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Lux Build Guide by Airzel

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League of Legends Build Guide Author Airzel

Lux - Illuminating the scoreboard [AP Mid]

Airzel Last updated on November 1, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Hello and welcome to my Lux guide, my second guide on Mobafire! I love Lux - she's one of the best mages in the game but she's underrated and since she's a support, gets quite a lot of abuse when taking her mid. People who say stuff about Lux mid simply don't know how she works! Now, let get on with this!

Finales Funkeln

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Pros / Cons

  • She has 2 CC: a slow and a stun.
  • She can shield herself, and others, from damage.
  • She has an ultimate with an amazing range.
  • She has amazingly high burst damage early game
  • Due to her burst, she can carry short games
  • Suffers mana problems early on
    (until you get Chalice of Harmony)
  • She falls back a late game,
    becoming more of a support :(
  • It can take a while to get used to her playstyle

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Greater Quintessence of Ability Power

Greater Glyph of Ability Power

Greater Seal of Mana Regeneration

Greater Mark of Magic Penetration

I choose to use flat AP quints and glyphs because they give you the ability to deal more damage when you trading hits and farm with ease. They also provide you with more AP when it comes to that Rabadon's Deathcap.
Greater Seal of Replenishment When it comes to seals you are left with 4 options: Health regen, Mana regen, armour or magic resistance. Lux's kit allows you to avoid your enemy getting to close with her stun and slow so I don't worry too much about health regeneration or magic resist. Usually, when playing mid the enemy will be an AP so armour runes aren't necessary unless you are preparing for ganks. Although, Lux's spells guzzle down your mana early game so until you get that Chalice of Harmony, you will want all the mana regen you can get.
Finally, we have marks. Marks are best at providing attack damage and armour/magic penetration. Lux, being a mage, benefits from the magic penetration but a little AD wouldn't hurt as you will be auto-attacking often too.

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Lux needs to be able to throw out as much damage as possible early game so building offence masteries is somewhat a necessity. Summoner's Wrath allows you to continue doing damage, with the extra 5 AP and AD, after using Ignite. It may only be a 3 AP boost from Mental Force but every little bit helps. Sorcery then gives you a nice early chunk of CDR (cooldown reduction) allowing you to harass your opponent more often. Arcana Knowledge gives you a nice 10% magic penetration so it will help you get them early kills. Havoc then increases the base damage that your abilities deal along with the damage dealt by your auto-attacks. Blast only gives an extra 1 AP per level but once again, every little helps. Archmage gives you an extra 5% AP so all that AP you just built goes up even more. Finally we have Executioner which gives you an extra 6% damage when fighting against an opponent below 50% HP.
I think Lux could benefit from a 9/0/21 considering there's a lot of CDR and Mana regen in the Utility Tree yet her objective isn't to support in this guide - its to kill for herself! For this reason, this tree only has 9 points in it which have been put into: Summoner's Insight to reduce the cooldown of Flash, Expanded Mind so you can throw out a few more spells quicker due to little extra mana, Swiftness so you can chase easier and Runic Affinity because it increases the duration of blue buff when your jungler gives you one.

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Starting Items

This is a popular setup for most champions: Boots of Speed with a mix of Health Potions and Mana Potions(either or both). It allows you to escape from ganks easier and stay in your lane longer after taking hits (use Health Potions) or after harassing and running out of mana (use Mana Potions).


This item is a nice starter for those who are more familiar with Lux's play-style and know her limits. This allows you to hit harder on your enemy and most likely kill them before the other way around. It also provide you with some mana regen allowing you to farm with your Lucent Singularity more often. It gives you an extra 80 health for a little more lane sustain. Also, since you build 2 of these at the start anyway, it just means you can spend less money later on getting just boots as Health Potions shouldn't be needed as much due to the semi-defensive playstyle you use until you get your Boots of Speed You should eventually build up to this and from there on, you should begin to build your full build.

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Items (Full Build and Core Items)

Item Sequence

Rabadon's Deathcap

Athene's Unholy Grail

Lich Bane

Zhonya's Hourglass

Void Staff
This item provide Magic Pentration - stopping your opponent from sponging up your magic damage.
Providing 140 AP along with 30% total AP boost... anyone who doesn't get this item on most full AP builds are just not right in the head!
This item is great - it gives you base mana regeneration along with increasing your mana regen by 1% for every 1% mana you're missing! Also, it gives you 15% Unique CDR (so it doesn't stack with other Unique CDR) and it also restore 12% of your max mana when you level up! Its an all around great item!
This item contributes to your damage massively. Since your passive, Illumination, requires you to auto-attack the target with the mark applied this item lets that attack deal bonus damage equal to your AP after using an ability. Great or what? It also gives you bonus AP, mana and movement speed!
100 AP! A little armour and an amazing passive. Some people are like - when am I ever gonna use this s***ty passive? When you get focused in a team fight? It means they're busy attacking you then you pop this and suddenly they HAVE to change target until the 2 seconds is over. By that time, your spells may be off CD so you can contribute to damage or stun/slow them to get away or your team may of killed one of them so you now have the upper hand!
This item gives you magic penetration... a big fat whopping 40% of it! This allows you to hit your spells with more bite than normal. Plus, you get an extra 70 AP! BAM!

Core Items

These items should always be in your build. The rest of it you can swap around needs and preferences.

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Alternative Items

Sometimes the original build may not be working as well and so you may need to change it up a bit...

This item is a bit more late game when people may choose to focus you with some hard CC. Your kit can practically counter it by just hitting them with CC too but of course if your stunned it may help to have a little tenacity. Its much better to swap your Sorcerer's Shoes for these than swapping one of your core items for something bad like a Moonflair Spellblade.
If you can't get around how squishy you are then by all means grab one of these over your Zhonya's Hourglass or Void Staff. The passive slow is somewhat useless because when you stun with your Light Binding they are stunned for 2 seconds - 0.5 seconds longer than the slow from this item - and you will usually hitting them with your Q as it is part of your damaging combo. Although, your Lucent Singularity] and Final Spark ([[Finales Funkeln will have chances to apply the passive so it is slightly useful hence why I said "somewhat useless".
Since Lux falls back late game, becoming much more of the support she is, an item like this can allow you to continue bursting down your foes. If you do plan on getting this, make sure to get a Kage's Lucky Pick after your Chalice of Harmony because it can help you grab the gold you need until you decide to build up to this. This item will provide you with 80 AP and some CDR but because its a Unique Passive it will not stack with your Athene's Unholy Grail's CDR. Once again if you too plan on incorporating this item into your build, make sure to swap either Zhonya's Hourglass or Void Staff.

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Jungling - Pulling and Invading


When pulling for your jungler you have a choice to either use Light Binding to stun the larger creep ( Ancient Golem / Elder Lizard ) along with 1 of the smaller creeps. Then, auto-attack each of the stunned creeps once to detonate the Illumination mark.

Alternatively, you can use Lucent Singularity to set a slow under the targets then auto-attack the golem once so it moves then detonate Lucent Singularity and auto-attack each creep once to detonate the Illumination Charge.


When invading, take your first point in Light Binding so you can stun up to 2 enemies, since Light binding hits up to 2 targets, that you find along the way. Don't forget to detonate the Illumination mark on both enemies.

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Farming is extremely easy with Lux! Just use your Lucent Singularity on a low-health creep wave and chuh-ching - gold earned! Simple really. This also means that when your enemy is hiding behind the creep waves, so they don't get hit by your Light Binding, you can harass them at the same time as long as they're close enough!

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
You should always save your first point so that you can add a point in a certain skill to counter the situation.
If you get ganked or invaded instantly it would be nice to have Light Binding to stun 1 or 2 of them.
If you find yourself to be in a 5v3 fight (your team vs 3 of them) you may want Light Binding to stun them so they can't run or Lucent Singularity for the AoE (area of Effect) damage.

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How to burst! (Skill Combos)

In this section, when you see a Long Sword it means you should auto-attack. So...

...would mean Use Light Binding and then Auto-Attack.

Early game:

In the early game phase, you want to use Light Binding to stun them and immediately throw down your Lucent Singularity. Your opponent will be marked with Illumination from Light Binding and when Lucent Singularity detonates, they will be marked again so you must auto=attack them before detonating Lucent Singularity. Then, after detonating it, you must auto-attack once more to detonate that. Finally, if you do it fast enougth they won't be able to react to your ULTIMATE: Final Spark ( Finales Funkeln)!
Finales Funkeln

Mid/Late Game:

(obtaining Lich Bane)
When you obtain lich bane you want to auto-attack after every spell so this slightly changes the original combo (the Early Game one) to this...
Finales Funkeln

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Why don't you use Lux's Ultimate to detonate the Illumination mark?

An auto-attack deals the damage of the attack along with detonating the charge. This means you deal that little bit more damage. Although, when you obtain Lich Bane the auto-attack damage is increased even more and when you detonate with Finales Funkeln you don't deal any extra damage (it just does it's damage and detonates the charge).

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  • I worked on this guide by myself.
  • The dividers used are created by "jhoijhoi" so thanks to him!

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Update Log

[1 Nov 2012 / 15:38]

  • Released Guide