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Spells:
Ignite
Flash
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal
Strong
Ok
Low
None
Introduction
I will be posting videos of plays and things like that as soon as I can c:
This is a recent game I played as Lux which started well, got rocky when we hit 6, then went back to good by the end. Fizz was a huge challenge the entire match.
I choose to take and max her E first for the early game damage. It combined with her passive Illumination gives you an easy wave clear early game that can give you a gold advantage and keep the minions away from your turret. Always take your snare second, as it can protect you from ganks and help you run away from your enemies. So long as you land it, you should be pretty hard to kill c: Grab your shield third, then max out your E for the cooldown and damage.
Item Sequence
Warding Totem Removed
0
Faerie Charm
250
Faerie Charm
250
Total Biscuit of Rejuvenation
50
Total Biscuit of Rejuvenation
50
Mana Potion
0
After much texting and experimenting, I determined these to be the best items to take on Lux. I prefer a double Faerie Charm to start for the greater base mana regen and the discount on your Chalice of Harmony for when you first back. It also means you can bring more pots with you when you start, which means longer in lane. It makes a world of difference and saves you a lot of gold. Granted, you don't have the bonus ability power or health for early game, and though Doran's Ring gives you mana for every minion you kill, I feel the double Faerie Charm to be more beneficial. Always go for Athene's Unholy Grail as your first item, since the mana regen and magic resist makes laning much easier for you. It also provides a hefty cooldown of 20%, which is amazing for her.
Rabadon's Deathcap is vital on just about every AP champ in LoL, as its passive gives you bonus ability power based off how much you currently have. This will scale with your build and make you a bursty nightmare late game. Void Staff is another vital item since the enemy team will start to build mr when they see you can two shot them, so this will help to ignore some of that resistance.
Sorcerer's Shoes are my go-to boots for almost any AP champ, as the bonus magic pen is amazing. Another option is Ionian Boots of Lucidity, which you shouldnot take if you are taking Morellonomicon! Too much cdr.
And now, you're probably wondering why Morellonomicon. I take this item late game to counter people who are heavy in sustain, such as Fiddlesticks. Its passive cripples healing effects when you attack them, applying a debuff. Plus, the bonus cdr and mana regen means you can pop your abilities like it's URF all over again! Not quite, but it seriously makes a difference and voids your Blue dependency.
Rylai's Crystal Scepter and Liandry's Torment are two slightly unnecessary items on Lux when you consider the other options, but can be good defensive/kill securing options. If you're having trouble sticking to an enemy to land your other spells, Rylai's Crystal Scepter provides a slow that can help solve that, whereas if you are having trouble with enemies getting away with 15 health, Liandry's Torment will give you that kill securing factor when your ult just can't quite reach them.
But why no Abyssal Mask? Because you're not in range that often. Let's face it, you're Lux. Lux is incredibly ranged and if you do find yourself that close to your enemies, then you're probably about to die. It's great on champs like Ahri (who practically lives off it), Fiddlesticks and so on, and I absolutely love it, but the AP and MR alone are not reason enough to take it over other options. I wouldn't recommend it.
As far as these go, Flash and Ignite are your best options. As Lux's snare is hard to land, Flash can get you out of tough situations easilty, while Ignite can lock in a kill and while you're running for your turret to B.
Other possible options to replace Ignite are:
Heal or Barrier
I would never take Teleport, though. Frankly, her sustain is good enough especially with this build, therefore you shouldn't have to B very often.
Other possible options to replace Ignite are:
Heal or Barrier
I would never take Teleport, though. Frankly, her sustain is good enough especially with this build, therefore you shouldn't have to B very often.
Early Game
When you start up, grab your items and head for jungle, to whichever buff your jungler is starting. If you're the first one there, wander around through the bushes around the buff to make sure they aren't camping it, then take position at river's mouth as a guard. Ward up when you're heading to lane, and focus only on last hitting minions. Try not to sit there and auto attack them, as it leaves you open to attacks and also pushes lane, which makes you an easy gank target. Try to poke down your enemy to force them back, but never go out of your way to do so unless you are 100% sure you're safe. If you can land your snare on your enemy laner and they're at half health or less, toss your E and ignite them, as it should be enough to kill them off. If not, they'll B and you have lane to yourself.
Because of your range, you should be able to safely farm for a long time, and B with over 1500g.
Mid Game
By now, you should have your turret down and safely roam to other lanes. Make sure before you leave that you've pushed the wave up past river and then wander around, assisting with kills and pushing turrets. Play safely and support your team as well with shields and snares, since you can really save them in a pinch.
Late-End Game
Stick to your team as you are very very squishy, especially now that the enemy team has close to their full build. Push objectives and be map aware, and never stop warding. Proper vision saves lives. You are not the champ to backdoor in those situations, so never be away from at least one teammate if you can avoid it. I usually stick to my top laner at this point, as they are nice and painful.
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