This is my attempt at a Lux guide, my most played champion by a long shot. I definitely do not claim to be any sort of professional at this game, but I feel that I have played enough games and sorted through enough guides to understand Lux inside and out. I've tried to make this guide appeal to those people that have never played Lux and wanted to try her out, and also those that play her often and are looking to improve.
Who is Lux?
Right now, I like to think of Lux as a sleeper champion. There's no doubt she's underplayed. She gets no love at tournaments, and you rarely see anyone stream as her. Why? She's labeled as Support by a lot of people, and they don't think she can carry like top tier APs. I don't think that's true. This guide is about building a crazy strong, laser happy, AP carry Lux that can turn fights in your team's favor with a single ult. I feel Lux can hang with the more popular AP carries if you play her right while following a build like this one.
When should I play Lux?
I play Lux as an AP mid, and that build is what will be featured in this guide. Lux does well against champs that aren't very mobile; if they have a hard time getting away from her E and dodging her snare, she will be very successful in lane. Lux's spell range is also very big, so she is a good pick for harassing mid champs that must melee attack minions to farm. Lux's pushing power is so-so, so keep that in mind when trying to counter-pick their mid. She can push lane hard, but that requires igniting her passive on all the minions, leaving you very vulnerable to harass.
Changes to Lux
In recent patches we saw a decrease in the cooldowns of Lux's snare and her AoE, making her that more potent in lane to harass. Having the snare up more often also allows you to extend a little bit further, but don't get cocky thinking you're invincible. Lux's autoattack animation was also given a rework so that it feels more responsive and I honestly love it. Her attacks fly through the air very fast and make it easy to rack up last hits. It took a while for me to get used to the new animation, but I definitely like it better than the old one.
A couple very nice changes to Lux overall. The ult costing less mana means you can use it even more often mid game when you might have not had the mana before. Less mana on the bind is also nice as well. Thank god Riot realized that Lux's base mana was way too low.
Base Mana Regen per 5 seconds increased to 6.6 from 5.6
- Light Binding
Mana cost reduced to 50/60/70/80/90 from 60/75/90/105/120
- Finales Funkeln
Mana cost reduced to 100 at all ranks from 100/150/200
Cast range now displays on the mini-map
In the Fiora Patch, Lux received a couple cool additions/changes to her kit:
- Lucent Singularity
Now additionally grants vision while in flight to its destination
Now starts its cooldown when cast rather than when detonated
Cooldown increased to 10 seconds from 9
Now displays a buff showing how long Lucent Singularity will last until it automatically detonates
- Finales Funkeln
Now grants vision of the affected area during the spell and vision of enemy champions hit for a short duration afterwards
Lux can no longer use Flash while casting Finales Funkeln
After the change to the Mastery pages for Season 2, Lux should be hitting even harder. Since this is an AP Carry Lux guide and not support, we're going to take all the AP power in the Offense Tree that we can. In the Utility Tree, take 3 points in Expanded Mind and put 1 in either Summoner's Insight or Good Hands. Since you're playing Lux, movement speed isn't as important as mana regen, so I pick that up in the second tier of the tree. Hopefully you will be the one on your team taking Blue Buff, so grab the increased buff duration mastery for your last point.
For Marks, go for the MPen. There really isn't any other option for Lux there.
Seals, I like flat mana regen for an early game boost. If you harass a lot, you may find yourself a little mana starved early; these runes help combat that. Late game they're obviously not as helpful, but by then, you're killing people with your combo, not harassing. Mana regen/level works too if you'd rather have the extra regen later.
Lux has a lot of viable options for Glyphs. You can run either flat CDR, MP5/lvl, AP/lvl, or MR. Flat CDR and CDR/lvl even out at lvl 13, so if you want the CDR, go for flat. If you find you like to harass a ton and need the mana late game because someone else is taking blue, go with MP5/lvl for an extra boost there. If you are an absolute AP hog and want an extra 27.54 AP late game, grab AP/lvl. The Magic Resist Glyphs are very nice if you lane against a mage that gets in your face like Akali. They mitigate a lot of damage and allow you to come out of engagements with more health.
Quints, I choose flat AP so that you can get boots and still start with 15 AP to harass with. MPen is an option, but I prefer the combo of MPen reds with AP quints. Some people like HP Quints too for solo mid, those can work as well.
Flash is an obvious choice. Frankly, it's OP that you can escape any engagement by flashing over a wall, or up a cliff etc. Use this to save yourself every time you get in a sticky situation.
Ignite is a great spell for that extra oomph in a 1v1 fight. Sometimes your opponent may dodge a skill shot or two, and ignite gives you some guaranteed damage to fall back on.
Teleporting to a lane to laser stragglers is also an option. If you're mid, this also allows you to get back in lane faster after backing so you don't lose much experience. I usually don't use it, but it's an option.
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.
This passive is really nice early game for clearing waves of minions. If you find yourself getting pushed, throw a Lucent Sigularity into the middle of the creep, auto-attack, and right before your attack hits, pop the E. Auto-attack the remaining creeps to proc your passive on them and get easy kills. Late game, this passive falls off considerably, but you can use it to your advantage if you want to get Lich Bane. Being close enough to be in auto-attack range is risky though, so be careful. Early game, you're going to want to try and get this to pop every time you land a spell on the enemy champ. The extra damage can really set them back and force an early recall.
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
People hate this spell. Morgana has a snare, cool; Lux has a snare that can bind two people. Getting chased by their mid and their jungler? Snare em both and run away free. Want to start a team fight? Throw your Q in and enjoy free shots on two of their team members. If you're really good, you can use this to harass, you just have to set it up so that the enemy champ is directly behind a minion and it'll snare them both, allowing you a free auto-attack.
Take note of what your opponent does after you snare them, especially early game. In lower ELOs, they will often stand still and take no action because they think they are stunned. Take advantage of these ill-informed players and make sure to run up and hit them with an auto-attack to proc your passive. At higher ELOs, you will probably get auto-attacked back, so make sure you'll be giving more than you receive if you try and go in for the passive proc. I would not advise attempting to snare + auto-attack harass any experienced AD carries because they will deal more damage to you simply by right clicking you while you're in range.
I like to smart-cast this spell because I have the range memorized after playing Lux for so long. Needing to press two buttons for this type of skillshot is a waste of time that could actually get you killed because LoL is a game of fast fingers. If you aren't a smart-cast fan so be it, but I highly recommend taking the time to change up your key bindings.
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
This is the reason Riot classifies Lux as a support. I'm not a big fan of it, because I play Lux as an AP carry, but it has its uses nonetheless. Always, always, throw it onto your team in the middle of a teamfight. If you aren't doing that, you're a bad teammate. When you see that Karth ult above your buddy that's at 300 health, tell him to stand still so you can toss your shield onto him and save his life. If you for some reason get stuck in the enemy base and need to get out past a tower, throw it in front of yourself and run through taking minimal damage. Lots of uses, just don't forget about this spell.
One of my big qualms with this skill is that it has a short casting time and you have to be stationary to use it. Sometimes when I am getting chased, I'm not sure whether I should risk that split second of standing still just to get a little shield on me. It all depends on how far away from help you are. If a tower or teammate is close, take the time to throw down your shield in front of you so that it hits you twice in a short period of time. If you're far away from towers and teammates, don't bother casting this because it will make you stop and you will get killed the majority of the time.
E: Lucent Singularity
Fires an anomaly of twisted light to an area, which slows nearby enemies. Lux can detonate it to deal 60 / 105 / 150 / 195 / 240 (+0.6 per ability power) damage to enemies in the area of effect.
Cooldown 11 seconds after the area has been detonated
Cost 70 / 85 / 100 / 115 / 130 mana
This is the spell that makes people complain about Lux's range. While laning, this is your main harass tool against the enemy champ. The hard part about this spell is getting it to hit the enemy champ without killing or weakening too many minions and pushing your lane. Try and get a sense of where your opponent likes to walk behind the creep. Most of the time when they see a Lucent Sigularity coming their way, they back up, so I like to toss it behind where they are, so when I pop it, they're right on top of it.
Don't forget about the slow portion of the spell. If your jungler wants to come gank mid, throw your E down under the enemy champ, but don't pop it right away. Keep it glowing so the enemy is slowed and your jungler can catch up and help you finish the kill.
Also, never forget that this skill gives vision in the Fog of War and in bushes. Never face-check unless you have first sent in a Lucent Singularity.
R: Finales Funkeln
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
If people aren't crying about the awesome range on your E, they will once you hit level six and can shoot a ridiculous laser across a third of the map. This is everyone's favorite part of Lux, and it's also your opponents worst nightmare. Huge base damage, a big ratio, and only 40 second cooldown? YES PLEASE. By the end of the game, you should be shooting this all the time to constantly lower the enemy team and pick off people fleeing the fight. If you coordinate with you Support that has Clairvoyance, there is no safe part of the map.
In a team fight, try and position yourself so that you hit as many member of the enemy team as possible. Also, don't be a jerk and save your laser for after the fight. If there are 4 people lined up, shoot it in and let your melee DPS and ranged AD carry mop up.
Be wary though, some people will complain about you kill stealing if you laser a fleeing enemy. If you're playing with friends, they should be able to understand, but solo queuing is a different story. Most people are chill when I tell them I'd rather have a sure kill than a chance at an escape, but others aren't so understanding. Be prepared to get chewed out if you choose to constantly snipe kills.
Unless your team is invading their jungle, you're going to want to take your E first since it'll be your main harass tool. If your team decides to invade early, getting your Q and snaring two enemies can almost always guarantee at least one kill for First Blood. Early game, alternate between your E and your snare to help with escaping and/or freezing your opponent to pick up kills. Obviously you want to get your ultimate every time you can, and I like to pick up a point in her W afterwards, just because you never know when that extra shield will save your life. I feel I can do without the shield until level 7 because I'm confident in my ability to stay safe during those early levels. If you aren't as risky as me, grab it around level 4.
You should max your skills in this order:
R > E > Q > W
You should be going mid as Lux. If for some reason you aren't, you can opt for a instead. This works in a duo lane bot or solo top. Mid, definitely go boots and pots though. The mobility is needed, especially against other casters like Brand or Cassiopeia, and pots help you stay in lane longer.
If your lane is going great and you are destroying the enemy carry, grab a and start working towards an early so you snowball fast. If the lane is going so-so, grab and continue farming. If you're really having a real tough time against an aggressive champ, grab a and work towards a so you are beefier.
After people start roaming and you've hopefully picked up a couple kills, head back and upgrade your boots to . The recommended boots for Lux are , but I play Lux as an AP burster, so I opt for the Sorc Shoes. You don't need to spam your spells, you need them to hit hard and Sorc Shoes will give you that extra oomph.
In my opinion, Rabadon's is the only must have AP item for Lux. Your other items can vary depending on how well you're doing and the composition of the other team. I like to rush Rabadon's so that every item after that contributes to the huge 30% AP gain passive.
Against Heavy AD:
Zhonya's isn't just for Fiddle! If the other team has a Cait, Xin and a Rammus, get Zhonya's! The armor helps you stick around and if you get jumped in the jungle, you can use the active to survive while help comes.
Against Heavy AP:
Both give you some nice MR, with Abyssal being the go-to choice for teams of 3 or more AP damage dealers. I know some people like to see Abyssal on tanks and people that are closer to the cluster like Amumu, but I think even Lux can benefit from the passive though she stays out of the action for the most part. Lich Bane gives less MR, but it does stack nicely with your passive. If you're feeling like you can risk it, getting a Lich Bane and auto-attacking after each time you cast a spell will greatly increase your damage output, especially once you're deep into your build. I wouldn't suggest Lich Bane is anything you rush though.
Sick of getting stunned by Annie? Karthus ult killed you twice? Hate getting lasered by the other Lux? Pick up a and laugh whenever someone tries to end your spree. If you're midding against Malzahar, or the enemy team has a ton of lock down CC, pick up a and pop it every time you get in trouble. Unless you are completely destroying the other team, do not hesitate to grab these defensive items. A dead Lux is a useless Lux.
is a late game option I would suggest if the enemy team is full of tanky champs that have built extra MR because you were destroying them earlier. Get this to negate almost half of their hard work.
is nice if your team is squishy and you find yourself getting targeted more than usual. I also sometimes rush Rod of Ages before Rabadons if I'm mid against an assassin (Talon, Akali, Kassadin). It helps to have the extra health for when you get jumped on.
is only an option if there is someone on your team that takes blue buff instead of you. It gives a decent amount of AP, CDR, and mana regen, all things that Lux benefits from.
- Just not as good as Morello's, and like I said, you should rarely be getting Morello's anyways.
- If it built into something better it'd be nice, but you've got plenty of MPen from runes, masteries and your Sorc Shoes. Leave this out.
- Here's what I think about stacking items. If you're ahead, you're better off just finishing the other items in your build and snowballing that way. If you're behind, Mejai's will take far too long to build up, and by then, the other team will have won the game. If you love stacking items and don't die often (you shouldn't with Lux's long range), then go ahead and get it. Not my style though.
- Not something that really benefits Lux. You should be staying out of the fight, with no need to get spell vamp.
- I'll be honest and say that it irks me when people get a Tear as Lux. Listen to me when I say "that's a bad idea." Lux doesn't have any spammable spells. She has pretty high cooldowns compared to other mages, meaning your Tear will take forever to build up. Not only that, but Lux doesn't need a huge mana pool to begin with. You're not Swain or Anivia with a toggled ult that consumes a ton of mana. You're not Ryze either, that scales off mana. You are Lux, a burst mage that pulls off 3 spells and (hopefully) kills someone. I know that a fully stacked Archangels gives a ton of AP, but Lux would take way too long to get there, and you're better off getting other items that give you AP now.
Early GameAs the first few minutes roll by, focus on whittling down the health of your opponent so that once you hit level 6, you can melt their face with your ultimate. Note how the enemy moves behind their minions. Harass by casting your E behind the enemy caster minions and landing it right underneath the enemy champ. Like I said earlier though, try to hit just the enemy champ and not any minions so that you don't push your lane too hard. Try and split your attention evenly between harassing and farming creeps. If you constantly harass, you might run out of mana and get out-farmed. If you only focus on last hitting, a strong champ will keep pace with you in gold and could beat you in a duel.
If they are playing aggressive, toss down an early game combo to deal some nasty damage. If you're confident in your skill shot ability, hit them with a snare, then toss down your E right at their feet. Auto-attack once, pop your AoE, then hit them again to get in two spells and two passive procs. The other option is to first throw down the AoE, then snare the slowed enemy. Auto-attack once, pop the AoE, then auto-attack again. It won't take many of those before they have to heal, and if they decide to stay in lane, you should destroy them with your laser.
Be cautious because you are very squishy at this point, and you probably don't have river warded yet. Don't push your lane too far, because if your snare is on cooldown, you are very susceptible to getting ganked.
Mid GameMid game is where you should start making the enemy team rage at all the lasers they see (or don't see) shooting across the map. You should have by now established heavy dominance in your lane, and possibly with the help of your jungler, taken mid tower. At this point, you should always be on the lookout for any enemy players that have low health. If you see a champ from top or bottom lane retreat to their tower at low health, sneak out of your lane and attempt the Clairvoyance + Laser combo I mentioned earlier.
Lots of times, when people recall, they open up the shop menu or take their eyes off the screen to take a sip of Mountain Dew. They may not see that red line come across their champ and will hopefully spit the soda onto their screen when they see they've been sniped. Remain humble as you prance gaily away, having taken out an unsuspecting enemy from 1/3 of the map away.
Remember to keep buying wards at this point to maintain map control and again set up snipes. Tell your jungler to ward their blue so you have a chance to steal it with your laser and continue spamming spells. Always take your team's blue buff whenever you can so you can use your abilities more often and you don't run out of mana.
Late GameLater in the game you should have yourself a nice kill count and very little deaths because of your superior range. Try not to roam solo because you will get stomped on by a tanky DPS. Always be wary of your surroundings, and help at dragon etc., when needed. You are by no means a back-door champion, so do not try and take their second top tower while your team is 4v5 in mid.
Sometimes later in the game you can opt to roam with a teammate of yours to pick off enemies that are trying to backdoor or are taking buffs that you've warded. You can choose to run alongside a tank or a melee DPS, just be sure to stay behind them when you do engage so they take the enemy aggro and soak up the CC.
By the middle of the game, you should be looking at what kinds of items the enemy team is getting and adjust your build accordingly. Do not build glass cannon unless your team is dominating. If you are, the game probably won't even last til late game strategy takes effect anyways. Grab Zhonya's Hourglass if they are AD heavy so you can survive longer in a 1v1 engagement, and put down more damage in a teamfight. If they have a lot of mages and an AP tank, pick up an Abyssal Scepter and try and stay a little closer to the action so the passive aura gets applied. As I outlined above, there are plenty of options for items for Lux, so build the way you think will maximize AP and give you that little bit of survivability.
Team FightsIn 5v5 teamfights, you need to get yourself in a good position to be of the most assistance to your team. You hear a lot of the top LoL players emphasize positioning, and for good reason. In order to help your team the most, you need to put yourself in a spot where your laser will hit as many enemy champs as possible. This can be difficult in the poke phase before a team fight starts, but just do your best to hit as many enemies as possible. Obviously, make the enemy carries your top targets. Hitting the Ashe and Fiddlesticks on the other team is much more valuable than lasering their Galio and Udyr on the frontlines.
Throw your AoE into the enemy team to slow them, and if possible, detonate it underneath their carries. Protect yourself by using your snare if you need to. Try and position yourself where you can safely snare the enemy carries in place to get eaten up by your DPS champs. If you can't safely do that, snaring the enemy tanks is okay, as long as you have decent cooldown reduction and won't be snare-less for the next 12 seconds.
At max CDR, your laser is up every 24 seconds, so don't be stingy with it! Shoot it just as a teamfight starts to give your team a big advantage. Stay out of harms way while you spam your other spells, and then immediately fire your ult again when possible. You should be dealing a considerable amount of damage, and can easily kill the enemy carries if you are positioned well.
MatchupsHere, I'll try and describe some of my strategies for playing against other common mid lane champions. Again, take this guide with a grain of salt; all games are different, and all situations are unique. Sometimes you may need to deviate a little from your regular playstyle in order to make the most of a certain situation, that's perfectly fine. The best players are able to mold their build and playing around the current situation, but this matchup section will help you get an overall sense of laning mid Lux.
Ahri's can start out pretty passive, but she gets scary when she hits level 6. Poke her as much as you can while staying out of charm range. If she dashes at you, attempt to bind her. If you connect, try and finish her off ASAP. Blow everything, your ult and ignite if you have it. You need to get it off quick because as soon as the bind runs out, good luck hitting her with your skillshots. If you miss the initial bind, back off immediately, taking care not to get charmed. Ahri likes to roam often, so when you see her leave, make a quick decision to either follow, or start pushing the wave immediately. If you push every time she leaves, her tower will go down quick and she won't have the luxury of roaming anymore. If you follow, try and stay out of her sight so that you can counter-gank effectively.
Akali is another champ that usually plays pretty passive until level 6. Use your range advantage and autoattack her when you can. If she Qs you and then runs towards you to proc it, kite with a snare and turn around to pop your passive on her. If she likes to hide in her shroud, throw one of your Es in and pop it in the middle. The radius of your E is almost as large as the shroud, so you have a good chance of hitting her. If you get jumped on by her ult, snare first, then start retreating and regain your range advantage.
Anivia is a pretty good matchup for a Lux player. Early on, harass often, especially if her stun is down. The cooldown is long, and spamming stuns takes a toll on an Anivia's early game mana pool. She will try and push you when she gets level 6 and has blue buff. Push back with your E+Autos because Lux is not a good last hitter under tower. If you have the opportunity to burst Anivia down even when she has her egg up, DO IT! The egg is a 4 minute cooldown, your ult is a fraction of that. It's worth using your ult to get Anivia into egg form, just be aggressive again once it's up and she will die.
Annie is another good matchup for Lux if you play right. All of her skills are lower range than yours, so use that to your advantage and poke with your E when possible. She will probably try and autoattack you often with her 675 range, try and turn on her when she does and you'll win the trade with minion aggro in your favor. If she runs at you with her stun up, calmly snare her and back away. If you get a Tibbers dropped on you, don't panic, just shield yourself and walk away.
A good Brand player can be troublesome because the range on his Pillar is pretty big. Brand is very reliant on comboing his skills however, so if you get hit by one, back off until his Blaze passive runs out. Stay away from minions because they can serve as extra bounces for his ult, and if he Conflagrates a minion affected by his passive, it will jump to you.
Playing against a Cassiopeia requires a lot of micro and juking her Q. Try to not be obvious when you are going in for a last hit because good Cass players will Q right where your champions runs to. If you do get hit by the Q, shield yourself and quickly get out of range or her barrage of Twin Fangs will hurt a lot. Cass with blue will probably push you as well, so either push back just as hard, or steal her blue with help from your jungler.
Fizz can be rough as a Lux player because his Playful/Trickster makes him untargetable by all of your skillshots. He will probably try and zone you out of the minion wave, but try and harass him as much as you can since he is melee. Be wary of where he ends up after using his gap closer, don't panic and immediately bind resulting in a miss. If getting chased by a Fizz, run erratically to lessen the chance of getting hit by his ult.
Galio can be a bit of a nuisance to a Lux player if he doesn't get shut down early. In the beginning levels, use your range advantage and harass him when he tries to last hit. Be careful and dodge his Q because it will chunk you for good damage. Later on he will try and push by clearing the wave with his Q+W combo, so use that opportunity to harass him while his abilities are on cooldown.
Karthus is a pretty easy matchup as Lux. Most Karthus players want to sit back and farm, your job as Lux should be to be as annoying as possible harassing them so they can't do just that. Karthus is also squishy early, so a couple E+Auto combos should be enough to make him back and give you the edge. If he walls behind you, instead of walking backwards and into it, turn towards him, snare and unleash your full combo. You should kill him before you take enough damage for his ult to finish you off.
Kassadin can be pretty rough for a Lux player, especially post 6. You need to do work on him early to push him behind in both farm and health. Poke with both autoattacks and your E any time you're not silenced. Once he hits 6, he will likely jump to you followed by an immediate silence. In order to win trades you need to have quick reactions in getting off your snare. One way to get around his harass is to push the lane because Kass is a notoriously bad farmer under tower.
Kennen is a champ that you should be able to poke easily considering that's what he's trying to do to you at the same time. The big difference is that you can stand behind your minions and negate all of his Q damage. If he rushes at you with his E, snare and back off. Always, always move erratically to avoid getting hit by Shurikens because they hurt a lot.
A good Leblanc player will destroy you as Lux. Rarely does this matchup go in the Lux's favor, and it's almost never fun. Pushing her is a good idea because Leblanc is bad at last hitting, but you need to be wary of how close you're getting to her. If she distorts towards you in order to Q+R, you'd better have your snare ready or you're about to be half health. Hold out as long as you can because Leblanc becomes less effective late game.
Thankfully, though Morg is one of the most common mid champions, she isn't hard to deal with at all as Lux. Your harass is vastly superior to hers, so constantly throw down Singularities at her feet and try and pop your passive as often as possible. Never ever run straight at her though (unless you are certain that her snare is on cooldown) or you could very much be dead. Try and be a nuisance as much as you can so that she can't afk farm by pooling the back lane creeps.
The difficulty of facing Orianna varies greatly depending on how savvy the enemy summoner is with her. A good Ori will be constantly moving herself and the ball, making it hard to harass her, and also being a nuisance hitting you as well. If she ever attempts to run and pick up the ball, snare her and blow your full combo. She should die unless she goes a tankier RoA build. Be unpredictable and do what you can to whittle her down.
Ryze is very weak early, so it's okay with you trade. One Q of his will not hurt as much as one of your Es, and if he steps forward to follow it up with a snare, pop your passive with an auto and snare him back followed by another auto. You should win these trades, and eventually wear him down so that at 6, he's dead. Learn towards the aggressive side early, a tanky late game Ryze can be a problem.
AP Sion is all about the push push push once he gets a couple Dorans Rings. You'll need to push back so he can't roam or your team will get ganked constantly. Stay out of stun range or you'll eat his combo and be hurting. An effective strategy is to bait him into committing by getting stunned, and then having your jungler gank him while he has no cc. Your snare combined with your jungler should easily take him out. Just be patient, Sion will fall off later if you can survive the early game.
Swain is played top often, but you see him mid sometimes as well. The longer tether length on his slow is pretty killer, so try not move the same direction every time you get slowed or you will eat one of his snares. You're going to need to use ignite every duel or he will not fall to your burst because of his sustain. I also highly advise warding his blue and trying to steal it when possible.
Talon mid is something you may see if you end up picking Lux pretty early in the draft. To be honest it's pretty rough. If you're IP rich, invest in an AP mid page that has armor yellows, they help a lot. You might also consider going for an early catalyst into a Rod of Ages in order to not get blown up by a Talon. Play passive and farm when you can, later on you should be able to survive his burst and you'll be more useful with your utility in a teamfight.
Laning against TF will take a lot of movement in order to dodge his Wild Cards. Standing away from your minion wave will help combat this a lot, so try that if you find yourself getting hit too often. When TF uses his Pick a Card on a minion ATTACK! When that spell is on cooldown, he is very vulnerable. Plus, it's hard for a TF to pick the right card under pressure sometimes, even pro players can blunder at that. If you see him leave lane, try and guess where he went and follow. Obviously his Gate is faster than you walking, but most times you should get there in time to help and hopefully turn the gank around.
Playing against a Veigar is pretty precarious at times. His range is pretty short, so you should be able to harass him effectively early. If he tries to harass back, he will get behind in his Q farm, and his mana pool will deplete quickly. If you get stunned, pray to high heaven though because a combo from Veigar will hurt bad. Keep your distance and poke away until you can finish him with an ult.
I find Viktor to be hit or miss a lot, kind of like Orianna. In the right hands he can be a pretty big annoyance mid. The range on his laser is pretty far, but if you stay out of your own minion wave, he will have to pick between harassing and farming. In the event that he tries to run up to you to Q, snare him and follow with a combo. If you do ever get ulted, throw down your shield as soon as you can in order to soften the DoT.
Vlad is seen top more often than mid, but he can perform both pretty well. His sustain is ridiculous mid game, so try and make the lane hell for him early. If he walks forward to Q you, make him pay with a Binding+Auto+E+Auto combo. Punish him every time he tries to trade. If you can, force him to pool and then either get a gank or attack again soon after. If you get ulted, be sure to shield yourself before the second tick.
Xerath and Lux are both high range burst casters, so this is always a fun and competitive lane. Again, standing outside your own minion wave will make Xerath have to choose between harassing you with Qs, and using them to farm. If you ever see him lock down in range of your snare, hit him! Don't be easy to read when walking around or you will eat a ton of his Qs.
Zyra has decent range and nice damage to complement her kit. Poke her as much as you can, and be sure to run erratically to avoid her snare. Trying to pop your passive can be difficult against a smart Zyra. If you're getting DPSd down by her plants, remember to shield yourself and never forget about her passive.
Final CommentsWhew, that was a long guide. I hope you learned a couple of things along the way, or at least picked up a few pointers and tips for playing Lux. I find her extremely fun to play and also very powerful if you do things right and use her skills effectively. Please feel free to leave a comment if this guide helped you, and constructive criticism is always welcome. Thanks for reading all the way through, this was a pleasure to write.