Lux Build Guide
Dear Sorceress Lux, that's a nice hat.written by Nicehat
Table of Contents
|What Lux brings to you||8|
Why should I play Lux? The simple answer is that you like having fun, learning and adapting. If you want to be a support character, then be a support character. If you want to do burst damage, then pick a burst damage character. Lux (at the point in time that this guide was compiled) cannot super effectively do either. I’m not saying Lux cannot be supportive or that she cannot do damage. But realistically, there are much better choices for either option. What Lux offers however, is an enjoyable match, where you run in out of nowhere, do your thing, and people end up hating you for what you do (which honestly, is very little, but when you do it, it’s amazing).
So, if you don’t offer real support, or high damage to the team, what do you offer? Firstly, you offer annoyance (to your enemy, not your team). You offer wisdom through Clairvoyance and Wards, and you offer a fantastic initiation. This shall be covered below.
Furthermore, in support of playing Lux, if other characters do what her skills do, but better, then why should we not just make a team of those characters? Lux offers ultimate versatility. Her Light Binding, Lucent Singularity and [spell=Finales Funkeln] may be used in both offensive, and defensive play, all the time, forever. We will cover this further shortly.
What this guide offers is another perspective on how Lux can be utilised. It is more a guide for those who are looking for alternative avenues to take Lux down, instead of just using her as a form of damage character (with a shield).
Illumination (Passive) Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing 20-190 (depending on Lux's level) magic damage to the target.
At early levels, your passive can give you a huge increase in damage, especially after both Light Binding and Lucent Singularity. Late game, as enemy carries start doing more damage, this passive becomes less useful as Lux is really squishy, and is rarely in auto-attack range. If you want to be increasingly aggressive, consider pairing it with a Lich Bane (I personally don't do this often, but did it during my experimental stage).
Light Binding Lux releases a sphere of light that binds and deals damage to up to two enemy units, dealing 50% effect to the 2nd unit struck.
Fires a ball of light towards a target location, binding and damaging up to 2 enemy units. The first target takes 60/110/160/210/260 (+.7 per ability power) magic damage and is bound for 2 seconds. The second target receives 50% of the effect.
Half the reason you exist. This skill can effectively snare two targets, and often does, on top of that it lights up your target(s). The hit-box is good enough that it can snare two enemies who are standing side by side. You can get reasonable damage on a squishy. And once we get some CDR (Cool down reduction) cranking mid/late game, the cool down on this skill gets to a point where you're using it multiple times each team battle. This allows initiation, (possibly snaring a tank, and then carry behind it), then allows mid-battle snare(s), and then an escape (or prevention of) if needed. Do not under estimate what you (or your carry) can do in two seconds.
Early game, if an opponent over extends even in the slightest, snare him. Hopefully you’re laned with someone who can do nice damage. Early kills are easy when you can keep an opponent still regularly. Once the lanes break, you’ll find yourself pretty much sitting in bushes with your carry(s), waiting to snare someone, and getting a kill (or assist). Late game, because of this skills nice range, you’ll find yourself standing in the middle of your team, waiting for a good time to initiate. Mid battle, retreat backwards, forcing their carry to over extend into the middle of your team if they want to attack you. From here, you can snare them again, right in the middle of your other four members. With their carry(s) down, the battle could potentially already be won. This skill is used for many reasons, snaring enemies as an initiation, snaring enemies from escaping, snaring enemies in order to create your own escape, or last hitting minions. This skill is your most important, and in a team sense most valuable. If you cannot aim it properly, or predict enemy movement, then learn to, now.
May it also be known that since it's a skill shot, you can throw it over/through walls to take care of an enemy on the other side. This can really be the difference between killing an enemy, or an ally being killed.
Prismatic Barrier Lux throws her wand and bends the light around any friendly target it touches, protecting them from enemy damage.
Lux throws her wand to the target location and back, protecting herself and all allied champions it touches from 50/75/100/125/150 (+.3 per ability power) damage for 3 seconds.
This skill acts as a shield. It activates on yourself once initiated, moves a short distance (the distance is fair to be honest, but in regards to your other skills it feels short), and returns back to you. During flight, it pops the shield on any allied champions it contacts, and again activates on you upon return. In all honesty, this shield is a bit useless. However, one cannot scoff at ~250 mitigated damage as it could every now and then be the difference between life and death (of you, and/or your team members). During small battles, use it at your own discretion. However, during team battles, it should really be used after you initiate with your first snare. Why? One reason for this is because your team is nice and clumped at this point, and you can hit multiple members easier. Another is that most people use their Ulti’s, and/or hard hitting skills very early in the battle, thus you can mitigate the larger portions of damage, as opposed to the smaller quick cool down skills which your own members can handle anyway. The last reason, is the sooner you use it, the quicker you can use it again. The first time you use it is to mitigate damage, the second time you use it however, is to save someone’s life. In short, this shield can, and will save someone’s life regularly, but there are way better options out there on other characters. Mediocre at best. If you had to choose between shielding an ally, or snaring an enemy, you’d probably always snare the enemy, regardless if it’s for offensive, or defensive.
Although I will openly say other characters have much better options, and that the shields damage prevention is low, and its active time is short, you'll find yourself smiling when you save an ally.
Note: When running away, throw it forward so it comes back to you quicker.
Lucent Singularity Fires an anomaly of twisted light to an area, which slows nearby enemies. Lux can detonate it to damage enemies in the area of effect.
Creates a zone that slows enemy units by 14/18.5/23/27.5/32% (zone lasts 5 seconds). Can be detonated to damage enemies in the area for 60/105/150/195/240 (+.6 per ability power) magic damage.
Your AOE (Area of effect) skill. Once cast, it puts up an AOE slow area (to be honest, a pretty ordinary slow till higher levels), and once used a second time, it will cause this area to detonate. All enemies are lit up (upon detonation), so you can do extra damage on an auto attack. In regards to creeps, this is a good method to get rid of half a wave. You can hit the back creeps (casters), light them up, then auto attack them for an instant kill. Money wise, this is handy.
Early game, you can use this to damage enemy champions who are unaware of what you’re doing. Lets be honest, Lux is a new character, and a lot of people don’t understand what’s going on. Mid and late game however, the damage of this skill wears off very quickly. Not only that, but because you’re so damn squishy with no escape, it’s hard to make use of the fact that your opponent is lit up because whilst you run in for that extra ~100 damage, you get punched in the face, and die. Bad trade.
HOWEVER. People don’t quite understand the usefulness of this skill. Yes, i’m trying to convince you that it is useful late game. Opponents are scared of it. It’s a blunt fact. If you throw it down in a ‘key’ area, you’ll watch your opponents dance around the circle and refuse to enter. They know they’ll be slowed, and if you’re on point, they know they’ll take damage (all 300 of it). You can use this to effectively keep enemies from going in different directions whilst retreating.
Imagine a battle in top or bottom lane. You snare 2 enemies, shield all your allies, and between all of this, their carry drops. Their tank is at half health, and their casters are spent and now useless for 30 seconds. What happens? They bail. If you have the foresight, you should drop your Lucent Singularity in a position that stops them from going through the jungle, thus creating a corridor for at least half a screen. What this ensures is that your Ulti will hit (and slow with [item=Rylai's Scepter], and that anyone who also hits multiple opponents will.
Another situation where I use this skill, is when defending a turret whilst entering from the Jungle. You're able to drop Lucent Singularity in the way path of all your enemies, preventing them from getting to you, and at the same time, snaring their tank under your turret with Light Binding, and using [spell=Finales Funkeln] to clear all the creep. Your turret is now successfully saved, and you can bail as Lucent Singularity wears off, and the turret starts attacking the enemy champions.
That’s all this skill is really good for. Early game damage, farming, accidental last hits, and then zoning. Your team mates will love you.
Note: Combined with [item=Rylai's Scepter], the slow is actually considerable, as it slows on detonation also.
[spell=Finales Funkeln] After gathering energy, Lux fires a beam of light that deals damage to all targets in the area.
After a short delay, Lux fires a stream of light in front of her, dealing 300/400/500 (+.75 per ability power) to all enemy units in the area.
If Light Binding is the first reason you exist, then [spell=Finales Funkeln] is definitely the second. Your ulti can be 100% useful, and 100% useless at the same time, let me elaborate.
This skill has ‘ok’ damage, a ridiculous range, and a wonderful cool down. With this in mind, it lets us last hit enemy champions who are running away on a predictable path. It allows us to farm creeps quickly, and effectively (at level 16, skill level 3, it’s a ~30 second cooldown). It’s damage is ok, which makes it great to put squishy characters out of action very quickly. Very rarely do you use it at the beginning of a battle, but if you do, all squishies hit will crap their pants before the battle has even started (I wouldn’t do it unless you’re in a defensive stance, ie: 2v5, and you’re 2, and you’re at one of your turrets).
However, why is it useless? Late game, you rarely get to do your whole combo, Light Binding -> Lucent Singularity auto attack, detonate Lucent Singularity, auto attack, [spell=Finales Funkeln], auto attack (then repeat). That can be nasty, but really, we don’t get close enough in order to do it. And [spell=Finales Funkeln] on its own does absolutely nothing against hardy characters, or tanks. And sometimes, doing damage to the tank is a top priority as they are beating down a turret.
Do not under estimate its range. It’s approximately from your inhibitor, to just beyond your middle turret. This range is amazing. And every 30 seconds you can hit it. See a Teemo harassing a turret of yours? Not only do you knock him to half health, but you eliminate all the creeps as well, effectively saving a turret without doing anything. Without question, use it to last hit enemies, save turrets, and farm. Every 30 seconds after level 16 you should be finding a reason to use it. Steal Baron from forever away is my favourite.
Early/Mid game, you should be using it to last hit enemy champions who think they're safe standing at their turrets, very silly of them. And don't think it doesn't happen, it happens all game.
Late game however (once level 16) this skills use changes dramatically. It's use for three main reasons, let me elaborate.
1) Base defence. If you are in a defensive position, that probably means a handful things are happening. Firstly, your opponents have more map control than you. Secondly, you (and most of your allies) are hanging around your base, or going for backdoor tactics. Thirdly, it means you're probably seeing a lot of creep waves make it to your turrets, since the opponent has map control. So how does [spell=Finales Funkeln] help? Every ~30 seconds, you can throw it at a turret, essentially knocking out a creep wave. But why would you do this? Surely we could be more useful throwing it at an enemy champion. That is actually where you're wrong. If you can single handed defend the entire base on your own, without hardly having to move, it gives your other four allies free reign to stick together and re-gain control of the map, as the opponents have to slip up in order to push multiple lanes which you are quite happily taking care of without putting yourself in any risk. By standing at your mid-lane turret (assuming your front turret is gone in all three lanes), you can take care of top and bottom middle turret very easily, alternating which side you throw your [spell=Finales Funkeln] at.
2) Last hitting enemy champions who are escaping. As an enemy tries to bail, throw your Clairvoyance in an educated manner to their route of escape, and punish them. However, do not steal kills from your carry, they need the gold a lot more than you do, and can utilise that gold a lot better than you as well. Use it to take a kill when your carry will not be able to take it. There is very little point to Lux having a lot of kills, her damage increase vs cost effect is just not good enough.
3) When paired with [item=Rylai's Scepter], you have a ridiculously ranged slow. "But dude! That hardly slows!" While I can agree with this statement, if you have an ally (or two) already in pursuit, this can be enough for them to catch up, and throw an Exhaust on, ensuring the kill. Feed your carry!
I will not break this down to a step by step guide, as you should be smart enough to alternate items due to situational use.
When considering what items Lux would find useful, we must think about firstly her strengths, then her weaknesses. Making her strengths stronger is a no brainer, however, through gear/items alone, are we able to compromise her weaknesses? The short answer to that is no, but we can to a small degree.
Strengths: Range, Snares everywhere, Ulti CD, Ability to pin a squishy easily.
Weaknesses: No escape, Low HP, Bad CD on other skills, Poor mana management.
What can we establish from this? We need CDR (Cool down reduction) to make more use of her snares, and use her already fantastic Ulti even more. She already has snares (lots) so we should consider making them more useful. She has no escape and low HP, so we should consider some survivability. With her range already in place, CDR and [item=Rylai's Scepter] will help in team situations. And lastly, but most important, her mana management is awful, and needs fixing first.
As a result, I concluded (you may or may not agree) to using the following items, and here is why:
Chalice of Harmony: This item basically takes care of all your mana problems from the get go, and for the entire game. My first trip back will always be for this. It ensures that you will always have enough mana to snare an enemy, in order to kill, or escape. Make sure you have this BEFORE level 6, or you may find yourself without mana to use [spell=Finales Funkeln], in effect missing kills, and more gold.
Sorcerer's Shoes: Always my second item. Movement speed early game is crucial for Lux, it is the difference between an enemy using a dash/fast movement ability and snaring you, or not. The Magic Penetration also increases your damage, and should not be underestimated. I can understand someone opting for further survivability by alternating this with Mercury's Treads. There is no right or wrong answer, but I believe the Magic Penetration is better. With smart play, wards and Clairvoyance, you should have enough survivability anyway.
Void Staff: My third item is Void Staff (my first three items are never inter-changed in priority, they stay the same irrespective of how the game is going). Ability Power, and more Magic Penetration. Little explanation required.
The next two items should be taken depending on how the game is going, and I shall explain why after.
[item=Rylai's Scepter]: 80 Ability Power, and 500 HP in one item? That's great for a squishy caster. Secondly, the slowing ability added to Lucent Singularity and [spell=Finales Funkeln] is invaluable. This item alone makes Lux turn from annoying, to godlike.
Nashor's Tooth: Attack speed? Questionable, I also admit. However, consider this. We're gaining a huge boost in CDR, and 55 AP in one item slot. It is very hard to find a replacement. Admittedly, the extra mana is not helpful after you have Chalice of Harmony. Other options? Deathfire Grasp or Mejai's Soulstealer. Let us quickly discuss. Deathfire is not a bad choice, again, the mana is not useful right now, you get less CDR and only 5 more AP? I think 200g for the Nashor's is a better choice. Also, the Deathfire Unique active is not something you'll often be in range for at this time in the game. If you're at the front lines early battle (when the active is most useful), then you're already dead, and late battle, when most of their HP is already missing, it's a bit useless. Mejai's is an understandable choice. It's cheap, you'll gain stacks like crazy, you should be able to keep those stacks, and it's a lot of AP at the end of the day. But why do I stick with Nashor's? I like to know what I have. What if you never gain your 20 stacks for the CRD? Again, the extra 10% CDR is worthwhile on Nashor's.
But, which one should I pick first? This is where it depends if you're offensive, or defensive, and i'll explain why. If you're on the offence, you should be rolling with [item=Rylai's Scepter]. "NO WAY DUDE, NASHOR'S IS MORE OFFENSIVE! MORE CDR FOR THE PEEEW PEEEEEEEEEW LAAAZOR!" Silence fool, and listen. If you're offensive, there's a good chance your team will wipe at some stage. This is fact. People get cocky, and make stupid pushes, and die. Thus, the HP is handy on an offensive. The extra slow will help you (and your team mates) escape. Or in battle, the extra AP is damage, and the slow results in more dead enemies (and saved carries). Nashor's Tooth is great for your defensive stature. "NO WAAAAY, THE CDR MEANS MORE PEEEW PEEEEWS FRY SOMEONE'S FACE!" I said silence! The CDR means your Ulti is active every ~30 seconds even without Golem. And if you re-cap in my description about [spell=Finales Funkeln], I was talking about being able to stand in mid, and defend both top and bottom with little effort after level 16, and the rest of your team can re-gain control of the map. That's the run down between these two items, and why you'd select one before the other.
Other alternative items?
Lich Bane: Synergises with your passive amazingly. If your team is entirely rolling face from the word go, and the opposing team has no possible way of coming back, consider it (I still dont).
Archangel's Staff: There's a trend going around with AP characters, and stacking 3/4 of these. If you want to be crazy, then sure. However, consider that you don't cast spells as often as they would, and if you're letting your carry get the kills, you won't have that much gold. However, it is an appropriate first item for your mana management, and eventual AP.
[item=Zhonya's Ring]: The AP sure helps, and it's unique active can really get you out of some sticky situations. Don't disregard your reflexes, and ability to avoid multiple things from it. Ashe Ulti, Karthus Ulti, Gragas Barrels, Ezreal Ulti, so forth.
[item=Soul Shroud]: Mana management, CDR, and HP? Understandable, but the other options cover this also.
Rod of Ages: A lot of casters rush a Rod of Ages, and it makes sense. Damage and survivability which grows? Fantastic. However, if you're rushing a ROA, you're potentially missing out on earlier mana management, and in effect, kills.
Items to avoid:
I personally disagree with hybrid items on Lux. If you're fighting a team with characters who can both dish and take damage (Olaf/Xin so forth), then you really can't be in the middle of things. You will be gone before you know it. Hybrid AD/AP/AS items are great for noob stomping, but don't make a habit of it, you're just too squishy.
Last item slot? You only list 5?
Use wards silly. Everywhere, all game. It'll keep you alive better than any item ever will.
Masteries have always been a personal thing, but i'll cut it short as you can all image where it's going already.
Masteries: 9/0/21 (9 offensive, 21 utility).
Offensive: Extra AP, Magic Pen, and minor CDR.
Utility: Extra use of Clairvoyance, more CDR, increased neutral buff time (Golem), and the extra use on Ghost are the main points you should be getting out of this.
Again, a personal choice. Let us re-cap on the item discussion, and discuss what Lux has, or needs.
"Strengths: Range, Snares everywhere, Ulti CD, Ability to pin a squishy easily.
Weaknesses: No escape, Low HP, Bad CD on other skills, Poor mana management."
Quints: HP, a must.
The rest of it is really as you see fit. AP, CDR, Mana regen, or more HP?
Personally, I have this setup:
Greater Quintessence of Fortitude x3
Greater Mark of Potency x9
Greater Glyph of Potency x9
Greater Seal of Knowledge x9
HP, AP and Mana. CDR, I think you gain enough via Masteries, Nashor's Tooth and Golem buff.
There is no particular right or wrong option. But weigh up the following.
Light Binding: At level 1, your stun duration is already at 2 seconds for primary, and 1 second for secondary target. The only thing increasing is your damage. This damage is more than what Lucent Singularity can provide, and the snare is ensured (if you can use skill shots well).
Lucent Singularity: An AOE slow, and damaging spell. Lower levels, this is great for pushing farming, and harassing enemy champions, as you can throw is straight over the top of creeps. It has no actual snare however, but do keep its zoning potential in mind.
Prismatic Barrier: An interesting support spell which may or may not hit your ally, and may or may not last the duration of incoming damage, and may or may not mitigate enough. I just made it sound officially awful, but understand it has its time and place, but I think snaring an enemy is much more appropriate at all times.
[spell=Finales Funkeln]: Damage, defence, farming, scare tactics, Baron stealing, last hits. Read above again.
Thus, I level my skills accordingly:
1) [spell=Finales Funkeln]
2) Light Binding
3) Lucent Singularity
4) Prismatic Barrier
May it be known I do my best to keep Light Binding and Lucent Singularity at the same level, as they are equally useful.
Once again (I'm sure you're used to this by now), let us re-cap Lux.
“Strengths: Range, Snares everywhere, Ulti CD, Ability to pin a squishy easily.
Weaknesses: No escape, Low HP, Bad CD on other skills, Poor mana management.”
And here is my response to Summoner Abilities.
Clairvoyance: This spell is absolutely invaluable. Knowing if you’re safe or not, for free is the best thing you could imagine. A fantastic positive for this, is since Lux is usually pretty free (when I say this, I mean your cool downs are long, and you’re right at the back doing nothing waiting for spell cycle), if you see a team member of yours going for a back door, then you see an enemy champion (or two) start heading towards them through the jungle, you can hit Clairvoyance in their direction, so they can physically see to get out of there. Another great reason is hitting Clairvoyance in order to get your last hits with your Ulti as enemies flee. Clairvoyance used on your close bushes negates any risk, and leaves you to lane without any form of worry, thus you don’t need healing items. Also, Baron stealing?
Ghost: Since you have no native escape mechanisms, Ghost is my escape of choice. I understand with Flash you can do some really fancy escapes, and some really amazing offensive manoeuvres as well, this I will not deny, but you can’t outrun someone with Ghost (or other speed abilities, ie: Yi) with Flash. In regards to escaping, you could take both Ghost and Flash, this gives you both amazing offensive, and defensive options, but I believe the usefulness of Clairvoyance on Lux is too valuable to lose. And I believe Ghost > Flash for defence (personal opinion, don’t be hatin’).
The above two are clearly what I like to use, but that’s just me. Other viable options are:
Heal: Lux is squishy, and has low health. Heal is not a bad choice for survivability, and ruins most ganks. For first time Lux players, Heal is good until you get used to how to zone.
Ignite: Can get you some last hits early game, however, late game, do keep in mind you aren’t always in the fray to get those last hits. Let the carries get them. Also... shouldn’t you be hitting your Ulti if this is the case?
Cleanse: I wouldn’t drop Clairvoyance for Cleanse. And definitely not Ghost. If you’re using Clairvoyance and Wards properly, you won’t need Cleanse.
Flash: Explained above under Ghost. Spectacular enterance/exits from combat, but lacks running power to escape in certain situations.
Teleport: Allows you to stay in your lane a lot longer. Probably what I would take if I were to drop Clairvoyance.
Clarity: Fantastic early game, but once geared, kind of becomes useless late game (unless using to give your carry mana).
Other spells in my eyes, are not worth while in the slightest on Lux.
What Lux brings to you
Lux is not just another character in LoL, she brings interesting development to the individual player. You learn skills which you can bring across to many other characters, since she's such a mix of the cast.
You learn skill shots, very quickly. If you learn Lux effectively, and wish to start doing heavier damage, roll Morgana, and see how you like her.
Zoning tactics. With Lucent Singularity, you learn to place it in both offensive, and defensive manners. Bring this to other characters. For instance, most Akali players don't consider using her stealth area spell to simply deter enemies, or limit movement. Very rarely will you see a Miss Fortune use her AOE in the same manner. People are always too busy going for the kill (if it be champions, or creep), and do not see the usefulness in manipulating your opponents movement.
Survival tactics. If you are used to playing characters with a high level of survivability, you will miss that very quickly. However, if you stick it out with Lux for a period of time, you will learn how to not die (assuming you can adapt, and don't keep trying to laser people).
Ally/Opponent reading. All of Lux's abilities are skill shots. You need to predict where your allies are going to shield them, and where your opponents are going to snare them. Do not underestimate your own personal ability to adapt in this sense, it happens within a few games. For instance, consider learning this, then being able to use Jana's Whirlwind more effectively, not only hitting some creep, but knowing where the opponent will most likely run, and having the Whirlwind on that assumed way path.
Lux is a fantastic character for training the player. Because she is not super powerful, you have to work for your kills, and start appreciating everything that other characters offer.
I honestly hope to god I have not put you off playing Lux. I have bagged her in many ways, but I praise her in equal aspect. She is one of the most balanced new characters we have seen. Anyone who claims her to be OP is just unable to adapt to fighting her, I will say that bluntly.
I hope I have opened your eyes to how you can use Lux in better ways than just "OMG ULTI UP FIRE THE LAZ0RS LUUUULZ", because, really, that's just bad play, and you're taking kills that your carry needs way more than you.
Offence help. Defence support. Learn it, be it.
Nice hat Lux.
Mediocre character, fun, adaptive play.
Low survivability, mediocre damage output.
Passive: Good mid game, gets bad, consider Lich Bane if face rolling enemies.
Light Binding: Snare, Damage, 2 potential hits, Offence, Defence, Initiate, Sweet.
Prismatic Barrier: Shield, procs twice on you, awkward to hit allies, get used to it, throw in direction you're running in.
Lucent Singularity: AOE, slow, damage, ZONE!
[spell=Finales Funkeln]: Damage, defence, farming, scare tactics, Baron stealing, last hits.
Chalice of Harmony Sorcerer's Shoes Void Staff
One then other:
[item=Rylai's Scepter] - (Offensive)
Nashor's Tooth - (Defensive)
Masteries: 9/0/21 (9 offensive, 21 utility).
Greater Quintessence of Fortitude x3
Greater Mark of Potency x9
Greater Glyph of Potency x9
Greater Seal of Knowledge x9
Submitted by Nicehat
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