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Spells:
Ignite
Flash
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction
Pros:
- Great amount of Damage throughout game, not only early.
- Great, underestimated range.
- Wonderful passive.
- Very short cooldowns.
- Has good fleeing capabilities, once practiced with.
- Great support with powerful shield.
Cons:
- Not great if surrounded.
- Not very fast.
- Rather squishy.
- Great amount of Damage throughout game, not only early.
- Great, underestimated range.
- Wonderful passive.
- Very short cooldowns.
- Has good fleeing capabilities, once practiced with.
- Great support with powerful shield.
Cons:
- Not great if surrounded.
- Not very fast.
- Rather squishy.
I get flat AP for everything, simply because with that and the starting item, an
Amplifying Tome, you begin with 51 AP, allowing for great amounts of damage early game, hopefully getting you a number of kills through a generically good mid and perhaps from any random ganks you decide to embark on.
That is really all you need to know. I do stress the importance of runes on any character. I won't say Lux in particular but everyone. They really help with anything from damage output to Spell Vamp and are crucial to early success.

That is really all you need to know. I do stress the importance of runes on any character. I won't say Lux in particular but everyone. They really help with anything from damage output to Spell Vamp and are crucial to early success.
Your passive is wonderful, really. They tried to copy it with Leona's but hers really doesn't stand up against ours. It helps when finishing off an enemy with low health, with poking an enemy throughout laning, and getting last hit of minions. When farming, always use your
Lucent Singularity and then last hit, taking advantage of your passive.
Always begin with
Light Binding, whether you're bot, mid, or top, begin with
Light Binding. It's very useful when trying to get a first blood, you can grab an enemy within turret range if they're too greedy, or catch someone running away. Whatever the case, it's very useful and does a substantial amount of damage combined with your passive. I stick with Level 1
Light Binding until Level 12 because
Lucent Singularity and
Prismatic Barrier are much more necessary. The main use of
Light Binding is its stun, which you won't need as often as you will your other abilities, no matter your position.
After
Light Binding I get
Lucent Singularity. This spell is wonderful. It allows you to slow, show, and damage not-so-nearby enemies. It has great range, being wonderful to harass with. It has a radius large enough to get an entire minion wave (once they're attacking something). If you decide to solo-top (which works well, contrary to what some others believe), you can use
Lucent Singularity to check the bush if you feel a jungler coming to gank. Not only will it show that they're there, but they will be slowed. This will usually discourage them from attacking you and you'll simply be able to continue farming. This will be your most used spell throughout the game due to it's range, slow, and wonderful damage output that will take your enemies aback.
Some don't believe that
Prismatic Barrier is quite useful and/or necessary. I don't agree. This shield is wonderful. I personally have survived with little HP simply because of my shield and I have constantly saved fellow champions from death. This shield is great because it protects multiple champs, including yourself obviously. Plus, it protects twice within a short amount of time, as it is thrown from you and comes back. I seriously believe and encourage you to max this before
Light Binding. But after
Lucent Singularity.
Your finales funkelin Ultimate is fantastic. It has great amounts of damage, it activates your passive, and it is easy to spam because of its low cooldown. However, it can sometimes take a while to master it. I have seen countless Lux's that simply can't shoot it and hit someone. To these Lux's I say practice, and anticipate where your enemy will be heading. You're bot but you notice your enemy mid champion is low on health so goes to recall. Hurry to a position where you can reach their mid turret and ULT. You're mid and you got them low on health but everything's on cooldown except your ULT. They run towards the jungle, use your ULT towards the entrance to their jungle. With practice and intuition, you will be able to get her ULT down and spam constantly, particularly with your CDR, giving you a 24 second cooldown at Level 16.

Always begin with






After



Some don't believe that



Your finales funkelin Ultimate is fantastic. It has great amounts of damage, it activates your passive, and it is easy to spam because of its low cooldown. However, it can sometimes take a while to master it. I have seen countless Lux's that simply can't shoot it and hit someone. To these Lux's I say practice, and anticipate where your enemy will be heading. You're bot but you notice your enemy mid champion is low on health so goes to recall. Hurry to a position where you can reach their mid turret and ULT. You're mid and you got them low on health but everything's on cooldown except your ULT. They run towards the jungle, use your ULT towards the entrance to their jungle. With practice and intuition, you will be able to get her ULT down and spam constantly, particularly with your CDR, giving you a 24 second cooldown at Level 16.
I have had some great debate with myself over which Summoner Spells I use.
I believe
Flash to be nonnegotiable. It's great for escapes and catching up. Some prefer
Ghost, that's all personal preference.
My debate has been whether
Clarity is necessary or not. There is no doubt that, with constant spamming, with any champion, your Mana will dwindle. But this is particularly prominent with Lux. Until about 3 months ago, I automatically went with
Clarity, but since then I have been leaning towards
Ignite. I make sure to get
Fiendish Codex first, giving you more Mana per sec, and go for Mana per Level Masteries. With these two I have found that, although I Recall slightly more than usual, for the most part I don't get troubled with a lack of Mana.
I believe


My debate has been whether




Items were the biggest issue I had with other builds and the main reason I'm building this now. Let's begin.
I usually begin with an
Amplifying Tome, simply due to its AP. You give up the Mana Regan from
Doran's Ring, but get a
Mana Potion and that should cover it. However, some believe that
Doran's Ring's additional health is necessary for early game. As said, I usually begin with an
Amplifying Tome, but I will always ***es where I will be fighting (bot, mid, top, solo top) and who I will be fighting. Say someone like
Akali, I would go with the
Amplifying Tome because she won't be able to harass that much. But if I believe I'm fighting someone like
Kassadin, I will get a
Doran's Ring because of its health. That's just me though. -IMPORTANT- In the case that you are facing a
Karthus or cassieopia, I would suggest getting
Boots for your first item. It's hard to dodge their Q's without and, although they don't do that much damage early game, it stacks up and could lead to a early death.
As said previously, I get a
Fiendish Codex as my first semi-main item. I don't see why you wouldn't, it give you AP, CDR, and Mana Regan. It's a reasonably inexpensive item and is easily obtained your first time back. If I don't already have
Boots, I also get those my first time back. Hopefully we'll be farmed enough to afford them.
Morello's Evil TomeMorello's Evil Tome just comes along with your
Fiendish Codex, except it's better. It provides much more AP and an additional %10 CDR, which is always helpful early game. I then get
Ionian Boots of Lucidity. This is max your CDR early game, getting it out of the way. Plus, I find that these are easy to obtain by your second or third time going back. You should now be able to cast your
Lucent Singularity constantly and without worry of Mana issues and you may be able to begin spamming your finales funkelnult if you're somewhere around Level 11, which we should be. I find I Recall at about Level 9 and 13, if it's not such a fast moving game.
After these two first and essential items I always get
Rabadon's Deathcap. Another, rather obvious decision. This is simply to get you in the mid-hundred with Ability Power. These three items always end up in my build, usually very early game, by level 10 or so.
Now
Lich Bane, the item shm0 inspired me to get. After some debate, I decided that
Lich Bane's extra damage plus your passive does an enormous amount of damage, disallowing stragglers from getting away with very little health. I then get
Zhonya's Hourglass. This is great for the additional Ability Power and for its Active Ability, to make you untargetable for 2 seconds. You can use this to wait a little for some cooldowns, if their team decide to aim you before anyone else in your team, or even if they gank and you just want them to waste their main abilities. -IMPORTANT- I do rush
Zhonya's Hourglass, before
Rabadon's Deathcap, if there is a
Karthus, because our build doesn't get any Magic Resist for a while and his ULT does so much Damage.
For my last item I fluctuate between whatever I deem necessary, but I usually get
Banshee's Veil. This is useful for the extra Magic Resist and that's really it. I will also sometimes get an additional
Rabadon's DeathcapRabadon's Deathcap or
Rylai's Crystal Scepter, whatever I feel like really. And, of course, if your build is full, always get potions and such, don't think that there is nothing more you can buy.
I usually begin with an











As said previously, I get a






After these two first and essential items I always get

Now






For my last item I fluctuate between whatever I deem necessary, but I usually get



When team fighting, there are two approaches that I use. One is to be with the rest of the team. Obviously, you would be behind most other characters, especially your tank/tankish teammates, that is a must. You would through out your Lucent Singularity and Light Binding if they run or you run due to low health, among other reasons. In a team fight, always use Finales Funkeln when it hit the most amount of enemies, not when they scatter. I try to use it once in the beginning of a fight so as to be able to use it later after its short cooldown. Also, if you win a teamfight and one of your enemies gets away with low health, try to predict where they will go and ULT them. For example, I find that if you fight at your middle, inner turret and you win, they will probably flee to the bush just beyond the river next to mid-lane, the one that wraps around the hill. I ULT it and, low and behold, I get a kill.
The other method that I use while team fighting is to be off to the side, perhaps behind a wall where they can't access you easily. This method I use if they decide that they should aim me first while fighting. This is a good method because it keeps you out of harms way, allows relatively easy escape, and you can still fight as you would were you with the team due to your range.
The other method that I use while team fighting is to be off to the side, perhaps behind a wall where they can't access you easily. This method I use if they decide that they should aim me first while fighting. This is a good method because it keeps you out of harms way, allows relatively easy escape, and you can still fight as you would were you with the team due to your range.
This was my first guide and I will continue to improve and modify it as time goes on. Please, leave a comment, either with praise or constructive criticism. I welcome help and love feedback. Also, rate me! If you read this and decide that you'd like to play with me so as to see my playstyle and such, do not hesitate to add me in the game, simply add Showmeyoürteeth. :)
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