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Lux Build Guide by undeadsoldiers

Middle [8.24] Haha I Just Got The Joke ![IN-DEPTH LUX GUIDE]

Middle [8.24] Haha I Just Got The Joke ![IN-DEPTH LUX GUIDE]

Updated on December 8, 2018
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League of Legends Build Guide Author undeadsoldiers Build Guide By undeadsoldiers 17,672 Views 0 Comments
17,672 Views 0 Comments League of Legends Build Guide Author undeadsoldiers Lux Build Guide By undeadsoldiers Updated on December 8, 2018
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Arcane Comet
Manaflow Band

Cheap Shot
Ravenous Hunter

+8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Hi ! I'm undeadsoldiers and this is my Lux guide. I have mastery 7 Lux and she is my most played champion since I started playing LoL. Sure, I've dropped her a few times when I've found other champions better and more meta, but she has always been my pocket pick on which I can always dish out good results. This is my playstyle and how I really put in good work on her.

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


Health: 490 (+85 per level)
Attack Damage: 53.54 (+3.3 per level)
Attack Speed: 0.625 (+1% per level)
Movement Speed: 330
Health Regen: 5.5 (+0.55 per level)
Armour: 18.72 (+4 per level)
Magic Resist: 30 (+0.5 per level)

Luxanna Crownguard hails from Demacia, an insular realm where magical abilities are viewed with fear and suspicion. Able to bend light to her will, she grew up dreading discovery and exile, and was forced to keep her power secret, in order to preserve her family’s noble status. Nonetheless, Lux’s optimism and resilience have led her to embrace her unique talents, and she now covertly wields them in service of her homeland.

+ Good Mobility
+ CC
+ Good Poke in Lane
+ Low Ultimate CD

Lux is good in soloQ and can really carry a game. She can win lane easily once she gets to level 6. Constant poking with Lucent Singularity and a root with Light Binding finished off with a Final Spark, and maybe Ignite to secure the kill can make Lux a beast.

- VERY Squishy
- Skillshots
- No Escape
- Bad Against Tanks

Lux is very squishy, especially in early game where she's vulnerable to ganks. Light Binding and Lucent Singularity are skillshots that are easy to miss. Even though Lux is decently mobile, if Flash isn't up she really has no escape from ganks. Since she is squishy she will be bad against tanks. If she can't kill them quickly it will be a problem for her. That's why I tend to take Cut Down from my secondary Precision tree.

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 Summon Aery, but I like more damage.

If I know that I'm against a burst mage like Veigar and I get stunned in his cage, I know I'm gonna deny some damage. Pretty good, but I don't take it unless these situatuons occur.

For more mana sustain in lane I take this pretty much every time I go for Sorcery.

If you plan on combining this with Phase Rush as a keystone, then go for it. It's pretty good and makes chasing down enemies much easier, however I don't use it.

I mostly use this with the Cosmic Insight from Inspiration. It converts excess CDR into adaptive AD or AP and it can be pretty useful. If you're playing support, however, take Celerity.

Lux doesn't have any speed boosts really, so taking Celerity is pointless.

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 Scorch big time. It's just a better rune for what Swain needs since the game doesn't only consist of the laning phase, and out of laning phase Scorch is not as good as Gathering Storm.

Lux has a three hit combo, so this is very very good for her. It's so funny to just kill someone off the Electrocute and it can do a whole lot of damage. Also the nerf that happened some time ago does not affect her at all since he isn't an assassin or something.

I take this as Lux's E is CC, so it does more damage and this is usually go-to choice if I am taking Domination in any tree. Trades with this are super good in my opinion, and later in the game it does get pretty scary.

I don't really use this one as much as Cheap Shot, but it is also very viable.

Well, this is pretty much useless on Lux.

If I decide to roam a lot, maybe with an Oracle Lens and overall deny vision from the enemy team, this can be useful.

This is the second option for me, after Eyeball Collection, I like being in control of the map, having vision everywhere and my map awareness is very good, if I want some extra I would take this.

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 Lux, I like to have healing from it, since Lux's abilities do a load of damage it will heal you so much.

This is what I take when I take insptiration as a secondary, combined with the Cosmic Insight it is great if you plan on going for the Zhonya's Hourglass build.

I never really take this, Lux doesn't need out of combat move speed, she needs it in combat, which Phase Rush takes care of, and this becomes useless.

Lux already has a very low CD on ulti, so it's better to opt for Ravenous Hunter or Ingenious Hunter instead.

Secondary pages:


Presence of Mind is great on Lux for a very low ultimate CD and mana restoration that she needs.

Lux is squishy and has trouble with tanks so take this to deal with them.

Last Stand.This is for the 'ult before you die' or trying to help on low health.


I like having a start to my Zhonya's Hourglass if it's that kind of game, so Perfect Timing will help out big time.

Biscuit Delivery can bring a lot of sustain in lane, but with it I prefer to take Time Warp Tonic to elongate the effect.

I like the cooldown I get on Zhonya's Hourglass or any other item and abilites, it pairs well with any of the first row choices.


Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing bonus magic damage (depending on Lux's level) to the target.

COST: 40/45/50/55/60
RANGE: 1175
DAMAGE: 70/115,160,205,250

Lux releases a sphere of light that binds and deals damage, rooting up to two enemies for 2 seconds. You can get cucked by minions on this ability but so can they. If they have one minion in front of them they think they're safe. Nope, it roots up to two units. Everyone says that to beat Lux in lane you have to just 'dodge her q', not knowing that a good Lux doesn't just throw out her q unless she's 90-95% sure it will hit.

COST: 60
RANGE: 1075
SHIELD: 50/65/80/95/110

Lux throws her wand and bends the light around any friendly target it touches, protecting them from enemy damage.
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)


Lux fires an anomaly of twisted light to an area, which slows nearby enemies. Lux can detonate it to damage enemies in the area of effect.
This is pretty frequently used to poke in lane. Lux can be a lane bully, especially to melee targets. You can slow down a target and make it easier to Q them.

COST: 100
RANGE: 3340
DAMAGE: 300/400/500

After gathering energy, Lux fires a beam of light that deals damage to all targets in the area. If Final Spark helps take down a champion, part of its cooldown is refunded. In addition, triggers Lux's passive ability and refreshes the Illumination debuff duration.
Holy god. Think this. You get hit by Lux Q, her E comes in next and her ulti is up. You know her next move. Next thing you see is a gray screen. Pretty much sums it up.

> > >


[icom=light bindind]





light bindind

light bindind

light bindind
light bindind







#1. Lucent Singularity
2 / 4 / 5 / 7 / 8

#2. Light Binding
1 / 9 / 10 / 12 / 13

#3. Final Spark
6 / 11 / 16

#4. Prismatic Barrier
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 Final Spark at the available levels (6, 11, 16)

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 !


The gist here is that turrets won't fall over at 5 minutes when the enemy team groups up and hard-pushes your lane. Instead, as they chip your turret down, they'll get some extra gold to reward their aggression while your turret becomes increasingly harder to kill. It’s win-win: Lane bullies get more turret gold than before while late-scaling champs have a more reliable window of safety to farm under turret. This also means your lane won't be decided as heavily by the success or failure of other lanes since their own turrets are harder to take too. The falloff mechanic ensures lane phase won't be too much longer on average and makes plating gold a true advantage for early-game champs since once it's gone, it's gone.

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:
- Cloud Drake s are useful for both teams regardless of their gold lead or deficit; leading teams can create pressure, split push, and rotate around the map faster for positioning, while trailing teams can still use it to expand vision, respond to split pushing, and position defensively.
-Even with a single stack, Cloud Drake can be very powerful in split push comps, especially if it's denied to the enemy team.
- Infernal Drake s are highly contested and considered by many players the strongest dragon due to its raw power boost. If viable, contest the dragon at all cost.
-In the early game the percentage increased won't make a difference, but the Infernal Drake 's late game power is massive.
- Mountain Drake s are also very powerful late game as it makes objectives like Baron Nashor easier to deal with.
-Siege comps can benefit greatly from Mountain Drake as it provides additional pushing power against structures.
- Ocean Drake s are deceptively powerful during the laning phase; backing off for several seconds allows its beneficiary to extend its presence in lane and can make the difference in some even match ups.
-Another benefit of Ocean Drake s is the ability to mitigate damage against poke comps, forcing the enemy team to spend more mana and delaying or even preventing potential flanks.
-Due to their tankiness and the strength of the buff they provide, attempting to kill an Elder Dragon s usually prompts the enemy team to contest the kill. Therefore, teams wishing to slay it must take great caution when doing so while the majority of the enemy team is alive, much like Baron Nashor .

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.

Baron Nashor is the most powerful neutral monster on Summoner's Rift in League of Legends. Killing Baron Nashor grants Hand of Baron to all living teammates for 210 seconds. The buff gives bonus attack damage, bonus ability power, Empowered Recall, and an aura that greatly increases the power of nearby minions.

Soloing Baron Nashor is usually impossible. It is generally only feasible very late into the game with a champion who has immense sustainability, DPS, and tankiness; and even then it is not guaranteed. Most champions who are capable of soloing the Baron are bruisers or tanks such as Udyr, Warwick, Xin Zhao, or Nasus. However, there are some exceptions; a skilled Malzahar or Yorick player, for instance, has the ability to solo Baron with relative ease.

Killing Baron Nashor with a team is fairly simple. Baron primarily attacks the target closest to him, so with proper positioning, a tank or bruiser can be made to take the brunt of the damage.

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.

Lux is squishy so be careful in which matchups she is better, as she will be worse with assassins who can delete her. Positioning is everything as you have to stand still to channel ulti, which is basically a call for a Rengar to pounce on you. She is a strong carry for soloq depending on the teamwide matchups.

Feel free to ask questions !

8/11/18 Published Guide
20/11/18 Added New Runes + Turrets

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undeadsoldiers Lux Guide
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