm early game. Runic Affinity is brilliant for Lux early game, because if your jungler is generous enough to give you the Blue Buff, it would last 20% longer which is excellent, allowing you to spam your abilities in the mid lane quicker and consistently. Which could mean you could get an early kill.
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Offense: 21

Max out Sorcery as it provides you with 4% Cooldown Reduction. And a Lux with a lot of CDR is a very quick and Crowd Controlling Lux. The 5% CDR should make some difference early game.

Expose Weakness is an amazing mastery to take as it is extremely beneficial to your team as it amplifies the damage dealt to a champion you harm with a spell by 1% for a few seconds. So in a team fight, use that 1% to your advantage when engaging upon a single enemy.

Mental Force is definitely a must-have on Lux as the 16 AP is quite an amount of AP to have given to you for free late game. And you also have scaling AP each time you level, so you don't have to rush large AP items like Deathcap so early.

Spell Weaving compliments your passive quite well as it amplifies your spell damage. So you can utilize a combo which consists of "Basic Attack -> Spell Attack -> Basic Attack + Illumination".

Arcane Mastery is a simple Mastery, just gives you 6 AP for free. Why not, never hurts to have some extra AP early game.

Executioner would compliment your abilities and amplify your Ult by 5% if they are below 50% health, so a little extra damage would be great if you manage to harass them below 50% health.

Archmage increases your AP by 5%, and that is good for Lux early-late game as your Ability Power would constantly get higher the more you level.

Devastating Strikes is a must-have on any champion aiming to deal damage as it provides you with both armour and magic penetration.

Arcane Blade would be great for Lux as you can harass with your basic attacks and the more AP you have, the more painful your basic attacks will be, so it will act like a mini Lich Bane. It also compliments your Illumination.

Havoc , to finish off your Offense Table as it practically gives you +3% increased damage. If you are aiming to deal damage, why not.
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Utility: 9

Phasewalker is a good mastery to take as it is just a single mastery that will compliment your next mastery to get to the second tier. But all in all, the reason why it is good to choose is because a second difference when you recall makes a difference. Not many will notice it but it does.

Meditation , max it out and your sustain would be even better in the mid lane and you would be able to use more abilities. Staying in lane longer as Lux means more cs and xp.

Summoner's Insight , max it so your summoner spells will come back quicker, it will only give you a 10% more cooldown on the summoners, it doesn't seem like much, but you will be thankful when your flash comes back at the best possible moment.

Alchemist , the longer the duration of the pot, the more health or mana, why wouldn't you take this Mastery.

Runic Affinity so if your fellow jungler is kind enough to give you the Blue Buff early game or at some point, it would last a lot longer.
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7-2 : vs. AD : Masteries

Masteries
4/1
1/1
3/5
1/1
1/5
3/5
3/1
3/
1/
1/
2/5
2/5
1/1
3/5
1/1
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Offense: 21

Max out Sorcery as it provides you with 4% Cooldown Reduction. And a Lux with a lot of CDR is a very quick and Crowd Controlling Lux. The 5% CDR should make some difference early game.

Expose Weakness is an amazing mastery to take as it is extremely beneficial to your team as it amplifies the damage dealt to a champion you harm with a spell by 1% for a few seconds. So in a team fight, use that 1% to your advantage when engaging upon a single enemy.

Mental Force is definitely a must-have on Lux as the 16 AP is quite an amount of AP to have given to you for free late game. And you also have scaling AP each time you level, so you don't have to rush large AP items like Deathcap so early.

Spell Weaving compliments your passive quite well as it amplifies your spell damage. So you can utilize a combo which consists of "Basic Attack -> Spell Attack -> Basic Attack + Illumination".

Arcane Mastery is a simple Mastery, just gives you 6 AP for free. Why not, never hurts to have some extra AP early game.

Executioner would compliment your abilities and amplify your Ult by 5% if they are below 50% health, so a little extra damage would be great if you manage to harass them below 50% health.

Archmage increases your AP by 5%, and that is good for Lux early-late game as your Ability Power would constantly get higher the more you level.

Devastating Strikes is a must-have on any champion aiming to deal damage as it provides you with both armour and magic penetration.

Arcane Blade would be great for Lux as you can harass with your basic attacks and the more AP you have, the more painful your basic attacks will be, so it will act like a mini Lich Bane. It also compliments your Illumination.

Havoc , to finish off your Offense Table as it practically gives you +3% increased damage. If you are aiming to deal damage, why not.
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Defense: 9

Block is a great mastery to select when laning against AD Champions as their damage is reduced slightly, it may just be 2 but the small numbers in League of Legends are a lot more important than people think.

Recovery so you can have increase Health Regen. So if the AD Champ hit you hard, you might be able to sustain long enough to defend your lane and wait for your jungler to gank. Lux is known for being squishy early game, if you somehow take some damage but not a lot for you to pop a pot, extra health regeneration will help you get back up there.

Unyielding , practically the holds the same principal as Block , except this time it reduces all damage received by 2.

Veteran Scars is incredible as it will make Lux less squishier early game.

Juggernaut for 3% maximum health, which will also provide you with the health to make Lux less squishier.
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8-1 : Main Build : Items

Starter Items

1x of Each

4x HP , 2 MP

SPACESPACESPACE

1x of

2x of


There are two sets of starting items I recommend. The Balanced and the Offensive.

Balanced: This set consists of 1x Faerie Charm, 3x Health Potion, 3x Mana Potion and 1x Stealth Ward. This is my favourite way to start as Mid Lux as it provides enough health and mana potions to sustain you until around level 6 or longer so you can keep on getting your farm, a Faerie Charm which gives you increased mana regeneration and could easily build it to Chalice of Harmony, which you could then build to Athene's Unholy Grail. And one Stealth Ward so you can ward the bushes to keep an eye out for that pesky jungler, just itching to gank you.

Offensive: This set consists of one Doran's Ring and 2x Health Potion. The Doran's Ring will provide you with early AP which could give you an advantage in your lane, provided your competition doesn't have the ring as well. But you would have to be cautious about your mana consumption, just because it says it gives you mana regeneration along side 4 mana for every kill, doesn't mean that you can spam your abilities, be conservative.

Early Game



Chalice of Harmony

I would suggest rushing this early game item as it would give you loads of Mana Regeneration and some Magic Resist to counter an AP Champion early game. As well as its UNIQUE Passive, which increases your Mana Regeneration by 1% per 1% of Mana that is missing. That's not the only reason as to why it should be rushed, it also builds to your core item Athene's Unholy Grail.


Fiendish Codex

This item is actually very good for Lux as it gives you AP and Cooldown Reduction, it also speeds up your building to Athene's Unholy Grail.


Doran's Ring

This item shouldn't be bought unless you are having a hard time in your lane and you want to push back and do some damage. Think of it as an emergency item if you can't afford the other items to build to your Core Items. If worse comes to worse, buy two, it should give you sufficient AP and Mana to fight back harder.

Boots


..

I would highly recommend Sorcerer's Shoes as it provides Magic Penetration, which is something that is very useful for AP Casters. But early game if you want your CDR quicker, Ionian Boots of Lucidity is the recommended boots. But it's not at the highest recommendation from myself. And Boots of Mobility is my third recommendation, if you fear no gank and your mid lane is doing absolutely brilliantly and you feel as if you should assist your fellow summoners in a quicker fashion, than Boots of Mobility is for you.

Essentials



Athene's Unholy Grail

The Athene's Unholy Grail is essential for Lux because of the high mana costs that each of her abilities have. So having this item is core as it provides a high Mana Regeneration, 20% Cooldown Reduction, a good amount of Ability Power and 40 Magic Resistance. So practically Athene's Unholy Grail is an all round item as it has offense and defensive uses. This is probably the most important core item out of the three and I strongly suggest you build to it first.


Rabadon's Deathcap

The Rabadon's Deathcap is also essential for Lux and for many AP Casters in my opinion as it gives 120 Ability Power and increases your Ability Power by 30%. Which could really over power your Lucent Singularity and Final Spark. But if it is used alongside Void Staff you would actually get most of that ability power through to the enemy champions.


Void Staff

The Void Staff is essential because it provides Heavy Magic Penetration and 70 Ability Power. The Void Staff is used by many AP Casters because they would actually want to deal most of their AP to the champions. It is also one of the best items to use if you are going against tanks so you could damage them quicker and harder. The Void Staff is one of the best Magic Penetration items out there and is highly suggested for this AP Caster. Early-Mid game, enemy champions may not be rushing for MR but even so, be prepared and have a Magic Pen, so even if they build MR, you would still deal a good amount of Magic Damage.


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8-2 : Archangel Build : Items

Starter Items

1x of Each

4x HP , 2 MP

SPACESPACESPACE

1x of

2x of


These are the two starting sets recommended for the Seraph's Build. The Sustain and Sapphire starting sets.

Sustain: This set consists of 4x Health Potions and 2x Mana Potions. Which is a lot and should be able to sustain Lux in the mid lane past level 7. Usually it would be 3 of each but in this case, less Mana Potions as you would be building the Tear of the Goddess when you get back to base. And you will also have a Faerie Charm which will increase your Mana Regen which will increase sustainability. And finally 1x Stealth Ward which should be place around the 5 minute mark in one of the river bushes to watch for their jungler.

Sapphire: This set consists of a Sapphire Crystal and 2x Health Potions. This set is mainly based on rushing the Tear of the Goddess, and not sustainability. So you may not survive as long as you would with the Sustain start, but you will get the Tear of the Goddess sooner, which will give you a head start on your way to getting the Archangel's Staff. Which will make it quicker to get the Seraph's Embrace.

Early Game Goals



Tear of the Goddess

You should get this item first when you get back. As it is essential to getting the Seraph's Embrace. It also provides you with a lot of Mana Regeneration and Mana. And it's passive is incredible, because the more mana you spend, the more mana you get. With the Capacity of +750 Mana.


Blasting Wand

Blasting Wand should be bought so it is easier to build to any of the essential items in this build, but it should be used to build up to Archangel's Staff, so you can get to your Seraph's Embrace quicker. It also gives you a good amount of AP.


Sorcerer's Shoes

These shoes are best for Lux as it had MP, which is used to penetrate the Magic Resistance the enemy champions may have. You want to be able to deal as much AP to the enemy as possible. And you need the boots as you might need to move faster to catch up to some champions, just enough to get in range for a stun.

Essentials



Seraph's Embrace

This item is the whole point of this build. Now this item can only be acquired after you have a full mana charge on your Archangel's Staff, this takes a while so you want to rush the Tear of the Goddess so you will have that head start and will get to the Seraph's Embrace a lot quicker.


Rabadon's Deathcap

This item gives you a ****load of AP. Because with Seraph's Embrace, you will have sooo much Mana, so it's time to spend it like crazy. So make it worth it and begin over-powering your Laser and other abilities.


Void Staff

The point of this item is to penetrate their Magic Defenses and give you a boost while doing so. With 35% Magic Penetration and 70 AP, this item is a viable choice for Lux.


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8-3 : vs. AD : Items

Starter Items

1x of

SPACESPACESPACE

3x of

2x of


This is the way I recommend to start off your AD Repellent Build. Cloth Armor so you can have some resistance against the enemy AD Mid Laners Abilities and Basic Attacks. I have selected Cloth Armor because it can build into the Seeker's Armguard, which is a very good item against AD Champions like Zed. There is also 3x Health Potion's and 2x Mana Potion's, which should be able to give you some sustainability in your lane.

Rush



Boots of Speed

Boots of Speed should be rushed so you can get some extra movement speed and be able to build to your essential Sorcerer's Shoes.


Seeker's Armguard

Now this item is very important if you are laning with AD Mid Champs. It provides you with 20 AP and 30 Armor. But it's passive is interesting, every kill, you get 0.5 Armor, it stacks up to 30 times. Which is Brilliant. It also builds up to our essential Zhonya's Hourglass.


Forbidden Idol

This item was chosen to be rushed as it will give you good mana regeneration and 10% cooldown reduction, which seems like a good deal considering it's price. You would also need it when you get Morellonomicon.

Essentials



Sorcerer's Shoes

Sorcerer's Shoes was chosen for practically the exactly the same reason as the other builds. It gives you a lot of MP which Lux needs and Movement Speed.


Zhonya's Hourglass

Now Zhonya's is the item you are aiming for in this build, it gives you armor, and a lot of AP, 120! And has one of the most incredible ACTIVES I personally have ever seen. I call it G-G-G-GOLDEN MODE!!!! Which renders your champion invulnerable for a short amount of time and it should be activated right in the nick of time, like when Chum the Waters is about to bite you, or when Zed is about to Death Mark you. It's a saviour.


Morellonomicon

This item is labelled essential as it gives you a lot of AP, 20% CDR!!. and 12 Mana Regen. This item is incredible and should be rushed right after Zhonya's Hourglass. It's passive is also great for dealing damage to champions with health below 40%, reducing their healing and regeneration rates.


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9 : Items VS Items

Why Athene's over Morellonomicon

Athenes is overall a much better item to get on Lux because of the massive mana regeneration. With the 5.6 patch, it increased the mana regeneration to 100% from 50%, and you gain 30% of max mana when killing or assisting. It functions greatly with Lux. Sure they both have the 20% cooldown reduction. Sure Morello's has more Ability Power, but overall you get more from Athene's Unholy Grail then you do from Morello. Lux is all about bursting down opponents and working from afar. Not only that but she loves to spam abilities to poke and harass opponents, and with the large mana regeneration, it will not be a problem. As well as within a teamfight, when and if you get a kill or an assist, you will receive a lot of mana, able to keep you in the fight and spam your abilities.
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Why Rylai's over Liandry's

Rylai's provides more than Liandry's, the best part about Liandry's has to either be the burn it leaves or the Magic Penetration, but it doesn't give the slow or the amount of AP or Health that Rylai's gives you. You are given plenty of Health to bring Lux out of her squishyness and give her even more CC whilst giving her 100 AP.


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10 : Ineffective Items

Rod of Ages

Why is Rod of Ages not viable on a champion like Lux? Well the answer will not surprise you. It is true that Lux is a very squishy champion from Early to Late game. This isn't a problem for Lux as all her damage output is given from a distance rather than near. She does her damage from her abilities from a distance where enemy champions are not able to get her. Rod of Ages builds AP, Health and Mana over time; it will counteract Lux's squishiness and provide her with more mana and AP, but Mana regeneration items are there to assist her in mana regeneration. Lux is played mostly as a "Glass Cannon", a Glass Cannon is a fragile unit that can burst down anything quickly. She is a powerful cannon that can destroy you in seconds, but is made of glass and can be destroyed quickly as well. Which is why Lux players play safe and from afar so they can cannon and survive. It is better to have items that provide more Ability Power or Penetration rather then getting Rod of Ages, because you would get more from other items like Luden's Echo or Rylai's Crystal Scepter then a Lux would get from Rod of Ages.
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Spell Vamping Items

Spell Vamp is a utilized mainly by champions who can often use their abilities one after another, allowing them to vamp quickly. Champions that are also manufactured for Spell Vamp are the best kind suited for it, examples being: Akali and Vladimir. It wouldn't be strong with someone like Lux as you can get better items that would scale your AP and provide you more burst to fit your glass cannon role. Lux isn't a champion that has the time to spell vamp over time with her abilities as they have long cooldowns and are mostly projectiles which are easy to miss. Instead her abilities are used in quick succession allowing her to burst opponents down quick from afar. But one very important fact to state about Spell Vamp on Lux is the reduction, what I mean by reduction is that her abilities only spell vamp one-third rather than the usual whole. So spell vamp isn't even able to work to its full potential. The ability duration on all of Lux's abilities are short, so the amount of health she will vamp will be very minimal as well. Leave the spell vamping to Akali.


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11 : Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
.
Start with the Lucent Singularity (E) so you would be able to harass early game, which is good because you might be able to get a kill if you are skilled or lucky, and a good start could turn into a win. Next get Light Binding (Q) so you can initiate your Two-Step Light Combo, which is the Q -> E. Stunning the Enemy Champion then throwing your E, hitting him with a few basic attacks and when the stun wears off, that's when you detonate your Lucent Singularity. Which could do a lot of damage. You want to keep leveling the Lucent Singularity as it is clearly one of your best abilities. By level 4, grab the Prismatic Barrier (W) so you can shield yourself just in case a jungler tries to gank or when you anticipate sudden burst damage. Once you reach level 6, grab your Ultimate, the Final Spark (R) as it is the best ability Lux will ever have. That is when you can finally initiate your Lasertastic Combo.
.
Lux's Lasertastic Combo
>>>>>>Detonate
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But in order to launch all the abilities quickly, you should use Smart Casting, which is just just launching your abilities immediately where your cursor is.
.
In-Depth of the Lasertastic Combo:
The Light Binding (Q) is launched to stun the champion, then the Lucent Singularity (E) so you can slow and prep for detonation. Then you fire your Final Spark (R), which would surely secure the kill. But just incase the kill isn't secured, you detonate your Lucent Singularity.

Strong Suggestion: If you're using smart casting, I suggest you do not use smart casting on your ultimate as it is much more difficult to aim.


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12 : Importance of Smart Casting/Quick Casting

This chapter will explain the importance of Quick Casting.

Explanation of Quick Casting by LoL Wikia

Spoiler: Click to view


Explanation of Quick Casting by Zanthym
Quick Casting is a way of casting or doing anything a lot quicker in League of Legends. So no more Point > Press > Click. It is just Point > Press. So for Lux's Lucent Singularity, without Quick Casting, you would have to press the E Key and click on the location of where you want you light of awesomeness to go. But with Quick Casting it is just hovering your mouse over where you want it to go, and press the E Key and Lux will go out of her way to Throw the little ball of light to you designated location. If the place you point is out of her range, it doesn't mean she won't respond, she will go around all obstacles to get in range and throw it.

Explanation of Quick Casting by TheAngryHoneyBadger [Video Not Updated to New LoL Options Format] .
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Importance of Quick Casting for Lux

I strongly suggest to use Quick Casting if you want to be able to land your combo or use most of your abilities much quicker, because her shots require skill, a.k.a they are Skillshot based abilities, all of them. And landing skillshots require timing, timing require speed, and pointing and clicking isn't as fast as Quick Casting which is just 'point'. So let's say you are running from an enemy Darius and he has Boots of Swiftness and he is catching up to you. You have a stun and a slow, but pointing and clicking would need to be quick if you want to throw it at him and continue on your run at the same time, so you need to throw then move, a lot of people mess this up and end up misclicking. So with Quick Casting, just point and run, that simple, saves you time and your life.

As I said before do not set your Ultimate to Quick Cast unless you are a professional skillshotter, because this could easily mess up your accuracy and most likely waste your Final Spark


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13 : Laning

If you had begun with the Balanced build then you have probably survived in your lane longer then most of your teammates unless one of them got a little carried away in their lane. But at a low level, you don't want to continuously spam your abilities, especially your Light Binding and Lucent Singularity. Your Ultimate doesn't need much concern as it just provides heavy burst damage so you can clear your lane quicker. But your Light Binding and Lucent Singularity are defense mechanisms Lux bares. Like if your enemy mid champ gets help from their fellow jungler and a wild Jax uses his Leap Strike, hopping and landing onto you, two champions would be difficult to counter especially at a low level so your Light Binding would stun them, giving you time to run and your Lucent Singularity would slow them down and as they approach the end of the ring detonate it. by then you would have damaged them by loads and popping your Final Spark would send them to base in no time.


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14 : Farming

When it comes to farming, Lux is rather good at doing so due to her abilities. If you have followed the guide so far, you would have already build up enough AP and CDR to farm very quickly by throwing your Lucent Singularity and probably your Light Binding.

If you built the CDR to the max, then begin spamming your Final Spark because the cooldown would be 30s which is very short for Ultimates. But don't get greedy and run into someone elses lane for their minions because you have your own creeps to worry about in your own lane. Especially if you are Losing the match, don't be afraid to use your Final Spark on minions because of the cooldown rate, your Final Spark would likely recharge when a team battle sparks.

When it comes to late game, farming may turn difficult as you may still be squishy and your opponents might want to just farm off of you. So when you are pushing one lane, farming minions, you may attract a whole team and Lux can't fend off 3 guys at once so easily, you may just be able to take one down before going down but that's it. So if you want to farm, either go through the Jungle or go to a lane where one of your teammates will be.


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15 : Warding

This chapter will explain where to ward when you are laning in your mid lane.
Picture created by - Zanthym

As seen in the picture above, there are practically 3 spots as to where you should put your Wards.

Red Ring: The Red Rings indicate the more recommended areas of where you should place your wards. Which is in the NW and SE River Bush closest to the mid lane. A ward should be placed here so you can have an eye out for their Jungler. Because the jungler striking you unexpectedly could lead to your death. Because they come in quick and is hard to avoid.

Blue Ring: This is the secondary warding location for the blue team, so you can see when they want to come around. Or just to see where their champions are going, so you know which way they might be going, up to gank you, or down to gank your carry.

Purple Ring: This is the secondary warding location for the purple team, for the same reasons as the Blue Ring. To see if they are coming down to gank you or going up to gank your top laning teammate.

Yellow Ring: This is another location as to where you should place your wards, it is the in the middle of the river. It is placed there just to monitor the direction of their champions. To inspect if they are ganking, going for Baron or Dragon, invading our Jungle, or just traveling between lanes.

Warding the Dragon, the Baron Nashor, Jungle or bushes bot lane is the job of the support, not yours. The Jungle should also be warded by the Jungler. Top lane is as well covered by the champion laning top.


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16 : Team Fights

In Team Battles, Lux is a viable champion to have in it because she can go offensive and provide some defense as well. But if you are able to land your combo successfully, you would have the upper hand in a team battle. And the Combo is the Lasertastic Combo, which is something I had mentioned in the previous chapter, and it is a very successful Combo. If the enemy champions are lined up, it would be a very good time to launch your combo.
.

Lux's Lasertastic Combo
>>>>>>Detonate

As well as chasing down champions, your two Crowd Control Abilities would slow them down and secure a kill for your team.

Final Spark is a very good ability to instantly reduce a champions health, so in a team battle, you should shoot it at as many champions with one laser so your fellow champions would be able to secure the kills and quickly Ace giving your team time to push.

Now for going against a Tank, you should spam your Lucent Singularity and Final Spark so you can consistently bring his health down, when he starts to run that's when you start launching your Light Binding so you can stop him in his tracks. Providing you have bought and have cooldown reduction, you would be able to slow and stun the Tank consistently. If you have bought the Deathfire Grasp, you should activate it when going against a Tank so their health would be able to go down a lot quicker.

When to Initiate Team Battles

This is very important, but a lot of High Elo and consistent League of Legends players should know this for a champion of her caliber.

For Lux, you should almost never be the initiator of a Team Battles, especially mid game, late game is a different situation. Early Game, you shouldn't be having Team Battle as you would most likely be in the Laning Phase; the laning phase is where everyone on each team is sticking to their lane, jungler all over the place, jungling and ganking. There is no specific time as to when Laning Phase is over, but most would know when Laning Phase is over when everyone some how finds their way in the mid lane more likely.

When everyone is at mid lane, waiting to start the team battle, Lux should definitely not be the one running in, starting the team battle, as she is squishy and will be killed very quickly. The one who had the most sustainability and health, a.k.a the Tank of your team, should be the one to run in and initiate the Team Battle.

Lux shouldn't be on the front lines taking in heavy damage, that is where the Tank and probably the Top Laner should be. You should be tossing your Light Binding and Lucent Singularity very consistently, alongside your Prismatic Barrier if your support isn't shielding or/is healing, for added sustainability. Your Final Spark should be activated, not when their health is extremely low and can be taken down easily, it should be fired either when their Health Bars are below 50% or possibly 75%. Sniping isn't a bad thing either, if one of the champions are trying to Recall by a tower because their Health is extremely low, don't be afraid to snipe from a safe distance. But never use your Final Spark to kill steal.

But Lux can be the one to start Team Battles, but usually when she launches her Light Binding, making it a great time for your team to then jump in and begin the battle.


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17 : Buffs [Needs S5 Update]

In this section, I will be discussing Buffs, specifically Monster Buffs, not Item buffs.
The Crest of the Ancient Golem (Blue Buff), Blessing of the Lizard Elder (Red Buff) and the Exalted with Baron Nashor (Purple Buff).

Crest of the Ancient Golem

Crest of the Ancient Golem : The Blue Buff is the best buff Lux can have. As is provides +25 Mana every 5 seconds and 20% Cooldown Reduction. This buff was made for AP champs like Lux. Grabbing this buff early game, if your jungler is fine with it, will give you a massive advantage early game. Because you would be able to spam your abilities early and no need to worry much about your Mana.

This unit regens 25 flat mana regeneration per 5 seconds and 0.5% of their maximum mana (or energy) per second and has 20% cooldown reduction on their abilities. If slain, this buff transfers to the killer. Duration 2:30 | with Runic Affinity 3:00

Blessing of the Lizard Elder

Blessing of the Lizard Elder : The Red Buff isn't exactly the best buff for a champion like Lux. Mostly because she wouldn't need it and probably the AD Carry, Top Laner or Jungler should have this buff. But if Lux acquires it via killing their opponent, the extra burn it does to enemy champions isn't bad, who doesn't mind a mini Ignite always on for a few minutes. The Red Buff isn't bad on Lux, it just works better probably on her teammates.

This unit's physical attacks apply a debuff that slows the target's movement speed by 8 / 16 / 24% (5 / 10 / 15% for ranged attacks) for 3 seconds and a DoT that deals 8 + (2 × level) bonus true damage twice. If the buff holder is slain, this buff is transferred to the killer. Duration 2:30 | with Runic Affinity 3:00

Exalted with Baron Nashor

Exalted with Baron Nashor : This buff is clearly acquired after your team has slain the Baron Nashor , if you don't know what the Baron Nashor is, it's the Big Red Monster Icon on your minimap. And when you get there you should see some sort of huge Worm-like monster emerging from the ground. You need your entire team to slay this, but in some cases, it may require less. It is the most powerful buff in the entire game, giving you mana regen, attack dmg, ap and health regen.

This unit's health and mana are regenerating, and they enjoy increased attack damage and ability power. Duration 4:00 | with Runic Affinity 4:00

The buff grants:
Up to 40 ability power
Up to 40 attack damage
3% of your maximum health in health regeneration per 5 sec.
1% of your maximum mana in mana regeneration per 5 sec.


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18 : Credit and Thanks

A majority of the information displayed has been taken from http://leagueoflegends.wikia.com/wiki/Lux
Riot Games
League of Legends

Thank you to all the dedicated League of Legends players for keeping the site up to date with statistical changes to Lux's character.


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19 : Extra

A Wallpaper I made because I was bored.


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20 : Changelog

Changelog is here to display the changes made to the Guide. Also Displays the Consistency of updating.


27/3/2015 - Added Ineffective Items Chapter.

26/3/2015 - Minor Edit to Ability Overview.

25/3/2015 - Added In-Depth Ability explanation. Removed CNG, Synergy, and Counters Chapters. Added Luden's Echo to build. Renamed Seraph's build to Archangel Build. Editted the vs. Champions section.

14/3/2015 - Added more Champions to vs. Champions.

10/3/2015 - Part One of Updated Guide.

25/2/2015 - Part One of Updated Guide.

4/10/2014 - ReOrganized Chapters. Added "Introduction" and "Cryptic Nation Gaming". Added "Items vs Items" Chapter.

29/9/2014 - Added Trinkets to Build. Renamed "AD Repellant" to "vs. AD Mid".

25/9/2014 - Reorganized the Chapters. Combined Rune Chapters. Removed Mana Regen Runes. Updated "vs. Champions".

24/9/2014 - Added "vs. Champions. Updated All "Masteries" sections. Updated "Items. More...

1/11/2013 - Added the "Warding" chapter. Finished the other "Masteries" and "Runes" chapters. Another Rename. Finished all the "Item" chapters. Removed Needlessly Large Rod from Main Build Items.

31/10/2013 - Finished the "Counters" chapter. Edited Grammar Mistakes in Fizz Section in "Counters" chapter. Added a "Buffs" chapter and completed it. Added two new builds in the Chronicle, "Seraph's" and "AD Repellent" Builds. Created separate "Rune", "Masteries" and "Items" Chapters for each Build.

30/10/2013 - Improved the "Masteries" Chapter. Finished up the Ashe section in the "Synergy" Chapter. Edited the Chapters. Split the "Abilities" and "Pros and Cons" Section, turning them into their own individual chapters. Added the "When to Initiate" section in the "Team Battles" chapter. Renamed "Team Fights" chapter to "Team Battle". Changed up the 'Summoner's Spells" chapter.

29/10/2013 - Added "Synergy", "Counter" and "Quick Casting" Chapter. Remade the "Runes" Chapter. Some Items in the Build Changed and Removed. Updated the "Summoner Spells" Chapter. Changed the main second summoner spell from Teleport to Barrier.

27/10/2013 - Reorganized the Chapters. Neatened up the paragraphs.

26/10/2013 - Added "Farming" and "Laning" Chapters. Updated the "Items" Chapter.