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
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Amplifying Tome Build
-
Boots of Speed Build
-
Rushing Crucible
-
Rushing Sightstone
-
Rushing Philostone
Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction

No matter which lane you choose to go, you will have made a
..../ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\ < Tactical decision, summoner. | ....\_______________/ |
Rapidstar from Azubu Frost (my favorite pro League team btw) likes
Lux and explains in this Pro Player Pick why he likes her.
/league-of-legends/champion/lux-62
Check it out!

-Lots of CC -Viable as two different roles - ![]() - ![]() -Pew pew pew |
-Kinda squishy -None of her CCs are hard CCs -3 of her abilities are skillshots -No real sustain other than ![]() -3rd lowest health at level 1 (the others are ![]() ![]() |

- Marks a target hit by one of your offensive spells. Note that this doesn't stack.
Final Spark does, however, refresh this debuff.
- The mark deals bonus 10 + (10 * level) magic damage when
Lux autoattacks.
- On-hit effect - being blinded or being counter-striked (see
Jax) will not make the mark deal extra damage.
- On-hit effect - being blinded or being counter-striked (see

- Snare move
- Can be used offensively to prevent enemies from avoiding your
Final Spark.
- Can be used defensively to prevent enemies from getting near you.
- Can be used offensively to prevent enemies from avoiding your
- Linear travelling skillshot
- Important to get used to its travelling time
- Slightly more forgiving than other snare skillshots (e.g.
Morgana's
Dark Binding)
- A second target can get hit if in range.
- The secondary target gets the
Illumination debuff as well.
- Both the snare duration and the magic damage is reduced to half for the second target.

- Your sustain (a.k.a. what makes you a surprisingly hard towerdiving target)
- Boomerang skillshot (similar to
Ahri's
Orb of Deception or
Sivir's
Boomerang Blade) - goes out in the direction you choose, then returns to you
- Shields any ally it touches up to two times
- Very helpful when someone uses
Ignite on you since the shield protects you both as it goes out and as it comes back.
- Very helpful when someone uses

Lux's only non-skillshot ability
- AOE farming tool
- Slows enemies who walk in it
- Automatically explodes after 5 seconds, or you can press E again to end it early
- Goes on cooldown when you cast it, not when you detonate it
- If cast into bush, grants vision inside bush
- Does not reveal stealthed units
- At rank 5, actually costs more mana than
Final Spark

Lux's signature move
- Takes 1/2 second to charge
- Cannot be interrupted by anything
- During that half second, enemies can see the red beam that shows where the ulti will fire
- If
Lux dies while casting, this will not deal any damage. :(
- At rank 3 and with 40% CDR, you can spam this every 24 seconds
- Long range, but not global
- Ignites and re-applies the
Illumination debuff - best used after at least one enemy has been hit by
Light Binding or
Lucent Singularity.
Some people tend to underestimate the power of the
Illumination debuff. This "Death Ray Combo" should help you understand why they are making a huge mistake.
->
(cast) ->
-> autoattack ->
(detonate) -> autoattack
At level 18, your base attack damage is 109, and your passive can deal 190 bonus magic damage. So, assuming that you have no runes, masteries, items, or buffs, the total damage you can deal on a target with this is:
260 ->
(cast) 0 ->
190 + 500 -> autoattack 109 + 190 ->
(detonate) 240 -> autoattack 109 + 190
260 + 190 + 500 + 299 + 240 + 299 = 1788
This, combined with
Ignite, can deal a total of 1788 + 410 = 2198 damage. If you assume that all of your abilities and basic attacks deal true damage, it kills all champions at their base health at level 18 with the exception of these 6:
Udyr,
Tryndamere,
Jax,
Sion,
Alistar,
Nunu & Willump.
This is powerful even at earlier levels. Once again assuming that you have no runes, masteries or items, and assuming that you're following the AP Mid Skill Sequence (to be explained in a later chapter), at level 6, your basic attacks deal 70 damage, your
Illumination debuff lets you deal 70 extra magic damage, and your
Ignite deals 170 damage. So, you deal a total of:
60 ->
(cast) 0 ->
70 + 300 -> autoattack 70 + 70 ->
(detonate) 150 -> autoattack 70 + 70
60 + 70 + 300 + 70 + 70 + 150 + 70 + 70 = 860
Adding
Ignite, you get 860 + 170 = 1030 total damage.
Even if you're using the Support Skill Sequence and you only have
Lucent Singularity at level 1, the damage is:
60 ->
(cast) 0 ->
70 + 300 -> autoattack 70 + 70 ->
(detonate) 60 -> autoattack 70 + 70
60 + 70 + 300 + 70 + 70 + 60 + 70 + 70 = 770
In either case, this combo can be executed in as little as 3 seconds, and your opponent will think twice before attacking you again.
tl;dr Never underestimate the power of the
Illumination debuff.

The Death Ray Combo




At level 18, your base attack damage is 109, and your passive can deal 190 bonus magic damage. So, assuming that you have no runes, masteries, items, or buffs, the total damage you can deal on a target with this is:




260 + 190 + 500 + 299 + 240 + 299 = 1788
This, combined with







This is powerful even at earlier levels. Once again assuming that you have no runes, masteries or items, and assuming that you're following the AP Mid Skill Sequence (to be explained in a later chapter), at level 6, your basic attacks deal 70 damage, your






60 + 70 + 300 + 70 + 70 + 150 + 70 + 70 = 860
Adding

Even if you're using the Support Skill Sequence and you only have





60 + 70 + 300 + 70 + 70 + 60 + 70 + 70 = 770
In either case, this combo can be executed in as little as 3 seconds, and your opponent will think twice before attacking you again.
tl;dr Never underestimate the power of the

In draft pick, one reason to pick
Lux early is that she's viable for two roles. Therefore, if the enemy team decide to counterpick you, you have a chance to avoid having to face them. At least, until the teamfight phase begins.
I like to assume that as
Lux I'll be solo mid, so I'll first list who counters her in mid lane, and then who counters her as a support.
Here I'll go over who counters solo mid
Lux, and why. Note: I'll only go over the champions who are commonly played in mid lane, so I will not, for example, include
Udyr. (Believe it or not, there was one game I played where he was the mid lane.)
First, let's think. What makes
Lux powerful? Her huge range that lets her outpoke almost anyone. Her strength lies in the fact that she is able to attack from afar. Therefore, any champion with a good gap closer is a hard counter to
Lux. The following champions have gap-closer abilities that can be used to counter
Lux:
Of the champions listed above, I would say the most dangerous ones are:
since they have blinks instead of dashes, meaning that they can just walk through your
Light Binding and not get snared.
Hard CC or a silence can shut
Lux down easily, since they interrupt her combo. The following champions are able to impose hard CC or silence on her and thus shut her down:
The following champions counter
Lux for their immense burst damage:
The following champions use an element of surprise (mostly from stealth) that will devastate
Lux if she does not expect it:
The following champions counter
Lux because of their great sustain, through either health regen, mana regen, or spell vamp:
If a champion has appeared in at least 3 of those lists, by all means be careful, and switch to support if possible.
If a champion has appeared in 2 of those lists, you should still be careful and not let them take advantage of you by exploiting their advantages.
If a champion has appeared in just 1 of those lists, you probably don't have to worry too much. Just make sure not to be caught in a bad position or time and you should be fine.
Here I'll go over who counters support
Lux, and why. Also note that I will only go over the standard AD carries and standard supports.
Champions who are mobile enough to avoid your linear skillshot abilities are your worst enemies. These include:
Of these six,
Ezreal will probably be the most annoying, since he has a blink, not a dash.
You will also probably not like champions that deal true damage in any of their attacks or abilities. These include
As a mage, you will hate the AD carries who have spell shields. So far the only one with such an ability is
.
It's relatively easy to fight against the other AD carry champions. Here's why.
- Her only defense mechanisms are her slow and her
Enchanted Crystal Arrow, and unless you are (foolishly) turret diving her she will not aim it at you and more likely at your AD carry. Just snare her from afar and let your AD carry deal the damage.
- He will spam his
Spinning Axe, because
Draven spins axes where he pleases. The best part of it (for those fighting against him) is that the ground shows where the axe will land, which is more or less where
Draven pleases to go. Target
Light Binding to that location and snare him to stop his combo, and then fire away!
- Her
Strut is eliminated as soon as she gets hit by an enemy. Use this to your advantage. Use
Lucent Singularity's slow and detonate it as soon as she walks into it to get rid of her buff. Also, her abilities deal a ton of damage, but they're pretty easy to avoid. Her
Bullet Time, for example, is in a pretty narrow cone, and is a channeling ability. If your AD carry has a hard CC, like a stun from
Ashe, she could use it, and then you could follow up with the Death Ray Combo to make an easy kill.
- It's hard to really say anything about him since you hardly ever see this spider-looking back-from-the-dead guy. Just try to avoid his
Noxian Corrosive Charge since that can make his
Acid Hunter lock onto you, which should be easy if you're doing what you're supposed to do - staying out of range. He's sort of tanky and could just choose to walk into your team to use
Hyper-Kinetic Position Reverser on your carry. If that happens, use
Light Binding to stop him from going for your team.
- Think of him as a more utility-based
Kog'Maw. He can deal damages based on the percentage of your health, and he has a slow and a snare. Once he launches
Chain of Corruption and a teammate of yours gets hit, your best option would probably be to use
Prismatic Barrier on your team and then run away from the one that was hit, since the snare is transferred to nearby champions. And as usual, use your burst damage and your range.
Long-range poking is one of your strongest parts. Therefore, any champion that closes that range is bad news for you. Tanky champions are also bad news since they can take more damage (meaning that even your high burst may not be enough), and melee champions are also bad news for you.
Coincidentally, all three lists are identical:
I would also say that
also appears in the "tough-to-counter" category. Consider the fact that
Janna has three CCs compared to
Lux's two. In addition,
Monsoon can be used to completely mess up
Lux's positioning, especially during that half second (if that
Janna has quick reflexes) where
Lux is charging her
Final Spark. And the worst part is that she and her allied champions inside the
Monsoon are healed.
Now, why not any of these champions?
- She does have a polymorph, a slow, and a knockup, but you still outrange her significantly. She starts to get troubling to deal with when she's within the range for her spells, so dodge her
Glitterlance and keep her at bay with your own CC.
- I would say that
Sona gets countered by
Lux very, very easily, for the following reasons:
- Her main form of attack is going to be
Starcall. But this has a cooldown that is relatively long compared to how much burst you can deal when you spam your skills. Even if we assume she has maximum cooldown reduction, it's going to be 2 seconds between each
Starcall, and those 2 seconds is more than enough to just lay down every single one of your spells to beat her. Do keep in mind that her passive Consecration increases her MR, though, so buy some magic penetration items to counter her.
- She is a utility mage like you, able to use clever positioning and CC to be the essential support for the team. Her
Grasping Roots does have the same range as your
Lucent Singularity so I would suggest that you move erratically to prevent
Zyra from landing a good one. And your
Light Binding still outranges her, so that should not be too hard to use.

I like to assume that as

Mid Lane Counters


First, let's think. What makes



Of the champions listed above, I would say the most dangerous ones are:
since they have blinks instead of dashes, meaning that they can just walk through your

Hard CC or a silence can shut

The following champions counter

The following champions use an element of surprise (mostly from stealth) that will devastate

The following champions counter

If a champion has appeared in at least 3 of those lists, by all means be careful, and switch to support if possible.
If a champion has appeared in 2 of those lists, you should still be careful and not let them take advantage of you by exploiting their advantages.
If a champion has appeared in just 1 of those lists, you probably don't have to worry too much. Just make sure not to be caught in a bad position or time and you should be fine.
Support Counters

AD Carries
Champions who are mobile enough to avoid your linear skillshot abilities are your worst enemies. These include:








You will also probably not like champions that deal true damage in any of their attacks or abilities. These include




As a mage, you will hate the AD carries who have spell shields. So far the only one with such an ability is

It's relatively easy to fight against the other AD carry champions. Here's why.





















Supports
Long-range poking is one of your strongest parts. Therefore, any champion that closes that range is bad news for you. Tanky champions are also bad news since they can take more damage (meaning that even your high burst may not be enough), and melee champions are also bad news for you.
Coincidentally, all three lists are identical:






I would also say that









Now, why not any of these champions?





- Her health at level 1 after the
Elise patch was reduced to 410. Her base attack damage is 50, while yours is 53. In a 1v1 combat between you two assuming no abilities being used, you would win easily.
- She has no CC pre-level 6 except for her
Power Chord with
Song of Celerity.
- In a real fight she probably has to spend a lot of her mana using
Aria of Perseverance to save her carry that she probably won't have much left by the time she becomes the target.








Runes




As an AP Mid, you need the extra magic penetration to be able to deal damage with spells, so I take the

As



Once that's done, just go for flat ability power to make yourself the powerful mage that you're supposed to be. Go with


Offensive Masteries











Utility Masteries









Alternate Masteries for AP Mid
The AP Mid Summoner Spells I Typically Use












Alternate AP Mid Summoner Spells










AP Mid Summoner Spells that I Don't Recommend









Please don't use these spells. Please. Just don't.





The priority order is
>>>
>>>
>>>
Max
Lucent Singularity first. This is your main AOE attack and farming tool, in addition to the slow against enemy champions.
Get a point in
Light Binding at level 2 and max it second. If you're zoning the enemy mid lane too well he might ask his jungler to gank you. This is your escape tool.
Get a point in
Prismatic Barrier at level 3 but don't max it until the end. The point of being an AP Mid
Lux is to be as aggressive as possible. The shield is just to protect you from imminent danger, such as a gank or a
Requiem.
And, of course, max
Final Spark whenever possible.




Max

Get a point in

Get a point in



And, of course, max

I am still in the process of trying out some of the new items, but this section should be able to give a generalized idea of the item purchase order that I use.
There are now three viable ways to start off. With
, with
, or with
. I myself am a daredevil and frequently choose what is the riskiest of the three: the
Amplifying Tome.
I try to just farm as well as I can, poking at the enemy mid with
Lucent Singularity or
Light Binding followed by
Illumination every once in a while (or saving myself if they get too close). If you can get the last-hitting down you should be able to get enough gold for
by the 8th minute. This would be my recommended first item, as it gives you extra magic penetration and health.
The next ideal time for me to go back to base would be when I get about 1300 gold. This would let me get both
and
. I can choose to either combine
Blasting Wand with
Amplifying Tome to create
Void Staff, or combine
Haunting Guise with
Amplifying Tome to get
Liandry's Torment and save the
Blasting Wand for
Rabadon's Deathcap.
I typically get
for boots. Although I frequently used
to use
Final Spark more quickly in early levels, if you do well, and get
Athene's Unholy Grail and some other items granting CDR, and take the blue buff, you should be able to reach the 40% CDR easily, and instead focus on magic penetration with
. For the enchantments, I typically get
to reduce the cooldown on my
Flash (and
Teleport if I get it as well).
So, here are the items that I typically get (and why they are useful):
- It grants AP, cooldown reduction, and increases your mana regen depending on how much mana you are missing, so that you won't be out of mana in that crucial moment when someone on the enemy team walks out of battle with just 50 health remaining.
- This is one of the best items on
Lux along with
Athene's Unholy Grail. It lets you deal 5% of your target's current health as magic damage, and this DoT passive is doubled if the target's movement is impaired, and, well, you're
Lux. You have movement impairing spells everywhere. This becomes even better once you have
Rylai's Crystal Scepter.
- This gives you extra health that you would need to sustain yourself in the teamfights should it ever turn against your favor, and slows all enemies hit by your spells. Even more CC to your plentiful arsenal!
- This is the staple item in almost all AP mid builds. That +120 AP and the +25% bonus AP makes it a must-have. I typically get this after my boots, since this is a staple item for all AP carries, like the
Infinity Edge for AD carries.
- Especially in the late game, tanks would try to stack MR. But this baby here lets you deal damage while ignoring the MR! This item, however, would be the one I replace with one of the situational items (see "Other Viable Items" section below)
- I can see that, with a lot of AD caster mids these days, one would see the sense of getting
Seeker's Armguard for the armor and AP and then upgrading it to
Zhonya's Hourglass. It gives a decent amount of AP and armor, plus you can become untargetable for 2.5 seconds. I would get this if I'm against an AD mid, but the current meta still likes the AP mages being in mid.
- Another viable option, I think, if your enemy bursts you down like crazy and if you're not good at dodging skillshots that most mid lane champions need to land to start dealing tons of damage.
-
Lux's only sustain is her shield from
Prismatic Barrier, and she could benefit from the extra spell vamp. I suppose this could be a good item for defensive plays, but I really prefer to just go glass cannon who stays in the back and let my tanky teammates stay in front. Also, it's typically the supports who should get the aura items.
- If you are really crucial to the team and you feel like the enemy team is focusing you too much, this won't be a bad item to get. Especially with new champions like
Vi who are able to just smash through your team and focus the squishies like you, being able to be there for your team becomes even more important. Show your presence in the battle by coming back alive.
- I'm starting to like this item more and more on Lux. After all, her huge range makes her one of the only champions who can take a great advantage of
Mejai's Soulstealer, especially because even assists count for the stacks. So I would say, maybe. If (and that's a strong if) you're doing well.
- This can be powerful, since you will be autoattacking in between spells for that extra damage by the
Illumination debuff. However, if you buy this, make sure to autoattack the champions hit, or it could be a waste of an inventory space.
- The extra mana could be useful, I suppose, but I think
Athene's Unholy Grail more than makes up for the mana problems that you might have. Besides, you're not like
Ryze, whose damage output depends on his maximum mana.
- I really prefer not to get this item. Although it grants health, mana and AP, its level up passive is not that useful unless you're in battle AND pretty much spent. Besides, in most times you only complete this item by the time you're level 15, at which point your level is high enough to just rely on your natural health and mana regeneration.
- I've concluded that I don't like this item for a mid lane. Even if you want the armor against AD casters like
Pantheon or
Talon, the new
Seeker's Armguard pretty much made this useless in mid lane.
There are now three viable ways to start off. With




PROSCONS-Have to sell this eventually because it doesn't build into anything |
PROS-Builds into nice items (e.g. ![]() CONS![]() ![]() |
PROS![]() CONS |
I try to just farm as well as I can, poking at the enemy mid with




The next ideal time for me to go back to base would be when I get about 1300 gold. This would let me get both










I typically get








So, here are the items that I typically get (and why they are useful):










Ohter Viable Items (and Why I Didn't Include Them as Primary Items)





















Laning Phase
At the early levels, you should concentrate on farming.
At level 1, regardless of which item you start with, you should have 1 point in



If you are farming pretty well, the enemy team may have requested a gank in mid lane from their jungler, and you might be caught in it as early as level 2 or 3. This is why I recommend taking 1 point in



..../ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\ < But I just wanted to make some friends! | ....\_____________________/ |

Once you reach level 6, you have a strong burst potential. Try to look for an opportunity to land a good skillshot so you can snare your opponent, and once they're caught, fire the Death Ray Combo. Baiting them while you're on low health is a risky, but guaranteed-to-be-satisfactory-if-successful way of executing this burst. Even if you don't get to kill the enemy off, you will at least have scared them away or forced them to recall behind their turret, and your AD carry


..../ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\ < It's my lucky day. | ....\_________/ |
Teamfight Phase
Since you are a utility mage, you will have to find a balance between dishing out tons of damage and helping turn the tides of a battle through your CCs. Once the teamfights start, you should always remember one thing - have at least one allied champion, preferably a tank like your solo top


Sometimes it can be good to start the teamfight with the



Once you've gotten



...release your battle cry!
..../ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\ < DEMACIAAAAAAAAAA! | ....\___________/ |
Runes






Though you are mostly a mage able to cast crowd control abilities from afar, I would suggest the armor and magic resist because you are a fragile champion. Get


Finally, since your base health is very low (as explained earlier in the Pro/Con section), I suggest the

Offensive Masteries


Utility Masteries















Alternate Masteries for Support
The Support Summoner Spells I Use















Alternate Support Summoner Spells









Support Summoner Spells That I Don't Recommend









Please don't use these spells. Please. Just don't.




The priority order isfinal spark,>lucent singularity,>light binding,>prismatic barrier,
Get a point in
Light Binding early, but don't max it until the end. This is mostly a utility spell that you need when you need to save either yourself or your carry from the enemy.
Get a point in
Prismatic Barrier at level 2 and max it as soon as possible. This helps you protect your carry (and yourself!).
Remember that
Lucent Singularity provides vision. If you've run out of wards, this could help you check for bushes without having to walk into them and possibly run into a
Graves/
Taric duo eager for a kill. Get a level in this no later than level 4 and max it second.
And, of course, max
Final Spark whenever possible.
Get a point in

Get a point in

Remember that



And, of course, max

Since the game now has new masteries and items, and since I haven't quite had the time to get used to the items and the new support meta, it's hard to write out the details. However, I will (for the time being) list some of the items I like, what they do, and how they should be used.
- This is now pretty much a mandatory item for supports. It gives extra health and lets you put down wards so that your carry can have more vision of what's going on.
- Extra mana regen always helps if you're a caster support like
Lux. Plus, it can build into more advanced items.
- Increases your health regen. This is a good item to get as it builds into
- I no longer really think getting this (or any of its upgrades) is necessary since Season 3 introduced some nice items for supports that aren't tanky. However, if you still want to get it, be my guest and enjoy the armor, mana and CDR.

-
- An upgraded version of
Sightstone that lets you put down more wards before you have to recall to recharge the stone.


-
- I love the new items that they included or modified, and this is one of them. I love it because it builds into one of my favorite support items, and it also lets mages like
Lux be far more aggressive, since she doesn't have to worry as much about running out of mana anymore.
-
- This is the item to get if your enemy has a lot of crowd controls, and your carry seems to do too well for the enemy team's comfort that they start to focus him. Plus, it still has the mana font passive like
Chalice of Harmony so it still benefits
Lux.
-
-
- I had never thought I would actually think about getting this item, but this is another good aggressive item for supports who are teamed with AD carries that use a lot of mana (such as a
Make it Rain-spamming
Miss Fortune). Plus, it later builds into...

- philosopher's stone - This is still a good item to start with. Note that the build now uses
Rejuvenation Bead instead of
Regrowth Pendant. It lets you get some extra gold when you have it in your inventory.
-
- This is a great item for reducing the cooldown on
Clairvoyance from 60 seconds to 48. I'm not sure how the jungle meta will change and how that will affect the usefulness of
Clairvoyance, but I'm sure it will still be pretty effective. Do keep in mind, though, that once you gain 3 levels the item disappears from your inventory and that the passive permanently stays with you.
-
- A bit of health and mana regen, some extra health, and your allies can get sped up when you activate this. A highly recommended item for late game when you want to save your carries from the enemy.
-
- emblem of valor - Increases the health regen of all allies near you. I typically build this into the

-
- More armor and cooldown reduction for yourself, and makes an aura that reduces your enemies' attack speed.
-
- Little less armor and cooldown reduction, but more AP and lets your basic attack deal extra damage and slows any enemies around your target. But overall I really don't like to get this item as
Lux. It might be a good one for
Thresh but I don't play him, so what do I know.
I think the updated items really allow you to be a lot more aggressive as a support, but always remember that the kills are for your carry.
An ideal laning partner for
Lux would be able to poke the enemies often or burst them down with all their spells. In addition, I think any champion with long-ranged linear skillshot ultimates are able to synergize well with
Lux. This is why some ideal laning partners would be:
I also think that
synergizes well with
Lux, especially against an enemy team with no ranged hard CC, since if the carry gets caught in
Light Binding MF can decide to unleash
Bullet Time and the carry won't have a way to get away.
At level 1, if you are using the masteries that I suggested, you should be able to start off with a biscuit and a ghost ward, and with 525 gold. Here are some suggestions on the starting inventory:
While you should probably still prioritize maxing out
Prismatic Barrier first, it might not be bad to get
Lucent Singularity at level 1 instead of
Light Binding, especially because your Q has a longer cooldown than your E. Whichever you choose to get first, however, always remember three things: poke at the enemy, give the CS to your carry, and provide map control to your carry. You can overlook the second one in two circumstances: when you are sure that you and your carry can kill the enemy carry, and when you are clearing minions near your low-health turret and your carry is either dead or too far away.
By level 4, you should have 1 point in
Light Binding, 2 in
Prismatic Barrier, and 1 in
Lucent Singularity. Walk around in the bush, putting down wards whenever you need to, and wait for a good opportunity to catch the enemy carry out of position. Cast
Light Binding to snare your enemy, and cast
Lucent Singularity, autoattack, and then detonate
Lucent Singularity and autoattack again. The Q and the E deal 60 damage each, and basic attacks deal 63 damage each at level 4, and the
Illumination debuff lets you deal bonus 50 magic damage for each attack, totaling to 60 + (63 + 50) + 60 + (63 + 50) = 346 damage. That probably isn't likely just by itself to kill off anyone. That's what your AD carry is for.
Level 6 only turns the table to an even more favorable side for your team. Now using the Death Ray Combo (
Light Binding -
Lucent Singularity (cast) -
Final Spark - autoattack -
Lucent Singularity (detonate) - autoattack).
Light Binding does 60 damage,
Final Spark does 300,
Lucent Singularity does 60, your autoattacks at level 6 do 70, and the
Illumination deals 70 per autoattack. So, in total, you're able to deal a whopping 60 + (300 + 70) + (70 + 70) + 60 + (70 + 70) = 770 damage all by yourself! That, combined with your carry's basic attacks and a well-timed ulti (like
Ace in the Hole) should be able to kill their carry.
When the teamfight starts, you should always be ready to use
Prismatic Barrier on as many of your teammates as possible. This is because you need to protect your damage dealers (and even your solo top
Malphite whose passive
Granite Shield lets him get extra shield) from the enemy's attacks.
But since you will be spending mana to do this, you will need to be on the lookout to see if the team is actually going to start fighting. Another thing to keep in mind is to count the health bars. If you don't see all five and you know the missing
Shaco isn't dead, you should let your teammates know and stay en garde.
When the teamfights do start, use
Light Binding to trap some of the damage dealer champions, preferably one that requires mobility, like the enemy AD carry
Graves. Use
Prismatic Barrier again as soon as possible to shield your allies as they start launching their attacks, put down
Lucent Singularity to slow or deal damage to as many enemy champions as possible, and then use your own
Final Spark to blast them away.
One other thing to keep in mind is to always provide vision for your team, either through the
Ruby Sightstone wards or through
Lucent Singularity. Facechecking a bush is never a good idea.
Ahri could be hiding inside it, waiting for you to get in clear shot for her
Charm. Once you're hit...
Laning Phase
Your Ideal Laning Partners
An ideal laning partner for










I also think that




Starting Items
At level 1, if you are using the masteries that I suggested, you should be able to start off with a biscuit and a ghost ward, and with 525 gold. Here are some suggestions on the starting inventory:
-
+
- This is probably my favorite set of starter items. Wait in the bush until the enemy support has placed his/her ward in a bush, then put down your own vision ward to expose and destroy it, then put down your ghost ward on a different bush. You'll be denying the enemy vision, providing vision for your team, getting 25 gold from the ward kill (unless your carry steals it), and that mana manipulator should let your carry spam some good AoE spells (like
Volley or
Make it Rain). Plus, you can upgrade the
Mana Manipulator into
Shard of True Ice.
-
+ 4 * sight ward +
- The typical support build for Season 2 is still viable for Season 3. While you can't help your carry with that mana aura, you should be able to start with one point in
Lucent Singularity, which can act as an aggressive scouting tool should you run out of wards, letting you and your carry stay in your lane a little longer. I usually get
Sightstone as soon as possible, and upgrade the
Faerie Charm to
Chalice of Harmony so that I can play more aggressively.
-
+
+ 2 * sight ward - If you want to be getting a lot of gold over time, then this would be my recommended build. You can have some increased health and mana regen, and it only takes 340 more gold to upgrade it into Philosopher's Stone, which is always a great starter item for supports. It's even better if you have
Clairvoyance as your summoner spell, since you can upgrade the Philosopher's Stone into
Eleisa's Miracle, which can permanently reduce the cooldown for CV.
-
+
- RIOT Y U INCREASE PRICE ON CRYSTALLINE FLASK =_= This is a pretty greedy inventory for a support. I don't really recommend this. Back when the
Crystalline Flask only cost 225 gold, I bought it with 4 Sight Wards.
How to Play
While you should probably still prioritize maxing out



By level 4, you should have 1 point in







Level 6 only turns the table to an even more favorable side for your team. Now using the Death Ray Combo (









..../ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\ < BOOM. Headshot. | ....\_________/ |
Teamfight Phase
When the teamfight starts, you should always be ready to use



..../ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\ < Thanks, Lux. Unlike my passive, I don't take your shield for granite. | ....\___________________________________/ |
But since you will be spending mana to do this, you will need to be on the lookout to see if the team is actually going to start fighting. Another thing to keep in mind is to count the health bars. If you don't see all five and you know the missing

..../ ̄ ̄ ̄ ̄ ̄\ < En garde! | ....\_____/ |
When the teamfights do start, use





One other thing to keep in mind is to always provide vision for your team, either through the




..../ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\ < It's too late for mercy. | ....\____________/ |
Whether you play her as a high-burst mid laner or a CC-providing support,
Lux's main job is to stay back and fire. Since she is fragile, it is recommended that you have at least one tank in your team to protect her. Try to not get close enough to the enemy for them to silence or hard CC you. Also remember that you don't provide any hard CC, so it's probably best to have at least one teammate who has one.
So now what are you waiting for? Go fight for
Thanks for reading this guide on
Lux! If you liked it, or you would like to suggest improvements, don't hesitate to contact me! I'm all ears. And if you have any screenshots of your victories using this build, send me those too!
Yay for ASCII speech bubbles! Alright, I'm done. Over and out.

So now what are you waiting for? Go fight for
..../ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\ < DEMACIAAAAAAAAAA! | ....\___________/ |
Thanks for reading this guide on

..../ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\ < I love it when a plan comes together. | ....\___________________/ |
Yay for ASCII speech bubbles! Alright, I'm done. Over and out.
None of these videos include me, but I thought I'd share some funny jukes done by
Lux that I've seen on Youtube.
Here are some awesome kills (and kill steals) that Lux can get.
PENTAAAAAAAAAA
QUADRA with JUST the ulti!
Another QUADRA
Triple with JUST the ulti, and got one kill and one assist before that.
And some Baron steals!
Blindly!
Poor Malphite...
Blindly again!
And lastly, McRoosterDotA's "This is why we hate Lux"

Here are some awesome kills (and kill steals) that Lux can get.
PENTAAAAAAAAAA
QUADRA with JUST the ulti!
Another QUADRA
Triple with JUST the ulti, and got one kill and one assist before that.
And some Baron steals!
Blindly!
Poor Malphite...
Blindly again!
And lastly, McRoosterDotA's "This is why we hate Lux"
05/27/2013 - Came back online after some time being AFK, updated some info based on Lux's Final Spark cooldown (whoever nerfed it, I will hunt you down for the rest of my life.)
02/15/2013 - Edited "Masteries (Support)" section to make it match what I had changed on the overview section. Guide is also officially off draft mode!
02/10/2013 - After taking a considerably long break, came back to edit a lot of sections, but particularly the support sections
01/13/2013 - Edited "Finales Funkeln" to "Final Spark", changed item sequences in build
01/02/2013 - Edited a bunch of sections
12/28/2012 - Edited a bunch of sections
12/24/2012 - Edited a few sections and updated a few others
12/22/2012 - Edited a few sections and added the section with the videos
12/18/2012 - Edited "Items (Mid)" section
12/12/2012 - Edited "Items (Support)" section
12/06/2012 - Season 3 updates took place, guide is now in draft mode
12/03/2012 - Finalized and published guide
11/22/2012 - Started writing guide
02/15/2013 - Edited "Masteries (Support)" section to make it match what I had changed on the overview section. Guide is also officially off draft mode!
02/10/2013 - After taking a considerably long break, came back to edit a lot of sections, but particularly the support sections
01/13/2013 - Edited "Finales Funkeln" to "Final Spark", changed item sequences in build
01/02/2013 - Edited a bunch of sections
12/28/2012 - Edited a bunch of sections
12/24/2012 - Edited a few sections and updated a few others
12/22/2012 - Edited a few sections and added the section with the videos
12/18/2012 - Edited "Items (Mid)" section
12/12/2012 - Edited "Items (Support)" section
12/06/2012 - Season 3 updates took place, guide is now in draft mode
12/03/2012 - Finalized and published guide
11/22/2012 - Started writing guide
You must be logged in to comment. Please login or register.