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Lux Build Guide by katt5

Support Low Elo Guide to Lux Support: Preseason Practice!

By katt5 | Updated on November 22, 2019
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Choose Champion Build:

  • LoL Champion: Lux
    AP Lux
  • LoL Champion: Lux
    Aftershock Lux (Utility)
  • LoL Champion: Lux
    Maximum Damage (Please Don't Take This Ranked)
  • LoL Champion: Lux
    Glacial Lux (Take This If You Can't Aim, Or Just Really Love CC)

Runes: Summon Aery

Sorcery
Summon Aery
Manaflow Band
Transcendence
Scorch

Inspiration
Cosmic Insight
Magical Footwear
Bonus:

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

Spells:

1 2
Defensive
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Support Role
Ranked #8 in
Support Role
Win 50%
Get More Stats

Threats & Synergies

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

Champion Build Guide

Low Elo Guide to Lux Support: Preseason Practice!

By katt5
Preseason Updates
Preseason is with an exciting change to support items - they upgrade automatically (once you earn X amount of Gold, of course). It's a neat change that gives a bit more gold income to support players and some peace of mind for those of us that keep forgetting to update past Frostfang.

Also, added another weird sorta off-build: Glacial Augment Lux! It works for Neeko and like half a dozen other AP champions, so why don't we give it a try too?
Back to Top
Hi! I'm katt5, and welcome to my Lux support guide.

While Lux support (used) to be a pretty unpopular 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! (although it's pretty dead right now ^^')
Why Lux Support? Back to Top
Some supports can stun,
like Leona.

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 (used to not be) 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 recently in high elo as well) 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 a 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. Although the more utility-oriented build doesn't get you quite up to 1-shot levels, you still deal a decent amount of damage, although you'll be a bit more dependent on your teammates.


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~)
Back to Top
Pros

+ Long Range
+ CC/AoE
+ 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.

Cons

- Squishy
- 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 (although this can be somewhat mitigated by taking the Aftershock runepage). 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.
Runes Back to Top
R
U
N
E
S
R
E
F
O
R
G
E
D
SORCERY Keystone: Summon Aery
// The Sorcery tree is good for poke, CDR, and mana regen, all things that Lux wants. However, it doesn't offer much in the way of defense, so you will be super squishy!


RESOLVE Keystone: Aftershock
//Aftershock is very strong against tank supports like Nautilus and Leona that can 100-0 you. This is a great tree for hard matchups where you'll be giving up on being able to 100-0 squishies and instead focus on utility and surviving the laning phase.
Summoner Spells Back to Top

SUMMONER SPELLS -
FLASH: The only thing we have to help escape sticky situations. Take it every game, and only use it when you have to -- when its down is when Lux is at her most vulnerable.
EXHAUST: A versatile summoner spell that can be used offensively or defensively. Its damage reduction has probably saved you more than you realize.
IGNITE: Take this when you expect to be playing offense and aim to kill your repeatedly kill your opponent or force them to back. This spell is also good if you are taking Aftershock since it gives you a way to make up for the kill pressure you are losing out on by not going full AP!
Back to Top



Illumination (Passive)
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)

RANGE: 1175
COST: 50 mana at all ranks
COOLDOWN: 13/12/11/10/9
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!

  • Try to aim Light Binding to hit a minion and an opponent.
  • When you cast Light Binding[/color you'll see Summon Aery (or Aftershock!) proc if you hit an opponent. You don't need E to avoid facechecking!


Prismatic Barrier (Q)

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


While it may be weakened, Lux's shield is still strong -- although it doesn't shield for double on the return shield, you can still mitigate a decent amount of damage in early skirmishes.

  • 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)

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, 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)

RANGE: 3340
COST: 100 mana
COOLDOWN: 80/60/40
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.


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.
Full AP Ability Sequence Back to Top
#1.
Final Spark

6 / 11 / 16

#2.
Lucent Singularity

2 / 4 / 5 / 7 / 9

#3.
Light Binding

1 / 8 / 10 / 12 / 13

#4.
Prismatic Barrier

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.
Aftershock (Utility) Ability Sequence Back to Top
#1.
Final Spark

6 / 11 / 16

#2.
Prismatic Barrier

2 / 7 / 8 / 9 / 10

#3.
Lucent Singularity

3 / 4 / 5 / 12 / 13

#4.
Light Binding

1 / 14 / 15 / 17 / 18
> > >
You'll want to start Q, put your second point in W, and then take E third. Prioritize E until you get level 6. Then you should switch to maxing out W because you'll be building items that synergize with Lux's shield.
Back to Top
Lucent Singularity -> AA
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.
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Full AP Core Items Back to Top
Same ol spellthief's as before, but now it self-upgrades! Go get that harass (and free frostfang!)

A bunch of AP, a bit of CDR, some mana, and a passive that gives us stronger waveclear and burst. This should be your first item almost every game.

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).
Full AP Situational Items Back to Top
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. The active can be useful lategame when one player caught out can mean losing, but it really shines when combined with Glacial Augment, a rune we never want to take. It's still a good item if you're still working on warding, though!

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. It may seem a bit overkill, but against teams with that one fed squishy being able to 1-shot them through defensive items like Maw of Malmortius is pretty useful.[/b]

discussed in-depth later in the guide! tl;dr version though: good if you don't die, bad if you do.
Aftershock (Utility) Core Items Back to Top
Unsurprisingly, the support item carries over to this build as well.

Gives us a bit of healing with its weird passive but more importantly AP and Mana Regen.

This item strengthens your shields a bit and gives whoever you shield attack damage or ability power along with a decent amount of AP.

While this one doesn't give you any AP, it does provide even more mana regen as well as an active AoE ability (which can be cast while dead!) that damages enemies and heals allies.
Aftershock (Utility) Situational Items Back to Top
This item increases your tankiness and also has an active which gives a shield to nearby allies. Very strong against AoE AP champions like Katarina.

Removes CC from an ally and also gives them a movespeed buff. This item is very good if the opponent's team has a lot of CC or if you have a teammate that keeps getting caught out.

Deathcap is still a strong item in this build if you don't need more utility and just want a bit of extra damage!
Boot Options Back to Top
Magic Pen. Pretty good if your opponents are building heavy MR since none of your core items have magic pen.


Take this against teams that have a lot of AD. The extra armor makes you a little bit less squishy and hard to kill.


These boots give you more movespeed when out of combat. These are especially good if you are playing a more utility-oriented build because you can get to objectives, teammates, places to ward, etc faster.
To Mejai's or not to Mejai's? Back to Top
Mejai's Soulstealer is an item which I had as a core item in this guide for a long time. While I still love the item and would highly recommend building it, I also recognize that it's not for everybody and definitely far from a safe pick. That being said, I still couldn't resist squeezing a little bit about it in here somewhere.

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!
Back to Top
EARLY GAME


Starting Out

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!


Getting Zoned?

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).
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MID GAME


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.
Back to Top
LATE GAME

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 without losing anything 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!
Warding! Warding! Warding! Back to Top
Now we finally get to where to place your vision ward.

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.
Use Plants! Back to Top
I once saw a Xin Zhao on my team walk right by a blast cone while running away, ignore it, and proceed to flash over wolves. The person chasing him used the blast cone to jump right on top of him.

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.
Tips for Climbing in Bronze Back to Top
The first, most imperative, most important tip I can give for climbing in Bronze:


Don't flame.

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.


Use discord.

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!
Preseason is Here! Back to Top
Can't wait for the new Dragons - that said, considering our proximity to them, winning Botlane is more important than ever, and please ward them early in case the opponent's jungler attempts to take one early.

Anyways, let's practice, practice, practice!
Credits Back to Top
A huge Thank You to:

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.