This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Clarity
Flash
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction
I tried some builds here on mobafire, and came up with my own one, with which I can carry a team to victory.
I love playing Lux. And I think, handled properly, she is one of the best AP Carries in the game. Lux has the range and the damage output, to be the personal nightmare of most champs.
This is a guide to Lux on Mid Lane. (She's pretty useless on other lanes)
Some intro to Lux herself:
Lux is NOT a burst damage champ. Not at all. I don't play her as a burst damage dealer, and my build doesn't make her one. My game with Lux is about waiting and harrassing the others mid. If you are looking for an insta-10second-ultra destruction build where you can be very aggressive and dominate the mid lane right on, this might not be the right build for you. If you are looking for a sustain build, which can carry a team and offer pretty good support (although no heal), this is the right one for you.
How I play Lux:
I play Lux as a slow building, mid & late game dominating champ. Champs like Annie or Brand will get you a kill right on at Level 6, but Lux (mostly) wont.
Illumination
- Illumination is your best friend in fights against champs, whos range is less than yours.
- It is your worst enemy in fights against champs with a range greater or equal as yours.
- Also, it's a wonderful last hitting tool (on champs and minions)
Light Binding
- Light Binding is your best tool to escape ganks, and avert attacks on you. If you see someone charging towards you, or the jungler appear from the bushes, bind him, and run. Run to your tower. Lux is squeeshy, and can't take much punishment. You can't attack two people at the same time.
- Light Binding also saves you from tower dives. If someone charges you into your tower, wait until they are in range of the tower and bind them. Depending on your skill and health, you can land a kill by throwing a
Lucent Singularity onto them and triggering
Illumination. - Light Binding can also save team mates. You top priority is to run AND save your team mates. Lux can't take much damage and has little health. This build isn't going to change this fact, so making your team mates survive is a top priority.
Prismatic Barrier
- This is a great tool to reduce incoming damage. Whenever you completed your attack combo (
Light Binding ->
Lucent Singularity -> Finales Funkeln), cast
Prismatic Barrier and run. Lux has a pretty high cool down time (especially in the beginning of the day), so running to the next tower will be your best chance to survive. - This is also a brilliant tool to increase the survivability of your team in late game. Especially protecting the AD Carry with
Prismatic Barrier is a good way to keep the carry alive.
Lucent Singularity
- Lucent Singularity is a great damage dealing spell, as well as a great zoning tool.
- Lucent Singularity can help you escape, and deal damage. Cast it behind you, run, and if the enemy champ is on the edge of your
Lucent Singularity, trigger it. If you are low on health or the enemy champ is a nuker, like
Annie, don't try to trigger
Illumination. - Lucent Singularity is a great tool to farm. If you already have
Rabadon's Deathcap, you can instanly kill the caster minions with your Singularity.
Finales FunkelnFinales Funkeln
- Finales Funkeln is, if well placed, a pretty good finisher and can get you up to a quadra kill.
- It's mostly a farming tool and a finisher. Use it to farm a complete wave after you got
Rabadon's Deathcap, or preventing the enemy team from pushing a tower, by nuking their minions away, before the tower attacks the minions. - Don't be afraid to spam your ultimate. It will be ready every 30 seconds. This makes it perfect for farming or preventing an enemy champ from pushing towers. Also, a well placed Ultimate makes a push on mid pretty fast useless.
ClarityI think this is a necessity. Lux is incredibly Mana hungry and you (most of the time) can't have the first blue. Lux depends on Mana. So
FlashA no brainer on a squeeshy champ. The moment you see the enemy mid champ charge towards you or the jungler appear from the bushes,
IgniteThis is also an option, instead of
Spells you wont need nor should you take them (for this build):
You can exhaust with
If you need heal, you shouldn't play Lux. Heal does not benefit a long ranged caster like Lux.
If you take promote, you are doing something wrong. Promote does not benefit Lux AT ALL. You neither want your lane pushed nor do you need a promoted minion for tower pushing.
This can be an option instead of clarity, but I would prefer to get a
Teleport is mostly useless on Lux. You are fast, you can defend towers by nuking away minions attacking it with
This *could* be an option, instead of flash, but only in combination with
If you are Level below 10 and you get killed a lot, you should take this instead of
It could help you get that extra damage into your Finales Funkeln, but as my build is more centered about sustain in the early game,
Greater Quintessence of PotencyThis gives you an edge in early game. +15 ability power makes your
Greater Seal of ClarityAs you progress through levels and get stronger, this helps you with your Mana problems in early game. I prefer these over Greater Seal of Replenishment as it gives you an edge in late game. You could substitute these with Greater Seal of Replenishment, if you can't get around your Mana problems in early game. But if you have
Greater Mark of InsightThis gives you an edge in early and mid game. It helps you get more bang for the buck, as my build is centered around AP, this also helps a bit in mid game. Don't get me wrong, these runes will help you in late game, but you will never be able to snipe a tank, which builds around magic resist. These runes help you get a kill early on, as they negate the enemies champ base magic resistance.
Greater Glyph of ForceThese are very good in combination with
Summoner's InsightThis is a good idea, considering that I propose
Runic AffinityIncreases the duration of Blue Buff and is therefore a good idea.
The offensive skills should be pretty clear why, except since I don't use





You must be logged in to comment. Please login or register.