Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Build Guide by

Not Updated For Current Season

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.

Rating Pending
Like Build on Facebook Tweet This Build Share This Build on Reddit
League of Legends Build Guide Author

Lux, the Guarded Light

Last updated on March 4, 2011
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!

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

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

LeagueSpy Logo
Middle Lane
Ranked #20 in
Middle Lane
Win 53%
Get More Stats

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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 21

Table of Contents
Guide Top



As one of my first builds since the site itself has updated, bare with me. However, I've played LoL long enough and I've never loved a character more than I have my Lux.
This build should serve all those players who are looking for a caster with survivability that can also snipe kills...and not just with the ultimate :D

The main idea of the build is to have a sustainable Lux that can illuminate the other team, to death.

Guide Top


Now for Runes, I've got to be honest I'm new to them.

First off, our Marks. For me, I've always seen having Penetration runes gives you an edge. Especially early game, since in this build we won't be getting our Void Staff until after our RoA. Therefore I say, build MP Marks just so that you can get rid of some of that pesky, annoying passive MR champions have and hit harder.

With our Seals, I suggested the MP Regen/5 Runes. Normally when I lane, I'm constantly harassing with Lucent Singularity, and even our Light Binding every once in a while, to keep them in range of the Lucent Singularity. This can leave us mana starved early game, so I propose the MP Regen for early game, and even late game because well, it never hurts.

On to Glyphs...I went with AP per level. Mainly due to the build I chose. With RoA our stats are on a constant rise along with our Archangel's, however you would hope to have that maxed soon. The idea of rising stats is that the bonus end-game is almost breath-taking, even on Health wealthy champions.

For Quintessences I went with AP per level as well. With these AP per level bonuses you find yourself just over the 600 AP mark, and the idea is that if the game doesn't last that long you've got substantial AP from the Runes regardless.

Guide Top


With Masteries I went with the usual Utility/Offense build. In it we get our usual CDR and Mana/Mana Regen, but we also get that sexy AP addition and a 15% MP bonus.
Coming out to 9/0/21.
For some people however, they go into Utility Mastery bonus and the Greed talent in Utility. The object of that is to obtain a Golem buff whenever possible and hold one, dropping the passive mana increase from utility.
I don't see the use of this, because with the Expanded Mind talent you also buff your AP a small portion with your AA Staff. But then even WITH the Expanded Mind buff, I still see the usefulness of obtaining Golem whenever possible, if only for the CDR.

Guide Top


As far as my items go, they were chosen for Survivability and Burst on most normal characters.

Doran's Ring is usually my first item. With the Light Binding as my first skill it's easy to run out of range after a snare to avoid being hit. Health Potions aren't normally needed. But if there IS a need for Health Potions, mainly due to being new to Lux, start with a Meki Pendant and 2 Health Potions.

Normally I'll lane long enough until I can afford my Ionian Boots of Lucidity, which I take for the CDR on our Snare and our AoE slow. When you've got running down you should be able to slow them long enough to run out of melee range then turn and quickly cast Light Binding on them to hold them in place, giving you an easy escape. The idea is that with CDR on these two spells, if you happen to have a long run ahead of you, you'll be able to cast them in succesion to say if the enemy champion has Ghost or Flash. Or even if you're Exhausted.

Next I like to get my Tears of the Goddess to build up my mana while I'm laning, but only until I have the gold for Archangel's Staff. This build up of mana should support constant spamming of skills which is needed to be a successfully laning Lux.

Rod of Ages is my life saver. It alone gives me sustainable health and additional mana to steadily cast with. Having the Health could also turn enemy attention to another, squishier player, leaving you free reign to SAVE said player in a snare, slow, ulti combination. Gotta love it.

Next we grab our Void Staff. I chose the Void Staff to buff your MP runes. Normally without it you would have 8-9 points of MP but with Void Staff you reach a nice 48.55 MP which takes care of most natural MP resistances, if not halfing the enemy champions MR nicely.

Next we'll move on to the normal Rabadon's Deathcap which has taken the place of Zhonya's Ring. It gives that always sexy % Ability Power bonus + the regular AP from the item itself.

Your next item is a toss-up, yet I usually go with what I have listed.
To obtain your next item, sell the Doran's Ring and choose between either Morello's Evil Tomb or Zhonya's Hourglass for the active. Being a person that hates using actives on items, I chose Morello's for the MR/5 and the CDR plus extra AP. But the Hourglass has a nice touch of AP to it itself and if you are by chance one of those rare, active using summoners then you'll adore the survivability bonus of the Hourglass during a teamfight.