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Spells:
Teleport
Flash
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction
Hello everyone, and welcome to my sophomore guide on Mobafire! In this particular guide, I'm going to attempt to show you how to build a successful Lux, the Lady of Luminosity. I'm always up to constructive criticism, and I will reply to each post individually. Please don't downvote the guide unless you have a legitimate reason, and if you do have a reason please tell me how I can improve my guide to turn your downvote into an upvote!
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Thank you JhoiJhoi for the beautiful banner! You all should definitely check out some of Jhoi's work. Her art is great, and all of her guides are superb.
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Pros
+ Great early game damage + Amazing range + Good CC with Light Binding and Lucent Singularity + Has a shield + Long range nuke on a short cooldown + Nice AP scaling |
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Cons
- Burst kinda falls off late game - All skill shots - challenge to get used to - Very squishy - Extremely item reliant - Some mana problems |
Sorcery: 4% cooldown reduction for your spells.
Arcane Knowledge : 10% magic penetration, really helps late game.
Havoc : Increases your damage by 1.5%, good to increase your combo damage.
Blast : Gives you more AP as you level. Synergizes well with your Rabadon's Deathcap.
Archmage : Boosts your AP by 5%. Great to increase your overall damage.
Executioner : Great to finish off those stragglers with just a few HP left.
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Good Hands : Reduces your death timer by 10%. Really makes a difference late game.
Swiftness : Makes you more mobile, which helps you land and dodge skill shots.
Runic Affinity : Increases the duration of neutral buffs. You want your blue buff to last as long as possible.
You can also go 9-0-21 if you want, but I like having the most burst I possibly can.
Runes
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Greater Mark of Insight
Greater Mark of Magic Penetration: Great for some much needed late game magic penetration. I wouldn't recommend using any other Marks.
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Greater Seal of Clarity
Greater Seal of Scaling Mana Regeneration: Since Lux's spells have some extreme mana costs, these help you late game when you find yourself always running out of mana. They're also decent in the laning phase.
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Greater Glyph of Force
Greater Glyph of Scaling Ability Power: These make you progressively more of a threat as the game goes on. Synergizes well with Blast .
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Greater Quintessence of Potency
Greater Quintessence of Ability Power: These make your early game really strong, letting you start off with 15 AP right off the bat.
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Runes
Greater Seal of Warding
Greater Seal of Magic Resist: These really help out if you know you're going to be facing up against another AP carry in lane.
Greater Seal of Resilience
Greater Seal of Armor: These help out a lot if you know you're going to be against an AD carry in lane.
Greater Seal of ReplenishmentGreater Seal of ReplenishmentGreater Seal of Replenishment
Greater Seal of Replenishment: If you don't have the Greater Seal's of Clarity you can use these instead.
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Runes
Greater Glyph of Warding
Greater Glyph of Magic Resist: Same reason as Greater Seal of Magic Resist only Greater Glyph of Magic Resist gives more magic resist.
Greater Glyph of Resilience
Greater Glyph of Armor: Same reason as Greater Seal of Armor only Greater Seal of Armor gives more armor.
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Runes
Greater Quintessence of Insight
Greater Quintessence of Magic Penetration: Gives you a more powerful late game against enemies with high magic resist, but Void Staff and Arcane Knowledge are usually enough for magic pen.
Greater Quintessence of Fortitude
Greater Quintessence of Health: Makes Lux a little less squishy in the early game laning phase. They don't make much of a difference late game though.
Greater Quintessence of Force
Greater Quintessence of Scaling Ability Power: Makes your late game even more powerful. Complements your Rabadon's Deathcap very well.
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Flash
Flash: Flash is such an amazing summoner spell. I would recommend getting it on ANY champion just because of how versatile it is. It can be used to flash away from ganks, over walls, to get in range of a snare, and even in range of a surprise Finales Funkeln. If you don't take flash, you're missing out on a free OP skill.
Teleport
Teleport: Because of the latest nerfs to Clairvoyance, I don't get it on Lux anymore, because the short cooldown was the only thing leaving it viable for her. Teleport is a nice replacement in my opinion. It helps Lux always be there for her team, gives you a huge advantage in the laning phase, and can help you push turrets if the enemy team is elsewhere. Overall a very nice spell.
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Ignite
Ignite: Great for picking up kills early game, but late game it's not very useful because Lux should never really be in range to use it.
Clarity
Clarity: I know Clarity isn't needed on Lux, but since her spells cost so much mana, Clarity is actually very nice. You don't know how many times I could have killed an enemy, but I find myself out of mana. This takes care of that.
Ghost
Ghost: Another escape spell to complement Ghost. This combined with Ghost will make you extremely hard to kill, especially if your good with landing Light Binding and leading with Lucent Singularity.
Cleanse
Cleanse: You'll be virtually ungankable if you have Cleanse and Flash. Can also save you in situations where you would have died otherwise.
Clairvoyance
Clairvoyance: Helps you snipe enemy champions who would otherwise be in the fog of war with Finales Funkeln. I don't get this anymore since the cooldown was increased so drastically.
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Exhaust
Exhaust: This really isn't such a bad spell. Just like I said about Ignite earlier, Lux should never be in range to use it. And if she is in range to use it, she's probably not going to get away from whoever is chasing her anyway. Clairvoyance or Teleport are much better choices.
Heal
Heal: Nice early game, useless late. Shouldn't need it if you're playing passive, like Lux should be.
Revive
Revive: You shouldn't be dying.
Smite
Smite: Lux isn't the best jungler. Trust me, I've tried :p
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Passive: Illumination
Description: Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing 10 + (10 x level) magic damage to the target.
Elaboration: This is Lux's passive. This gives you very nice harass power early game, especially when you level up Lucent Singularity a few times, or find an opportunity to land your Light Binding. It's not the best passive late game though, since Lux is rarely ever in auto attacking range of the enemy.
- Firing an auto attack at the enemy right after detonating Lucent Singularity will make some nice harass in the laning phase.
- Lux's ultimate, Finales Funkeln also procs Illumination. Remember this if you're unsure whether you'll be able to finish off the enemy.
- This passive isn't to be underestimated if you have a level advantage, if the enemy is silly enough to get in range of your harassment, show them the force of your Illumination.
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Q: Light Binding
Description: Lux releases a sphere of light that immobilizes and deals 60 / 110 / 160 / 210 / 260 (+70% of ability power) magic damage to up to two enemy units for 2 seconds, dealing 50% effect and damage to the 2nd unit struck. Range: 1000
Elaboration: This is Lux's combo opener. It sets up an easy shot for Lucent Singularity and Finales Funkeln. It also has a whopping 70% AP ratio, which shouldn't be underestimated late game when you have quite a bit of AP.
- Try not to waste too much mana trying to land this in the laning phase. Minions almost always get in the way.
- Light Binding can be used to put the Illumination debuff on the enemy, and also lets you get an easy shot with Finales Funkeln, doing some crazy burst damage.
- This can also be used to help save an ally or yourself by snaring the pursuers.
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W: Prismatic Barrier
Description: Lux throws her wand to a target location and back, bending the light around herself and any friendly Champions it touches, protecting them from 60 / 85 / 110 / 135 / 160 (+35% of ability power) damage for 3 seconds. Range: 1000
Elaboration: This is Lux's main supportive ability. It's nothing much, but during late game team fights if all your skills are on cooldown, you need to be spamming this. This is also very nice for surviving DoT spells like Ignite, or Children of the Grave.
- Can be used to mitigate DoT spells like Malzahar's Malefic Visions or Swain's Torment
- Should be spammed in team fights since it has a very low cooldown, a couple 300 damage shields can really make a difference.
- Allows you to step on traps like Caitlyn's Yordle Snap Trap or Nidalee's Bushwhack / Pounce without taking any damage.
- Grants assists if you use it on an ally.
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E: Lucent Singularity
Description: Fires an anomaly of twisted light to an area, which slows nearby enemies by 20 / 24 / 28 / 32 / 36%. Zone lasts 5 seconds. Lux can detonate it to deal 60 / 105 / 150 / 195 / 240 (+60% of ability power) magic damage to enemies in the area of effect. Range: 1100
Elaboration: One of Lux's signature abilities. Gives you amazing harass power in the laning phase, lets you get away from a gank with a five second AoE slow, and helps for scouting bushes since it reveals the area you cast it.
- Use this to scout bushes.
- Firing an auto attack after detonating this can lead to some nice damage with Illumination.
- The slow this ability has shouldn't be underestimated. Keep them in it for the full five seconds if you can, it really helps prevent successful ganks if you don't detonate it too early.
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Finales FunkelnR: Finales FunkelnFinales Funkeln
Description: After gathering energy, Lux fires a beam of light that deals 300 / 400 / 500 (+75% of ability power) damage to all targets in the area. It ignites and refreshes Lux's Illumination debuff if it hits enemies already afflicted. Range: 3000
Elaboration: One of the best, and most fun ultimates in the game. This gives you extreme team fighting capabilities, and does some extreme damage late game with its 75% AP ratio. Also reduces the amount of time needed to proc Illumination since it casts almost instantly.
- Fire Finales Funkeln off right after landing Light Binding. It will do some crazy damage with your Illumination proc, and a guaranteed hit since they're rooted in place.
- Late game when this has a 24-36 second cooldown, feel free to use it to clear minion waves for farm.
- This ultimate is also very nice for stealing Baron or Dragon, and can turn the tide of the match around if you manage to do so:
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I usually max out my skills like so. I grab Light Binding at level one, because I feel like it makes more of a difference in level one fights than Lucent Singularity does. I then proceed to max Lucent Singularity first, grab a point in Prismatic Barrier at level four, level up Finales Funkeln whenever you can, then max Light Binding followed by Prismatic Barrier.
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I level up Prismatic Barrier before Light Binding only if I'm going up against a champion with a strong DoT spell or a long range nuke that's hard to dodge. A list of champions you should prioritize Prismatic Barrier over Lucent Singularity:
Tear of the Goddess
Description: 350 Mana, 7 Mana Per 5 Sec. UNIQUE Passive: Each time your champion uses an Ability their maximum mana will increase by 4 Mana. This effect can't occur more than twice every 6 seconds. Bonus caps at 1000 mana. (Already included in item statistics)
Elaboration: This item is amazing to solve Lux's mana problems. Make sure you're always looking for opportunities to harass, shield, snare, and snipe so you can get this built up quickly.
Sorcerer's Shoes
Description: 20 Magic Penetration. UNIQUE Passive: Enhanced Movement 2
Elaboration: Ah, the shoes you so commonly see on AP carries. I typically only hold onto these early game. It helps get rid of their early magic resist very easily when combined with my rune choices. They also give Enhanced MS which is great for getting around the map. See more information in the 'Boots' section.
Rabadon's Deathcap
Description: 140 Ability Power. UNIQUE Passive: Increased ability power by 30%.
Elaboration: An incredibly amazing item to help any champion with AP ratios do ridiculous damage. The earlier you get this item, the better. It helps you scale into late game very nicely.
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Lich Bane
Description: 80 Ability Power, 350 Mana, 30 Magic Resist, 7 Movement Speed. UNIQUE Passive: When you use an ability, your next physical attack will deal an additional 100% of your Ability Power in damage. This effect has a 2 second cooldown. Total gold cost: 3470
Description: 70 Ability Power. UNIQUE Passive: +40% Magic Penetration. Total gold cost: 2295 Elaboration: Great if you see that the enemy team is building magic resist. Generally if you see anyone buying a Banshee's Veil/ Force of Nature, you generally want to build this some point in the game. But if you wait too long, you can be completely shut down because you're not doing enough damage. |
Description: 45 Ability Power, 1400 Mana, 25 Mana Per 5 Sec. Passive: 3% of your Max Mana is converted to Ability Power. UNIQUE Passive: Each time your Champion uses an Ability their Maximum Mana will increase by 4 Mana. This effect has a 3 second cooldown. Bonus caps at 1000 mana. (Mana bonus already included in item statistics) Total gold cost: 2855 Elaboration: This item is decent on Lux. The only downside is it takes a very long time to build up, since Lux's abilities have such high cooldowns. I build this if I know there's a greedy jungler on my team, who always takes blue buff, or if there's another AP carry on my team that's doing better than I am, such as Brand, or Annie. Always make sure to build the Tear of the Goddess early, so you can get it as farmed as possible. I usually build Tear of the Goddess into Archangel's Staff after Lich Bane and Banshee's Veil, since the mana synergizes well with it. |
Description: 70 Ability Power, 57 Magic Resist. UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 20. Total gold cost: 2650 Elaboration: Fairly nice item. Gives you magic resist, some AP, and then an interesting aura that reduces the magic resist of nearby enemies. The only downside to this item, is the aura has a range of 1000. Let's take a look at the range of Lux's spells. Light Binding: Range 1000 Prismatic Barrier: Range 1000 Lucent Singularity: Range 1100 Finales Funkeln: Range 3000. All of Lux's spells have 1000, or more than 1000 range, and it's more than likely you're going to be running away after you cast them anyway. Therefore I don't really recommended getting this on Lux, unless you find yourself always in the middle of the fray for some reason, then go ahead and buy it. |
Description: 50 Ability Power. UNIQUE Aura: Gives nearby allied champions +30 Ability Power and 25% spell vamp. Total gold cost: 2100 Elaboration: Very nice item. Gives you a total of 80 AP, which is quite a lot, and also grants your allies 30 AP. Don't forget the 25% spell vamp either. Late game when your laser is doing 700-1000 damage to each minion in a wave, that's going to be some major healing. It also builds out of the amazing item, Hextech Revolver. Build this in lane if you're up against someone with amazing harass abilities such as Cassiopeia, or Tristana, so you can heal their harass back with Lucent Singularity. |
Zhonya's Hourglass
Description: 50 Armor, 100 Ability Power. UNIQUE Active: Places your champion into Stasis for 2 seconds, rendering your champion invulnerable and untargetable but unable to take any actions. 90 second cooldown. Total gold cost: 3100 Elaboration: Very nice item. Gives you a large chunk of ap, some armor to help shut down the enemy carries, and an amazing passive that makes you invulnerable to all damage for two seconds. When you're up against champions with long range ults such as Karthus, Caitlyn, Lux, Ezreal, and Ashe, this can save your butt so many times it's not even funny. Great item. |
Rylai's Crystal Scepter
Description: 80 Ability Power, 500 Health. UNIQUE Passive: Your spell damage will slow the target's movement speed by 35% for 1.5 seconds (15% for multi-target spells and damage-over-time spells). Total gold cost: 3105 Elaboration: Interesting item on Lux. Gives some very nice health, and a built in slow. The only downside to this item, is only two of Lux's abilities really benefit from it. Light Binding snares the enemy for two seconds, which is longer than the slow itself, thus they will not be slowed when the snare runs out. Prismatic Barrier doesn't do damage, but Rylai's Crystal Scepter does boost its power up a bit. This item shines with Lucent Singularity though. Lucent Singularity has a built in slow, and then if you can detonate it before they leave the area of effect, it slows them again, which is very nice. Finales Funkeln can save lives when combined with this item. It makes me really happy to Finales Funkeln a bunch of enemies chasing my allied Teemo with 100 health, they all get slowed, and he gets away. Very underrated item on Lux. |
Description: 75 Ability Power, 12 Mana Per 5 Sec. UNIQUE Passive: 20% cooldown reduction. Elaboration: This item is fairly decent on Lux. Gives you a nice chunk of AP, some mana regen, and some cooldown reduction. This is a nice replacement for blue buff cooldown reduction if your team isn't letting you get it. |
Description: 60 Ability Power, 450 Health, 525 Mana. Passive: Your Champion gains 18 Health, 20 Mana, and 2 Ability Power every 1 min. Bonuses cap at +180 Health, +200 Mana and +20 Ability Power. (Not included in stats) UNIQUE Passive: Upon leveling up, restores 250 health and 200 mana over 8 seconds. Elaboration: Very nice item. I used to rush it on Lux, but I feel like getting a few damage items before this one really makes a difference. Gives you a nice amount of health and mana, and a base amount of 60 AP. Pretty big amount even if you don't get it stacked up fully. |
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Description: 375 Health, 375 Mana, 50 Magic Resist. UNIQUE Passive: Blocks one negative spell every 45 seconds. Total gold cost: 2715. Elaboration: Awesome item, for any champion. Gives some health, mana, and magic resist. Everything Lux will need late game. Don't forget about the passive, which blocks a negative spell every 45 seconds, and will save your *** against combo reliant champions like LeBlanc or Brand. I usually build this as my fourth or fifth item if I find myself in need of magic resist. |
Description: 68 Armor, 38 Magic Resist. UNIQUE Passive: Revives your Champion upon death, restoring 750 Health and 375 Mana. This effect can only occur once every 5 minutes. Total gold cost: 2600 Elaboration: Pretty awesome item. If you find yourself carrying the whole team, definitely build this instead of Banshee's Veil, or you can build them both, but you'd be sacrificing a bit of damage. |
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Description: 20 Magic Penetration. UNIQUE Passive: Enhanced Movement 2 Elaboration: Great for getting rid of the enemies early game magic resist. I usually replace this item with another pair of boots after I get Void Staff. |
Description: 25 Magic Resist. UNIQUE Passive: Enhanced Movement 2, 35 Tenacity. Elaboration: I tend to build this mid game when team fights begin to start. They give you your Enhanced Movement Speed level 2, some magic resist, and most importantly, 35 tenacity. If you find yourself being targeted by CC, you can replace Sorcerer's Shoes with these. |
Description: Passive: 15% Cooldown Reduction. UNIQUE Passive: Enhanced Movement 2 Elaboration: If you're not getting targeted by CC, and just want some more cooldown reduction without blue buff or Morello's Evil Tome, these work well. |
I wouldn't recommend getting any other boots on Lux.
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Description: 7.5 Mana Per 5 Sec, 30 Magic Resist. UNIQUE Passive: Increases your Mana Regen by 1% per 1% Mana you are missing. Elaboration: One of the least purchased items in the store. This item is amazing on Lux if you just can't seem to get blue buff. Also, if you choose not to build Tear of the Goddess first, this can be a nice replacement to help solve Lux's mana problems. |
Philosopher's Stone |
Description: 18 Health Per 5 Sec, 8 Mana Per 5 Sec. UNIQUE Passive: Gain an additional 5 gold every 10 seconds. Elaboration: The view I take on this item is a lot like Aegis of the Legion. If you're just being completely shut down, can't seem to get a kill, I would buy this item. It helps you catch up on gold, and can be built into Shurelya's Battlesong if you just seem to be turning into a support. I wouldn't recommend getting Heart of Gold because the stats it gives you really don't help you out very much. If you feel like you need more gold per 5, pick up a Kage's Lucky Pick. |
Philosopher's Stone |
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Description: 15 Ability Power, 100 Health, 5 Mana Per 5 Sec. Elaboration: Great item for health, AP, and mana regen. Good choice if you're new to Lux. I usually start with this first, since it makes me a bit less squishy early game, and helps me with my lane sustain with its mana regen. |
Description: Boots: UNIQUE Passive: Enhanced Movement 1, Health Potion: CLICK: Restores 200 health over 20 seconds. Elaboration: Great choice if you know you're going to be going up against a skill shot champion such as Ezreal, or Anivia. The boots help you dodge all the enemy harass a lot easier, and if you do get hit, the health potions give you 600 more health of lane sustain, which really helps out. The only bad thing about getting boots first is you'll be extremely squishy, so you can get burst down easily. |
Description: 7 Mana Per 5 Sec., CLICK: Restores 200 health over 20 seconds. Elaboration: Building Meki Pendant first helps you get your Tear of the Goddess a lot faster, and the health potions also help out with your lane sustain. Mana regen and health? Yes please. The only bad thing about choosing Meki Pendant is you will be very squishy, so you're going to have to be careful about getting burst down. |
Note: Before you start working on your other items, remember to build your Tear of the Goddess, to solve your late game mana problems, and your choice of boots. Also pick up Mejai's Soulstealer if you're destroying in lane.
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Item Sequence
Elaboration: I usually build this bad boy first. It gives me enough AP to start completely destroying champions, especially if you already have a Mejai's Soulstealer with a couple stacks. |
Elaboration: This item gives you 100 AP and 50 armor. Zhonya's Hourglass is probably the best choice for your next item if you're going for a complete burst glass cannon Lux. If you're feeding the enemy you should probably consider picking up a better defensive item at this stage in the game. Also remember to buy an Elixir of Brilliance if you can. If you find yourself being in range to use your auto attacks, you might want to consider getting a Lich Bane before Zhonya's Hourglass. |
Elaboration: Lich Bane gives you 80 AP, 30 magic resist, 350 mana, and 7% movement speed to help you land your skill shots. But the best part about this item is its passive. Every two seconds if you cast a spell, your next auto attack will add the amount of AP you have as damage. When you have 400+ AP, that auto attack is going to hurt. Just make sure you don't put yourself in danger to use that auto attack. I usually sell my Doran's Ring at around this time. |
Elaboration: This item will give you enough magic pen to destroy enemies even if they have a Banshee's Veil or Force of Nature. Build this before Zhonya's Hourglass if they're specifically building magic resist to shut you down. I usually sell my Sorcerer's Shoes for Mercury's Treads after getting Void Staff. You can purchase Void Staff earlier than Lich Bane if you see they are buying a lot of magic resist. |
Elaboration: Remember that Tear of the Goddess you built almost an hour ago? Yeah now it's time for him to evolve. This will give you great mana regen, and since you should have your Tear of the Goddess fully stacked by now, your AP should skyrocket. |
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To harass with Lux, try to aim Lucent Singularity just behind where the enemy is standing. When they see it flying at them, their first reaction will be to run back. Some people are better at dodging than others. Some will move to the left or the right instead of back, so you're going to have to anticipate their movements. If they're running around the lane somewhat randomly, try and find a pattern in their movements. Do they go to the right, the left, then the right again? Or do they move left, act like they're moving right but stay left? You have to be good at reading your opponents if you want to land Lucent Singularity against higher skilled players.
Another thing you absolutely need to know while laning with Lux is that she shouldn't be played aggressive, unless your enemy is ******ed. Her mana costs are way too high to be spamming her spells on minions/missing champions. Always try to make sure your spell is going to hit your target. With your runes and your Doran's Ring, you should have enough mana regen to attempt to harass with Lucent Singularity a couple seconds after it gets off of cooldown. This will slowly wear your opponent down to the point where A. you can snipe with Finales Funkeln or B. land your Light Binding then Finales Funkeln. Landing your snare is key to picking up kills. Trust me, people get good at dodging your precious lazer.
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Always remember that warding can win games. I've been able to steal Baron thanks to a ward many times, and being able to see where your enemy is is invaluable.
- Blue: Protects your team from ganks during the laning phase.
- Orange/Yellow: Protects your teams buffs.
- Red: Helps you keep an eye on Dragon and Baron.
I did not make this picture, credit to whoever did.
Lux's standard combo is as so:
Early game this should be able to take down a squishy enemy from about half health, late game can completely nuke an enemy if you're fed. Below is a fairly decent video that shows Lux's combo. I would make the videos myself, but my ****top just can't handle it D: Sorry about the annoying music, might want to mute the video :p
Some amazing footage of a Lux getting a pentakill:
Another viable combo is:
1. Trap the enemy in your Lucent Singularity.
2. Land Light Binding thanks to the slow from Lucent Singularity.
3. Finales Funkeln while they're rooted.
4. Detonate Lucent Singularity.
5. Auto attack to proc Illumination.
Making full use of Illumination:
1. Land Light Binding.
2. Auto attack, procing Illumination.
3. Throw Lucent Singularity, detonate it.
4. Cast Finales Funkeln, having it proc Illumination.
5. Auto attack, procing Illumination once more.
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