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- Real Mermaids deserve 1.5k AP
- Lightening Support Lux
- Mad Joker (Support, Lane, Jungle)
- Teemo Support
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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
About this Build

BEWARE - Since

This guide takes advantage of her good skills and aims to increase their availability with an early game package of Mana Regeneration and Cooldown Reduction. Her inherent squishyness is attenuated with a strong shield and some tanky support items, and her late game will be improved with some Ability Power items. Of course I keep her build as cheap and cost-effective as it suits a support.
I won't repeat myself on things that others have already achieved, therefore don't hesitate to follow the links for more in-depth information like pictures, videos and specialized guides...
|
|
- AP supports like
Lux have recieved many new item and mastery choices and are now pretty well equiped.
- Huge overhaul in ward-economy and support income. The
Sightstone is effectively another gold item and a very good one at that (~8 g/10).
Vision Wards are now better due to
Oracle's Elixir timeout and increased detection range with
Scout .
- Increased passive gold gain and changed bounties have decreased the dependence on gold items.
- Without
Heart of Gold, supports are now very squishy until mid game. That means even melée menaces like
Taric and
Blitzcrank are now easy to kill - Unless they take 1/28/1 masteries and rush
Doran's Shield. Be very cautious when you see enemies doing this, they will be able to withstand a lot more than you can possibly imagine!
- All in all I havn't played enough games yet to appreciate the full impact of Season 3.



Illumination (Damage): This is your primary source of damage. Throw a Shield and get in range to attack after you hit something. You can take your time, as it lasts quite long. Whenever you use your ultimate, make sure that you apply this in advance. However, never trigger it at the cost of your live.




Light Binding (Initiator, CC, Damage, Escape): This double stun that pretty much guarantees a kill if you catch someone. The CD decreases a lot with each rank. This also makes your very hard to chase. Like all of Lux's abilities, your Q range is huge. Its a perfect ganking, escaping and chasing tool. Remember to save your precious CC for the right targets.




Prismatic Barier (Shield, Escape): This is your best support skill. It may not look high in numbers, but it is nevertheless one of the best shields in game. Because it ...
- ... shields twice if you can aim it.
- ... shields almost your entire team in teamfights.
- ... lasts 3 seconds - two times and only has a 6 second CD with max CDR. Meaning you will be constantly shielding.




Lucent Singularity (Zoneing, CC, Reveal, Damage): Even with only one level, this is a really great tool for ...
- ... scouting bushes and over walls. This is incredibly usefull for a support.
- ... slowing enemies to hit your q better.
- ... zoning - the reasons and workings of zoneing should be known to everyone, especially to you as a support.
- ... AOE
Illumination application, especially over a long distance when you want to lazor somene.





Finales Funkeln (Damage, Reveal, Finisher, Stealer): This allows you to controll half the map and show an incredible presence. Even without AP it has a high base and additional

- ... scout over long distances; 24 sec CD means its 3 times shorter than
Clairvoyance.
- ... finishing someone with low HP after he escaped.
- ... stealing enemy jungle creeps, buffs, dragon and baron
- ... farming/pushing lanes.

First of all

- Q
- So many times when this has saved our lifes just because I had it a little quicker. And when you hit, the increased damage ensures a kill.
- E
- Great Zoning and scouting tool, but since the CD doesn't increase and you will mostly keep it active without enemies touching it, leveling only drains your mana. Using this to poking can easily push your lane if you level it (Of course you may take her E first... this is just my way of playing her).
With




In the current meta, Exhaust for deciding clashes in lane phase and Flash for squishy support champions without gap-closers or escapes are the optimal choices. See it as an arms race in wich the side that doesn't take both, will be more likely to loose. Even tough other spells might show some benefits, these two are vital for winning bot lane.


I would like to point out that

The fundamental difference seems to be that while CV allows to determine if situations are in your favor it assumes your teammates can decide that and act on it. Contrary to Exhaust, that allows you to judge a clashes outcome and change the odds for your team's best outcome.
The fact that








Other summoner spells are champion specific and more or less unsuited for Lux (






- vital:





Starting Gold: 475 + 20/40

Gold gain: 16 on SR + 0.25



Assist Gold: 58% of the bouty (15 - 600g) split on all assisting +8/16/24

Gold is your primary concern as support and gold items are the way to go for warding and making mid/late game itimization less assist-dependant. One is good, two are perfect, three may take up too many item slots. Get them asap. Gold runes and masteries are really huge if you can make it through laneing phase without survivability or Mana issues.


- vital:













Mana Regeneration is your next stop. You aim for 40% CDR and your skills are quite expensive in terms of Mana.



- vital:










Cooldown Reduction works wonders with

- ... shoot of a constant stream of
Light Binding.
- ... reduce the activation time of
Lucent Singularity to 1 second, meaning you can have the slow and reaveal up almost constantly.
- ... perma shield your entire team with
Prismatic Barrier.
- ... get that 24 sec
Final Spark wich is just awesome.

- situational: Kage's Lucky Pick










With sufficient MReg and CDR, Ability Power is your next stat. Allthough the main though is to improve your shield to gives your team more Hitpoints for AP, your other skills have great ratios. Try to get items like




- situational: Zeke's Herald









You don't need to mindlessly buy aura items every game, but decide what your team needs most and focus on it (Try not to get aura items twice in your team).
- Zeke's Herald - dramatically increases survivability of AD based champions and when you need CDR.
-
/
- especially when you notice no one is buying resistances. Usually its better if your tank is getting this, but every team should have one!
-
- for AP DPS champions like
Ryze,
Cassiopeia...
-
- allthough more a defense oriented item for you, it gives your team good benefits if it does mostly magic damage.



-
- engage, reposition, escape, this item is worth rushing.
-
- if you need more defense against burst.
-
and
- nice support items for more mobility and kiteing.
-
- allthough not removing suppressions, nevertheless worth its gold because you can now heal and save somebody pinned down.

- vital:





Health, because you can't stay out of trouble as support-



- vital:








You definitely need one Magic Resistance item as you have low base amounts and few from runes/masteries. Luckily,





- vital:








Armor is crucial as you will face mostly physical damage early and late game. The problem is that other than




- vital:






Movement Speed is the key element for your early game survival. Once you get some CDR your Q should allow you to escape anyone. Get quick boots, and be aware that early game, anyone will catch you if you are off guard, having a






Armor Armor MR/lvl Gold
These are my most used Support runes and as they work well with almost any support, you might as well use these. The focus on gold works very good in ranked play, allowing you to focus on warding and items regardless of the laneing phase outcome. Pair them with any kind of x/x/21 masteries and you got a solid support setup.
You can either choose to take



SPACE |
As explained in the Champion Statistics section, you aim for gold (






-
Mastermind and
Summoner's Insight - They lower your Flash CD from 265s to 212s by 52 seconds and your Exhaust CD from 210s to 179s by about 31 seconds.
-
Summoner's Wrath - Decreased Resistances (-10 Armor/MR) increase burst damage by a lot.
-
Scout - With the change in S3 now very nice mastery for supports, especially usefull for detecting enemy wards with
Vision Wards
-
Awareness - If you want to gain a level advantage (faster ultimate) in a less dangerous lane (vs
Soraka,
Janna...).





Don't linger on the fountain and start your walking on your road to victory. In the first minutes of the game, your jungler is of absolute prority, do what you can for him to ensure his save start. Cover your jungler and either put a ward in front of the enemy wraith camp to prepare for a jungle invasion, prevent some ganks and track the enemy jungler, or if your jungler is affraid of invasion, ward your red/blue or its entrances. I am serious, this one ward will do a lot and is always worth it. Please don't use your junk ward for this important task of long-term-jungler-detection. If you are close to your lane, you can pull/help him with his first camps, but get to your lane in time for the first dieing minion, don't miss that valuable xp. You might give your AD carry an advantage over the enemy by taking wolves/golem/enemy red if you feel confident.
Sight WardThese will prepare and prevent jungle invasion and make good decision in ganks and can avoid zoneing from bush-hugging enemies. When stealthers or early game gankers are involved, get a









Keep in mind that you should never die in early game, the xp and gold are needed to keep up with your enemy, so ward if you expect a gank (






You should go back when you have gold for a Philosopher's Stone and some wards and if your carry can handle it. Never leave him alone, and always tell him if you leave the lane. He depends on you, and you don't want to hear that he was killed fullfilling his duty, while you are comfortably at the shop or warding.
Your duty to your AD-carry is helping him last hit undisturbed. Shield and scout if he gets in danger for cs, distract enemies when he needs it, poke with your spells and auto attacks, and never ever steal last hits or kills from him.









Even though you don't want to leave your lane alone long, it is vital that you don't just ward in its vicinity, but put your wards close to the enemy jungle entrances and dragon, as these wards are far better in detecting enemy junglers way before they are close. Note that after level 6, the mid champion is bound to gank lanes so you should alert mid or jungler to ward and call mia's.
Don't dream about huge items and complete builds;




















Sometimes your team really needs an item to win the next decisive teamfight over baron. You bought gold items them to have money for wards, now you can sell them without hesitation. You should get that one aura item sooner if you have money or if your team is loosing hard (skip


End game is all about baron, and it is best to stay together whenever possible. Sadly, you cannot initiate, tank or carry, don't be foolish to try any of these. You can help your team coordinate in the chat and you can steal baron with your lasor, but don't get angry if your team plays bad, there is just nothing else you can do, you play a support.

























Get tire 2 boots and focus on gold items. Don't ward too much, but ward important objectives (baron, dragon, buffs). Urge your teammates to focus on smaller things like save farming and avoiding death. Stick to the person that is most likely to carry.
Protect your main carry with every possible action. Buy many wards and oracle. Get a







(With Shurelya's Build ... )
Philosopher's Stone




( ... or without it.)





(This is a build vs heavy magic damage.)
Philosopher's Stone





(Here I face a strong physical damage team.)
Gold -> Solve your mana issues -> Get faster -> Get Aura/Active Item -> Cap your CDR -> Get AP/Resistances
I hope by now you realize that a clever build needs to be flexible. Every game has its own requirements and obviously teamplay is better than any build. Don't dismiss items just because you have never seen them on Lux, you might just never have witnessed the situation where they come in handy.
The following is still your guide line (Gold -> Mana -> MS -> Aura/Active -> CDR -> AP/Resist), but I suggest different items, runes and masteries for each lane (or even each individual champion). Lets have a look at the different bottom lanes:



The play in this lane is centered about getting kills during lane phase. Without Kills it resembles a Zone Lane. Stacking

Runes: MPen / MReg / AP/lvl / AP --- Masteries: 9/0/21 --- Skill Order:




Items:












Poke/Sustain Lane




This lane tries to continuously poke opponents while outsustaining them. If gained an advantage it transitions into a Zone/Kill Lane. Beware of enemies building


Runes: Armor / Armor / MR/lvl / MS --- Masteries: 1/8/21 --- Skill Order:




Items:

















Defensive Lane



Farming with the proper CC, disengage and sustain to prevent enemies from killing and pokeing. People without experience also tend to avoid early agression or may be unskilled in hitting poke and cs at the same time. If you see champions building


Runes: Armor / Gold / MR/lvl / Gold --- Masteries: 1/8/21 --- Skill Order:




Items:















Zone Lane


Any Winning Lane can zone by threatening to kill and denying gold and even xp. Champions with high ranged poke are natural zoners. Beware when enemies return after shopping, as their natural item advantage might result in a (temporary) zone lane possibly including your demise if you don't recall. This matchup is the only lane I would recommend maxing

Runes: MPen / Armor / MR/lvl / Gold --- Masteries: 9/0/21 --- Skill Order:




Items:


















Rush/Roam Lane


Strong Pushers who have time and skills to roam after clearing their lane. Some champions are natural roamers, others excel at roaming after ending their lane early. Junglers like





Runes: MPen / Armor / MR/lvl / MS --- Masteries: 1/15/14 --- Skill Order:




Items:



















- Obviously the rest of the team is not considered here concerning aura and active items and have to be taken into account.
- Some Champions like
Sivir or
Kennen are harder to place or can be played in many of the above categories.
- Also note that the boundaries between those lanes are highly volatile and serve more as a vague guideline and help rather than a holy book to follow blindly.
- Other supports like
Leona (Kill),
Soraka (Sustain) or
Alistar (Roam) may be more suited for one or the other matchup, but
Lux is versatile enough to cope with any lane without compromising too much.
- Lane opponents like
Blitzcrank or
Leona might force you to rush a
Heart of Gold and
Boots and to buy early
Vision Ward and Potions.
"A truly outstanding support will win games with only basic boots, having spent the rest of his money on wards. He will have prevented every enemy gank, stolen every enemy neutral champ, totally defeated their jungler and goten every single dragon and baron for his team. He will never have died facechecking as opposed to his enemies."
- Buying wards. Every player should spent the rest of his money on Sight wards. Supports should always have enough wards in the inventory to cover at least 2 important spots and prioritize them over items. Even though a
Sightstone is not mandatory, it is the perfect support item. Have a
Vision Ward whenever you can, you need "true vision" for specific areas, to destroy enemy wards, discover stealthers or bait the enemy! Recall when you are OOW.
You can type funny comments into the chat... like this true story, to make your teammates buy wards. - Where to place wards. Placing wards on lane bushes, jungle entrances and bufs, enables your team to gank and steal bufs properly. Still, they are only as good as their placement. Read this summary on warding and learn to place your wards better with every game you play - just buy some wards for "learning" purposes and place them on "new" spots every game.
Warding also includes the wards of your teammates. One isolated ward helps far less than a line of two or 3 wards spread across the map. Tell your Mid/Top/Jungler to ward if they don't, explain to them if they place wards poorly. This helps a lot if done correctly and ganks will become virtually impossible for the enemy. - Destroying wards. Getting an
Oracle's Elixir is a high risk-reward action. It has the potential to totally cripple enemy map awareness and prevents the enemy team from ganking and steal buffs effectively. Get it when you have Tire 2 boots at least, because Lux is very squishy and this only increases her global taunt. Generally you should prefer
Vision Wards over Oracles. Let someone who is more tanky and comes around more take one (your jungler).
- Reacting to enemy Oracles. Everyone has been angry about the enemy getting an Oracle, but you should just continue with your job, never let them prevent you from warding. Rather, place your wards in unexpectd locations and bushes. And bring that enemy Oracle-Bearer down! Remember that he has wasted 400 gold and his advantage is only temporary.
- When to place wards. You are supposed to know the spawn and respawn times of major neutrals by heart and type them in the chat so your warding is timed well!
- Baron Nashor will spawn at 15:00 and respawn every 7 minutes, his kill will give 300 gold AND 900 xp to each player of the successful team.
- Dragon Ebenmaw will spawn at 2:30 and respawn every 6 minutes, his kill will grant 190 gold - but NO xp - to each player of the successful team.
- Big Golem and Elder Lizzard (Blue and Red Buf) will spawn at 1:55 and respawn every 5 minutes.
- General summary of warding locations:
- Early game: River and - if asked - buffs, dragon (dragon always with a
).
- Mid game: Mid cross-sections and buffs/dragon when respawn is imminent.
- Late game: Defensive or offensive warding of jungle cross-sections and of Baron - but avoid soloing.
Remember that you will only become a good support if you master warding.
Two nice guides on warding are found here and here... - Early game: River and - if asked - buffs, dragon (dragon always with a
- "That heal saved my life, thank you very much."
(Say thank you.) - "I underestimated my enemy, I am sorry and it was my mistake, it won't happen again, I promise."
(Appologize for mistakes and inconveniences.) - "Kind Sirs, getting Mercs against that team is a decent thing to do."
(Give constructive and helpfull criticism.) - "[\all] Talk kindly to your fellow gentleman, they played very well indeed."
(Keep up a friendly atmosphere and be a good sportsman.)

I am happy with this guide as it is. If you have something to add to my line of thoughs, write to me. I greatly appreciate discussion and arguments about builds, I don't want you to adapt my style, I see it as an experiment that yields good results and should be appreciated as such.
Thank you for reading!
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