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Lux Build Guide by Supportdaddy

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League of Legends Build Guide Author Supportdaddy

Lux Support by Pulse eSports' Evaniskus

Supportdaddy Last updated on January 24, 2013
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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: 1

Honor Guard

Defense: 8


Utility: 21

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Hello, I am Evaniskus formerly known as Support Daddy. I play for Pulse eSports, an up and coming team in the North American scene. Last season I sat around 2300 with a top elo of 2450. Our team is known from TSM tournaments(placed 2nd in one), ranked 5s ladder, and LA season 3 live qualifier.

Lux is one of my go to champs in solo queue, I prefer to play a champ that is out of the ordinary especially one that is fun to play!

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Pros / Cons

Lux is one of my favorite supports, she is a utility champ that has the ability to make offensive and defensive moves.


+ Short Cooldowns
+ Vision Spells
+ A lot of CC
+ Long Range
+ Synergy with almost every carry and jungler
+ Laser
+ Ability to double shield your entire team if aimed properly


- Squishy
- High mana costs and CD's
- Low AP ratios (you don't build much AP if any at all)
- Skillshot based
- Low damage without items
- Becomes a shield/snare bot in mid/late game.

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Set 1: Aggressive Lane

... Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Gold

AD reds for spamming auto attacks and armor yellows for AD based laning these two combine for better trades. Flat Magic resist glyphs or magic resist per level glyphs enhance tankiness, this helps against magic harassing ads/supports such as Corki/Ezreal or Lulu/Zyra. Gold per 5 quints are essential on most supports since they are key to getting items with lack of farm.

Set 2: Safe Lane

... Greater Mark of Armor
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Gold

Armor reds will provide extra safety in lane protecting you against minions and auto attacks. Armor seals will provide you with increased results or if you are feeling confident swap those out for Greater Seal of Gold, these will help you reach core items faster and get you more armor than you tanker than with armor seals. Again magic resist glyphs are the most effective on supports since you will need some sort of magic resist to not get one shot by the enemy AP carry. If you want items and wards keep the gold quints.

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I find that utility is the most effective route since Pickpocket , Wealth , and Hardiness are core to victory. Pickpocket & Wealth help you reach key items as soon as possible. The hardiness gives you enough armor to win trades in auto attack battles.

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When Should Lux Be Picked?

Lux plays well in a team with multiple melee champs, poke/catch comps and AoE comps. It's really hard to find a team comp she wouldn't fit in because of her utility.

Lux goes hand to hand with champions that have a nice burst such as Ezreal or Graves, level 6 a good snare and your enemy is dust.

You shouldn't pick Lux if you see your enemy pick gap closers that cant be slowed or snared before they reach you. In lane you can only disengage off cooldowns so it is very hard to manage a blitzcrank or leona where outside of lane it takes one good disengage to save your team.

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I prefer Exhaust and Flash. Some may swap out heal for exhaust but I like to play an aggressive lane as Lux.

Flash is required on Lux due to her minuscule health pool, it will help you bait out damage, reposition for a catch/dodge, and get yourself out of sticky situations.

Exhaust can shut down an AD carry from killing you or teammates and can also disrupt an enemy carry's positioning. Try your best not to use exhaust on an enemy support unless it is really necessary.

Heal is a spell i try to stay away from, usually when laning with pulse castro he stays away from hypercarries such as kog/ Ashe, we don't like playing on the backfoot but if you are planning to play defensive heal is an alternative to exhaust, also works well if enemy carry takes cleanse since heal cannot be cleansed by an enemy.

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Starting Items:

+sight wardsight wardsight wardsight ward+

sight wardsight ward+ +
Start off with a faerie charm + 4 wards + 1 pot or 2 wards + 1 vision ward + 1 pot.

Base Items:

philosopher's stone

From here you can finish the philosopher's stone and rush a sightstone. If you are struggling with positioning upgrade your boots if necessary.

Situational Items:

shurelya's reverie
.............zeke's herald

After your base items you should decide between a Shurleyas, Zekes, or Solari. Depending if your jungler builds a Shurelyas you can go for two or rush straight to zekes. A Locket of the Iron Solari is good in the situation of an enemy AoE composition. A Shurelya's Reverie is also a great choice at any time. It allows your team to quickly engage an opponent being in a bad spot or caught by a crowd-control ability. It also let's you disengage when you need to. A Zeke's Herald should be built when your team is AD or auto attack centric (three or more), but can also be built with just two AD Champions on your team.

With the new Sightstone (700g) addition in season 3, it pays for itself in 9.3 wards. With the non upgraded sighstone, you are able to place a total of 4 wards having 2 out at a time. You can stay in lane for a total of 6 minutes with wards giving you vision of commonly ganked areas. This means in 2.5 backs it will have paid for itself in wards and then it is essentially free wards for the rest of the game giving you extra gold to buy more items to support your team. You should upgrade your sightstone to a Ruby Sightstone (600g) by no later than 25 minutes. It will give you an extra 200 health on top of the 100 health the sightstone gave you for a total of 300 health. You can place 3 wards down at a time and had 5 wards available total.

Even with the Sightstone or Ruby Sightstone you should still be purchasing wards. It would take a 2+ hour game to hit six items if you are in the right areas with your team(not split pushing as a support). If the one time you reach that maximum endgame point you can purchase a final tier item such as a Guardian Angel or a Rabadons Deathcap.

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Ability Order

Put one point in Light Binding or Lucent Singularity at level 1. Light Binding for an aggressive start or Lucent Singularity for facechecking bushes to prevent early ganks.

After you have one point in both of those skills you should focus on maxing Prismatic Barrier -- the core of winning trades and saving your team in cluttered fights.

Be sure to spec a point in Final Spark whenever possible to help you burst squishy enemy carries early game.

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Lane Phase / Early Game

In lane you want to continuously harass your opponent, a good time to harass is when you are out of range of the ad to hit the support or hit the ad when they are farming or occupied with their ad. A good snare will allow you to proc your passive then hit your slow and proc another passive.

Using Light Bind in laning phase will create big kill opportunities each time it is landed if followed up upon properly. Make sure you throw your shield to your ad right before trades and if they are caught out with some sort of CC. You can use your E to give yourself vision of brushes that are unwarded before you ward them or if you know a gank is incoming.

When you reach level 6, land a snare on a target and you and your ally(s) should be able to destroy that target. There are huge consequences for missing a Light Binding in laning phase. If the Light Binding is missed, both you and your carry are at risk if you both charge in. The enemy can either escape freely or turn around the entire fight directly off of the miss of Lux's Light Bind.

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Mid / End Game

As Lux support you want to stand behind your team when engaging, when siegeing towers you should stand near the front behind a bruiser that will allow you to catch an enemy and engage on them.

Holding your Lucent Singularity in key areas can keep an enemy team at bay for a good catch or keep them from getting a good position. Five man shields with Prismatic Barrier can absorb massive amounts of damage taken. Light Binding snares can be used to catch up to two champions in retreat or chase scenarios. Your Lucent Singularity can be also used to scout brushes when invading, while your short cooldown ultimate, Final Spark, can be used to steal buffs and objectives, deal damage, stop enemy's from recalling, or scout large areas.