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[Champion] Lux, the Lady of Luminosity

Forum Index > LoL Strategy
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Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-01-18 19:27:35
January 21 2014 07:36 GMT
#1
Edit: This guide is outdated. Please check out the current version of the guide. http://www.liquidlegends.net/forum/lol-strategy/475850-season-5-lux-the-lady-of-luminosity




Lux, the Lady of Luminosity

[image loading]
Now that season 3 is behind us and season 4 is under way, it's time to do some spring cleaning and update champion threads. This is a comprehensive beginners guide to the brightest champion in the League.

A little about me: I've been playing Lux since mid season 2, and she's taken me from 900 ELO in season 2 all the way to high Platinum at the end of season 3. I don't pretend to be an amazing player at League of Legends, but with a positive winrate over 600 ranked Lux games played between seasons 2 and 3 and probably just as many in normals, I like to think I know Lux fairly well.




Why pick Lux?

I personally think that Lux is the best mid laner to learn if you aren't a mid lane player but need to pick up a mid lane champion for ranked play, or if you're just learning how to play and want to pick up a competitive mid lane champion. The following things make Lux an excellent champion to learn.

1 - She fits into any team composition. She can be used to poke, protect your carry, assassinate high value targets, and is excellent at sieges and objective control.

2 - She can be picked into any mid lane matchup. While she has few matchups that she absolutely dominates, she has essentially zero hard counters and can be infuriatingly difficult to kill in lane. You can first pick her blindly, and even then she can illuminate the enemy as support when that jerk 5th pick decides to instalock Kha'Zix.

3 - She is fairly simple and straightforward to play, and uses more or less the same item build every game, making her an ideal champion for newer players.



Playstyles

There are essentially two ways to play Lux, either as a solo lane mage or as a duo lane support. Both playstyles are similar in terms of playing the champion, but they are very different in terms of set up and build orders.



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Tactical decision, Summoner. This is the way Lux is typically played, as a solo lane, safe farming, endlessly harassing, one shotting death laser machine. Solo lane Lux is typically played in the mid lane, since she is somewhat blue buff dependant, lacks the escape tools necessary for top lane, and mid lane allows her a lot of objective control with her long range ultimate. I have played Lux top lane before in emergency situations, but it is simply not as good as playing her mid.


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Standard:
[image loading] 7 Hybrid Penetration, 2 Magic Penetration
[image loading] 9 Flat Armor
[image loading] 9 Flat MR
[image loading] 3 Flat AP


Anti AD: You can use this if both the enemy mid and jungle are AD champions. Use a Morellonomicon build order over Athenes with this rune setup.
[image loading] 7 Hybrid Penetration, 2 Magic Penetration
[image loading] 9 Flat Armor
[image loading] 9 Mana Regen per level
[image loading] 3 Flat AP


Anti AP: You can use this if both the enemy mid and jungle are AP champions.
[image loading] 7 Hybrid Penetration, 2 Magic Penetration
[image loading] 9 HP per level OR 9 Armor per level
[image loading] 9 Flat MR
[image loading] 3 Flat AP


Delayed MR: This is specifically for fighting AP champions that cannot pressure you before level 6, but become threats afterwards. Used vs. champions like Kassadin, Akali and Diana.
[image loading] 7 Hybrid Penetration, 2 Magic Penetration
[image loading] 9 Flat Armor
[image loading] 9 MR per level
[image loading] 3 Flat AP


Why 7 hybrid pen marks and 2 magic pen marks?
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7 Hybrid Pen marks gives you 6 Armor Penetration, which is exactly how much armor enemy melee minions will have when you get your first blue buff at 7 minutes. After 7 minutes you will start clearing waves with spells over autoattacks, and extra armor penetration stops being as useful.

Do note that if you don't have hybrid pen runes, magic pen is just fine.



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24/0/6 is the standard page, which maximizes offense while taking necessary regen in Utility. If you want more movespeed for dodging skillshots in lane you can drop points in Archmage or Blade/Spell weaving for Fleet of Foot.

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[image loading]

21/9/0 gives you nearly the same offensive power, but some added defense against laners who have a lot of kill potential early game. Used against champions like Fizz, Syndra, Annie, Wukong etc. In offense take Spell and Blade Weaving for early game harassment, or 2 points in Archmage for late game damage.


Math behind Rank 1 Defensive Masteries (long):
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I feel like a lot of people overvalue Unyielding and Block on ranged champions, so I'd like to clear this up in regards to Lux. To start with, Lux begins the game with 12 armor, 25 with armor runes. At level 1 a standard enemy mid lane AD champion has lets say 70 AD. With 1 rank in Block, Lux will take 55.2 damage from their autoattacks instead of 56.

Recovery heals 1 HP per 5 seconds, so in order for Block to beat Recovery, you have to take at least 1.25 autoattacks every 5 seconds. This is not common in mid lane, so Recovery is likely better than Block here. Block has negative multiplicative synergy with armor and enemy AD, so as the game goes on, Recovery becomes more and more useful.

One rank in Enchanted Armor will increase Lux's rank 1 armor by 0.325, which will reduce a 70 AD attack from 56 to 55.8. This is worse than Block by 0.6 damage. However, Enchanted Armor also reduces minion damage, by 0.05 for caster minions and 0.03 for melee minions at the start of the game. Enchanted Armor also reduces damage from champion abilities. So ultimately we can say that the damage difference per auto is more like 0.5. Like with Recovery, Block gets less valuable the longer the game goes on, while Enchanted Armor gets more valuable, so this 0.5 difference is only at the start of the game, and then begins to decrease.

Note also that on your very first back, Lux will buy either 2 cloth armors or a null magic mantle depending on the lane. This gives Lux either 0.75 armor or 0.5 MR per point in Enchanted Armor, and reduces this gap even further.

So, to sum things up, Recovery is better than Block, and in the very early game the difference in damage between Block and Enchanted Armor is only about 0.5, depending on enemy AD. After your first back, Enchanted Armor becomes better and continues to scale better throughout the game. Lux is already a very safe champion and hard to kill early in the game, so I see no reason to take Block on her past the one point requirement to reach rank 9 Defense.



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[image loading]
  • Flash and either Heal or Barrier is your standard setup, and you can always take this if you don't want to think about it or don't know who you're up against. The choice between Heal and Barrier is fairly preferential at this point.

    Personally, I will take Barrier against Assassins that I expect to run Ignite and try to get kills in lane, and I'll take Heal when I expect the matchup to be more of a farm lane and am worried more about teamfights.

Below are the specific circumstances in which I will change my summoners.
  • Teleport I will take against hard pushing champions that you can't really kill and want to outroam, such as Heimerdinger or Morgana. A full list of Teleport matchups is in the matchup section later on. Teleport is also good in those rare situations where you expect to be 1v2ing.
  • Ignite I will take specifically against Fiddlesticks and Swain. Heal can also work here, but it forces you to be less aggressive and more farm oriented. Ignite is also an option against Master Yi if you don't want to take Teleport.
  • Exhaust I only take against Zed, as it works perfectly as a counter to his ult.

      [image loading]              [image loading]              [image loading]
Lux item openers used to be basically all Flask all the time, but since her buff in the the 4.13 patch you have a number of acceptable choices.
  • Dorans Ring is the most aggressive and cost efficient opener, and is generally what you want to open in most matchups.
  • Crystalline Flask is still acceptable on Lux, and is slightly more defensive than opening Dring. I might suggest this if you're in a matchup you're unfamiliar with and want to play passive. This is also the best opener if you expect to be in a 1v2, as you will not be fighting and will need the added regen to use spells to farm.
  • Cloth Armor is actually very strong on Lux in matchups where an enemy AD is expected to try to all in you at level 2 or 3. Again, if you are confident with an AD matchup opening Dring is fine, but if you want a more defensive start, Cloth Armor is perfectly good too.




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Your level order as solo lane Lux will always be R>E>Q>W, but your first 3 levels what order you get your skills in is dependant on the individual game.

[image loading]
  • Going E>Q>W is your ideal, as this gives you the most offensive pressure early in the game.

[image loading]
  • Q>E>W is fine if your team is doing a level 1 invade, or if your team is invaded.

[image loading]
  • In some high pressure matchups I will open Q>W>E. This is good when laning against champions such as Fizz, Wukong, Xin Zhao, Fiora and Riven, who are likely going to try to kill you at level 2.


Why no second point in E at 3?
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First of all, you won't be using E to farm at level 3, so you're only putting a point in it at this stage for harassment on enemy champions. The second level in E increases the mana cost from 60 to 75. If we count Lux's passive into the damage calculation, the damage at level 3 will go from 114 to 159, counting typical level 3 AP. This increases the damage per mana spent from 1.9 to 2.1. On the other hand, W at level 1 shields for 88.5 twice at a 60 mana cost. Rank 1 E and Rank 1 W together have a mana efficiency of 1.7 if you only use one shield, and 2.425 if you use both.

Basically, getting W instead of E at 3 makes you safer to ganks, lets you win trades harder AND is more mana efficient if you are using your shield to trade aggressively. There's no reason to ever get rank 2 E at level 3.



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The midseason 4.5 patch opened up a couple different possible build paths for our light mage. The standard build path is very versatile, and is basically the same as Lux has been building since season 2.

The alternate build path is specifically designed for playing against an AD mid laner, and is designed assuming that you are taking the "vs. AD" rune page outlined in the rune section above.


Standard (Athenes) Build Path
+ Show Spoiler +
[image loading]
Cost: 2020 Gold
  • Although not specifically listed, don't forget to buy wards!

[image loading]
Cost: 4515 Gold
  • After mana regen, CDR is your most desired statistic. Athenes gives both, so you're going to finish Athenes ASAP. The Needlessly Large Rod gives you a jump in AP and can branch off several ways depending on the game.

[image loading]
Cost: 12267 Gold
  • Normally you want Deathcap before Void Staff, but sometimes it's better to get Void Staff first. See the notes below for details.

[image loading]
Cost: 17122 Gold
  • This is your final build in an ideal situation. It's a versatile build with some resistances, 30% CDR and a ton of AP. See the Other Itemization section for possible changes.


Other Itemization
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As Lux your Deathfire Grasp is really your only optional item slot. While it gives you the most teamfight damage in an ideal situation, it is sometimes switched out for one of the following.

[image loading]
  • Morellonomicon can be used instead of Athenes if the heal debuff is required against someone like Tryndamere or Mundo.
  • Lich Bane is an option in the rare situation where you have to split push. This is also an option in the very late game, if you want to sell your boots. This will reduce your movespeed by about 5%, do little to your burst damage, but increase your shields and sustained damage in long fights.
  • Twin Shadows can be used if your team needs more defensive CC and/or vision control.

[image loading]
  • Banshee's Veil can be useful if you need a big MR item, or need the spellshield to prevent hard engages.
  • Guardian Angel is fairly poor on Lux and almost never a good idea, but against very fed Assassins can be the only useful defensive option.
  • Randuins Omen can be useful if you need a big Armor item.

[image loading]
  • Games vs. Malzahar or Skarner a QSS will be necessary at some point in the game. Occasionally bought vs. Warwick as well.

[image loading]
  • Swapping trinkets can be useful against stealth champions.


Timings for Deathcap and Void Staff
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These two items have interesting synergy with Lux's kit. Void Staff will outdamage Deathcap on champions, but Deathcap will outdamage Void Staff on minions. Critically, getting Deathcap second will allow Lux to one shot caster minions with her E, which makes farming much easier and allows you to roam much more in the mid game.

However, if you are either A - extremely ahead, or B - extremely behind, you can and should get Void Staff first. In the first case you'll be overlevelled and one shotting caster minions anyway, and in the second case you'll be underlevelled and won't be able to one shot caster minions even with a Deathcap, so prioritizing champion damage is more important.

Personally, I try to set the marker for this at about 25 minutes, when playing from behind. If I know that by the 25 minute mark I can't have Deathcap or be close to finishing it, I'll go for Void first instead.


Alternate (Morello anti AD) Build Path
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[image loading]
Cost: 1920 Gold
  • Two dorans rings and your mana regen glyphs here will provide about as much regen as a Chalice, but here you're also getting combat stats suited to fighting an AD lane opponent.
  • Although not specifically listed, don't forget to buy wards!

[image loading]
Cost: 5005 Gold
  • When buying Morellonomicon, build Forbidden Idol before Fiendish Codex.

[image loading]
Cost: 13652 Gold
  • The late game here is basically the same as it is with Athenes, but you've sacrificed your Athenes MR for a better early/mid game against an AD team.
  • In this build always finish your items in this order: Zhonya > Void Staff > Deathcap.

[image loading]
Cost: 17202 Gold
  • This is your final build in an ideal situation. See the Other Itemization section for possible changes.


Other Itemization
+ Show Spoiler +
As Lux your Deathfire Grasp is really your only optional item slot. While it gives you the most teamfight damage in an ideal situation, it is sometimes switched out for one of the following.

[image loading]
  • Lich Bane is an option in the rare situation where you have to split push. This is also an option in the very late game, if you want to sell your boots. This will reduce your movespeed by about 5%, do little to your burst damage, but increase your shields and sustained damage in long fights.
  • Twin Shadows can be used if your team needs more defensive CC and/or vision control.

[image loading]
  • All AD teams are usually very autoattack reliant, so Ninja Tabi is a reasonable early defensive option.
  • Banshee's Veil can be useful if you need the spellshield to prevent hard engages.
  • Guardian Angel is fairly poor on Lux and almost never a good idea, but against very fed Assassins can be the only useful defensive option.
  • Randuins Omen can be useful if you need a big Armor item.

[image loading]
  • If the game goes late enough you can sell your Morellonomicon for an Athenes, to pick up MR after the enemy support starts building damage items. This costs 1060 gold.

[image loading]
  • Swapping trinkets can be useful against stealth champions.



What about Seraphs Embrace?
+ Show Spoiler +
I know some Lux players, even some pro Lux players, really like getting Tear + Morellonomicon, for a late game build of Seraphs, Morello, Deathcap, Void Staff and Zhonya. I've tried it and I just don't like it as much as the Athenes build. It has a theoretically stronger end game but I feel like you never actually get there. It's also more blue buff reliant than an Athenes build.

I do think it has some merit vs. an all AD team, but in comparison to the double Doran build I have listed it adds late game power by sacrificing early and mid game power. All AD compositions are strongest in the mid game and tend to fall off late, so I don't like it as much. I'm not going to include in depth instructions on Seraphs builds in this guide.





[image loading]
                                                                        + Show Spoiler +
As a disclaimer, I don't think Support Lux is very good. I've been part of many a Lux support discussion, and the conclusion is always the same, that everything Support Lux does Support Zyra does better. This section of the guide is not meant to suggest that Lux is some secret OP support, but more guidelines on how to play her as support if you find yourself in that situation. If you hate or don't own Zyra, Support Lux is similar. If you first picked a solo lane Lux and have to do some rearranging because some jerk has to play mid Riven, stay positive. We can do this.


[image loading]
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If you don't want to make a Lux Support rune page, your Standard solo lane Lux page will work fine. If you have extra pages to spare, I've found these two rune setups to be best.

Offensive: This is your standard page.
[image loading] 9 Hybrid Penetration
[image loading] 9 Flat Armor
[image loading] 9 Flat MR
[image loading] 3 Flat AP

Defensive: Use this page against enemy all in kill lanes like a Leona or a double Bruiser lane.
[image loading] 9 Flat Armor
[image loading] 9 Flat Armor
[image loading] 9 Flat MR
[image loading] 3 Flat AP

If you don't have Hybrid Penetration runes, Magic Penetration is fine for support Lux.



[image loading]
                                                                  + Show Spoiler [Standard] +
[image loading]

9/7/14 is standard page, very early game focused to ensure a strong laning phase.

                                                                  + Show Spoiler [Offensive] +
[image loading]

16/0/14 is the most offense oriented you want to go as Support Lux. This is your strongest late game mastery page and can be used against more passive enemy duos like a Soraka or Janna lane.

                                                                  + Show Spoiler [Defensive] +
[image loading]

5/11/14 is a defensive page for surviving enemy lanes wanting to all in such as Blitzcrank, Leona or double bruiser lanes.



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[image loading]
  • Ignite or Exhaust is more preference based. Ignite is more aggressive and early game focused, Exhaust more defensive and late game focused.

[image loading]
  • Taking 4 potions will give you more aggressive harassment against the enemy lane, but will make you more vulnerable to ganks. If you're not sure which option is best, I think 2 potions and a ward is a safer, more standard option.



[image loading]
                                                                        + Show Spoiler +
As Support your skill maxing order is R>W>Q>E, since you get the most mileage per skill point from your shield. It's important to note that with this skill order your E will do almost no damage after early laning, and will be used mostly for vision, the slow field, and farming gold from Tribute procs.

You have two options for what skills to get your first 3 levels.


[image loading]
  • Q>E>W is your ideal, as it allows you to use E harass at level 2 to start farming gold with your Spellthief's Edge.

[image loading]
  • Q>W>E is a more defensive opener, giving you good staying power if you get pushed into a passive position at level 1.



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Your build path as Support is going to start off the same every game. However, after the laning phase you need to make a decision to branch out into either damage or utility itemization, to make up for whatever your team is lacking.

[image loading]
Cost: 1515 Gold
  • These items are all based around giving you a strong laning phase. You need to continue buying potions and wards until you complete Sightstone and begin roaming.

[image loading]
Cost: 3660 Gold
  • This is your core item build. Swap your yellow trinket to a red one after buying Sightstone.
  • At this point you have to decide whether or not to continue building AP, or transition into utility items for the late game. Below I have an extreme damage focused example, and an extreme utility focused example. What you end up with should vary depending on the game, and may well be somewhere between the two.

[image loading]
Cost: 13790 Gold
  • This is an example of an end game, damage focused build.
  • We built the Forbidden Idol into a Morellonomicon here for more AP/CDR, and then built Void Staff and Deathcap in order to turn our Support Lux into basically a solo lane Mage.
  • Since you won't be farming, build Void Staff before Deathcap in this build.

[image loading]
Cost: 13395 Gold
  • This is an example of an end game, utility focused build.
  • We built the Forbidden Idol into Mikael's Crucible in this build, for defense and the Mikael active.
  • For our final two items we built Locket and Twin Shadows, which caps out our CDR and gives us two more teamfight focused actives.


Other itemization
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On rare occasions you have some other options as support Lux. In general you either want to be using one of these as your fifth/sixth item slot, or selling your Frost Queens Claim for one of these very late in the game.

[image loading]
  • Banner of Command can be alright in some games to help your team split push, or to help counterpush against a split pushing team. It also gives a good damage boost to a mid Zyra or Heimerdinger.
  • Ardent Censer can be useful if your team benefits a lot from attack speed buffs.
  • Talisman of Ascension is an option if your team needs help with the engage or disengage.

[image loading]
  • Zhonya's Hourglass is likely your go to choice if you want to sell Frost Queens Claim for a big AP item late in the game.
  • Deathfire Grasp is a more offensive option than Zhonya, if you're building a pure damage build and want to keep Frost Queens CDR.
  • Lich Bane is an option in the very late game, if you want to sell your boots. This will reduce your movespeed by about 5%, do little to your burst damage, but increase your shields and sustained damage in long fights.

[image loading]
  • If you need more resistances vs. a mostly AD or AP team you can change your boots. In general resistances are not as much of a concern as Support as they are as Mid, however. You will be a lower priority target, and are building tankier already.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2014-08-23 15:13:55
January 21 2014 07:36 GMT
#2
[image loading]
While I talked about building Lux in the first section of the guide, this part will be devoted to the basics of how to play her. Lux really has no hard counters as a solo laner and scales into late game very well as support, so she can beat any opponent with superior tactics. You'll love it when your plan comes together.

If you're having trouble with a particular matchup please let me know in a reply, I've played Lux mid against literally every champion in the game, so I can hopefully help you out.




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[image loading]
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Early Game

Lux isn't a top tier lane bully like Syndra or Ziggs, but she's perfectly capable of bullying many champions. Lux has above average AD for a typical AP mid, so don't be afraid to go very aggressive at level 1. Generally you want to use E and W to win trades while saving Q to start and get away from ganks. Look for an opportunity to get a kill at level 6 but focus on zoning and outfarming your opponent above getting kills.


Mid Game

Generally in the mid game you have to make a decision to either roam and gank or focus down the mid lane tower. You're very versatile and likely at your strongest power curve compared to your opponents at this stage of the game, so it's difficult to give advice here. Everything works, but here are two good tips. First, if the enemy mid roams and you cannot follow, use an ult to kill a creep wave so you can push down the tower. Second, don't be afraid to ward the enemy blue buff and steal it with your ult, especially at sub gold MMR.

If you are behind at this stage of the game focus on farming and staying in lane as long as possible. It is very hard to prevent Lux from farming no matter how far behind she is, and if the opposing mid cannot kill you they will have to stay in lane to protect their tower. This will prevent them from snowballing another lane.

In teamfights you want to hold off on your spells and try to assassinate a squishy target. Be careful with using too much mana to poke in a siege if you don't have blue buff because before the late game you can run yourself out of mana before the fight starts. Once you use your initial combo you want to stay safe and peel for your ADC. Save your next string of spells to keep somebody from dying rather than finding a target to kill.


Late Game

The late game as Lux plays similarly to the mid game, but now the enemy team probably has enough defense that you won't be able to one shot anyone but the ADC with your combo, so you want to transition more towards poking than assassination in sieges. Late in the game your ult cooldown will hit 30 seconds, and you can start using it liberally to safely farm creep waves, check baron, etc. In fights you're less worried about your ult hitting the ADC at this point and more trying to make sure it hits as many people as possible.



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                                                                        + Show Spoiler +
Enemy Lanes
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I've split the matchups into 6 different categories based on how the lane typically plays out, whether Lux is the aggressor or her counterpart, etc. Within those categories I've divided them into easier, medium and harder categories.

Hard doesn't mean Lux loses the matchup, in fact several matchups that I list as more difficult I'd say Lux should typically win if played correctly. It is more an indicator that something about the matchup is unusual or extra demanding, and will require more thought and practice than other matchups.

For each of the Hard matchups I've given a bigger explanation in spoilers about what makes the matchup more difficult than the rest, and how to play around that specific opponent.



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Aggression Lanes

These are lane opponents where Lux can afford to bully and play aggressive throughout the game. Lissandra you likely won't kill after 6 but can consistently force her out of lane and get a CS lead. Sion and Mordekaiser you can kill easily early game, but they tend to become difficult to kill later on without jungle help.

Evelynn will try to roam a lot and bypasses side lane wards, so be extra vocal about when she's not in the lane and where you think she's going.

The best way to beat Anivia is by warding her blue buff and stealing it with your ultimate. If she never gets blues you will dominate the lane, but if they do she can farm forever.

+ Show Spoiler [Suggested Openers] +
Runes: MR vs. long range champs, AP or AP/level vs. short range (Morde, Sion, Malphite etc), MP5 vs. Khazix
Masteries: 24/0/6
Summoners: Heal, Ignite vs. Swain and Fiddle
Starting Items: Dring + 2 pots
Skill order: E>Q>W


+ Show Spoiler [Analysis of Hard Matchups] +
Swain
Especially post 6, Swain can do a lot of damage to you if you get close to him, and is not too difficult to push out of the lane but difficult to kill. Ignite is not a bad option in this matchup. You can be aggressive all game long with Q and E, but you have to really respect his zone of control and not get too close to him. Stealing the enemy blue is a big deal in this matchup, it will kill his ability to sustain and allow you to push him out of lane much easier.

Teemo
What makes Teemo tricky is that while you are blinded, your autoattacks will not proc your passive. You can harass him with Q and E all day, but you can't go up to autoattack, because he will blind you and end up winning the trade. Much like with Swain, you need to focus on safe harass and slow pushing him out of the lane rather than going for big trades in this matchup.

Cassiopeia
Cassiopeia is probably the hardest of the Aggressive matchups. Her ranges are short and she lacks escapes, so you can harass her all game long, but if you screw up she will turn on a dime and kill you faster than you might expect. Try to keep Q for defense rather than offense. E+auto is enough harass to win the lane, you'll need the Q to get away if she tries to all in you.



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Even Lanes

These are matchups that are fairly skill based. Either side can outplay the other and be aggressive here. Jayce and Brand you can hurt a lot by stealing blue buff. Ezreal is more difficult to deal with as AD than as AP. Quinn has a lot of roam opportunity with her ult, so you need to keep tabs on her and tell your team when she's missing.

+ Show Spoiler [Suggested Openers] +
Runes: MR vs. APs, MP5 vs. ADs
Masteries: Any of the guides mastery pages will work here, based on preference
Summoners: Barrier vs. Katarina, Veigar, Brand, Heal vs. others
Starting Items: Dring
Skill order: E>Q>W


+ Show Spoiler [Analysis of Hard Matchups] +
In all 3 of these matchups I like to run 22/0/8 masteries for the 3 points in Movespeed. These champions all rely on skillshots of some sort and I like to think the movespeed helps.

Nidalee
Nidalee is hard for a pretty straightforward reason. You have to dodge spears. Failing dodging a spear, you have to shield spear hits. If you do you will win the lane and if you don't you will lose the lane. It's not real good advice but it's true. Nidalee has almost no kill potential pre 6 unless you really screw up, so you can afford to bully her hard pre 6 and get a CS lead.

Ahri
Ahri is not a particularly difficult opponent while her ult is down, but while she's using her ult she's suddenly fairly overpowered both offensively and defensively, so you have to work around that. If you get her to blow ult to escape you let your jungler know and try to get a gank before it comes off CD, and be very safe when she hits 6 just like you would against an AP Tristana, Annie or Syndra.

Orianna
Orianna is a very tricky lane opponent. You can't win a short, spells only trade with her, because her Q-W combo will outdamage your E-Q combo. However, at the same time you can't win an extended trade with her because of her passive. What you can win is a medium length trade where you get your spells + passive autos and then immediately back away. This small window makes it a lot more difficult for you to outplay Ori than it is for her to outplay you.



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Teleport Lanes

These are lanes where I take Teleport. It's required vs. Twisted Fate to stop him from snowballing with his ultimate. The others it's not required, but I like it since these champions are generally impossible to kill 1v1 after your first back unless you are very ahead, so you can apply better pressure by outroaming them than by fighting in mid.

+ Show Spoiler [Suggested Openers] +
Runes: AP/level against Cho/Galio, MR against TF/Heimer, MP5 against Yi. Morg either AP/level or MR on preference.
Masteries: 24/0/6, 21/9 against Yi.
Summoners: Teleport, either Teleport or Ignite vs. Yi
Starting Items: Dring
Skill order: E>Q>W


+ Show Spoiler [Analysis of Hard Matchups] +
Morgana
Morgana is just about my least favorite matchup as Lux, not necessarily because it's the hardest, but because it is the most frustrating. If you're going to kill her, it has to be before level 4 and it has to be with a jungle gank. Otherwise she will spellshield your snare and you will never get a kill. She also pushes harder than you early game, and if she gets a snare on you while she has her ult, it is a fairly guaranteed kill.

Take Teleport, tell your jungler to stay away from mid lane, just outpush her as hard as you can, and focus on roaming and ganking better than her, making use of Teleport to do so.




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Level 2-3 Kill Lanes

These champions are very strong at levels 2 and 3 and will try to kill you with an all in. Do not leash for your jungler against these champions, go straight to the lane and auto them as much as you can level 1. Once they're about to hit level 2 back off, farm, and watch for their all in. If you don't die by the time you get blue buff you will usually have enough resistances to trade with them safely.

You can tell when Wukong switches to his clone at times because your passive will suddenly disappear from him.

+ Show Spoiler [Suggested Openers] +
Runes: MR vs. Fizz, MP5 vs. ADs
Masteries: 21/9/0
Summoners: Barrier
Starting Items: Dring vs. Fizz, Dring or Cloth Armor vs. others (depends on enemy jungle and how cheesy the enemy runes/masteries look)
Skill order: Q>W>E


+ Show Spoiler [Analysis of Hard Matchups] +
Jarvan IV
This guy deserves special mention because he is probably the single hardest lane opponent for Lux to survive. He can flag toss while snared, his ultimate will at minimum force a flash and is a kill if it's down, he does a lot of damage early game and he sets up ganks very well. He's a dick.

Luckily he also falls off quite hard, so just do your best to never die in this matchup. It's okay to be behind in farm if Jarvan isn't getting kills.




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Post 6 Snowball Lanes

In these matchups you can afford to be very aggressive in the early lane, but the dynamic of the lane totally changes after they hit 6. If you are ahead enough by level 6 these lanes can be easy post 6, but if you die or don't deny their farm pre 6 they can be quite hard. Aside from Zed and Yasuo, all of these champions are essentially free kills pre 6 if you get a gank. I typically will request an early gank in these matchups.

Personally I've had a bit of trouble with AP Kog'Maw, but better players say he's a pushover so it might just be me, and he may belong in Easy. Another thing worth noting is that your ultimate does bypass Yasuo's Wind Wall.

+ Show Spoiler [Suggested Openers] +
Runes: MR/level against APs, MP5 against ADs
Masteries: 24/0/6 against APs, 21/9 against ADs
Summoners: Exhaust vs. Zed/Yasuo, Barrier vs. Akali, Heal vs. Diana/Kassadin/Kog
Starting Items: Dring
Skill order: E>Q>W, optional E>Q>E if winning lane hard at 3


+ Show Spoiler [Analysis of Hard Matchups] +
Zed
In terms of trading and fighting Zed, he's not much different from other matchups of this variety. You will win trades pre 6 and can afford to be very aggressive, and post 6 you have to play around his ultimate. Save Q and only use it if he jumps to a shadow or ults to try to get on you.

What makes Zed difficult in comparison to other matchups of this type is that even if you're beating him hard in the early lane, he can safe farm with shurikens very well, and if you're ahead he can just ignore you and farm wraiths instead of fighting. Unfortunately there's not a lot you can do about it.




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Passive Lanes

While Lux is capable of beating these champions and capable of farming safely, you will have to play on the defensive for the entirety of the lane in these matchups. These guys you generally either A - outscale, or B - can kill very easily with a jungle gank, so stay safe and wait for opportunities.

Leblanc's clone will not have your passive on it when it spawns. Pantheon's passive will prevent autoattacks from proccing your passive. Annie is especially frightening at level 6 and will flash engage on you if she can.

Tristana only fits in this category if she's AP. If AD she belongs with Caitlyn and Ezreal in Even Lanes.

+ Show Spoiler [Suggested Openers] +
Runes: MR vs. APs or mixed damage (Kayle), MP5 vs. ADs
Masteries: 21/9
Summoners: Heal vs Velkoz/Viktor/Ziggs/Karma, Barrier vs. Annie/Syndra/Talon/Tristana, others either Heal or Barrier on preference.
Starting Items: Dring
Skill order: E>Q>W


+ Show Spoiler [Analysis of Hard Matchups] +
Kayle
There are three big issues that make Kayle a difficult matchup. The main one is that after she hits 6, you can't kill her 1v1 anymore because she can ult to block your entire combo. The second issue is that you have to play around the cooldown on her E. While her E is down you can win trades with her, while it's up you can't. Finally, Kayle scales into late game better than you do, so even though she's such a tricky opponent, it's really on you to win the lane and have an advantage going into late game.

My best suggestion is to play a few Kayle games and get the hang of the timing on her E cooldown, so you know when these safe trade windows are, and try to win the lane by playing around her E.


Lulu
Lulu is similar to Kayle in that after she hits 6, you can't really kill her 1v1 anymore. However, unlike Kayle Lulu is also just an incredible early game bully, but her damage doesn't scale into late game as well as yours. Focus on staying alive in this lane and winning teamfights later on.

Syndra
Syndra just does an obscene amount of damage. She's a lot like an AP Tristana or an Annie, except she does more damage than they do and has a better late game. However, she is very easy to gank, and you have a stronger teamfight presence than she does, so focus on never fighting her 1v1, staying alive, and go aggressive in teamfights or with a jungle gank.



Junglers
+ Show Spoiler +
Offensively, Lux combos well with just about any jungler. She can set up good ganks for high damage low CC junglers, and can pair her ultimate with a junglers CC if her snare misses. She is also very good at baiting ganks with her shield and barrier.

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Defensively, Lux is best against junglers that have to walk at you to start a gank. The above junglers have a very difficult time ganking you and will often either leave you alone or attempt to flash over your snare to try to start things. The second groups ganks are easy to stop pre 6, but ramp up to a more Medium difficulty once they have their ults. Warwick Especially does almost nothing before 6, but has respectable ult ganks.


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On the other hand, these junglers can give you a lot of trouble, because they have ways to negate your snare and close distances quickly. Nautilus and Jarvan IV have multiple ranged gapclosers and can flag/anchor toss while snared. Elise Can still Rappel either to get to you or dodge your ult while snared.


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Finally, this group has ultimates that allow them to get to you by bypassing your snare and/or wards, but without their ult they belong in a more Medium difficulty group. Fiddlesticks isn't so bad if you see him coming, but if he catches you by surprise his ult+fear is hard to stop. Vi and Nocturne It's important to shield yourself while they're dashing onto you with their ults, rather than trying to snare. You have to wait to snare them after they're already on top of you.


Junglers not listed above all belong in a Medium category. Maokai is interesting, you can bait his Twisted Advance and then flash under your tower and snare him.

Shaco, Rengar, Kha'Zix and Evelynn are a bit of a special case. They have a lot of damage, can get to you safely, but low CC, so they're very dangerous if you're overextended, but not a big deal if you're close to your own tower.



Statistical Matchup Analysis
+ Show Spoiler +
Thanks to Sufficiency and Eiii, we have actual data on Lux mined from the real game servers. This data covers all skill levels, so take it with a bit of a grain of salt. It mostly corroborates the above, but it's neat to look at all the same!

Reading the chart:
Blue value = Winning matchup for Lux
Red value = Losing matchup for Lux
P value = Statistical reliability. Green means the data is reliable, yellow is somewhat unreliable.

The data is adjusted for each champions overall winrate. So, for example, according to this data, Lux wins 8.7% less often if Yasuo is on the enemy team, regardless of how often Lux and Yasuo win overall.

Matchups not listed there is not enough data for the numbers to be statistically reliable. Unfortunately since Lux is not very popular right now, there aren't enough games to draw a large list of reliable matchups from.


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When playing with Lux, it's okay to be patient. Lux thrives in extended siege scenarios both as the attacker and as the defender, so waiting out a siege is typically to your teams advantage. Eventually she will snare a prime target and then you can go in. If you're the jungler, realize that Lux needs blue more than most APs. Critically in order for Lux to farm safely under tower in some matchups she requires blue buff, and taking it away from a Lux who is behind will likely mean she starts dying more often.

Playing against Lux is fairly simple, dodge snares. I know that's pretty crappy advice but it's true, if you dodge every single snare you shouldn't have a bad time. When laning against her avoid standing inside your minions, or moving between your tower and wall, as these are areas where she can harass you easily. Be aware that her skills have long cooldowns and if she misses something you have a window to trade safely with her. Also be aware that Lux is exceptionally good at baiting people under her tower, and can be difficult to dive. Finally, be aware that Lux can be blue buff reliant in some matchups, and stealing the enemy blue can hurt her more than trying to kill her in mid can.





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Early Game

In lane your main goal is going to be to get as much gold as possible from Spellthief, by hitting repeated E's from safe distances on enemy champions, while saving Q and W for emergencies. You won't win an extended trade so you want to stay safe and focus on harassing at max range. With the right lane partner your snare can open up a big damage combo for your Marksman.

Once you hit level 6 you can start being more aggressive. With a high ability damage ADC like Graves or Jinx a snare at level 6 can mean an instant kill.


Mid Game

Teamfights as support Lux work differently from teamfights as solo lane Lux. You want to use your Q and E only to peel, not to set up kills. Focus on getting good shields and keeping people alive with your spells, using your ultimate at the start of the fight to hit as many people as possible. If building utility your level 1 E basically won't do any damage, so use it often as a temporary ward before a fight, and when fights start leave it on the ground as a slow field.

It's okay here to use an ult to clear a creep wave and push a lane up, allowing your team to apply more pressure elsewhere on the map.


Late Game

Once you've gotten a few levels in Q and E, you're going to start doing respectable damage and can transition yourself to playing more like a solo lane AP Lux and less like a support Lux. You really shine as a support here because the later the game goes on the better you will become, while other supports will start to lose their edge.



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Duo Lane Partners

Ideally as Lux you want to pair with a Marksman who can do burst damage to a snared target. Ezreal and Caitlyn probably work the best, since they have burst damage but also safe harass, allowing them to work with your harass oriented playstyle. There are a number of reasonable options though. Everyone not listed above has no real synergy with Lux good or bad, and fits somewhere between the Decent and Poor categories.

Vayne and Tristana may be the worst Marksmen to pair with Lux, since without perfect synergy they'll have the nasty habit of jumping away from your shields and knocking enemies away from your snares in fights.




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Enemy Supports

Lux is fairly squishy early game, and will fold under pressure vs. hard engage, so she's scared of high threat early game supports like the ones above. In general, Lux support has the most trouble in the very early lane, and is best late in the game, so she works best against supports that can't take advantage of her early game weaknesses. Anything not listed is more of a medium difficulty opponent.


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Enemy Marksmen

As far as enemy Marksmen, Lux is best against people with no escape tools, and worst against people with good escape tools. Anyone not listed belongs in more of a Medium category. Note that Sivir can be difficult to combo with her spellshield, but you can bait it by throwing E's under her and not detonating them. Quinn's blind will make your autoattacks not proc your passive.



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                                                                        + Show Spoiler +
As Lux's lane partner, you need to be aware the Lux does not want to be starting fights, she wants to be following up on fights started by you or the enemy lane. She is however very good at following up on an engagement, so take the initiative in the lane and let Lux follow through, rather than playing passive and waiting for a lucky snare.

When playing against support Lux, it is okay to be very aggressive early game. Especially at level 1 she has almost no defense and can't do much against a hard engagement. Lux will however scale into late game better than most supports and has a strong level 6 damage combo, so taking control of the lane early in the game is important. Later in the game when she has damage items you need to treat her like a solo lane Lux and dodge snares. If you don't get hit by snares it's hard for her to hurt you.





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                                                                        + Show Spoiler +
This section shows a few more specific, technical tricks that should help out newer players, or ones who aren't so familiar with Lux's spells. Lux isn't a very mechanically complicated champion like Riven or Lee Sin, but she does have a couple bright decisions in her repertoire.


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Flashing into Prismatic Barrier
The standard trick with Lux's shield is to throw it in the direction you're running away, so the second shield will hit you faster as you run into it. This is pretty basic stuff, but in an emergency you can also flash into or past the shield particle, which will give you the second shield immediately. This is a very rarely used trick but every once in a while it can save you from the last tick of an Ignite or an autoattack that you know will kill but hasn't quite hit you yet.


Prismatic Barrier and Zhonyas
Your shield works a little bit strangely with Zhonyas Hourglass. If another character uses Zhonya and you try to shield them while they're in stasis, it doesn't work. However, when the shield particle comes back to you it DOES give you the shield even if you're in the middle of stasis. Stasis lasts 2.5 seconds which is the same time it takes the shield to get back to you if you're standing still.

What this means is if you get caught in a fight, you can shield yourself, wait till the enemy team breaks your first shield, and then use Zhonyas. Your second shield will hit you and activate while you're still in stasis and you'll have it the moment you come out.



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Using Lucent Singularity for Vision
Your E will see into any bush that it just barely touches. Knowing this, there are a few spots on the map where you can use it to see into two bushes at the same time, click the spoilers for the possible positions. There are also many spots in the jungle where throwing an E on top of a jungle wall will see things on both sides of the wall.
+ Show Spoiler [Dragon/Baron] +
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+ Show Spoiler [Top Lane] +
This will work for both spots between bushes.

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+ Show Spoiler [Bot Lane] +
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Lucent Singularity levelup "exploit"
One of the more mechanical tricks you can do with Lux, when levelling up in the early game, you should try to level Lucent Singularity after casting it but before detonating it. Throw out the E, press Ctrl+E immediately to level the ability while the orb is traveling, and then detonate it when it lands.

What this does is give that particular instance of the spell the mana cost of the lower rank but the damage of the higher rank. You can only do this trick once each time you level the skill and it only saves 15 mana, so it's not going to win you any games, but it's not hard to do with a bit of practice and it gives you a small advantage in the early lane.



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1-2 Passive Combo
Your standard combo is to throw out a Q and wait to see if it hits. If it does, cast E then R, and hit E again to detonate it right as the R channel finishes. Remember that you do NOT need to cast E and R before the snare hits, the snare will last long enough for you to wait and see if it's going to hit. If you can, autoattack them right after for a second passive proc.

If they use Zhonyas to dodge your ult, you can leave the Singularity on the ground and hit them with it when they come out of stasis.


3 Passive Combo
Doing a 3 passive combo is more difficult, and generally requires you to be in more or less melee range with the opponent, but it can be good to do in duels with bruisers or when people facecheck you in a bush.

Snare the person with Q and then immediately cast R. After the R channel finishes throw an E under them and autoattack them. Right after the first autoattack hits detonate the E, the snare will usually end while your second autoattack is in the air, but at that point they can't stop it.

Being very close to them is important for doing a 3 passive combo correctly, because if they have tenacity and your autoattack has too long a travel time the snare will end in time for them to flash out of your E. You cast E after R in this combo so that if they do have a lot of CC reduction and try to flash away too early you can still follow them with the E.


Other Final Spark Interactions
One of the most important things to know about Final Spark is that during the half second charge time, you can still use Barrier and Ignite. You'll get in many situations during your games where casting Barrier during the ult channel will buy you enough time to finish the channel and kill the other guy.

Final Spark is also uninterruptable by enemy CC, so in some cases you can time using it just as an enemy stun is about to land on you as a way of partially ignoring the stun.


Common Ult Spots
Finally, I've put some common ult spots in the spoilers below. These spots let you hit buff camps and dragon/baron without being seen by common wards.
+ Show Spoiler [In Lane] +
Many players all the way up to challenger have the bad habit of moving here between their tower and wall when backing away. This spot is a free hit with all of your spells.

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+ Show Spoiler [Blue Buff] +
If they don't pull the buff out this spot will hit it without you being seen by common wards. If they do pull the buff out to the bush you have to move farther to the right and will be seen by a ward.

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+ Show Spoiler [Red Buff] +
There really isn't a perfect spot for stealing red buff, but you don't attempt this very often anyway.

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+ Show Spoiler [Baron/Dragon] +
Both of these spots won't be seen by common wards, but it's a little easier to hit both the objective and the enemy team from the first spot than it is from the second.

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http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2014-08-21 16:14:28
January 21 2014 07:36 GMT
#3
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Double Rainbow?! What does it mean?! Below is a collection of things that are not necessarily part of the guide, but still Lux related. We have things like champion lore and patch notes, as well as videos of professional players using my favorite champion.


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Riot Website Lux page


Lore
+ Show Spoiler +
Born to the prestigious Crownguards, the paragon family of Demacian service, Luxanna was destined for greatness. She grew up as the family's only daughter, and she immediately took to the advanced education and lavish parties required of families as high profile as the Crownguards. As Lux matured, it became clear that she was extraordinarily gifted. She could play tricks that made people believe they had seen things that did not actually exist. She could also hide in plain sight. Somehow, she was able to reverse engineer arcane magical spells after seeing them cast only once. She was hailed as a prodigy, drawing the affections of the Demacian government, military, and citizens alike.

As one of the youngest women to be tested by the College of Magic, she was discovered to possess a unique command over the powers of light. The young Lux viewed this as a great gift, something for her to embrace and use in the name of good. Realizing her unique skills, the Demacian military recruited and trained her in covert operations. She quickly became renowned for her daring achievements; the most dangerous of which found her deep in the chambers of the Noxian High Command. She extracted valuable inside information about the Noxus-Ionian conflict, earning her great favor with Demacians and Ionians alike. However, reconnaissance and surveillance was not for her. A light of her people, Lux's true calling was the League of Legends, where she could follow in her brother's footsteps and unleash her gifts as an inspiration for all of Demacia.

''Her guiding light makes enemies wary, but they should worry most when the light fades.''
- Garen, The Might of Demacia



Base Stats and Skill Info
+ Show Spoiler +
Base Stats:
Health345 (+79)
Health regen. 4.5 (+0.55)
Mana 250 (+50)
Mana regen. 6.0 (+0.6)
Range 550
Attack damage 50 (+3.3)
Attack speed 0.625 (+1.36%)
Armor 8 (+4)
Magic res. 30
Mov. speed 330


[image loading] Passive: Illumination:
Lux's damaging spells charge any enemies with energy for 6 seconds. Lux's autoattacks or Final Spark will ignite the energy, dealing 10 + (8 x level) + 20% AP magic damage to the target.


[image loading] Q: Light Binding:
Lux releases a sphere of light in a line, striking up to two enemy units along its path. It deals magic damage to the first enemy it touches and half that damage to a second enemy behind it. Additionally, the first enemy struck is rooted for 2 seconds, and the second enemy is rooted for 1 second.

Range: 1175
Cooldown: 15 / 14 / 13 / 12 / 11
Cost: 50 / 60 / 70 / 80 / 90 Mana
Magic Damage: 60 / 110 / 160 / 210 / 260 (+ 70% AP)
Second Target Magic Damage: 30 / 55 / 80 / 105 / 130 (+ 35% AP)


[image loading] W: Prismatic Barrier:
Lux shields herself for up to 3 seconds and throws out her wand in a line, applying the same shield to allied champions in its path. Her wand then returns to her, again shielding allied champions in its path and Lux herself upon return. When reapplied, the shield does not stack, but is refreshed.

Range: 1075
Cooldown: 14 / 13 / 12 / 11 / 10
Cost: 60 Mana
Shield Strength: 80 / 105 / 130 / 155 / 180 (+ 35% AP)
Maximum Possible Shield: 160 / 210 / 260 / 310 / 360 (+ 70% AP)


[image loading] E: Lucent Singularity:
Lux sends an anomaly of twisted light to a target area, slowing enemies within 300 range and granting sight of a slightly larger area for up to 5 seconds. At the end of the duration or if Lucent Singularity is activated again, the zone will detonate and deal magic damage to enemies in the area.

Range: 1100
Cooldown: 10
Cost: 70 / 85 / 100 / 115 / 130 Mana
Magic Damage: 60 / 105 / 150 / 195 / 240 (+ 60% AP)
Slow: 20% / 24% / 28% / 32% / 36%
Diameter of Damage AoE: 600
Diameter of Sight AoE: 600


[image loading] R: Final Spark / Finales Funkeln
After gathering energy for half a second, Lux fires a broad and long-range beam of light in a line that deals magic damage to all enemies in the area. Any enemies that are already marked by Illumination have it ignited for additional magic damage, then re-applied.

Range: 3000
Cooldown: 80 / 60 / 40
Cost: 100 Mana
Magic Damage: 300 / 400 / 500 (+ 75% AP)
Magic Damage with Illumination on target (level 6,11,16): 370 / 520 / 670 (+ 75% AP)



Champion Patch Notes
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Season 4
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v.4.12 - 2014-07-29

Illumination
  • DAMAGE 10 + (10 x level) ⇒ 10 + (8 x level) (+ 0.2 ability power)


v.4.1 - 2014-01-16

Final Spark
  • Now goes on cooldown when it finishes casting, instead of when it begins casting
  • If Lux dies while casting Final Spark, it will no longer go on cooldown


Season 3
+ Show Spoiler +
v.3.7 - 2013-05-15

Final Spark has a new targeting particle.


v3.5 - 2013-03-01

Base movement speed reduced to 330 from 340.

Final Spark
  • Cooldown increased to 80/65/50 seconds from 80/60/40.


Season 2
+ Show Spoiler +
v1.0.0.151 - 2012-11-12
  • Final Spark visual effects no longer appear at the wrong angle if aimed beyond the edge of the map


v1.0.0.142 - 2012-07-06

Base Mana Regen per 5 seconds increased to 6.6 from 5.6

Light Binding
  • Mana cost reduced to 50/60/70/80/90 from 60/75/90/105/120
Finales Funkeln
  • Mana cost reduced to 100 at all ranks from 100/150/200
  • Cast range now displays on the mini-map


v1.0.0.138 - 2012-04-17

Fixed a bug where Lucent Singularity's cooldown was 11 seconds instead of 10


v1.0.0.135 - 2012-02-29

Lucent Singularity
  • Now additionally grants vision while in flight to its destination
  • Now starts its cooldown when cast rather than when detonated
  • Cooldown increased to 10 seconds from 9
  • Now displays a buff showing how long Lucent Singularity will last until it automatically detonates
Finales Funkeln
  • Now grants vision of the affected area during the spell and vision of enemy champions hit for a short duration afterwards
  • Lux can no longer use Flash while casting Finales Funkeln


v1.0.0.131 - 2011-12-13

Prismatic Barrier
  • Shield strength increased to 80/105/130/155/180 from 60/85/110/135/160
  • Missile speed increased to 1400 from 1200
Lucent Singularity
  • Cooldown reduced to 9 seconds from 11


Season 1
+ Show Spoiler +
v1.0.0.123 - 2011-08-09

Updated Lux's autoattack to feel more responsive and increased its missile speed

Light Binding
  • Cooldown reduced to 15/14/13/12/11 seconds from 16/15/14/13/12 seconds


v1.0.0.113 - 2011-03-15

Prismatic Barrier
  • Shield increased to 60/85/110/135/160 from 50/75/100/125/150
Final Spark
  • Ability power ratio reduced to .75 from .85


v1.0.0.109 - 2011-01-17

Fixed a bug that caused Lux to have 0 base mana regen


v1.0.0.105 - 2010-11-15

Prismatic Barrier
  • Missile width Increased 22%
  • Mana cost reduced to 60 from 75
  • Fixed a bug where Prismatic Barrier was granting less ability power ratio than stated
  • Ability power ratio increased to .35 from .3
Lucent Singularity
  • Slow increased to 20/24/28/32/36 from 14/18/22/26/30
  • Detonation radius increased to 350 from 300
Final Spark
  • now ignites the Illumination debuff if the target is afflicted by it and refreshes the Illumination debuff duration


v1.0.0.104 - 2010-11-02

Final Spark ability power ratio increased to .85 from .75


V1.0.0.103 - 2010-10-19

Released



Known Bugs
+ Show Spoiler +
Bug #1
  • Sometimes a player will be able to flash while snared by Light Binding. This isn't a Lux exclusive bug, it happens with many abilities.


Bug #2
  • While Lux's ult cannot be cancelled during its cast, if Lux is physically moved during the cast time (by say, a Lee Sin kick), the Final Spark AOE will also be moved accordingly. However, the particle for the laser will not move, and will cause situations where it looks like the laser hit, but did no damage, or situations where someone outside the laser AOE takes damage.

    This is contrary to other charge-time ultimates that can't be interrupted (such as Ezreal, Draven and Jinx ults) where moving them during the cast time does not alter the trajectory of the missile.


Bug #3
  • If Lux is killed just as she's finishing the cast of her ultimate, it's possible for the laser particle to appear, but do no damage and not go on cooldown.


Bug #4
  • When trying to cast Lucent Singularity over a wall, Lux will sometimes try to walk over the wall instead of casting the spell, even though the cast point is clearly in range. Casting the spell at just under max range will typically prevent this bug.



[image loading]
                                                                        + Show Spoiler +
Old Splash Art
+ Show Spoiler +
[image loading]



Chinese Splash Art
Classic: + Show Spoiler +
[image loading]

Spellthief Lux: + Show Spoiler +
[image loading]

Sorceress Lux: + Show Spoiler +
[image loading]



Skins
520 RP - Sorceress Lux: + Show Spoiler +

520 RP - Commando Lux: (has sunglasses!) + Show Spoiler +

750 RP - Spellthief Lux: + Show Spoiler +

975 RP - Imperial Lux: + Show Spoiler +

975 RP - Steel Legion Lux: + Show Spoiler +



[image loading]
                                                                        + Show Spoiler +
Champion Spotlight
Fairly outdated, kinda funny: + Show Spoiler +



Current Season Pro Player Videos
Hotshot GG on mid Lux, season 4 NA LCS Summer Split: + Show Spoiler +

Frozen on mid Lux, season 4 Champions Summer: + Show Spoiler +

Goldenglue on mid Lux, season 4 NA LCS Spring Split: + Show Spoiler +



Old Seasons Pro Palyer Videos
Froggen on mid Lux, season 3 Dreamhack: + Show Spoiler +

Froggon on mid Lux, season 2 IPL 5: + Show Spoiler +

Rapidstar on mid Lux, season 2 OGN: + Show Spoiler +

Madlife on support Lux, season 2 KR solo queue: + Show Spoiler +



Humor
Lux, now with music: + Show Spoiler +

A Montage: + Show Spoiler +

Christmas Lux: + Show Spoiler +

An alternative Lux build: + Show Spoiler +

Lux, and why we hate her: + Show Spoiler +

What does the Lux say: + Show Spoiler +

And lastly, the best LoL video of all time: + Show Spoiler +




Credits
Big thanks to:
NeoIllusions, Soniv and Atrioc for helping me edit the guide
Sufficiency and Eiii for statistical data
Dae for being a D1 Lux player and giving his input
Shurelya and Riot for making such a cool champion and a great game.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
scrubtastic
Profile Joined May 2009
1166 Posts
Last Edited: 2014-01-21 09:53:45
January 21 2014 09:47 GMT
#4
I like this champion. I hate her lack of sustained damage but I still like this champion too much.

I really like barrier Lux in mid. I found that triple shield really helps make your low mobility less of a liability against gank attempts. Like, just Barrier summoner is meh, and just W is also meh, but two together can help you survive lots of shit.

If you wanna play Lux support, Ezrael Lux bot lane has the bonus fun of trueshot barrage + laser. Stay somewhat passive until 6 then wait for an opportunity to unload your ridiculous long-ranged burst on something. Preferably onto both enemy botlaners to transition into winning lane. Also helps that both ults are low cooldown so you can use both again like 80 seconds later

I think Lux mid was nice with Janna or Soraka back in S3 when heal ult + W (+locket) meant preventing/erasing a fuckton of teamfight damage given correct positioning, but I haven't done much Lux mid in S4 so dunno how well that sort of thing would fly now.

WTF at the alternative build. Seriously WTF
InfSunday
Profile Joined March 2013
United States735 Posts
January 21 2014 15:48 GMT
#5
Does Lux's auto outrange Kayle E/Q? I feel like it does, which is why I'd disagree that Kayle is a hard MU. Whenever she tries to go in on you just snare and poke her while she sits useless. I've never had trouble here, actually I try to counter Kayle by picking Lux because of how easy I feel the lane is. Sure, she outscales, but Kayle does that to pretty much every midlane right now.

Granted I could be wrong / playing against bad Kayle players.
Call me Sunday
YouGotNothin
Profile Blog Joined September 2010
United States907 Posts
January 21 2014 16:06 GMT
#6
Nice guide, I used to love Lux but have recently been cheating on her with Ziggs. He really just seems like a stronger version of a similar role, what kind of situations would you recommend picking Lux over Ziggs?
I got nothin'...
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2014-01-21 16:16:07
January 21 2014 16:12 GMT
#7
Kayle Q has 650 range and slows, so generally if you move in to auto her and pop a passive she'll slow you and start doing her thing. I don't think Kayle counters Lux by any means, but it's certainly a harder matchup because you have to win it by being very aware of Kayle's cooldowns and only going in when she can't use her E. You also can't snipe anyone on the enemy team while Kayle has her ultimate.

As far as Lux v. Ziggs, realistically I think Ziggs is about to get nerfed, which should bring Lux more into favor. They are similar champions, with Ziggs being more offense and sustained damage oriented and Lux being more defense and burst oriented. I'd probably prefer Lux over Ziggs against Yasuo, for what it's worth.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
dae
Profile Joined June 2010
Canada1600 Posts
January 21 2014 17:02 GMT
#8
On January 22 2014 01:06 YouGotNothin wrote:
Nice guide, I used to love Lux but have recently been cheating on her with Ziggs. He really just seems like a stronger version of a similar role, what kind of situations would you recommend picking Lux over Ziggs?


Right now, none. Ziggs is broken and top tier, Lux is just meh.
dae
Profile Joined June 2010
Canada1600 Posts
Last Edited: 2014-01-21 17:18:48
January 21 2014 17:04 GMT
#9
On January 22 2014 00:48 InfSunday wrote:
Does Lux's auto outrange Kayle E/Q? I feel like it does, which is why I'd disagree that Kayle is a hard MU. Whenever she tries to go in on you just snare and poke her while she sits useless. I've never had trouble here, actually I try to counter Kayle by picking Lux because of how easy I feel the lane is. Sure, she outscales, but Kayle does that to pretty much every midlane right now.

Granted I could be wrong / playing against bad Kayle players.


The problem about Kayle is that you cant kill her. A good kayle will just ult your ult and without your ult you don't have enough damage to kill. This goes in teamfights and when you try and catch people while seiging as well, Whereas if she dodges one of your q's with her speed buff and land a q on you you are often dead.

Also, I would argue that Kassadin is a hard counter to Lux. Even thought the early laning phase is pretty even, maybe even slightly in luxes favor, once her gets some items he can kill you at will whether solo or in teamfights, and you do laughable damage to him, even if you hit everything which is very hard to do with his silence and r.

I would NEVER pick Lux into Kassadin, and often times when I get counterpicked by it I would take Lux support rather then mid.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
January 21 2014 17:17 GMT
#10
I'm interested in what you think about my catagorization of the matchups, Dae.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
dae
Profile Joined June 2010
Canada1600 Posts
Last Edited: 2014-01-21 17:28:38
January 21 2014 17:28 GMT
#11
On January 22 2014 02:17 Ketara wrote:
I'm interested in what you think about my catagorization of the matchups, Dae.


I would say Kog would be an easy aggressive lane, as he is rather squishy and killable early, even after 6.

I would put Kassadin into his own "Abandon hope all yee who enter here" category.

Every Single ad mid laner that can build a hexdrinker first I would put into a hard Passive lane, since once they get a hexdrinker you can't solokill them anymore. Ezreal in particular just stomps Lux pretty hard. Hexdrinker shielding more then level 1 Lux ult makes me really really sad.

Other then that. pretty much all the placements make sense.

This just makes me remember why I stopped picking Lux, since there are so many things mid that are just hell for her to deal with :-(.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
January 21 2014 18:08 GMT
#12
I don't think I've ever fought against a Hexdrinker Ezreal. Mine are always either AP and you beat them by shoving the wave constantly, or AD rushing some sort of blue build. Hexdrinker Ezreal does sound like it could be mean.

Part of the reason why I put Kassadin in the Medium category instead of the Hard category is because I think the Kassadin changes currently on PBE will make it a much easier matchup than it is right now. Also partly because the guide is more aimed towards beginners and not towards high diamond, and I think the quality of Kassadin players changes a lot between leagues.

Kog I think might belong in easy. I waffled a bit between putting him in easy and putting him in medium.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
zer0das
Profile Blog Joined May 2007
United States8519 Posts
January 21 2014 19:23 GMT
#13
I kind of disagree with the Gragas/Ori placements in the matchups. Gragas is a pain in the butt, even if you stall out the matchup as best you can, he's a complete prick. I feel like Lux vs Ori favors Lux by default, and very occasionally you'll run into a god tier Ori who is difficult to deal with, but they're fairly rare.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2014-01-21 22:02:08
January 21 2014 21:31 GMT
#14
Okay did an update to the matchups based on Dae's advice, and added pictures/rewrote the jungler and support matchup sections.

Also added small sections on how to play with and against Lux.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Micromnky
Profile Joined March 2011
United States262 Posts
January 22 2014 21:31 GMT
#15
Why no morellos?
Ketara
Profile Blog Joined August 2010
United States15065 Posts
January 22 2014 22:04 GMT
#16
On January 23 2014 06:31 Micromnky wrote:
Why no morellos?


For mid, Morellos by itself isn't enough mana regen. You either need Athenes, or you need Morellos + Tear, and I don't like the Morellos + Tear build because I feel like it's too weak in the mid game when Lux is the strongest.

For support, Talisman gives you 30% CDR with masteries and all the regen you need, so Morellos is both wasted regen and wasted CDR.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
January 22 2014 22:14 GMT
#17
good lookin' guide ketara
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
CountChocula
Profile Blog Joined January 2011
Canada2068 Posts
January 22 2014 23:02 GMT
#18
!support this guide. especially like the extra bits picture
Writer我会让他们连馒头都吃不到 Those championships owed me over the years, I will take them back one by one.
Micromnky
Profile Joined March 2011
United States262 Posts
January 22 2014 23:09 GMT
#19
On January 23 2014 07:04 Ketara wrote:
Show nested quote +
On January 23 2014 06:31 Micromnky wrote:
Why no morellos?


For mid, Morellos by itself isn't enough mana regen. You either need Athenes, or you need Morellos + Tear, and I don't like the Morellos + Tear build because I feel like it's too weak in the mid game when Lux is the strongest.

For support, Talisman gives you 30% CDR with masteries and all the regen you need, so Morellos is both wasted regen and wasted CDR.


What about both morellos + athenes?
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2014-01-22 23:50:09
January 22 2014 23:48 GMT
#20
If you had like, a jungle Karthus who you know is going to need all the blue buffs, Morello+Athene might not be a bad option.

If you're ever going to be getting blue buffs I think Morello+Athene is just far, far too much regen and overcaps your CDR. I know Dae used to build that way in some games and he's our resident Diamond 1 Lux player, we could ask him what he thinks about it.

Also worth noting that Morello+Athene will prevent you from hitting the mid game timing of Athene+Deathcap which allows you to one shot caster minions with E and roam more. If you go Morello+Athene you're basically saying I'm never going to roam and that will be made up for by my jungler taking blue.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
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