Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Standard Build
-
Frost Queen's Build
Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
1.1: Introduction: About me and my guide.

Hi everyone. I'm Retribution, and welcome to my first guide on Mobafire!

Don't just use the cheat sheet and expect to do well! Inside the guide are my explanations, my thoughts, and everything I can think of about Lux, as well as MY way to play this champion. If you disagree with me for any particular reason, feel free to let me know! I'm always looking for ways to improve my guide.



This guide is designed to be highly comprehensive. In other words, it's a full guide that guides you through a step-by-step process to learn how to play Lux (and the game in general, if it helps), and not something that you should browse through during your 60 second loading screen. Although I have included TL;DRs in some sections, if you truly desire to become a better player, I strongly suggest taking the time to go through the massive walls of text, analyzing the information, and making use of it, hence the use of the word "Comprehensive".

If you liked this guide, tell me why you like it; if you put a thumbs-down, tell me what I can do to improve!
Disclaimer: By no means do I consider myself a 'good' player, and I don't want anyone else to make that assumption either. I'm hoping for readers to judge my guide based on its content, and the content alone. I've put in my utmost effort into putting in details, and the information are accurate to the best of my knowledge. I'm not saying that the information would be 100% true, but they are accurate, to the best of my knowledge.
This section is an abbreviated version of my AP
Lux guide, useful for if you're in champion select, and you decide to play
Lux, because either your champion of choice was banned, taken, or countered, and you only have 30 seconds left. Included are sample rune sets, mastery trees, skill setups, and item sets. This is the essentials of the guide in terms of setup, but general gameplay is too complicated to comprehend in 30 seconds.
Precision
Fleet Footwork
Phase Rush
12/18/0 Masteries
>>
>>
>>
+
->
+


Runes




12/18/0 Masteries














*Skip this section if you know what I am talking about!*
AD: Attack damage. The amount of damage your auto attacks will do, before applying armor.
AoE: Area of Effect. I use this term to describe spells that can hit multiple targets.
AP: Ability Power. A champion stat that scales with abilities to allow them to deal extra damage. This is one of the most important stats for Lux, because all of her abilities scale on AP.
AP/lvl: Ability Power per Level. The amount of Ability Power the rune will give you, which increases based on your champion level.
AS: Attack speed. The amount of auto attacks you can use in 1 second.
cc: Crowd control. Effects, such as stuns, slows, and silences, which can disrupt you from doing things like moving, casting spells, and more.
CS: Creep score. The amount of minions you have last-hitted.
DoT: Damage over Time. Abilities that give damage over a certain period of time, such as
Noxious Blast,
Toxic Shot, or
Blaze.
GP10: Gold generated per 10 seconds. A generic term for items that increase gold income, such as
Spellthief's Edge,
Relic Shield, etc.
Mana Regen: Mana Regeneration. A champion stat that shows how much Mana is restored every 5 seconds.
MP: Magic Penetration. Flat Magic Penetration (From our runes and boots) ignore a certain amount of the target's MR, while Percentage-Based Magic Penetration (From our Void Staff) ignores a certain percentage of the target's MR.
MS: Movement Speed. A champion stat that affects the speed in which our champion walks. (Runs, whatever you want to call it)
MR: Magic Resist. A champion stat that affects the amount of magic damage taken from spells. The more Magic Resist one has, the less damage they will take.
OP: Over-powered. Self-explanatory.
UP: Under-powered. See previous answer.
AD: Attack damage. The amount of damage your auto attacks will do, before applying armor.
AoE: Area of Effect. I use this term to describe spells that can hit multiple targets.
AP: Ability Power. A champion stat that scales with abilities to allow them to deal extra damage. This is one of the most important stats for Lux, because all of her abilities scale on AP.
AP/lvl: Ability Power per Level. The amount of Ability Power the rune will give you, which increases based on your champion level.
AS: Attack speed. The amount of auto attacks you can use in 1 second.
cc: Crowd control. Effects, such as stuns, slows, and silences, which can disrupt you from doing things like moving, casting spells, and more.
CS: Creep score. The amount of minions you have last-hitted.
DoT: Damage over Time. Abilities that give damage over a certain period of time, such as



GP10: Gold generated per 10 seconds. A generic term for items that increase gold income, such as


Mana Regen: Mana Regeneration. A champion stat that shows how much Mana is restored every 5 seconds.
MP: Magic Penetration. Flat Magic Penetration (From our runes and boots) ignore a certain amount of the target's MR, while Percentage-Based Magic Penetration (From our Void Staff) ignores a certain percentage of the target's MR.
MS: Movement Speed. A champion stat that affects the speed in which our champion walks. (Runs, whatever you want to call it)
MR: Magic Resist. A champion stat that affects the amount of magic damage taken from spells. The more Magic Resist one has, the less damage they will take.
OP: Over-powered. Self-explanatory.
UP: Under-powered. See previous answer.
Pros
+AoE spells! +Great burst damage! +3000 range on ultimate! +2 spells give vision! +Has a shield! +Amazing poke damage! +Few effective counters! +Best laugh ingame! filler |
Cons
-Longer cooldowns... -Lack of escape tactics... -Needs positioning... -Mana-hungry... -Squishy... -Falls late-game... |
filler













Let's see an example.
Typical burst combo:




Without smart spell casting, this is what you do: Q, click, E, click, R, click, etc.
WITH smart spell casting: -Hover your mouse over your target- Q-E-R-E.
This concept does take practice to get used to, but you'd thank me when you learn how to use Smart Spellcasting. Try it out! Those fractions of a second you save can often mean the difference between life and death.
For those of you that don't know how to set it, you can arrange your key configs in-game. When you are inside a game, pressing ESC will make this window pop up. There are options on it, like Video and Sound. Find the Key Configs page, and make your changes there.
![]() |
![]() |
![]() |
![]() |
![]() |
filler






filler


filler

filler
filler

Usually, you will want to cast


filler


filler

filler
filler




filler


Remember, this returns to you after hitting max range. It seems the indicator is faulty. The actual projectile achieves a longer range, whereas the width seems to be narrower.
filler

filler
filler



filler



filler

filler
filler


filler



filler

filler

This is a standard AP caster setup. The

The

The

The

This setup accounts for a variety of uses, from defensive stats to offensive capabilities, and should probably be your most frequently used page on Lux.
filler

I usually take the above page against an AD opponent with higher threat, such as


filler

This rune page is what I would use against a high magic damage dealer from the early game, such as


filler


The last two given pages use



filler
This 12/18/0 setup is my normal setup for Mages.
![]() |
This increases the damage dealt by spells, something very important for a caster like Lux. This is also the better of the two choices for Lux, as she does not need the attack speed at all. |
![]() |
This is mostly an early game mastery, granting a good amount of sustain in the laning phase. |
![]() |
This grants us some scaling stats, and is the more useful of the two choices, as Spell Vamp is exceptionally weak for AoE spells. |
![]() |
This ability grants a good damage boost, provided you've already killed some enemy champions. I personally prefer to get this over
![]() |
![]() |
With this mastery, you heal whenever you kill an enemy champion. It's quite nice to have on ![]() |
![]() |
Having an extra 5% CDR increases Lux's poke potential, and is the only thing that can get you over the otherwise-40% CDR cap. |
![]() |
![]() |
![]() |
![]() |














Decent alternatives.











filler
At level 1, get
Lucent Singularity first. This spell is useful for many purposes, from strong early harass, gaining vision, controlling the minion wave, and/or defensive capabilities with its slow. Starting out the lane with an offensive playstyle will help you assert dominance in the lane, making it easier for you later. Lux also has one of the stronger level 1's of the mid laners, so you definitely want to take advantage of that. A
Light Binding start is possible as well, especially when a level 1 fight is anticipated, as a 2 second lockdown is just about a guaranteed kill and/or burnt summoner spell. Light Binding, however, has a far longer cooldown, and is far harder to land for damage purposes, so assuming standard situations, a level 1 E is often better. Always, always, always max
Lucent Singularity first, regardless of situation.
At level 2, it's best get the other damaging spell that we did not get at level 1. By now, we have both
Light Binding as well as
Lucent Singularity. If you are harassing enough, these 2 spells will be enough to net you that First blood. Against opponents that harass hard starting from level 1, a point in
Prismatic Barrier at level 2 is a good idea. For example, if you have that early point against a
LeBlanc, the shield completely negates a level 1
Sigil of Malice, which makes it practically impossible for her to kill you pre-6. Why?
LeBlanc is heavily reliant on early aggression to get a kill at around level 4/5. If she can't get you to half health before then, there's no way she can kill you without jungler assistance -- something you'll be able to avoid with the ward from the
Stealth Ward. Just an example.
After
Lucent Singularity is maxed, we want to proceed to max out
Light Binding. Why not
Prismatic Barrier? You "only" have 3 damaging abilities, so if you level up the shield before your snare, your damage won't be optimal. Because you rely on combos, maxing out damaging abilities first is a must. Someone like
Veigar can get away with maxing
Event Horizon before
Dark Matter, because
Primordial Burst essentially 1 shots squishies anyway. You don't have that, and you typically need your entire combo to burst someone down.
Of course, level up
Final Spark whenever you can.
E vs Q
At level 1, get



At level 2, it's best get the other damaging spell that we did not get at level 1. By now, we have both







After







Of course, level up


DON'T FORGET YOUR TRINKET!
![]() |
In most cases, the best tier-2 shoes for ![]() ![]() |
![]() |
fillerfiller
fillerfiller
filler
![]() |
This item is a great defensive pick against high magic damage opponents, if you're beginning to fall behind. With ![]() ![]() |
![]() |
filler
filler
filler
filler
filler
filler
filler
filler
filler
*In conclusion, I don't think
Enchantment: Furor and
Enchantment: Captain are good ideas for
Lux. Either one of the other two are fine, and the choice is purely up to situation.
filler
![]() |
This upgrade gives nearby allies a bonus speed when they are moving towards you. It's a single direction thing, like ![]() ![]() ![]() |
filler
![]() |
This upgrade gives us a reduced cooldown on the mobility summoner spells. If you find that you are prone to being caught in a bad situation, grab this. The base cooldown on ![]() |
filler
![]() |
This gives us a speed boost whenever we hit a target with a single-target attack or spell. This really isn't good on ![]() |
filler
*In conclusion, I don't think



![]() |
This item is a great pickup all around, granting good defensive stats, as well as mana sustain. It gives good defense against AP mid champions, as well as grant you the ability to effectively farm using skills. With this, your mana supply is increased, allowing you to harass and farm far more freely. Buy this before upgrading boots, if you are going to build into this item path, and upgrade this into ![]() |
![]() |
fillerfiller
filler
![]() |
This is quite possibly the most broken item in the game as of right now. What's so good about this item though? It gives lower AP, and builds out of ![]() ![]() |
![]() |
fillerfiller
fillerfiller
filler
![]() |
This item is pretty much a staple pick for any AP caster champion. You gain a 120 base AP, as well as a percentage bonus. You would usually get this later on in your build, due to its high costs. It's best to start with ![]() ![]() |
![]() |
filler
![]() |
This item is a great choice on ![]() |
![]() |
filler
![]() |
This item gives us a 100 AP boost, a good amount of armor, as well as the Stasis active. The armor bonus is great for surviving against the enemy team, and the active can save you from DoT or delayed spells, such as ![]() ![]() |
![]() |
![]() |
![]() |
![]() |
In terms of item builds, the first core item Lux players should purchase is generally always a CDR item, providing some amounts of damage, but more importantly, MP5 and CDR. This allows for players to be able to keep up with Lux's lengthy cooldowns and hefty mana costs, and enables a higher amount of damage dealt within a time frame. Having this first CDR item is essential to get her mid-game powerspike going.
A large area of contention is trying to decide which CDR item to purchase. Let's start by analyzing the pros and cons of each option.
filler
Pros
+30% Mana refreshed on kill/assist! +Magic Resist! +Highest Mana Regen over time! filler |
Cons
-Most expensive of the CDR items... -Weakest offensive potential... |
filler
As suggested by this list of (dis)advantages, the Grail is best used for defensive based playstyles. While this enables the highest amount of mana regen over time (due to Mana Font, and refreshing 30% mana on kill participation), the 'only' offense potential this item has is its 60 AP, in itself a weak amount for a 'core item'.
filler
filler
Pros
+Highest amount of AP! +Grievous Wounds! +Easiest build path! filler |
Cons
-Lowest Mana Regen of the choices... -Grievous Wounds is situational... |
filler
Damage wise, the Morellonomicon grants the highest boost, at 80 AP, an amount more in line with common AP items. The main benefits of this item lies in its grievous wound passive, applying reduced healing. Of the three choices, this item is the clear choice for opportunities at early snowballing, as it is the only one of the three that grants 20% CDR at component items alone. However, the main downfall of the item is its complete lack of defensive stats/potential, as well as its sub-par mana regeneration.
filler
filler
Pros
+Gold Generation! +Cheapest of the three choices! +'Spooky ghosts' Active! filler |
Cons
-Frostfang component effectively useless... -Lowest CDR of the three... |
filler
Frost Queen's Claim, originally only built by offensively-based supports, gained popularity during pre-season 6 as the most efficient CDR item rush for many mid laners. One of the benefits of the item is its low cost. Of the three CDR items mentioned here, this item has by far the lowest cost, as well as granting gold generation effects. Its relative lack of damage is partially negated by the Spellthief passive, which grants bonus damage on some attacks. The other, more influential benefit, is its active, arguably the strongest active in the game. Further analysis on the active to follow.
filler
filler
So when, and why, might I build a certain item?
As previously outlined, each item has specific benefits and deficits, and it is often a good idea to decide on which of the three items to purchase at an early point, based on situation. Again, everything is purely situational.
Guidelines to deciding:
![]() |
- When at a heavy need for Magic Resist (eg, against high damage enemies like ![]() - When seeking for a more scale-based defensive playstyle |
![]() |
- When snowballing, or about to start snowballing - When playing aggressively, seeking to build a lead at an early point |
![]() |
- When looking to make roam attempts - Whenever Grail/Morellonomicon don't seem optimal. |
filler
In other words, Frost Queen's, and Grail, are likely to be your two more-commonly selected items. While a Grail has been a long-time favorite, why the Claim? The answer lies in the 'Spooky Ghosts' Active, again, arguably the strongest active in the game.
Scouts enemy champions, and if found, applies a 4 second 40% slow, and reveals for the duration, on a 60s cooldown.
For those familiar with the old Twin Shadows, this is effectively the same active. This doesn't seem like much. Why is it so strong though?
This active is exceptionally versatile. Its uses range from catching opponents out of position, gap-closing on enemy(s), as a get-away tool, as a scouting tool, etc, and unless used on your spawn platform, will generally grant results regardless when it is used.
So, when should I use it?
1. Roaming. When making a roam attempt to another lane, the most frustrating thing would be for your opponents to run off the moment their wards spot you. With the active though, that becomes a nonfactor. If used from a distance, the active will slow them by the time they are able to react to seeing you, rendering them incapable of simply running away. This also works as an efficient tool in some cases, as a defense line against potential counterganks, by scouting for the enemy jungler or mid-laner.
2. Scouting. The two ghosts will automatically move towards the two nearest enemy champions, regardless of the fog of war. In other words, even if the ghost doesn't reveal an enemy champion, you can still gain valuable information regarding which side of the map that particular enemy is currently at, and in some cases, where.
3. Initiating. A 40% slow is powerful, especially when coupled with its lengthy 4 second duration (The longest in the game). When seeking to initiate on an opponent, slowing them first makes that task significantly easier, all the while making it more difficult for them to escape. A slowed enemy is essentially a sitting duck for


Rod of Ages is picked somewhat often as an AP item to rush, granting a good boost to defense as well as damage. However, I consider this item to be of little use on Lux.
But, why?
1. It takes time to charge up.
When you first buy the item, you only have a measly 80 AP. The other 40 takes 10 minutes to charge up, which is a rather long time. In that case, you'll always be forced to buy this as your first full item if you are going to get it at all. However, that simply doesn't work with



filler
filler
2. You don't need the health.
Once you play a few games, you'll realize just how vulnerable




filler
filler
3. You can't snowball with this item.





filler
filler
4. Too heavy of an investment.
This item costs around 3k gold, which is around the same as most other viable AP items. However, the AP it gives is very low, and the stats don't benefit you much.






filler
filler
Conclusion?




The biggest issue with this item is its complete lack of cooldown reduction.
The only case in which you should even CONSIDER getting




TLDR? Don't buy


filler
filler
There's always been disagreements regarding whether Rylai's is a suitable item on Lux. Sure, there are benefits, but there also exists many disadvantages to the item.
filler
+ High health gain. Rylai's is, in fact, just about the only defensive option you have as a mage, when you need extra health. While options such as
Zhonya's Hourglass,
Abyssal Mask, etc grant you good amounts of resists, the lack of flat health renders those stats relatively ineffective. Doesn't Rod of Ages provide more health, though? Well, Rod of Ages is a very heavy investment as an item, as explained in Section 3.6. Yes, I know one of my points in 3.6 says you don't need the health... But, sometimes, you do. And that's where Rylai's comes in handy. This build path as an alternative lets you remain relevant with the 100 AP gain, in comparison to the 10 minutes in time it takes Rod of Ages to charge up. If you find yourself in a situation where you have to get defensive items, you're not likely going to have the 10 minutes it takes a Rod to stack.
filler
+ Good AP gain. The 100 AP from this item enables you to remain decently relevant even while speccing into defensive stats, similar to, say, an Hourglass second-item build. While not as offensively focused as a Luden's Echo, nor a Deathcap, just having a 100 AP item helps you continue to dish out damage, with the flat damage bonus you gain.
filler
+ The slow. This is arguably the most important part of the item. However, it must be noted that only two of Lux's abilities benefit off this: her E and her R. (The Q doesn't get anything at all, because the 1 second Rylai's slow becomes irrelevant due to the 2 second bind.) Her E, however, already has a slow. This item simply extends the post-detonation slow from 0.25s to 1s.
Onto the laser. The slow, while short in duration, can definitely help you while chasing down opponents, especially when coupled with Frost Queen's Claim. Its relatively short cooldown also means you can better abuse the R as an obnoxious poke tool.
filler
filler
- Slow doesn't particularly benefit Lux much. Yes, its best part is also its worst part, as an item. It's certainly not worth burning 3k gold just for the slow; you're better off spending it on something else.
filler
- Better alternatives exist. Yes, that's also true. Are you dealing with someone with near instant burst damage, such as Zed, Talon, Leblanc, or Veigar? Hourglass is better. How about against an AP with strong gap closers, but less instant burst, like Akali or Katarina? Abyssal and other MR items are your friends.
filler
filler
Conclusion? Don't spend the 3k gold just for the AP and the slow. Ergo, this item is not for offense. However, there certainly are times when you need flat health above all else. That's when Rylai's comes into play. This won't be needed the vast majority of the time. But, if all else fails, remember that it's definitely still an option.
filler
There's always been disagreements regarding whether Rylai's is a suitable item on Lux. Sure, there are benefits, but there also exists many disadvantages to the item.
filler
+ High health gain. Rylai's is, in fact, just about the only defensive option you have as a mage, when you need extra health. While options such as


filler
+ Good AP gain. The 100 AP from this item enables you to remain decently relevant even while speccing into defensive stats, similar to, say, an Hourglass second-item build. While not as offensively focused as a Luden's Echo, nor a Deathcap, just having a 100 AP item helps you continue to dish out damage, with the flat damage bonus you gain.
filler
+ The slow. This is arguably the most important part of the item. However, it must be noted that only two of Lux's abilities benefit off this: her E and her R. (The Q doesn't get anything at all, because the 1 second Rylai's slow becomes irrelevant due to the 2 second bind.) Her E, however, already has a slow. This item simply extends the post-detonation slow from 0.25s to 1s.
Onto the laser. The slow, while short in duration, can definitely help you while chasing down opponents, especially when coupled with Frost Queen's Claim. Its relatively short cooldown also means you can better abuse the R as an obnoxious poke tool.
filler
filler
- Slow doesn't particularly benefit Lux much. Yes, its best part is also its worst part, as an item. It's certainly not worth burning 3k gold just for the slow; you're better off spending it on something else.
filler
- Better alternatives exist. Yes, that's also true. Are you dealing with someone with near instant burst damage, such as Zed, Talon, Leblanc, or Veigar? Hourglass is better. How about against an AP with strong gap closers, but less instant burst, like Akali or Katarina? Abyssal and other MR items are your friends.
filler
filler
Conclusion? Don't spend the 3k gold just for the AP and the slow. Ergo, this item is not for offense. However, there certainly are times when you need flat health above all else. That's when Rylai's comes into play. This won't be needed the vast majority of the time. But, if all else fails, remember that it's definitely still an option.
The Champion-select process has a huge impact on the game, and can easily decide how the game will flow.
Generally speaking, you want to pick Lux when you're playing the Middle lane, and occasionally the Bottom lane (as the support.) During the time provided, it's best to communicate with your teammates and discuss who gets to fill what role, especially during ranked games.
*RANKED SCENARIO.* It would be a good idea to pick Lux if:
1. Your team is in need of an AP champion, and/or a Mid/support player. In other words, your team needs someone to fill that particular role. This is pretty self explanatory.
2. A Lux pick fits well with your team composition. For example, with Lux's high range, she excels in a poking team composition, with champions like
Caitlyn,
Sona,
Jayce, etc. She is also strong with a team-fight comp with heavy AoE lockdown, such as with
Amumu. However, Lux is not as strong of a pick with a dive-focused arrangement, with champions like
Vi or
Shyvana, because she lacks mobility compared to those champions. Also, it wouldn't be a good idea to pick Lux if your team already has several other AP champions, as it would make it too easy for the other team to counter-build your team (Just build MR).
3. Your opponents' champion picks do not pose a direct threat to you. Most of all, look out for your lane opponent. A general rule is, you do not want to pick a champion into something that is a direct counter to them. Even though you don't have to worry about this *as* much on Lux, you should still be wary about when to pick her, as opponents such as
Fizz or
Zed could prove quite dangerous. Other than that, it wouldn't be a good idea to pick Lux into a team with heavy gap-closing abilities, because as stated above, she lacks mobility. For example, it's a pretty bad idea to pick someone without escapes into champions like
Vi,
Fiddlesticks, etc.
4. You are comfortable enough with your experience. In a ranked game, this can potentially trump the other 3 criteria. Take a champion you've played 100 games with, and another that you've only played 10 games with. It's quite easy to guess which champion you're likely going to perform better as.
The time spent in champion select is also vital to working out your team's early game strategies, such as whether to invade the enemies' jungle. Thus, good communication with your team is extremely vital for success. Unfortunately, that is not always the case in queues, with toxic players all over the place. If you want to be a better player, though, don't be the one starting the rage.
Champion Select is also the time for you to decide on your Runes, Masteries, and Summoner Spells. These are generally dependent on your opposing team, mostly your laning opponent. For example, you don't want to play against
Ziggs without any magic resist whatsoever. Also, it wouldn't be a good idea to take
Ignite against a team with members that are difficult to kill. Based on your opponents' champion picks, decide on a configuration best suited for the circumstance, and remember: There are many things in this game that are situational.
When should one pick Lux?
Generally speaking, you want to pick Lux when you're playing the Middle lane, and occasionally the Bottom lane (as the support.) During the time provided, it's best to communicate with your teammates and discuss who gets to fill what role, especially during ranked games.
*RANKED SCENARIO.* It would be a good idea to pick Lux if:
1. Your team is in need of an AP champion, and/or a Mid/support player. In other words, your team needs someone to fill that particular role. This is pretty self explanatory.
2. A Lux pick fits well with your team composition. For example, with Lux's high range, she excels in a poking team composition, with champions like






3. Your opponents' champion picks do not pose a direct threat to you. Most of all, look out for your lane opponent. A general rule is, you do not want to pick a champion into something that is a direct counter to them. Even though you don't have to worry about this *as* much on Lux, you should still be wary about when to pick her, as opponents such as




4. You are comfortable enough with your experience. In a ranked game, this can potentially trump the other 3 criteria. Take a champion you've played 100 games with, and another that you've only played 10 games with. It's quite easy to guess which champion you're likely going to perform better as.
The time spent in champion select is also vital to working out your team's early game strategies, such as whether to invade the enemies' jungle. Thus, good communication with your team is extremely vital for success. Unfortunately, that is not always the case in queues, with toxic players all over the place. If you want to be a better player, though, don't be the one starting the rage.
Champion Select is also the time for you to decide on your Runes, Masteries, and Summoner Spells. These are generally dependent on your opposing team, mostly your laning opponent. For example, you don't want to play against


Although occurring less, level 1 invasions is still a strategy used to gain an early game lead, namely, by attempting to put the opponent's jungler behind.
Lux is a champion decently suited to level-1 fights, with her snare on
Light Binding. (It's quite important to take this spell if you know there will be level-1 aggression from either team. See explanations here.) However, even with Lux's level 1 CC, one still must keep in mind to never face check bushes. One such mishap could easily lead to your death.
If your team is on the offensive here, it's best to communicate with your team regarding who enters enemy territory first. Consider your teammates' abilities, and work out a CC-ing sequence. (In other words, you don't want to blow all your CC at the same time). With Lux's range, you should always be one of the last ones to enter enemy territory. A well-timed
Light Binding at level 1 is virtually a guaranteed kill for your team, but considering its lengthy cooldown, it's a good idea to not use it unless you're confident you can land it.
As the invasion progresses, your team eventually reaches the enemy's jungle camp. At this time, it would be smart to help out your jungler with clearing out the camp. Since you're in the middle lane, you're in no haste to get to the "other side of the map", compared to your outer lanes. It's also a smart move to make use of your Trinket to ward the surrounding area in case of any attempt at retaliation.
A successful invade is highly beneficial to your team. Not only does your jungler get ahead (More ganks, yay~), you also put your opponent's jungler behind, which translates to increased safety in lane.
Lux is a champion decently suited to level-1 fights, with her snare on

If your team is on the offensive here, it's best to communicate with your team regarding who enters enemy territory first. Consider your teammates' abilities, and work out a CC-ing sequence. (In other words, you don't want to blow all your CC at the same time). With Lux's range, you should always be one of the last ones to enter enemy territory. A well-timed

As the invasion progresses, your team eventually reaches the enemy's jungle camp. At this time, it would be smart to help out your jungler with clearing out the camp. Since you're in the middle lane, you're in no haste to get to the "other side of the map", compared to your outer lanes. It's also a smart move to make use of your Trinket to ward the surrounding area in case of any attempt at retaliation.
A successful invade is highly beneficial to your team. Not only does your jungler get ahead (More ganks, yay~), you also put your opponent's jungler behind, which translates to increased safety in lane.
The early-game is generally defined as the first 10-20 minutes of a game, dedicated to making a decent amount of gold for a transition into mid-late game. In other words, your main objective in the early game is to make money. The best way to do that is by last-hitting minions, a process commonly referred to as CSing or farming.
on the topic of farming
farming jungle camps
on the topic of the blue buff.
zoning and harassing enemies
going for kills
roaming
trading with opponents







By late game, one team fight can determine the outcome of the game. As a carry, you should be staying at the very back, throwing in spells to damage your opponents. Use
Lucent Singularity to damage targets in an area, and throw in
Prismatic Barrier to help absorb some damage for your other teammates.
Light Binding for further damage, for kill securing, and for peeling enemies. Use
Final Spark when you can hit the most enemies. I can't emphasize this enough: YOU DO NOT NEED TO GET A KILL WITH YOUR LASER.
Lux's spell ranges are around 1000, which should give you enough room to cast spells safely. You are NOT
Morgana! You do not need to be in the middle of the fight! You don't have the tankiness of
Mordekaiser, nor the invincibility of
Vladimir when he's in his pool of blood. In other words, you get caught in a fight, you die. You don't want that to happen. At least, I hope you don't. ._. If you find you're getting caught out of position, then you aren't playing
Lux effectively. Stay at a range where you are exposed to virtually no risk, yet is able to damage opponents through your abilities.
A fully levelled
Prismatic Barrier will absorb 180 + 35% of AP in damage, and it refreshes when it returns to Lux. That essentially gives EACH teammate several hundred more "effective health" to keep. Hit as many targets as you can with that, and it should provide a significant advantage for your team.




Lux's spell ranges are around 1000, which should give you enough room to cast spells safely. You are NOT




A fully levelled

In the Pros and Cons section, I mentioned that it is extremely difficult to succeed as
Lux if you cannot work with your team, or vice versa. But, why?
filler
Lux's role within a team is quite unique, and one that absolutely requires teamwork. She is a burst mage in that she can effectively insta-burst an enemy in 1 combo, as well as being a support with
Prismatic Barrier.
Lux has far longer cooldowns than typical mid champions like
Ahri, and is extremely vulnerable when all her abilities are on cooldown. That happens quite frequently in a fight, as you would likely be aiming to burst down the enemy AD carry before they do too much damage. And then...10 seconds without any ability other than
Prismatic Barrier. Right there. If the enemy jumps on you then, you're done for. Your only form of escape besides summoner
Flash is by hitting the opponent with
Light Binding. However, it'll be on cooldown from your burst combo. Unlike
LeBlanc,
Lux doesn't have many options when it comes to escaping.
This is precisely when your team comes into play. As
Lux, you best contribute by instantly killing the enemy carry, and supporting your team through the rest of the fight by using
Prismatic Barrier. By then, you have no available abilities. You need your team to cover you while your spells are on cooldown. Also, your team needs to know when to engage. If your team doesn't engage when you've taken an opponent out of the fight (either killed or forced to recall), you're not likely to get another chance like that. If your enemies are smart, they would engage on your team when they know all your abilities are on cooldown.
how to work with your team
Different Team Compositions.
poking team composition
team fighting composition

filler









This is precisely when your team comes into play. As



Different Team Compositions.


2016/02/20: Parts of cheat sheet updated, added Chapter 3.7: Rylai's Crystal Scepter as a defensive item. Been playing Blade and Soul + dealing with midterms, sorry for the late updates xP
2016/01/19: Minor Changes, bulk of info still WIP. Been busy with Blade and Soul xP
2016/01/12: Added Chapter 3.5: Analysis of the three CDR items. WIP list has been updated, see below.
A mistake on the Cheat Sheet has been updated.
2016/01/08: Current In-Progress list:
- Completing Chapter 4.2: Lane Matchups. (In Progress)
- Adding the following sections to Chapter 5: Gameplay
- Wave Management (In Progress)
- Map/Vision Control
- Dragon/Baron Fights
- Positioning (General guidelines; the actual topic's *way* too situational for me to
be able to cover..)
- Pressing advantages to continue building upon it (In Progress)
- Playing from behind in attempt to reduce deficits (In Progress)
- Translating early leads into victories
- Adding the following sections to Chapter 3: Item Builds
-Analysis on
Frost Queen's Claim (Added)
-The three main CDR items, and their uses (Added, with previous)
- The viability of
Rylai's Crystal Scepter (In Progress)
-Alternate, situational item builds (Scrapped)
Changes list:
- Section on Trading Tactics added to Chapter 5.3: Laning Phase.
2016/01/07: I'M BACK FROM MY HIATUS, EVERYONE. I'll be updating all my info such that they're up to date for Pre-Season 6, and adding on new content over the next several days. I'm not sure whether I'll be able to continue updating afterwards, but I'm definitely hoping to be able to do so.
CHANGES LIST:
- REPUBLISHED GUIDE.
- Restructured Cheat Sheets
- Frost Queen's Claim Build
- Removed Tear Build
- Updated various text and tips to reflect some changes:
- Updated Chapter 2 Content to reflect current builds.
- Updated Chapter 3.4: Standard Items to reflect a more optimal sequence.
- Removed Chapter 3.5: The Viability of Mejai's Soulstealer.
- TEMPORARILY removed Chapter 4.2: NEW guides against laning opponents. I don't feel comfortable releasing that until I have the time to go through all the common picks.
- Removed Support Lux Supplement. I don't support that anymore. No pun intended.
CURRENT TO DO LIST:
+ RE-UPLOAD Chapter 4.2: New guides against lane opponents, pending completion.
+ Elaborate on gameplay topics, including trading tactics, wave management, etc.
2015/03/27: Updated cheat sheets to be more understandable. Re-added Heal onto list of viable summoner spells. (2.3) REMOVED Seraph's Build from Cheat sheet, r.f Spoiler, Section 3.4.
Support Lux section changes:
-Re-wrote Overview to reflect current meta.
-TEMPORARILY removed runes segment.
-Now includes both a 0/9/21 and a 9/0/21 mastery setup.
-Updated recommended items.
2015/03/25: After a long hiatus, I've updated the guide for Season-5 gameplay! I will continue to make the new champions-matchup segment, as it requires more work than the rest of the things I've dealt with (Most of the guide's content regarding actual gameplay are still very much relevant), so the matchups section is outdated.
My apologies for the long wait everyone! Even though I am quite a lot busier compared to when I compiled the first-version of the guide nearly three years ago, I will continue to update this in my spare time, and attempting to ensure all info is up to date. Thanks for all your continued support!
2014/07/30:
Illumination buffs. 1200 DAMAGE LASERS ARE NO LONGER A DREAM!
2014/07/28:
Brand matchup completed. Sorry for the delay! I was on a road trip. I do plan to continue the new section at a rate of 1-3 matchups a day, so expect the entire section to be done within the next month! :D
2014/07/24:
Annie matchup completed. (Finally) fixed all Sight Ward references. Reworded Mejai's SoulStealer section. Expanded on the
Anivia matchup.
2014/07/23: Began work on a new Laning Opponents section,
Ahri,
Akali, and
Anivia completed.
2014/07/23: Derp, forgot to fix the condensed table of contents.
2014/07/22: Beginning full guide overhaul. Important updates completed.
2014/05/26: Morellonomicon-CDR build re-introduced onto Cheat sheet. Will mention in text in the near future.
2014/02/28: Further additions to chapter 5. I think I still have to cover the mid-game gameplay. Section 5.5 on buff-stealing removed. 5.6 renumbered to 5.5. Sample team comps added to 5.5, will add more once I figure them out, suggestions are also welcome.
2014/02/20: Some edits, chapter 5 still in working progress, albeit a bit slow.
2014/02/05: Added one more spoiler to Chapter 5.3, minor updates to cheat sheet and text. Editing ARAM items (oh god, why did I put
Rod of Ages in there anyway >.>)
2014/01/24: Edited Cheat sheets slightly. Barrier moved to recommended summoner spells.
2014/01/13: Apologies for the late updates! I'm preparing for my Final Exams... Chapter 5.3 updates completed~
2014/01/01: HAPPY NEW YEARS EVERYONE! :D Chapter 5 remake is in progress.
2013/12/26: Chapter 4.2 updated. Champions added to Chapter 4.1 included.
2013/12/24: Chapter 4.1 updated.
,
,
, etc, added to the list. Condensed table of contents added.
2013/12/23: Chapter 3 updated,
Morellonomicon removed from recommended items list.
2013/12/22: Chapter 2 updated.
2013/12/21: Cheat sheet + Chapter 1 updated.
2013/11/25: Added trinkets to the cheat sheet. Support updates to come.
2013/11/21: Pre-Season Changes, Part 1. Cheat sheets updated. AP Lux-Masteries section updated. Alternate builds removed while I test for viability.
2013/11/13: Builds updated.
2013/09/27: Laning opponents updated up to
Heimerdinger. I was busy :P
2013/09/18: Laning opponents updated up to
Ezreal.
2013/09/16: Laning opponents updated up to
Cho'Gath.
2013/09/08: Sorry for the lack of updates! I've changed around the builds a bit. Some of the information within the guide are becoming outdated, so I'll be working on a major update whenever I have the time!
2013/08/20: Condensed laning opponents section into spoilers. Remake pending!
2013/07/25: Minor changes.
2013/07/15: I'm opening 1v1 tutoring classes! Players have already approached me, space is limited! (I can't help too many at once :P)
2013/07/08: Pictures are fine now. And the manual summoner update worked. Finally shows me as Gold.
2013/06/25: Halfway done updating photos. Can't do the other half because NA server crashed while I was getting it >.>
2013/06/25: Following a long period of further experimentation, I decided to prioritize
Zhonya's Hourglass over
Liandry's Torment, and made the change to the cheat sheet.
2013/06/12: Wow. I forgot all about this log. Anyways, tagged my LolKing profile into the guide.
2013/05/08: Text changes in places. No time to sort out the bandwidth problem yet :/ Also, I forgot to update changes log for previous minor changes xP
2013/04/13: Removed "Season 3" from guide and build names.
2013/04/09: Patch 3.5 Balance update,
Lux got nerfed. :(
2013/04/08: Guide Overhaul on AP Section. Will work on Support Section soon.
2013/04/03: Fixed a typo. xP
2013/03/26: Changed text for
Will of the Ancients.
2013/03/24: Changed the Morello's/CDR build cheat sheet slightly.
2013/03/20: Re-uploaded some images. Hopefully this helps.
2013/03/19: Added alternate build suggestion.
2013/03/16: Fixed up the cheat sheets here and there, and added a bit of new info.
2013/03/02: New build on
Seraph's Embrace. Made section on Builds overview.
2013/02/21: New cheat sheet on build with a
Morellonomicon core. Added
Liandry's Torment to cheat sheets. Added
Liandry's Torment to core items.
2013/02/05: Updated section on
Mejai's Soulstealer after discovering a new practical use.
2013/01/31: Minor changes here and there.
2013/01/27: Fixed Cheat sheet errors.
2013/01/25: Removed
Abyssal Mask from "Finished build cheat sheet". The last item should be completely situational.
2013/01/24: Guide beautification project begins! First banner is added to the Introductions. Suggestions appreciated!
2013/01/22: Minor changes to text.
2013/01/20: Updated cheat sheets again.
2013/01/18: Remade the "Don't get
Rod of Ages" section following a suggestion in the comments.
2013/01/17: Updated
Crystalline Flask with Pre-season patch 2.
2013/01/16: Removed
Lich Bane from cheat sheet due to the risk of utilizing the item correctly.
2013/01/05: Updated Combo calculations (finally) Does anyone even care? :(
2013/01/05: Updated
Final Spark's skill name! Thank you Mobafire!
2013/01/04: Removed
Doran's Ring. Removed my preferred build, since it's really repetitive. Mentioned
Brute Force
vs
Mental Force
in Masteries section. General updates here and there.
2013/01/03: Updated tips against AP
Master Yi. Changed title to better reflect the guide content.
2013/01/02: Updated items section to reflect the flexibility of the last item. Included "Difficulty Score" in Laning Opponents section. A complete change in attitude regarding
Liandry's Torment after it failing on me on several occasions. Fixed title of section 1.2. Apparently I can't use quotation marks, okay.. Included warding locations.
2013/01/02: Updated cheat sheets for easier comprehension. Included my personal preferred set up.
2013/01/02: Late Happy New years everyone! (Computer wouldn't let me update yesterday) Also, a special thank you to everyone who has supported me along the way. This guide is now the highest ranking
Lux guide on Mobafire!
2012/12/28: Made the "Correct" Stats section. Changed
Expanded Mind
into
Mastermind
.
2012/12/26: Added section on Teamwork. Updated laning opponents section.
2012/12/25: Fixed a typo mistake in the support GP10 section! One of the icons was
Aegis of the Legion instead of
Sightstone, which was an oversight when I was updating the guide for S3.
2012/12/24: Added
Crystalline Flask to guide. Added
Greater Glyph of Magic Resist. Edited TLDR section.
2012/12/23: Changed item purchase order. It was something I should have changed along with the S3 updates xP
2012/12/13: Minor changes to the text at various locations. Changed TL-DR section. Removed
Lich Bane from AP Support section. Added "Ideal laning partners" section, as well as a new skill sequence to Support
Lux section.
2012/12/12: Removed greater mark of hybrid penetration. It's not worth it anymore.
2012/12/11: All S3 updates complete! (Minus combo calculations, but that's not essential :P)
2012/12/10: New cheat sheets for specific circumstances!
2012/12/09: AP
Lux section updating complete! (I think I still need to do the combo calculations, but it does still look reasonably relevant.) Support cheat sheets updated.
2012/12/04: Pre-Season 3 Patch released! Updates are currently under way.
2012/11/28: Started uploading images on skillset! Will continue to add. Updated some of the "Laning opponents" section.
2012/11/27: Items update for S3 completed! Will implement into core items section when the server becomes live.
2012/10/31: AP Support
Lux item choices explained.
2012/10/30: Made a new cheat sheet for Support Lux that is more AP oriented. Will add explanations soon, I have no time right now xP.
2012/10/14: Updated "Common Laning Opponents" section. Combined typical build items set.
2012/10/12: Updated some items. Added
Will of the Ancients. Changes to text. Added section on Smart Spellcasting.
2012/10/09: No major patches recently :/ Nothing much I could add on that I can think of. Updated Combo calculations to reflect on my new mastery set, as well as starting
Boots instead of
Doran's Ring.
2012/9/27: Briefed on ARAM play as
Lux. Included
Doran's Ring into core item build. Updated item sequence. Added
Greater Mark of Precision into viable Runes. Updated Common Laning Opponents chapter.
2012/9/24: Sorry for the delay! I've updated
Syndra into the Common laning opponents section, and combined the section all together. Kinda hard to add champions in with my previous format ._.
2012/9/08: Supporting as
Lux section completed. Common Laning Opponents section completed.
2012/9/04: Filled in Supporting as Lux: Core items section.
2012/9/01: Removed kage's lucky pick from Core items section. Moved
Void Staff into Core items section.
2012/8/30: Implemented League of Legends v1.0.0.146 patch on
Abyssal Mask. Started section on Supporting as
Lux.
2012/8/29: Implemented suggestions from discussion into guide. Rephrasing some text. Added
Ryze,
Sion, and
Swain to "Common laning opponents" section. Will continue to add.
2012/8/28: Guide officially published. Minor changes to text.
2012/8/19: Guide started.
filler
filler
filler
filler
To-do List.-Complete "Common laning opponents" section.
-Complete section on supporting as Lux.
-Update for S3.
-Update combo calculations.
-Laning guides for new champions, such as
Lissandra, and new-meta mid laners, such as
Kayle.
-Updating for Pre-season: Support Lux, new GP 10s, alternate builds, Trinkets.
-Elaborate on support
Lux gameplay.
-New Match-ups Section
-Re-introducing ARAM gameplay. (On hold)
-Gameplay screenshots? (Ongoing, but uncertain)
-Clean-up some of the text, and make it more reader-friendly. (Ongoing, always a WIP)
-Think of more things to add? :D (Always ongoing)
2016/01/19: Minor Changes, bulk of info still WIP. Been busy with Blade and Soul xP
2016/01/12: Added Chapter 3.5: Analysis of the three CDR items. WIP list has been updated, see below.
A mistake on the Cheat Sheet has been updated.
2016/01/08: Current In-Progress list:
- Completing Chapter 4.2: Lane Matchups. (In Progress)
- Adding the following sections to Chapter 5: Gameplay
- Wave Management (In Progress)
- Map/Vision Control
- Dragon/Baron Fights
- Positioning (General guidelines; the actual topic's *way* too situational for me to
be able to cover..)
- Pressing advantages to continue building upon it (In Progress)
- Playing from behind in attempt to reduce deficits (In Progress)
- Translating early leads into victories
- Adding the following sections to Chapter 3: Item Builds
-

-
- The viability of

-
Changes list:
- Section on Trading Tactics added to Chapter 5.3: Laning Phase.
2016/01/07: I'M BACK FROM MY HIATUS, EVERYONE. I'll be updating all my info such that they're up to date for Pre-Season 6, and adding on new content over the next several days. I'm not sure whether I'll be able to continue updating afterwards, but I'm definitely hoping to be able to do so.
CHANGES LIST:
- REPUBLISHED GUIDE.
- Restructured Cheat Sheets
- Frost Queen's Claim Build
- Removed Tear Build
- Updated various text and tips to reflect some changes:
- Updated Chapter 2 Content to reflect current builds.
- Updated Chapter 3.4: Standard Items to reflect a more optimal sequence.
- Removed Chapter 3.5: The Viability of Mejai's Soulstealer.
- TEMPORARILY removed Chapter 4.2: NEW guides against laning opponents. I don't feel comfortable releasing that until I have the time to go through all the common picks.
- Removed Support Lux Supplement. I don't support that anymore. No pun intended.
CURRENT TO DO LIST:
+ RE-UPLOAD Chapter 4.2: New guides against lane opponents, pending completion.
+ Elaborate on gameplay topics, including trading tactics, wave management, etc.
2015/03/27: Updated cheat sheets to be more understandable. Re-added Heal onto list of viable summoner spells. (2.3) REMOVED Seraph's Build from Cheat sheet, r.f Spoiler, Section 3.4.
Support Lux section changes:
-Re-wrote Overview to reflect current meta.
-TEMPORARILY removed runes segment.
-Now includes both a 0/9/21 and a 9/0/21 mastery setup.
-Updated recommended items.
2015/03/25: After a long hiatus, I've updated the guide for Season-5 gameplay! I will continue to make the new champions-matchup segment, as it requires more work than the rest of the things I've dealt with (Most of the guide's content regarding actual gameplay are still very much relevant), so the matchups section is outdated.
My apologies for the long wait everyone! Even though I am quite a lot busier compared to when I compiled the first-version of the guide nearly three years ago, I will continue to update this in my spare time, and attempting to ensure all info is up to date. Thanks for all your continued support!
2014/07/30:

2014/07/28:

2014/07/24:


2014/07/23: Began work on a new Laning Opponents section,



2014/07/23: Derp, forgot to fix the condensed table of contents.
2014/07/22: Beginning full guide overhaul. Important updates completed.
2014/05/26: Morellonomicon-CDR build re-introduced onto Cheat sheet. Will mention in text in the near future.
2014/02/28: Further additions to chapter 5. I think I still have to cover the mid-game gameplay. Section 5.5 on buff-stealing removed. 5.6 renumbered to 5.5. Sample team comps added to 5.5, will add more once I figure them out, suggestions are also welcome.
2014/02/20: Some edits, chapter 5 still in working progress, albeit a bit slow.
2014/02/05: Added one more spoiler to Chapter 5.3, minor updates to cheat sheet and text. Editing ARAM items (oh god, why did I put

2014/01/24: Edited Cheat sheets slightly. Barrier moved to recommended summoner spells.
2014/01/13: Apologies for the late updates! I'm preparing for my Final Exams... Chapter 5.3 updates completed~
2014/01/01: HAPPY NEW YEARS EVERYONE! :D Chapter 5 remake is in progress.
2013/12/26: Chapter 4.2 updated. Champions added to Chapter 4.1 included.
2013/12/24: Chapter 4.1 updated.



2013/12/23: Chapter 3 updated,

2013/12/22: Chapter 2 updated.
2013/12/21: Cheat sheet + Chapter 1 updated.
2013/11/25: Added trinkets to the cheat sheet. Support updates to come.
2013/11/21: Pre-Season Changes, Part 1. Cheat sheets updated. AP Lux-Masteries section updated. Alternate builds removed while I test for viability.
2013/11/13: Builds updated.
2013/09/27: Laning opponents updated up to

2013/09/18: Laning opponents updated up to

2013/09/16: Laning opponents updated up to

2013/09/08: Sorry for the lack of updates! I've changed around the builds a bit. Some of the information within the guide are becoming outdated, so I'll be working on a major update whenever I have the time!
2013/08/20: Condensed laning opponents section into spoilers. Remake pending!
2013/07/25: Minor changes.
2013/07/15: I'm opening 1v1 tutoring classes! Players have already approached me, space is limited! (I can't help too many at once :P)
2013/07/08: Pictures are fine now. And the manual summoner update worked. Finally shows me as Gold.
2013/06/25: Halfway done updating photos. Can't do the other half because NA server crashed while I was getting it >.>
2013/06/25: Following a long period of further experimentation, I decided to prioritize


2013/06/12: Wow. I forgot all about this log. Anyways, tagged my LolKing profile into the guide.
2013/05/08: Text changes in places. No time to sort out the bandwidth problem yet :/ Also, I forgot to update changes log for previous minor changes xP
2013/04/13: Removed "Season 3" from guide and build names.
2013/04/09: Patch 3.5 Balance update,

2013/04/08: Guide Overhaul on AP Section. Will work on Support Section soon.
2013/04/03: Fixed a typo. xP
2013/03/26: Changed text for

2013/03/24: Changed the Morello's/CDR build cheat sheet slightly.
2013/03/20: Re-uploaded some images. Hopefully this helps.
2013/03/19: Added alternate build suggestion.
2013/03/16: Fixed up the cheat sheets here and there, and added a bit of new info.
2013/03/02: New build on

2013/02/21: New cheat sheet on build with a



2013/02/05: Updated section on

2013/01/31: Minor changes here and there.
2013/01/27: Fixed Cheat sheet errors.
2013/01/25: Removed

2013/01/24: Guide beautification project begins! First banner is added to the Introductions. Suggestions appreciated!
2013/01/22: Minor changes to text.
2013/01/20: Updated cheat sheets again.
2013/01/18: Remade the "Don't get

2013/01/17: Updated

2013/01/16: Removed

2013/01/05: Updated Combo calculations (finally) Does anyone even care? :(
2013/01/05: Updated

2013/01/04: Removed



2013/01/03: Updated tips against AP

2013/01/02: Updated items section to reflect the flexibility of the last item. Included "Difficulty Score" in Laning Opponents section. A complete change in attitude regarding

2013/01/02: Updated cheat sheets for easier comprehension. Included my personal preferred set up.
2013/01/02: Late Happy New years everyone! (Computer wouldn't let me update yesterday) Also, a special thank you to everyone who has supported me along the way. This guide is now the highest ranking

2012/12/28: Made the "Correct" Stats section. Changed


2012/12/26: Added section on Teamwork. Updated laning opponents section.
2012/12/25: Fixed a typo mistake in the support GP10 section! One of the icons was


2012/12/24: Added


2012/12/23: Changed item purchase order. It was something I should have changed along with the S3 updates xP
2012/12/13: Minor changes to the text at various locations. Changed TL-DR section. Removed


2012/12/12: Removed greater mark of hybrid penetration. It's not worth it anymore.
2012/12/11: All S3 updates complete! (Minus combo calculations, but that's not essential :P)
2012/12/10: New cheat sheets for specific circumstances!
2012/12/09: AP

2012/12/04: Pre-Season 3 Patch released! Updates are currently under way.
2012/11/28: Started uploading images on skillset! Will continue to add. Updated some of the "Laning opponents" section.
2012/11/27: Items update for S3 completed! Will implement into core items section when the server becomes live.
2012/10/31: AP Support

2012/10/30: Made a new cheat sheet for Support Lux that is more AP oriented. Will add explanations soon, I have no time right now xP.
2012/10/14: Updated "Common Laning Opponents" section. Combined typical build items set.
2012/10/12: Updated some items. Added

2012/10/09: No major patches recently :/ Nothing much I could add on that I can think of. Updated Combo calculations to reflect on my new mastery set, as well as starting


2012/9/27: Briefed on ARAM play as



2012/9/24: Sorry for the delay! I've updated

2012/9/08: Supporting as

2012/9/04: Filled in Supporting as Lux: Core items section.
2012/9/01: Removed kage's lucky pick from Core items section. Moved

2012/8/30: Implemented League of Legends v1.0.0.146 patch on


2012/8/29: Implemented suggestions from discussion into guide. Rephrasing some text. Added



2012/8/28: Guide officially published. Minor changes to text.
2012/8/19: Guide started.
filler
filler
filler
filler
To-do List.


-Elaborate on support

-New Match-ups Section
-Re-introducing ARAM gameplay. (On hold)
-Gameplay screenshots? (Ongoing, but uncertain)
-Clean-up some of the text, and make it more reader-friendly. (Ongoing, always a WIP)
-Think of more things to add? :D (Always ongoing)
A big thanks to the various guides that helped me learn the process of guide-writing!
Jhoijhoi's guide on making a guide
Matt's guide on BB Coding
IceCreamy's guide on using columns
Thank you to those that are willing to set aside the time to review my guide! Your suggestions really helped me :)
xxIAMLEGENDxx's Review shop
A special thank-you to everyone who has given me suggestions on how I can improve my guide! I have personally tried out the suggestions, and I can say that it's made me a better player.
Jhoijhoi's guide on making a guide
Matt's guide on BB Coding
IceCreamy's guide on using columns
Thank you to those that are willing to set aside the time to review my guide! Your suggestions really helped me :)
xxIAMLEGENDxx's Review shop
A special thank-you to everyone who has given me suggestions on how I can improve my guide! I have personally tried out the suggestions, and I can say that it's made me a better player.
You must be logged in to comment. Please login or register.