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Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction


-
A high burst mage
An entirely skill-shot based champion
An AP caster that benefits greatly from CDR (Cooldown Reduction)
Very useful in team fights
A great zoner (makes it hard for the enemy to access certain areas)
Able to snipe people from long range

-
Meant to duel with an enemy champion
A tank
An initiator (in most situations)
To further note, this is NOT your typical Lux guide. This is for people who have experience playing Lux and want to try something new. That being said, I'll still break down all her abilities in case beginners want to try this also.
PROS:
CONS:
-
High burst
Long range
Low cooldowns (even without CDR)
Good passive, especially early-mid game
Able to still do damage and fight when retreating
Can shield everyone on her team
Can snare two people at once
Extremely fun to play!
Can snipe kills!
CONS:
-
Requires GREAT positioning (I cannot emphasize this enough)
Easily killed (very susceptible to CC)
Has mana problems if you want to spam her abilities
Entirely skillshot-based (so you'll look like a moron if you miss a lot)
Sort of weak early game (compared to other mages)
My runes for
Lux are pretty straightforward. I take
Greater Quintessence of Ability Power and
Greater Glyph of Ability Power for great early game damage,
Greater Mark of Magic Penetration to shred your target's early game magic resist, and Greater Seal of Replenishment to make up for how mana-starved
Lux can be.
ALTERNATIVE RUNES:
The only runes I could possibly see you replacing in this build are your glyphs, and that would be for the CDR glyphs. However, this build will put you at 39% CDR already, even without blue, so why waste potential damage output? Just my opinion.





ALTERNATIVE RUNES:
The only runes I could possibly see you replacing in this build are your glyphs, and that would be for the CDR glyphs. However, this build will put you at 39% CDR already, even without blue, so why waste potential damage output? Just my opinion.
I go standard 21/0/9, taking as many points as possible to maximize my AP. I usually don't take
Ignite on
Lux, but if you would like to, just switch the
Summoner's Insight
mastery for
Summoner's Wrath
.
ALTERNATIVE MASTERIES:
Some people like to go 21/9/0 when they build
Lux, going into the defensive tree to make up for her squishiness. Personally, I believe the mana regeneration and the increased time on blue buff is too good to pass up, but again it's up to you.




ALTERNATIVE MASTERIES:
Some people like to go 21/9/0 when they build

The summoner spells I like to take on
Lux are
Flash and
Clarity. Here's why:
Flash is standard on almost everyone now. It's great for
Lux since she has no form of escape if she's subjected to crowd control. I wouldn't change this for anything.
Clarity I know, I know. You're going to tell me "OMG NOOB taking Clarity REPORT REPORT". NO. Sometimes, your jungler is an ******* and he doesn't give you blue buff. Sometimes, blue buff gets stolen by the enemy jungler. Sometimes, someone else on your team is an ******* and decides they need it more than you do. Sometimes, if your jungler doesn't get blue buff all the time they pout and purposely throw the game. Okay, I'm getting off topic here. But bottom line is,
Clarity will allow you to harass your enemy while still being able to farm too. Because that's what you have to do; zone your enemy out.
ALTERNATIVE SPELLS:
Ignite A LOT of people take this spell. It's a perfectly cool spell, it just doesn't match my playing style. Find out what suits yours.
Heal Eek, some people take this on her, particularly if they're supporting. Bottom line is, if you're a good
Lux you shouldn't be needing to use this because you won't be getting caught out of position. And even if you are caught, a good
Light Binding should solve most of your problems. But take it if you must.
Clairvoyance THE support spell. It was nerfed pretty badly a while back. Personally I don't see the need for this spell.
Lucent Singularity is as good a "terrain-revealing" spell as this one. Don't waste a summoner spell on it.
Teleport If you're mid and want to get back to lane quickly...but then again, with
Clarity you should hardly ever go out of mana, nor should you be forced out of lane. Your choice.
All the other spells are big NOs, although my boyfriend tells me he got raped by a jungle
Lux once.







ALTERNATIVE SPELLS:








All the other spells are big NOs, although my boyfriend tells me he got raped by a jungle

Now that we've talked about how to build
Lux pre-game, let's talk about how to actually play her. Here's her abilities broken down.
Illumination (Passive) Basically, whenever an enemy (minion or champion) gets hit with one of your DAMAGING spells (so, all except
Prismatic Barrier), they'll be marked with light, and if you autoattack them, the mark will explode, dealing additional magic damage.
I can't tell you how many times this passive has scored me a kill. Always try and autoattack your target whenever you hit them with a spell.
Two things to note here. One, with this build, your passive will be able to help you
Lucent Singularity and autoattack the ranged minions to finish them off when you're at level 5. Good stuff. Two, when you cast Finales Funkeln on a target with the
Illumination debuff on them, it consumes the debuff and does the additional damage (if your ult hits, of course).
Light Binding (Q): Okay, so this spell is pretty hard to land during the laning phase. It's often blocked by creeps and then you look like an idiot. Always make sure you have a clear shot at your target, because those pesky minions do move, and you don't want a troll minion keeping you from getting a kill.
Prismatic Barrier (W): You can shield your entire team with this spell, and it can save a retreating ally's life. The only problem is that if your ally is trying to juke a pursuing enemy, it can be difficult to touch them with this as it is a skillshot.
Lucent Singularity (E): This is your main damage spell besides your ultimate. It has a great range and a medium-sized AOE. It also has a great slow to deny enemies trying to pursue you or a teammate. You will use this to farm while your ultimate is not on the lowest possible cooldown.
Finales Funkeln (R): This is a fantastic ultimate on a low cooldown even without CDR. My best advice would be to use this in conjunction with a landed
Light Binding in order to hit them guaranteed. Sometimes you'll be about to hit a dying enemy with it and they'll flash out of the way (because there's a small delay before the damage actually hits), or you'll have a champion with a blink like
Ahri or
LeBlanc who can simply juke your ultimate with theirs (or even LeBlanc's regular
Distortion). So always try and Q + R for maximum damage.
NOTE: There is a known bug with Lux's ultimate where sometimes it will go through an enemy and not do ANY damage. It's very frustrating and you'll probably run across it if you play her enough. Riot does know about this bug but has made no move to fix it thus far. I will update this guide if it's fixed.



I can't tell you how many times this passive has scored me a kill. Always try and autoattack your target whenever you hit them with a spell.
Two things to note here. One, with this build, your passive will be able to help you





Finales Funkeln (R): This is a fantastic ultimate on a low cooldown even without CDR. My best advice would be to use this in conjunction with a landed




NOTE: There is a known bug with Lux's ultimate where sometimes it will go through an enemy and not do ANY damage. It's very frustrating and you'll probably run across it if you play her enough. Riot does know about this bug but has made no move to fix it thus far. I will update this guide if it's fixed.
Starting out with
Boots and 3
Health Potions is standard fare now for any AP caster. Following the rune/mastery setup exactly you should start the game with 32 AP, which is great and means that a
Doran's Ring isn't essential. I prefer the extra move speed over the mana regen and AP, but if you feel more comfortable starting with a ring then go ahead.
On your first trip back, it's a good idea to get Kage's Lucky Pick, and you should also hopefully have enough for
Ionian Boots of Lucidity. I believe cooldown reduction is the most essential part of
Lux's kit, and at level 16 with this build your ult will be on a 24 second cooldown. That's awesome!
On your next trip back, try and finish
Morello's Evil Tome, and if you're doing really well, try and get the
Blasting Wand you're going to build into
Rabadon's Deathcap. Remember that Morello's has a new active where you can reduce the healing on a target enemy champ. This makes you even more dangerous to champs like
Swain or
Vladimir.
Late game items are pretty situational, but I find that
Lich Bane is a fantastic item for her. Your passive will work with the passive on Lich Bane, so even though your passive AA damage will fall off late game, it won't seem like it with this item. It really helps maximize your damage output.
If the game has gone on this long and you're doing well, the enemy team is probably building magic resist, so a
Void Staff wouldn't be out of place here.
Archangel's Staff will solve any late-game mana problems (I usually don't have any), but really I just threw it in because the game never goes on long enough for a sixth item.
Y U NO ROD OF AGES?!?!
Rod of Ages has its place on many AP casters, such as
Gragas or
Anivia. However, it doesn't have its place in a
Lux build.
Lux always has been, and always will be, a burst caster. She needs to get as much AP as possible, and Rod just doesn't provide it. She's not meant to eat away at enemies in team fights. She's meant to blow her combo and then back up more and let the rest of the team finish off the stragglers. She doesn't need the extra HP because she should almost never be in a situation where she's in reach of an enemy. You're
Lux. Attack from afar.
Not even Rylai's?
Not even. The slow is pretty measly for someone who has all multi-target abilities, as well as for someone who already has a great AOE slow in
Lucent Singularity. Skip it for more burst.
What about Deathfire Grasp?
I've thought about this item a lot. It seems like it would be good, and on many champs, like
LeBlanc and
Veigar, it is. But for those champs, the range on this item is about the same as or even greater than their own abilities. This isn't the case with
Lux. You'll have to get closer than usual to use it, and you open yourself up to a lot of backlash from your opponent, particularly if you miss an ability. Get it if you're really confident, but I would personally go for
Morello's Evil Tome over this.
Athene's!
Athene's Unholy Grail is the
Trinity Force for casters. It provides a plethora of stats, and the magic resist given was recently buffed. I think the passive for this item is great on people like
Swain or
Anivia, who are always mana-starved (especially with the blue buff nerf), but for
Lux, it's too little of everything. And with
Clarity at your side (and hopefully blue buff), mana shouldn't be a worry to you.



On your first trip back, it's a good idea to get Kage's Lucky Pick, and you should also hopefully have enough for


On your next trip back, try and finish





Late game items are pretty situational, but I find that

If the game has gone on this long and you're doing well, the enemy team is probably building magic resist, so a


Y U NO ROD OF AGES?!?!






Not even Rylai's?
Not even. The slow is pretty measly for someone who has all multi-target abilities, as well as for someone who already has a great AOE slow in

What about Deathfire Grasp?
I've thought about this item a lot. It seems like it would be good, and on many champs, like




Athene's!






This is just a general section on how to lane with
Lux. I will give specific tips against common opponents she may face in the next section.
As Lux, you should usually go mid. She can also go bot lane as a support, but I keep the same build. The only difference is I buy wards whenever I can, and make sure to keep my Kage's Lucky Pick for a while to get the most gold I can without taking too much CS from my AD carry.
Anyway, back to mid. You should take and max your
Lucent Singularity first. The best way to hit this ability is to aim it behind them (keep in mind it has a small amount of travel time). What most enemies do (unless they're really pro) is run backwards when they see you move toward them. So effectively, they'll run right into your ability. Oh yes, also remember that once
Lucent Singularity lands to press E again to detonate it. Otherwise it will detonate automatically after five seconds.
Continue doing this until your enemy is about at half health. At this point, they will probably be crying to their jungler asking them to come gank you. If you see your opponent starting to let you push the lane, or conversely, you see them moving toward you, BACK UP. Chances are you're about to get ganked.
If you DO run into the enemy jungler, try and bait them into tower range, particularly if you're low. Then throw a
Light Binding and Finales Funkeln (and then proc
Illumination) and let the tower do the rest of the work. BOOM, easy kill. If your lane opponent is dumb enough to do this, you can use the same technique.
Also remember that your E plus your passive will be able to finish off the ranged creeps once you're level 5. So try and focus on them at that point.
A final point is that, while nothing replaces a good Sight Ward on the side river bushes, if you're starting to get that uneasy feeling that someone is waiting to get you in the brush, you can cast
Lucent Singularity and it will give you vision of that bush. You can cast your ultimate too, but why waste it?

As Lux, you should usually go mid. She can also go bot lane as a support, but I keep the same build. The only difference is I buy wards whenever I can, and make sure to keep my Kage's Lucky Pick for a while to get the most gold I can without taking too much CS from my AD carry.
Anyway, back to mid. You should take and max your


Continue doing this until your enemy is about at half health. At this point, they will probably be crying to their jungler asking them to come gank you. If you see your opponent starting to let you push the lane, or conversely, you see them moving toward you, BACK UP. Chances are you're about to get ganked.
If you DO run into the enemy jungler, try and bait them into tower range, particularly if you're low. Then throw a


Also remember that your E plus your passive will be able to finish off the ranged creeps once you're level 5. So try and focus on them at that point.
A final point is that, while nothing replaces a good Sight Ward on the side river bushes, if you're starting to get that uneasy feeling that someone is waiting to get you in the brush, you can cast









Difficulty: 8/10










Difficulty: 5/10





Difficulty: 2/10










Difficulty: 4/10







Difficulty: 4/10







Difficulty: 8/10







He can juke one of your abilities occasionally with a good




As with all blink casters, make sure he's used his

As a side note, since Pulsefire Ezreal came out the number of bad Ezreal players has multiplied by a thousand.
Difficulty: 3/10




Difficulty: 2/10

Difficulty: 9/10




Difficulty: 8/10





Also DO NOT, (do not) overextend once he's six. He can simply toss his


Keep in mind he can slightly juke your ultimate with his dash,

Difficulty: 7/10


Also, he has a grenade which is very, VERY slow and only affects targets at the end of its cast range. So it can pass through you and you won't take damage. How do you avoid this? Don't stand still. More often than not, walk forward. Spam /laugh. Kill him.
NOTE: Intelligence tells me that

Difficulty: 3/10





The best thing to do is kill him from afar, make him rage ult, wait three more seconds, and then laugh repeatedly over his corpse.
Difficulty: 4/10






Difficulty: 7/10







Difficulty: 7/10







In team fights, if he channels his ultimate try and snare him with

Difficulty: 6/10







She can juke all of your abilities with





Difficulty: 7/10

Difficulty: Depends on the skill of the enemy









And then there's his passive,



And now how to counter. Sort of how I recommend to counter Katarina, I would recommend baiting him into ulting you with your jungler VERY nearby. If they can interrupt his ult and you quickly shield yourself he'll most likely be down for the count. Blow ALL of your abilities on him, and sidestep


Difficulty: 7/10







That's the bad news. Here's the good news...oh wait.
Okay, you're going to have to stay behind your minions so she can't land




Difficulty: 9/10



Difficulty: 2/10



Difficulty: 3/10



Difficulty: 3/10



Difficulty: 8/10






Difficulty: 5/10




Difficulty: 4/10




Difficulty: 5/10




Difficulty: 6/10






Difficulty: 5/10




However, most of his burst comes from opening with Mage Chains. This is a targeted ability, so if he casts it on you, run. If not, and he manages to land another ability, you'll be stunned. And if he's six, that means he can make




Difficulty: 7/10






Difficulty: 5/10


I hope you've enjoyed my
Lux guide. I spent a lot of time on it and hopefully it shows. Feel free to add me in game and spectate some of my
Lux matches. I almost always finish positive, and usually I snowball if my team doesn't feed. I'd really like to know what you guys think!
Also, I'm working on increasing my ELO since I got trolled down low. But I've gone up 100 ELO in two days by maining Lux. Hopefully I'll be in gold range sometime!


Also, I'm working on increasing my ELO since I got trolled down low. But I've gone up 100 ELO in two days by maining Lux. Hopefully I'll be in gold range sometime!
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