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Choose Champion Build:
Spells:
Flash
Ghost
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Lore
As one of the youngest women to be tested by the College of Magic, she was discovered to possess a unique command over the powers of light. The young Lux viewed this as a great gift, something for her to embrace and use in the name of good. Realizing her unique skills, the Demacian military recruited and trained her in covert operations. She quickly became renowned for her daring achievements; the most dangerous of which found her deep in the chambers of the Noxian High Command. She extracted valuable inside information about the Noxus-Ionian conflict, earning her great favor with Demacians and Ionians alike. However, reconnaissance and surveillance was not for her. A light of her people, Lux's true calling was the League of Legends, where she could follow in her brother's footsteps and unleash her gifts as an inspiration for all of Demacia.
''Her guiding light makes enemies wary, but they should worry most when the light fades.''
-- Garen, The Might of Demacia
I write this guide because I see way too many people play Lux to less than her full potential. This guide illuminates how to get the most out of this amazing champion.
Build 1 is her typical item progression
Build 2 is what an hour long game would look like
Build 1 is her typical item progression
Build 2 is what an hour long game would look like
My goal: To stop people from playing a bad Lux

If I were to explain what role Lux has on a team in LOL it would be that Lux is the QUARTERBACK she is to always be behind her front line (melee bruisers). You want them big and able to disrupt enemy champions.
Note: This concept is important... if you have too many ranged champions on your team there will be nothing stopping the other team from just rushing you and sacking you.
When to choose Lux? When you build an effective front line with champions such as:
Singed Aoe slow as well as a
Fling to increase enemy separation
Renekton He can create mayhem on the front lines he also has a 2 second stun to facilitate separation
Jarvan IV This guy is great his disruption is unmatched. he can knock enemies in the air as well as blowing a freaking crater in the earth to impede enemy progress
Alistar A knock up, a knock back and being able to take a serious beating. draft this guy he's an all-star
Lee Sin The blind monk he's capable of awesome disruption AoE slow and a knock back possible of effecting the entire enemy line up. sexy.
Cho'Gath A knock up that slows, a silence, massive health, an ultimate causing true damage. This gentleman is a great addition to the team.
- When you don't have any of ^^ those guys... it's just a bad idea
You are a glass cannon.
Your range and CC allows you to build pure damage
For best results just add AP.
Pros
Cons
- Does a surprising amount of burst damage early on
- Strong nuke on short cooldown
- Can effectively keep enemies at a distance
- Skillshot champion
- Excellent harass
- Adds a large amount of CC and burst damage to the team
- Double rainbows
Cons
- If caught without flash you are usually dead
- Dependent on team composition
- Silence is deadly
- Skillshot champion
- Squishy
Illumination - This is a decent passive, however it will set apart a good lux from a bad one. Reason being is that your ultimate triggers the damage from the passive and reapplies the debuff. If used correctly it adds a significant amount of burst to your spell rotation. Also combined with your other spells it makes last hitting minions easier.
Light Binding - This snare is amazing! It has so many uses and tricks to it. This spell will:
- Save you from ganks
- Set up your spell rotation which is
Light Binding, Finales funkeln,
Lucent Singularity
- Facilitate ganks
- Stop tower dives / initiate tower dives
- As well as doing very significant magic damage with a .7 ap scaling
Prismatic Barrier - This shield is great and ultimately will soak a ton of damage if used correctly and often. It applies to you twice, first on initial cast and second when it returns to you, it also can apply to your allies up to two times per cast. I mainly use this spell when I know I am going to take damage I cannot avoid and in team fights when there is incoming damage on your bruisers, carries, or tank. In team fights cast as often as possible hitting as many allies as possible.
Lucent Singularity - This is a very versitle spell it does significant damage at a large range. It's great for harassing enemy champions, slowing down/ removing their direct path to you. This spell punishes enemy champions who are too aggressive in the lane phase as well as zoning out the more passive players. Even at low levels it is able to stop large creep waves. Also it is great for scouting bushes (As Lux you should NEVER facecheck bushes even if you think there is only a 1% chance of an enemy being there)
- Finales Funkeln LAZ0RZ- This is your long range nuke on short cooldown! During moderately long team fights you will be able to cast this at least twice. I'm going to have to list the uses of this spell and I will probably even miss some of them.
- Headshot- Use as a long range snipe to cut down fleeing foes.
- Nuke- Combine with
Light Binding or
Lucent Singularity to make hitting it much easier.
- Soften the enemy line - In team fights due to the low CD (24 seconds at rank 3) cast early to hit as many enemies as possible and almost always it will be up again to finish off anyone left.
- Steal Dragon/Baron - This is difficult to do but wards and
Clairvoyance help.
- Steal enemy blue buff - This is much easier to do than dragon and baron and it is essential to have a ward in place.
- Clear creep waves - protect your tower if you need to go to base by clearing the incoming creeps allowing enough time to blue pill, buy and make it back in time to protect your tower.
For level one I usually take
Light Binding because in my opinion it adds better protection from invasion. However your first skill is a matter of preference. By level four you should have at least one point in
Prismatic Barrier for the added utility.
After that the Skill order goes:
FINALES FUNKELN >
Lucent Singularity >
Light Binding >
Prismatic Barrier


After that the Skill order goes:
FINALES FUNKELN >



These runes concentrate on giving Lux the early game advantage which will carry on to late game.
Magic penetration very useful for all magic orientated champions.
greater seal of replenishment Lux needs mana in order to combo her spells effectively. These help throughout the game whenever we do not have blue buff.
Adds a significant amount of early game damage. These combined with your quintessences will help establish early game dominance.
Just like our glyphs these add AP in order to make your spells do significant damage from the start of the game.

greater seal of replenishment Lux needs mana in order to combo her spells effectively. These help throughout the game whenever we do not have blue buff.


This is where I have seen many Lux players build incorrectly. Aside from
Light Binding Lux does not have any built=in escape mechanisms. Thus if you get caught without
Flash you are dead. Meaning the extra 500 health is it pointless you are going to die regardless. Lux shines when she is played as pure damage and that is the thought process I have adopted.
This is hands down the best starting item for Lux it gives a good amount of AP, MP5, and health. Everything a growing girl needs. This guide recommends buying at least 2 but no more than 3. With two it gives a nice balance between damage and MP5 so you can continue cast.
Get these over the CDR boots we need as much magic penetration as possible in order to make our spells hit as hard early on. Combined with runes this gives us nearly 30 M Pen. lovely.
Once finished Lux is self sustainable because we have enough CDR, and MP5 to harass, push, participate in team fights without the blue buff. Ideally you will always have blue buff on you but when it is not available you won't be mana starved. honestly this item is great for Lux. Try it, you'll like it.
Complete this and you become a true beast. With this rune set up and item build plus
Elixir of Brilliance you have just over 400 AP. Thus any enemy foolish enough not to build MR will be completely vaporized.
Best 250g you can spend if you have extra money after returning to base. Always buy this after you finish
Rabadon's Deathcap it is situational beforehand, however, I usually buy at least one before I finish my hat. This elixir combined with masteries and
Morello's Evil Tome you have 39% CDR giving you nearly the cap without blue (If you haven't noticed I'm big on making Lux independent of the blue buff because you will not always have it.)


Core





















Defensive Items









This section will help newer players understand how to use Lux's abilities
Lane phase:
During the lane phase you main goal is to farm while zoning out your opponent. To do this you must be able to harass effectively. Now Lux is a pure skillshot champion, you must predict enemy movements in order to use her effectively.
This spell her bread and butter during the lane phase. Use this spell so that you hit your opponent as well as the creeps (provided you are not over pushing the lane). Once you detonate try to also get in an auto attack so you proc
Illumination adding in some extra damage. BUT only auto attack if you can do so with minimal damage to yourself. Do not pass your opponents caster minions in order to auto attack.
Tips for using
Lucent Singularity:
Early game use to keep distance between you and your opponent and also to set up your ultimate on a champion.
Example would be if
Cassiopeia approaches you put her DoT
Noxious Blast on you. Both your
Lucent Singularity and
Light Binding have a greater range than her spells. So while keeping your distance cast
Light Binding and follow up with
Lucent Singularity. Here is one example that you would not want to auto attack in order to proc your illumination] debuff. Your auto attack is roughly the same range as [[cassiopeia's spells so by entering her range you will possibly take significant damage. AVOID THIS.
Mid to late game only use if you are sure to snare enemy champions with it because if you miss they can charge through and kill you. It take a bit of practice to land correctly and learn when and when not to use this spell. Err on the side of cation.
Another great use is when you do snare an enemy champion cast FINALES FUNKELN and immediately follow up with
Lucent Singularity. This combo will kill most carries, while causing massive damage to most other champions.
Early game we get a point in this for the added utility. It doesn't absorb that much damage initially, however late game it can absorb a ton of damage protecting you and your allies.
Use this to protect yourself from unavoidable damage such as
Karthus's ultimate
Requiem. It can also be the deciding factor for life and death for an ally in that situation so always be sure to cast this on as many allies as possible.
Another useful tip it's kinda like Link's boomerang in Zelda when you cast it, it will return to you thus ensuring a double shield for yourself and possibly for your allies. If you run away from where you cast it it will effectively increase the duration of your initial shield by delaying your secondary. neat huh.
Finales Funkeln LAZ0RZ- This is your long range nuke on short cooldown! During moderately long team fights you will be able to cast this at least twice. I'm going to have to list the uses of this spell and I will probably even miss some of them.
Lane phase:
During the lane phase you main goal is to farm while zoning out your opponent. To do this you must be able to harass effectively. Now Lux is a pure skillshot champion, you must predict enemy movements in order to use her effectively.


Tips for using

- Enable smart casting for at least this spell it allows you to cast instantly.
- Cast slightly behind your enemy this makes extremely difficult to dodge
- Cast while running in the opposite direction of your opponent
- Use on choke points throughout the map this makes it difficult for them to both chase as well as run away
- Use to scout bushes as well as key map objectives such as
baron nashor

Example would be if






Mid to late game only use if you are sure to snare enemy champions with it because if you miss they can charge through and kill you. It take a bit of practice to land correctly and learn when and when not to use this spell. Err on the side of cation.
Another great use is when you do snare an enemy champion cast FINALES FUNKELN and immediately follow up with


Use this to protect yourself from unavoidable damage such as


Another useful tip it's kinda like Link's boomerang in Zelda when you cast it, it will return to you thus ensuring a double shield for yourself and possibly for your allies. If you run away from where you cast it it will effectively increase the duration of your initial shield by delaying your secondary. neat huh.
Finales Funkeln LAZ0RZ- This is your long range nuke on short cooldown! During moderately long team fights you will be able to cast this at least twice. I'm going to have to list the uses of this spell and I will probably even miss some of them.
- Headshot- Use as a long range snipe to cut down fleeing foes.
- Nuke- Combine with
Light Binding or
Lucent Singularity to make hitting it much easier.
- Soften the enemy line - In team fights due to the low CD (24 seconds at rank 3) cast early to hit as many enemies as possible and almost always it will be up again to finish off anyone left.
- Steal Dragon/Baron - This is difficult to do but wards and
Clairvoyance help.
- Steal enemy blue buff - This is much easier to do than dragon and baron and it is essential to have a ward in place.
- Clear creep waves - protect your tower if you need to go to base by clearing the incoming creeps allowing enough time to blue pill, buy and make it back in time to protect your tower.
Early game: Focus on last hitting minions
Light Binding the enemy if they try to come and harass you. Try to wait until level three to harass the enemy with
Lucent Singularity because rank 2 hits much harder and your mana pool is still quite small. Continue to last hit and harass until level 6. At level 6 combo your opponent with
Light Binding-- FINALES FUNKELN--
Lucent Singularity. This will usually result in a kill. Clear the wave then return to base and buy.
Mid game: Have your jungler give you blue buff as much as possible because it allows you to constantly harass and spam your spells. Be wary of the enemy jungler and don't get cocky you are still quite vulnerable to being ganked. DO NOT OVEREXTEND.
Late game: You have your core complete, you hit like a truck. Always stay with your team DO NOT get caught alone. You are the quarterback you always need your line men in order to make a play. Let the enemy team catch your double rainbow ray of death.




Mid game: Have your jungler give you blue buff as much as possible because it allows you to constantly harass and spam your spells. Be wary of the enemy jungler and don't get cocky you are still quite vulnerable to being ganked. DO NOT OVEREXTEND.
Late game: You have your core complete, you hit like a truck. Always stay with your team DO NOT get caught alone. You are the quarterback you always need your line men in order to make a play. Let the enemy team catch your double rainbow ray of death.
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