Lux Build Guide by iZianni
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Runes: Magic Pen Lux
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Ability Order Standard Lux
Threats & Synergies
Ahri does well into Lux due to increased mobility, while we have a range advantage it is ultimately irrelevant. You have to save Q for her dash or W movespeed or you will die. If you're able to maintain distance in team fights, I do believe Lux is more valuable. Consider purchasing a null-mantle if you're losing, otherwise you can one shot her with the standard build if you land a Q.
Champion got hard nerfed, it's still unfun to play against if she has multiple items. For the purpose of laning, Lux has an extremely easy time against Akali due to the range advantage alone with poke windows. Akali is unable to keep up due to the Q nerfs. She can still kill us instantly though if we mess up!
This is ultimately a farm match up, Lux does have the advantage due to being longer range than Anivia initially. In terms of scaling, Anivia will be very strong in the mid game but with consistent jg pressure this match up is extremely free. If you're able to play the match up normally, it will be Lux favored. The only issue is if you try to force onto Anivia, she can create a kill window or initiate at max range with wall. Try not to lose early or you will have no control of this lane.
Hahaha Lux should always win because of Range advantage, but life does not work like that. Can you imagine something as terrifying as a mage with 900 movespeed. It doesn't really matter what you do in this match up pre-6, the moment she hits 6 you will always lose. There is a world where you land your full combo and she dies instantly, however there is also a world where she just hits the E/Protobelt or flash key and instantly removes you from the game. Consider buying a null-mantle if you fall behind.
Lux outranges Aurelion Sol like most match ups, she also has extremely good wave clear that allows her to keep Aurelion Sol pushed in. The major issue is that it's very difficult to one-shot an Aurelion Sol due to his itemization early game. The key to this match up is wave control, you will always be more valuable if you're able to prevent roams.
Range is nearly identical, Azir has more mobility making it easier for him to punish misplays. If you ever burn flash, there's a high possibility of being Shurima'd into death multiple times. Otherwise, your priority is playing to max range and avoiding trading outside of your E windows until you have a kill opportunity.
Lux outranges, you should only die in this match up if you're playing extremely poorly. Brand can match poke with W, but you can cast from farther so it really shouldn't be equal. Lux favored for sure.
You outrange Cassiopeia, but she scales really hard. So if you don't punish her properly, there is a possibility that you lose in the mid-late game. The caveat here is if you fail at punishing her, she will likely kill you in a 1v 1. It's very important to trade properly in this match up by taking advantage of your poke windows and avoiding her all-ins. Always hold Q for a slow unless an opportunity prevents itself. You can 100% one shot her if you land skill shots though!
If she ever Es on to you, you will likely die. Diana is a mage-bruiser which makes it EXTREMELY DIFFICULT to kill her because of increased HP pool + magic resist. You shouldn't really ever win this match up, but if you're playing safely she shouldn't be able to kill you either unless you get Q-E'd, E'd from a minion. Farm lane, just don't die!
i don't even care if this is wrong, I hate this champion and I hate you if you play this. Ekko goes C pot, Ekko clicks Q clears wave for 1/3rd of the mana cost of Lux wave clear. He presses E, you lose 50% of health. Much love, double health bar. Avoid combat, ecksdee.
>>>DO NOT USE YOUR Q UNTIL HE Es<<< If you play Fizz, I automatically assume that you have a troubled home life and need to take it out on strangers over the internet. build Zhonyas first item or you will get tower dived from 100% hp to 0 in half a second. You can early abuse this match up, which is your only win con early but it is ultimately meaningless because the world favors fish. Also a Verdant Barrier match up if you want.
Galio has increased MR along with hp itemization which makes it impossible to one shot him. You do have range advantage early but unfortunately Galio Q will instantly clear waves while giving him roam opportunities. There's not really much to do in this match up unless you have jg priority, because both of you clear waves pretty easily. The issue is Galio will 100% kill you if you misposition, whereas it's impossible to kill him without jungle or incessant trading that puts you in danger.
She has lots of mobility, sustain and hp pool. Make sure to build Seekers first item, or after your Lost Chapter. Avoid combat unless you have a jungle, your E doesn't matter outside of ManaFlow band stacks because she heals it back instantly. She also goes first item Merc Treads :((
Its Kassadin, just avoid combat. You will be outscaled, you can't kill him because of Jump + Fleet. Your only window of opportunity is pre-6, and you don't even technically win that because of Doran Shield + Fleet. Just don't give him any kills and rely on CC chaining in the early-mid game with your teammates to suppress him.
Don't use any skills because she will literally just Shunpo then press R. I genuinely believe that Katarina is an elo-inflation champion that is impossible to counter in Solo Q. Your only hope is holding Q until she suicides into you because of her massive EGO. If you're able to keep her at 60-70% hp, she will 100% kill herself by shunpoing into you. KatEvolved literally has done this every single time in our 1v1s.
Leblanc is considered a good match up for Lux because of W being countered by Lux Q. However, everyone seems to forget that if she just max range bursts you it doesn't really matter. Not an enjoyable match up, if you're unable to get an early lead then she'll just W spam diagonally to avoid linear skills like your Q. Do not use Q first ever in this match up.
You outrange Lissandra, literally all she does is just try to 100-0 you with a max range engage. Either take cleanse or just avoid ganks the entire lane phase by playing safe. You should always have more impact if your team is even close in gold. She can R while rooted so you can't "kill" her.
You can easily break his spell shield, you always have range advantage. You both perma farm, you have more impact in team fights. You have solo kill pressure in this lane. Build QSS if you're being flash ulted.
Hard match up due to volatility of Lucian Player skill levels. You either hard win this on virtue of ADC mid players being awful at the game, or automatically lose to a savant 1v9 smurf Lucian. Otherwise, you outrange this champion and have a good counter play to his dash by holding Q. You will shot him with any form of CC, but it's a "deadly" early match up. BUILD SEEKERS IF LOSING.
Orianna is one of the hardest scaling champions in the game with great utility and early game. You will outrange her early due to E range, but ultimately you are reliant on front to back as you will never ever 1v1 this champion without landing your full combo. Play this as a scaling match up, take advantage of your early game priority to create a kill window on her or resolve yourself to max range casting from the mid game onwards for picks.
She presses her 4 sec CD W every time you cast a spell to avoid anything you use the entire game. Your only hope is full comboing her from fog of war or off a positioning mistake. You don't ever win this match up, so just power farm at max range with E until your jungler helps you 2v1.
You outrange, he outscales but his range is so shit that it doesn't matter. He should never be able to play this champion into the current meta or your champion. Play around E windows and avoid getting rooted by maintaining a safe distance. One shot this champion easily.
He goes merc treads and presses W. I've often won this match up due to Sylas players being some of the worst OTPs, with the champion being extremely bad. But the reality is Sylas should win this match up because of his all in potential. You do outrange, but he can easily outmaneuver you if given the opportunity.
Low mobility means you can punish her, but if she ever lands a Q/E you will literally die. Verdant barrier rush if you fear for your life. Otherwise go full AP and try to one shot her from range. PLEASE GO VERDANT BARRIER.
Goredrinker Talon is a blight, you can still win early but ultimately the best play is not even trying. Go seekers armguard and perma push that shit into tower so he cant get 10 kills on your side lanes. ZHONYAS RUSH ANGLE
You win this match up in mid, unfortunately you can't stop him from killing your teammates. The only thing you can do is try to keep wave priority with skill spamming. Mana management is very important for this match up. Avoid getting all inned by gold card + jungle gank.
Similar range, however its easier for Velkoz to find a kill window. You can still one shot Velkoz unless he has barrier. The issue is if he ever lands two Qs in lane, he can just laser you to death if you try to combo him. Verdant Barrier angle.
You outrange this champion, he does have laser but your damage output is more consistent. The issue is he outscales you. If you're unable to punish him in lane, you need to rely on your teammates to perform. You can 100% one shot this champion.
He flash ignites us, we die. We cant laser or Q Vlad because of W. We cant poke him because of sustain. Boring match up, just farm and try to one shot the rest of his team. However, if your jungle is good you can basically destroy him in laning phase with good CC stacking. Your damage output is enough to kill him as long as he can't get into pool.
He outranges us and outpokes us. We one shot him if we ever land skills, but he outranges us. Boring match up, just farm and play for mid-late game.
You basically just afk farm because you are permanently pressured in this match up without jungle assistance. He can't kill you because of the range advantage, but you can't really do anything to him either. You can easily win through team fights, but Yasuo is a hit or miss 1v9 so giving him that opportunity is scary.
Rush Zhonyas He outsustains you, he doesn't get one shot because of Shieldbow. You win early, but it's too hard to stick damage because of his sustain. You lose this match up, but you can definitely win if you're able to CC stack against him.
Rush Zhonyas Dont ever use Q if he has R or W up. You can instantly kill Zed by Qing backwards when he ults you since it'll put him behind you. E/R after that.
Lux wins this match up because of the Q vs R interaction as long as shes ulting in front of you. She can still one shot in the mid game if you're playing poorly. Verdant Barrier angle if you're insecure.
ANY JUNGLE WITH CC = WIN
Champion Build Guide
Hey there, I'm Zianni. I'm a challenger mid laner and Lux is one of my favorite champions. She's been one of my best champions since Season 9 and I'm glad to finally get around to making a guide for her!
Lux is a very interesting champion because she is considered bad but usually has very good results. She has a higher end WR along with extremely good damage + a fun playstyle.
The only issue with Lux is her inconsistent match ups and struggle against current meta champions like Katarina.
Check out my livestream at https://www.twitch.tv/zianni so you can become a challenger Lux too!
Arcane Comet is the best keystone on Lux due to it's versatility and synergy with her core kit. Things like Electrocute and Aery are situational keystones that are reliant on specific conditions... Arcane Comet rewards you for basic poking and supplements your total damage with your combo.
Vs Electrocute which requires you to either full combo or weave in autos with your trading which can be dangerous. Aery is the correct keystone if you're running Moonstone Renewer due to the increased shielding power.
Manaflow Band is a great selection for Lux because it helps supplement her mana pool making it easier to wave clear for priority. Her Lucent Singularity is extremely expensive making it costly to continuously clear waves, the mana pool + regeneration from Manaflow Band will help immensely.
|Eyeball Collection is purely for additional Ability Power to increase our overall damage output. Lux has good AP Ratios that we can take advantage of.|
|Ultimate Hunter is specifically for an aggressive Lux playstyle, I also think its just more fun regardless of rank. In higher elos, you'll find inspiration secondary more valuable but it's basically min-maxing at that point.|
AP/AP and Armor/Magic Resist shards based on match up.
You can opt for Ability Haste if playing for scaling.
Items are always going to be situational and based on the game state.
There are two variations to Lux mid currently, the standard Magic Pen build and recently nerfed Moonstone Renewer build.
Magic Penetration is the best build if you need to itemize for damage to carry your teammates, I highly recommend this version of the build because it is more self-reliant and better for solo Q.
Moonstone Renewer build is if you truly believe in your teammates and you're lacking utility. If your team has lots of bruisers or an abundance of damage, you can consider opting for this build to supplement that with increased healing/shielding.
Luden's Tempest is our direct flat penetration approach which rewards us against squishy teams or snowball match ups. This is the only way to cap flat penetration.
Sorcerer's Shoes is extremely important to the build because it reduces the enemy's magic resistance increasing our base damage by a hefty amount for 800g. It's also important to recognize that purchasing Luden's Tempest will bring your total magic penetration up to 24, most carries have a base magic resist of 30 meaning you'll be doing nearly 100% tool-tip damage if the enemy doesn't buy a Null-Magic Mantle. (It's pretty nice to just add up the numbers in your skill descriptions and know when you can one-shot someone.)
Once you build Void Staff you'll receive another 5 flat magic pen from your mythic bonus which puts you at 29. Against 40 MR targets you'll receive an additional 16 Magic Penetration putting you at a grand total of 45 magic penetration.
Most low elo players even up until masters will ego and refuse to buy early magic resist making double Magic Pen an extremely strong combination. (Due to the magic pen formula, flat pen can never bring MR below 0.)
IN TERMS OF SURVIVABILITY, YOU SHOULD ALWAYS BUILD
Zhonya's Hourglass into AD assassins
or Verdant Barrier into AP assassins
You can get away with going full damage, but you'll be risking your life with every play you make vs the consistent option of just itemizing against them.
If you don't need survivability items, you'll want to round your build out with Rabadon's Deathcap.
Moonstone Variant is very simple
Ionian Boots of Lucidity for extra haste
Moonstone Renewer for healing
Staff of Flowing Water for additional AP/movespeed + amped healing.
Zhonya's Hourglass for survivability
Rabadon's Deathcap for AP ratios for increased shielding
Void Staff for additional penetration and more valuable on your damage skills.
You can also substitute one of the last two items for Banshee's Veil if you need more survivability.
Nothing in history has been achieved without the necessary conditions, League of Legends is no different. To carry a game, you need to make an impact. There are many ways you can do this, but it all begins in the same spot. Everything in the game can be traced back to the beginning, every decision you make will change the course of the game. This can be described as the flow, the flow can be influenced by every player and controlling the flow is your objective.
Before you worry about things outside your sphere of influence, your primary focus should be setting yourself up for success. Before anything else, we must identify our match up, our composition, and finally our win condition. While the game starts with champion select, the reality is that you’re only capable of defining your own actions. There is no value in putting emphasis on variables we can’t control; therefore, we must also pursue a playstyle that enables any possibility.
There are a lot of factors that contribute to the match up, this can be broken down into three categories.
Keystone + Runes
While the champion is self-explanatory, we must ask ourselves what contributes to the champion. It’s strengths and it’s weaknesses. The most common things we take notice of are the difference between ranged and melee. This is valuable information that will change the way you trade depending on your champion. A ranged champion will always have the advantage over melee in the early levels, often this will be your only window to create an advantage vs an assassin.
The next step is their keystone, players will typically enhance their champions strengths or make up for weaknesses with their keystone. This can drastically change a lane as there is a big difference between Arcane Comet and Electrocute. Your goal is to identify what their plan is and play around it.
A burst mage will often take Electrocute; the benefit is larger trades at the cost of being infrequent. You can choose to either avoid trading in small skirmishes, poke, or extend trades to take advantage of their cooldowns.
While keystones have less variety for mid than other roles like Press the Attack, Lethal Tempo or Conqueror, it’s still something to keep in mind. The second portion of keystones are the supporting runes that accompany it.
The secondary tree is used to augment your strength or to cover your weaknesses. An example would be the difference between taking domination second to improve your damage potential or taking insight for extra lane sustain. While most champions are locked into some keystones, secondary trees are extremely flexible and should be changed depending on the match up. Identify where you struggle and take precautions to solve it. Biscuit Delivery is a popular rune because it can help with difficult match ups, whereas Eyeball Collection will give you a stronger spike. Make a decision based on your match up.
Remember to check armor/mr to see if they're weaker than usual, not taking the right defensive stats can change a match up!
Summoner spells are often disregarded until they **** us over. I’m sure we’ve all had that moment where we tower dive someone and we didn’t realize they had barrier.
Mid lane has three dominant summoner spells.
Consider the summoner spells of your enemy and consider where you have an advantage. Do you benefit from trading to look for a kill opportunity with Ignite, or do you benefit more from scaling with the safety of Teleport?
To properly identify the conditions of our victory, is to identify our win condition. While this term is often used on a larger scope (I.E Winning the game) we can apply this to both the laning phase and the macro phase.
To take advantage of your range, you'll want to play towards last hit windows and make sure you're consistently punishing people during their telegraphed movements. This is the only way to make sure you are going to land your E + Passive combination.
If you're playing against a bad match up, it's completely acceptable to just farm at max range with E only and avoid death. Lux will spike extremely hard in the mid game as long as you avoid unnecessary deaths since you only need two items to succeed, one of which is boots.
Linked at the top is my Lux guide which has a visual representation of what lane phase should like with adequate trading techniques.
The concept is to now create situations where you can reliably land your combination... The easiest way to do this is by taking advantage of Fog of War and utilizing vision control.
If you are consistently forcing the enemy to move into your side of the map, you are going to be at an advantage because they have to move into your range. This makes it easy to find opportunities in team fights. This is why Lux is extremely good at front to back fights where you're lightly disengaging.
If you are playing aggressively, it can be hard to find combo opportunities because they'll be moving away from your skills but your range is still very oppressive.
To create these windows you'll need to position forward enough to find picks without exposing yourself to the enemy engage. You either need to play around wards or slightly next to the front line as opposed to staying in the back.
Once again, there will be a visual representation in the video linked at the top if you're interested.