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Recommended Items
Spells:
Flash
Barrier
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Ahri
Dont let her dodge your skills with her r
Synergies
Ideal
Strong
Ok
Low
None
Introduction
Born to the prestigious Crownguards, the paragon family of Demacian service, Luxanna was destined for greatness. She grew up as the family’s only daughter, and she immediately took to the advanced education and lavish parties required of families as high profile as the Crownguards. As Lux matured, it became clear that she was extraordinarily gifted. She could play tricks that made people believe they had seen things that did not actually exist. She could also hide in plain sight. Somehow, she was able to reverse engineer arcane magical spells after seeing them cast only once. She was hailed as a prodigy, drawing the affections of the Demacian government, military, and citizens alike.
As one of the youngest women to be tested by the College of Magic, she was discovered to possess a unique command over the powers of light. The young Lux viewed this as a great gift, something for her to embrace and use in the name of good. Realizing her unique skills, the Demacian military recruited and trained her in covert operations. She quickly became renowned for her daring achievements; the most dangerous of which found her deep in the chambers of the Noxian High Command. She extracted valuable inside information about the Noxus-Ionian conflict, earning her great favor with Demacians and Ionians alike. However, reconnaissance and surveillance was not for her. A light of her people, Lux's true calling was the League of Legends, where she could follow in her brother’s footsteps and unleash her gifts as an inspiration for all of Demacia.
"Her guiding light makes enemies wary, but they should worry most when the light fades."
― Garen, the Might of Demacia
Thats me :)
Spanish guide Your text to link here...
It doesnt need to look cool, it need to be usefull
Greater Mark of Hybrid Penetration: Lux needs to AA to end her combo, so some arpen + mpen its amazing
Greater Seal of Armor: Basic runes. ALL the champs aa.
Greater Glyph of Scaling Magic Resist: You need it to play against late game ap champs. But you need some mr at lvl 1 to survive :P
Greater Quintessence of Ability Power: Early ap
Ap/lvl doesnt work now
Greater Seal of Armor: Basic runes. ALL the champs aa.
Greater Glyph of Scaling Magic Resist: You need it to play against late game ap champs. But you need some mr at lvl 1 to survive :P
Greater Quintessence of Ability Power: Early ap
Ap/lvl doesnt work now
4 Sorcery: CDR
1 Double-Edged Sword: 1.5% more dmg
3 Mental Force: Moar ap
1 Arcane Mastery: Moar ap!
3 Executioner: I like it for the combo
3 Archmage: 5% Moar ap
1 Dangerous game / Expose Weakness / Butcher : Take what you like
3 Devastating Strikes: Hybrid pen
1 Arcane Blade: Good with your passive
1 Havoc: 3% more dmg
If you want Utility
3 Meditation: Mana reg
3 Fleet of Foor: Run ***** run!
1 Phasewalker:
1 Alchemist 1 point for the biscuits Culinary Master,
If you need to go more deffensive
2 Recovery: Hp Reg
2 Block: Little help with AA
3 Veteran Scars: 36 more hp
1 Unyielding:
1 Juggernaut: 3% more hp
1 Double-Edged Sword: 1.5% more dmg
3 Mental Force: Moar ap
1 Arcane Mastery: Moar ap!
3 Executioner: I like it for the combo
3 Archmage: 5% Moar ap
1 Dangerous game / Expose Weakness / Butcher : Take what you like
3 Devastating Strikes: Hybrid pen
1 Arcane Blade: Good with your passive
1 Havoc: 3% more dmg
If you want Utility
3 Meditation: Mana reg
3 Fleet of Foor: Run ***** run!
1 Phasewalker:
1 Alchemist 1 point for the biscuits Culinary Master,
If you need to go more deffensive
2 Recovery: Hp Reg
2 Block: Little help with AA
3 Veteran Scars: 36 more hp
1 Unyielding:
1 Juggernaut: 3% more hp
Flash: Good scape, chase, combo, dodge... etc. YOU NEED IT
Barrier: W + barrier gives a great shield to avoid tons of dmg
Flash & Heal
Heal: If they have ignite you are ****ed... that is why i preffer barrier
Flash & Teleport
Teleport: That is for late-game. If somebody split you can stop him
Flash & Ignite
Ignite: If you think you can survive in lane but you cant kill the enemy, that is the best
Exhaust: Against ad champs is the best option
Barrier: W + barrier gives a great shield to avoid tons of dmg
Flash & Heal
Heal: If they have ignite you are ****ed... that is why i preffer barrier
Flash & Teleport
Teleport: That is for late-game. If somebody split you can stop him
Flash & Ignite
Ignite: If you think you can survive in lane but you cant kill the enemy, that is the best
Exhaust: Against ad champs is the best option
Passive: Illumination
Lux's damaging spells mark any enemies with light energy for 6 seconds. Her autoattacks or Final Spark.png Final Spark will consume the mark, dealing 10 + (8 × Lux's level) (+ 20% AP) magic damage to the target.
Light Binding RANGE: 1175 COST: 50 / 60 / 70 / 80 / 90 MANA COOLDOWN: 15 / 14 / 13 / 12 / 11
Light Binding
ACTIVE: Lux releases a sphere of light in a line, striking up to two enemy units along its path. It deals magic damage to the first enemy it touches and half that damage to a second enemy behind it. Additionally, the first enemy struck is rooted for 2 seconds, and the second enemy is rooted for 1 second.
MISSILE SPEED: 1200
MAGIC DAMAGE: 60 / 110 / 160 / 210 / 260 (+ 70% AP)
SECOND TARGET MAGIC DAMAGE: 30 / 55 / 80 / 105 / 130 (+ 35% AP)
Prismatic Barrier RANGE: 1075 COST: 60 MANA COOLDOWN: 14 / 13 / 12 / 11 / 10
Prismatic Barrier
ACTIVE: Lux shields herself for up to 3 seconds and throws out her wand in a line, applying the same shield to allied champions in its path. Her wand then returns to her, again shielding allied champions in its path and Lux herself upon return. When reapplied, the shield does not stack, but is refreshed.
MISSILE SPEED: 1400
SHIELD STRENGTH: 80 / 105 / 130 / 155 / 180 (+ 35% AP)
Lucent Singularity RANGE: 1100 COST: 70 / 85 / 100 / 115 / 130 MANA COOLDOWN: 10
Lucent Singularity
ACTIVE: Lux sends an anomaly of twisted light to a target area, slowing enemies within 300-range and granting sight of a slightly larger area for up to 5 seconds.
SLOW: 20 / 24 / 28 / 32 / 36%
At the end of the duration or if Lucent Singularity is activated again, the zone will detonate and deal magic damage to enemies in the area.
MAGIC DAMAGE: 60 / 105 / 150 / 195 / 240 (+ 60% AP)
Final Spark RANGE: 3340 COST: 100 MANA COOLDOWN: 80 / 65 / 50
Final Spark
ACTIVE: After gathering energy for half a second, Lux fires a broad and long-range beam of light in a line that deals magic damage to all enemies in the area.
MAGIC DAMAGE: 300 / 400 / 500 (+ 75% AP)
Any enemies that are already marked by Illumination.png Illumination have it ignited for additional magic damage, then re-applied.
Lux's damaging spells mark any enemies with light energy for 6 seconds. Her autoattacks or Final Spark.png Final Spark will consume the mark, dealing 10 + (8 × Lux's level) (+ 20% AP) magic damage to the target.
Light Binding RANGE: 1175 COST: 50 / 60 / 70 / 80 / 90 MANA COOLDOWN: 15 / 14 / 13 / 12 / 11
Light Binding
ACTIVE: Lux releases a sphere of light in a line, striking up to two enemy units along its path. It deals magic damage to the first enemy it touches and half that damage to a second enemy behind it. Additionally, the first enemy struck is rooted for 2 seconds, and the second enemy is rooted for 1 second.
MISSILE SPEED: 1200
MAGIC DAMAGE: 60 / 110 / 160 / 210 / 260 (+ 70% AP)
SECOND TARGET MAGIC DAMAGE: 30 / 55 / 80 / 105 / 130 (+ 35% AP)
Prismatic Barrier RANGE: 1075 COST: 60 MANA COOLDOWN: 14 / 13 / 12 / 11 / 10
Prismatic Barrier
ACTIVE: Lux shields herself for up to 3 seconds and throws out her wand in a line, applying the same shield to allied champions in its path. Her wand then returns to her, again shielding allied champions in its path and Lux herself upon return. When reapplied, the shield does not stack, but is refreshed.
MISSILE SPEED: 1400
SHIELD STRENGTH: 80 / 105 / 130 / 155 / 180 (+ 35% AP)
Lucent Singularity RANGE: 1100 COST: 70 / 85 / 100 / 115 / 130 MANA COOLDOWN: 10
Lucent Singularity
ACTIVE: Lux sends an anomaly of twisted light to a target area, slowing enemies within 300-range and granting sight of a slightly larger area for up to 5 seconds.
SLOW: 20 / 24 / 28 / 32 / 36%
At the end of the duration or if Lucent Singularity is activated again, the zone will detonate and deal magic damage to enemies in the area.
MAGIC DAMAGE: 60 / 105 / 150 / 195 / 240 (+ 60% AP)
Final Spark RANGE: 3340 COST: 100 MANA COOLDOWN: 80 / 65 / 50
Final Spark
ACTIVE: After gathering energy for half a second, Lux fires a broad and long-range beam of light in a line that deals magic damage to all enemies in the area.
MAGIC DAMAGE: 300 / 400 / 500 (+ 75% AP)
Any enemies that are already marked by Illumination.png Illumination have it ignited for additional magic damage, then re-applied.
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