Lux Build Guide by unownreality
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+12 Attack Damage or +20 Ability Power, Adaptive
HOLD THIS! Read notes
Final Build Example
Threats to Lux with this build
|Aurelion Sol||Reccomend buying tier 1 boots on the first back. Use your e to slwoly poke him down, but dont risk the damage to get an auto attack out. Sol is very squishy, so with [[lost chapter]] you have a decent chance to take him out with a Q-E-R-E combo. His ability to roam is tough, domt try to match it. Push your lane with [[lucent singularity]] to force him to lose minion waves.|
My name is unownreality. I've been playing since season 2, and Lux has always been my favorite champion to play. With an awesome lore behind her character and a fun kit, she became my main champion since season 5. I made gold in season 5, and platinum in season 6. So far in season 7, I am diamond as of 8/15/17. Happy to say right now, I am the in the top 300 Luxes in NA. Lux enables me to help solo carry some games, and provide the utility my teammates need to succeed.
This will be my first guide, so bear with me a bit. Any questions, feel free to ask!
Guide Last Updated 3/10/18 for Patch 8.5
Not much has changed with the Lux meta.
New Runes! An explanation
- I recommend you go Arcane Comet if you are in the mid lane or Summon Aery if you are focusing on support or supporting your team. Arcane Comet is going to deal more damage over the game, and is nearly guaranteed when using Lucent Singularity and guaranteed when using Light Binding.
The Ultimate Hat: This is super powerful on Lux for a few reasons. For one, Lux's cooldown on Final Spark is already low enough, so you can stack it quite fast. At level 3 Final Spark and combined with many items builds i suggest, you can combine the 40% cooldown reduction, the 15% additional reduction on ult only, and killing with Final Spark to have a cooldown of only 14 seconds!
Transcendence: Your basic kit, including this mastery will max you out at 40% CDR, or possibly even 50%. This translates to more AP, and even more AP when you get blue buff.
Absolute Focus: This is good for lux, as she tends to be in the backline. I wouldn't take this if you are against teams with excessive gap closing.
Scorch: Games are short right now, so Gathering Storm is useless. Go this instead and burn some damage on your enemy.
Magical Footwear: Since Stopwatch now commences at 10 minutes, this is well after the time that it would be useful to you in tough matchups like zed or fizz. Therefore, I think you should abandon it entirely, and spend the 600 gold for it in game rather than wait until towards the end of laning phase.
Minion Dematerializer: So you can't get boots for free anymore which kinda stinks. Instead, opt for Dematerializer, an item which when used on 1 caster minion, 2 on melee and 3 on tank minions, will make your waveclear exponentially more efficient and faster.
Eyeball Collection: Helps out more than you think. It's pretty easy to stack up the 20 wards and takedowns. The AP is decent.
Taste of Blood: Gives lux some sustain. It tends to be the saving grace in the early game, and translates well into late.
Ravenous Hunter: same as above, some decent sustain for Lux.
Pros / Cons
- CC lockdown
- Decent Mobility
- Long Range Ultimate
- High Damage Burst
- Pick Potential
- 2 Abilities provide Vision
- Multiple Skins & Ultimate Skin
- Low Ultimate Cooldown (Opportunity for reduced CD)
- Super Squishy
- High cooldowns on Q, W, & E
- No escapes
- Countered by nearly all assassins
- Disadvantage Vs. Tanks
- Lots of Skillshots
Lux's offensive abilities mark all affected enemies with light energy for 6 seconds. Her basic attacks and Final Spark consume the mark, dealing 20 - 190 (based on level) (+ 20% AP) bonus magic damage.
ACTIVE: Lux releases a sphere of light in a line that deals magic damage to the first two enemies hit and roots them for 2 seconds.
MAGIC DAMAGE: 50 / 100 / 150 / 200 / 250 (+ 70% AP)
ACTIVE: Lux shields herself and throws out her wand in a line, shielding allied champions in its path for 3 seconds. Lux's wand then returns to her, stacking the shield to all allied champions it passes through as well as herself.
SHIELD STRENGTH: 50 / 65 / 80 / 95 / 110 (+ 20% AP)
If Lux shields at least one other ally on the outgoing path, the returning wand will grant twice as much shield.
Lux sends an anomaly of twisted light to the target area, slowing nearby enemies and granting sight of the area around it for up to 5 seconds. At the end of the duration or if Lucent Singularity is activated again, the singularity detonates, dealing magic damage to all enemies in the area.
SLOW: 25 / 30 / 35 / 40 / 45%
Magic Damage: 60 / 105 / 150 / 195 / 239 (+60% AP)
R: Final Spark ACTIVE:
After gathering energy for 1 second, Lux fires a giant laser in a line that deals magic damage to all enemies hit, briefly revealing them as well as the surrounding area. If Final Spark kills an enemy champion, a percentage of its remaining cooldown is refunded.
MAGIC DAMAGE: 300 / 400 / 500 (+ 75% AP)
Lux Ability Breakdown & Tips
Passive: Illumination:Illumination will greatly increase the chance of killing a minion into lane, and will allow you to farm minions in the early game. Late game, when combined with Final Spark and using your full combo, Illumination can proc 3 times in a single combo.
Q: Light Binding:This is your make or break ability, and probably the most vital to Lux's kit. Hitting Light Binding can allow you to get off your entire combo and getting a kill. You can use Lucent Singularity's slow to help you land your Light Binding. You can use Light Binding in an invade, or to initiate a fight for your team. You can use Light Binding to pause a chase and escape to safety. The high cooldown of Light Binding means if you miss, you missed the entire opportunity to pick up a kill, or prevent your death. There has been a long time visual bug where if you kill 2 minions with light binding, the particle would still appear visible as active, although it is simply visual and not binding.
Lucent Singularity's range is large enough to poke without punishment, gain vision of bushes, slow the enemy in an engage, or help with your escape with its slow. You can use Lucent Singularity's slow to allow you to hit Light Binding. Use this ability to clear waves quickly.
R: Final Spark:Use this to deal the dying blow to your enemies, steal dragon, steal buffs, or snipe a backing opponent. In addition, there is a cooldown bonus if you kill an enemy champion within .25 secs of using your ultimate. Don't use this to clear waves, it has a long cooldown at levels 1 & 2.
Starting Items: Doran's Ring Health Potionx2
This is your starting build. You could technically start a dark seal, but you will sacrifice the mana sustain. Lux's abilities cost a decent amount of mana, so the ring is a better choice.
Winning Lane: Needlessly Large Rod The Dark Seal
Blasting Wand: You're probably asking yourself, why ruin your sustain in lane by sacrificing a Lost Chapter in favor of just ability power?! Well, if you are winning lane, the damage provided by Blasting will allow you to force out your opponent and punish their attempts at farming. You will suffer in mana sustain, but if you can farm effectively, and prevent your opponent from farming and pick up a kill, the delay of the Lost Chapter will be worth it.
The Dark Seal: If you are picking up a few kills and assists, consider picking up a Dark Seal. Only upgrade to a Mejai if you are at 10 stacks.
Losing Lane: Negatron Cloak Seeker's Armguard
Null-Magic Mantle: Note: As of 7.9, you do not want to build a Negatron Cloak. If you find that you still need the magic resist to help you win lane, it is okay to rush a Null-Magic Mantle into Banshee's Veil.
Seeker's Armguard: This will help against AD assassins like talon. Don't rush into a Zhonya's Hourglass or you will have trouble sustaining mana in lane.
Ideal First Buy: Lost Chapter
This will help solve your mana problem from the high ability costs, while providing a decent amount of ability power. This item is vital for playing mid lane, and should be your priority for your first back.
Core Items: Sorcerer's Shoes Luden's Echo Morellonomicon
Sorcerer's Shoes: Ideal for a mage like lux. Mana penetration. Need I say more?
Morellonomicon: The new Morellonomicon is even better than before, but at a cost. It no longer grants mana on kills or assists. In it's place, it picks up magic penetration (Which is still very strong as of 8.4)HP, and grievous wounds on ALL targets! Goodbye vlad hard counter!
Luden's Echo: DON'T RUSH THIS ITEM! Hold onto Lost Chapter until the end of laning phase. Helps your clear the back line of minions and increases your poke drastically. A large amount of ability power. Now also provides mana!
Final Build (in addition to above items): Void Staff Rabadon's Deathcap Spellbinder
Spellbinder: This item is a bit tricky to use, but could give you a better chance at catching out a target. Pop this if you notice that you are in trouble and need a burst of speed to escape. Try to hold onto it though for your burst. If you launch a Q within two seconds of popping it, you will have the additional ability power available for your burst.
Void Staff: Magic Pen to make abilities hurt more, and a decent amount of ability power. Should be a priority buy.
Rabadon's Deathcap: This is going to give you alot of power. I would only get Rabadon's after level 16, when your ultimate gives you a large damage boost. This will allow you to one-shot anyone with 1500hp or excessively squishy.
Other Cool Awesome Items for Lux: Mejai's Soulstealer Lich Bane Elixir of Sorcery Banshee's Veil
Mejai's Soulstealer: This item is very useful if you invest in a dark seal early and reach 10 stacks fairly quickly, or if you are playing against a primarily squishy team. If you buy Mejai's Soulstealer, you should keep it at a minimum of 15 stacks at all times. Consider selling it if you fall below 10, and definitely sell it if you drop to 0.
Lich Bane: A fairly decent item for Lux, although there are better options. In order to pop Illumination you will have to auto attack after using an ability. This is the same functionality that Lich Bane provides. Good for an added burst, but you suffer in utility.
Elixir of Sorcery: This is the final pot you should take. Feel free to buy it as well if you are a little short on buying your final item. Don't buy any early game
Banshee's Veil: The new MR item for Mage's. Banshee's will improve the quality of life against other mages, as well as help save you from gank attempts. The new Banshee's veil brings with it the same base qualities as Abyssal Sceptre but the safe passive of the old Banshee's Veil into a perfect item for Lux.
Items to Avoid: Hextech items, Seraph's Embrace, and
Hextech Items: They don't work well with Lux's kit. At all. Avoid them
Seraph's Embrace: Sure more mana sounds like a great idea, but the long cool downs on Lux's abilities make stacking your tear agonizingly slow. Furthermore, You should have plenty of mana sustain late game with Morellonomicon. Oh wait, they updated it to no longer refund mana on kills or assists. Hmmm, this is awkward... Anyways, Seraph's is still a no go.
Farming in Lane
Here is where Lux struggles early game, and probably the reason she is not picked frequently in higher elos. She struggles to kill the caster minions with a single ability. Most of the time, you are going to have to combine Lucent Singularity with Light Binding to kill the caster minions. It takes just over a whole item to fully kill the back line of minions with an ability. Usually this takes just over 100AP for the first 10 mins to one-shot a fully maxed out Lucent Singularity.
On the bright side, this gets far better. After buying Luden's Echo, you'll find you can clear the entire wave with Lucent Singularity. Whatever survives, you kill off by popping Illumination.
Don't use Light Binding or Final Spark to farm, as the long cooldowns will put you at a disadvantage when it comes to trades, or should a gank come your way.
Lux's Wombo Combos
Lux's Poof Combo
The main combo to wipe off nearly anyone off the face of Runeterra is the following:
Q&E -> AA -> E -> R -> AA
That's just a bunch of words, so i shall explain. I recommend you start off fishing to hit your Q Light Binding. If you feel you are going to hit Light Binding, Launch Lucent Singularity immediately at your targets location, and launch an auto attack while the particle is traveling. Immediately after launching your auto attack to proc Illumination pop your e to refresh illumination and go into an ultimate. The ultimate will proc and refresh Illumination. If somehow your opponent is still alive, launch a final auto attack to deal the final Illumination blow. Your entire combo at full build can deal anywhere from 2,000-3,000 damage, depending on your opponents MR and Armor.
Can't catch me Combo
Getting chased and going to die? Use this!
E Hold & Expire -> Q
Let your E slow buy you distance. Just before he leaves the slow, detonate E and launch a Light Binding to insure your escape.
This is my Dragon/Baron/Buff
This will give you a burst big enough to challenge a smite.
E (hold)-> Q -> R
Use E to grant you vision of the buff. Depending on their kill speed, Detonate E, in time with the launching of the Q, and use your ultimate. The damage gives you just over 1k damage, and provides a challenge to securing the objective for the other team. Just the E hold alone, might scare them off.
Go Away Combo
To force someone away from the fight.
Q -> R
This combo will deal enough damage to scare them off the fight, and make their engage dirty. This combo keeps your main damage (E) available for the real fight.
Early and Mid Game
Focus on trading with your opponent, but keep an eye on your mana consumption. Lucent Singularity has a very high mana cost, but is also your best trading ability. Max Lucent Singularity first. Make sure to follow up with an auto-attack to proc Illumination.
If you are falling behind in lane, don't worry. Lux can farm pretty well under tower, and her q can ward off any potential divers. If you are ahead, force yourself on your opponent in lane. Lux is even a good champion to roam with. Her long range on the ultimate can execute champions who think they are safe, and with the new CDR on her ult if she gets a kill, the cooldown is well worth the attempt.
Lux isn't a great pusher, but she can clear waves. Focus on clearing waves to prevent the enemy team from sieging the tower. If a wave is pushing on another tower, the mobility on lux allows her to roam, clear the wave quickly, and get back before a fight breaks out. In addition, lux Q/E/R burst can steal dragon quite effectively. The combo deals more damage then smite, as long as her ult is level 2.
Poke and get picks. Use Light Binding to catch off enemies, and have your team follow up if you can't or don't have the damage to burst them out. Watch when you use your ultimate. Be sure you are going to hit Light Binding before you launch Lucent Singularity and Final Spark. Many times, I fire my whole combo, only to find out that the hit box for Light Binding missed slightly. Now you have to deal with long cd timers, and your burst gone. This is prime time for enemy initiation.
Late game, you are the target. Stay in the back line, and use the range of Lucent Singularity to poke. Continuously cast Prismatic Barrier to protect the team against poke, or possibly, help with an initiation.
Lastly, don't focus the tanks. Lux does not kill tanks, and is most effective against the ADC, Mid, and Support champions. Although the malphite may be on top of your team, and your instincts say to use your abilities on malphite, You aren't going to do much to him. Land a light binding to kite them off, but not much more. Even if you do some damage to malphite, the high ability cooldowns is not worth the damage.
Lux is a strong champion if you use her correctly. She can have impactful in matches that are drawn out, and all it takes is a single Lux pick to win a match or teamfight. Lux is pretty easy to pick up, but takes a while to master.
Please for the love of God, don't waste Lux's talent on support. Lux was born a mage, not a mute string player.
Good luck Summoners!