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LUX BUILD GUIDE: [3.10] AP Burst Lux--How to Carry SoloQ by fAnNie BanDiT

by fAnNie BanDiT (last updated over a year ago)

1,007,424 Views 31 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
21
0
9
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9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Illumination
QLight Binding
WPrismatic Barrier
ELucent Singularity
RFinal Spark
View Skill Order Details

Runes

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9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Illumination
QLight Binding
WPrismatic Barrier
ELucent Singularity
RFinal Spark

Champion Matchups

Introduction

Me:

I am currently a Plat III player, who has been playing Lux since I was a Summoner level 15 (or so) and throughout season one. I continue to pick her in solo queue.

[http://i.imgur.com/HGlfMip.jpg]

Motivation Behind This Guide:

This is a burst Lux guide. I do not build Athene's as a first item (generally). This guide is intended to be extremely thorough and extend advice to those picking up Lux for the first time, those just learning to play her, or even those experienced Lux players just searching for another Lux perspective. In general, this guide will describe the AP carry Lux. It has taken me over two years to mold this guide into what I think is a very viable way to play and build Lux. I ask that as you read you keep an open mind and remember that there are multiple ways to utilize a champion via runes, masteries, and builds. Enjoy!

Introduction to Lux: The Lady of Luminosity

Lux was an extremely under-appreciated and underrated champion, although she has seen some competitive play recently. This comes mostly from her dual-role as a support and AP carry (much like Orianna). It can be hard to justify replacing your traditional AP carry, who generally harnesses sustained damage over time and lower cooldowns, with Lux, due to her situational skill set.

Pros:
  • Extremely high burst and range
  • Excellent poke and harass
  • Safe laning phase
  • Top tier mid-game
  • Low ultimate cooldown

Cons:
  • Long cooldowns (besides her ultimate)
  • Unreliable damage (skillshots with long CDs)
  • Very squishy and prone to gap closers
  • Weak versus tankier teams
  • High mana management required

So, the purpose of this guide will be to explain the various roles of Lux, when to pick her with specific team compositions, and how to build her effectively.

Masteries

Option #1: 21-0-9

[http://i.imgur.com/5RIC3Rc.jpg]

Offense Tree
  • Summoner's Wrath (take this point if you have ignite, otherwise omit it and put the extra point in Sorcery)
  • Sorcery: Cooldown reduction is important on Lux to lower to utilize her spells as often as possible.
  • Blast: AP/lvl to be as strong as possible late game)
  • Arcane Knowledge: Magic penetration increases all of Lux's damage including her passive
  • Havoc: The more damage the better
  • Mental Force: More AP for more damage
  • Spellsword: This stacks nicely with Lux's passive
  • Archmage: More AP! Stacks with deathcap
  • Executioner: Great for executing with your ultimate.

Utility Tree
  • Summoner's Insight: When jumped on, Lux has few options but to snare or flash.
  • Meditation: The mana regeneration will help Lux in lane.
  • Improved Recall: The extra second cooldown helps Lux back to lane faster.
  • Mastermind: Lowering to the cooldown of Flash assists Lux's biggest weakness of being squishy.
  • Runic Affinity: Blue buff is VERY important on Lux, so extending the duration is great.

Lux is a high burst mage who relies on outputting a large amount of damage in a very short amount of time. Therefore, the 21-0-9 mastery setup works best with her skill set. Make sure take/remove a point in the ignite mastery if you take it or not. In the offensive tree, there are almost no other options for AP champions than what is listed above. In the utility tree, however, I don't think maximum mana is necessary on Lux if you manage mana well, and out of combat speed is good for roaming but the increase is just too small to take.

Option #2: 9-0-21

[http://i.imgur.com/O5iy4Z0.jpg]

Offense Tree
  • Sorcery: Cooldown reduction is important on Lux to lower to utilize her spells as often as possible.
  • Blast: AP/lvl to be as strong as possible late game)
  • Arcane Knowledge: Magic penetration increases all of Lux's damage including her passive.

Utility Tree
  • Summoner's Insight: When jumped on, Lux has few options but to snare or flash. CDR is important here.
  • Wanderer: Utility tree's primary purpose for Lux is to move faster.
  • Meditation: The mana regeneration will help Lux in lane.
  • Improved Recall: The extra second cooldown helps Lux back to lane faster.
  • Mastermind: Lowering to the cooldown of Flash assists Lux's biggest weakness of being squishy.
  • Runic Affinity: Blue buff is VERY important on Lux, so extending the duration is great.
  • Awareness: As a solo laner this can give Lux the edge in experience to hit level 6 first.
  • Pickpocket: Every proc of Lux's passive will yield an extra 3 gold.
  • Intelligence: Further cooldown reduction is always useful on Lux.
  • Numble: This helps Lux roam faster around the map.

With the new mastery changes, Lux can benefit from the generic 9-0-21 mastery setup for most casters and support champions. The movement speed at the end of the tree is especially useful, as well as the cool down reduction. Coupled with move speed quints it makes roaming very effective.

Option #3: 21-9-0

[http://i.imgur.com/PWolEQw.jpg]

Offense Tree
  • Summoner's Wrath (take this point if you have ignite, otherwise omit it and put the extra point in Sorcery)
  • Sorcery: Cooldown reduction is important on Lux to lower to utilize her spells as often as possible.
  • Blast: AP/lvl to be as strong as possible late game)
  • Arcane Knowledge: Magic penetration increases all of Lux's damage including her passive
  • Havoc: The more damage the better
  • Mental Force: More AP for more damage
  • Spellsword: This stacks nicely with Lux's passive
  • Archmage: More AP! Stacks with deathcap
  • Executioner: Great for executing with your ultimate.

Defense Tree
  • Durability: Extra health will help Lux if you feel you need the defense in lane.
  • Hardiness/Resistance: Interchange 4 points between these as you need depending on the team comp. or laner you are facing.
  • Veteran's Scars: This point is useful early in duels and laning.

There will be times where you will have a match-up in mid lane that is not ideal (such as ). In this case, it may be necessary to tweak runes and masteries to survive his burst.

Runes

There are two very viable rune pages for Lux (explained below) and some other options that can be interchanged to fit your play style.

Standard AP Setup

[http://i.imgur.com/MwEdEag.png]

  • AP Quintessences: These allow Lux to last hit the backline of creeps with E + auto's at level 5.
  • Magic Pen. Marks: There is simply no better choice for any AP champion.
  • Armor Seals: Eventually at some point (either against an AD jungler or from the enemy carry) Lux will need armor defense to survive engagements.
  • MR Glyphs: Without these you are very vulnerable in an AP-dominated mid-lane.

The runes I choose for Lux are a standard set typically chosen as an option for many casters in the current metagame. This set provides defense for Lux's early game. Of course, runes can be for personal preference more than an "optimal" choice.

With recent nerfs to Lux's movespeed, MS quints can be very viable.

Movespeed Lux:

[http://i.imgur.com/RWfxuXT.png]

  • Movespeed Quintessences: These are very viable on Lux since her movement speed nerfs.
  • Magic Pen. Marks: There is simply no better choice for any AP champion.
  • Armor Seals: Eventually at some point (either against an AD jungler or from the enemy carry) Lux will need armor defense to survive engagements.
  • MR Glyphs: Without these you are very vulnerable in an AP-dominated mid-lane.

Other options:

Quintessences:
Magic Penetration: Because Lux's passive does magic damage and scales with levels only, the only stat that can increase its damage is MPen. I have tried these quints out before and it increases her early game damage pretty noticeably if you utilize her passive decently.

Flat Armor: I have used this before in lanes such as Talon. If I remember correctly I still died a decent amount, so whether or not it was worth it isn't really known. Sometimes taking the standard rune path and staying safer might be the better option.

Seals:
Mana regen.: These are really the only other option besides flat armor seals. Ap seals are just not worth it.

Glyphs:
AP Glyphs: These are OK, but not great.

Summoner Spells



Explanation:

Teleport is the #1 SoloQ summoner for mid lane. Have good map awareness and you will pick up kills top/bot every game. Hell, use it to get back to lane faster if you really want to. Typically, teleporting to a ward in bot lane, or minion, can lead to a successful gank (or counter gank). I have teleported bottom lane before also to ultimate stragglers for free kills.

Flash is a must have spell for Lux. As with most champions, flash allows her to pick up kills easily with her combo and retreat from dangerous situations. A nice trick with Lux can be to bait 2v1 situations under your own tower--that is versus the enemy jungler and mid-laner. If timed correctly you can flash backward to your turret and snare enemies in tower aggro for fast kills. It happens more often than you might think. Most importantly, however, Flash allows you to correct inevitable positioning errors you will have in any given game.

Other Options:


Lux benefits immensely from early kills and assists. Her level 2 combo, combined with ignite and her passive can quickly kill another caster or AD carry from full health. It is devastatingly deceptive. I have actually had a lot of success with this spell on Lux because even if someone is low HP you can miss all of your spells and miss the kill--Ignite secures low HP kills.


Ghost (along with Flash) is another great option with Lux, especially if you are not good at staying far from the fray of team fights. Also, it can be used to chase down enemies. You shouldn't need this, though. If you take this spell I highly recommend also taking Flash.


A decent spell for any champion as it will remove most CC abilities and then reduce further onns for a short time afterward. Lux shouldn't really need this once you learn to position correctly.


Less useful after its nerfs, but can be used on Lux to scope out low health enemies running away for the use of her ult. I don't think it;s viable in the current jungle where most paths are predictable.

The other summoner spells for Lux are not viable.

Skills

Passive: Illumination
Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing 20-190 (depending Lux's level) magic damage to the target.

Explanation:

Lux's passive gives her great early game burst potential. Each ability she uses charges the enemy, so try to refrain to from using spells consecutively without auto-attacking in between if possible. This passive becomes less useful later in the game where Lux must really take part in team fights from the extreme outer limits (to be explained later).

This passive is very strong in laning phase and really adds to Lux's burst. Even in laning phase, though, entering auto attack range for both your Q and E proc can be dangerous.

Q: Light Binding
Lux releases a sphere of light that binds and deals 60/110/160/210/260 (+70% ap) damage to up to two enemy units, dealing 50% effect to the 2nd unit struck.

Cooldown 16 / 15 / 14 / 13 / 12 seconds
Cost 60 / 75 / 90 / 105 / 120 mana
Range 1000


Explanation:

This is Lux's bread and butter skill shot. It sets up the rest of her spells and completes her kit. Avoid minions, but don't forget that you can snare an enemy champion behind ONE minion for half of the duration. Hitting this skill shot guarantees that your full combo will be successful (unless the enemy has tenacity and then flashes). Remember: This is a snare and not a stun, the enemy can still attack you while bound.

Because the range on this spell is quite long you can use the shroud of war to your great advantage (see video below). Standing over a ledge will usually conceal you in mid-lane and allow you to lane free harass and free snares. Remember that using this spell can be risky if you miss--it has a decently long cooldown and can really hinder your effect on team fights.

Targets: The long range of this spell allows Lux to aim the back line (AD carry, AP carry) quite easily. Otherwise, it's great to use to defend yourself from threats and your AD carry.




W: Prismatic Barrier
Lux throws her wand to a target location and back, bending the light around herself and any friendly Champions it touches, protecting them from 60 / 85 / 110 / 135 / 160 (+30% ap) damage for 3 seconds.

Cooldown 14 / 13 / 12 / 11 / 10 seconds

Cost 75 mana

Range 1000


Explanation:

With her awesome damage output, you have the peace of mind of knowing that her shield can often save herself or her allies from precarious situations, such as a tower dive.

Usage of :
If you are the only one who needs the shield at the time, simply press W, as it does not matter where your cursor is located. When you are in team fights, your shield can give your team a 300 hp advantage. Don't forget about it! This happens more than you might think.

W shields allies on both passes, but not for more than the shield's strength strength on any given pass. After the first shield pass your ally can take some damage, and the shield will be restored on the second pass. Note: The shield always originates and returns Lux, like a boomerang. You can always move Lux to modify the shield's trajectory. On occasion, I have flashed to save an ally with the shield in mid-air. It's a risky maneuver, but worth it if you save a buddy.

VERY IMPORTANT: Using the shield on your allies gives you assists on every kill they land. This is free gold and free Mejai's stacks (if you decide to build it). Don't forget.


E: 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 to deal 60 / 105 / 150 / 195 / 240 (+60% ap).

Cost 70 / 85 / 100 / 115 / 130 mana
Range 1100
Slow: 20 / 24 / 28 / 32 / 36 %


Explanation:

This ability is Lux's main source of damage. In a team fight it can damage all enemies in the area. However, it's utility as a slow can be useful for when chasing and Q is on cooldown or when getting chased in the same situation. When being chased, throw this down slightly in front of you or behind you to slow your enemy as he/she walks through its area of effect, then explode it to deal damage at the last moment.

This skill also gives you vision: throw it in a bush, throw it over a wall, use its vision as much as possible. Don't face check bushes unnecessarily. Use the extreme range of this spell to your advantage! Because this spell lasts for 5 seconds, it can be great for scouting Baron Nashor if the enemy team has cleared all of your ward. If you have a ward near the enemy wraiths early game--use this spell to try and steal the big Blue Wraith from the enemy jungler.

Using this spell, like Q, can be risky if you miss because of its long-ish cooldown. Keep that in mind. Also, this spell is a very large mana-sink. At higher levels it costs more than your ultimate. Hit as many targets as possible with this spell when poking for maximum harass. Remember to use the slow! It's an often-forgotten utility that Lux has.


R: Final Spark
After gathering energy, Lux fires a beam of light that deals 300/400/500 (+75% ap) damage to all targets in the area.

Cooldown 80 / 60 / 40 seconds

Cost 100 / 150 / 200 mana

Range 3000


Explanation:

Lux's ultimate ability, Final Spark, is a game changer. Its usage varies from one on one fights, sniping enemies in other lanes, harassing enemy junglers, and shooting through the entire enemy team during a team fight.

One on One Fights:
After using Lux's snare and E combo, along with her passive, her ultimate will often deal a death blow, especially with Ignite.

Sniping:
You need only to walk about halfway down the river to utilize your ultimate on adjacent lanes effectively. If you see a chance to land a kill or help your carries to land a kill, go for it. Even at level 6 your ultimate does enough damage to remove 30-40% of anyone's health. Push mid lane, roam halfway to bot (or top), and shoot it at the AD/support for free harass...it could even initiate dragon control for your team by forcing bot lane to back.

Harassing Junglers:
If your team can manage to ward the enemy's blue and red buff, then you are in an excellent position to snipe the enemy jungler from mid lane. It is possible to land a kill this way, however, often times you will have more success in scaring the jungler and sending him/her home (which is also effective), or taking his buffs. Also, use Final Spark to steal dragon and baron whenever possible!

Team Fights:
Try to get your ultimate through as much of the team as possible, however, getting it to go through the enemy team's AP and AD carries (as opposed to their tanks) is the primary objective. Use it as early in the fight as feasibly possible (late game, not early game), as the cooldown will be only 30 seconds, allowing you to use it again at the end of these fights.

Final Note: Lux's ult (like Karthus') can be used to initiate a fight by severely damaging the enemy team without immediately retaliation. At this point, when your ult half-healths carries, your bruisers and initiators might decide to engage, whereas the fight starts with your team in the advantage.

Skill Order

After level 6 you may want to change things around, however, I have had the most success with the order listed up until then.

Other situations: If you are counter jungling or protecting your jungler do not take a skill. If a level 1 fight begins, you need your snare. Both Q and E are viable at level 1 in any case.

Taking the shield at level 4 is also important. There have been times where I have made a mistake and not taken the shield until 5 or 7 and regretted it.

> > > .

Item Builds

Early Game Options:



This is the most viable start in mid-lane for Lux right now in ranked play. If I were in a lower elo or in a normal game I would probably start Doran's Ring (because YOLO) but in general you need at least 1 ward in mid lane for early game defense.

Other starts would be:


This start allows Lux to escape from most harass and gank attempts, which can be brutal early on. Most importantly, it allows you to run in and out of the minion wave to last hit more effectively. You lack wards, but gain some mobility.



or



These starts are similar and will lead you into a chalice start. I never start with these items but if you are bad at managing mana or really need a magic resist item then chalice can work on Lux. This first is the safe start (with 2 wards) and the second is the ballz to the wall start. You choose.


First Port(s) Back to Base:




or



Lux's passive is most useful early on in the game (when you can auto-attack safely after spell casts). Magic penetration is the ONLY stat which will increase her passive's damage. So, Haunting Guise and Sorc Shoes are top buys for her early game to make full use of her entire kit. However, I still think Doran's Rings (x2) are perfect for early game Lux for a great amount of HP, mana regen., and AP.

If you start Doran's Rings then you must skip the Haunting Guide and rush straight into Deathcap afterward. Otherwise you set yourself too far behind in gold.

Winning Your Lane Hard (way, way ahead):



Why Mejai's Soulstealer?
It's not that risky to build Mejai's Soulstealer on Lux. The idea is simple: stacks are extremely simple to pick up with Lux because of her shield and survivability. I would not advise picking up Mejai's unless your early game is (very) strong. If you had a bad start, buying Mejai's will only set you further back. I almost never buy this item but if you want to roll the dice feel free ;-).

Mid Game:



I buy these boots 99.9% of the time. A must have for Luxm to maximize damage output. Magic penetration from these shoes increases her damage by anywhere from 6-10% depending on the MR of the enemy mid laner. Further, it is the only stat which increases her passive's damage.


A viable option on Lux if you plan to roam and gank adjacent lanes (especially in solo queue). I have tried these with little success, but this is a game style choice. They may work for you and they are viable.


These boots are also viable on Lux, as the cooldown on her ultimate can get as low as 30 seconds. However, there are other ways to achieve this cooldown through the use of Blue Buff, Blue Elixir, and eventually Morello's and masteries. Therefore, I wouldn't recommend getting these boots.


These boots shouldn't be necessary on Lux since she should rarely be in situations where she will get CC'ed. Positioning is key with Lux. HOWEVER, I would buy these boots against certain matchups (such as Veigar).


This is a strong defensive and sustain item for Lux in 90% of lanes. But after the Athene's nerf, it's really not worth it anymore in my opinion. This is another game style choice.


A must have for Lux. Rush this immediately after Sorc Shoes and some Doran's Rings in most situations.

Late Game:



I buy this on almost all AP carries I play, so it's only natural I pick this up on Lux. I mostly like the extra AP it gives you, but the active is one of the best defenses she will be able to utilize. Even if you position perfectly every time, you will eventually be targeted, whether it's via some gap closers (like Nocturne), or (and this is my favorite) a Karthus ultimate. This item saves you from inevitable positioning errors you will make.


A great offensive and defensive item for tanky teams and teams with a lot of magic damage, a good item to rush when playing against champions like LeBlanc. Unfortunately, the range was nerfed and is no longer a good pick up on Lux since you are usually out far from the fight.


By this point in the game you will have roughly 200-400 AP. Taking this item will ensure your damage is absolute through the enemy magic resistance. Another must have item for Lux to be effective late game. It may not be necessary if the team has not picked up any magic resistance, but this unlikely. Also, you may need to pick this up earlier depending on how the enemy builds.


This item will help Lux with much needed CDR and give her some nice defensive stats. Blue buff will not always be an option for Lux, especially when map control is lost. This item helps her out with her mana issues. However, after the recent nerf, Morellonomicon is probably a better option (with more CDR and more AP for less gold).


This item really shines on Lux now with the Athene's nerf. The CDR is perfect on her combined with masteries and blue buff. Whether you buy this early or late is really situational. I would tend to buy it later (around lvl 14-16) when you get the 3rd rank in your ultimate. However, the early-mid game strength of this item is phenomenal.


This would be my final pick-up at a 6th item for Lux. It greatly increases her late game damage against assassins and bruisers who will inevitably dive onto you as it stacks with her passive quite nicely.


Don't forget to buy these whenever you get baron, or to counter a baron, or at random points in the game where an important fight is coming and you have an extra 250 gold.

Other Item Options Explained:



A great item if you have players that can get to you even when your positioned well outside the team fight (such as Twisted Fate or Pantheon). This would be an item that you would pick up later in the game.


The mana is not needed, but it can be bought to get a lot more AP. I don't think it's necessary. Lux does not stack tear well and this item is quite expensive for the management needed to use it. Also, the shield typically will not be needed when you have Zhonya's.


You really shouldn't need this, which means you shouldn't be dying a lot. If you are, you need to work on your positioning!


Health and mana not needed. Too expensive to spend gold on...you must rush AP with Lux. Don't buy this.


Similarly, you don't need the health and the slows won't work well with Lux's AoE spells.


The spell vamp is not necessary (and lux has very low DPS, just burst). You won't do spell damage consistent enough to heal any damage you've taken. Also, chances are that if you're taking damage as Lux in a team fight then you are dead. Spellvamp is also reduced for AoE spells.


It's hard to use this item on Lux because it is shorter ranged than her abilities, so I wouldn't buy this. It can be fun to play around with though.


This item is not that bad on Lux since two of her abilities will proc the passive's double damage. If, for some reason, you picked Lux against a very tanky team then this item would be ideal.

Team Composition: When to Choose Lux

Lux is difficult to place on a team in some situations, but not all.

Lux's ranged snare is one of her greatest assets, especially as an initiation. This skill, Q, sets up her full combo, and can do the same for the rest of your team mates as well. Further, it can be used to poke the enemy team when besieging a tower or fighting over dragon/baron. Her E is also a great poke ability (and has an AoE slow), nevermind R, which will be on a 30 second cooldown.

So, when your team lacks CC, Lux can fill that gap, but only if your team also needs ranged (poke) AP as well. If your team completely lacks CC then Lux might not be the best option. In this case, your team is already kind of weak anyways. The point is that there should be good CC on the team already, such as that coming from Amumu or Galio that can stun or immobilize multiple people.

Final Thoughts on Choosing Lux:
Does your team have enough melee characters? Lux is a sniper, plain and simple. She will not be approaching those team fights except to quickly run in and snare her opponents or shield an ally. You need melee DPS to keep enemies off you (and Lux actually supports them well with her snare and slow).

Early Game

Lux has one of the strongest early game bursts of any champion. This is where she can excel. If you can manage to get several assists or kills with Lux before the 15 minute mark, as well as farm your ~100-150 minions, she will be devastating when mid-game rolls around. You should always aim for 100 CS by 15 minutes minimum.

Ignore the enemy until level 3 or 4, focus on last hitting, but don't push out too far...use your abilities on minions only as a last resort to get the last hit (last hitting minions is more important than saving mana, but save enough to use your snare and shield in case you get ganked). By level 3 you will have your snare and your 2 point leveled burst. This is your early game combo:

Throw your snare, trying to hit the enemy with the first pass (so it lasts longer and does more damage) and immediately throw down your AoE burst (but don't explode it!). Autoattack the enemy, explode the burst, and autoattack again. This is easily 50% of the enemies health for most squishier champions:

--> --> --> -->

Then, try to get them again with it. They may try to play smart and hide behind minions, and any good player will. Don't forget...you can hit them behind one minion. Use your E to harass as well and further that damage with a passive proc. The range on Lucent Singularity is stupidly long, and it's very easy to hit and harass with. Be wary of pushing the lane with it.

When the enemy reaches 30-40% health or so you are in position to land a kill. Try to use the classic combo listed above to finish them off, or other wise harass with your E and flash in for a few passive procs and ignite.

When you hit level 6 you're extremely strong (as in above average compared to other mid-laners) for the next 6 levels. Adding Final Spark into your combo is easy:

--> --> --> --> and if possible, and maybe Ignite

Lux's ultimate will explode the first passive mark from her snare, and you'll miss one passive proc from the E, but it's often necessary because the snare time won't be long enough to proc it in between with an auto.

Simple trick: You can use your E to kill the minions and throw your Q immediately after to catch unsuspecting enemies.

Important things to remember in early game: you will typically need 2 wards on every back to defend yourself from the jungler and other roaming lanes. One ward at the enemy wraiths and one ward behind the enemy blue buff (in the bush) should be good. Warding both sides of mid in the bushes also works, though, depending the jungler.

You dueling potential in mid-lane increases substantially at level 4 (when you get your shield). This is because you absorb a lot of damage for free.

Finally, don't forget to roam and assist your team with Teleport. Lux can shove the lane very easily and then run bot lane or top lane. Even just ulting bot lane from dragon can be effective.

Mid Game

By now you should be around the level 10 range. Team fights will soon be unavoidable around dragon and towers.

When defending a tower, use your snare to its full effectiveness. If an enemy comes too close to poke you and your allies, your snare can act as an initiation. Of course, try to snare a squishier (and more important) carry, as opposed to a tank.

When sieging a tower Lux is very effective, especially with Blue Buff. You can throw random Q's and E's off cooldown and poke the enemy off their tower. This allows your carry to poke the tower down and secure it, giving your team 150 global gold.

When dancing around dragon poke your enemy, just like the tower siege. When they are low enough your team can initiate a fight. Conversely, shield your team from enemy poke and use your spells to disengage bad fights. If the enemy jungler is tanking dragon then you full combo can probably land a killing blow. This is a time in the game when you need to play smart. Be aware of who is tanking dragon and the positions of your teammates and the enemies. Eliminating someone instantly from the fight at this stage in the game is very brutal.

If you are retreating, kite your enemy, or attack them at a range to which they cannot retaliate and keep this range constant (like a tether). Lux is a great kiter: your snare increases in range by up to 50% when being chased. If you are just trying to get away without the possibility of getting kills you can also throw your E right on top of you or slightly behind you to slow your enemy as they pass through.

Don't forget to keep roaming. By this stage in the game Lux is a great roamer and ganker. Her Q can often times ensure a kill. If the enemy is skilled and is able to flash away before death, finish them off with R and ignite. Remember to play safe when roaming at this stage: wards are a must.

Team Fighting as Lux

Team fighting as Lux is pretty straight-forward. There are basically two options: You initiate the fight, or you follow up on some sort initiation.

Initiating: if you can hit a bind on a squishy and out of position target then you should try. If you can bind the AD/AP carry specifically and then burst them instantly (or even get them low) then your team will win the following fight most of the time. At this point Lux should be safely over a ledge or behind her tanks.

Following up on initiation: Either your team or the enemy will engage a fight in which you must respond in two ways: either snare and burst their front line (protecting you and your ad carry), or ignore the front line and burst the (likely advancing or retreating) back line. In most cases it's best to try to snipe their back line AD/AP carries, but sometimes your AD is carrying hard and needs additional support! If you are personally behind you are probably best off defending your own carry. If ahead, and sure of your burst, aim the back line!

At Baron: This is the same as the dragon fight (more or less). Remember that Baron causes the people tanking it to take INCREASED magic damage. This is very important for Lux if the enemy team has started doing Baron. If they have started it, wait for them to get the Baron to about 20% HP before engaging a fight. This allows the Baron to deal as much damage as possible to your enemies before starting a fight. It also allows your jungler the chance to steal. If your team starts Baron then do your best to defend your team with shields and snares. Your snare could keep the enemy team at bay long enough to secure the Baron. Further, the enemy team running towards Baron often sets up your combo pretty well.

Late Game

By this stage in the game your team, or theirs, has pushed up to your inhibitor towers and you are around level 15-16 (or higher). It is not safe to roam without your team, especially with Lux.

Buy sight wards whenever possible. Make sure your teammates are also buying them as well.

At this point you will be team fighting over Baron Nashor and towers. Stay far away from the enemy team. Since you are most likely one of the carries on your team. For example, wait until that gap closing move has been used before really showing yourself in the fight. Nonetheless, you should have support from your team that will peel aggressors off of you if they manage to get to you. Stay with your team, but position near them (perhaps over walls) to combo the enemy team.

Split pushing: This is the point in the game where those cheesy champions, like Tryndamere, will attempt to split push your team to force objectives or fights. This can be hard to deal with in SoloQ because you are by nature an uncoordinated team. Your two options are to 1) send someone back and leave the rest of your team grouped as 4 or 2) force a 5v4 team fight. In my experience it has always been more successful (unless you're drastically behind) to force a 5v4 team fight with Lux and make the split pusher decide whether to keep pushing or return to base.

As an excellent sieger, Lux can counter split pushers by eliminating targets under their own turrets or territory in a 5v4 situation. This happens when 4 people defend their turret against 5 while 1 split pushes. Teams with great wave clear (like Anivia) will work great with this. If Lux can kill someone by landing a blind snare over the tower wall then your team is now in a 5v3 situation.

When your team is split pushing simply wave clear as fast as possible to keep the enemy team from advancing on your towers.

Always remember to keep your distance with Lux...she should never be in the fray of a team fight.

Solo Laning With Lux: Major Opponents and Counters

Any champion with high mobility will destroy Lux in a lane matchup. This is due to her high skill-shot and risk based skillset. Lux is one of only three champions in LoL where all four of her skills are skill-shot based (the other two being Ziggs and Ezreal). This is important to keep in mind when choosing your match-up.

Match-ups will be rated as Very Easy, Easy, Toss Up/Moderate), Hard, and Very Hard


Hard

This is not an impossible match-up to win, however her mobility with her ultimate at level 6 will dodge everything you have to offer, and she will simply out-damage and out-sustain you in lane. You will generally lose this lane, but you might get lucky and land a few combos. Typically your risk of death shouldn't be too high, but you will surely be bullied around in lane, especially with jungle pressure.




Toss Up

A difficult champion to mid against--period. However, Lux's range makes it a little bit easier for her. Most Akali players will attempt to place their shroud right behind your friendly minions and go inside it to completely zone you out. Yeah, this sucks, but if they do this then they are generally overextended. Luckily for you, your E has an AoE close to the size of her shroud, so you can harass her while she's in it. The best counter to Akali is to harass as much as possible with auto-attacks and also try to zone her out. At level 6, DO NOT let her get on top of you. If she does manage to get to you then you will be in trouble.




Hard

This champion will be hard to take down simply because of her passive. Her stun (Q) is easily avoidable, especially if you anticipate it coming. Harassing Anivia early in the game (even at level 1 or 2) is extremely painful for her. She is so squishy at these low levels. Keep on the pressure! Be careful, though. Lux is squishy, too, and if Anivia lands her Q --> E combo on you it will hurt (probably about 50% of your health). Once you reach level 6, she will typically become more aggressive. She will try to use R (which slows you) --> Q (stun) --> E (ouch burst) --> W (wall), or some variation of that. If she lands this, you are going to be dead. Save your Q to get away if you are not doing well.

You will not kill a good Anivia, and if you do she will simply be in an egg. I wouldn't pick Lux into this unless you have a camping jungler.



Easy-Moderate

Annie is a deadly champion, but with Lux you out range her with all of your spells. This makes laning against her a breeze, but do not underestimate her and the use of her flash. When she hits level 6 she will not hesitate to flash in and drop you from full health with Tibbers (R) proc'd with her stun, followed by Q and W. Further, one mistake in getting too close to her before level 6 will result in a painful Q --> W combo which will take half of your health with auto attacks. A decent Annie will proc that stun on her Q and just run at you every time you try to last hit. Punish her by responding with your own early game combo. Annie is not as mana dependent as Lux, so you may need to invest in mana potions or change your build slightly to effectively harass Annie before running out of mana. You will out trade her at lvl 4 with your shield and out range her at lvl 6.




Easy

Brand is a rather difficult champion to lane against, mostly because of his Aoe W. Just like Lux's E, it is a move that must be anticipated in order to dodge, as its animation can be too quick to react to. Buying boots in this lane early gives you a great advantage. If Brand uses his W move, punish him immediately after...Lux's early game combo will do more damage (unless you eat a stun). If he hits you with E, do not let him land his Q as it will stun you, which could be bad news for you. Play safe and try to snare through a minion if possible, since Brand's Q stun won't snag you through the minion. Movement speed is the best stat to defend against Brand.




Toss Up (sometimes Easy)
You better be good at dodging. Cassiopeia's harass is extremely annoying. If you are facing her, take your W at level 2 instead of level 4. Throw the shield each time she poisons you to negate most of the damage over time. Do not forget her passive, which will encourage her to spam her (low-mana cost) spells on you. Don't be afraid to harass her back. With Cassiopeia the best defense can be a return harass offense. In general, a Lux should beat Cassiopeia due to the range advantage Lux has. Realize that if you hit a snare and then stand still to auto-attack her for your passive, she will land her spells on you for free and will likely out-trade you. If she does hit you with a Q and then multiple E's at lvl 2-3....run.




Toss-up
This is one of those assassins that will be hard to deal with post-6. Rush Athene's after some Doran's Rings and you should survive her burst much easier. Your range is really useful in this lane but the range on her ultimate jump is also very high. Keep in mind that mid-jump Diana will jump right through a snare. It will still hit her but she will still reach you. If you dodge her Q consistently then you will survive the lane.




Hard
Fizz, like Kassadin and LeBlanc, is an AP assassin (who can also dodge your skills). He is not as scary to lane against as Lux since your range will give you a slight advantage, but it will be difficult to kill him. The best way to kill fizz is to bait his jump/dodge move by spamming snares at him, and then have the jungler gank him. However, his ultimate is on a relatively short cooldown and if you do get snagged by it you will likely die.




Very Hard
The anti-AP tank. You won't win this lane. You will get out-farmed and out-harassed. His Q is a long ranges AOE that will slow you, and his E is a skillshot damaging speedup move that allows him to travel quickly to you and taunt you with his ultimate. Be aware that when he shields himself he actually heals from damage he takes. With some caution you can survive this lane, but you likely won't net any kills in 1v1 trades.




Toss Up
Gragas is a tanky champion with great sustain that will eventually out heal the harass you can provide from your mana pool. He will not get bursted without the assistance of your jungler, and even then he has a very reliable escape tool. Dodge his barrels and you will do well against him in lane, and be aware of his ultimate that can displace you.




Very Easy
Heimerdinger is one of the best mid-lane pushers in the game, and his poke/harass can be very annoying. I would avoid trying to burst him down since you'll often times get caught by one of his turrets or his stun. Focus on farming and keeping him off of your turret. Calling for a gank on Heimer is best since he typically overextends (by nature), so I would take that route and just farm. Once caught he is a very easy kill.




Easy
This can be a great champion to face or a horrible one, depending on how good of a day you're having. Be careful of his W because once you are slowed, you will be very susceptible to his Q and E, which is almost certain death. On the other hand, if you can land a snare at level 6, you will almost certainly combo him down with ignite.




Very Hard
As an assassin, I wouldn't recommend laning against a Kassadin as Lux. Between his silence and flash-like ultimate, he will be very hard to kill. However, it is possible if you are careful. After he releases his early (pre-level 6) combo on you he is vulnerable. He is a melee character after all, so harass with auto-attacks in lane. Use your E to zone him out. Honestly, though, Kassadin counters Lux (and most APs) pretty effectively.




Very Hard
Katarina is annoying to lane against as Lux. She can play defensively and dodge your snare by jumping away and then hit you with her bouncing blade and last hit a few minions. Be careful of that harassment. Punish her when she does use that combo with your own harass. Unfortunately, Lux has no counter to Kat's ultimate, so be careful. A very hard lane to win as Lux, and a very easy lane to die in.




Easy
You're not generally going to kill Kennen, at least not a good one. Lightning rush (E) will save him from most situations. Luckily, your combo is stronger than his combo (especially before level 6). If you see him Lightning Rush towards you, snare him, combo him, and run. If you do catch him in a snare post-level 6, then you can probably kill him. Remember that his Lightning Rush gives him resistances, mitigating much if your damage.




Moderate
This lane is much more a skill match up than most people think. Many say that Lux can simply sit back and farm out of range--and this is true, but in this case Kha'zix controls the lane. Other's say Lux simply loses this lane--not true. This match up is dependent on how good the Lux player is. Kha'zix is a bland champion who basically just jumps on you and does damage. Lux needs to predict when this will happen and react accordingly. If you can snare him and use your combo out of his attack range (basically out of melee range) then you will win every trade. Be careful of being outplayed by his ultimate.




Very Easy
Before level 6 Kog'Maw is not too difficult to face with Lux. His slow is not hard to dodge and his Q is not too dangerous early on. At level 6, be wary of his R, especially if he hits you with his slow. Typically, you should always win this lane match-up due to Lux's range. If you do manage to hit him with a snare then your full combo will kill him early.




Very Hard
Lux generally won't win this lane. I do believe that the extreme range of Lux gives her an advantage that other AP mids lack versus LeBlanc, however it is still difficult. The easiest way to beat Leblanc with Lux is to predict her W. When she uses this ability there will be a marker for her original location. Try to throw your snare there if possible. Even then it's extremely hard to land this, especially if she was smart and stayed behind minions. Play defensively versus Leblanc, she will be difficult. Against a LeBlanc, I would rush health and an Abyssal Scepter. Pushing the lane very hard versus her is extremely effective (and prevents her from roaming) as her clear is slow.




Easy
This lane is generally easy for Lux because of the range difference between the two champions. More or less--stay further than 600 range from Lissandra to win this lane, and be aware that she can gap close to you at any time to initiate a gank!




Very Easy
Avoid his E from bouncing onto you from minions. Also, keep your range as he will combo you down at level 6. His combo will silence you, place two damage over time spells, and then suppress you, but you out range him so very hard he can't trade with you very well. Be prepared for a possible flash combo as well. Counter him by staying out of range and harassing from a distance, he can't defend well vs. this.




Toss Up
An easy target early, Mordekaiser will be very, very hard to lane against beyond level 4-5. Take advantage of his weak early game and harass him as much as possible at lower levels. Dodge his AoE moves and strike him when there are no minions nearby to strengthen his shield. He will push the lane by nature, so don't approach the minion wave to last hit unless you need to as he will easily harass you..wait for the creeps to come to you and freeze the lane near your tower.




Hard
Morgana hard counters Lux (and most APs) with her black shield (spell shield). You won't be able to snare her, and she will be too tanky to burst. She has a snare as well (similar to Lux's), but her ult can also stun you. Don't play Lux against a Morgana. You have a low chance of dying, but she will push the lane all day and there's nothing you can do about it.




Hard
She will use her ball to attempt to zone you out, and I still see Ori's do this very effectively. There is no real counter Lux can provide against her spells. Play defensively and provide harass with your E. Always be aware of the ball's location and Orianna's location, as they will determine where she will be able to place the ball. A good Orianna will dodge your skill shots and auto-attack you to death during your long cooldowns. Not the ideal match-up for Lux.




Very Hard
A tanky AP counter to all burst mages, including Lux. He has a stun and shield nuke that will destroy you if you get in range. This lane won't be all that dangerous for Lux, but you won't win the CS fight and he will push your lane and roam making you choose between following him and a wave of CS.




Toss Up
Swain's sustain is very strong once he reaches level 6. Further, it's not likely you will burst him down before level 6, unless you can harass from a distance and not allow him to release his early game combo of E --> Q --> W. If he lands this combo on Lux, you will most likely die along with ignite and auto-attacks. The range on his moves, besides W, are not very long, so this is your main advantage in lane.




Very Hard
This anti-AP assassin will simply push you out of lane from level 3. There's not much you can do about it as Lux. In the past I have utilized flat armor quints, but they only help so much. The best thing you can do in this lane is stay as far back as possible, farm with your spells, and ask your jungler for help.




Easy
Dodge his three Q cards and you should be safe against him. If you see a yellow card above his head it could mean a gank is coming. When you lose vision on TF for any moment of time, you must notify allies. He needs to only walk slighty down or up the map to gank side lanes, and they will need fair warning. Besides this, he can be easily bursted by your combo if caught and your range is comparable to his.




Toss Up
An underrated champion for sure. Viktor's burst is quite high, and his ultimate follows you around and slowly bleeds you to death. He is also on the tankier side. Dodging his laser move is a must for survival in lane against him. This lane is neutral for Lux, but you can win with some clever moves. As usual, range will win you this lane, however his burst is higher than yours and his ultimate will silence you briefly.




Toss-up
Trolololol. Vlad can pool your combo and make you waste cooldowns, but he won't very easily kill you. This is mostly a farm lane for Lux and Vlad, but he can be more dangerous to you with his sustain and utility than you are to him.




Hard
Xerath will outrange you. He will throw a small orb as you that allows his next spell to stun you. Pre-6, you must dodge his straight line nuke (which is not too difficult). At level 6, he will kill you with his three AoE ultimates, so, just do you best to stay out of range when he uses his W artillery move. This is one of the only matches where Lux loses based on range.




Moderate
Veigar will be easy-going early and will be deadly at level 6. His ultimate will do more damage to you the more AP you have. Be prepared for his circular stun. If he lands this down and you are in the middle, do NOT run to the outside. Hitting the edge is what stuns you. He has a nuke that falls from the sky after a short delay, so you should be able to dodge this easily. This champion will be squishy enough to burst down. Once again, your range will win this match-up, making it easy. Buy mercury treads to go even in this lane.




Moderate
Zed's poke in lane is strong, but so is Lux's. Try to auto-attack him at early levels to gain an advantage. This is will be a difficult lane for Lux because Zed has so many engage/disengage abilities to dodge your abilities. Be aware of his cooldowns and when he uses his W shadow and you will control the lane.




Easy
A super fun champion to play, but laning against him is extremely annoying. His range is pretty close to yours, so, you don't have much of an advantage there. Luckily, he has more DPS than burst, so your threat of dying instantly is not too high, but this means you must consistently dodge his bombs. His AoE mines do a ton of damage and slow you a lot. Beware of his ability to completely block off certain passages with his skill set.




Very Hard
Annoying bombs...x2. What to look for against Zilean: he will speed up (dodge your snare in the process), land a bomb on you, refresh his cool down, and land a second bomb. This is extremely annoying and hard to counter. However, Zilean is very, very squishy. Don't get baited into being bombed by your own minions. Playing Zilean myself, I have gotten double bombs off onto the enemy AP by simply double bombing caster creeps. His movement speed will beat you in the end, and you have nothing to prevent him from ulting himself and negating your burst.




Easy
Zyra's kit is strong in team fights and in lane, but Lux still out ranges her and this lets her win the lane. Be careful, though, as a simple root from Zyra could mean instant death for you. Some easy dodging and you will come out of this lane on top.

Final Comments

In conclusion, Lux is a sniper, an assassin, a support, an AP carry, whatever you want to call her. She can be very useful to a team when in the right hands. Please feel free to leave comments with questions and criticism. I set out to help the community understand Lux better and create a guide that will stand the test of time.

I will continue to update this guide to perfect it as much as possible. Most notably, I will continue to work on the section containing counters to other solo lane champions as I have more time. Thanks for reading!

More to come.

Created 5/2011
Updated 9/9/2011
Updated 10/15/2011
Updated 12/1/2011
Updated 2/29/2012
Updated 5/27/2012 with new masteries and runes to keep up with the current metagame
Updated 8/17/2012 with new match-up explanations and some touch ups
Updated 12/16/2012 for Season 3!
Updated 4/3/2013 to reflect more S3 changes
Updated 4/2/2013
Updated 6/29/2013 With new champions!
Updated 7/11/2013 with Zed, Kha'zix and some minor tweaks to runes.
Updated 7/31/2013 with runes, masteries, matchups and general QoL
Updated 8/19/2013 general QoL

Comments

August 1, 2013 - 07:51 PM #1

spend some more time on your flash explanation.



There is something you did that REALLY confuses me. You wrote separate chapters for both her ult, and her W, and didn't make that information part of your skills chapter. All the information in those two chapters, is relevant to your skills chapter. But on top of that, you put that much into those two, but couldn't do it for the rest of her skills. No skill requires it's own chapter to explain outside of the skills chapter, and no skill is that much more important then the others. All of her skills are equally useful, and deserve the same kind of treatment. Move the info from those to chapters into your skills chapter, and then give the same treatment to the other skills.

July 11, 2013 - 05:58 PM #2

By a teamfights chapter, I meant you need a teamfights chapter AND a late game chapter, the late game one focusing on everything you do late game that is not a teamfight.



You need to show screenshots of your rune and mastery pages. You also need to actually explain your rune choices. "I get these, they're standard" doesn't cut it. Also, your masteries chapter needs to have much more detail in it, like explaining why you take each point for each page.



In summoner spells, you talk about taking flash and teleport as your "best options," but your images there show teleport and ignite.



The item section at the top should be brief. Like starting items, core items, endgame example build, and situational items, with no explanation there whatsoever. Save it for the item chapter in the body.



Finally, remove the tool images from your sentences. They throw off line spacing.

June 30, 2013 - 02:39 AM #3

You do not currently have a teamfights chapter. This is required.



Here is the current standard for guide approval: http://www.solomid.net/guides.php?g=35596-slater-von-j-ger-generic-build-guide. Match your guide to that, at the least. You can always write more.

May 2, 2013 - 08:25 PM #4

Hi Tricksticks:



1) Barrier is viable on any champion--this is up to you and your playstyle.



2) A Xerath and a Lux of comparable skill level will mostly split the lane--however, Xerath has a slight advantage simply because of his ultimate and his killing power past lvl 7-9. Lux (even with MS quints) cannot dodge a W-E-R combo from Xerath and if she gets stunned she is likely dead or down a flash.



3) The vlad match-up can be a skill match-up, yes, but if Vlad approaches you and you mid your snare you can simply lose the lane off of that one mistake. The same is not true for Vlad as he does not use skill-shots. I think you can see the difference here.



4) Katarina's shunpo into W MS burst can still dodge skills very effectively, and this is actually what counters Lux. Massive MS in lane leaves Lux little room to win a skill match-up.



5) Annie's range is super short unless she uses flash. If she does flash (and doesn't have a DFG) you likely won't die with your shield. LeBlanc will silence you for 4 seconds if she does get in range and do more damage than Annie. Also, she doesn't need flash.



6)Dual-penetration is viable on most mids now, but Lux's passive scales off magic penetration only, so I'm not sure the trade off in an auto would be work the exchange on all of her spells (probably not I'm guessing).



7) Athene's is fine--this is a play style choice. I personally think Lux benefits most from a straight damage rush (especially in SoloQ).



Thanks!

April 17, 2013 - 01:59 AM #5

I feel like with your choice of runes and masteries, you end up waaaaaaaaaaay too squishy.

Instead of AP seals (not really much you benefit from that), consider armor pr. lvl seals. It helps you mid- and lategame. ALOT more then AP pr. lvl seals do.

Also: Why is movementspeed so important that you need it in quints, but not in your masteries?



Besides that: Great guide.

April 13, 2013 - 07:12 PM #6

Would you consider running Barrier on Lux? I personally like it as you can use it against any sources of damage and it increases your dueling ability, and doesn't require you to get into a set range to use it, like Ignite.



I personally have to disagree with some matchups. Xerath may increase his range to rival/be longer than yours, but he has to lock himself down to do so. This is an excellent time to try to get some spells off on him, assuming you're capable of weaving towards him instead of walking in a straight line or whatever.



Vlad may have sustain and an irritating pool, but he's not really that much of a threat to you directly. If he walks at you to Q you, snare him. If he pools that then he just used a large portion of his health on dodging one ability and you still have two more at your disposal, plus a shield.



Katarina is honestly not that bad; whoever moves first loses. If you fire off skillshots she can dodge them and lay into you, but if she makes the first move she puts herself next to you, giving you a clear shot usually. If she tries to ult she stands still, and you can shield yourself and attack her back. If she uses Sinister Steel to speed away, just aim carefully and fire a snare at her anyway. It's not easy, but doable.



LeBlanc is also not that bad, since she needs to get close to murder you. Her gap closer isn't instant, so you can reactively snare/shield/whatever, and her chains are a skillshot. Pretty similar to Annie in some regards, but she's listed as Very Hard while Annie is Easy?



Rune wise, you could consider dual-penetration marks, as you don't give up much magic penetration in exchange for increasing the damage your auto attack harass does.



Athene's isn't that bad now, and is a good pickup for lanes where you're passively farming and poking/taking poke(more importantly) from the opposition, like against Orianna or Ziggs. You don't even need to complete Athene's in one fell-swoop, as sitting on a chalice and then going to D-cap is perfectly fine.



Overall, pretty great guide, keep up the good work.

April 9, 2013 - 09:48 AM #7

U liar. ( ͡° ͜ʖ ͡° )

April 5, 2013 - 09:35 AM #8

@Eower ...I think she is strong, yes, however she has remained unchanged (besides a few minor buffs) for over 2 years now. Soon people will learn to play against her and she will remain balanced.

April 4, 2013 - 05:58 PM #9

Do you believe Lux is overpowered? ( ͡°  ͜ʖ ͡° )

April 3, 2013 - 02:48 PM #10

Sorry for the late responses:



@fyradiem: The CDR buff to Athene's was good, and definitely made it a more viable option for Lux. There are three early game options for Lux: 2x Doran's, Haunting Guise, or Chalice. The problem with Athene's (and even Haunting Guise sometimes) is it takes so much gold to complete those items, and therefore delays your Deathcap. Lux needs AP fast to snowball and carry games. If your team has a ton of damage, however, Athene's would be ideal to better support your team via utility. Use your best judgment!



@II Solito Pino: I disgree completely. I have played this match up from both sides and it is a skill match-up in favor of Katarina. If a Kat jumps to you and then W's (giving her a massive, short speed boost) she will have the mobility to dodge any of Lux's spells. If Lux does manage land a snare (or E), Kat will still likely have the damage reduction from Shunpo active, letting her win the trade. Further, laning against kat almost forces Lux to use MR blues, which is a sacrafice for Lux who scales off AP very well and needs it to snowball.

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