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Thanks for your feedback. I will give this guide some overwork (probably) over the next week, by adding different builds and review the structure of the guide as such (I posted the guide 1 day before mobafire added the new style stuff -.-).
Q, E, R and DIE **********ER DIE!!
Good and thorough guide.
It seems like a weak build, since the 2nd RoA is really enemy dependant, but it gives you limitless mana, great HP and survivability, 60% spell pen and more. Though from reading your build i might switch to perminantly getting an early Tears for an Archangel since after thinking about it while writing this overly long message did i consider it being a much better idea for damage output (though i seem to hit 30 second lazer beams for 800-1200 with my style... your's will probably make it much higher :P)
This might work in very low elo normal games, but it wont work against competent people that know not to focus the tank, not gonna leave a rating untill u do something about it
I've found the CDR boots not that great on Lux, since I frequently get the Golem Buff. However if you pass on getting the buff for your teammate they are a viable choice.
@Shm0: The problem is that you never know how long a game will last. A fully charged scepter is very strong. But I generally agree with you which is why I get Rod before Archangels in addition to the other two reasons (survivability boost in mid game and rather low manapool so the Archangels passive won't be that great). It's all about personal judgement anyway.
I have to disagree on the rune thing with you though. Of course HP helps you to survive longer (even if its just a hit or two) under enemy fire which buys time for further actions (a mate comming by/cooldown running off/fulfill castanimation/a DoT expiring). The games where I got significant mana problems were very rare which made me never want Manaregeneration runes. Of course your playstyle and the game situation have a huge impact on how you need or may not need manaregeneration.
As said in the guide text, if you need more manalasting capacities I'd advise you to get Clarity (also boosts you mates mana) over Ignite and if you need an escape mechanism get Flash or Ghost.
If you add up all those rune regeneration you'll get 16,2 / 5sec at level 18. Clarity on level 18 gives you exactly 700 Mana resulting in a total 19,44 / 5sec (((160 +30*18)/180)*5) for your alone. Considering that Clarity fills up the Mana of your mates by the same amount (skill it if you got it) its the much better choice then getting the runes.
Also, vitality runes? 180 extra hp will not help you escape death - it's better to get mana regen for this.
Good work tho. :)
GOOD STUFF!