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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Pros / Cons


spaaaaaaace |
Pros
+ // Awesome Damage. + // Lovely Ultimate. + // Delightful Range. + // CC. Lots of CC. + // Best laugh in the game. Nuff Said. + // A snare AND a slow. |
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Cons
- // Squishy - // Harassed by melee - // Mana trouble - // Takes practice and skill to learn |


Offensive Masteries
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When ![]() |
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A small boost to ability power. I take 3/4 because I already used one point in
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4% Cool Down Reduction. ![]() |
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SPACE | It equals more damage to slice through your opponent's magic resist. | SPACE |
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SPACE | Increases your damage dealt by 1.5%. | SPACE |
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SPACE | 18 Ability power at level 18. The more AP you have the better for your burst. | SPACE |
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SPACE | Increases your ability power by 5%. | SPACE |
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SPACE | Increases damage dealt by 6% to targets below 40% health. This helps you with last hitting a bit and with your overall damage. | SPACE |

Utility Masteries
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I take this because I use ![]() |
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SPACE | 144 Mana at level 18. This is a nice boost :3 | SPACE |
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This is a nice mastery for ![]() |
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With this, Blue buff last longer. Bluff buff is awesome on ![]() |
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Preferred Runes
Greater Mark of Magic Penetration:
With these runes you got some nice magic penetration which helps a lot throughout the whole game. In my opinion, these only viable Marks for mages.
Greater Glyph of Scaling Ability Power:
SinceLux isn't that strong before lvl 6, these runes are better than
Greater Glyph of Ability Power from lvl 6 on they are more viable. This will get you more burst.
- greater seal of replenishment:
I take 9x greater Seal of Replenishment becauseLux can be very mana hungry. I do not recommend taking
Greater Seal of Scaling Mana Regeneration, because from the moment you have your
Athene's Unholy Grail mana won't be such a problem anymore. I really recommend taking these flat instead of scaling.
Greater Quintessence of Ability Power:
You may wonder why I go for flat AP and not for AP/lvl well that's because AP/lvl Quintessences are pretty bad they won't be better than the flat ones until lvl 12.
Greater Quintessence of Ability Power great for some more early damage.
Other Marks
- For really any AP Carry, the only marks you should use are
Greater Mark of Magic Penetration .
Other Seals
Greater Seal of Scaling Mana Regeneration DOES give out a little bit more mana regen but it take you being level 18 to get it all. I take 9x Greater Seal of Replenishment because
Lux can be very mana hungry. I do not recommend taking
Greater Seal of Scaling Mana Regeneration, because from the moment you have your
Athene's Unholy Grail mana won't be such a problem anymore. I really recommend taking these flat instead of scaling.
Other Glyphs
Greater Glyph of Magic Resist is a small option if the enemy team is bombarded with AP casters. I wouldn't use it. But I've seen people use it.
Other Quints
Greater Quintessence of Movement Speed is always a bonus to have that extra movement. Being a fast
Lux is ALWAYS fun. :P



The Good




















The OK












The EW!


-


Tips
- Always aim for Minions that are low and are illuminated (Or Marked) by

- Champions that are illuminated take significant damage from being hit with a basic attack since you get bonus damage. If a Champion has a mark he/she takes more priority over low minions. This allows for early game damage, and allows later at level 6 for you to kill with an ultimate
- Be wary when trying to last hit a minion or champion when they are illuminated. You could die if you are tunnel visioned.


Cost: 60 / 75 / 90 / 105 / 120 mana
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.7 per ability power)
Tips
-

- Since

- Be careful on where you throw you

- Try to make sure before throwing



Cost: 60 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Shield Strength: 80 / 105 / 130 / 155 / 180 (+0.35 per ability power)
Tips
-

- Take into account that

- If you see a fellow champion low on health and being chased, throw your


- Usually Mid game, you can pretend to attack by throwing it out and have your opponent dodge it. Then you can retaliate in the direction they are going to go with

- DO NOT SPAM. This skill is actually very important since it can supply a shield that essentially becomes health. Use it when you are low or when a fellow champion is low.



Cooldown: 11 seconds upon casting
Cost: 70 / 85 / 100 / 115 / 130 mana
Slow: 20 / 24 / 28 / 32 / 36%
Magic Damage: 60 / 105 / 150 / 195 / 240 (+0.6 per ability power)
Tips
- Revels the area while traveling to the spot of the cast. Also reveals that spot.
- Holding out your


- Use this to zone your lane. It's potential zoning ability with your

- Can use its large range to damage enemy champions from a long distance, without getting in range of the enemy.
- Never ever facecheck bushes. Use this. Throw it into the bushes to reveal all non-stealth characters/objects.
- Your main harassing tool.



Cost: 100 / 150 / 200 mana
Cooldown: 80 / 60 / 40 seconds
Magic Damage: 300 / 400 / 500 (+0.75 per ability power)
Tips
- You can help teammates in other lanes with this.
- A well placed Finales Funkeln can secure a kill from a long distance.
- It reveals the area.
- When you use your combo, make sure the enemy champion has been snared from

Item Sequence


















Core
- You start with
Boots & three
Health Potion's. You can now move faster and be able to dodge. If you take damage, you can simply gain health back.
- Now you get
Doran's Ring, AP, Mana Regen, and some health.
- Buy ANOTHER
Doran's Ring for more AP, Mana Regen, and health.
- Buy
Sorcerer's Shoes to be faster and get some Magic Penetration.
- Buy ANOTHER
Doran's Ring. You should have at LEAST 45AP from all of your AP.
- ep9r8ufgewr8sggos SELL a
Doran's Ring or more in order to get that leftover cash to buy
Rabadon's Deathcap.
Lich Bane is the next item you get. This gives you Magic Resist, AP, A Speed Multiplayer, more mana, AND a useful passive. Remember, if you still have leftover
Doran's Ring, sell them.
Zhonya's Hourglass = more AP, armor, and a spiffy active.
Void Staff is for more AP and Magic Penetration.
Athene's Unholy Grail is the icing on the cake as you get mana, AP, magic resist and cooldown reduction!
Elixir of Brilliance ALSO gives you cooldown reduction and AP.
Overview
No matter what people would tell me, I simply refused to start with boots. Mostly because I like to do things MY way. Yes, I am that stubborn. Anyway, I seem to like this build better.
Item Sequence















Core
Doran's Ring gives you 15AP right off the bat, giving you at LEAST 30 AP at the start. When you get a chance to use
Lucent Singularity on a patch of minions, you should get a nice amount of gold by last hitting with your passive. You should have enough gold for boots.
Boots = speed. Speed is good. You can now dodge faster with these.
Amplifying Tome gives you more AP! But thats the main reason of buying it. You buy this to build into
Fiendish Codex.
Fiendish Codex is a nice item. You get 30AP, Mana Regeneration, AND cooldown reduction.
- You should have enough cash now. Buy
Sorcerer's Shoes. You get Magic Pen.
- Build
Needlessly Large Rod and sell
Doran's Ring first to build into
Rabadon's Deathcap. 140AP and a passive that gives you more AP.
Lich Bane is usually built by buying
Sheen first. But I use
Blasting Wand
Athene's Unholy Grail. You get mana regen, AP, cooldown reduction, and nice passives.
Void Staff is nice. 70AP and Magic Pen!~
Zhonya's Hourglass 100AP and a useful passive.
- You get a
Elixir of Brilliance when you have nothing else to buy. Be aware that you will have to keep buying these every time they wear off.

































Start with a


- Start with
Doran's Ring if you're cocky enough to dodge the enemies skills while dealing damage.
- Starting with
Boots is heavily recommended for ranked games because you wanna get out of
Swain's
Nevermove or dodge
Cassiopeia's
Miasma.
_____It's important that you play extremely passive with


_____Make sure to keep your distance and keep auto-attacking the minions. Your







_____As usual, roaming is done best when your lane is pushed (preferably to their tower).

_____You can either open with your




_____At approximately level 11, you should be able to one-combo (Q, E, R) squishy carries such as their AD, support and some AD carries. If possible, keep wards by their objectives such as




_____Again, I cannot stress how important it is for you to stay at the back of fights. If you go in, you will often just melt due to being at no further advantage from being right in the fight.
_____If you have blue buff, it is important to continuously poke with your E, and ultimate if possible. As Finales Funkeln does significantly more damage with the

_____As mentioned before, keeping wards by blue buff, red buff, Dragon and now Baron are all extremely important - if you are able to pull off a Baron steal, it can completely turn around the game, particularly with


_____With


_____Unlike











First of all. Be tactical. If you haven't warded the two mid bushes then you should resort to the picture below.
Green means that its okay to farm without worries.
Red is "GTF BACK!" if an enemy is mia.



But first. Here are some tips if you don't wanna get ganked....
- Map Awareness! <--- If you're paranoid like me when you see a enemy not in their lane via the map. Run back to green zone of your lane if you think you cant handle a potential ganker.
- Use wards! <--- Basically, if the mid bushes are warded. Screw the safety zone chart and just look at the map. If a enemy is heading toward mid you can easily run back to the green zone on your own.
- Have members call mias! <--Get the heads up and be aware.
- Use tab! <--Pressing the tab key shows the scores of ALL players. It even shows how long a enemy is dead! You can manipulate this to be in the red zone without worry. So as long as your aware of whos in their lane, you can destroy that turret!
To NEVER get ganked. Use all four methods. You may scroll down to the "Warding" Section if you have no clue on where to ward.


In a team fight you should never stand and keep auto attack unless its 5 Vs. 1. You HAVE to move in order to be in the right position to either snare a fleeing enemy or snare a enemy chasing a low health teammate.
See a allied champion attacking a enemy with equal health? What do you do?:
A. Run away and let your teammate fight for him/herself
B.



C. Only

Now, with a little common sense. If you chose the answer "B", then you're on the right track.
Of course if you see your teammates being weed-whacked down one by one, your job is to hover outside of the fight,

Now to be on the Offensive side. Your job is to automatically position yourself and use



















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She is really annoying, because it's hard to farm while she keeps trying to threaten you with her own attacks due to her blinks. She can get close to you, do damage and get back, and you won't be able to do as much damage on her, as she does on you. However, keep yourself behind creeps and farm with ![]() |
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You can make him less dangerous, if you stay behind creeps, so his stun isn't gonna hit you. However, his burst damage is way higher than yours, so try to get your jungler to gank or try to become fed from killing other enemies with your ultimate. If you aren't doing as well as you thought, buy a ![]() |
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Annoying? Sometimes. Just keep your distance, farm and avoid her ![]() ![]() |
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The infamous anti-caster, who just hurts. Unlike ![]() ![]() ![]() ![]() |
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Your range considering your techniques is bigger than ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Boots are your best friend when going against ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Going against mana hungry ![]() ![]() ![]() ![]() ![]() |
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I can't say that she's easy. If played right, she is just so dangerous. ![]() ![]() |
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All of ZIGG's abilities are skill shots, which means you can dodge them. However, when it comes to his ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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This big guys is pretty good if played right. ![]() ![]() |
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He's a scary one. He can get into melee distance and get out quickly , making it very hard for you to hit him if your new with ![]() ![]() ![]() ![]() ![]() ![]() |
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This guy is difficult if you let him farm. If you let him farm, you'll lose. It really is that simple. When ![]() ![]() ![]() ![]() |
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The AD ![]() ![]() ![]() ![]() ![]() |
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I don't have much on him, but for the most part i've destroyed him. I might be wrong, but really all i do is do the combo i've described and well, he dies? Nothing really more to say. He cackles every time he uses his ![]() |
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I like to call him badimir cause he's so easy for ![]() |
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THE ULTIMATE RANGE TURRENT... Hard to play against, since he has a longer range, but not impossible to beat. Have your jungler gank at 4, and ![]() ![]() ![]() |
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Crazy one indeed if you get to close. He will destroy you if your to close, but if you stay away, you should be able to win against him easily. ![]() |
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Be happy you got your boots first when you go against ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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The majority of ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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When laning against ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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When playing a support your team will rely on you for several things:
- Warding and using
Clairvoyance correctly.
- Buying
Oracle's Elixir to destroy enemy wards or see invisible champions.
- Babysitting your Carry by ensuring he's allowed to last hit all the mobs.
- Calling in misses and noticing gank possibilities for both teams to prevent and create ganks.
- Provide as much utility as you can through heals, CCs, Buffs and other spells or items.
- Never die unless it's to save someone else (but don't die if he's going to die anyway)
If you're playing support on solo queue it will be incredibly hard to carry or make a difference in the game since you're supporting the team. Your only chance of turning the games in your favour is to do your job perfectly and make no mistake.
- If you provide proper map awareness then you will be able to prevent and arrange ganks.
- If you destroy their wards then they can't gank as easily and are prone to making mistakes.
- If your team mates are stupid and over extend you will need to warn them to fall back.
- If they still over extend you will need to save them with whatever spells/items you have.







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- May 28, 2012 - Created a support build, for those who were curious.
- May 28, 2012 - Added tips for laning!
- May 31, 2012 - Added "Skill Sequence" section! Thanks to Asaki!
- June 2, 2012 - Removed
Chalice of Harmony from build to continue rushing
Rabadon's Deathcap
- June 3, 2012 - Revised my support build to make it extravagantly much more better than it was.
- June 8, 2012 - Added Recommendation Log.
- June 11, 2012 - Added team-fight section.
- June 16, 2012 - Upgraded Masteries Section!.
- June 18, 2012 - The "Who you might face...(Mid Lane)" section was heavily boosted.
- June 20, 2012 - Added beautiful headers thanks to: Keondre! Visit her SigShop here!
- June 24, 2012 - Added in "Item Set 1" & "Item Set 2"
- July 7, 2012 - Added in "Warding"
- November 15, 2012 - Back in business!
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