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Lux Build Guide by Boscolover

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.

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League of Legends Build Guide Author Boscolover

Poke, Poke, Laser!

Boscolover Last updated on January 11, 2012
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Middle Lane
Ranked #11 in
Middle Lane
Win 52%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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This is my first guide so be gentle. That aside this build will feature how I have adapted other guides/builds to fit my play style of Lux. The way I tend to play Lux is aggressive yet passive (confusing I know). What I mean is that I play well behind my minions and teammates very passively but poke with my snares and orbs (aggressively casting). All in all this is an AP carry build at heart.

Some Recent Games

The second game where I lost was a 4v5 cause our Cait rage quit after the enemy lux ulted and she flashed into it >.<

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Pros / Cons


    +Good early game aggression and support
    +Great midgame damage and support
    +High Ap late game for major nuking.
    +Has a freaking LAZER!!


    -Shield is slightly bad
    -No real escapes
    -Team dependent (but who isn't :P)

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These mastery points are about normal I'd say. There are some variations I've seen like taking Butcher and Demolitionist over Havoc . Either way fine by me but I choose to get that little bit of extra damage because champions will be around all game whether on offense or defense but minions and turrets are only important in a small portion of the overall match.

Also I get yelled at for taking Good Hands over Expanded Mind , the reason behind this is that you will almost always die at least once and getting back into the fight faster can be the difference between a win or loss. Also 4/8/12 mana per level on Expanded Mind which is what 12 starting mana and 216 mana at end game, seems like more of a waste than less time spent dead In my Opinion.

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Greater Mark of Magic Penetration

Greater Seal of Scaling Mana Regeneration

Greater Glyph of Scaling Ability Power

Greater Quintessence of Ability Power

These runes are the basic Lux runes.
Greater Mark of Magic Penetration - These add basic Magic penetration to get extra damage in on the enemy
Greater Seal of Scaling Mana Regeneration - These give you some decent mana per 5 to keep poking at your enemy
Greater Glyph of Scaling Ability Power - These give you some scaling Ability power so you have some decent scaling throughout the beginning stages of the game.
Greater Quintessence of Ability Power - These give you flat Ability power to damage your enemys

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Summoner Spells


- Clarity is useful at all stags of the game even though people think it's a Noobish summoner spell:

Early game

  1. Stay in lane longer without going back
  2. Make an extra dive on your enemy
  3. Pop this to cast a defensive spell so you don't die!

Mid Game

  1. Again make an extra push for that tower or kill.
  2. Again pop it to use a defensive spell so you don't die.
  3. Cast it to help out a teammate so they can stay in lane or in the fight longer.

Late game

  2. Same as others.
  3. Get chased with no mana by low health enemy pop it, snare, Lazer and Laugh.


Clarity is very versatile use it to help your tanks, supports, carries etc.. 90% of the Champions use mana even if it wont help you that much it can make or break a team fight.

-Teleport is a useful spell to have in many ways:

Early game

  1. Go back early and get an item, teleport in giving you the upper hand
  2. You die and can teleport back in getting the much needed early experience you would have lost
  3. Teleport in on another lane for a gank :D

Mid Game

  1. Teleport back in lane to continue the push or defense
  2. Teleport in for a gank on another lane
  3. Save a tower from being cut down in its prime!

Late game

  1. Teleport Into your own base to protect from a back door
  2. Teleport into battle to help your team make a good push
  3. Again teleport and save a tower before its cut down in its prime!


Flash Useful escape but sub par, It's only really useful when You can flash over a wall other than that you cant really get enough distance to make a difference. Can be used offensively but with that you can land in a worse situation.
Ignite This one is interesting as it can really help to get that enemy just low enough for your ultimate however, unless they are running from you, you can get caught inside attack/cast range and get yourself killed. Not recommended however if used correctly can score some nice kills.
Ghost Decent escape mechanic however you can still be snared slowed etc... which kinda defeats the purpose of the the ability itself. Can be useful to chase however :P
Clairvoyance Neat spell if you want to take a more support roll. Works well with the talent build and can really save your butt sometimes OR help get a nice gank :P Neat ability i would replace Teleport if this spell is chosen.

I find no other summoner spells remotely useful at all :D

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Your Abilities

Illumination is Lux passive ability. Anytime Lux damages a target with her abilities it charges the enemy and on your next attack will release that energy in extra damage. This scales at a rate of 10+(10 x level).
Light Binding is a skill shot snare that hits the first target for 60/110/160/210/260 +70% of your Ability Power. This ability will hit up to 2 targets but only dealing half damage and duration to the second target.
Prismatic Barrier throws Lux wand out shielding herself and any teammate the wand comes in contact with for 80/105/130/155/180 + 35% of your Ability Power. This ability can be triggered both out and back.
Lucent Singularity is an Orb of light that the caster throws at an area. Upon landing at its destination the orb will slow enemy units by 20/24/28/32/36% for the duration of the orb. The orb itself lasts for 5 seconds or can be detonated early by using the ability again. Upon detonation the Orb will do 60/105/150/195/240 +60% of your Ability Power. Also the orb gives sight of the immediate area around it.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

I start with Light Binding for many reasons:
    A - In case you get to your bush first and the enemy face checks great for picking them off early
    2 - It's a snare! Hold them down while you kick them.
    III - In case your teammate face checks like a Derp you can snare and help him get away.

I also do not take Prismatic Barrier early game for multiple reasons:
    1 - Its only 80 Shield out and back so a MAX of 160 but you will not probably get the full benefit of it.
    B - The extra rank in your snare has an extra 50 damage which can be life or death at these early stages of the match.
    III - I have gotten 100 times more kills because of the extra damage on my snare compared to when I have saved myself with my shield.


It will not in any way hurt my feelings if you do take Prismatic Barrier at level 4. This is a Guide not a dictatorship :P I'm just expressing my way of doing things.

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Early Game

Doran's Ring Good health and mana per 5 which helps you poke and stay in lane longer and not to mention the Ability Power :P
Kage's lucky pick The reason I buy this is because I tend to go bottom so the extra gold is nice so I can let the ranged carry farm away.
Boots of Speed For obvious reasons :P

Mid Game

Mejai's Soulstealer Some people tend to stay away from this because they think it takes to long to scale up. Sure it takes time but your gaining AP along the way making up for the "ramp up" time. A Must have in my eyes however.
Sorcerer's Shoes The Magic penetration on these it what makes Lux a murderer mid game!

Late Game

Rabadon's Deathcap The all Mighty starts the "late game". A must have item for the MASSIVE Ability Power and the passive of 30% increased Ability Power.
Zhonya's Hourglass The hourglass is tricky, I like it for the high amount of AP and the armor it gives, the on use is meh at best for Lux. If used properly however, it can save your life from enemy ultimates like Ezreal, Lux, Karthus and also save you from being CCed.
Void Staff Now some people will say its over kill with the Sorcerer's Shoes but let me tell you, once you're at this point in the game everyone is getting some Magic Resist and this is just taking it back from them :D
Abyssal Mask I take this for the high AP value and the extra MR is nice. The passive is moot unless your getting chased down by a melee champion, or get ambushed.

Optional Items

Lich Bane Useful item late game, the Proc on the passive can make your auto attacks hit for over 500 damage. Very situational item however, as you have to get into attack range which could leave you vulnerable. If you do take this item I would recommend taking it in place of the Abyssal Mask. I see lots of builds with this item however it's just not my cup of tea and I still rock the charts!
Banshee's Veil Useful item with the health mana and Magic Resist however no Ability Power. This item can be of great use however if there is an enemy Lux, Blitzcrank and Karthus among others. If taken I would replace the Abyssal Mask or Zhonya's Hourglass
Morello's Evil Tome Overall good item but the reason it's not a permanent item in my build is because with Blue buff or 20 stacks on your Mejai's Soulstealer the Cooldown reduction is not needed and the mana per 5 is ok at best. However if you are having trouble keeping your 20 stacks and/or cant get blue buff regularly this item is VERY VERY good to get. When I use this item I replace the Abyssal Mask with it.
Deathfire Grasp this item follows the ideas of the Morello's Evil Tome. If you do get this item get it as late as possible because of the Gold from kage's lucky pick.
Archangel's Staff This item I've toyed with however it makes Clarity completely useless late game. If you decide against Clarity this Item will help a lot because team fights can really drain your mana. Replace Abyssal Mask if you pick it up.
Will of the Ancients This item can be very helpful if you want to help out your team, but only get it if there are 3 or more Ap champions on ur team. The spell vamp can save your life but you shouldn't be taking damage :P If bought replace the Abyssal Mask(see a pattern yet?).
Mercury's Treads Can be very useful with a team with many snares and stuns however if taken the Void Staff becomes a MUST HAVE item. In most games with heavy CC I still do not take these boots, because if you get caught with or without them its normally a death anyways. Lux is not known for her survivability.

Non-Useful Items

Rod of Ages I know this looks tempting I really do, but DO NOT DO IT!!! The cost and time it takes to get are what kill this item. Sure it's got some nice health, mana and Ability Power however you will be behind in damage and gold if purchased.
Boots of Swiftness Just no!
Ionian Boots of Lucidity Look tempting but No! You don't need any extra Cooldown reduction and you need the Sorc boots or in some cases the Merc Treads.

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Game Play

Laneing Phase

Laneing with Lux is simple. Help your teammates out and try to last hit as much as possible. Just like every other champion in the LoL universe. No but really, depending on which lane you go you can make different choices.

Mid and Solo Top

Mid can be tricky because some Champions can straight up run you over no matter what you do. When I go mid I start out with my Doran's Ring and take Lucent Singularity BU..Bu..the build says take Light Binding first?!!?? what do! LoL calm down, for mid lane having that snare first is 99.99% completely useless because its 1v1 and you don't need to snare for anyone else to get some free attacks on them at level 1. Take the Orb cast it aggressively but keep mana saved in case the jungler comes in so you can get away with a snare. Always try to land an orb where if it misses the champion you still hit minions so you can detonate your passive on them for some easy last hits. Once you level up start harassing the enemy with snares and Orbs in combination. Cast your snare and Orb nearly at the same time, that way if your snare hits you can auto attack for extra damage before you detonate the Orb. Once you hit level six you should have them withered away, land a good snare and Orb them Blast them with your LAZER for an easy kill. I usually tend to go back once i can buy Kage's lucky pick and boots, although 60% of the times I just get the pick. I Teleport back and continue the onslaught.


9 times out of 10 you will have a ranged carry with you bottom and let me tell you if they are half as crazy as you are it gets fun. Start with Doran's Ring and Light Binding. Once the phase begins use your snare aggressively to trap enemy champions so your ad carry can get some pop shots on them. This will take its toll on them and cause them to go back or commit to an attack. Use the same casting mechanics mentioned above, cast Snare and Orb simultaneously so that if snare does land you can get some extra damage with your passive bursts. Again head back and get kage's lucky pick when you can and Teleport back into the battle IF NEEDED. Sometimes you can save Teleport and let your ad carry get some extra experience. Now when you are on bottom help your ranged carry out. Use your Lucent Singularity not only for champion damage but minion damage. Get them low so your carry can farm up a ton of money. Well what about my income!?!? Letting your AD carry farm will pay off 10 fold because once they get to level 4/5/6 with a couple items your snare orb combos with their farmed damage will be half health bursts. If you haven't gotten a kill yet once you hit level 6 its easy pickings. Just poke with your normal strategy but instead of backing out DIVE! They will run your AD carry will rape face right when they think they are safe, WTF is that bam LAZER! Easy kill.

Team Phase

Team phase is when the lanes have fallen and it becomes the Team that pushes instead of the champions. This is really simple. Imply the same tactics as laneing. Poke with your snare and orbs and when the opportunity presents it self send the LAZER out and pick up some kills. Also on this phase you need to be very liberal with your mana and shields during team engagements. Remember you have Clarity and your team will know as well. So go hog wild and CAST CAST CAST. When you need to use clarity someone else on the team will also need some extra mana.


Lux Will not survive much direct damage, so make sure you are playing the role of the scaredy cat. Maneuver very meekly staying in the back letting everyone else do the dirty work, BUT cast aggressively. This will sound funny but if the **** hits the fan RUN. Help your teammates out as much as you can by throwing snares and orbs to slow down the chasing enemy, which can sometimes lead to a kill, but at all costs save yourself. Keeping your Mejai's stacks is priority, it can make or break the game and this is no lie.

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I would personally like to thank you for reading this guide and leave me any comments, questions, or suggestions as they will all be much appreciated. Have fun melting faces it's fun as hell. Got some much needed overhauling done thanks to jhoijhoi's Building a Guide