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Lucian Build Guide by Vapora Dark

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League of Legends Build Guide Author Vapora Dark

Vapora's Guide To Lucian

Vapora Dark Last updated on November 20, 2016
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Vapora Dark
Hey guys, my name is Vapora Dark. I'm a season 5 Master tier player on the EUW server and am currently Diamond 2. Most people know me as a huge Talon fanatic, but I've been an ADC main since end of season 4, and Lucian has been my most played champion this season.

The reason I chose to write this guide is Lucian has been my favourite ADC ever since the preseason changes where my previous favourite ADC was basically removed from the game (RIP old Graves), and Lucian not only became a much stronger champion but also began to feel a lot better to play, with the game finally having proper itemization for caster ADC's like him. As my second favourite ADC prior to the changes, I naturally began to favour him afterwards.

Additionally, I feel like some of the other Lucian guides available are lacking in some aspects, so as a veteran League of Legends player I'll be showing you not "my" way of playing Lucian, but the way to play Lucian.

And if you enjoy the guide, upvotes are always very much appreciated!

Just to prove I can in fact, play Lucian, here are my ranked statistics on my Lucian OTP account "The CuIIing", which hit diamond 5 a few minutes before the first screenshot was taken.





Follow me on Twitter @VaporaDark if you wanna hear from me outside of the guide, I recently started using it and would like people to actually see the things I may choose to Tweet. :)

If you like Lucian and would enjoy talking about the champion, come on over to /r/LucianMains on Reddit!

If you ever want to see me playing Lucian, then make sure to follow me on Twitch!


I don't have any montages but if you want to be wooed by my Lucian plays, here's one.




Now coaching!


If you're struggling to improve then for £10 (Paypal only) I can do a VOD review of one of your games.

I'm a multi-season Master tier player specialising in ADC and mid lane. If you're interested, PM me here on MOBAFire, on Reddit, or on Twitter to start setting it up.

The focus of the coaching is to show you what kind of mistakes you make without realizing on a game-by-game basis, and to teach you the fundamentals necessary to spot your own mistakes and improve on them yourself. If you feel like you're doing everything you can in your games but still can't seem to consistently win and climb, like every game is a coinflip as to whether you win or lose regardless of how you perform, then that's where I come in and show you what you're doing wrong, or what you should be doing but aren't, as someone that's been playing for 5 years and can stroll through Bronze-Diamond Elo blindfolded with both hands tied behind my back while playing first-time ADC Karma.

With all that being said, onto the guide. :)





Lucian's been a top 4 solo queue ADC ever since the first pre-season patch hit with all the ADC changes. Currently in patch 6.4, my own personal opinion is that he's definitely a top 3 ADC, and as an ADC with a lot of outplay potential, I think that if you can master him, he's the best ADC at carrying solo queue there is.

Lucian's main strength is how strong he is throughout the entire game. His early game is among the best of all ADC's (top 2 probably?), and his mid and late game are both great as well. This means you can pick him, crush early-game, snowball and never end up falling off because Lucian never becomes weak. This is why I personally think he's the strongest ADC in solo queue, compared to other carries who are either strong early-game but then fall off at 6 items, or strong late-game but risk losing lane and never reaching late-game because of their weak early-game.

At the moment, he's also not in Riot's sights for potential big nerfs, so you can comfortably pick up this champion, learn him and dominate games without fear of him being gutted anytime soon.





|| FLASH || Flash is the strongest summoner spell in the game, there is almost no champion that doesn't run it. It's an incredibly versatile spell, being able to be used either offensively or defensively. There is absolutely no circumstance in which you wouldn't want to run Flash, if you don't you'll be the easiest person on your team to gank and catch out, and you'll potentially miss out on a lot of kills that get away using their own Flash while you're unable to close the gap because you don't have Flash yourself. ||

|| HEAL || Heal is likewise taken every single game by both ADCs, and sometimes by mid laners as well. On a role like ADC, where you naturally have a lot of in-built damage, you want a summoner spell that'll increase your survivability to help you keep putting out damage, rather than an offensive one like Ignite. In season 3 ADC's would use Barrier until Heal got reworked into its current state, Heal is still the best choice on ADC over 2 years later as Barrier is a very selfish summoner in the sense that it only affects you, while Heal affects you and one more team-mate, which in a duo lane is very strong. Even though Heal is mitigated by Ignite, a common pick on supports and mid laners, it's still often the superior defensive spell for keeping yourself safe thanks to the movement speed boost, and the fact that it affects another team-mate as well just cements it as the single, most optimal defensive spell. ||




AD marks give the strongest relevant stats for your role. These will help you last-hit better, allow you to deal more damage in trades through auto-attacks and Piercing Light, and increase your DPS.

You take armor because it's the most stat-efficient rune you can take through seals. Flat HP seals also give good stats nowadays, but armor is just straight up a better stat to take on bot lane. Both aim to make you tankier but armor is better for that when you're laning against an ADC.

You take magic resist here because again it's the most stat-efficient rune to take, although here you have room for a little variation, given that the enemy bottom lane's main damage threat is 90% of the time physical.

On caster ADC's, it's common to take 5 magic resist glyphs and 4 mana regen glyphs. On more auto-attack oriented ADC's it's common to run 4 or 5 attack speed glyphs and fill the rest of the slots with magic resist. Although Lucian basically becomes a manaless at level 13 thanks to Essence Reaver, in laning phase he benefits a lot from mana regen as most of his harass comes from spells.

If you don't like the idea of wasted stats you can run some attack speed glyphs instead or just full magic resist.

I keep a full magic resist glyph page in reserve in case I'm laning against a high magic damage support such as Annie, Brand or Sona.

Despite what I said about AD being the strongest stat for ADC in regards to marks, for quints you'll want to go with attack speed. The reason is that in quintessences, less AD is offered than in marks. For example, full AS marks will give ~15% attack speed, and full AS quints also give ~15% attack speed. But while full AD marks will give 8.6 AD, AD quints only give 6.75 AD.

I'm not sure why it works that way, but regardless, despite AD generally being a stronger stat on AD carries, attack speed is a stronger stat specifically in quintessences (and glyphs, AD glyphs aren't even worth considering).

Back when attack speed quints got buffed and this setup became meta, for up to a year later some people would swap one AS quint for an AD quint on high AD ratio caster type champs, such as Lucian himself. Since then people slowly stopped doing that and just run 3 AS quints, realizing that there's just no point in running a stat inefficient quint even if it gives a better stat. So I would not recommend doing that. 3 AS quints are the way to go.




12/18/0 vs 18/12/0

Earlier on in the season you'd see almost every single champion in the game going 12/18/0 because of every keystone except Thunderlord's Decree getting nerfed and becoming undertuned, while Thunderlord's Decree itself got 2 buffs in a row. Questionable balancing on the part of Riot, but they quickly rectified their mistake by nerfing the Cunning tree while buffing the keystones of the other trees. Currently, as an ADC, your options are to go 18 into Ferocity or 18 into Cunning. While Cunning is still viable on some ADC's, such as Miss Fortune and Corki, most ADC's want to go into Ferocity because it gives much higher DPS than Cunning, and DPS is a better stat than Thunderlord's Decree 's burst on ADC.



FEROCITY

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Fury Sorcery

Although a lot of Lucian's damage comes from spells, +2% more damage isn't much, and as an ADC Lucian gains a lot out of attack speed as it'll improve last-hitting, make his auto-attack animation smoother and increase his DPS.


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Double Edged Sword Feast Expose Weakness

Double Edged Sword is kind of a noob trap on ranged champions seeing as it basically cancels itself out. The only situation it benefits you is if you get to freely put out damage while taking little to no damage in return, otherwise it's basically a 50/50 as to whether the 2% damage dealt increase will out-do the 2% damage taken increase. In general the mastery makes you more vulnerable to burst and more vulnerable to ganks, so I wouldn't recommend it as I think it's the only mastery in the game that can hurt you more than it helps you.

Feast is extremely under-rated by many, the sustain is super strong and can easily be the difference between winning or losing lane. Having Feast vs no Feast gives you a huge advantage in lane.

Expose Weakness is probably the strongest mastery in team-fights, but in lane it won't do too much for you as your support usually won't be doing much damage, so a % increase is negligible.

All in all I consider Feast the strongest due to how strong it is in lane. Expose Weakness is also a pretty strong mastery but with competition like Feast it's hard to justify taking it on ADC.


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Vampirism Natural Talent

While Natural Talent slightly increases your DPS late-game, early-game it's almost non-existent and has to scale up, while Vampirism starts at full power at level 1. 2% lifesteal sounds pretty insignificant, but lifesteal is very strong throughout all stages of the game. 2% lifesteal is 66% the lifesteal you get from Doran's Blade, and as much lifesteal as you used to get from a lifesteal quint before they got nerfed for being too strong. Overall it may look like a small number, but 2% is not to be underestimated. Coupled with Doran's Blade, you'll have 5% lifesteal from level 1, and you can focus on building pure damage without having to worry about having zero sustain until you get round to building your first lifesteal item.


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Bounty Hunter Oppressor

Oppressor is probably better if you have a high CC support who will constantly increase your damage output, but in general you'll want to go with Bounty Hunter on Lucian as you have no in-built CC of your own. The most use you'd get out of it is while you have red buff. It's not bad, but Bounty Hunter is usually better as you're bound to pick up kills if you play well, and if you don't play well then you're probably going to lose anyway.


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Battering Blows Piercing Thoughts

Fairly straightforward. If you do more magic damage than physical damage, you go Piercing Thoughts . If you do more physical damage than magic damage, you go Battering Blows . The only ADC that deals more magic damage than physical damage is Corki, so on an ADC like Lucian, who deals almost no magic damage, Battering Blows is the clear winner, as Piercing Thoughts would only increase the damage from Ardent Blaze and your Statikk Shiv/ Rapid Firecannon.


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Warlord's Bloodlust Fervor of Battle Deathfire Touch

The new Warlord's Bloodlust is pretty strong, but the fact that it's purely defensive rather than offensive irks me. It's easier to win lane with it but you'll have less kill potential when you are winning lane, and less DPS late-game. The lifesteal goes completely to waste if you don't get focused, so I'm not recommending it for now.

Deathfire Touch is just weak on everyone not called Jhin, none of your abilities count as single target damage (not even The Culling), so you'd always get half the effectiveness. And it mostly adds to your harass rather than your DPS, so you'd get a little out of it in lane but then out of lane it'd be unnoticeable.

Fervor of Battle has been the meta ADC keystone ever since it got buffed and Thunderlord's Decree nerfed. The DPS it adds is huge for a mastery, and as an ADC you'll want almost as much ADC as you can get.



CUNNING

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Wanderer Savagery

You don't get much out of Wanderer as you don't generally roam. Savagery on the other hand improves your last-hitting and makes it easier/possible to last hit under tower. I don't care how much of a god you think you are at last-hitting, Savagery will 100% improve your average CS, and that's way stronger than moving faster while out of combat.


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Runic Affinity Secret Stash Assassin

Easy choice here. Runic Affinity does almost nothing for you because you spend very little actually holding a buff unlike junglers who can use it to extend their buff duration in the early-game. Assassin likewise does almost nothing for you because you'll be laning 2v2 and will therefore very rarely actually be in a 1v1 scenario. As an ADC you're not really meant to be 1v1'ing to begin with (not that that stops me from trying :D) as you're more suited for just dishing out DPS with the protection of the meat shields you call team-mates. Secret Stash is therefore the strongest option. It may not seem like much but as always, sustain tends to be under-rated. The extra 10% duration gives you 15 more HP per HP pot, and the instant HP restore adds another 20, so this mastery gives you 35 extra HP per Health Potion. The extra mana often comes in handy as well.


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Merciless Meditation

As an ADC your job is to do damage, Merciless is the better choice for it. It actually adds quite a bit of damage to your kit, especially vs tanks who tend to spend more time below 40% HP than other champions. Meditation is decent early-game, but ends up becoming useless around level 13 when Lucian basically becomes a manaless champion because he restores more mana with Essence Reaver than he uses.


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Dangerous Game Bandit

Bandit wouldn't give you much gold each game, but Dangerous Game can very often save your life. Early-game, when you can sometimes be mana starved the mana restore on each kill is also really useful.





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Lightslinger (Passive)

After using one of his abilities, Lucian's next auto attack within 3 seconds will strike twice. The second shot deals 30-60% of Lucian's AD based on level (increases by 10% every 5 levels), but fully applies on-hit effects. Minions and monsters take full damage from the second shot. The second shot can critically strike.


This passive is what really sets Lucian apart from the other ADC's. In lane it makes your trades stronger, and in fights it increases both your DPS and your burst when you weave spells in between your auto-attacks. In season 6, with the introduction of Essence Reaver which gives Lucian 30% CDR and makes him basically manaless after level 13, allowing him to spam his spells with much greater frequency as well as not running the risk of going OOM in the process, meaning Lightslinger and Lucian as a whole have become a whole let better as a result.

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Piercing Light (Q)

After a 0.4 second delay, Lucian fires a laser in the direction of the target enemy: dealing 80 / 110 / 140 / 170 / 200 (+60 / 75 / 90 / 105 / 120 % bonus AD) physical damage to all enemies in a line.


Lucian's main form of harass in lane, and also the most difficult spell in his kit to use properly. Inexperienced Lucian players will always walk up to opponents to click Q on them then auto-attack with Lightslinger before backing up. While Lucian is a strong trader and this is indeed optimal in some situations, it's not the way you play Lucian, because it's really telegraphed when you walk up to your enemy (enemies that can outplay Piercing Light either with a dash or a spell shield can easily react to it because they know you're going to cast it before you do so), and additionally it provides the enemies with a higher window of opportunity to either trade back or to engage on you.

The most common way you should be using this spell to harass in lane is by casting it on minions, while aiming to get it to hit your enemy in the process. The range when you do it this way is HUGE, and it keeps you completely safe from retaliation. If you have the opportunity you can then even walk up to the enemy to auto-attack them so that you don't waste Lightslinger; even then this is better than the “noob” way of harassing with Lucian, because even though the outcome is the same ( Piercing Light followed by Lightslinger), it provides a smaller window of opportunity for the enemy ADC to trade back, and makes it harder to counterplay Piercing Light because while if you walk up to them the spell is very telegraphed, if you're just standing back and casting it through minions they have no idea when the spell is coming, and you wouldn't believe the amount of times I've seen Sivir's Spell Shield and Vayne's Tumble after Piercing Light has already hit them because they don't react to it in time.

Additionally it's advantageous to you because if you want you don't even have to walk up to their range to harass with Lightslinger; with good enough accuracy (and usually at later levels when you have more items and it does more damage) you can wear them down with Piercing Light from outside of their range, removing their option to trade back or engage on you. Then you can start getting into their range and playing more aggressively once they're low enough that you can really push your advantage and start zoning them, lest they risk dying to an all-in.

You may find that your accuracy with Piercing Light isn't very good and you just find it easier to cast it directly on champions all the time, but I beg of you to resist the temptation to do that. Everyone sucks at aiming Piercing Light when they start out, and the only way to get better at it is to practice. Once you're good at it you'll be a better Lucian player, and by continuing to harass with Piercing Light through minions you'll constantly be improving as you get more experience doing it.

Pro tip: If you auto-attack a low HP minion, Q it before your auto-attack hits then your auto-attack kills it, your Q animation will cancel early while the attack still goes through. Is this useful? Not much, but it means you spend less time standing still unable to auto-attack, and who knows when that might help you. Time is money, after all. Keep your eyes open for situations where it might be applicable, just don't go out of your way to try and force it because it's really not that useful usually.

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Ardent Blaze (W)

Lucian fires a shot that explodes upon hitting an enemy or reaching the end of its path, damaging enemies in a cross pattern for 60 / 100 / 140 / 180 / 220 (+90% AP) magic damage and marking enemies hit for 6 seconds.

If Lucian or any of his allies damage a marked target with their basic attacks or abilities, Lucian gains 60 / 65 / 70 / 75 / 80 flat movement speed bonus for 1 second. This does not consume the mark.



The worst spell in Lucian's kit. The best thing about it is simply that it gives you another Lightslinger proc. Honestly, if you were to remove this spell and just replace it with a spell that does nothing at all except activate Lightslinger, it would be a nerf but it wouldn't affect his viability by much.

That being said it does have its uses besides just activating Lightslinger. The obvious part is the damage; it's magic damage and has no AD scaling, so it's not huge damage, but every little helps. It's not much but it can sometimes be the difference between a kill or no kill, kill or death, victory or defeat. Never underestimate the power of 60 magic damage!

The other obvious thing is the movement speed. As the spell states, any enemy that get hits by Ardent Blaze gets marked for 6 seconds, and if you or a team-mate damages a marked enemy then Lucian gains a large burst of movement speed for 1 second, refreshing every time a marked enemy takes damage. This is useful for chasing, kiting and escaping. Remember that if you cast it on an enemy that's being targeted by team-mates, you'll basically receive a semi-permanent movement speed boost until the mark either runs out in 6 seconds or the enemy dies/escapes. This movement speed can be useful for any range of reasons.

The other use is something I learnt from watching Forg1ven's replays, and at first it confused me because I didn't understand what he was doing. I would watch his replays where he was laning and every now and again he would randomly cast Ardent Blaze towards his enemies while they weren't in a fight, seemingly as harass. As harass, Ardent Blaze is extremely weak and mana inefficient, so it didn't make much sense that this amazing, widely respected ADC was using the spell this way.

After a while I realized what was actually going on; Fervor of Battle gains more stacks whenever you hit enemy champions with a spell, and most importantly gaining more stacks resets the duration. So say for example you're harassing an enemy, you hit them with Piercing Light, hit them with Lightslinger, auto-attack them one more time; you're at 5 Fervor of Battle stacks, and the timer for the stacks is going down, and you can't hit anyone either with Piercing Light or auto-attacks but it would be beneficial for you to keep the stacks up for another few seconds until you can benefit from them again; this is when Forg1ven will go for the seemingly random Ardent Blaze harass, provided he isn't running low on mana.

I don't think this is a particularly common tactic but it's definitely beneficial, as 7 (as you'll gain 2 more from hitting Ardent Blaze) Fervor of Battle stacks at level 4 (the first level you have Ardent Blaze available at) is ~35 extra damage per auto-attack, or ~70 extra damage per Lightslinger. Definitely worth the 50 mana cost, provided you actually get to use your Fervor of Battle stacks! Try to make sure you only do this when you're in a situation where you'll probably be able to auto-attack your enemy soon.

Pro tip: You can actually cancel Ardent Blaze's cast animation with Relentless Pursuit if you press E right after W. It means you save time while casting spells because you're using the cast time of your E during your dash, so no time is wasted. The downside of this combo is that because you're using two spells at once you'll be wasting a Lightslinger proc, so just because you can do that animation cancel combo doesn't mean you should. Most of the time if you intend to use E and W in a fight it's better to E first, auto-attack, then W and auto-attack. The only time I can immediately think of for when you would want to do the W cancel is when chasing an enemy that's in your W range; by cancelling the W animation with E you get to apply the mark on that enemy to help you chase while at the same time dashing closer to that enemy so you're actually in range to auto-attack them when Ardent Blaze hits. If you don't do the animation cancel then you waste valuable chasing time casting Ardent Blaze, so chasing is THE situation in which you want to do the animation cancel.

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Relentless Pursuit (E)

Lucian dashes a short distance. Relentless Pursuit's cooldown is reduced by 1 second per Lightslinger (passive) hit, doubles against enemy champions (2 second reduction per hit, 4 seconds total for a full passive proc).


This spell is part of what makes Lucian super fun to play. Early-game it's just a dash like any other, which happens to be an auto-attack reset like Tumble and procs Lightslinger. But once you have 40% CDR and max out the spell at level 13, the cooldown goes down to 8.4 seconds. The cooldown of this spell is lowered by 2 seconds (1 vs non-champions) per auto-attack during Lightslinger, so each use of Lightslinger essentially lowers the cooldown by 4 seconds (2 vs non-champions). So once it reaches its 8.4 second cooldown, it becomes possible to Relentless Pursuit – AA – Piercing Light – AA – Relentless Pursuit – AA – Ardent Blaze – AA – Relentless Pursuit; with each AA being a Lightslinger proc, so much stronger than normal auto-attacks. It's amazing both offensively, allowing you to output huge burst and DPS while staying in range of enemies, and defensively, making Lucian an insanely strong kiter, second only to Kalista.

Despite innately having no offensive properties like Tumble or Arcane Shift do, it procs Lightslinger and it's an auto-attack reset so don't hesitate to use it for damage in fights if you don't need to hold it for anything else.

Remember you can cast it to reposition yourself during The Culling!

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The Culling (R)

Lucian starts firing 20 / 25 / 30 shots in the target direction for 3 seconds, each shot damaging the first enemy it hits for 20 / 35 / 50 (+0.2 per attack damage) (+10% of ability power). The Culling is considered a channeled ability and it can be interrupted, but Lucian can move freely (including movement abilities) without interrupting it himself.

Reactivate The Culling to cancel the ability early.

The Culling deals triple damage to minions but not monsters.



It's funny how people's perception of this spell has changed since Lucian's release. Back when Lucian was released people thought it was a super weak ultimate, comparing it to Bullet Time. In the words of videogamedunkey, “it's kind of like a mobile Bullet Time, except it only hits one person and does about 3 damage instead of a billion.”

Since then Lucian became a lot more popular as people realized how strong he was and most people are now aware that The Culling neither fills the same purpose as Bullet Time, so it's useless to compare them, and is definitely not weak, as one way of looking at it is that it allows you to deal huge damage to enemies that are way out of your range. You can use it to either strike down fleeing enemies, or to output damage from a safe distance. Or, given the fact that it does 400% damage to minions, you can use it to waveclear if you need to push a wave really fast or if it's not safe for you to get in auto-attack range of the minions to try and defend a tower. The cooldown is low enough that you can do the latter on a semi-frequent basis (every second minion wave at lvl 16).




ABILITY SEQUENCE


You max your skills in the order of R-Q-E-W. Piercing Light is Lucian's main form of harass and a spammable damage spell, so you'll max it first to do the most damage and be the dominant lane bully that Lucian aspires to be. Afterwards, you max Relentless Pursuit because the lower cooldown will make you a lot more mobile and help you kite. Ardent Blaze is maxed last as there aren't many benefits to levelling it up, the biggest one being the lower cooldown so you can proc Lightslinger more often. And of course, you level up your ultimate whenever you can because it's your friggin' ultimate, the damage increases by a LOT each time you level it up.





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Doran's Blade

This is the best start for all ADC's because it provides you with all the most important stats for laning; AD so you can last-hit and fight better, HP so you're harder to kill, and lifesteal so you can regenerate your HP between trades.

One might compare the start to Long Sword and say that Long Sword start is better because aside from having 2 more AD it allows for 3 Health Potions rather than 1 with Doran's Blade, and the effective health you get from 3 Health Potions is higher than with Doran's Blade and 1 Health Potion.

While this is true, that only works so long as you survive long enough to make use of all 3 Health Potions. Doran's Blade's +70 HP applies from the moment you get into lane and works alongside the Health Potion whenever you decide to chug that, so a Doran's Blade user vs a Long Sword user has a huge advantage in fights.

While the Long Sword user would theoretically have higher HP overall after 2-5 minutes of trading, if it ever comes down to an all-in the Long Sword user is just going to be much squishier and therefore weaker. They either have to give up lane control and farm under tower to avoid fights, or they risk dying/blowing summoners to get away from an all-in.

Theoretically if the lane goes 2-5 minutes with 0 all-ins, only short trades, then the Long Sword user will indeed have had higher effective HP overall, but the Doran's Blade user retains the benefits of his Doran's Blade all game long, while the Long Sword user has already used all his Health Potions, and thus will either need to buy a Doran's Blade themselves on their next back to keep up with the enemy ADC, meaning they're behind 100 gold from the 2 extra Health Potions they wasted on their first back, or will just continue laning and playing the entire game with the disadvantage of having no extra sustain or tankiness.

The upside would be that they'll theoretically finish their core build 350 gold quicker (not really applicable to Infinity Edge ADC's), but this gets cancelled out by the 300+ gold they'll hand over should they ever die as a result of their lack of Doran's Blade, as well as by any CS disadvantages that result from it.
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Cull

This item was introduced in season 6 with the intention of being an alternative starting item to Doran's Blade. Well for that purpose it's terrible, far worse than even the Long Sword start, so don't EVER start Cull.

However, I've always liked it as an item that you buy on one of your first backs whenever you have gold left over/you don't quite have enough gold for the item you really want, such as buying Cull if you go back without enough gold for Pickaxe on an Infinity Edge ADC.

In Lucian's case, as he wants to build Long Swords early-game to build into Essence Reaver, if you find yourself wanting to buy a Long Sword, you can buy a Cull instead if you can afford it. While it gives 3 less AD, it does give you some extra sustain that will last you longer than whatever Health Potions you'd buy with the Long Sword, and eventually when you farm 100 minions while holding it it pays itself off, meaning the extra sustain and 7 AD it's been giving you for the past 10-15 minutes end up being completely free (with the opportunity cost not having been able to spend the initial 450 gold on anything else). Once you sell it, it ends up giving you a profit of 180 gold as well as having given you some free stats, so it's a nice item to pick up early on.
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Essence Reaver

The greatest addition of season 6 for Lucian and all other spellcaster ADC's. It not only deals with the issue of there being absolutely no item for ADC's to build to manage their mana costs (aside from Manamune which sucked and sucks on everyone not called Ezreal), it also gives you a huge 30% CDR once you complete your first core items, and combined with Ionian Boots of Lucidity this will bring you to the CDR cap in just your first 2 core items + tier 2 boots.

Lucian is, in my opinion, the best user of Essence Reaver BY FAR. He not only needs cooldown reduction to spam Piercing Light more often, he needs all around low cooldowns to activate Lightslinger as frequently as possible for maximum auto-attack damage output. And with Relentless Pursuit's synergy with CDR, Essence Reaver has turned Lucian into a lean mean kiting machine almost on par with Kalista and Vayne, and better than any other ADC, which helps to make up for his below-average auto-attack range, which was one of the main things holding him back as an ADC before season 6.

It's also insane how well he uses the mana sustain from Essence Reaver, again the best of any AD carry. Each hit of Lightslinger will restore mana if it crits, so Lucian has way more auto-attacks at his disposal to regen mana from than any other Essence Reaver ADC, despite not having the highest attack speed. Also Relentless Pursuit's mana cost is reduced by 10 every time you level it up, until it eventually reaches 0 mana. This removes one of the mana costs most other champions would be dealing with, and gives him a free Lightslinger to regen extra mana from, for no cost.

At level 13 with a maxed Relentless Pursuit, Lucian regains so much mana compared to his mana costs that he almost seems like he could be manaless, as it becomes really hard to go OOM in fights. And by the time you finish Infinity Edge (which you'll have most games) and have 70% crit chance, you may as well be manaless, because it becomes literally impossible to go OOM.

Okay maybe not quite "literally", but I mean that there is no realistic scenario where you could possibly go OOM at that stage. You do literally regain more mana than you spend when you auto-attack between spells, and the only way you could possibly run out of mana is if you ever find yourself in a situation where you spam spells from 100% mana to 0% mana without being able to auto-attack at all in between. Which simply put, will never happen to you, I can't think of any possible scenario where you can spam Piercing Light and Ardent Blaze but not be able to auto-attack.

tl;dr? Essence Reaver turns Lucian, one of the most spell reliant ADC's in the game, into a manaless, low cooldown spell spammer after building building 2-3 items.
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Statikk Shiv

Statikk Shiv right now is the strongest of all the Zeal upgrades for almost all ADC's, Lucian being no exception. Once you have Essence Reaver you'll have all the AD you need for the time being, and you can move on to building attack speed to back it up through any of the Zeal upgrade items (except for Trinity Force as Lucian is not a Trinity Force ADC), of which, as I already mentioned, Statikk Shiv is currently the strongest. The combination will give you a lot of AD, a lot of attack speed to back it up, and a lot of crit chance from both items to maximize your DPS. And of course it'll maximize the CDR that you get from Essence Reaver.
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Ionian Boots of Lucidity

At the very start of the season you'd see both Ionian Boots of Lucidity and Berserker's Greaves commonly being built on Lucian, as people were unsure as to which boots were stronger. News flash: Ionian Boots of Lucidity won. Right now, even after having been nerfed with a 100 gold increase, they're still by far the most popular and most successful boots choice on Lucian, due to how much CDR increases his DPS even compared to other spell reliant ADC's (they don't have Lightslinger), and how much it increases his kiting capabilities.

It also doesn't hurt that they decrease your summoner spell cooldowns by 10%, which is an awesome bonus considering you'd buy them even if they only gave 10% CDR anyway. You never know when the lower cooldowns on Flash and Heal can save you, get you kills, or win you games.
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Infinity Edge

At this point you've already finished your core build and you can move on to situational purchases. Infinity Edge isn't so much "situational" as it is a luxury item, but it's the item that takes priority by default if there isn't any situational item that you need to have, or if you can afford to delay it if you do need it, because the extra damage it provides is a huge power spike. With Essence Reaver and Statikk Shiv you already have strong, frequent crits, and Infinity Edge increases the frequency even further with its 20% crit chance and makes your crits much stronger by increasing your crit damage by 50% (crits go from 200% damage to 250% damage), and that includes your Statikk Shiv crit, which increases the damage from 240 AoE magic damage on crits to 300, or 660 on minions.

This is also the point where I mentioned earlier you may as well be manaless because it becomes impossible to run out of mana on Lucian after this purchase, but you shouldn't use that as too much of a selling point because Lucian should very rarely be running out of mana beforehand either.

Even if you sometimes have to delay it for more important items in a particular situation, Infinity Edge should almost always be part of your 6 item build, the only exception I can immediately think of is if you need both Blade of the Ruined King and Lord Dominik's Regards to deal with extremely tanky enemies, and then still need to fill the last item slot with yet another situational item, of which I think the only remaining options would be either Maw of Malmortius to deal with strong AP damage, Mercurial Scimitar to deal with strong CC, or Sterak's Gage to deal with any kinda of sudden, bursty damage that's hard to avoid ( Rengar, Talon).
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Mercurial Scimitar

You build this item whenever you feel you're consistently getting screwed over by CC from a high CC team, or if you know that someone on the enemy team can potentially completely ruin your game with just one click ( Infinite Duress, Nether Grasp, Equilibrium Strike, Puncturing Taunt...).

Theoretically you can just stay out of range of these CC's, and some people (lower Elo me included) fall into the trap of thinking "with good enough positioning and skill I can make sure I don't ever get hit by these spells, so I don't need Mercurial Scimitar". While not technically wrong, to be positioned in a way that you can never be hit by any important CC's means that you have to play extremely defensively, frequently sacrificing damage because you're standing so far back from CC threats that you're not in auto-attack range of anything.

These are situations you sometimes find yourself in anyway and you have The Culling to output damage from a large distance anyway, but you have to do it much more often if you have no way of dealing with dangerous CC, and The Culling only lasts 3 seconds.

Mercurial Scimitar overall just enables you to play more aggressively because you don't have to soil your pants and run at the sight of anyone who can CC you for 2+ seconds, or can CC you long enough for them to burst you down single handedly while you can't move or fight back ( Lissandra, Annie, Irelia).

It also gives you the option of positioning super aggressively early on in fights to bait and waste important enemy cooldowns such as Infinite Duress or Frozen Tomb when they see you as a squishy, juicy target, only for you to cleanse the CC and Relentless Pursuit backwards to a safer position and continue doing your job of dealing damage, with the threat of their ultimates down and no one on your team having had to take it in your place.

Other ultimates you can try and bait out are Curse of the Sad Mummy or Glacial Prison. They might catch some of your team-mates in the process but it's not important, if either of these champions are using their ultimate specifically because they think they're catching you in a bad position with it, then when you end up cleansing it and walking back into a safe position, it results in an inefficient use of their ultimate, and about the worst kind of engage you could expect them to make besides just missing their ult completely, which is out of your hands to begin with.

As a result of all this, funnily enough, people who build Mercurial Scimitar will usually end up doing more damage than anyone who never builds it in favour of a "maximum damage" item, because the latter will either die every time they get CC'd, or stand so far back in an attempt to not be CC'd that they can't make use of their higher damage output anyway.

The build path is somewhat flexible, sometimes you think "I need the cleanse active soon but not necessarily right now" and can build Vampiric Scepter first (or you can just build it first because you can afford it before Quicksilver Sash), and other times you think "I need the cleanse active right now, hoooly" so you build Quicksilver Sash first. This is smart if you're against a fed Zed for example, as the active doesn't just remove "crowd effects", but any "debuff" at all, and that is what Death Mark is classed as. Death Mark is a huge chunk of Zed's burst, making Quicksilver Sash and Mercurial Scimitar a really effective form of counterplay to him despite it giving magic resist and him being an AD assassin. (Note that you can also cleanse the Duskblade of Draktharr passive, which is kind of like a mini Zed ult, so if Zed builds it you can get rid of both)

If you build Quicksilver Sash first you might think "well do I really need to upgrade it to Scimitar now? All I wanted was the cleanse active, which I have, so I can just keep building damage and upgrade it to Mercurial Scimitar once I've finished the rest of my build". This was common last season but with the season 6 changes, Mercurial Scimitar lost only 5 AD while receiving 10% lifesteal. Because of this, once you have Quicksilver Sash, Mercurial Scimitar is an extremely effective item to purchase next, as for 2400 gold, you will gain 75 AD, 10% lifesteal, and 5 MR, which is an insane amount of stats for that amount of gold.

For reference, The Bloodthirster gives the same AD, 10% more lifesteal, and the passive shield, for 3700 gold. Upgrading Quicksilver Sash right away gives you, not higher damage output than Infinity Edge would give you, but a much quicker damage powerspike, and with the extra 10% lifesteal it now offers, it's by far the most gold-efficient purchase you can make at that point.
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Lord Dominik's Regards

Contrary to last season's Last Whisper, you don't have to build it every single game, and absolutely don't have to build it as your 3rd item all the time. Changing it from full armor penetration to bonus armor penetration makes it penetrate less armor vs tanks and almost no armor vs squishies, so it's overall a weaker item from last season. Now it's situational for when you actually need to counter armor stacking, so it should usually be a core buy vs Rammus or Malphite.

If you're going to buy it, always start with Last Whisper then Giant Slayer, if the enemies don't have enough armor to make Last Whisper worth it yet then you don't need to build Lord Dominik's Regards at all until later on when they do have armor.
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Maw of Malmortius

You build this in games where heavy AP damage is a problem for you and Mercurial Scimitar won't do much for you, the primary example for this being while playing against LeBlanc or any fed assassin. In comps where 2-3 of the main damage source is AP you should also heavily consider this unless you're confident in your ability to dodge all damage/your team's ability to soak it up before they can reach you.
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The Bloodthirster

You know how you want to build Mercurial Scimitar most games? Well if there are no situational items that are more important and even Mercurial Scimitar's CC removal isn't very useful in your specific game (most CC's are slows and not very threatening), then you can build The Bloodthirster instead. Same games you can even build Mercurial Scimitar as well as The Bloodthirster if the game reaches that late and you don't need any other situational items, not even Lord Dominik's Regards (not much armor being built).
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Sterak's Gage

The counter to no-counterplay assassins like Rengar and Talon. They shouldn't be able to burst you down through the shield, but due to the nature of their kits they have no way of killing you in a team-fight without activating the shield either. Sometimes you can combine it with Maw of Malmortius to really make yourself unkillable vs high AP damage threat comps, just make sure you only do it when it's actually necessary, otherwise you're sacrificing damage for overkill defenses.
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Blade of the Ruined King

While not as strong as last season, it still really is a great item to deal with super tanky team comps. I'll sometimes build it as my third item and follow it up with Lord Dominik's Regards when the enemy team is so tanky that I don't feel like I do any damage, and if the reason for that is not mostly armor-based.

Most games you don't want to build it and especially not as a 3rd item, but sometimes it's just necessary.
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Mortal Reminder

The obvious use of this is to counter champions who gain tankiness through heal or sustain. It's generally not considered a good item because Lord Dominik's Regards does more damage even against sustain focused champion, but I've found a good niche for it. When I'm playing against Vladimir for example he'll often retreat outside of my range with Sanguine Pool, at which point my grievous wounds are still affecting him and my team can continue to focus him down as he remains less tanky thanks to my Mortal Reminder and I focus other champions in the meantime. In other words, when you don't expect to be auto-attacking a sustain focused champion much, you can just auto-attack them once and then your team will retain the benefits of the Grievous Wounds for the next 5 seconds.
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Rapid Firecannon

This is the only other Zeal upgrade worth considering on Lucian. On most patches it's been better than Statikk Shiv, and in my opinion it's the most fun to play with, but at the moment Statikk Shiv is the best item because of the immense waveclear it adds to your team, especially valuable when you don't have strong waveclear on your mid laner, and the fact that the AoE damage it dues in team-fights is huge, and even the single-target damage outclasses Rapid Firecannon's damage.
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Guardian Angel

Because this item is super weak while the passive is on its 5 minute cooldown, it's only worth considering in games where either the next team-fight could be the one that wins or loses the game (if it's 60-70 minutes in it can be worth considering selling an item for it if you're a priority target for the enemy team), or if it's a game where the only chance the enemy team has is if they can kill you, and they obviously want to try really hard to do that.

Seeing the Guardian Angel passive around you does a good job of dissuading enemies of trying to work so hard to kill you if they know you're just going to revive anyway, and can make any efforts at doing so ineffective if they can't make use of the 4 seconds you'll spend dead to either decimate your team or surround you and make sure you die the moment you revive.
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Trinity Force

This is absolutely NOT a replacement for Statikk Shiv or Rapid Firecannon, but in super long games where you reach full build and the game still keeps going, you can sell your boots for it. Assuming you had Ionian Boots of Lucidity, you'll lose a little bit of movement speed and keep your CDR at 40% so you remain at the cap, and you'll gain more mobility while kiting as well as more burst damage and DPS.

If you can reach this stage you'll honestly do as much damage as a hypercarry in my limited experience, few people are prepared to fight against the DPS of a Lucian that may as well have 100% crit chance for how often he crits (on most squishies you can fight to the death without landing any non-crit autos), and the constant burst of the Trinity Force Sheen procs.

Before you're full build I think there are always better options, but once you're full build and can afford to sell your boots for a pair of 'boots' that cost 4k gold, it's definitely optimal IMO.
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Berserker's Greaves

Some people might prefer these because of the higher DPS they offer you, but I would argue that as well as offering higher utility through greater Relentless Pursuit spam, they should offer you similar DPS through all-around lower cooldowns which will increase the frequency of Lightslinger. You saw them being used a lot more at the start of the season, nowadays everyone builds either Ionian Boots of Lucidity or Boots of Swiftness on Lucian.
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Boots of Swiftness

These boots have been a lot more prevalent on every single role since preseason, and the main reason for that is their cost. They offer you 15 more movement speed than most other boots, for 200 less gold, as well as reduce the effectiveness of slows on you by 25%. Personally I'm not a huge fan of them on ADC, I would rather go for damage/utility that gives damage, but they're definitely strong and worth considering.
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LANING PHASE







Your playstyle in lane will vary depending on what kind of support you have. Generally supports are separated (in my view) into either trade supports, or all-in/engage supports, and are generally (with the odd exception to the rule) defined by the following:

Trade supports are those whose spells focus on helping their ADC trade and survive trades, and are more focused on making the lane one of poking and disengaging rather than trying to fight straight up at the first possible opportunity. They're not as good at full-on fights but if a large enough HP lead is built up through trading they can still all-in and win anyway. These supports tend to be squishy.



All-in/engage supports are those who aren't very good at helping with small trades, but have spells suited for engaging full-on fights and winning them, either through their own burst damage, or by chaining an enemy with CC so they can be burst down by their ADC (or a mix of both). These supports tend to be tankier as they need to be able to engage a 2v2 and not just drop dead within seconds.



As you might imagine, some ADC's are more suited towards trade supports, and other ADC's are suited to engage supports. As for Lucian, continuing with the trend of being the "jack of all trades" ADC, he has synergy with both kinds of supports. With trade supports he can hang back and harass with Piercing Light, or even go for more aggressive trades if the situation allows it, then try and close out kills by dashing forwards for the all-in once the enemy is weak enough. With engage supports he can keep up the long distance harass as usual, and once his support manages to find an engage he can dash forwards and try to burst down the target, having one of the best all-ins of any ADC at his disposal.

You should do fine with any support you get, just make sure to understand how your 2v2 works and how you should play out the lane.




During laning phase, your objectives are to out-CS your opponent, kill them if possible, and take down their tower ASAP. Most of the damage you do to the tower will be while your enemy is off the lane, either shoved out or dead, so you don't have to worry too much about wearing the tower down when the lane is pushed towards them. In those situations I mainly focus on harassing the enemy, and attacking the tower when that's not an option.

Before getting into lane, you should help your jungler do golems by auto-attacking the big golem ~3 times. If your jungler isn't start on bot side, you and your support should take the golems instead. This will grant you a significant XP lead over your opponents and give you level 2 first, which can be snowballed into a kill or cause the enemy ADC to miss a lot of CS.

You should tank the monsters first, so you can later lifesteal up some of the damage you took with Doran's Blade, Vampirism and Feast . Just tank them for one or two hits (each), then move backwards to let your support tank them. They should be the one taking 90% of the damage as they'll be starting with 3 Health Potions as opposed to your 1 Health Potion, so they can recover from the damage taken more easily. Start off by killing the small golem first to get it out of the way (communicate this with your support before you start taking the camp), then move onto the bigger golem. Your support should be letting you get the last hits, but soaking XP so you both share the XP for the kills, and will therefore both hit level 2 at the same time, therefore able to abuse the level 2 power spike at its fullest. Again, try to inform your support of this to make sure you're both on the same wavelength before you start taking the camp.

If your support mistakenly leaves you with 100% of the XP, it's no big deal, even if his support is level 1 Lucian can make use of his early level 2 to trade with the enemy ADC more effectively. While you'll be unlikely to translate this into a kill so early on, it does at least help you establish a lead.




When you get into lane after doing golems you'll always be hitting level 2 before the enemy bot lane, even if some of the enemy minions die out of your XP range before you get into lane. A lot of the time you'll actually make it to lane in time to not miss a single minions' worth of XP, so you'll lose nothing except one of your supports' Health Potions for doing golems.

As soon as you get into lane, whether you did the golem start or not, you should immediately start spamming auto-attacks on the minions, starting with the melee minions, to push faster than the enemy bot lane and therefore be able to hit level 2 faster. You should be aiming to last-hit all the minions too even though you're also meant to be spamming auto-attacks. This means that when an auto-attack would leave a minion on very low HP and cause it to be finished off by minions, you need to wait until it gets low enough for you to last-hit. That doesn't mean you have to waste time while you wait; instead you auto-attack a different minion, then when you're able to auto-attack again you turn back to the original minion to last-hit it.

You can use Piercing Light to help you push, but at the same time don't try and waste the mana just to push minions; try to hit the enemy ADC with it as well.

Be careful not to overpush. If you push a lot faster than the enemy bot lane then the wave push so far forwards that even though you'll hit level 2 first, you'll be too close to their tower to abuse your level advantage.

If the enemy bot lane hits level 2 before you you have no option but to back off and let them zone you. Don't try to trade, don't try to fight them when they engage on you; the level advantage is a huge one, and they can win any fight they force on you from there. You'll only miss a few minions as, if they've hit level 2 before you, then they're pushing the lane, so the minions should end up near you tower soon enough, allowing you to hit level 2 as well.



If, on the other hand, you and your support are the first to hit level 2, this means you can zone the enemy bot lane. Even once they hit level 2, they'll still have to stay zoned until the wave hits their tower and the lane equalizes, as you'll have the minion and positioning advantage to dissuade them from trying to contest your zoning. If when you move in to zone them they just try to fight you, it should be an easy fight for you and your support to win. Lucian's level 2 power spike is, as well as one of the dankest of memes, a very strong one, and especially if you have an engage support that manages to land their engage, if the enemy bot lane tries to contest your zone they'll either die or have to blow summoners getting away, as you can just charge in past their minions and still win the fight vs their lvl 1 base stats.

All in all, if they don't respect your level 2 advantage, they will either die, take a lot of damage, burn some summoners, or all 3. And the same will happen to you if you're slow to hit level 2 and you don't respect their level 2 power.




As I mentioned before, Lucian has one of the best laning phases and few bad matchups, so your playstyle should reflect that. Due to your low 500 auto-attack range it's not smart for you to constantly try to poke the enemy ADC with auto-attacks, but Piercing Light has a massive range that you should be trying to hit the enemy ADC with to wear them down. You should almost always be trying to cast it through minions and snipe the enemy ADC that way, because you'll be making the most of its range and staying out of harm's way while you do so. If you can then follow it up with Lightslinger then that's even better, but don't try to force it too much or you may find yourself on the receiving end of a 2v1 trade as you overextend to get your auto-attacks in.

The easiest way to land Piercing Light is to wait until the enemy ADC has to stand still to last-hit a minion, at which point you can fire Piercing Light to the spot they're standing in and they won't have time to finish their auto-attack animation and dodge.

Once you've established a lead and you're zoning the enemy bot lane from the minion wave, if you're confident you can try aiming Piercing Light through minions to try and hit them as they're walking around within your range, to continue harassing them while they try to play safe.

You'll miss a lot more as it's harder to hit moving targets, but with practice you'll get better aim and the harass hurts a lot, continuing to push the enemy ADC's HP dangerously low. If they don't respect your massive range poke, they'll soon find themselves dangerously low on HP. And since I started maining Lucian, you'd find it funny to see just how many times an ADC will get really low, to like 10-15% HP, then overstay trying to play it safe and farm from a distance, only to get sniped by a super long range Piercing Light and die, losing all the CS they were overstaying to try and get. Often they'll still have Heal up, but as they don't respect Lucian's enormous harass range, they won't be expecting to have to use it.




If you're in a good matchup where you know you can't get out-traded and you know you can't be ganked (have wards or the jungler was seen elsewhere on the map), feel free to get up in your opponent's face with Relentless Pursuit - Lightslinger - Piercing Light. Against weak laners (or if you're already really ahead at this point), you'll be able to out-trade them despite how far into the lane you'll be positioned when you dash forwards.





Be careful though, and usually you don't want to get baited into following Piercing Light into another Lightslinger, because Piercing Light isn't an AA-reset (unlike Relentless Pursuit, which is) so there'll be a big pause in between Piercing Light and your next Lightslinger auto-atatcks. Because of this pause it's usually smarter to back off again after Piercing Light, otherwise the time that it takes you to get your next Lightslinger off opens you up to a larger retaliation window on the part of the enemy bot lane, and part of what makes Lucian's trades so strong is how much damage he does in a short period of time compared to other champions, such as Vayne or Tristana that require getting off multiple auto-attacks to trade effectively.

Be mindful of who the enemy support is too, you don't want to dash forwards past the minion line if it'll result in you getting hit by Death Sentence or Rocket Grab, or any other kind of engage/CC spell. Dashing forwards while laning against a Janna whose Eye Of The Storm is already on cooldown is much smarter, provided the ADC vs ADC trading matchup is one sufficiently in your favour that you can afford to play so aggressively.



An example of when it isn't is vs Corki, who can retaliate with Gatling Gun and place Phosphorus Bomb under you while you do your combo. Another example is vs Caitlyn, who can hit you with a point blank Piltover Peacemaker, or if you've dashed past the minion line, even deny you part of your combo by dashing away with 90 Caliber Net, possibly using her EQ combo to also hit you with Piltover Peacemaker as well, and then hitting you with a 1300 range Headshot.




If you manage to force your enemies (or at least the ADC) out of lane, by killing them or otherwise, you should shove your minion wave into their tower as fast as you can to make them lose out on CS and XP, then recall for items, which should usually give you some form of item advantage, as well as XP advantage.

Sometimes the enemy has a large enough minion wave, or has another minion wave incoming, that you won't be able to shove your wave into their tower in time to make the enemy ADC lose all their CS. But instead, often you can just recall, get your items, then get back into lane just in time to catch the minions as they reach your tower. In that scenario this is the most beneficial option, as rather than losing your minions to their tower, the enemy is losing your minions to their own minions, because of their minion advantage, explained in the video linked in Farming Out of Lane.

But sometimes you can't do this because either a) the enemy minion wave is too big, and would push to your tower before you have time to get back into lane (you can try to remedy this by thinning out the minion wave in some cases, leaving it big enough to still push but not too fast), or b) you need the gold from pushing the minion wave for your next item, in which case it's worth shoving the wave even if it doesn't cost the enemy ADC any CS.

Here's a video by SoloRenektonOnly, that recently hit the front page of reddit, which does a good job showing you exactly how this works.


It could also be helpful for you to go through the comments of the thread at some point and read SoloRenektonOnly's responses to questions, it can teach you a lot about wave management and answer any questions you might still have after reading this and watching the video.

https://www.reddit.com/r/leagueoflegends/comments/3zrv5k/perfect_creep_wave_management_ft_echo_fox_top/



OUT OF LANE


Outside of laning phase, your objective is to destroy the nexus. No I'm not kidding, that's literally the best way to describe it. Every action you take in laning phase is to set you up for mid-late game, every action you take outside of laning phase is to bring you one step closer to destroying the enemy nexus. The way you do this is by performing actions that will make killing the enemy team easier (acquiring gold, dragons, barons) so that you have less resistance, and destroying towers as a way to acquire gold, have better control of the map, and open up routes to the nexus.

At this point you should be grouping with your team as much as possible to teamfight and siege down towers. Lucian isn't the best at directly dealing damage to towers during sieges due to his low range, but Relentless Pursuit should keep you safe, and you can use Piercing Light and Statikk Shiv to harass champions at under their tower to whittle them down. You can also use The Culling on a squishy champion whenever you see an opening to get them low and either make it riskier for them to stay and defend the tower, or force them to go back and relieve pressure.

Sieging towers is pretty simple, but you need to be careful about it. When both teams are alive and your team is trying to take a tower, it's your job to do as much damage as you can to the tower without dying. You need to do as much damage as you can while remaining safe. This means you can't just walk up to the tower and stand there auto-attacking until it dies; this leaves you open to get engaged upon, unless there's no resistance from the enemy team. Instead you have to repeatedly poke the tower. Walk up to it, attack it a bit, back off if someone dangerous is walking up to you. Now you might think "but what if they never stop protecting their tower? Doesn't that mean it's never safe for me to auto-attack it?". If they're constantly standing in a defensive position in relation to their tower, then they're in range for your team to poke them and force them back. They need to be in a place where it's safe for them to sit and look for a good engage, where your team has no way to attack them besides tower diving them, which only works when you're super ahead. And if they advance, that takes them further out of safety, so if you match their movements to stay safe from an engage, they'll be forced to move back for their own safety again, as they don't want to get engaged on either, nor poked down to a point where they need to back to recover their HP.

So you should think of sieging as, slowly whittling down a tower. It almost never takes a single minion wave to destroy a tower (unless you have baron buff), it can take many, many waves, but slowly but surely, the tower will go down if you can siege it properly.

When you're attacking a tower with enemies nearby you always want to be positioned at max distance from the tower while you auto-attack, and in between auto-attacks you should move backwards then forwards, so that while your auto-attack is "on cooldown", you're not spending any more time closer to the danger than necessary. It's also good habit in case they start to try an engage and you're already automatically moving backwards the moment you finish your auto-attack, meaning you'll often protect yourself from an engage faster than you can actually react to it, so long as you notice in time to not move back towards the tower for your next auto-attack.



Against teams with very high wave clear (hello Anivia), it can be very hard if not impossible to siege down towers, especially inhibitor towers that actually recover HP all the time. Your options in these situations are to engage on the enemy team under their tower, which only works when you're reaaaaaaaally far ahead, or go get baron. The enemy team won't usually just give up baron for free though, and so you can use this to bait them into a fight. They'll need to constantly have vision on baron to make sure you're not doing it, which can be hard to keep up if your team places pinks and uses Oracle's Lens to clear their wards, so at some point they might have no choice but to face check baron to make sure you're not doing it. Even if you are, you can take the opportunity to turn around and team-fight.




Ever wondered how pros can get 300 CS at 30 minutes before? No, it's not completely down to "insanely good last-hitting mechanics". You can do it too, just by using a simple wave control technique. Watch this video to understand how minion waves work (it'll also go through lane freezing again).



So when 2 minion waves collide on bot lane, in the middle of the lane, you should be there to push those 6 minions. And then you leave bot lane. No, you don't stay to push the 2nd minion wave too and force your wave to hit the tower. Aside from being at risk if you do that, it's also just not smart to do it. Because once you clear the first wave and your minions advance to crash into the next minion wave, your minions will be on the enemy's side of the map, and as you just learnt from the video, that means that the wave will slowly but inevitably start to push towards your side of the map.

After clearing that first wave you just go pressure mid or teamfight or whatever, then you just return bot lane in 2-3 minutes when the enemy minion wave has finished pushing to your tower (and make sure to get there before the minions start dying to the tower). At that point it'll be a 15-20 minion wave. Assuming it's 20 minions, and you've been off of bot lane for 2 minutes, you'll be getting 20 minions for the 2 minutes you've spent off lane, keeping with the 10 cs per minute rule you always want to aim for (though won't always be able to achieve).

But even if it isn't quite 20 minions, the time that you've spent off of bot lane, you'll have spent farming mid lane, and maybe even jungle monsters. You'll essentially be farming 2 lanes at once, keeping you easily above the 10 CS per minute rule so long as you can consistently get to the bottom lane wave in time before the minions start dying to the tower. This won't always be possible, as CS isn't the most important thing in the game. Sometimes you'll be busy teamfighting, or making sure you're around in case a teamfight starts. But in general you'll want to go farm the wave as much as possible, then push the wave onto the enemey's side of the map to restart the push, both to get ahead in farm and to avoid having a huge minion wave destroy your tower.

When the wave that you're pushing is a cannon wave, that messes with this technique a little bit. Because you'll be killing the enemy cannon minion and letting your own cannon minion push uninterrupted, the enemy minion wave won't slowly push up to your tower. Instead your minions will continue to push forwards, very slowly. When it's a cannon wave, you should either push the 2nd wave too (if it's safe to do so, not at all safe to do when the enemy team is ahead in towers and enemy threats are unaccounted for on the minimap), or just recognize that you won't be able to get the wave to push back to you in this specific situation and settle for creating a slow push instead, rather than trying to create a farming opportunity for yourself later on.

The video also explains how to create a slow push, but this technique is very rarely useful in solo queue with how uncoordinated everyone is outside of very high Elo. Keep it in mind in case you ever think it could be useful, but most of the time it just ends up creating a huge minion wave for the enemy AD carry to farm, getting him ahead in farm instead of you. It's better suited for ranked 5s assuming your team understands the strength of a slow push, or if you're a high Challenger player and for some reason reading a MOBAFire guide.

In some situations, notably when you expect to be sieging for a while and especially sieging towers that are really close to the enemy base, such as inner towers and inhibitor towers, it's really not ideal to have to force yourself to go back bot lane to farm every 2 minutes. If you do the technique and you can't go bot you'll essentially have just created a slow push against yourself, causing the enemy minions to die to tower, wasting gold, damaging your tower, and possibly even destroying it. Rather than putting yourself in that situation, this is when you want to create a slow push against the enemy team, as they'll hopefully be too busy defending against the siege to send someone to clear bot. This way they'll be the ones losing minions to the tower, taking tower damage, and possibly losing a tower if it's already low. And if they do send someone to clear it, you'll either have an easier time sieging or your team will be able to dive the enemy team 5v4 under tower.




When it comes to team-fighting as an ADC, there is one golden rule which is the most basic team-fighting rule of all, and yet makes you an infinitely better team-fighter if you start following it; attack whoever's closest to you. If you stand at the back, behind your frontline, and just auto-attack whichever enemy is absolutely closest to you, you have the best possible positioning, as you'll only be in focus range of whoever's diving you, or whoever you're attacking. It's recommended in general to take down the enemy carries before the tanks, but as the ADC if you try to attack a carry then you're in range of every single member of the enemy team, and if they all focus you then you'll go down in under a second. By keeping your distance and attacking just whatever's closest, you'll be hardest to kill, and can therefore output maximum DPS by just staying alive and being able to auto-attack all fight long. The only time you should attack the enemy team's carries is when there's no other enemies standing between you and them.

The best players of all know not only when to follow that one basic rule, but also when to take even further measures to stay safe. Before you ever even get into a team-fight, you should have already analyzed what all the threats to you on the enemy team are, and play more safely or aggressively accordingly. For example, if a Shyvana is the one trying to dive you, you'd want to follow the rule of attacking whatever's closest, and just kite her while your team also hopefully tries to peel her.



But sometimes you need to turn the safety notch up another level and straight up walk away from someone that could be a threat to you. For example, if you're playing vs Talon, you cannot be one of the ones trying to focus him down while he still has enough cooldowns and HP to be a threat. Even if he's the only person in range of you, and you have 3-4 team-mates around you, you still can't be auto-attacking him until the threat he presents has been neutralized ( cutthroat goes on CD, or he gets so low that he'd die before he could burst you). All the skill and mechanics in the world won't stop him bursting you down in half a second if he gets near enough. And you not only need to stay out of his E range, you also have to account for the extra movement speed he can get from Youmuu's Ghostblade and Shadow Assault, and how quickly they can help him close the gap. Not to mention how quickly he could cover a huge distance to get you with Flash.

No, when you're playing against Talon and you see him running in your direction, you stay as far the f**k away from him as you can get. Don't help your team kill him, that's not your job. Your job is to not die to assassins, and your team's job is to protect you from assassins, which in a lot of cases, they must do by killing the assassin whenever he tries to get to you, hopefully unsuccessfully. If the assassin commits their cooldowns onto someone else when they realize they can't get to you, that's when it's safe for you to walk back into the fight. Or if the assassin gets CC'd and blown up uselessly before they get to do anything, then it's also safe!





Champions that present such a large threat to you aren't just limited to assassins ( Talon, Zed, LeBlanc) that can burst you down within a second. Other champions, mostly if fed, can just out-duel you so brutally, that even if you have 2-3 team-mates helping you in an effective 1v3/1v4, you're still going to die if they can get in range of you. Champions that can commonly do this when fed are bruisers like Irelia, Jax, Renekton, etc. Champions tanky enough to qualify as tanks while still dealing huge damage to a squishy target like you, especially when fed.

Against champions like these, it's really necessary for you to watch out and keep your distance. You can try damaging them with The Culling, but you can't fully commit to DPS'ing them down until again, they either fall so low at your team's hands that they're no longer a threat, or realizing that they can't get to you, they commit their most important cooldowns (mobility and/or CC) onto someone else. In Irelia's case, it's safe to commit onto her when she's used either Bladesurge, as she won't be able to gap close to you or burst you with it (though Flash may still pose a threat), or Equilibrium Strike, as it'll prevent her using her deadly 2 second stun on you. And if she's used both then until they come off of cooldown she presents almost no threat at all, so long as you maintain good positioning and kite if she tries to walk towards you.

When following the rule of "attack whoever's closest", often you'll have to choose between two champions that are at a more or less equal distance from you, and it'll be optimal for you to attack one or the other, but it's hard to be completely certain about who the right target is. That being said, here are some things for you to consider which will hopefully lead to you making the right choice:

1) Which is the bigger threat?
You'll want to take out whoever's the biggest threat not just to yourself, but to your team as a whole, and disregard the weaker enemy. Sometimes it's not very clear cut, others you have to choose between a fed Riven and a 1/1/5 jungle Sion, in which case it's a very obvious choice which you should focus.

2) Who would die faster?
When the targets are equally threatening, you'll want to focus whichever one is squishiest/lower HP, as the sooner they're out of the fight, the sooner your team gains a numbers advantage. Sometimes even if they're the lower threat, it's still worth focusing them down first if they're going to die significantly faster, but only sometimes, and it depends on how big a threat the other possible target is.

3) Who's least likely to get away from you?
The less mobile one is the least likely to walk away and succeed in getting away. You'll want to focus the least mobile one as they're the ones most likely to die if they get low. A tank with gap closers like Zac (and let's just say his passive isn't up so you don't need to worry about that) may get low, then just leave the fight with Elastic Slingshot before you can finish him off. If your other option is an equally tanky Nautilus for example, he's less likely to be able to get away alive when he gets low, so it'd be smarter to focus him in a situation where it's just as easy to auto-attack both.

Generally, from top to bottom those would be the most important factors to take into account respectively, but sometimes one factor, if it's big enough, can over-ride a generally more important factor. For example, choosing to DPS down a negative KDA, full AD Lee Sin, over a fed Riven, because you can kill the Lee in about 2 seconds while the Riven is both tankier and more mobile, so takes a fair while longer to kill.

Another important aspect about team-fighting again starts before you ever get into the team-fight; it starts when you're buying items at the shop. You should be looking towards the enemy team's composition and their items and adapting your purchases accordingly. Essence Reaver and Statikk Shiv are your first 2 core items no matter what so you require no adaptation there, but afterwards you need to build more situationally.





Before you buy, open tab and analyze the enemy team. If they have CC that can be a real threat to you, especially when combined with magic damage, then you should aim to build a Mercurial Scimitar first. It'll allow you to play a little more aggressively against those bruisers I mentioned earlier too; you don't have to be as scared about getting 1-shot during the duration of Equilibrium Strike or Counter Strike anymore. You do still have to worry about the damage both of these guys do against a squishy target such as yourself though, so while you can play a little more aggressively, don't push it too hard, and continue to play with caution if any of these kind champs are fed.

If the enemy team has so much armor that it makes Last Whisper a good purchase (something you'll just have to learn through experience), then buy it ASAP or you won't do any damage to armor stacked enemies.

If neither of the above are a priority yet, build Infinity Edge to maximize your DPS.





That's it for my Lucian guide. I hope you found this helpful and learn to play Lucian as well as you want to. I think he's the most fun ADC in the game and hopefully you'll share this opinion!

If you enjoyed this guide you may also enjoy Vapora's Guide To Tristana, my guide to my other favourite ADC. They have very different playstyles but I find Tristana equally as fun to play whenever the meta's in her favour. Otherwise you may still want to read it if you're wanting to improve your ADC skills because it's kind of like a general ADC guide as much as it is a Tristana guide.

Special thanks to Janitsu for helping out with the coding and doing the banners!

If you're interested to see me play, follow my stream! I usually play Talon because that's what people want from me, but if you would like to see me play Lucian or any other ADC, let me know in the chat so I know there's demand for it.




If you still have any further questions after reading the guide, feel free to ask in the comments, I'll try to answer them as soon as possible and consider addressing them in the guide so future readers may not have the same questions.

And once again I would like to remind you that if you enjoyed the guide, upvotes are always appreciated and help very much!

Now coaching!


If you're struggling to improve then for £10 (Paypal only) I can do a VOD review of one of your games.

I'm a multi-season Master tier player specialising in ADC and mid lane. If you're interested, PM me here on MOBAFire, on Reddit, or on Twitter to start setting it up.

The focus of the coaching is to show you what kind of mistakes you make without realizing on a game-by-game basis, and to teach you the fundamentals necessary to spot your own mistakes and improve on them yourself. If you feel like you're doing everything you can in your games but still can't seem to consistently win and climb, like every game is a coinflip as to whether you win or lose regardless of how you perform, then that's where I come in and show you what you're doing wrong, or what you should be doing but aren't, as someone that's been playing for 5 years and can stroll through Bronze-Diamond Elo blindfolded with both hands tied behind my back while playing first-time ADC Karma.