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Lux Build Guide by Hanjaro

Support Hanjaro's Lux, Supporting Your Way To Challenger

Support Hanjaro's Lux, Supporting Your Way To Challenger

Updated on October 30, 2023
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League of Legends Build Guide Author Hanjaro Build Guide By Hanjaro 124 8 308,558 Views 7 Comments
124 8 308,558 Views 7 Comments League of Legends Build Guide Author Hanjaro Lux Build Guide By Hanjaro Updated on October 30, 2023
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Runes: Damage

1 2
Arcane Comet
Manaflow Band

Biscuit Delivery
Cosmic Insight

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

Hanjaro's Lux, Supporting Your Way To Challenger

By Hanjaro

Hey guys! Hanjaro here!
A little bit about me

I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.
I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!

Why Lux?

Lux has an ability to CC two people at once, has very high damage output, and a strong AoE shield, there's a reason people are picking her as support! She has a strong zoning/poke with her E, and at level 6 is guaranteed to secure at least one kill with the high burst on her R, all while keeping herself and her ADC safe with her shield.

If you enjoy playing, or want to learn more about Lux, you can read and discuss more over at

Summoner Spells

Flash and Ignite are the staple go to for nearly all support champions, providing Lux with more damage to finish off the kill.

The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction.

Flash as your primary escape summoner, and can be used as a gap closer for your Light Binding.

Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The slow also can help set up a Light Binding, or the damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.

Sorcery + Inspirationinspriation

Lux is renowned for her ability to poke down enemies, and Arcane Comet synergies well with this, increasing her poke damage when hitting enemy champions with abilities.

Manaflow Band permanently increases our mana by 25, up to 250, when hitting an enemy champion with an ability. After reaching 250 bonus mana, we restore 1% of missing mana every 5 seconds, which helps sustain us longer in fights and be able to cast more spells before going oom.

Transcendence gives us an extra +5 ability haste at levels 5 and 8, and then at level 11 on champion takedown, it reduces the cooldown of basic abilities by 20% - meaning we get a window in teamfights, where if we help assist in killing an enemy, we can recast our basic abilities quicker, helping turn the tides of battle.

Scorch provides us with an extra bit of damage on our poke every 10 seconds, it can also help finish off an enemy close to death.

Biscuit Delivery provides us with a biscuit every 2 minutes, up to minute 6, and restore 10% of missing health and mana, and increasing your mana cap by 50. This is great sustain in lane, and also helps us cast more spells with the increased mana. If you do not need the sustain in lane, Perfect Timing can save us 650g on completing a Zhonya's Hourglass, as well as offering a one time use Stopwatch.

Cosmic Insight provides us with summoner spell haste and item haste, meaning we get a small reduction in the cooldown, which is always beneficial.





Boots of Mobility > MOVEMENT SPEED
Lux has the option to roam a lot, and catch people out, so having the bonus movement speed is invaluable. They are no longer the cheapest choice, and they do not offer anything outside of faster movement speed, but useful if you need to be places quicker.

Sorcerer's Shoes > DAMAGE
If you're going to be relied on to do a lot of damage in game, and/or the enemy team is taking a lot of AP resist, you might want to take Sorcerer's Shoes for the extra 18% magic penetration, helping burst down tanks.

Plated Steelcaps > ARMOR
If the enemy team has a lot of physical damage threats, and you need some extra survivability, Plated Steelcaps's are the way to go, offering 20 armor, and reducing incoming basic attacks by 12%.

Ionian Boots of Lucidity > CDR
If you're wanting to have a little bit more CDR, you can take these boots, helps with getting your abilities out quicker, and reducing the CD on your summoner spells by 10%.

Luden's Tempest > DAMAGE/AH/MPEN
Lux focuses on doing damage with all but one ability, making Luden's Tempest a core item for extra burst AoE damage. It also increases your movement speed by 30% for 2 seconds, giving us a little more mobility as Lux is an immobile mage. It also provides us with magic penetration, and gives all of our legendary items an extra 5 magic penetration, which is great against enemies who are taking magic resist.

Redemption offers an aoe heal in an area, adding a health sustain for her allies that Lux' kit lacks outside of Prismatic Barrier. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% shielding power, which synergizes with your Prismatic Barrier.

Ardent Censer > DAMAGE/UTILITY
If you have a team comp that relies heavily on fast auto attacks such as Vayne, Kindred, Quinn etc. Ardent Censer is a great pickup to maximize your carries damage output while shielding them, it also offers you a more burst damage, and mana sustain.

If the enemy team has a lot of burst damage threats, you can take Zhonya's Hourglass to keep yourself alive longer, or negate damage spells such as Zed's Death Mark or Ignite. It can spell the difference between living or dying, you also gain a nice chunk of AP for your burst damage, 45 armor and AH.

Imperial Mandate > AH/DAMAGE/REGEN
It offera ability haste and power, a small chunk of health and 100% base mana regen. Your Q and E both deal bonus magic damage, and mark the enemies for 4 seconds. Allies can damage the marked enemies to consume the mark, dealing up to 120 bonus magic damage, and grant you and the triggering ally 25% bonus movement speed for 2 seconds.

Horizon Focus > DAMAGE
When hitting an enemy with a none-targeted ability (Q/E/R) at more than 750 units away, or immobilizing one (E), reveals them and increases your damage dealt to them by 10% for 6 seconds. This synergizes very well with Lux's kit as none of her abilities are targeted, and she is a long range mage; this item increases our damage substantially.

If the enemy team has a lot of healing such as a Soraka or Yuumi, you may want to rush Morellonomicon for the grievous wounds passive it applies. You gain 70 AP to add onto your burst window and 250 HP for extra survivability.

Staff of Flowing Water > UTILITY/DAMAGE
If you have a heavy AP team, and are behind in laning phase, Staff of Flowing Water can buff your allies when you cast W on them, providing you both with 15% bonus movement speed and up to 40 ability power for 3 seconds.

Shadowflame > DAMAGE
Shadowflame ignores up to 20MR of the target enemy, based on their missing HP, and is increased to max value if they were affected by a shield in the last 5 seconds. This item is very good if you're facing champions such as Lulu, Diana or Janna.

Void Staff > DAMAGE
This item provides you with a huge amount of magic penetration, which increases your damage exponentially, and is also a very good pick up against teams that are building MR.


Illumination (Passive)

COST: 0 mana
COOLDOWN: 6 seconds
INNATE: Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing bonus magic damage (depending on her level + 20% ap) to the target.

Final Spark also consumes Illumination, and Illumination's applied effect is not blocked by Spell Shield.

Light Binding

Light Binding (Q)

RANGE: 1175
COST: 50 / 55 / 60 / 65 / 70 mana
ACTIVE: Lux releases a sphere of light in a line that deals magic damage to the first two enemies hit and roots them for 2 seconds.
  • Targets effected by shields such as Spell Shield or Black Shield still count towards the 2 target limit.
  • You can use Light Binding's 2 target limit to cast through one minion in the wave, and hit an enemy champion behind.
  • You don't want to use this as your primary poke tool, if you get engaged on, you have no way to proc your Aftershock, and could potentially die.

Prismatic Barrier

Prismatic Barrier (W)

RANGE: 1075
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 14 / 13 / 12 / 11 / 10
ACTIVE: Lux launches her wand in the target direction which returns to her after reaching maximum range.

The outgoing wand shields Lux and all allied champions it touches for 3 seconds.

The returning wand shields for the same amount, for the same duration, stacking with the outgoing shield and resetting its duration.

The shields can only stack up to 2 times. Additional shields will neither reset the duration nor strengthen it.
  • If Lux dies before her wand changes direction, it will fizzle upon reaching maximum range.
  • You want to try and hit as many allies as you can in a teamfight, it will shield all that are hit.

Lucent Singularity

Lucent Singularity (E)

RANGE: 1000
COST: 70 / 80 / 90 / 100 / 110 mana
COOLDOWN: 10 / 9.5 / 9 / 8.5 / 8
ACTIVE: Lux sends an anomaly of twisted light to the target area, slowing nearby enemies and granting sight of the area around it for up to 5 seconds.

At the end of the duration or if Lucent Singularity is activated again, the singularity detonates, dealing magic damage to all enemies in the area.

  • Lux can re-cast Lucent Singularity while in flight, to detonate on arrival.
  • The slow persists for 0.25 seconds after leaving the area of effect and after detonation.
  • If Lux dies while Lucent Singularity is on the ground, or in flight, it will remain for the full duration and cannot be detonated early.
  • This is your main poking and zoning tool in lane.
  • Lucent Singularity gives temporary sight where cast, so you can use it to check brushes instead of face checking (which you should never do!).

Final Spark

Final Spark (Q)

RANGE: 3340
COST: 100 mana
COOLDOWN: 60 / 50 / 40
ACTIVE: Lux charges for 1 second to fire a giant laser in a line that deals magic damage to all enemies hit, briefly revealing them, as well as the surrounding area.


Early Game

At level 1, you have a choice between levelling your Light Binding or Lucent Singularity.
You should wait until the last moment to decide, and using hotkeys to level your chosen ability quickly. If your team is invading, or being invaded, and you spot an enemy, taking Light Binding can easily set up a first blood, or help you escape from an invade.
Take Lucent Singularity for poke and zoning in lane if you do not invade.

You want to try and harass the enemies away from taking CS, from a safe distance, your Lucent Singularity is your main poking tool. It has quite a high mana cost early game, so use it sparingly at the right time! It procs Illumination onto the enemies when detonated, but don't run into their face to auto attack if it could get you killed, or blow your Flash early. Remember, we're wanting to stay alive. Lux is high range mage, use this to your advantage!

Don't throw your Light Binding out randomly, it will leave you vulnerable to ganks, and all-ins. You want to use it on engaging, if you're ahead in lane, or your ally jungler comes to gank, or for disengage, if the enemies all in on you and your ADC. Using the slow on Lucent Singularity is also another great engage, or disengage, tool - the slow persists for 0.25s after detonation, or an enemy leaves the area.

Mid - Late Game

Outside of laning phase, you're going to want to be setting up a lot of wards around objectives, such as Baron Nashor and the drakes. If your team is ahead, and it is safe to do so, you can set up deep vision in the enemies jungle, allowing yourself and your team to get important picks, that allow you to take the previously mentioned objectives.

As Lux is still a squishy, backline mage, you generally want to be around your team as much as you can, especially late game, where warding alone can get you caught out and potentially lose the game in a 4v5 teamfight.

During teamfights, you will be wanting to cast Light Binding on high damage threats on the enemy team, or peeling for your team, preventing an all-in happening, or setting up kills, turning the fight. You can use Lucent Singularity to zone enemies where and when possible, and to set up your Illumination.
Lux isn't all about damage, you can provide utility to your team, you can prevent damage from happening with your Prismatic Barrier, or heal people back up with Redemption.
Using Final Spark after landing a binding, or detonating your Lucent Singularity, will proc your Illumination, potentially turning the fight in your favor, especially if multiple enemies are hit.

Make sure to try and hit as many allies as you can with your Prismatic Barrier, it will proc Staff of Flowing Water, and Ardent Censer on every ally hit, and reduces the damage they take. The returning wand's shield still stacks with the outgoing wand, so position yourself in the most favorable way to get the most out of it.

The threat of a Final Spark is sometimes enough for enemies to back off, and the cooldown is significant lower at later stages of the game, you don't need to hold it for long during a fight.

The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.

Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times, increased to 3 with Watchful Wardstone.

I hope you enjoyed, and learned enough from my Lux guide, to play her as well as the pro's.

If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as engagers ( Nautilus, Pyke etc!).

If you're interested in seeing more of me, please follow my stream! I stream every day. I play a wide variety of supports, and I am always engaging with my stream chat.
Update Log
  • 03/09/2023 - Revamped Guide.
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Hanjaro Lux Guide
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Hanjaro's Lux, Supporting Your Way To Challenger

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