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Spells:
Flash
Ignite
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction

Hey, I'm Conversion, and this is my first guide here. I hope you'll have fun reading it, and please leave a comment/feedback on this, so I hopefully can improve in the future. I hope you'll get to know

I do not think I'm pro at

NOTE: This guide should be used with the intention of

I hope you're gonna have a great time reading this. Enjoy!




Spaaace |
Pros
+ Slow and snare (great CC) + Shield for protection + Very long range for her abilities + High burst damage = Kills + 2 abilities which grant vision + Good in both solo and as a supporter |
Spaaace |
Spaaace |
Cons
- Very squishy - All abilities are skillshots - CDR is needed - Often focused by enemies - Consumes a lot of mana - When ![]() |

Greater Mark of Magic Penetration
These runes are very basic in your build. If an AP based champion becomes OP, enemies might tend to get magic resistance and therefore magic penetration is a must forLux
- greater seal of replenishment
In early game these runes will help you stay in your lane longer to gain more gold and experience. These runes help your mana regenerate faster in order to use your abilities more frequently.
Greater Glyph of Scaling Ability Power
Of course you can't live without AP runes either. These runes will provideLux with more AP later in the game to keep (hopefully) your killing streaks.
Greater Quintessence of Ability Power
BecauseLux may have a hard time dealing magic damage early game flat AP runes like these is an absolute must! This will ensure the early kills, which will make her a dreaded champion later in the game.

- Marks
Instead of magic penetration you could go forGreater Mark of Ability Power if you feel like you don't need it. Flat AP is also a better choice than AP per level, because you will want to be as strong as possible early in the game.
- Seals
I wouldn't recommend any alternative seals, because you will have a hard time staying in your lane over longer periods, which will make it difficult to farm and level up. - Glyphs
If you want to concentrate all your AP on the early game, you should getGreater Glyph of Ability Power. This can give you an extra boost and hopefully secure you some kills. Although I recommend trying out whether you like flat AP or AP per level before going into ranked games.
- Quintessences
Instead ofGreater Quintessence of Ability Power you could get
Greater Quintessence of Movement Speed if you want better mobility and movement for
Lux. Another great rune is
Greater Quintessence of Cooldown Reduction if you want more CDR. However, it isn't needed as much as AP, because you'll have
Ionian Boots of Lucidity for this.

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Tier 1: Start off with
![]() ![]() Tier 2: You should maximize ![]() Tier 3: To get 10% magic penetration, put 1 point in ![]() ![]() Tier 4: There is no doubt about where you should put your points here. Maximize ![]() Tier 5: As for this tire you should also choose to put all your poins in ![]() Tier 6: I bet you figured this one out. Finish the offense tree by adding a point to ![]() |
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Tier 1: In the first tier you should aim for
![]() ![]() Tier 2: Here you'll want to put 4 points in ![]() Tier 3: The last point in your masteries should go to ![]() ![]() |

Flash
This is probably one of the most popular spells in the game and with good reason. The reason why you simply needFlash is because it really is your only real escaping tool in team fights. This spell will flash you to a nearby location and this also allows yout to jump over walls, which can get really useful to chase potential kills.
Ignite
Another spell which is commonly used isIgnite. This comes in handy when your enemy has barely no life, but still manages to escape your deadly AP. Not only does it deal true damage over time, but it also reduces any healing effects done by your target over the next 5 seconds. If that's not impressive, I don't know what is.

Teleport
This spell works pretty well to get to a friendly turret or minion quickly. It may come handy when defending/pushing in lanes or even ganking enemies. However, I wouldn't recommend this item forLux at mid. From base to mid isn't that long a way, so if you should get this spell, you should definitely be at another lane as a supporter.
Clairvoyance
At first I was kind of skeptical towards this spell, but I quickly learned it can be a dangerous weapon. It reveals an area of the map for 4 seconds, and if you place it well, there is no way your enemies can escape your AP. finales funkeln andClairvoyance is a deadly combination and can secure you that last hit. Also it can be useful in the jungle for chasing with your other abilities or getting out of a difficult situation.
Clarity
I've used this spell a couple of times, but I never really liked it. It is useful in early game, but it becomes less efficient later on. Although if you do have trouble with mana, this spell can solve your problem.
Ghost
This spell is either a chasing or an escaping spell likeFlash. In my opinion
Ghost isn't as good as
Flash, because you can't jump over walls. You're going to have a hard time taking down people who can, but not against others.
Exhaust
Another spell likeGhost and
Flash. It won't just slow and exhaust your target, but it will also reduce their AP and AD for 2.5 seconds. It may not sound as much time, but in reality (along with your CC abilities) you can easily escape a 1 vs 1 situation.



- When using your abilities, try to first use a spell, then trigger the passive and continue this until all damaging spells have been used - this will trigger your passive 3 times and you will be devastating to the target champion.
Illumination works well with
Lucent Singularity when pushing at lanes. Try to hit as many minions as possible with
Lucent Singularity and trigger as many passives you can for maximum pushing. This can also be used to last hit minions for extra gold. This is VERY helpful late game, and you should definitely try to do this.






- Because
Light Binding can strike 2 enemies, you can still bind the target champion even though there is a minion in the way - always keep this in mind.
- You should also be aware that
Light Binding isn't a stun, and therefore your target is still able to deal damage to you. Always keep a decent distance to your enemy, or you'll risk being slaughtered just like that.
- Because of
Light Binding's long range (1175) it is possible to smartcast fairly easy with this ability. Try to predict where your enemy is heading when chasing him/her through the jungle areas. This can settle you for a simple kill along with your other abilities and spells.







- This skill works extremely well in team fights to support yourself and others and avoid severe damage. Try to hit as many of your team mates as possible both on the way out and back. Just like
Sivir's
Boomerang Blade you can change its direction when it returns by walking in a direction - make us of it if necessary.
- As metioned above
Prismatic Barrier can also help you survive over time damage, especially mid through in the game. Remember, if you're by yourself just throw it in any direction. It doesn't matter whether you hit someone or not.






- Because it is much more difficult to hit your target with
Light Binding than
Lucent Singularity it's a good idea to make use of the slow from
Lucent Singularity and then afterwards hit with
Light Binding +
Illumination. This can be a devastating mixture, but it may take some practice to master.
- If you find yourself low on health and running through the jungle, it can be a very good idea to make use of
Lucent Singularity in order to provide more vision and potentionally slow a chasing enemy.
- Last but not least this skill is great to check whether there is any danger nearby buffs or monsters, which you may want to get your hands on. Make use of this technique throughout the whole game, and you'll prevent possible ganks from your enemies.

finales funkeln Finales Funkeln (ultimate): One of the reasons I play


- Don't hesitate with finales funkeln too much. Try to use it as an "executioner" when possible. Often it will just scare your enemies off before you can hit with your other abilities if you use it at first. Also it won't ignite your passive, if you haven't hit your target with either
Light Binding or
Lucent Singularity.
- If you are having trouble hitting with finales funkeln, you should first try to slow or bind your enemy in order to get an easier hit. After all it takes 0,5 seconds for
Lux to send off her ultimate, but it's not too long compared to
Ezreal's
Trueshot Barrage.
- Quite often your team agrees to put wards around monsters (mostly dragon or baron) and this will help you to finish them off with finales funkeln and get the gold/buff if the enemies try to take them down.
- If your target can't be seen, sight ward,
Clairvoyance or other similar items/spells can help you shoot down enemies with low health. Don't fire your ultimate off immediately, because you'll just end up missing. Take a second or two, observe which way they are going, relax and fire away. It's important to be calm and cold blooded.

First of all you will want to max out finales funkeln of course - this will ensure you huge burst damage. After this you should definitely max out





- Why would I get
Light Binding at level 1?
It happens too often that enemies will try to gank you, even before the minions have spawned. Therefore you'll need this ability to ensure yourself or team mates an escape.
- What's the point of levelling
Prismatic Barrier up at level 3?
Your enemies will probably haveIgnite or other spells/abilities which grant over time damage, and
Prismatic Barrier can make sure you survive most of these attacks. There's nothing I hate more than being slain by
Ignite.

- First of all I advice you to buy
Doran's Ring. This starter item is really worth buying, because it gives you AP, HP and mana regeneration for a fairly low price. Along with greater seal of replenishment you should be able to stay in the lane for a bit longer (if you are careful, which you should be).
- Next you'll want to get your hands on some more AP. Depending on which champion(s) you are facing at your lane, you should either get
Amplifying Tome or
Boots + 2 x
Health Potion. If you need to dodge a lot of abilities I suggest the boots and health potions to avoid taking too much damage. Otherwise you should definitely go for
Amplifying Tome to deal more magic damage.
- After this you'll want to get your hands on
Blasting Wand and
Needlessly Large Rod for extra AP. You should then build towards
Rabadon's Deathcap, which will increase your AP by 30%. Before buying the deathcap, I advise you to upgrade your boots to
Ionian Boots of Lucidity. This will give you that additional speed and CDR, which is needed. In fact you should be able to get your CD for finales funkeln down to under 30 seconds - how AWESOME is that?!
- By now your enemies will probably begin to build magic resist due to your ownage. Therefore you should begin to save up for
Void Staff. You already had
Amplifying Tome and along with another
Blasting Wand you'll be able to get 40% magic penetration from
Void Staff.
- Then I recommend going for
Zhonya's Hourglass and
Lich Bane. The sequence of these two items isn't that big a deal, and you should buy the one you find the most efficient at the current time before the other.
Zhonya's Hourglass will give you a lot of AP and also some armor. This is for protection and it's a good idea to make this purchase, if you're focused by the enemy team. The other item,
Lich Bane, will grant you with AP, magic resistance, extra mana and extra movement speed. It also has a unique active, which makes your next basic attack deal an additional 100% of your AP after using one of your abilities. This works really well with
Illumination, and you should get this, if you think you can survive without armor.
- At last you can sell your
Doran's Ring and get one of the alternative items listed below. Remember to get enough gold before selling your starter item. If you can't afford another item instead of
Doran's Ring it's just a waste.

Mejai's Soulstealer
If you want insane AP + CDR (which is what we want withLux), this item is the one you'll want to get. I don't recommend this item if you are slain too much during the game - this will just ruin your stacks and make it useless. Although if you think you can keep getting kills/assists, this item can contribute to your build in a very effective way.
Abyssal Mask
This item grants magic resist, AP and reduces the magic resist of nearby enemies. You should get this item if your team starts to build magic resist or has a team, which is reliable on AP.Rod of Ages
Some say this item is really great, but I don't like it that much. If you are planning on buying this late game you should be aware that you won't get the benefits from its unique passive, which restores health and mana upon levelling up. Although it has AP, health and mana, which is very helpful. Therefore I suggest you should get this in early game (not beforeRabadon's Deathcap) if you want its full effect.
Deathfire Grasp
This item isn't that expensive, and it can help you take down tanks if needed. Besides grantingLux with AP and CDR it also grants her a unique active, which works very well on particularly tanks. The more AP along with this item, the more damage it will deal, so keep this in mind.
Morello's Evil Tome
A fairly cheap item as well. This will giveLux AP, mana regeneration and CDR. Its unique active isn't that great though. It's kind of useless because you've already got
Ignite and
Illumination to correspond to
Heal.

Because all







- Be squishy. Nothing much to it, but you're lacking finales funkeln, which is absolutely necessary in order to secure kills - without it you only have 2 damaging abilities.
- Support your team - help your team mates no matter what. Use your abilities to snare, slow or shield according to the situation - if you're lucky, you might pick up some kills/assists.
- Harass if an opportunity arises. This will make sure you can push the lane a bit more and settle for a kill/assist. Don't do it too often though - you might get ganked.
Lucent Singularity is a very good harass ability. Try to throw it a bit behind your enemies, because they'll most likely try to avoid it by running backwards - if you can, hit them with
Illumination for extra damage.
- By now you should have finales funkeln ready for action. Time to be a little more aggressive. I recommend opening with
Lucent Singularity to slow your enemy, and then
Light Binding. Hit your enemy with a basic attack to ignite
Illumination and pop your
Lucent Singularity to apply a new one. After this use
Ignite, and finish off with finales funkeln. This is a deadly combination, and will definitely secure you the kill.
- This is also the part of the game, where ganks are more common. Do not waste your
Light Binding. This can easily save your life, if you are at the risk of being ganked.
- It is be a good idea to place sight ward different places on the map according to where you are in order to avoid ganks. You should defintely place two by the blue buffs, because you'll want to get these as much as possible.
- Now's the time to shine. By now you should have lots of AP, and a full combo with your abilities will certainly get your kills. You'll want to stick with your team mates as much as possible, as you are not a tank! Keep a decent distance to your enemies and fire away.
- Place sight ward by
dragon and
baron nashor. This can give you easy kill steals with finales funkeln to help you and your team.
- Focus weaker champions like
Ezreal or
Ashe when in combat. Do not focus tanks like
Malphite or
Alistar, unless you are 100% sure you can take them down.

This is what we all love - the possibility of an ace, which


- First of all you'll want to stay out of the center of the battle. Most players focus the weak ones according to defense, which
Lux is. You should always stay out of melee range, when big team fights occure - otherwise you're doomed. Keeping a nice distance to the others can be a life saver, and don't worry about damaging your enemies. All your abilities have awesome range (all above 100).
- finales funkeln can really turn around a team fight. You should focus on hitting as many enemies as possible, unless you can secure a kill on a fleeing enemy.
- Whenever you're in a team fight,
Prismatic Barrier becomes a great ability. Try to hit as many of your team mates as possible, both on the way out and back. This gives a great advantages over your enemies, and can definitely help you win it.
- If one of your team mates decides to flee from the team fight, because of low health, you should cover him. Use your
Light Binding and
Lucent Singularity to snare and slow your enemies following him/her.
- Last but not least, it's a good idea to open up with
Light Binding as you will most likely hit 1 or 2 anyways. Follow up with
Lucent Singularity and finales funkeln for full damage potential. Then protect your enemies with
Prismatic Barrier. Remember: Keep in mind, that you'll want to hit as many champions with your spell before using finales funkeln - it will ignite the
Illumination mark you've put on them.

I felt like it was important to show you guys some videos, that I found useful, when learning to play




Let's summarize things up a bit:
Lux has great CC.
- Huge burst damage.
- Awesome range on her abilities
- 2 abilities which grant vision (helpful to avoid ganks)
Prismatic Barrier for protection (very helpful in team fights)
- You should smartcast with her for the highest potential damage throughout combos.


First I'd like to thank one of my best friends, Neurosion. He helped me with the screenshot, even after a few failing attempts. He has been loyal, industrious and an absolutely amazing friend - I am truly thankful!
I'd also like to thank jhoijhoi. I can't tell you guys how helpful her Making a guide has been. Also I'd like to say thank you for the use of her line dividers - I didn't have the skills to make one myself, and I'm greatful for letting me use it.
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