Lux Build Guide by MRN.ecco
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VES Ecco's Lux Guide
Not Updated For Current Season
Pros / Cons
- One of the best siege champions in the game.
- Safe laning.
- High Burst.
- Amazing Catch.
- Long range.
- Strong kiting.
- Low mobility/low escape.
- Very blue buff dependent.
- Inconsistent damage in team fights.
Lux is a fairly universal pick because she works well in practically every team comp.
She works well with engage comps because if she catches a priority target with a light binding, it will cause certain death. Her high poke and large burst allows for her to widdle down opponents which leads up to the finale of engages onto a greatly weakened opposing team.
She works well with poke comps because she has strong disengage, sustain through her shield, as well as amazing catch. She is pretty much vital in poke comps because of her amazing utility. Other champions that will be seen with her in poke comps would Jayce, Janna and Varus.
Lux also has great synergy with protect comps. If you are familiar with the competitive NA scene, it was very common for Counter Logic Gaming to run "protect the DoubleLift comps." In these comps, Lux was the prominent mid for them because she supplies a large, spammable shield as well as phenomenal kiting. If you have a hyper carry on your team, Lux is a very strong pick to help protect them!
Ignite and Flash are the most common summoners to use on Lux because it provides her with very strong laning. Lux has some of the best laning in the game because she can either farm safely or harass endlessly depending on the matchup. Taking ignite allows for a lot of kill potential in lane and more guaranteed damage in earlier team fights.
The other option available is Barrier and Flash. This is a much more defensive route to take and usually it is taken when you are against multiple assassins and are afraid of getting burst down. An example would be against a Kha'Zix middle and a Maokai jungle. They have a lot of lane pressure as well as burst so barrier would be a safe choice in this scenario.
|...|| greater mark of hybrid penetration
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Ability Power
On most AP mids, I have transitioned into having hybrid-pen reds be a staple in my rune page. With all of the auto-attack harassment that is happening in mid-lane, it is worth it to lose 2.3 mpen for the 8.1 armor pen. It will make your auto-attacks hurt that much more and it will add up over time. Lux is about slowly winning the war and this helps her do that.
The rest of the runes are very standard and straight-forward. Armor and Mr allows you to trade as efficiently as possible and flat ap quints are just by far the best options for Lux.
If you are in a matchup where you feel like you can get little to no auto-attacks off, you can just substitute out the hybrid-pen reds for magic pen.
This is the standard page I've been running on almost all of my AP mids right now. Overall it gives you everything you need for the entire game. The 21 points in offense allow you to scale as hard as you can into the late game while the 9 points in offense give you added regeneration for laning as well as reduced cool-down on your summoner spells.
The only time this differs is that sometimes you want to start with Q over E (usually when you are invading or catching someone invading). Just wait until the appropriate time to take your skill as E is much better than Q for lvl 1 laning.
The first and more common choice for starting items. In a standard lane you will go this because it gives you the most sustain as well as a ward. Just allows you to stay in lane for the longest amount of time while also allowing you to build towards your tear.
This is the second and more greedy starting choice. I go this when I'm against a mid champion that can't fight back very well (kha'zix/twisted fate would be champions I would consider going this start against) and against a jungler that isn't really punishing (Jarvan/Maokai would be examples of Junglers who ARE very punishing).
This will be your core items on Lux. Sorc boots are the standard pick for AP mids as the spell-pen is very valuable. Tear is a kind of uncommon pick on Lux as most people rather go chalice into athene's but I much prefer the tear route. Tear items are ridiculously cost efficient so I like to go them whenever I can. Then because I am not getting the cdr of athene's I follow-up the tear with morellonomicon. Morello is once again insanely cost efficient and it works well with tear so I build it. Because Lux takes a while to fully stack up my tear, I go deathcap next as it will give the largest burst in damage.
Usually after deathcap I will follow-up with Seraph's Embrace because the shield is very valuable but sometimes I will go Void Staff before if they are stacking a lot of MR. Then last item most of the time I go zhonya's hourglass to increase my survivability even more while also obtaining the most AP I can get off of one item.
It also can be noted that this build can change if I am against an ad mid (such as kha'zix/talon/jarvan) as I will get a zhonya's after tear. After that my build follows the same order.
Depending on the matchup you will either be wanting to be pushing the lane or keeping it frozen. Against weak pushers and/or champions that list hit poorly under tower (such as ryze/nidalee) you want to be pushing the lane and harassing them whenever possible. These are lanes that are very favorable for Lux and should be played very aggressively. Against melee champions (such as Diana/Kha'zix) you want to freeze the lane in front of your tower if possible. It will put them in an awkward position and force them to miss cs to play safely. If they are still last hitting normally it will set your jungler up for an easy gank.
Make sure to keep your sides warded and remember to use blind-spots and corners to attempt to catch people. You have very high kill potential and can 100-0 most people with a full combo and your ignite.
With Lux you have very strong sieging and this is the majority of what you want to be doing. When you have blue just pump out your spells as much as you can to attempt to widdle the enemy team down. Once you get a good catch on a priority target, combo it with your laser and it should set your team either up for a favorable dive or a free tower.
Something to keep in mind when you are sieging is to keep wherever you are pinked to make it more difficult for them to dodge your spells as well as keeping an eye on their engage. As you are constant peel/damage/low-mobility you are a very high priority target and they will try and kill you. Make sure to be weary of their engagers if they start moving forward as they might try and force an engagement. Just safely walk back and resume your sieging position once they have backed off.
Later on when you are getting close to finishing your final build you will have insanely high kill potential as well as strong protection as usual. What you do in team fights never really changes but mistakes will be punished as the game progresses so make sure to hit as many of your spells as possible and to not be out of position.
Sieging should still be your team's main objectives so make sure to keep all lanes pushing before setting up your tent in front of a tower. Once you have an inhibitor down, you can start pressuring baron. Try and keep an eye out for catching wandering supports as you can usually one-shot them or at least get them very low allowing your team to force a favorable engagement. As usual though, be careful of getting engaged on because if you die your team will be in a very bad situation.