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Lux The Lady of Luminosity

  • Support/Mid/Bot
  • 3150
  • 790
  • Illumination
  • Light Binding
  • Prismatic Barrier
  • Lucent Singularity
  • Final Spark
Health Points 345
Mana 250
Damage 50
Attack Range 550
Armor 8
IP Cost 3150
Health Regen 4.5
Mana Regen 6.6
Attack Speed 0.625
Movement Speed 330
Magic Resistance 30

1 lvl

Utility Carry Lux [Season 3]

AoMi Last update: May 09, 2013

Item builds

Start items

  • Mana Potion

    x2
  • Health Potion

    x3
  • Sight Ward

  • Faerie Charm

Starting items 2

  • Mana Potion

  • Health Potion

    x4
  • Cloth Armor

Core items

  • Sheen

  • Rabadon's Deathcap

  • Boots of Speed

  • Tear of the Goddess

Endgame items

  • Enchantment: Alacrity

  • Sorcerer's Shoes

  • Seraph's Embrace

  • Zhonya's Hourglass

  • Lich Bane

  • Void Staff

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Items

Lich Bane: Lich Bane is an excellent finisher item for Lux, as it greatly increases her burst as well as her pushing power. You can zone opponents with your Light Binding (Q) and Lucent Singularity (E), tank tower damage with your Prismatic Barrier (W), and then hit the turret with a Lich Bane proc for huge amounts of damage. Void Staff: This item adds tons of damage and its not even called triforce. Must have item as third item, unless the enemy team is absolutely butt naked in the form of magic resist. Sorcerer's Shoes: These boots will provide you with the movespeed and spell penetration you'll need to take down targets. 30 spell penetration is enough to deal huge magic damage to most non-tanks early game. Rabadon's Deathcap: This is a standard item for most AP carries. It gives you a great boost in damage which helps in clearing waves, wraith camps, and damaging enemy opponents, and also increases the potency of your shield. When you are getting completely destroyed, rushing this item after couple of Doran's Ring may be your only chance to make a full comeback.

Skillorder

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Q

Light Binding

W

Prismatic Barrier

E

Lucent Singularity

R

Final Spark
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Skills

[Passive: Illumination] Lux's passive is essentially a mark applied to a target if they are hit with any of her damaging abilities. Using an auto attack or her ultimate on the target will detonate the mark, dealing bonus magic damage. Using this mark increases her damage output, but you shouldn't feel like you NEED to detonate marks, as you might take more harassment back than damage you dish out. [Q: Light Binding] Light Binding sends out a skillshot from Lux's position that travels in a straight line, hitting any enemy units it collides with. The first target hit takes magic damage is snared for two seconds, and the second is snared for one second, also receiving half of the raw magic damage that the first received. Light Binding tends to be the opener for Lux's skill combinations, as it snares targets hit for your other abilities to be guaranteed to land. [W: Prismatic Barrier] Prismatic Barrier is an ability that sends a boomerang projectile out from Lux. It extends to its max range and reverses direction towards Lux, shielding allies both on the way out and on the way back. Lux herself is also shielded twice, initially when the shield leaves her, and also when it returns to her. Prismatic Barrier is Lux's most support-like ability, as it is potentially a team wide double-shield with no damage attached. Landing it on as many teammates as possible can turn a teamfight, and as Lux's AP grows, the shield values start getting scary. [E: Lucent Singularity] Lucent Singularity is Lux's bread and butter ability. It fires a projectile towards target area. When it reaches target area, it applies a slow to all enemy units inside the area. Lux can activate the ability by pressing the key again, dealing magic damage to all enemies inside its AoE. Additionally, the ball of light provides vision of the areas it flies through, and the area it lands in, until it is detonated. If you do not manually activate this ability, after five seconds it will detonate itself. [R: Final Spark] The laz0r, Finales Funkeln, the Final Spark, the Mega-Death Laser, Infinite Light(gross), whatever you want to call it. Lux's ultimate is what makes her Lux. After casting for 0.5 seconds, Lux fires a long ranged beam of light, damaging all enemies hit. As a bonus, this detonates any Illumination marks on the target, doing the passive damage based on your level, and reapplies the mark. This thing has 3000 range. That's pretty long. It's good for executing targets who have flashed away, assisting with a team fight from a long distance and scouting as it also provides vision for a short duration. As you gain ranks in Lux's ultimate, its cooldown scales down drastically. It starts at 80 seconds at rank 1, 65s at rank 2 and 50s at rank 3. With 40% cooldown reduction, these cooldowns become 48/39/30 seconds. At level 16+ with 40% CDR, you can pretty much use your ult for whatever you want. Use it to quickly farm a minion wave, get the last hit on a buff your jungler is trying to give you or even steal a buff from the other team, steal Barons and Dragons, and more. And it'll be up again in just 30 seconds! For reference, minion waves also spawn every 30 seconds.

Summoner spells

Spells

  • Barrier

  • Flash

show author comments

Spells - Flash, Barrier

[Barrier] is useful if you think you'll have a rough lane and blocking a chunk of significant burst damage will be important. [Flash] is an excellent choice. Use this to secure kills, flash over a wall for escaping/chasing, etc. Use this both offensively and defensively.

Runes

Glymph

  • x9

Mark

  • x9

Seal

  • x9

Quintessence

  • x3
  • +12.06 magic resist
  • +8.55 magic penetration
  • +12.69 armor
  • +14.85 ability power
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Runes

Magic Penetration Marks - Penetrate a chunk of magic resist, allowing you to consistently do more damage. When paired with Sorcerers Shoes you get ~23 magic penetration, easily allowing you to cut through the base magic resistance of 30. Flat AP Quints - Makes your abilities do more damage. Magic Resist Glyphs - Increases your magic resist to lower magic damage taken. Armor: These will only improve your survivability, mostly in the early game.

Masteries

  • 0/1
  • 0/4
  • 4/4
  • 2/2
  • 0/4
  • 4/4
  • 0/1
  • 3/3
  • 0/1
  • 1/1
  • 0/2
  • 0/2
  • 1/3
  • 1/1
  • 0/1
  • 0/3
  • 4/4
  • 1/1

OFFENSE:

21

  • 0/1
  • 0/3
  • 0/4
  • 0/2
  • 0/3
  • 0/3
  • 0/2
  • 0/2
  • 0/2
  • 0/1
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/1
  • 0/3
  • 0/1
  • 0/1
  • 0/1

DEFENSE:

0

  • 1/1
  • 3/3
  • 3/3
  • 1/1
  • 0/1
  • 0/3
  • 0/3
  • 0/2
  • 0/4
  • 1/1
  • 0/3
  • 0/1
  • 0/2
  • 0/4
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/1

UTILITY:

9

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Masteries

21 Offensive: Maximizing the offensive tree gives you greater damage which is helpful in mitigating Lux's comparably low damage to other AP champions. You are sniping the carries from afar during the game, you need as much damage as possible in your burst combo. 0 Defensive: Only take defensive masteries if you are against a very tough lane matchup such as against Pantheon. 9 Utility: The extra mana and flat mana regen help throughout the game, and getting the extra buff duration increases the length of the very important Golem buff on Lux.

  • teodorczv-colovic 1 year ago 0

    Omg delete lol

  • semisemi 12 months ago 0

    Is not a good build for Lux..

  • Abizo 11 months ago 0

    Just because you guys can't play her that way and with that build doesn't mean it's bad. :з

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