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Spells:
Flash
Clarity
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction

Runes




Marks
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SPACE |
Seals
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SPACE |
Glyphs
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I chose 21-0-9 masteries to improve
Lux's damage even more. The 9 points in utility are primarily for mana and mana regen. Especially the increased length for Blue buff!

Item Sequence






Boots
300

Blasting Wand
850

Amplifying Tome
400

Sapphire Crystal
300

Sheen
900

Sorcerer's Shoes
1100

Lich Bane
2900

Rabadon's Deathcap
3500

Athene's Unholy Grail
2250

Morello's Evil Tome
2200

Ionian Boots of Lucidity
900






Here are some situational items for you to ponder.
Build this item if you are doing VERY well early game, so you can snowball and omnomnom the other team. This item is only viable for
Lux because if she is fed and a decent shot, it's extremely difficult to kill her. replace
Morello's Evil Tome
I personally wouldn't recommend this item, but if you feel you need the extra mana, this would be the item. replace
Athene's Unholy Grail





Firstly, a description of
Lux's aresenal.
Illumination is
Lux's passive, it puts an exploding charge on each enemy hit by one of Lux's spells which she can detonate to do bonus magic damage by basic attacking.
Light Binding is a long-range skill shot that can snare not one, but TWO enemies! However, the second enemy will only take half damage and be snared for half as long.
Prismatic Barrier is a shield that flies in a straight line(skill shot) and places a shield on
Lux (which is instant) and on any ally champion it touches. it also returns to Lux once it has reached maximum range and will reapply the shield to any ally champion it touches, finally giving Lux the shield again once it reaches her.
Lucent Singularity is an area of effect that sends a ball out that clears fog of war around it, and slows any enemy within its area of effect. Lux can also recast this ability to detonate the ball dealing quite a large amount of damage to any enemy within its area of effect and applying
Illumination.
finales funkeln finales funkeln is the big one. It is a gigantic rainbow laser beam. it has one of the longest non-global ranges of any ability in the game and will ont only apply
Illumination but will detonate a charge if it is already present. This ability will get very annoying for your opponents if you can judge hp well.
Now, onto the sequence. I take my "E" first because it has quite a large bit of damage already, along with a 75% AP scale. This is you main ability. Max it by level 9. Next depends on how well my lane is going. If you're doing well, take your "Q", it makes landing those
Lucent Singularitys much easier. If you're not doing so hot, go ahead and take the shield. it can save from that nasty
Ignite.












finales funkeln finales funkeln is the big one. It is a gigantic rainbow laser beam. it has one of the longest non-global ranges of any ability in the game and will ont only apply

Now, onto the sequence. I take my "E" first because it has quite a large bit of damage already, along with a 75% AP scale. This is you main ability. Max it by level 9. Next depends on how well my lane is going. If you're doing well, take your "Q", it makes landing those


For my main spells I take
Clarity and
Flash. These spells help me stay in lane, especially if I have a slow or greedy jungler, and escape, since Lux technically has no escapes.
Ignite is a great spell. Generally it is standard for an AP carry, but I personally don't like to give it a slot, because if the enemy is a low enough HP to die from an ignite, they can take a finales funkeln to the face.
Teleport can help with ganks or kill securing. No other reason to take this spell.
Any other summoner spell isn't really worth it. Don't take them.


Other Viable Summoner spells




Any other summoner spell isn't really worth it. Don't take them.
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