Lux Build Guide
Lux, the Brighter Side of Deathwritten by TheChainsaw
Table of Contents
|Masteries + Runes||2|
|Pros / Cons||7|
|Working in the team||10|
Illumination This is Lux's passive and really one of her biggest weakness's.
Every time an enemy is hit with a spell from Lux they get Illuminated. This mark they get lasts for around 6 seconds and can be detonated for bonus damage from Lux's Auto Attack.
Light Binding Much like Dark Binding, its a snare that deals damage. It is a skill shot that snares the first TWO enemies it comes into contact with. Dishing out a 2 second snare with some damage to the first victim and a 1 second snare with half the damage to the second. Prismatic Barrier The use of this spell is much like Sivir's Q ability. Only instead of dealing damage, it provides all allied champs who are hit with it a 3 second shield for a set amount of damage. Its purely a damage barrier and does not protect from CC. Lucent Singularity This is Lux's second form of spammable damage and CC.
Upon casting to the target area this ball of light can act as a sight ward for 5 seconds. During those 5 seconds a small area around the ball acts as an AoE slow and slows all enemies while passing through it. After the 5 seconds is up the ball explodes and damages all enemy units inside of the zone. This can be detonated earlier by hitting E after casting.
[spell=Finales Funkeln] This is possibly one of my favorite Ults in the game.
Finales Funkeln is a high damage Laser. Its pretty basic. The range of the laser is not across the map and is slightly shorter range than Ashe's sight birdy. Upon casting, a red line will signal where the beam is going to go and then instantly deal damage to every enemy unit in the path. The damage is instant and non diminishing (I.E. Ezreal's Ult, Sivir's boomarang, the more it hits the less damage it deals).
Masteries + Runes
As with all Casters I play I like to maximize the usefulness of my spells. Seeing as most Casters are ability based champions I find it is very important to try and have your abilities up as fast as possible and hitting for their full potential.
For your reds I like to go straight Spell Pen. Early game when all champs begin with no less than 20 Mag Res for sure, it's very very handy to start out with a little something to get by that. Hit hard early game, and you usually can find food to satisfy late game.
Your yellows for this build are going to be Straight Mana Regen. There is nothing worse that being caught in a gank or force yourself to pass up a gank opportunity because you don't have the juice to get your spells off. That little bit of regen makes the time you spend simply last hitting creeps very valuable.
And your blues. I run CoolDown Redux for every champ. Spells are what make this game and its nice when you can constantly spam them.
For this particular Champ I like to Run 1 Health Quint and 2 CoolDown Redux/Level Quints. Lux has fairly low base health so that extra boost can sometimes be the difference between dying to Ignite and living. I am partial to the Redux/Level Quints because its a hefty percent later game as most of her spells lower in Cooldown simply by leveling them. Cooldown + Cooldown = A whole lot of fun.
As Far as Masteries go I like to make it into the Spell Pen talent of the Offense and all the way down the Utility spec dropping points off in Ghost and Flash for sure.
I used to run Ghost and Exhaust on her but found that unless you are using Exhaust to save someone else, there is no reason you should be close enough to need to exhaust to save yourself. Her abilities when used together work wonders to escape with.
I've switched it up and found that Ghost and Flash is my fave way to go on her. She's very squishy so any help to escape is a good one.
Ghost is a great way to get TO a fight and run AWAY from one. She is an excellent chaser and Ghost only helps.
Flash is another essentially useful tool as well. Its great to chase champs like Shen or Trist who can escape through walls with there abilities and also nice to run away with doing the same thing. Lux's Lucent Singularity goes hand in hand with the uses of flash being able to light up and see other parts of the jungle and when you could or should not flash.
You'll notice that if you've looked at some other Lux'ing Guides a lot of them tell you to Level Her shield fairly quickly. My play style mantra is "If I'm not dying, I'm Killing". Unless I'm getting railed early game I like to keep my opponents scared by gradually turning up the heat on my damaging spells.
If you are Laning 2 v 2:
(Lvl 1) I start with Light Binding.
A snare helps your partner and yourself get the upper hand on the poor soul who was imprisoned in it
(Lvl 2-3)Level Lucent Singularity the next two Levels
(Lvl 4) Level Light Binding again
If team fights or ganks have developed already or else your getting heavily abused in lane, Level Prismatic Barrier otherwise: Level Lucent Singularity
(Lvl 6) Level [spell=Finales Funkeln]
(Lvl 7) Level Light Binding
(Lvl 8) *Level Lucent Singularity (If you level'd Lucent Singularity at lvl 5, get Prismatic Barrier)
(Lvl 9) Level Light Binding
(Lvl 10) Level Lucent Singularity
(Lvl 11) Level [spell=Finales Funkeln]
(Lvl 12) Level Light Binding
(Lvl 13) *Level Prismatic Barrier (If you level'd Prismatic Barrier at lvl 5, finish Lucent Singularity)
(Lvl 14) Level Prismatic Barrier
(Lvl 15) Level Prismatic Barrier
(Lvl 16) Level [spell=Finales Funkeln]
(Lvl 17) Level Prismatic Barrier
(Lvl 18) Level Prismatic Barrier
If You are Laning Solo v 2:
In this case the only difference is you'll get Lucent Singularity first and still level in the same pattern as above.
When Laning Solo v 2, don't be afraid to ask for help or simply tower hug. Not dying is just as important as getting kills.
If you are Mid/Solo v 1:
Same as 2 v 2 :D
Ok now. This can be a challenge. There are a couple different routes you can go with your item builds.
Essentially you are going to want to build Flat out AP. But as with all Champs you only buy flat out offense if you are doing really good and aren't really dying for any reason other than being cocky.
Every Game Essentials:
First item to buy is Boots of Speed, two Mana Potion and a Health Potion. These will be your staple items every game.
Then next item you will buy is Blasting Wand. Its important to save for this item first because without any "oomph" AP gear your spells really are only worth the CC. A Blasting Wand first is a nice boost to the damage you can do.
After that the third item is the Amplifying Tome. It adds a little more Kick to your damage and is fairly Cheap.
This is what you will want to start with every game.
--Having a good early game:
If you are getting kills in lane then you have a couple options to go for rather than the Amplifying Tome after your Blasting Wand. If you can, wait it out and buy a Needlessly Large Rod. Nothing says ouch like a bonus 120 AP 15 minutes into the game. If you can't quite get that far snag the Amplifying Tome and build the Mejai's Soulstealer First. This item is potential God mode on Lux because you bank assists very easily, be it you ping damage with your Laser or you snag a kill via your snare or set up the gank with your slow. If its going too slowly to get any stacks its always a good idea to sell it to get some solid AP. Finish your boots into Sorcerer's Shoes and build the rest accordingly.
My core build if I'm doing good is usually (In Order):
Mejai's Soulstealer (can alternate with [item=Zhonya's Ring])
[item=Zhonya's Ring] (can alternate with Mejai's Soulstealer)
Void Staff ( Abyssal Scepter if mage heavy team)
Glacial Shroud (If against a Light DPS team Chalice of Harmony or Banshee's Veil are good Mag Res items)
Its nice to fit some defense into your build at least until you KNOW for sure victory is inevitable :)
--Having a slow/even early game:
If nothing is really happening I like to bring the heat by getting items that make a little AP go a long way.
Try to rush a Void Staff as your FIRST item, utilizing the Amplifying Tome AND the Blasting Wand I told you to go for first. This will make your small amounts of damage hit a little harder than your opponents resistances want too. From here it generally gets better. Playing it cool and not being too cocky can prevent things from going from fine to awful. Farm up until you can finish your Sorcerer's Shoes and try to rush [item=Zhonya's Ring] next.
My core build if it's going slow is usually (In Order):
Archangel's Staff ( Mejai's Soulstealer if the pace picks up)
Banshee's Veil or another Archangel's Staff
This really depends on how the match plays out. If you start to fall behind or die often buy the more defensive items first.
--Having a bad early game:
If you are just getting man handled in lane then its time to buy defense. You aren't putting up a fight later unless you bulk up right now. Banshee's Veil is one of my fave items to rush first in this case. After of which you will buy defensive boots instead of Sorcerer's Shoes. You can always swap them out if you get it together later in the game.
My core build if I'm doing just awful is usually (In Order):
Mercury's Treads or Ninja Tabi
Chances are, if you had a bad early game, the rest of your team did too or else they are about to have a bad mid game. So hopefully you don't have to build like this too often :D
--Some maybe's and maybe not's
Boots of Swiftness and Boots of Mobility are typically not needed because you'll be running ghost and they don't accent her abilities.
[item=Rylai's Scepter] isn't too useful on her only because her spells already either snare or slow. If you really feel like your laser needs to slow then feel free to try it somewhere. But generally I'd say its just not helpful enough for the cost.
Lich Bane is useful because of her passive but you'll soon find out that unless you find someone in the jungle or are in the laning stages of the game still, it doesn't really see a whole lot of usefulness compared to just going flat out AP.
Attack Speed. Don't... It's not worth it.
Every match is different and there is no "I Win" item build for any champion. Any LoL player who is good can snuff out even your best attempts of domination just by getting slightly more fed and buying items to counter you. Be sure to build to STAY ahead of your opponents or to CATCH UP.
A couple nice things about Lux is her ability to have complete control on a lane or team chase.
Your Light Binding is cast able through walls like many Skill shots so make sure to make that 2nd effort to snare an opponent who has flashed away or is chasing down your poor carry.
Your Prismatic Barrier is a nifty shield that can be cast on multiple people AND it refreshes. While escaping cast in any direction to give yourself enough protection to take another hit or two, just remember its only 3 seconds so time it well. When a team fight starts you can give your entire team a free 250+ Damage Nullifiar so be sure to throw it at the beginning and while your damaging spells are on Cooldown.
Your Lucent Singularity works as a sight ward for 5 seconds along with its damaging and slowing attributes. This is great to check bush's and the slow also works well to ward off chasers or slow down an escapee.
And your [spell=Finales Funkeln] is one of the best farming tools. The short cooldown permits you to spam it to pick up entire creep waves for gold.
Pros / Cons
A lot of fun to play
Excellent, fast paced CC
Spammable Ult for moderate damage in team fights and for farming
A tool for any team to use
Very good chaser
Entire team shield that is a lifesaver from chase and Killer Dots like ignite
Slight Learning Curve
Not too heavy of damage compared to some other "Similar" Champs
Passive contradicts play style
A "TryHard" Carry if at all
Lux is fairly low powered when it comes to 1 on 1. She bursts for a bit and when you get the "Spell - hit - Spell - hit" technique down with here passive its pretty steady damage while her cooldowns aren't up. Otherwise, she has a bit of down time till she can burst again. This is how that translates to farming in the jungle:
The Blue Buff is such a grand thing to have on her because it shortens her already fairly short cooldowns EVEN more! The mana regen is wonderful and permits constant abuse anywhere that you find yourself fighting. But sadly she needs some help most of the time getting it. After you've stack up a fair amount of AP (175+) she can clean up the Blue Golem camp pretty quick, until then just ping for a helping hand.
Otherwise, her Lucent Singularity is a wonderful Farming tool in the Jungle. With a fair amount of AP you will find yourself 1 shotting the ghost camps and making quick work of the smaller Golems and Wolves.
Throughout the game your Lucent Singularity will be your primary farming tool. The mark helps you to get the last hit on creeps if the Lucent Singularity isn't enough on its own. If the enemy is on the move try to stick to JUST using your Lucent Singularity to farm along with your [spell=Finales Funkeln]. Yes, your Ult. As I've mentioned a couple of times, the quick Cooldown and moderate damage makes it a handy farmer.
Using your Light Binding to farm can work but its wastes precious mana to hit only TWO creeps and burns another cooldown you'll need to escape with.
Working in the team
Lux is pretty simple when it comes to team fights.
Lux can initiate with a Laser shot or landing a snare or dropping a slow into the enemy team. This is basically the bulk of how you'll deal with the chaos of a team fight. Be sure to stay on the outside of the fray best you can and spam your abilities.
Toss out your Prismatic Barrier at the start of the fight and whenever your offensive abilities are on cooldown.
Try to snag melee champions with your Light Binding to keep them out of range of your squishy allies.
Use your Lucent Singularity to slow down anyone who tries to run way from the fight or just continue to blow it up inside the bulk of the fighting.
If your [spell=Finales Funkeln] is up, use it. The damage is nice in the middle of the team fight and you can use it to snipe the one that got away.
Lux does have a passive, so if you can find time to do it (you're not getting aimed right away and have a window of opportunity) auto attack enemy champs who have the mark on them, that extra damage can be just enough to make sure they don't make it back to base without their screen shining in gray-scale.
Lux can chase very well so utilize her snares and slows to make sure you or your team can clean up.
Watch your mana, your Ult is an excellent last effort to snipe that last one who barely made it out.
At the end of the day, Lux is more of a support in the sense that her abilities get her allies kills. Her CC can spell "The End" so fast for almost any enemy champion and her shield can prevent it happening to her allies as well. She's awfully versatile and a lot of fun.
Practice up on your skill shots and you'll be feeling pro in no time.
Take what you will from this guide and if it doesn't work the way you want to then switch it up a little bit, if you are a little more gutsy go the Lich Bane way and get in there and Auto Attack their faces off. Or drop some of the AP and pick up some more tank gear. I just hope this is a good starting point for your Lux career :D
For best results with this guide play like I do, fairly cautious. Not dying is just as good as getting kills.
I hope you've enjoyed my guide and it does wonders for you!!! Thank you so much for reading and happy hunting.
Comments and questions welcome :D :D :D
"Onward Gentlemen, for Glory has no Keeper."
Submitted by TheChainsaw
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