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Lux Build Guide by ScuteMob

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League of Legends Build Guide Author ScuteMob

S4 Mid Lux

ScuteMob Last updated on July 13, 2014
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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

Legendary Guardian

Defense: 0


Utility: 9

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Still In Progress

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Pros / Cons


  • Super High Range
  • Two Person Snare and AoE Slow
  • Shield For The Whole Team
  • Your E Can Be A Scouting Tool
  • Very Fun To Play


  • Extremely Squishy
  • No Mobility
  • Needs Good Positioning (DON'T GET CAUGHT OUT)
  • Entirely Skillshot Dependant

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

> > >

I usually start with my E at lvl 1 for several reasons:
  • The damage of your Q and E are very similar at lvl 1. With 39 AP the difference is only 4 damage.
  • The cooldown of your E is approx 5 seconds shorter at lvl 1.
  • Your E is much easier to hit than your Q in lane.
This means that your are able to do much more damage over time, and more reliably. However I do start with my Q when invading or if your team gets invaded.

Illumination: Lux's Passive Ability. Whenever one of Lux's offensive abilities hits an enemy, they are marked for 6 seconds. Lux's basic attacks, and her ultimate, trigger the mark to deal bonus magic damage that scales with her level. While laning always try to proc your passive without putting yourself at great risk.

Light Binding: Lux's Q. This is your best form of CC and it will make or break you as a good Lux player. Countless times I've shot this skill off just a little bit too far and then proceeded to get wrecked, or rekt. Remember that this skill hits two targets, the second target gets a 50% reduced version but hey it's still good. Use this to escape from bad situations and ganks, protect an ally, and to set up a gank or a kill. Why HelloTaken 2nd and maxed 2nd.

Prismatic Barrier: Lux's W. Your only defensive skill. Your shield will boomerang out in the direction you cast it and then return to wherever you end up, refreshing the shield on any allies hit. That is important for trying to shield allies with the return portion. This skill is great for teamfighting, just wait until someone engages and then shield your whole team and laugh. Also useful in skirmishes and 1v1 situations. Try to Why Hellotime your shield to block the biggest damage, usually an ult. Can also be used when trading during the Why Hellolaning phase to come out on top. Taken last and maxed last.

Lucent Singularity: Lux's E and main damage ability. You will constantly be harassing with this, so get used to the cast and detonation range. A word of caution. Learning how to harass with your E includes learning how NOT to push the lane with it. If you constantly throw it in the middle of the wave you will end up very vulnerable to ganks, which is a bad thing for Lux. This spell also gives vision while active so you can use it Why Helloto scout bushes and Buffs. Taken 1st and maxed 1st.

Final Spark: Lux's Ult. This is the spell that makes Lux a sniper and so bursty. Your laser has a long range, but it's not global so you will have to move to get in range if across the map from your target. I recommend not quick casting your ult or you will end up whiffing quite a few of them. As previously mentioned Final Spark triggers Illumination and reapplies it, which is very important to know to Why Hellomaximize your combo's damage. Taken whenever available.

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Greater Mark of Precision

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Ability Power

It's useful to have two different Rune pages for Lux, one for AD opponents and one for AP. For both you want to keep the Marks and Quints the same, only switch the Seals and the Glyphs.
Greater Mark of Hybrid Penetration are just so strong. Hybrid Pen Marks only sacrifice about 2 Magic Pen while gaining about 8 Armor Pen when compared to Greater Mark of Magic Penetration. Since we will be trying to AA often to proc Illumination and harass these are great. If you are short on IP then Magic Pen Marks are a good alternative.

Greater Seal of Armor for AD mids or when you expect to get AA'd often.
Greater Seal of Scaling Health or Greater Seal of Scaling Armor are for AP Mids.

Greater Glyph of Scaling Magic Resist or Greater Glyph of Scaling Ability Power are used against AD mids.
Greater Glyph of Magic Resist are used when facing an AP mid.

Greater Quintessence of Ability Power are simply the best Quints for Lux, no other choices really.

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I go for 21-0-9 masteries when playing Mid Lux.

First we have 21 points for the Offensive Tree:
4x Sorcery is perfect for Lux, CDR is great.
1x Double-Edged Sword works well for Lux because she has so much range.
3x Mental Force is for more AP.
1x Expose Weakness is great for Lux because her spells all hit multiple enemies, from a safe range too.
1x Arcane Mastery is taken for the same reason as Mental Force .
3x Executioner turns us into an assassin, dealing increased damage to low HP targets.
3x Archmage increases AP by 5%.
3x Devastating Strikes gives us wonderful Armor and Magic Pen, synergizing with our Hybrid Pen Marks.
1x Arcane Blade triggering Illumination with this mastery hurts.
And finally:
1x Havoc for pure damage.

Next we have 9 points for the Utility Tree:
3x Meditation for much needed Mana Regen.
2x Fleet of Foot for increased Movement Speed, a great stat on any champion.
3x Summoner's Insight for decreased Summoner Spell timers.
And last but not least we have:
1x Runic Affinity for longer Baron and Blue Buffs.

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Items-Typical Build and Order

For Mid Lux there really shouldn't be a different choice. Health, AP, mana regen, and the passive which refunds you mana for every creep you kill. What more could you ask for out of a starting item? The ability to take health potions with you? Oh wait, you can take two. Just a perfect item for a mage.

This should be the item you set your sights on for a second item. Tons of mana regen, which we desperately need, as well as a decent chunk of MR. It also builds into Athene's Unholy Grail which we will be picking up later. It costs 880 gold to buy from scratch. If you die or get forced out of lane before you get that much I would buy another Doran's Ring or Boots of Speed.

Speaking of boots, these are the ones you want in 99% of games. I usually get these after the Chalice of Harmony but before I upgrade it. The Movement Speed and Magic Pen helps you out immensely.

This baby is just perfect for Lux. AP, 20% CDR!!, MR, and lots and lots of mana regen. This item makes you so much stronger it's silly. If you can't buy it straight from the Chalice of Harmony go ahead and pick up the Fiendish Codex, the CDR will help you greatly.

This item is pure damage output. Massive AP and bonus AP to go with it. Always try to buy the Needlessly Large Rod first, since it's harder to acquire and more gold efficient. If you have around 1600 gold don't hesitate to buy it, especially if you already have Sorc Shoes, because you will notice a huuuuge power spike.

Did you say more Magic Pen? The Void Staff delivers just that as well as even more AP. A really good item for mid to late game if you notice the enemies are picking up MR. Even if they aren't you can still buy it and do true damage. Very cheap and very powerful item.

Sooo good! Definitely worth the price. I will usually pick up the Seeker's Armguard sometime around my Rabadon's Deathcap or Athene's Unholy Grail and just let it sit for a while. The 15 bonus AP and Armor is nice and helps keep you alive. I usually finish the Zhonya's Hourglass after my Rabadon's Deathcap as a 4th item if I need the Armor or active or after my Void Staff as a 5th item if I don't.

Our last item and the only purely defensive one. The Armor and MR are nice but not great. However, what is great is the revive passive. Tired of getting caught out and dying, only to have your teammates come by 3 seconds too late? Tired of getting focused and bursted down? Then the GA is the item your are looking for. Also a little tip. If you have a GA and dye when you are at full build, sell it for something else Why Hellofor the next couple minutes if you have the money to blow. The revive can't work and without that it's a Why Hellohuge waste in your inventory. You can always buy it back in like 4 minutes and use it til you die.

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It's a Trap!

Now I will tell you which items to never ever buy.

Lux doesn't need Spell Vamp, which is the only reason you would want to buy this item.

The only reason to buy a RoA is if you expect to be in the middle of the fight and taking significant damage. Lux wants neither of those things, she wants to be left alone at the back of the fight.

Do you need Attack Speed. Hell no. The CDR is nice but would be a waste since we already get 20% from Athene's Unholy Grail.

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Situational Items

Everything about this item seems perfect for Lux, and it is, except you have to be very close to use the active. This is something Lux typically doesn't like. However if you aren't worried about getting close

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Here's the fun part, learning how to annihilate someone, or even multiple someones. To makes things simpler I will call casting your E as E(c) and detonating your E as E(d). The first combo is the simplest:
Available at lvl 1, this is your basic trade.
At lvl 2 you can use this combo:
This requires you to land the snare first of all, and to react quickly when you do. I HIGHLY recommend quick casting every skill but your ult once you get used to Lux. It will make you a much better, and deadlier, Lux player. After you take your shield feel free to throw that in somewhere if you expect to take return fire. Now after you hit lvl 6 is when you have the real kill potential.
The best combo goes like this:
Once you can land this combo you will be able to assassinate squishy champs without even getting close to them.