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Lux Build Guide by MRN.ecco

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League of Legends Build Guide Author MRN.ecco

VES Ecco's Lux Guide

MRN.ecco Last updated on January 6, 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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... Hello! I am Tyler "ecco" Spesick! I am the former mid for the LCS team "Team MRN" and current substitute for LCS team "Velocity eSports!"

I have created this guide to assist Lux players of all skill levels. I hope to go over all of the vital things to become an amazing Lux player! The reason I enjoy Lux so much is that is extremely long range, has very safe laning, scales well throughout the entire game and is also very fun to play!

My Stream

Facebook: Velocity eSports - Twitter: @eccoLoL & @VelocityES - Stream: thebts

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Pros / Cons


  1. One of the best siege champions in the game.
  2. Safe laning.
  3. High Burst.
  4. Amazing Catch.
  5. Long range.
  6. Strong kiting.


  1. Low mobility/low escape.
  2. Very blue buff dependent.
  3. Inconsistent damage in team fights.

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Team Comps

Lux is a fairly universal pick because she works well in practically every team comp.

She works well with engage comps because if she catches a priority target with a light binding, it will cause certain death. Her high poke and large burst allows for her to widdle down opponents which leads up to the finale of engages onto a greatly weakened opposing team.

She works well with poke comps because she has strong disengage, sustain through her shield, as well as amazing catch. She is pretty much vital in poke comps because of her amazing utility. Other champions that will be seen with her in poke comps would Jayce, Janna and Varus.

Lux also has great synergy with protect comps. If you are familiar with the competitive NA scene, it was very common for Counter Logic Gaming to run "protect the DoubleLift comps." In these comps, Lux was the prominent mid for them because she supplies a large, spammable shield as well as phenomenal kiting. If you have a hyper carry on your team, Lux is a very strong pick to help protect them!

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Ignite and Flash are the most common summoners to use on Lux because it provides her with very strong laning. Lux has some of the best laning in the game because she can either farm safely or harass endlessly depending on the matchup. Taking ignite allows for a lot of kill potential in lane and more guaranteed damage in earlier team fights.

The other option available is Barrier and Flash. This is a much more defensive route to take and usually it is taken when you are against multiple assassins and are afraid of getting burst down. An example would be against a Kha'Zix middle and a Maokai jungle. They have a lot of lane pressure as well as burst so barrier would be a safe choice in this scenario.

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greater mark of hybrid penetration

... greater mark of hybrid penetration
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Ability Power

On most AP mids, I have transitioned into having hybrid-pen reds be a staple in my rune page. With all of the auto-attack harassment that is happening in mid-lane, it is worth it to lose 2.3 mpen for the 8.1 armor pen. It will make your auto-attacks hurt that much more and it will add up over time. Lux is about slowly winning the war and this helps her do that.

The rest of the runes are very standard and straight-forward. Armor and Mr allows you to trade as efficiently as possible and flat ap quints are just by far the best options for Lux.

If you are in a matchup where you feel like you can get little to no auto-attacks off, you can just substitute out the hybrid-pen reds for magic pen.

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This is the standard page I've been running on almost all of my AP mids right now. Overall it gives you everything you need for the entire game. The 21 points in offense allow you to scale as hard as you can into the late game while the 9 points in offense give you added regeneration for laning as well as reduced cool-down on your summoner spells.

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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

The only time this differs is that sometimes you want to start with Q over E (usually when you are invading or catching someone invading). Just wait until the appropriate time to take your skill as E is much better than Q for lvl 1 laning.

Illumination (Passive)

Lux's damaging spells charge any enemies with energy for 6 seconds. Lux's basic attacks or Final Spark will ignite the energy, dealing 10 + (10 x level) magic damage to the target.

Lux's Passive is insanely strong. It allows her combo to do incredible amounts of damage when done properly. To utilize her passive most efficiently, try and get an auto attack inbetween each spell. If you catch someone with your Q, throw your E on-top of them but do not proc it until you get your auto-attack off. You will not always be able to safely do this so only do it when it is safe. You are a fragile, low movement speed champion and you should act accordingly.

Light Binding

Lux releases a sphere of light in a line, dealing magic damage to the first enemy it touches and half that damage to a second nearby unit. Additionally, the first unit struck is snared for 2 seconds, and the second unit for 1 second.

Lux's kiting and catching skill that sets up her combo. Do your best to predict enemy movement and place Light Binding accordingly. It will take some practice to be able to land it consistently on targets but practice and experience helps greatly. Don't be afraid to hold it until the opportune moment. This will increase your accuracy and also help your confidence. In team fights, don't just throw it out every time it is off cd unless you are sure it will hit. Be as sure that you are that it will connect with at least one target before throwing it out because in team fight it is vital to hit as much as you can; you don't have the forgiveness that you do when sieging to miss a lot of skills.

As you get more advanced you will more consistently catch multiple targets and it will set you up for larger combos. As with other catch champions, use the fog of war and corners to your advantage. You can catch unknowing opponents with your light binding without them even being aware that you were there and then erase them off the map with your combo.

Prismatic Barrier

Lux shields herself for up to 3 seconds and throws out her wand to a target location, applying the same shield to friendly champions in its path. Her wand then returns to her, again shielding friendly champions and Lux herself upon touching it.

Lux's arguably most overpowered move. A spammable aoe shield that refreshes if it hits your ally twice. When you have blue buff and sieging, just spam this move 24/7 on your team as you trade with the opponent. In team fights try and hit as many teammates as you can with it but most importantly try and keep your priority targets shielded as they are most important. You can also use it in laning to help you trade more efficiently and block poke that your opponent will throw at you. Until you have your tear and blue buff though, be weary as it will consume your mana quickly!

Lucent Singularity

Lux sends an anomaly of twisted light to a target area, revealing it and slowing enemies within for up to 5 seconds. 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.

Lux's main harassing tool in lane and the middle piece of her combo. The main purpose of this tool is damage. You use it to harass your opponent/push in lane. Try and get auto-attacks after hitting your opponent if it is safe. If you have the spare mana, use your shield when doing so to absorb caster minion fire as well as any shots fired back from your laning opponent. When sieging you will be using this spell in conjunction with light binding to wear down the enemy team. Also, an important aspect to remember about this ability is that it does slow.

If you catch someone who doesn't have an escape (let's say Draven) in a light binding and then follow up with your E, keep your E down until right before he goes out of range as it will slow down his escape. If you are going for your full combo though (Q -> E -> R) then you will typically not have to worry about this as you pop your E the same time your ult goes off. It also grants vision so you can use this to check suspicious bushes or corners that sneaky enemies can be hiding in.

Final Spark

After gathering energy for half a second, Lux will fire a broad and long-range beam of light in a line that will instantly deal magic damage to all enemies in the area. Any enemies that already have the Illumination debuff have it ignited for magic damage, then re-applied.

Lux's signature move: the Laser! One of the most fun skills in the game as sniping an opponent is just oh-so-satisfying. If you catch a squishy target with a light binding, proceed to use your full combo on them and watch their health disappear. Other than decimating opponents, you can use this ability to clear waves safely as well. Just toss your e out and line your laser up to go down the line of minions. Make sure to pop your E on the melee minions! Other fun things you can do with this is snipe objectives such as blue buffs. It takes some practice and a little bit of luck but it can pay off.

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x4 x2

The first and more common choice for starting items. In a standard lane you will go this because it gives you the most sustain as well as a ward. Just allows you to stay in lane for the longest amount of time while also allowing you to build towards your tear.


This is the second and more greedy starting choice. I go this when I'm against a mid champion that can't fight back very well (kha'zix/twisted fate would be champions I would consider going this start against) and against a jungler that isn't really punishing (Jarvan/Maokai would be examples of Junglers who ARE very punishing).

This will be your core items on Lux. Sorc boots are the standard pick for AP mids as the spell-pen is very valuable. Tear is a kind of uncommon pick on Lux as most people rather go chalice into athene's but I much prefer the tear route. Tear items are ridiculously cost efficient so I like to go them whenever I can. Then because I am not getting the cdr of athene's I follow-up the tear with morellonomicon. Morello is once again insanely cost efficient and it works well with tear so I build it. Because Lux takes a while to fully stack up my tear, I go deathcap next as it will give the largest burst in damage.

After Core

Usually after deathcap I will follow-up with Seraph's Embrace because the shield is very valuable but sometimes I will go Void Staff before if they are stacking a lot of MR. Then last item most of the time I go zhonya's hourglass to increase my survivability even more while also obtaining the most AP I can get off of one item.

It also can be noted that this build can change if I am against an ad mid (such as kha'zix/talon/jarvan) as I will get a zhonya's after tear. After that my build follows the same order.

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... Lux's laning is very strong and it should be played fairly aggressively. Try and not be scared and split the lane as you would be losing an opportunity to gain a lead. Use your E to harass and auto-attack whenever favorable. Popping your passive increases your overall damage a lot so make sure to try and do that. Usually you want to save your Q to follow-up on ganks or save yourself from being ganked but if the opportunity arises you can use it to go for a large burst of damage or potentially kill them.

Overall you are mostly harassing with your E and farming well. You should be able to poke your opponent out of lane otherwise they will run the risk of getting hit by a light binding and dying as a result. Try and keep your sides warded as it will allow you to play more aggressively and you won't have to save your light binding to use it defensively. ...

Depending on the matchup you will either be wanting to be pushing the lane or keeping it frozen. Against weak pushers and/or champions that list hit poorly under tower (such as ryze/nidalee) you want to be pushing the lane and harassing them whenever possible. These are lanes that are very favorable for Lux and should be played very aggressively. Against melee champions (such as Diana/Kha'zix) you want to freeze the lane in front of your tower if possible. It will put them in an awkward position and force them to miss cs to play safely. If they are still last hitting normally it will set your jungler up for an easy gank.

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... Mid-game you aren't doing much different from early laning phase. Lux is not a very strong roamer and usually roams are done to counter-gank. This is because lux is very low mobility so if she was the one who instigated the roam, she could be caught in an awkward position that would cause her to use summoners/die as a result. If you are counter-ganking, you will be much safer to run through the river to the destination. You can get some free-kills sometimes on stragglers with laser snipes so make sure to look for that. Don't rush it; hold your aim steady and line it up with their path. A lot about Lux is patience and high accuracy so try not to rush your spells too much until you get more experienced.

Make sure to keep your sides warded and remember to use blind-spots and corners to attempt to catch people. You have very high kill potential and can 100-0 most people with a full combo and your ignite.

With Lux you have very strong sieging and this is the majority of what you want to be doing. When you have blue just pump out your spells as much as you can to attempt to widdle the enemy team down. Once you get a good catch on a priority target, combo it with your laser and it should set your team either up for a favorable dive or a free tower.
During team-fights Lux is mostly going to be very far back in the fight near the ad carry. Once the actual engage happens, you want to be holding hands with your ad carry, shielding them and using your spells to kite for them. Remember that your E slows so attempt to optimize the cc that you have. Try and save your laser to follow-up on hard cc on their squishies and it isn't as efficient when used on the tanks. It is very long range so you can still do this while being far back near your adc. ...

Something to keep in mind when you are sieging is to keep wherever you are pinked to make it more difficult for them to dodge your spells as well as keeping an eye on their engage. As you are constant peel/damage/low-mobility you are a very high priority target and they will try and kill you. Make sure to be weary of their engagers if they start moving forward as they might try and force an engagement. Just safely walk back and resume your sieging position once they have backed off.

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Later on when you are getting close to finishing your final build you will have insanely high kill potential as well as strong protection as usual. What you do in team fights never really changes but mistakes will be punished as the game progresses so make sure to hit as many of your spells as possible and to not be out of position.

Sieging should still be your team's main objectives so make sure to keep all lanes pushing before setting up your tent in front of a tower. Once you have an inhibitor down, you can start pressuring baron. Try and keep an eye out for catching wandering supports as you can usually one-shot them or at least get them very low allowing your team to force a favorable engagement. As usual though, be careful of getting engaged on because if you die your team will be in a very bad situation.