Lux Build Guide by katt5
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Runes: Summon Aery
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)
Ability Order Ability Order
Threats & Synergies
Surprisingly decent range and can 100-0 you or your adc once level 6. Play very carefully when she has flash up and keep jungle entrances warded, flash tibbers is pretty hard to avoid and can quickly turn into a double kill for their botlane.
If he hits you with a hook you're pretty much dead, especially once he gets level 6 and has his silence.
Once she reaches level 3 (or even level 2 if she's really aggressive) get ready for E (small stun) --> Q (longer stun) --> ignite on either you or your ADC. Play under tower until your jungler ganks or the laning phase ends.
Almost as dangerous as Blitz, but his skills give you more time to react (usually with Flash) and he's a bit harder to play.
The only reason that Alisatar isn't a 5 is because few people actually know how to play him properly, which is something you can take advantage of.
Make sure not to miss your snare on him when he dashes towards you. His ult can be super dangerous if he sets it up right.
Super poke heavy and can out-damage you early, so be ready to let yourself get pushed in a bit. She's squishy so ask your jungler for ganks if they push lane.
Don't get hit by bubble. Her sustain is also annoying and makes poking her down difficult. She also has more damage than you think.
Just don't stand behind your ADC and let him double-stun you. He has a bit of sustain but you can still poke him down.
Your range prevents Janna from being able to peel you off as easy as she can other champions. If you have a hard time avoiding Tornadoes you can also just play it as a farm lane.
Its hard to poke through all her sustain but she doesn't really have much to kill you. Bring Ignite to this matchup. If you can't break through all her healing, just let your ADC farm.
Super high damage. If you let him stun you, you're probably dead. That being said if he misses everything it gives you plenty of opportunity to punish him for it.
Dumb shield blocks everything. Avoid getting hit by his Q. If it does hit you, try to snare both him and his ADC so they can't proc the passive. His shield is dumb.
If he gets early kills its bad news, but you outrange him. Try to keep wards up in bushes lvl 6 so he can't sneak an ult. Avoid getting in range of his fear.
Lulu is pretty annoying especially if she plays aggressively. She has a lot of tools at her disposal one she slows you, so just play passively and harass with E when you can. Q her if she tries to get close.
Snare lasts for a million years, black shield negates most of your kit, her ult can be fatal if you can't get out of its range. If you can dodge her Q you should be fine though.
Sort of similar to Braum, if he hits you with his slow its bad news for you, but Tahm does a suprising amount of damage on top of that. He also eats his ADC out of danger, which is annoying.
Avoid his stun and you'll be fine. If he's too slow you can usually kill him or his adc before his ult finishes resolving, but don't waste your abilities if you think you cant.
He has a lot of damage. You need to dodge his E or he will almost certainly kill you. There's a reasonable chance he'll bring Ignite to lane.
Just don't get caught in his cage (flash out if necessary) and try to end the game soon so he doesn't reach his late game.
His ult can save him or his ADC from your combo if he uses it quick enough. He also has decent damage and getting double-bombed isnt fun. That being said his bombs aren't too difficult to avoid.
If she snares you, you're gonna take a lot of damage. She'll probably bring ignite.
He has a lot of damage but its super easy to tell when hes charging his Q so you should be able to snare him out of range or dodge it. Don't facecheck anything.
Her ult can set you up for easy kills and she has decent enough range to survive the laning phase plus her slows for kiting.
She has really long range. Good caits will trap underneath a snared opponent and do a lot of damage. Lux + Cait is a great harass lane.
Draven can put out a lot of damage but needs to get farm and then needs to get a kill before he really spikes. While you can set him up for kills in some lanes, surviving the laning phase is hard in some matchups.
Ezreal can farm fairly safely from a distance and his ult can snipe of escaping enemies. He also has a built-in escape so the laning phase is fairly safe overall.
He has lots of burst, decent range, and a snare, plus his ult can also snipe off kills.
Kaisa's range isn't great and she really needs somebody to help her get through the laning phase. Playing against aggressive lanes is especially hard.
She has decent range (especially with rockets) and a slow, but shes also immobile and pretty squishy.
She needs a tank support or somebody with AoE CC to really make use of her ult. Don't even think about picking Lux if your ADC hovers Kalista.
Kogmaw has a really weak early game and wants a sustain support to help him through it. If you can peel flawlessly I suppose it could work, but I would recommend just picking something else.
He can follow up on a snare with a decent burst if damage, but his range isn't great and you can also find yourselves getting bullied out of lane in a hard matchup or if you mess up.
She has a lot of damage and if she ults a snared target its a pretty easy kill. Although she's pretty immobile she does get pretty fast with her W.
Sivir has decent range, can do a decent amount of damage (especially if you snare an opponent so she can easily land her Q), and has a bit of defense with her spellshield.
She has a great escape since its interactions with other other skills are dumb (ty riot). The only thing is her E makes waves naturally pushed unless your opponents are hardpushing so be sure to ward.
He has a pretty weak early game and while his Q gives him a bit of evasion if he gets his with a bunch of burst there's not much either of you can do.
He has pretty good range and poke but his early game isn't great and he has low mobility.
Her early game is pretty bad, her range is pretty short, and while her Ult + Q gives her some evasion along with her E being a decent disengage getting her the farm she needs during the laning phase can still be pretty tough.
She has decent range and poke, plus her ult makes it hard to kill her once she gets level 6, but you can also get poked out or engaged on early.
Champion Build Guide
Low Elo Guide to Lux Support: Going for Gold!By katt5
While Lux support isn't a very popular pick, I've found a lot of success with it and want to share everything I've learned. If you want to carry your ADC with the best and brightest mage in botlane, read on!
|Also, feel free to join my discord if you want to chat, duo q, whatever! (Though I just made it today so don't expect much activity...)|
Some supports can grab,
like Thresh and Blitz.
Some support can peel,
like Braum and Janna.
Some supports differ,
And then, there is Lux.
Lux is not the best support in the game. That being said, she has a few advantages that makes her a viable pick (especially in Low Elo) and, more importantly, is a blast to play!
Lux can contribute to teamfights without putting herself in significant danger.
If you know how to kite, how to position, and you use your wards effectively, you can throw out shields, snares, slows, and a giant damaging LAZOR from a safe distance. Did your team win the fight thanks to your contribution? Great, go take objectives. Did they die? Back off, and defend base.
Lux Deals Damage!.
Even with the support item holding you back, if you build the rest of her AP, Lux still deals massive damage! If you get ahead early you can easily 1v1 the opponent's ADC, and by lategame you should be chunking their team whenever possible.
In any case, why Lux Support? Why not Lux mid?
-Playing botlane gives you the chance to impact two opposing players, the enemy support and the enemy ADC, as opposed to midlane, where you have to roam and gank if you want to put more than one opposing player behind.
-Mid is a highly sought-after position. Might as well let a teammate take it and make them happy (plus less likely to flame!) when you can play Lux support just as effectively!
-It's a lot, lot, lot easier to get support than mid. Plus with the new Queue system picking support and fill as preferences means a lot less time waiting to get in a game!
(And, not last but not least, you don't have to cs... but let's just pretend I didn't say that~)
+ Long Range
+ High AP Damage
+ E provides vision
|Lux has long range, two forms of cc (a snare and a slow), a shield, a lot of AoE, and an ult that can either snipe a kill or chunk an entire team. When played correctly, she can kill enemies from outside of their range and set up favorable trades for her ADC and favorable teamfights for her teammates.|
- No escapes
- High mana costs
- All skillshots
|Lux is super squishy and doesn't have any escape abilities so if a strong opponent gets on top of her she's done. She also has high mana costs, which limits your ability to harass unless properly managed, and all her abilities are skillshots which take practice to learn how to predict and aim.|
SORCERY Keystone: Summon Aery
// Sorcery is my preferred tree since it gives you a bit of poke, a bit of defense, and a bit of sustain.
DOMINATION Keystone: Electrocute
//Domination is a more aggressive option against good matchups. Electrocute increases your burst significantly. However, it is lacking a bit in sustain, and you may find yourself short of mana until you complete Luden's.
Innate: Lux's offensive abilities mark all affected enemies with light energy for 6 seconds. Her basic attacks and Final Spark Final Spark consume the mark, dealing 20 − 190 (based on level) (+ 20% AP) bonus magic damage.
After you land an ability on somebody, auto attack them to pop your passive and deal even more damage! Be careful, though, because if you can auto the opponent's ADC, they can auto you -- and depending on who their support is the trade might not be worth it.
Light Binding (Q)
COST: 40/45/50/55/60 mana
Active: Lux releases a sphere of light in a line that deals magic damage to the first two enemies hit and Root icon roots them for 2 seconds.
This is a fantastic peel ability because it can hit two opponents making it very difficult for the opposing team's support/adc or adc/jungler etc to gang up on you. Additionally, opponents will often hide behind minions and think they're safe, but if you aim carefully you can hit the minion and your opponent standing behind it. It's a skillshot so make sure that you land it!
Prismatic Barrier (Q)
COST: 60 mana
Active: Lux launches her wand in the target direction which returns to her after reaching maximum range.
This shield is stronger than it may seem because it can hit your teammate twice (once when throwing out once when it is returning). If you aim it well enough you can hit multiple teammates mitigating a lot of damage in teamfights. Every little bit helps!
- Never forget your shield! Always leave a bit of mana up -- it can be a literal lifesaver.
- If you miss your ally with your initial throw, try to position yourself so it will hit them on the way back.
Lucent Singularity (Q)
COST: 70/80/90/100/110 mana
Active: Lux sends an anomaly of twisted light to the target area, Slow icon slowing nearby enemies and granting Sight icon 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.
This is your bread-and-butter ability. You can use it to check bushes, harass your opponent's laners, secure kills that are still in range, and slow opponents.
- Use this for vision (bushes, objectives) whenever necessary.
- It has a low CDR lategame, but don't spam it too much -- keep an eye on your mana!
Final Spark (Q)
COST: 100 mana
Active: Lux winds up for 1 second to fire a giant laser in a line that deals magic damage to all enemies hit, briefly Sight icon revealing them as well as the surrounding area. If Final Spark hits at least one enemy champion that dies within 1.75 seconds, a percentage of its maximum cooldown is refunded.
Your ult, which does a ridiculous amount of damage, procs your illumination passive, and re-applies it. Use this to snipe anybody trying to escape, to snipe baron, to snipe their blue buff to really piss off the opponents jungler, to snipe dragon... the list goes on and on.
- Snipe everything!
- Well, not all the time... don't be afraid to use it to take a chunk out of grouped opponent's health.
6 / 11 / 16
2 / 4 / 5 / 7 / 9
1 / 8 / 10 / 12 / 13
3 / 14 / 15 / 17 / 18
The first three levels can be a bit tricky. I usually take Q first, but if you want to really get that AoE poke going you could start E, or W if you expect to take heavy harass. Whatever you do, make sure to have at least one point in both Q and E by level 3.
Pretty simple. If you can't get in range to auto safely, just skip that part. Use sparingly or you'll run out of mana!
Light Binding -> AA -> Lucent Singularity -> AA
This is Lux's highest damage pre-6 combo. If your opponent is grossly out of position and you can safely pull it off, go for it -- it deals tons of damage and can force your opponent to back or risk dying later.
Light Binding -> Final Spark
Your E has a shorter range than your Q and sometimes moving closer to land it uses up the snare duration, giving your opponent to flash out. Especially when they're low on health already, just Q R should be more than enough!
Lucent Singularity -> Final Spark
Use E to gain vision of your opponent or an objective and then snipe it with R!
Light Binding -> Lucent Singularity (don't re-activate) -> Final Spark -> re-activate Lucent Singularity
This is your kill combo -- it puts out a lot of damage! Remember to let your E sit and re-activate it after you ult to deal the maximum amount of damage.
|A bit more movespeed and some Magic Penetration. What more could you ask for?|
|Even with Warding Totem, you still want to pick this up since it gives you more wards and allows you to take Oracle Lens.|
|A bunch of AP, a bit of CDR, some mana, and a passive that gives us stronger waveclear and burst. This is a definite core item.|
|This item gives you a huge amount of AP, making it an auto-include on Lux.[/b]|
|Because who doesn't want more magic penetration?|
|The health is nice, but what we really like is the AP, Magic Penetration, and Grievous Wounds (which prevents healing).|
|Build Zhonyas against AD-heavy comps or champions that burst you down. You can use it to bait out opponent's ults and sometimes put them in really bad positions.|
|Build Banshees against AP-heavy comps or hard CC.|
|Build Liandrys if you're up against a team with a bunch of tanks and high health pools.|
|This gives you some movespeed, some CDR, some AP, and a decent active that can be used to avoid facechecking brushes/objectives. I'm just sticking it in here because the active can be useful lategame when one player caught out can mean losing and I just really, really miss Frost Queen's Claim...|
|A really interesting item, once fully stacked it gives you a huge movespeed and AP burst for 4 seconds, so build it and throw in the active sometime during your combo if you really want to kill somebody.[/b]|
|discussed in-depth later in the guide! tl;dr version though: good if you don't die, bad if you do.|
|Take this against teams that have a lot of AD. The extra armor makes you a little bit less squishy and hard to kill.|
|Take this against AP. It does the same thing as Tabi but provides magic resist rather than armor. You probably won't need to build this too much, though, since all-AP comps are pretty rare. It does also reduce crowd control by 30% (except for suppression, displacement, and stasis), so it can be worth building if the opponent's team has a lot of CC.|
|These boots give you more movespeed when out of combat. I personally love them because it lets me dodge abilities easier as well as roam and ward faster. Build these if you win the laning phase and plan on roaming a lot.|
Mejais is extremely strong if you do well, and extremely weak if you do poorly. One mistake people make is seeing it as a way to get back in the game, and while that can work occasionally, more often than not building it just makes you tilt even harder with each death.
While I still love the item, I'd advise following the golden rule of building it when you're ahead and ignoring it when you're behind!
When you spawn pick your starting items up and head to bot lane. Plop your vision ward down wherever you feel is best (more on that later!). Leash your jungler (and resist the urge to steal their buff).
Time to Camp Bushes!
Sit in the bush closer to your tower, although you can sit on your opponent's side if you feel really confident and want to be aggressive (it does work out on occasion). Ward the bush closer to the opponent's side and when they go to ward the bush your in throw a Q and an auto for some free harass. Once you reach level 2 you can start throwing E's sparingly as well, but be sure not to run out of mana. While getting early kills is great, usually your primary objective in lane is to keep the opponent's adc from farming as well as making sure your ADC doesn't get harassed and can farm.
Throw Some Combos!
If their adc/support gets out of position, you can do this combo: Throw Q, proc passive with auto, throw E, proc passive (now re-applied) with auto. This will do plenty of damage, even more if your ADC joins in. If you do not have time to throw autos then when you land a Q just throw E in there as well if you have the mana to spare.
If you harass your opponents enough they might have to go back or risk getting killed by you and your ADC at level 6, which will put your ADC ahead in farm and experience. Don't greed for kills and overextend -- putting your opponents even a little bit behind can still be enough to win lane!
If you are being zoned off from harassing, make sure you always have vision of the enemy support. You do not have to worry about jungle vision as much if you are pushed under tower unless you and your ADC are both low enough that a 3-person dive could be fatal. Just play passively, shield your ADC when they are being harassed, and if your opponents try to initiate onto you or your adc then try and snare them.
Note: Always have enough mana in reserve for a rotation of your Q, W, and E! If you see that you're getting low, lay of harassing for a bit, or try to just harass with autos if possible ^_^
You can start setting up for kills around level 6. Let your opponents push then get your jungler to come down. Use your snare, pick up a couple kills, and take either dragon or their tower (if the dragon is a weak one like ocean or wind I'd take the tower, but if the dragon is infernal or earth I'd go for drake).
At mid game low Elo players have two mains strategies:
1) Extend the laning phase and splitpush like mad
2) (the most common one) "All mid and finish!"
Just support your team.
If they fight, do the Q-E-R-E combo at as many members of the opponents team (try to hit at least 2 of them with your ult) to chunk them -- don't save your kit for sniping a kill on one person if you can set up a kill on two instead!
Teamfight?!? What do I do?!?
In fights, stand way in the back. Look at where your tank is. If you could theoretically hit your tank with Q, you are far enough away. Stay there and wait until somebody starts the fight, then throw your combo. Keep track of opposing players. One might sneak back to try and have a shot at you or your ADC. If you are in an area with multiple ways to get to you (like in the jungle) ward the entrances around you if you have the spare wards.
Never push alone. Even if you have a ton of wards if you push hard the opponents team can easily get behind you and trap you between them and their base. I would even advise not pushing with just you and your ADC because neither of you are tanky. If you are both super fed, though, splitpushing may be viable assuming you and your adc can 2v3 at best, 2v4-5 at worst the opponent's team (believe it or not some games you might get ahead enough this can realistically happen!)
Try and encourage your team to do the "ALL MID! WIN!" strategy because your range makes you pretty good in sieges. If you catch somebody in your Q and throw the Q-E-R-E combo you can do some serious damage while taking nothing back in return. If you push hard enough it also keeps opponents who are winning lanes from pushing further since they'll have to go back and defend or risk a bad trade since 4-5 can usually push harder and faster than 1.
Late game is when both teams have tried and failed at pushing each other down.
You know you are at late game when everybody is at near-full build and more than two people dying can cost you the game. Stick to your team like glue and make sure your adc does the same. If you have a splitpusher, let him do his job, but if one of your team goes to splitpush the rest need to go to another lane and pressure it so the opponent's team can't all go top to kill him and lose nothing in return. This is very effective if your splitpusher (for example Tryndamere) can easily 1v1 anybody they send up there forcing them to send 2 or more to deal with the splitpush.
YOU MUST STAY ALIVE.
Once you get to late game your death timer will be long enough that more than 2 or 3 players on your team dying can spell defeat.
Don't be one of those dead players. Never facecheck bushes (encourage your team to do the same) and exercise the appropriate amount of caution depending on what champs your opponents are playing (if they have a champion like Blitz or Leona be extra careful at all times).
Try to provoke a teamfight.
Once the opponents team is clumped, do your combo and chunk them (also, since you will be near full build, if you catch their carry you can kill 'em!). Hopefully by this point your team can clean up.
Win the game or grab Baron.
Don't get baron tunnel vision. If you can end the game, end the game. That being said, if you haven't pushed hard enough to be able to end even after an ace, grabbing Baron and then taking inhibs is the next best thing.
No matter what you do, don't get complacent! Even if you smashed your opponents in lane before, now that they are nearing full build, they still pose a threat regardless. Pay attention, and keep outplaying!
There are two places I like to put it: in the tribush or in the bush you are camping in bot lane. Putting it in the tribush is good because it's hard for the opponent's support to get to, meaning it will sit there warning you of opposing junglers all day. Putting it in the bush you're camping is a bit more risky but it does mean that when they ward your bush you can kill their ward and keep them in suspense (is she still there? did she go back?!?)
You can also use a vision ward (or a regular ward if your opponent has a vision ward in a bush) to bait. Just make sure your opponent sees you putting the ward down and then pretend to back off If they go in to try and kill it, you can snipe them with a bit of harass or even a kill.
Beyond that, always keep Dragon warded early and Baron AND Dragon warded late. It's also a good idea to save wards for a Baron attempt so you can ward the entrances towards Baron/Dragon so you have advance warning of the opposing team moving in to try and contest it.
If you are running away from somebody, hit the blast cone and send yourself flying away from them and them flying away from you.
Scryer's bloom is a free way to check out baron/dragon pit, or any of the surrounding area, without actually facechecking all those bushes. USE IT.
The first, most imperative, most important tip I can give for climbing in Bronze:
Flaming doesn't achieve anything other than wasting your time and tilting your teammates. If somebody is flaming you in chat, don't flame back. The mute button exists. Use it.
I fully understand how hard it is to ignore, but if you can't press the mute button and keep playing to the best of your ability whenever somebody throws some rude words your way, the ranked climb probably isn't for you.
Don't just pick what you want every game.
While playing a 1-trick champion can be a viable way to climb (especially in NA) sometimes its better to just pick something the team needs instead of your favorite pick. Of course, for that to be possible:
Have a decent champion pool.
Having a large pool of champions you are competent with means when you have to pick something else, you’ll have somebody at the ready. Try to have at least a couple of champions for your main lane and at least one other role as well, and try to pick ones that can fulfill different roles in lane -- for example, while I play Lux support, I can also play Leona, who is strong against a lot of Lux's weak matchups.
If you’re able to use discord, I’d highly recommend inviting people to voicechat with you. Most of the time hearing another voice and being reminded other players are human keeps you from flaming and also keeps your teammates, whichever of them join, from flaming you. It also lets you plan out plays and make split-second decisions faster.
Take a break.
Playing a ton of League isn’t helpful or healthy. If you start to lose multiple games in a row, it’s time to stop for the day and go do something else. A lot of people get caught up in the ranked grind and forget that the most important part of playing League is enjoying the game. Take months off if you have to, and if you find yourself completely disenchanted with the game, find something else to play instead!
Keep cool, put your best foot forwards, and good luck with this year's grind!
jhoijhoi, for her "Making a Guide" guide. The coding helped a lot! Check it out here.
Owen, for the awesome banners. Check out his graphic shop here.
jokersprank, for the poem (see comments).
GamerSensei's blog, from which I shamelessly stole the botlane warding map from. Check out his article on warding here.