"Lux"ing It UpLux is, by far, my favorite champion to play. Between dumping her incredibly high burst on a squishy adc, or sniping a running champ from over 1000 units away, to stealing buffs and objectives from enemy junglers, I haven't found a champ that is more fun than this Lady of Luminosity.
Is she viable?
I don't see how someone can make an argument that she *doesn't* have a place in ranked play. She has incredible range on her abilities and each of those provide incredible utility in the forms of a snare, a (deceivingly strong) shield, and an AOE slow/vision. The most important caveat in using Lux is to use her range to your advantage. That is her biggest tool to survivability; Out-ranging opponents and being one of the best pokers in the game.
High skill, high reward.
Hitting that laser for a killing blow on a running champion is one of the most satisfying feelings I still get from this game. Learning how to place it and when to fire it is what Lux is ALL about. Every ability takes time to learn, so, when you first start playing her, don't get too frustrated when you fail as much as you succeed.
MasteriesI, typically, only run one out of two different mastery pages. Both of which focus on the offensive tree. I've seen guides that show going deep into the utility tree as an option but, I feel, if Lux isn't pouring damage onto the rift then, she's not being used to her full potential.
21 points focusing on AP as per a standard AP offensive tree.
9 points in utility towards mana regen and your mana pool to get to runic affinity so you can keep your blue buff for longer. The extra two points can be put where ever you feel is necessary for your style. I prefer a point in Summoners insight and mastermind for the reduced summoner spells.
Same offensive tree points with 9 points in the defense tree towards health and MR.
RunesMagic Pen Reds
I still feel Magic Pen reds are BiS
AP Scaling Yellows
Why AP scaling yellows over mana regeneration or flat AP? Lux's main form of harassment comes from an AOE ability which will push your lane if you spam it, which can lead to easier ganks from the enemy jungler. Lux does not have anything in the form of a fast getaway so you want to avoid overextending at all costs! Focus on that AA last hitting skills!
Scaling AP = +0.1 per level = +0.6 @ level 6 from which point on will be superior mid game vs flat AP = +0.59 all game long.
Lux is most powerful at mid-game. Take advantage of that!
AP Scaling Blues
More pew pew mid/late game
Flat AP Quints
Why not AP per level like yellows and blues?
AP per level for Quints don't match the AP granted as the the flat AP Quints until level 12. The extra AP gained from flat AP Quints will give you much more power early (and at the start of mid game) to work towards snowballing into the later part of mid game and into late game.
Adapt Adapt Adapt!
Choose runes that will help you out! When going into a game knowing that you've been counter picked, switch things up. Maybe you need to go with a rune page that has Health and MR so you don't get completely shut down early game and feed all day. Have versatile rune pages for that.
Other viable options that suit your playstyle
I would really only consider
Mana Regeneration Yellows for spamming more
Health Per Level Yellows for survivability
Magic Resist Blues to help negate early damage to be more successful in trading damage
Move Speed Quints to help stay safe all game
Keep in mind the amount of damage you are trading out when replacing any of these runes but staying alive and not feeding are more important than just getting kills yourself.
"uh oh i overextended and i need to get out!" button that can also be used offensively to catch up to a fleeing enemy
That extra damage early game to compliment your burst, or to finish off those gap closing melee champions
I really like teleport on Lux for becoming a champ that has global map presence. The main reason, however, is because as soon as I hit 6 I find that becomes much less used because of its short range cast distance. If I'm that close to an enemy, I'm probably doing something wrong. I feel like teleport is a summoner spell that will last me all game more consistently than ignite would.
Other possible options:
If you don't feel like you are going to use teleport and want another escape mechanism.
If the enemy team has champions that will likely dive you.
For heal baiting! Use in conjunction with your abilities to run and stay alive while keeping your stacks of Mejai's up.
Would not recommend:
I go over why mana regen runes aren't needed in "Runes" chapter. Learning to manage your mana pool is important for effectively playing any mana based AP Caster.
Staying alive is fairly easy as Lux and this spell just wastes a spot that could be used to keep you alive or secure a kill.
Lux is not a very good junler.
If they are on top of you to CC you, you probably aren't going to get away anyways.
You already have your
Well placed wards will benefit your whole team much more than picking up clairvoyance will.
(Innate): Lux's damaging spells charge the enemies hit with energy for 6 seconds. Lux's next attack will ignite the energy, dealing 10 + (10 x level) magic damage to the target.
Gives Lux that extra damage in early game duels and is useful for making that last AA count for the killing blow and/or extra harassment. I feel like people put too much importance on this part of Lux's kit. Early game it is phenomenal for pushing your opponent out of lane but mid and late game it is much less likely that you can successfully execute an AA after every single ability. HOWEVER, that doesn't make it useless mid and late game, in fact, a significant portion of Lux's damage still comes from her passive later in the game. More on that in a bit.
Q: Light Binding
(Active): Lux releases a sphere of light in a line, dealing magic damage to the first enemy it touches and half that damage to a second nearby unit. Additionally, the first unit struck is bound for 2 seconds, and the second unit for 1 second.
Snares! Not just one but two! Not as OP as Zyra's E and not as strong as Morgana's Q but a nice balance of the two, being able to go through the first target and snaring the next target it hits. An essential part of a successful Lux combo relies on landing your Q. It is also one of your "getaway" abilities. Snare and run!
W: Prismatic Barrier
(Active): Lux throws her wand to a target location and back, bending the light around herself and any friendly champions it touches, shielding them from damage for 3 seconds.
Much overlooked by most summoners, Prismatic Barrier actually provides a TON of damage mitigation. At rank 1 it provides a total of 160 (80 on cast and 80 on return). Which means when you and your opponent are level 4 (when I put a point into W) and they come in for an ignite (130 true damage) to finish you off your shield (160 hp) can completely absorb all of the damage. Cast the way you are running if you need to get the second part of your shield sooner or cast behind you if you need to have a longer duration of your shield.
Don't forget about using this Ability on you teammates! It can be hard to land but it can also save some lives!
E: Lucent Singularity
(Active): Lux sends an anomaly of twisted light to a target area, which slows enemies on the zone. The zone will deal magic damage to the enemies on the area upon detonation. The zone will detonate itself after 5 seconds or it can be detonated early by Lux.
Scout. Harass. Slow. Different situations call for this spell. As mentioned before, you should be careful about spamming this spell early game as it can push your lane. That being said, this is also your biggest form of harassment, so when you do cast it at your opponent, land it so it doesn't hit that minion wave, unless you want to clear/push your lane... then this ability can push your lane so you are free to: gank mid, gank top, get blue, steal blue, do objectives, etc. Don't wanna facecheck that brush? Scout with your ball first! Need to get away? Throw your ball between you and your chaser!
R: Finales Funkeln
(Active): After gathering energy for half a second, Lux will fire a broad and long-range beam of light in a line that will instantly deal magic damage to all enemies in the area. In addition, the beam will trigger Lux's innate ability and re-apply the Illumination debuff.
My favorite ultimate in the game. Long-ass range. Big-ass damage. One of the most overlooked part of Lux's ult is that it ignites AND re-applies your passive! At level 11 that is 640 damage not factoring in ANY AP you've built on a target that has on them. Learning how and when to aim this giant beam of damage takes time but it is also very forgiving with a 24 second CD @ 40% CDR and wider than animation damage area. Icing on the cake is that it illuminates the blast area so you can see what you hit.
Land Q > Throw E > Cast R > Explode E > AA if you can
Landing your snare sets the chain in motion. If they don't have tenacity then they are not getting away from your 2 second snare.
Single damage output with NO AP:
Q = 60
E = 150
R = 370 (includes passive proc from Q)
AA = 139 (includes the reapplied passive proc from R)
Total damage = 719
Team fight damage with NO AP:
E = 240 (cast/explode)
R = 640 (includes passive proc from E)
Total damage = 880
And you just keep getting stronger from there!
Most important Item in the game:
Ward the bushes in your lane! It will help increase your map awareness and help prevent ganks! If you want to get especially snazzy safely get a ward so you have vision of the enemy Blue Buff so you can steal with your Ultimate.
Athenes gives Lux a little bit of everything she needs. MR/AP/CDR/and MP5
Early Game Survivability Problems?
The health from these items are worth the investment if you are have trouble with taking too much damage
CDR is Important on Lux because of her long cooldowns and for that 24 second Ultimate:
with Blue Buff and masteries gets you to 39%
If you're not getting the Blue Buffs
AND/OR if they aren't building MR or you have enough MPen from masteries//
Throw in any standard defensive item you NEED into your build so you can live long enough to farm up and ult up:
Don't forget to Upgrade to tier III boots!
For Snowballing. I'll get this item if I'm getting fed early, before I finish my deathcap.
If you are the only one pushing turrets. I don't generally get this item because my playstay revolves around being positioned further back and not being in range to AA.
If they have a gap closing bruiser who you can't shake and if your team is slow to peel enemy champs that are diving through them to you.
Final CommentsWhether this is your first time looking up a guide for Lux or you're just getting a different perspective, I hope you learned something from it. I've been playing Lux for a very long time and I really enjoyed making this guide. I do plan on adding more sections and going in depth into why I don't like or do like some items for Lux. Give me your feedback because I plan to comeback to tweak and make this as good a guide as I can make it.