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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction
"Light mage? I'm just an ordinary mage."
Welcome one and all to my

Cue Marisa Kirisame--I mean Luxanna "

I've been playing quite a bit of


That said, let's get into the nuts and bolts of this great champion, shall we?
Cheers!
Overview

Pros
- Long-range, long-lasting snare.
- All skills are AoE
- High utility + high damage
- A laser
Cons
- Low mobility, no escapes (besides
Flash)
- Some of the highest starting cooldowns in the League.
- Low initial damage, especially if
Illumination isn't fully utilised.
- High mana costs, especially early on.
Runes




A long time ago, I used to think that runes didn't really matter and that one could just walk about completely runeless and be perfectly fine--and to an extent, that's true. However, more often than not, runes provide that tiny edge that you might need to win a fight, win your lane, CS properly, etc. So let's have a look at my choice of


Flat MagPen Reds
Magic penetration is a must for every mage--it basically gives you more bang for your buck by making every bit of AP you buy that much more effective, and every bit of magic resistance your enemies buy that much less effective. However, if you feel like



Flat Armour Yellows
These are kind of the most up-in-the-air pick, to be completely honest. They're there to defend against enemy autoattacks and the ever-so-popular trend of AD mid laners. Should you decide to go top instead of mid and flash your Counter-Bruiser Bruiser Lux skills, these help a lot. Still, don't feel too bad for taking something else entirely.


Flat AP Blues
I used to say "bot lane blues, top lane troubles". Maybe that's why I play so much mid these days. Anyway, I shouldn't have to explain the clear and present danger and advantage that flat AP blues give to a mage like



Flat AP Quints
Same deal for these as with the flat AP blues: you'll be needing these for your early game, as well as that teensy bit of extra "oomph" late game. Remember, with the right masteries, the blues and quints combine to become 34 AP at level one--with no items. Late game, with




Flash
It's in every single guide out there, but let's once again justify taking


Ignite
Kill securer is





Alternatives

Barrier
Your one-stop shop for saving your life in a pinch. Seems to have replaced







Clairvoyance
I used to run











Clarity
This spell is really just an excuse to have bad mana control, but if you feel like you really need to take it over



I usually start
Light Binding just because it has higher utility at level 1. It's a 2-second snare right out of the gate, which can easily mean first blood in the event of your jungle getting invaded or your team invading the enemy jungle. It also makes for a very safe
Illumination proc at level 1, especially against melee champions.
In no circumstance should you max anything over your
Lucent Singularity (except of course maxing your
Final Spark). Yes, the mana cost will climb from putting points into it, but the damage and slow upgrade are well worth it. Don't spam it too much, and you're golden.


In no circumstance should you max anything over your









More commonly, you'll have a damage output of 1190 (+205% AP).
Combos





Lane Harass Combo

This will be your primary source of lane harass in the form of a combo, though to be safer you usually won't even get in the autoattack. Still, the window to ignite

Lane Harass Combo #2


A more damaging combo, this one eats up a lot of mana but is capable of eating up an equally large portion of your enemy's health bar. A high-risk, high-reward venture, since


Standard Kill Combo





This is





Maximum Damage Combo



Yes, in theory you could autoattack as many times as you want to or are able, but for the purposes of limiting the definition of "max damage" to damage granted from skills alone, this is it. Only use this when you have plenty of time and are in no danger of retaliation. This is your 1v1 dueling combo/finisher if nobody is coming to break up the party. Feel free to toss out a


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Sorcerer's Shoes
As a mage, you're going to want these on your feet. Without them, you'll be slow as a puddle of molasses dripping off a table, and you'll be wanting a bit of magic penetration as well. A staple, standard item on most AP casters. I usually get the Homeguard enchantment on them, but Alacrity is also a solid choice, and possibly even Distortion if you really like your


Mejai's Soulstealer
Commonly hailed as a risky item to buy,








Buy this as early as is plausible so that your kills and assists won't go to waste.
*Do note that I'm aware of the wasted %15 CDR at max stacks since this build already features a guaranteed 40% CDR. Keep in mind that the 15% CDR from


Athene's Unholy Grail
Ever since this item came out, I've gotten it on almost all the champions I play that use mana and benefit from AP. This item is essentially what separates the "why are my cooldowns so long and why do I never have mana"



Morellonomicon
Before I realised the power of







Rabadon's Deathcap
Usually, this is rushed on AP casters, and for good reason. At a whopping 120 AP and its 130% AP-multiplier passive,



Void Staff
Like


Alternatives

Zhonya's Hourglass
You shouldn't be needing to get this, since you shouldn't be in the thick of the fight unlike






Liandry's Torment
This can be a rather nasty item on





Lich Bane
O, dear



*Note: I wonder why Riot didn't buff






Build Order
Usually, following a build doesn't just mean buying the complete items one after the other. Parts and child items are bought in such a manner that allows maximum gold efficiency as the game progresses, such that you will be able to make the most use of your CS and kill bounties in order to CS and kill even more effectively. Let's not get into a theory crafting session about the deeper mechanics of the game and let's instead take a look at my standard build order on






Double Faerie Charm Start
This is so that you can get your mitts on that vital








First Back
If you can't buy anything else on your first back, buy a









Building the Core
This is usually the order in which I finish my core items. If you're not really feeling the whole Mejai's thing, then remove that from the sequence; the rest of the order is still the same. Finishing




Build Whatever You Want Now
Exactly what it says on the tin.
If you want a safer build and build order, then replace the early









As mid
Lux, you will frequently be thoroughly outclassed by your opponents in terms of either damage or mobility, or both. However, you will almost always have superior range and safety should you choose to play safely. This might seem like a weakness at first, but it's in her mediocrity that
Lux finds her biggest strength: she doesn't outright beat many matchups, but she isn't very easily beaten by many matchups either.
The only people you really need to watch out for are those with high mobility and high burst, such as
LeBlanc,
Zed, and
Akali. However, if you play your cards right and aim your
Light Binding properly every time it's needed, you won't find yourself in too many sticky situations.
That said, playing safely in lane usually means losing out on farm. While that's pretty much unavoidable, there are tools and tricks you can employ so that it's not as large of a disadvantage as it usually is.
Lux's extraordinary range allows her to farm using her
Lucent Singularity to take out two or three (possibly more) low-health creeps at once from a very comfortable distance. If the enemy minions and your own minions overlap, then
Lucent Singularity can be used to farm and harass at the same time. However, if you find yourself in control of the lane and farming easily with your autoattacks, then refrain as much as possible from using your skills, as the costs will quickly deplete your mana bar if you're careless.
Finally, until your
Final Spark is strong enough to wipe an entire wave by itself, an easy way to net every minion in a wave is to throw a
Lucent Singularity on top of the melee and siege minions right before you use
Final Spark. If you're willing to farm with
Final Spark, though, you give up a large portion of your lane presence and kill pressure.


The only people you really need to watch out for are those with high mobility and high burst, such as




That said, playing safely in lane usually means losing out on farm. While that's pretty much unavoidable, there are tools and tricks you can employ so that it's not as large of a disadvantage as it usually is.



Finally, until your




Roaming
Because of




The ganking roaming is pretty standard. Leave your lane, run to your teammate's lane, show up out of nowhere, throw your CC, deal some damage, get kills and assists, maybe push lane or tower afterwards.
The kill secure roaming is a bit unique to





Teamfighting



Typical Teamfight
Let's assume that there's going to be your typical 5v5 teamfight in broad daylight in the middle of a lane. For convenience, let's say it's mid lane and both teams are vying for pressure on the enemy team's tower.
Before
Before the fight begins, you're still pretty much in the green as a



Your secondary objective is to prevent the enemy's front line from engaging on your team before you want them to. Once again, this achieved by way of




Your third and final objective before a teamfight begins is to poke at the enemy team using both your


Once you catch somebody, you have two options.
First, if you determine your catch to be of sufficient value, you can go ahead and lay down your QERE burst combo to attempt to take them down. Do this only if the victim of your

Second, you can allow your front line to initiate and engage the enemy team. The enemy will react one of four basic ways:
- Retreat and spread out.
- Retreat in a group.
- Engage in a group.
- Engage and spread out.
During
The most favourable reaction from your standpoint as a



As a final note regarding






After
If you've fired your




- Hit as many people as you can, because AoE everywhere
- Stay very far back if you can help it
- Play very safely because you're squishy
- Don't throw
Light Binding unless you really need to
- Don't spam without
Athene's Unholy Grail
Thanks for reading the whole thing! If you did, that is.
Cheers, and happy lasering.
ZE☆~!
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