x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes: unleached spell book
Inspiration
Sorcery
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15% Tenacity/Slow Resist
Spells:
Flash & Ghost

Flash
Ghost
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Champion Build Guide
Starting
Lux is an op champion support, if you main playing her you will not find any difficulty against any other suppor or counters.
Takeing ghost will give to her a bonus of movement speed to chase or run.
since lux is very op with her poke abillities you dont need to take exaust or ignite.
Flash is an essensial summoner spell to take it might save your life or use for a combos.
Takeing ghost will give to her a bonus of movement speed to chase or run.
since lux is very op with her poke abillities you dont need to take exaust or ignite.
Flash is an essensial summoner spell to take it might save your life or use for a combos.
Summoner Spells
Barrier is damage mitigating summoner spells, barrier is not affected by Grievous Wounds, has a shorter cooldown, blocks more damage (against a single target), and can be used while you're still at full health (good against 100-to-0 burst).
Pros & Cons
| Pros |
Can build Support or full AP to help team!
Goes well with most ADC's if played correct
Good sustain in lane
Powerful kit that is easy to learn
Super good poke
Ranged ult easy assists
Powerful early
Good CC
Huge range on all of her abilities
Deadly combos is you land a Correct Q
| Cons |
Cons
Long CDR to cast abilities
May miss skills shots and be affected
SQUISHY
Decently immobile
Positioning is important
Mana problems early
Skillshot abilities
Abilities
Passive - Illumination :Damaging spells mark enemies for 6 seconds.
Basic attacks and Final Spark consume the mark to deal bonus magic damage.
Weave auto-attacks between spells during the laning phase to maximize your trade damage and conserve mana.
Q - Light Binding : Fires a sphere of light that roots and damages up to two enemies in a line.
Throw this through a single front-line minion to root an enemy champion who thinks they are safely hiding behind it.
W - Prismatic Barrier : Throws her wand out and back, shielding Lux and any allied champions it passes through twice.
Pre-cast this during team fights to absorb incoming poke, aiming to clip as many allies as possible on both the outbound and return trips.
E - Lucent Singularity : Creates a zone that slows enemies.
Can be detonated manually to deal area-of-effect magic damage.
Your primary wave-clear and zoning tool. Use it to check unwarded bushes safely from a distance before walking up.
R - Final Spark : Fires a massive laser in a long line, dealing heavy magic damage. It simultaneously ignites and refreshes Passive marks.
Always cast this immediately after landing a Q (Light Binding) for a guaranteed hit. With its low late-game cooldown, use it freely to poke or secure objectives.
Basic attacks and Final Spark consume the mark to deal bonus magic damage.
Weave auto-attacks between spells during the laning phase to maximize your trade damage and conserve mana.
Q - Light Binding : Fires a sphere of light that roots and damages up to two enemies in a line.
Throw this through a single front-line minion to root an enemy champion who thinks they are safely hiding behind it.
W - Prismatic Barrier : Throws her wand out and back, shielding Lux and any allied champions it passes through twice.
Pre-cast this during team fights to absorb incoming poke, aiming to clip as many allies as possible on both the outbound and return trips.
E - Lucent Singularity : Creates a zone that slows enemies.
Can be detonated manually to deal area-of-effect magic damage.
Your primary wave-clear and zoning tool. Use it to check unwarded bushes safely from a distance before walking up.
R - Final Spark : Fires a massive laser in a long line, dealing heavy magic damage. It simultaneously ignites and refreshes Passive marks.
Always cast this immediately after landing a Q (Light Binding) for a guaranteed hit. With its low late-game cooldown, use it freely to poke or secure objectives.
plays
Lux plays as a long-range burst mage and zoning controller who dominates by spacing efficiently, harassing from safe distances, and securing key picks with crowd control.
Early Game & Laning Poke with E (Lucent Singularity): Use E to harass the enemy while securing minion last-hits simultaneously.Weave Auto-Attacks: Early on, proc your Passive (Illumination) by following up landed spells with a basic attack to win trades.
Manage Mana: Avoid spamming Q (Light Binding) aimlessly; keep it available to self-peel if the enemy jungler ganks or the mid laner engages.
Mid Game & Objective ControlFog of War Traps: Control vision around dragon/baron pits. Sit in unwarded bushes and wait for an enemy squishy to walk past.
Steal Objectives: Use the extreme range and high damage of R (Final Spark) combined with E to snip Dragons, Barons, or Rift Heralds from over walls.Side-Lane Waveclear: Instantly clear minion waves from range with an E + R combo when pushing or defending turrets.
Late Game & TeamfightingPositioning: Stand behind your front line (tanks/bruisers). Lux is fragile and has zero mobility tools once caught.
Shielding Allies: Cast W (Prismatic Barrier) through grouped team members right before major damage lands.
Picks over Tanks: Save your Q and full burst combo for priority targets (ADC, enemy mid laner) rather than dumping spells into the enemy front-line tank.
Core Combos
*Basic Poke: E (slow target) Auto-Attack E (detonate) Auto-Attack.
*Full One-Shot Burst: Q (root) E (throw, do not detonate yet) R (laser triggers passive + E zone) E (detonate) Auto-Attack (if in safe range).
Early Game & Laning Poke with E (Lucent Singularity): Use E to harass the enemy while securing minion last-hits simultaneously.Weave Auto-Attacks: Early on, proc your Passive (Illumination) by following up landed spells with a basic attack to win trades.
Manage Mana: Avoid spamming Q (Light Binding) aimlessly; keep it available to self-peel if the enemy jungler ganks or the mid laner engages.
Mid Game & Objective ControlFog of War Traps: Control vision around dragon/baron pits. Sit in unwarded bushes and wait for an enemy squishy to walk past.
Steal Objectives: Use the extreme range and high damage of R (Final Spark) combined with E to snip Dragons, Barons, or Rift Heralds from over walls.Side-Lane Waveclear: Instantly clear minion waves from range with an E + R combo when pushing or defending turrets.
Late Game & TeamfightingPositioning: Stand behind your front line (tanks/bruisers). Lux is fragile and has zero mobility tools once caught.
Shielding Allies: Cast W (Prismatic Barrier) through grouped team members right before major damage lands.
Picks over Tanks: Save your Q and full burst combo for priority targets (ADC, enemy mid laner) rather than dumping spells into the enemy front-line tank.
Core Combos
*Basic Poke: E (slow target) Auto-Attack E (detonate) Auto-Attack.
*Full One-Shot Burst: Q (root) E (throw, do not detonate yet) R (laser triggers passive + E zone) E (detonate) Auto-Attack (if in safe range).




You must be logged in to comment. Please login or register.