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Choose Champion Build:
- AP Lux Support
- Enchanter Lux Support
- Lux Mid Lane
Recommended Items
Runes: Arcane Comet
1
2
3
4
5
Sorcery
Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
4
Ignite
Flash
Ignite
Items
Ability Order Standard E > Q > R > W
Illumination (PASSIVE)
Lux Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Pyke
Caitlyn
Synergies
Ideal
Strong
Ok
Low
None
Caitlyn
Champion Build Guide
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Pros
♥ Long Range♥ Lots of AOE/CC♥ High AP Damage♥ Good Shield♥ Low Cooldown on Final SparkLux is quite a strong support. She has a little bit of everything, range, damage, and sustain. Her Q Light Binding can root two enemy units at the same time, and her E, Lucent Singularity slows all enemies that are standing in the circle. Not only that, but she has a pretty good shield, Prismatic Barrier that can shield yourself and allies twice. If you're going full AP Lux, you will do a lot of damage with your abilities, especially with Final Spark. It deals the most damage and has a low cooldown mid/late game. |
Cons
♥ Squishy♥ Mana Problems♥ All Abilities are Skillshots♥ Long Cooldowns Early♥ No MobilityOf course, Lux has some problems. She's a very squishy champion throughout the whole game, especially at level 1. Without runes/items, her health is at 490 and she has 19 armor. Her abilities are all skillshots, even Prismatic Barrier, so she requires a bit of practice. Also, she has a little bit of a mana problem. Make sure to not spam your abilities too much. |
Arcane Comet Out of all of the runes, Arcane Comet is the best rune for Lux support. Damaging an enemy champion with an ability hurls a comet at their location, dealing 30 - 100 (based on level) (+ 20% AP) (+ 35% bonus AD) damage. If Arcane Comet is on cooldown, the remaining cooldown is reduced. |
Summon: Aery If you're going full support Lux, I suggest taking Summon Aery. Your attacks and abilities send Summon Aery to an target. It deals 10 - 40 (based on level) (+ 10% AP) (+ 15% bonus AD) damage to enemies and shields allies for 35 - 80 (based on level) (+ 25% AP) or (+ 40% bonus AD) damage. |
Manaflow Band Manaflow Band is the best option for Lux because she uses up a lot of mana early with Lucent Singularity. Hitting enemy champions with a spell grants 25 maximum mana, up to 250 mana. Upon earning 250 mana, Manaflow Band restores 1% of your missing mana every 5 seconds. |
Transcendence Transcendence is the perfect rune for AP and enchanter Lux support. When you reach level 5 and 8, you will gain 5 ability haste. At level 11, on champion takedowns, your basic abilities (everything except Final Spark) will be reduced by 20%. |
Scorch If you would like to deal more damage, specifically during the early game, take Scorch. Your next damaging ability hit deals 15 - 35 bonus magic damage (based on level) after 1 second. You can also Gathering Storm for mid-late game damage. At 10 minutes, you gain 8 AP. At 20 minutes, you can 24 AP and so forth. |
Biscuit Delivery At 2, 4, and 6 minutes, you will receive a Total Biscuit of Everlasting Will. Consuming a biscuit will instantly grant 50 mana and permanently increase your maximum mana by 50. This is a great early game rune since Lux uses up a lot of mana because of Lucent Singularity. |
Cosmic Insight I highly recommend this rune for Enchantress/Utility Lux. Cosmic Insight gives you 15 summoner spell haste and 10 item haste. This runes goes nicely with "active items", like Redemption and Mikael's Blessing. |
Perfect Timing Perfect Timing definitely comes in handy, especially if they have assassins, such as Zed or Kayn. At the start of the game, you have a Commencing Stopwatch. At 14 minutes in, it will turn into a regular Stopwatch. However, takedowns reduce the cooldown by 2 minutes. ♥ Note: Commencing Stopwatch and Broken Stopwatch contributes 250 gold towards Zhonya's Hourglass. |
Presence of mind Since Lux has a bit of a mana problem, Presence of Mind will help. Damaging an enemy champion increases your mana regeneration by 1.5 − 11 mana per second (depending on level). However, it is reduced to 80% for ranged champions. Enemy champion takedowns restore 15% of your maximum mana. |
Coup De Grace If you're going full AP Lux and your rune of choice is Dark Harvest, this is a great option because it deals damage to lower healthed enemies. When champions are below 40% health, you deal 8% more damage. ♥ Note: Dark Harvest appears when the champion is below 50% of their max health. You can tell if an enemy is low enough when they have a red/orangish glow on their body. |
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♥ Note: Every match, I usually start Adaptive Force +9 adaptive force, Adaptive Force +9 adaptive force, and Shield +6 armor. However, if I need more magic resistance, I will take the Tenacity and Slow Resist +8 magic resistance instead. Sometimes, I will take Ability Haste +8 ability haste, espcially if I'm going "Enchantress/Utility Lux."
Dark Harvest I always go Full AP Lux because I love dealing damage. This is usually my go-to when I play Lux mid as well. Damaging a champion below 50% of their maximum health deals 20 - 60 (based on level) (+ 5 per Soul) (+ 25% bonus AD) (+ 15% AP) bonus damage and reaps 1 Soul. When you get into the mid/late game, you will deal a lot of damage with a simple Q + E + R + E combo. |
Cheap Shot Out of all the options, this is the best one to take on Lux. Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level). Lux has two abilities that can impair movements, Light Binding (root) and Lucent Singularity (slow). ♥ Note: True damage is damage that cannot be blocked by armor and magic resistance, which will make poking and doing combos easier. |
Eyeball Collection Eyeball Collection is always a must-take rune, especially on Lux. Every takedown grants you "an eyeball" (up to 10). One eyeball gives you 2 bonus Ability Power, up to 20 bonus Ability Power. Completing your collection awards an additional bonus of 10 Ability Power. ♥ Note: Dark Harvest gives you +15% AP whenever you "reap a soul." That, plus Eyeball Collection will give you more damage as the game goes on, even if you aren't ahead early. Keep in mind that assists also count as "takedowns" so if you have trouble getting kills, focus on assists until you have enough damage. |
Ultimate Hunter For every first-time enemy takedown, your ultimate gains 5% reduced cooldown, plus an additional 4% per Bounty Hunter stack. Lux's ultimate, Final Spark, already has a low cooldown, which is 60 seconds, without runes or items. This will make it have a ridiculous cooldown in the mid/late game. Personally, I love taking this rune on Lux since I use Final Spark every chance I get. |
Presence of mind Since Lux has a bit of a mana problem, Presence of Mind will help. Damaging an enemy champion increases your mana regeneration by 1.5 − 11 mana per second (depending on level). However, it is reduced to 80% for ranged champions. Enemy champion takedowns restore 15% of your maximum mana. |
Coup De Grace If you're going full AP Lux and your rune of choice is Dark Harvest, this is a great option because it deals damage to lower health enemies. When champions are below 40% health, you deal 8% more damage. ♥ Note: Dark Harvest appears when the champion is below 50% of their max health. You can tell if an enemy is low enough when they have a red/orangish glow on their body. |
Biscuit Delivery At 2, 4, and 6 minutes, you will receive a Total Biscuit of Everlasting Will. Consuming a biscuit will instantly grant 50 mana and permanently increase your maximum mana by 50. This is a great early game rune since Lux uses up a lot of mana because of Lucent Singularity. ♥ Note: It also gives you a chance to refill your missing mana since you don't have Manaflow Band. Of course, you can take Sorcery runes secondary, such as Manaflow Band and whatever the second option you want. Scorch, Gathering Storm, and Transcendence are a few to name. This is just my personal preference. |
Perfect Timing Perfect Timing definitely comes in handy in multiple situations. 1. when they have a lot of assassins on the enemy team. 2. if I'm up against as assassin mid (I get dove under turret a lot when I'm mid.) At the start of the game, you have a Commencing Stopwatch. At 14 minutes in, it will turn into a regular Stopwatch. However, takedowns reduce the cooldown by 2 minutes. ♥ Note: Commencing Stopwatch and Broken Stopwatch contributes 250 gold towards Zhonya's Hourglass. |
Manaflow Band Manaflow Band is the best option for Lux because she uses up a lot of mana early with Lucent Singularity. Hitting enemy champions with a spell grants 25 maximum mana, up to 250 mana. Upon earning 250 mana, Manaflow Band restores 1% of your missing mana every 5 seconds. |
Gathering Storm One of my favorite runes to take. At 10 minutes, you gain 8 AP, 20 minutes 24 AP, 30 minutes 48 AP, 40 minutes 80 AP, etc... It is a fantastic mid-late game rune, especially on Lux with Dark Harvest. You gain so much scaling potential. ♥ Note: "Scaling" is when a champion is able to get stronger as the game goes on. This is mainly towards champions that don't have a strong early game, like Kayle. In this case, Lux usually does fine early (with a few exceptions), but she has the potential to become stronger than she typically would mid-late because of Dark Harvest and Gathering Storm. |
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♥ Note: With Dark Harvest, I like to take Ability Haste +8 ability haste, Adaptive Force +9 adaptive force, and Shield +6 armor, or Tenacity and Slow Resist +8 magic resistance, depending on the matchup and enemy champions.
♥ Passive: Illumination
Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing 18 - 190 (at levels 1 - 18) (+20% of ability power) magic damage to the target.
♥ Light Binding
Cost: 50
Cooldown: 11 / 10.5 / 10 / 9.5 / 9
Lux throws out a skillshot that immobilizes 80 / 125 / 170 / 215 / 260 (+60% of ability power) magic damage to up to two enemy units for 2 seconds.
♥ Prismatic Barrier
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14 / 13 / 12 / 11 / 10
Lux throws a projectile that shields her and any allies hit for 2.5 seconds. They are granted a 45 / 65 / 85 / 105 / 125 (+35% of ability power) damage shield. After Prismatic Barrier reaches max range, the shield comes back and shields Lux and any allies for the same amount. The second shield stacks with the first shield while also refreshing the shield duration.
♥ Lucent Singularity
Cost: 70 / 80 / 90 / 100 / 110
Cooldown: 10 / 9.5 / 9 / 8.5 / 8
Lux throws her ability in a targeted area, which slows nearby enemies by 25 / 30 / 35 / 40 /45% and .25 seconds. The zone lasts 5 seconds and can be reactivated. The ability deals 70 / 120 / 170 / 220 / 270 (+70% of ability power) magic damage. Enemies that are damaged by the Lucent Singularity are slowed for 1 second.
♥ Final Spark
Cost: 100
Cooldown: 60 / 50 / 40
Lux fires a laser that deals 300 / 400 / 500 (+100% of ability power) damage to all targets in the area and reveals it. It ignites and refreshes Lux's Illumination debuff if it hits enemies already afflicted. Lux can Flash while using Final Spark. Her ultimate won't follow her when she Flash.
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Flash teleports your champion wherever your cursor is. Flash is a good engage and escape tool for Lux. You can Flash then use Light Binding. It's also a key spell for all champions, except Yuumi. Heal is a pretty standard bot lane spell. However, your ADC usually takes Heal. If they don't, I highly recommend you do. It heals you and the closest allied champion to your cursor (or the most wounded ally if no target is near the cursor) by 80 - 318 health and gives you both +30% movement speed for 1 second. Ignite deals 70 - 410 true damage on a targeted enemy champion for 5 seconds and applies "grievous wounds", which reduces all healing received and regeneration rates by 40%. Ignite helps in teamfights and against champions that heal, such as Dr. Mundo and Vladimir. On a rare occasion, take Barrier for more sustain. This helps against counters and poke champions, such as Zyra or Thresh. Barrier shields your character for 105 - 411 (depending on level) for 2 seconds. Exhaust slows down a targeted enemy champion for 30% of their movement speed, and reduces their damage by 35% for 2.5 seconds. Exhaust can make engaging easier, mostly because Lux can root up to two enemy units with Light Binding and slow enemies within a target area with Lucent Singularity. |
Support is one of the most important roles. There's more to it than just playing the champion. You have to understand your job in the laning phase, teamfights, as well as warding, and wave control.
Lux's job in lane is to harass the enemies and set up opportunities for yourself, your ADC, and/or your jungler. Don't be afraid to get kills because you need gold. AP items are expensive. If you are able to pull off a combo, do it. However, don't purposefully take kills. Your ADC needs gold too.
Lux's job in lane is to harass the enemies and set up opportunities for yourself, your ADC, and/or your jungler. Don't be afraid to get kills because you need gold. AP items are expensive. If you are able to pull off a combo, do it. However, don't purposefully take kills. Your ADC needs gold too.
♥ Level 1:You just want to get level two. Preferably before the enemies level up. Your job is to set the tone for the lane by either being aggressive, or passive.♥ Level 2:Not only does it depend on wave control and lane pressure, but it also depends on which support item you bought. I only recommend taking Spellthief's Edge because you won't mana regeneration with Relic Shield.♥ Level 3 - 5:Level 6 is when you get your ultimate, which is your strongest ability. Before then, your job is to get as much money as possible and to provide pressure so you can get objectives, like dragon and first turret. As Lux, you should be aggressive, but not reckless.♥ Level 6:Now, you have your ultimate, Final Spark. You can now burst down the enemies with a standard Q + E + R + E (recasted) combo! Your ultimate can also come in handy if your team is trying to steal the dragon. |
♥ Roaming:Personally, I like to roam after I get to level 6, but you can roam sooner. This is where you really have to communicate with your teammates. Roaming is also a great opportunity to deep ward, ward the river, or ward objectives, like a dragon. Lux has good roaming because of her root and ultimate. Some good times to roam are when:
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♥ Teamfight Tips:
Teamfights are very important. They can easily turn the game around. Lux has the perfect kit for teamfights. Light Binding can root two champions, Lucent Singularity can slow and damage multiple champions, along with her ultimate, Final Spark. Make sure to peel for your ADC and stay behind your frontline. Shield as many allies as possible, especially if you're going enchantress support Lux. Sometimes, you can steal dragon with Final Spark. You usually deal enough damage mid/late game. ( Chilling Smite and Challenging Smite deal 900 true damage.)
♥ I would like to thank everyone for reading and voting for my Lux guide! I hope my guide helped you along your journey. I try to make these simple so they can help a wide range of people.
Guides are usually updated at the start of a new patch and throughout the month, if I have time. I love answering questions and helping people, so feel free to ask as many questions as you want! Also, feel free to point out typos. I find some from time to time.
Guides are usually updated at the start of a new patch and throughout the month, if I have time. I love answering questions and helping people, so feel free to ask as many questions as you want! Also, feel free to point out typos. I find some from time to time.
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