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Choose Champion Build:
Spells:
Clairvoyance
Flash
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction
So, you're looking to play Luxanna, huh? Here are my thoughts on the best way to build Lux. Please note that this is NOT a pure AP-damage build. This build is meant to play SUPPORT (which actually has very little damage output sacrifice). I realize this is not how most players build Lux so please have an open mind and try it. The biggest thing is going to be the skill sequencing which primes you for mid-game team fights.
Also note, this guide is long and fairly in-depth. Fortunately, I've included a TL;DR for most sections.
(non-)Legal Disclaimer:
Everything in this guide is a mere suggestion. Anyone can copy a build and replicate minimal success, however, you must be able to adapt if you truly wish to improve. Many things in this build can and should be changed on a game-to-game basis. This is guide is an outline of what you should aim for but don't be afraid to deviate from it where needed. I am not responsible for any failures as a result of inflexibility, nor am I responsible for any

Highlights of this Guide
Play Lux as support without sacrificing damage output
Keeping your team alive and winning teamfights
Why Maxing Q destroys Lux's early and mid-game
How to manage solo and mid lanes
Lane against any champion in confidence
Never miss a "blind-shot" again
Max Cooldown reduction for optimum skill-shot usage
Maximizing your gold income
Why does Lux need another Guide?
Simply put, I feel that many players have the entirely wrong conception of how to build Lux. There is a mentality in League of Legends that many players have to get an amazing K:D:A ratio to feel like a build is great, which leads to everyone trying to be a one-stop hero. As such, you see many Lux builds advertising damage. I, however, feel that all of these damage based Lux builds are far inferior to a Support based Lux since there is little sacrifice in damage output but much added utility. Additionally, I'm tired of seeing people putting non-sense items in their builds such as


My goal: To introduce the role of a support-based Lux who sacrifices minimal damage output while seeking optimal support value.
Outline
1. Introduction: This is what you're reading right now. This is recommended reading.
2. Core Beliefs: This is what differentiates my build from others. This is essential reading.
3. When to Play Lux: Learn when to play Lux. This is recommended reading.
4. Runes: This is recommended reading but not essential.
5. Masteries: This is recommended reading but not essential.
6. Summoner Spells: This is essential reading.
7. Items: This is essential reading.
8. Skill Sequence: This is essential reading.
9. Skill Usage: This is recommended reading but not essential.
10. Gameplay: This covers basic gameplay. It is recommended reading.
11. Summary: Ending Statement. It is recommended reading but not essential.
12. Change log: This is optional reading.
Support Role: Build vs Play Style
I'd like to introduce the idea that the support role is not based on the build alone, but the play style behind the build. This build does not necessarily have all of the staple support items, however, I consider it support in the play style behind it. This can be more difficult to teach than simply handing over a buy order. I consider this build support because when it comes to team fights, even though I build a fair amount of AP, I'm not strictly trying to get a combo off on my enemies. I am keeping an eye out for my teammates, watching where and when I can shield them, I'm seeing who I can root, who i can slow, etc etc. Damage based Lux builds will be looking to get those combos off, where as a traditionally built support role on Lux would be sacrificing a great deal of damage output. I, therefore, believe that the best way to build Lux is an AP Support role. The build will sacrifice minimal damage output while seeking optimal support value. The distinguishing factor between you and another Lux is going to be the style of play you use. With that said, the build is intended to give you what you need to best fulfill your support role. It has a high sense of endurance and with your MR/CDR, you'll be able to make the most out of your skills. You're scaling your AP because it increases the effectiveness of your shield as well as the damage portion of your skills. You'll find there is little sacrifice to the damage dealt after discovering the endurance this build has to stay on the battlefield.
TL;DR: The support role is just as much about your play style as it is your build.
Level 1 Light Binding until 14?!











Just think about it, most other guides call for








TL;DR:


No mejai's Soulstealer?!





TL;DR:

Clairvoyance + Finales Funkeln = OP





TL;DR:

Generally a team will compose of:
A tank
An off-tank
An AD carry
An AP carry
A Support
A Jungler (can fill any of the above roles but generally a tank/off-tank).
If you insist on being one of those stubborn players who has to play their champion then you should at least have a tank when playing Lux. I strongly recommend, however, that all of these roles are filled. Learning how to play multiple roles will definitely benefit you when solo queuing and finding these players who don't play more than one champion. I personally learned to play tank specifically because I frequently found myself in a position where no one else seemed to be up for it and I'd rather have a chance at winning then joining a game with an inferior team composition.
At the time of writing this, my team from the last game I played composed of







Now, why did I share that? It's true, that's only one example and we still had a pretty inferior team composition with 3/4 of us being largely magic based damage, however, having 3/4 magic based and me playing off-tank was better than me playing Lux and us being 4/4 magic based and even more easily countered. Bottom line is that if you hope to play Lux every game then you're likely going to be setting yourself up for disaster at one point or another. Trust me, I've been that stubborn player who refused to play tank in fear of failing. As such, I played Lux in a few games with no tank and was completely shut down at the start of every team fight. Eventually you'll need to know other roles to maximize your success.
TL;DR: learn to play multiple roles and play Lux when a support role is needed. Do not play Lux when you're lacking major roles like a tank.
Greater Mark of Insight x9
Greater Seal of Clarity x9
Greater Glyph of Force x9
Greater Quintessence of Potency x3
Pretty straightforward for the most part. MrP and MP5/lvl are the obvious choices for the marks and seals. No CDR glyphs are used because masteries and items will give 39%-40% CDR (depending on your item selection). Hence the rest of your runes (glyphs/quintessences) are used to raise your AP to give you some power in the early game. Additional MrP is avoided in the quintessences because

NOTE: My core runes/masteries/items put you at only 39% CDR. If you'd like the 1% difference to max CDR then you'll either have to swap









Viable summoner skills:




I’ve already spoken on the potential of










Less Viable skills:












TL;DR:





Overview
Starting Items:





-OR-




Early game:

Mid game:



Late game:






TL;DR: This overview is your TL;DR for this section.
Core Items
Philosopher's StonePhilosopher's Stone(s):
This is essential, It provides Lux enough health and mana regen to stay in combat for an extreme amount of time. With two of these it will be easy to get at least your



Absolutely essential for any AP caster. Between the straight AP increase and the unique passive, this item is a must have for Lux. I choose to get this as my first major purchase as it does provide the best AP to gold ratio next to a



These should be the only boots you ever get with Lux. There are some builds you can run with Lux that are early and mid-game focused that hit extremely well, but they ultimately lose their fire in the late game. For example, I've seen some players opt for



An extremely valuable item for surviving team fights. Occassionally I'll delay this item if I'm not being targeted in teamfights, however, it doesn't hurt to get this item if they aren't focusing you down yet. It gives a nice bulk of AP that is beneficial as well as the armor and the unique active. Some players feel that this item is useless because you can't cast while under the effects of the unique active, but this item is not meant to kill your opponents in 2 seconds before they kill you. It is meant to survive spikes, such as




A severely underused item on Lux. This item essentially serves as a one-stop for utility on Lux. She gets her health and mana regen that continues to give her extreme endurance in team fights while also giving her valuable 15% CDR. To finish it off, she gets a unique active that can be used for the team both defensively and offensively. Just note that after upgrading to this item you will no longer benefit from Philosopher's Stones gold income. This item can be delayed for the added revenue from Philosopher's Stones, though it can be rushed and make you a potent force in the mid-game. If you still want the CDR and the gold income then you can buy a





Again, another item I feel is underused on Lux. This item helps complete your CDR by contributing another 15% while giving you a small amount of AP and more mana regen. The Unique active seals the deal here. Late game you'll have upwards of 500 AP which means you can instantly deal magic damage based on 47.5% of anyone's current health. It requires a close range so be cautious of your positioning. Can be replaced with


I generally opt to go for this because most tanks will build magic resistance at some point in the game, as well as possibly have magic resistance coming from their runes. I chose this over



Alternative Items

















There are more situational items that will depend on a game to game basis but I'm not necessarily going to list them here. I find most new players to the game will follow this guide's basic outline and players who are experienced will know well enough what could be used to counter a team's composition (such as

Items to be avoided






































-OR-















Level 1: Light Binding vs Lucent Singularity
There can be quite a bit of debate about which skill to take at level 1 but I always make my choice based on my lane and if my lane mate plans on being aggressive pre-game or not. If you do not plan on being aggressive, I suggest going for





Max utility by level 13
I already talked about the skill sequencing earlier but just a quick recap; this skill sequence gives you your max root, max shield and max slow by level 13. This is much better for a support role than maxing






Tl;DR: Pick






Finales Funkeln This skill can easily melt anywhere from a 1/3 to 1/2 of an entire teams health. Many players mistakenly save their Finales Funkeln to snipe enemies, this is one of the biggest mistakes you can make on Lux. Notice the cooldown on Finales Funkeln is short. At level 3 it has a 40 second cooldown and with a 40% CDR you're looking at 24 seconds. There is absolutely no reason to save this skill for a kill when you can use it to handicap their entire team before teamfights. You can even use it to clear out minion waves without much worry (just be sure that there isn't an impending gank set up for you). By saving this for a kill you're limiting your damage output. Some players will mistakenly wait anywhere from one to two minutes looking for a chance to use it, however in that time you could have gotten your Finales Funkeln off numerous times.
Also, if you ever find yourself out of position and/or about to be ganked, try to use your root/slow/shield to get away of course but if it's obvious you're not going to make it, turn around and send a

Some things to remember with Finales Funkeln:
Use it on recharge to ensure maximal damage output.
Do not blatantly kill steal. You want your allies to be fed too and kill stealing does not help them. Don't be that guy. If you use your judgement to determine the enemy would otherwise get away, then by all means finish them.
Use

Contrary to many people's belief, this is not channeled. As such, it is possible to be knocked into the air after you have already cast the skill and appear to be firing while in the air. Damage will still be dealt. Imagine the fury of an

Skill Combo / Burst Damage
Your main source of damage in the early game is going to be




A typical combo should look something like this:





The Lightbinding is going to ensure that your target is immobilized and that you hit with your finales funkeln. At which point they'll either be dead, retreating or attempt to attack you. Either way, you'll have your



TL;DR:





Teamfights
Teamfights are going to be where you are most useful to your team. A lot of this will take practice and experience to perfect as Lux is entirely skill shot based. When engaging in Teamfights be sure not to blow away your CC uselessly.



Early Game - The Laning Stage
General
If the enemy team has a jungler (which they should), use your


Typically, you're going to hold your first back until 970-1590g to buy At least one Philosopher's Stone and

Mid
In Mid you'll be able to out-level much of the enemy team which particularly is useful because this build can be fairly weak in the early game while you're still waiting to get your philosopher's stones and finales funkeln. You'll also have the responsibility of calling any uncalled mia's to help avoid your teammates and yourself from getting ganked.

Playing mid I typically open with




When you have 970-1590g then go ahead and back to purchase your Philosopher's Stone(s) and Boots of Speed] and use [[Teleport if needed to return to your turret quickly. After you have bought one or both of your Philosopher's Stone(s) then you can start to push out mid. You'll want to use

Solo 1v1
Treat a solo 1v1 lane much like you would playing Mid. Be cautious of the enemy jungler's route and avoid getting ganked from pushing too hard.
Solo 1v2
If you're asked to go into a solo lane when the enemy team does not have a jungler then be prepared for a rough first few minutes. Until you get your first Philosopher's Stone you'll be hard pressed for enough mana to keep your enemies at bay from your turret. The same applies here as it did to Mid, be sure to last hit minions and try to fight as close to your turret as possible. After having one or both of your Philosopher's Stones you should be in a fairly commanding position. You'll have a level advantage and sufficient mana and health regen to hold them at bay. As always, be cautious of ganks and be ready to gank when a teammate comes to help.
Duo Lane
Playing bottom you'll likely want to get



Jungling
Lux does not jungle, though mid to late game you can land a

Mid Game to late game
Heading into the mid-game your primary role as Lux with this build is to be a support/utility. As you enter into the Mid and Late game it is less important for you to be pushing a lane by yourself and more important to be with your team, helping them gank and helping them through team fights. Players will begin to start turning to gank lanes. Be sure you are using your finales funkeln as often as possible. This will help give your team an advantage when engaging in a team fight by keeping their health low. At this point in the game you should be focusing on getting your CDR maxed out with





Coming into the late game you're going to want to finish off any necessary items (as deemed by the circumstances of the game). Teams will start pushing lanes if they haven't already and you'll be most useful with your team aiding them in that.
Dragon/Baron
When clearing the dragon/baron with teammates, You'll be most useful standing in the bush nearby since you have a fairly low level of damage output by standing there with your teammates. Occassionally walk out to use





If your opponents are clearing the dragon/baron then it is possible to snipe it with either/both


Gold farming
Come to the mid and late game you should be getting enough or close to enough AP to clear an entire creep wave with



With your masteries and Philosopher's Stone(s) you should have a fairly steady, static income.
Overtime
In overtime everyone will have close to or have their complete build and one bad teamfight can lose the game. You are going to be most valuable with your team at this point in the game. If someone is backdooring your base then you should let someone else on your team handle it if possible. Support your team and try to ensure they win any teamfights. Not too much to say about this stage of the game as I assume you're aware of basic gameplay mechanics. Lux is not a backdooring champion (though this can be different if you picked up a

Dealing with Fellow Mid/Solo Champions
This section is to provide basic information on how to deal with other champions you might encounter in a mid or solo lane. It's not intended to be extremely in-depth for each champion. It's more of a quick reference for players who may be unfamiliar or are having trouble with a particular champion.

One of the hardest champs you'll find to kill, though not impossible. Two things to remember here: If you're going in for the kill, be wary of





You'll have a range advantage using your






She can be difficult to lane against at first while you're still waiting on getting your Philosopher's Stone(s). Her








She is one of the few champions who can out range you so be careful when trying to land skill shots on her. You'll likely have to hug your tower at least until you get your Philosopher's Stone(s). Watch for her





I feel that this build significantly improves your laning against Ezreal. Ezreal is extremely potent in the early to mid game which is the opposite of this build. Once you get your Philosopher's Stone(s) you'll be in a fairly commanding position against Ezreal by being able to have a high level of endurance between your health and mana regen. Both Lux's and Ezreal's skills are all skill shots so a large factor of your match-up against him will be who is able to land them more precisely. Ezreal will be able to dodge your skillshots with










Your biggest concern against Fiddlesticks will likely be his silence,









It'll be important to be aggressive against Karthus and keep him from getting too much farm or any level advantages. His




Kassadin will be fairly weak in the early game, as you will, but he will be exceptionally stronger in the mid to late game. Prior to level 6 when he obtains



One of the most important things when laning against Katarina is to avoid her







A lot in your match up against Kennen goes back to how well you can dodge skill shots. Kennen's










Kog'Maw has a fairly long range to deal with on his




Leblanc packs a pretty powerful combo. When going to execute your combo make sure that you root her first, otherwise she can use




Lux on Lux action, hot dang. Once you get your Philosopher's Stone(s) you'll be fairly difficult to kill assuming you can dodge a good amount of skill shots. Again, battle of the skill shots. Can't say too much more, in a mirror match-up, especially with skill-shot based champions, you're on even playing grounds. Avoid gettin hit by a


When laning against Malzahar, you will have the range advantage, however, do not let this make you over confident. Be careful when attempting to spike Malzahar that you don't run into his




You'll be able to out-range Miss Fortune with skill shots, though be careful when attempting to activate Illuminate as she has the same auto attack range as you. Miss Fortune can also use her




Mordekaiser will be one of your hardest match-ups to mid/solo against. Lux simply lacks the damage in the early game (and even in the late game) to make killing him easy, particularly if he's spamming his skills to keep his





Lux against Morgana is an interesting skill shot fight with each having their own perks. Morgana's













Nidalee can outrange Lux with her







Ryze is terrible in the early game and having him mid or solo means they have the hope of having Ryze scale quickly. Unfortunately for him, all of his spells have a fairly small cast range (slightly longer than your auto attack range). Here you'll want to harass him from a distance with





Your biggest, immediate threat against Sivir will be her










Swain doesn't pose an immediate threat to Lux, as she's able to outrange him in most aspects. He does have


Teemo can be a nuisance to lane against, though he doesn't have to be. A common mistake I see players make in the Lux vs Teemo match up is try to peg him with illuminate damage at some point or another. This can be extremely counter productive because Teemo has










Tristana's auto-attacks will start to outrange you as she levels with her passive





When matched up against Twisted Fate you'll want to watch for his



Urgot can be extremely difficult to lane against, particularly until you get your Philosopher's Stone(S) and pose somewhat of a threat to him. Laning against Urgot you'll want to avoid getting hit by his



The most annoying thing about laning against Vayne will be dealing with her











Laning against Veigar you'll again have the range advantage but you'll want to be cautious when going in to combo him. If he predicts you coming for him he'll use




Vladimir is going to be another one of those champions that is difficult to lane against because Lux will lack the damage output in the early game to really set him too far back. Since Vladimir lacks mana he will be able to stay in lane for a long duration using


The biggest thing that separates this guide from others I feel is the skill sequencing that primes you for mid-game team fights. This build is extremely flexible though because the only thing that shouldn't change is the skill sequencing. Everything else can be left up to you (assuming you use decent judgement). I can, and do, frequently change things such as my items or item sequencing from a game to game basis. Without the necessity of

You might be asking where the screenshots are or where's my boisterous claim of 500 games to prove the legitimacy of this build. Well, I'm not going to do any of that as they are both misleading. I've read some pretty terrible builds that have made such claims. As such, I ask that you try this build and let both me and the community know how you did. Otherwise there's nothing stopping me from posting screenshots of me trolling low level play with my friends and going 20-1-27. Basically, I don't feel screenshots and/or claims of experience from an author make a build legitimate. Don't like it that you don't get to see some eye-candy screenshots of full victory screens? Deal with it, go earn your own (it is possible).
I'm open for constructive criticism as I do have several years of experience in editor positions between former school publications. With that said, I apologize for any inevitable grammatical errors. Last I checked this was some 22 pages single-spaced so I'm sure there are corrections to be made.
This is my first guide and I'm hopeful that those of you aspiring Luxanna's will benefit from this guide.
(this guide is still being added on to)
6/15/11: Added "Support Role: Build vs Play Style" to Core Beliefs. Minor revisions
6/13/11: Minor revisions.
6/8/11: Published
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