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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes:
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Threats & Synergies
Akali
She can be a pain in the ***. You have to make sure you can land your Q when she goes in on you with E. She will W after it so just get away from her. The heal on her Q is insane and so is the damage, so avoid it. Try to deny and zone her cs with autos.

Introduction About Me Lux Description Skin Display |
Pros/Cons Pros Cons |
Runes Domination Sorcery |
Abilities Explanation Skill Order |
Gameplay Objectives Teamfights |
Outro Summary FAQ Change Log |
![]() |
Hi ! I'm undeadsoldiers and this is my ![]() ![]() Fun fact: This guide has been in my drafts for months as it is the first guide I ever made and I never actually published it. This is a rework of the old one, since I have far better layouts now and of course it has been adjusted to the current patch. |
![]() |
If you enjoyed my guide make sure to check out others I've made: -In-Depth Veigar Guide -In-Depth MF Guide -In-Depth Ekko Guide -In-Depth Morgana Guide -In-Depth Ahri Guide -In-Depth Swain Guide |
![]() ![]()
+ Good Mobility
+ CC + Good Poke in Lane + Low Ultimate CD ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]()
- VERY Squishy
- Skillshots - No Escape - Bad Against Tanks ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
|
If you want a lot of poke in lane, constantly proccing it with Q, that can already poke quite well and help csing, take this. It will affect squishy targets a lot, but it is technically a skillshot, so if you want something safer go for
![]() |
![]() |
If I know that I'm against a burst mage like ![]() |
![]() |
For more mana sustain in lane I take this pretty much every time I go for ![]() |
![]() |
If you plan on combining this with ![]() |
![]() |
I mostly use this with the ![]() ![]() ![]() |
![]() |
Lux doesn't have any speed boosts really, so taking ![]() |
![]() |
This is good for poke in lane if you want to bully an opponent. |
![]() |
For extra poke you can take it. |
![]() |
If you don't plan on doing a lot of roaming don't take this. Usually I would only recommend this to junglers or a specific support that roams well. |
![]() |
This outclasses ![]() ![]() ![]() ![]() |
|
![]() ![]() |
![]() |
I take this as ![]() ![]() |
![]() |
I don't really use this one as much as ![]() |
![]() |
Well, this is pretty much useless on ![]() |
![]() |
If I decide to roam a lot, maybe with an ![]() |
![]() |
This is the second option for me, after ![]() |
![]() |
This is what I mostly take, since it is the best option out of the three and I think it has the most payoff with the adaptive AP and AD bonus. |
![]() |
This is what I always take on ![]() ![]() |
![]() |
This is what I take when I take insptiration as a secondary, combined with the ![]() ![]() |
![]() |
I never really take this, ![]() ![]() |
![]() |
![]() ![]() ![]() |
Secondary pages:

![]() ![]() ![]() |
![]() ![]() ![]() ![]() |

![]() ![]() ![]() |
I like having a start to my ![]() ![]() ![]() ![]() I like the cooldown I get on ![]() |
ILLUMINATION
![]() ![]() ![]() |
|
COST: 40/45/50/55/60 RANGE: 1175 DAMAGE: 70/115,160,205,250 |
LIGHT BINDING
![]() ![]() ![]() |
|
COST: 60 RANGE: 1075 SHIELD: 50/65/80/95/110 |
PRISMATIC BARRIER
![]() This is a pretty good ability in teamfights, as it gives a team wide shield. Pretty basic, gives a bigger shield in return. |
|
COST: 70/80/90/100/110 RANGE: 1100 DAMAGE: 60/105/150/195//240(+60% Ability Power) |
LUCENT SINGULARITY
![]() ![]() This is pretty frequently used to poke in lane. ![]() |
|
COST: 100 RANGE: 3340 DAMAGE: 300/400/500 |
FINAL SPARK
After gathering energy, ![]() ![]() ![]() ![]() Holy god. Think this. You get hit by ![]() |
|




ABILITY SEQUENCE |
1![]() E |
2 [icom=light bindind] Q |
3![]() W |
4![]() E |
5![]() E |
6![]() R |
7![]() E |
8 light bindind Q |
9![]() E |
10 light bindind Q |
11![]() R |
12 light bindind Q |
13 light bindind Q |
14![]() W |
15![]() W |
16![]() R |
17![]() W |
18![]() W |
SKILL ORDER
#1. ![]() 2 / 4 / 5 / 7 / 8 #2. ![]() 1 / 9 / 10 / 12 / 13 #3. ![]() 6 / 11 / 16 #4. ![]() 3 / 14 / 15 / 17 / 18 |
So, many think that your Q is your main ability, but in reality, E is. You will mostly use it in lane instead of Q because of minion block, and if you walk up they'll know you want to Q. Maxing E and taking it first is the best option. You will take Q second as it is a harder skillshot and you won't need is as much in lane. W will be last as it is just a shield. Take ![]() |

Turrets have 1095 sight range, 775 attack range and deal physical damage. They grant their team true sight, allowing it to see all traps and stealth units within their vision range. There are four kind of turrets depending on their location: Nexus towers: Located in front of the nexus, there are two of them. Inhibitor towers: Located in front of each inhibitor, guarding the entrances to the base. Inner towers: Located in front of the inhibitor towers. Outer towers: Located in front of the inner towers. Towers can only be targeted and damaged if they are the first structure standing in their lane. Turrets located behind the first standing structure are invulnerable and untargetable until the first one is destroyed. Inner towers only become vulnerable when their outer tower is destroyed, and inhibitor towers only become vulnerable when their inner tower is destroyed. Nexus turrets are invulnerable and untargetable until one inhibitor is destroyed. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage. Turret shots travel at a speed of 1200. Make sure to last-hit a turret as it will grant you 400 gold which can put you at a big advantage if you spend it right. It will also be beneficial for your team as they will gain some gold too. Getting a first turret might relieve the pressure off of your teammates, but it will transfer it to you, as you will be targeted more. However do not pass an opportunity to get first turret blood, it is just too big of a bonus to miss ! |
![]() |
PLATING: Outer turrets begin the game with five temporary plates. A plate is broken for each 1000 damage dealt to the turret. (Plates don't have health of their own.)
PLATE STRENGTH: Turret plating grants 40 armor and magic resist at game start PLATE BREAKING: Dealing 1000 damage to an outer turret also causes a plate to break, granting 160 gold (divided among nearby champions) and increasing the turret's armor and magic resist by 30 until turret plating falls off BULWARK For 20 seconds after a plate is destroyed, the turret also gains Bulwark, granting an additional 25 armor and magic resist for each nearby enemy champion past the first. Multiple instances of Bulwark stack if multiple plates are destroyed within a 20 second window. FALLOFF: Turret plating falls off at 14:00, causing outer turrets to lose ALL armor and magic resist and making unclaimed plating gold permanently inaccessible |
![]() |
First Turret Bonus:
FIRST BRICK: 300 gold ⇒ 150 gold (reduced to accommodate turret plating gold)
Outer Turrets:
HEALTH: 3800 ⇒ 5000
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 180 at 7:30 ⇒ 278 at 15:00
ARMOR & MAGIC RESIST: 55 ⇒ 0 (replaced by turret plating)
ARMOR & MAGIC RESIST SCALING: +1 per minute ⇒ 0 (replaced by turret plating)
GLOBAL GOLD 50 (unchanged)
Inner Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 100 ⇒ 50
Inhibitor Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 150 ⇒ 50
Nexus Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 230 at 28:00 ⇒ 285 at 18:00
GLOBAL GOLD: 75 ⇒ 50

Dragons, also known as drakes, are powerful monsters that can be found in Summoner's Rift. Their camp is located in the river alcove on the lower right side of the battlefield. There are five types of dragons:
The first four types are globally known as Elemental Drakes, which, when killed, permanently grant a Dragon Slayer buff Dragon Slayer stack, granting various effect based on the dragon killed. No more than one dragon can be present at the same time in the battlefield, but several different dragons can spawn at different times throughout the game. The Elder DragonSquare Elder Dragon grants a temporary buff called Aspect of the Dragon buff Aspect of the Dragon. Elder Dragons beyond the first for the same team grant Aspect of the Dragon buff Empowered Aspect of the Dragon, which is twice as effective and lasts twice as long. All dragons are between levels 6 to 18 and all of their attacks are ranged. Try to get them when: a) Bot Lane has just died and your jungler is in range; b)enemy jungler has died and it's not warded so you can try to sneak it, taking only the support to help. |

![]() ![]() ![]() Soloing ![]() ![]() ![]() ![]() ![]() ![]() ![]() Killing ![]() Try to get Baron once most of the enemy team is dead or when the jungler is dead, but beware of the rest of the team trying to steal it. Watch out if it is warded. Remember to always tell your jungler to ward Baron or even go ward it yourself, and if you do not succeed at stealing it try to kill the enemy team as fast as you can so they lose the buffs. |
![]() |

Having control of the waves is especially important as Lux. Enemy minions are actually valuable for your success against your lane opponent. Most of the time, you can hit an easy Q by lining your opponent up with a single minion. If a Q does land, and your opponent is “safe to walk up to”, then go on and W yourself and aa->e->aa. That in total is able to half HP anyone at level 3. If i know i am going to be bullying my opponent, I take electrocute. With electrocute, the damage with the combo above is no joke.
In teamfigths you should be the back line since you are a squishy. Look for easy targets and avoid getting close to tanks. You have a team long shield so proc it in teamfights. This time you can use your ulti without the root first since it will be easier to hit with many targets. The most important time is positioning.
![]() |
![]() ![]() |
8/11/18 Published Guide
20/11/18 Added New Runes + Turrets
You must be logged in to comment. Please login or register.