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Spells:
Flash
Ignite
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction



Pros![]()
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Cons![]()
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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 ![]() |

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 ![]() |


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I think ![]() ![]() ![]() ![]() ![]() ![]() |
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
You should eventually build up to this and from there on, you should begin to build your full build.









Item Sequence






Rabadon's Deathcap
3500

Athene's Unholy Grail
2250

Lich Bane
2900

Zhonya's Hourglass
3250

Void Staff
3000

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This item provide Magic Pentration - stopping your opponent from sponging up your magic damage. |

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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! |


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This item contributes to your damage massively. Since your passive, ![]() |


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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! |

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



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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 ![]() ![]() |

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If you can't get around how squishy you are then by all means grab one of these over your ![]() ![]() ![]() |

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Since ![]() ![]() ![]() ![]() ![]() |
Pulling
When pulling for your jungler you have a choice to either use




Alternatively, you can use



Invading
When invading, take your first point in


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!



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.
If you get ganked or invaded instantly it would be nice to have

If you find yourself to be in a 5v3 fight (your team vs 3 of them) you may want


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.
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)!
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...


Early game:
In the early game phase, you want to use






Mid/Late Game:
(obtaining
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...
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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