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Spells:
Flash
Ghost
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Strengths & Weaknesses


Strengths
• Good waveclear
• High single target or aoe burst damage
• Can potentially shield your entire team twice in one spell
• Very long range


Weaknesses
• Extremely dependent on good positioning
• Spells all have long cast animations (delay that makes you stop moving when casting)
• Spells have a slow missle speed, especially Q
• Poor base stats
• Can run oom easily

>>> Scalling <<<

Runes






These runes are mostly pretty standard, you shouldn't find anything terribly surprising. I'll go over why I run each rune and what some viable alternatives are.

Marks
I pretty much always run magic pen on lux. This helps scale your damage and makes you hit most targets pretty hard in the early-mid game.
As an alternative you could viably run hybrid pen in a lot of matchups. Hybrid pen can be very good early game on lux in a matchup where you can auto. Most people actually don't take full advantage of lux's autos in the 1v1 because of how dangerous it can be if you make a mistake. You can get an early point in shield and juts shield yourself as you walk up to your opponent to trade with them. If you play the damage correctly you can basically get two shields and as long as you auto twice you're making good use of your hybrid pen.


Seals
Scaling health is really strong on most mages in the current patch. Lux particularly has pretty low base stats and this helps a lot. It also breaks even with flat health as early as level 6, so definitely worth.


Glyphs
Magic resist will generally be your best option here, unless you're against no magic damage, which is pretty rare between the jungle and mid lane. However I like to be a bit more risky and run no magic resist in most situations. I feel like Athenes usually gives me enough to survive lane and I can get away with scaling AP. I also run 3 magic pen blues to bring my magic pen up to 10.




Lux is a long range mage who has high burst damage and heavily relies on not being in a position to really take damage in the first place. So these masteries reflect that. 21 offense for maximizing your damage and 9 utility to get some movespeed, mana regen, SS reduction and buff duration.


9 utility vs 9 defense
If you're in a particularly hard matchup where you think you're going to get camped an all-inned over and over, then 9 defense might be the best choice. But if you can live without going 9 defense, I think it's far more important to have 9 utility. In the grand scheme of things, 9 defense isn't going to help much past early game and lux is so squishy that you're pretty much going to die if you make a bad enough mistake anyways.

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