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Recommended Items
Runes: Lux vs. AP
+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+6 Magic Resist
Spells:
Barrier
Flash
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Threats & Synergies
Akali
Amumu
Amumu and Lux are a real dream team. His passive increases your damage output significantly and his Q and R prepare your combo in the best way possible.
Amumu
Amumu and Lux are a real dream team. His passive increases your damage output significantly and his Q and R prepare your combo in the best way possible.
Champion Build Guide

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Hey, my name is and I am a

Total (Ranked) Lux Games played: 272
Total (Normal) Lux Games played: > 700
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Lux is a long-ranged Mage, mainly played in the Midlane. She lacks mobility and is extremely squishy.
XXXXXX And in the following, I want to teach you how to be a useful laser-shooting, ADC-disintegrating glass-cannon.
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PRO's:
- long range (outranges nearly all other mages / midlaners)
- relatively safe (+ safe laning)
- good scaling
- AoE damage
- heavy poke
- strong burst
- provides utility (snare



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- very fun to play
- OP laugh
CON's:
- all abilities are skillshots (hard to master)
- looong cooldowns (exception

- no escape
- reliant on team composition
- difficult positioning
- squishy
- mana hungry
- many matchups counter her hard
PRIMARY: SORCERY
I prefer Sorcery as my primary rune path. Let me explain some of my choices and why other choices can work out, too.
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This Keystone causes your damaging abilities to hurl a comet at your opponents location. It deals 30-100 (based on level) (+ 20% AP) (+ 35% bonus AD) damage and has a very low cooldown. It has a great synergy with


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This Keystone buffs either your damage or your shield.
Damage: 10-40 (based on level) (+ 10% AP) (+ 15% bonus AD)
Shield: 35-80 (based on level) (+ 25% AP) or (+ 40% bonus AD)
It can't be dodged but it takes some time until Aery returns to you. This Keystone is a good choice if you want to play in a more supportive way or if you have to face very mobile opponents.
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Upon hitting an enemy with your abilities, Manaflow Band grants you 25 maximum mana (up to 10 times). Upon earning 250 mana, Manaflow Band restores 1% of your missing mana every 5 seconds.
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Nullifying Orb works just as

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Transcendence is pretty straightforward. It grants you 10% CDR after the game passes the 10 minute mark. We need that CDR in order to reach 40% (45%) CDR!
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Absolute Focus grants you up to 40 bonus AP while above 70% of your health. That is quite nice but is not very reliable.
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Scorch sets targets on fire and deals 20-60 bonus magic damage based on level. Its great for very aggressive laning.
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Gathering Storm grants you bonus AP every 10 minutes. E.g. 120 AP after 50 minutes. This rune guarantees you to be a late game monster!
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SECONDARY: INSPIRATION
I prefer Inspiration as my secondary rune path in AD-matchups.
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Cosmic Insight is one of the best choices from the Inspiration runepath. It grants +5% CDR, +5% Max CDR, +5% Summoner Spell CDR and +5% Item CDR. Those are the stats you want to get as Lux, especially the CDR on your spells!
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You receive a biscuit that restores 15% of your missing health and mana every four minutes (until minute 12). Consuming a biscuit increases your maximum mana by 40.
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This rune grants you "Slightly Magical Boots" at 10 min, but you cannot buy boots before then. They give you an additional 10 MS. You may try out his rune if you have a matchup that requires you to rush boots.
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This rune is awesome against AD matchups. It grants you an item called "Commencing Stopwatch". This item transforms after 10 minutes and becomes "Stopwatch". Stopwatch is a mini-Zhonya's that only functions one time, but can be built into Zhonya's Hourglass. Always pick this rune when against Zeds, Talons and Yasuos.
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Minion Dematerialiser is simply awesome. One of Lux' biggest weaknesses is her mediocre waveclar. This rune allows you to kill caster minions with one cast of

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SECONDARY: PRECISION
Precision offers some very useful secondary runes. I prefer Precision as my secondary runepath in AP-matchups.
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Presence of Mind refunds 20% of your maximum mana and 10% of your ultimate's cooldown whenever you get kills or assists. This rune guarantees mana sustain in teamfights and allows you to use Final Spark even more!
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Triump is pretty straightforward. Takedowns (kills and assists) grant a gold bonus of 20 and restore 12% of your missing health.
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Coup de Grace is not a very complicated rune, too. It grants 7% bonus damage against champions who have less than 40% of their maximum health. This is awesome if you want to snipe that one guy who tries to escape.
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Cut down grants up to 12% bonus damage against champions with more maximum health than you. Lux is one of the squishiest champions (that means bonus damage applies to most of your targets) and bonus damage against tanks is awesome!
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SECONDARY: DOMINATION
Domination can be a viable choice, especially for more aggressive players.
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Cheap Shot grants 8-40 bonus true damage against targets with impaired movement. This rune has a great synergy wiht


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This rune allows you to heal when you damage enemy champions (20 seconds cooldown). You heal for 18-35 (+ 20% bonus AD) (+ 10% AP) health (based on level). This rune is very useful in both laning phase and late game.
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Eyeball Collection is a snowball rune. It grants 1 AP for every collected eyeball (champion or ward takedown). Champion takedowns grant two eyeballs. It grants up to 20 eyeball stacks in total. Furthermore, it grants 10 bonus AP once you have reached 20 stacks.
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This rune grants you healing for 1.5% (+ 2.5% per Bounty Hunter stack) of the damage dealt by your abilities. You earn stacks the first time you get a takedown on each enemy champion. The healing is reduced to one third if you deal AoE damage. Basically grants up to 15% spellvamp on your abilities. Although the healing is reduced while playing Lux, this rune can decide between life and death.
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PRIMARY: DOMINATION
Very aggressive players may favour Domination as their primary runepath. I have already explained all suitable choices from this path above, except for the Keystones.
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If you hit champions with three auto-attacks or abilities within three seconds, a lightning strike will hit your opponent. It deals 30-180 (based on level] + 25% AP bonus magical damage. It has a cooldown of 25-20 seconds (based on level). Electrocute increases your burst potential significantly! The Domination path lacks utility for a mage, but favours really aggressive playstyles. It is your choice. I prefer Sorcery due to its reliability and utility.
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Damaging a champion below 50% of their maximum health deals 20 − 60 (based on level) (+ 5 per Soul) (+ 25% bonus AD) (+ 15% AP) bonus adaptive damage and reaps 1 Soul. This cannot happen again for 45 seconds, resetting to 1.5 seconds on champion Damage rating takedown. Dark Harvest is weak in lane, but adds a significant execute damage to your spell rotation in mid and late game.

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Barrier is rarely seen but one of those spells that are good on specific champions. In this case, it is the best choice (besides






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Flash is THE indispensable summoner-spell on Lux. She lacks any source of mobility, gapcloser or dash and therefore is extremely reliant on Flash. This spell is great to escape ganks, dodge several deadly abilities or to get in range to kill your opponent. Always pick up


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Exhaust is a good choice on Lux. It slows your opponents by 30 percent and denies 40 percent of their damage. You may choose exhaust if you have to face hard counter matchups and wait until you get the opportunity to use it right. For example: exhaust your opponent when your jungler is about to gank. It will deny him from getting to his tower. But in most situations exhaust is used to save your own live. Exhaust your opponent if he is about to burst you down (e.g. Zed's


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Cleanse can be a very good spell if used right. If you have to face matchups with hard CC and burst (e.g Annies





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You could think about picking up Teleport if you get a matchup that won't be in your favour or if you have the certainty to win a lane. If behind, use Teleport to get back to your tower quickly or to gain feed from other lanes. If ahead, use Teleport to snowball even harder and wreck other lanes, too.

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Some Lux players like the combination of Ghost and Flash. Ghost can be used in a defensive and an offensive way. You can use it to escape a gank or to get in range to finish your opponent. It can be a viable choice on Lux. Feel free to try it out!

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Some Lux players choose





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We do not play very aggressive, we poke, burst and (try to) carry. Therefore we do not need ignite. It can bring you ahead in lane, but using it in mid/late game can bring you in serious danger. And a dead Lux is a bad Lux. Personally, I chose survivability over risk. It is a question of playstyle.
Starting Items
Personally, I prefer starting with


Final Build

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Sorcerer's Shoes grant you +18 magic penetration. You will need this extra penetration in order to shred your opponents MR (magic resistance) and therefore to deal more damage. Do not buy cooldown boots (


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Luden's Echo is your core damage item. It grants you everything you need: 90 AP, 20% CDR and 600 Mana. Furthermore, it grants you a recharging passive that allows you to deal an extra 100 + 10% AP damage to up to four targets. This item was made for Lux and should always be picked up.

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Morellonomicon grants you 80 AP, 300 health and +15 magic penetration. Furthermore, it causes your spells to inflict grievous wounds which reduce healing. If you need the gievous wounds effect (e.g. against Vladimir, fed lifesteal-based ADCs, Mundo etc.), complete Morellonomicon after Luden's Echo.


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Rabadon's Deathcap is one of the standard items for most AP midlaners. It will give you a huge amount of AP (120!) and an extra 40% AP bonus. Buying Rabadon's Deathcap will give you a strong powerspike as it increases both your burst potential and shield value.

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Zhonya's Hourglass is a very gold efficient, fun and important item. It provides you with 75 AP, 10% CDR and 45 armour. These stats make Zhonya's very useful against AD matchups. The glorious active effect grants you invulnerability for 2,5 seconds. Zhonya's can save your live in so many situations! It is an essential part of a defensive playstyle. I pick up Zhonya's in almost all of my games.

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Void staff is an important item on almost every mage. It will provide you with +70 AP and causes your spells to ignore 40 % of your opponents MR (magic resistance). Voidstaff will give you a huge powerspike, especially in combination with

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Build Order
Build order is, as always, situational. In general, you want to get your





When against AP opponents, go for





You have to decide between maximising your burst potential or increasing your survivalbility after you have completed your core build. Go for



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Situational Items

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Lux is one of the few champions who is able to utilise this item successfully. Try out the Soulstealer if you are very very very ahead in lane. Then try to stack it up by roaming bot or top. This item will help you to snowball even harder and totally wreck your enemies. But be cautious, this item is based on high risks and high rewards. If you lose all your stacks, it is a waste of gold. The Soulstealer can grant up to 145 AP and a bonus of 10% movement speed once 10 stacks are reached.

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This item grants you 75 AP, 10% CDR, 60 MR (magic resistance) and a recharging spellshield. It is a really good choice against AP assassins or burst mages. It grants you all the stats you need to deal damage but also increases your survivability significantly.

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Ardent Censer is meant to be an item that is used by supports only. It can be a viable choice due to Lux' inbuild supportive abilities. Ardent Censer grants you everything you need: 60 AP, mana regeneration, +8% movement speed and 10% CDR. But it also grants 8% increased shielding power and a special buff. All of your shields on allied champions grant them attack speed and on-hit magic damage! Ardent Censer can be a very useful choice if your team consists of champions that mainly use auto-attacks.

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Twin Shadows are a second, more defensive, MS-based item option. This item grants you 70 AP, +10% CDR and +7% bonus MS. It's active effect allows you to slow down those who chase you or those who are chased by you. It's worth a try.
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Elixir

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This elixir provides you with 50 AP, 15 Mana Regeneration per 5 seconds and bonus 25 true damage on your abilities and auto/attacks. This works against turrets, too. Always pick this up if you have completed your build or if you are very ahead in midgame.
Pick (E)






Passive-Illumination
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Q-Light Binding
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W-Prismatic Barrier
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E-Lucent Singularity
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R-Final Spark
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What did I do in the picture above? Well, this picture shows what your primary task is. You have to search for a safe postition, then utilise your long range to catch squishy targets (the enemy ADC/midlaner by preference) and delete them with your ability combo. What are safe positions? And what is your ability combo? Good questions. It depends on the situation whether your position is safe. A brush or a spot behind a wall can be safe positions. As long as your opponents have no vision there, they won't be prepared to get blasted away. Standing behind your teams frontline (the more tanky champions) is also a safe position. Your long range allows you to pierce through the enemy's frontline. And your ability combo is basically the way you link your abilities in a certain array. While laning, try to hit













If you play against Lux, you will recognise a good Lux player by how he chains Lux' abilities + passive in order to maximise her damage output.
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You need to know that her laning is very reliant on the matchup. There are matchups you will win easily by outfarming and killing your opponent and there are matchups you will have to ride out and wait for your jungler to gank. This fact should be considered in terms of item build and choice of summoner spells. In addition to that, you should know that I am writing about my personal playstyle.
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Farming
As I told you before, your first skill to max and Lux' primary farming tool is




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When should I go back to base?
There are two possibilities depending on whether the matchup is AP vs. AP or AP vs. AD.
AP vs. AP: try to stay in lane until you have around 1300 gold. Port back and purchase

AP vs. AD: there are two options. You can try to stay in lane until you have around 1200 but at least 1100 gold. Recall and purchase



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Warding
Warding wins games (and lanes!). That rule is one of the basic principles of this game. Lux' mentioned lack of mobility makes it even more important. A small overview on warding should provide you with all the necessary information.
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Yellow dots: "early alert"-wards
Red dots: useful control ward-spots
Blue dots: common ward-spots
Pink dots: "Faker-ward" (vision on river + jungle)
Purple dots: blue buff (try to steal it with

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Harrassing/Trading
As you already know how Lux' kit is working and how to chain her abilities, there is not that much to explain on how you poke down and kill your opponent. It is all about utilising your very long range and good mana-managing. Lux has a relatively high auto-attack range (550), therefore it can be very useful (in the early game) to attack your opponent with auto-attacks, even if he does not have the






















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You are getting ganked! What now?
There are lot of possibilities to get ganked on midlane, but there are a lot of possibilities to escape ganks, too. The picture below should help you to react to ganks. Try to escape into the opposite direction of the gank but prioritise to get to your tower. Once you have gained some experience as a midlaner, you will get a feeling for ganks and whether you should use

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Do not expect that your jungler is always ready to countergank. Care for your own safety and ward!
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Winning
If you keep in mind how to handle Lux' kit, her strengths and weaknesses, you will be able to get through a good laning phase. Winning your lane is a good combination of farming, harassing and killing. And after reading this guide, you will hopefully be able to connect all three. But you should know that winning a lane is worth nothing if it caused other lanes to lose. It is not worth it to get an advantage of 20 CS or your opponents' tower if he roamed bot/top three times, killed five of your teammates and helped his team to get dragon or rift herald. Be careful while following roaming enemies and always tell your teammates if they have to expect a gank.
















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In late game,










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"Just insult his feelings. Zed players are super insecure, hence the need to make cool plays." (https://www.youtube.com/watch?v=b_rJxttUyN8)
When do I pick Lux?
That is a good question and reliant on different factors. First one is your personal experience and skill with Lux. You should know best about this factor. Second one is the enemy midlaner. Does he counter Lux hard? Does he have a good sustain? Are you used to play against him? Third one the enemy jungler. Is he able to assassinate you, keep you out of fights or lock you down? Fourth factor is the enemy team composition in general. Is their team good in the early game? Is their team focused on very mobile champions? Fifth factor is your team composition. Do you have CC champions that can protect you and lock down targets? Is your team focused on champions that bring good poke into the fight? These are factors you should keep in mind when picking Lux. By now, you should know what Lux' strenghts and weaknesses are. Keep all those factors in mind and ponder whether you should be able to play her successfully or you if you will likely be focused down and feed.
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To help your with your decision, I listed some champions and matchups.
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Synergy
Jungle:







Support:




Top:




ADC:




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Counterpicks
Mid:





Jungle:






Top:




ADC:


Support:




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Unfortunately, it's quite easy to counter Lux with items. AP midlaners should go for









1. Lux Subreddit
2. Lux Champion Statistics
3. Lux Champion Statistics 2
4. Lux Champion Statistics 3
Thank you very much for reading my first guide on how top play Lux!
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