Lux The Lady of Luminosity

- Support/Mid/Bot
- 3150
- 790
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Illumination
- Lux's damaging spells charge any enemies with energy for 6 seconds. Lux's attacks or Finales Funkeln will ignite the energy, dealing 10 + (10 x level) magic damage to the target.
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Light Binding
- Active: Lux releases a sphere of light in a line, dealing magic damage to the first enemy it touches and half that damage to a second nearby unit. Additionally, the first unit struck is snared for 2 seconds, and the second unit for 1 second. Range: 1175 Cost: 50/60/70/80/90 mana Cooldown: 15/14/13/12/11 seconds Magic Damage: 60/110/160/210/260 (+0.7 per ability power) Second Target Magic Damage: 30 / 55 / 80 / 105 / 130 (+0.35 per ability power) Projectile Speed: 1200
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Prismatic Barrier
- Active: Lux shields herself for up to 3 seconds and throws out her wand to a target location, applying the same shield to friendly champions in its path. Her wand then returns to her, again shielding friendly champions and Lux herself upon touching it. Cost: 60 mana Range: 1075 Missile speed: 1400 Cooldown: 14/13/12/11/10 seconds Shield Strength: 80/105/130/155/180 (+0.35 per ability power)
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Lucent Singularity
- Active: Lux sends an anomaly of twisted light to a target area, revealing it and slowing enemies within 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. Cooldown: 10 seconds upon casting Range to Center of AoE: 1100 Radius of Damage AoE: 300 Radius of Sight AoE: 575 (estimate) Cost: 70/85/100/115/130 mana Slow: 20/24/28/32/36 % Magic Damage: 60/105/150/195/240 (+0.6 per ability power) Slow: 20 / 24 / 28 / 32 / 36%
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Final Spark
- Active: After gathering energy for half a second, Lux will fire a broad and long-range beam of light in a line that will instantly deal magic damage to all enemies in the area. Any enemies that already have the Illumination debuff have it ignited for magic damage, then re-applied. Range: 3000 Cost: 100 mana Cooldown: 80 / 65 / 50 seconds Magic Damage: 300/400/500 (+0.75 per ability power) Magic Damage with Illumination on target (lowest level): 370/520/670 (+0.75 per ability power)
Health Points | 345 |
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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 |
Item builds
Start items
Health Potion
x3Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Faerie Charm
+25% Base Mana Regen
Starting items 2
Health Potion
x4Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Cloth Armor
+15 Armor
Core items
Sheen
+250 Mana +10% Cooldown Reduction UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals bonus physical damage equal to 100% base Attack Damage on hit (1.5 second cooldown).
Rabadon's Deathcap
+120 Ability Power Unique: +35% ability power
Boots of Speed
Limited to 1. UNIQUE Passive - Enhanced Movement: +25 Movement Speed (Unique Passives with the same name don't stack.)
Tear of the Goddess
+250 Mana +25% Base Mana Regen UNIQUE Passive - Mana Charge: Grants 4 maximum Mana on spell cast or Mana expenditure (up to 2 times per 8 seconds). Grants 1 maximum Mana every 8 seconds. Caps at +750 Mana.
Endgame items
Enchantment: Alacrity
Limited to 1 of each enchantment type. Enchants boots to have Alacrity bonus. UNIQUE Passive - Alacrity: +20 Movement Speed (Unique Passives with the same name don't stack.)
Sorcerer's Shoes
+15 Magic Penetration UNIQUE Passive - Enhanced Movement: +45 Movement Speed (Magic Penetration: Magic damage is increased by ignoring an amount of the target's Magic Resist equal to Magic Penetration.) (Unique Passives with the same name don't stack.)
Seraph's Embrace
+80 Ability Power +1000 Mana +50% Base Mana Regen UNIQUE Passive - Insight: Grants Ability Power equal to 3% of maximum Mana. UNIQUE Active - Mana Shield: Consumes 20% of current Mana to grant a shield for 3 seconds that absorbs damage equal to 150 plus the amount of Mana consumed (120 second cooldown).
Zhonya's Hourglass
+100 Ability Power +45 Armor UNIQUE Active - Stasis: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (90 second cooldown).
Lich Bane
+80 Ability Power +7% Movement Speed +10% Cooldown Reduction +250 Mana UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals 75% Base Attack Damage (+50% of Ability Power) bonus magic damage on hit (1.5 second cooldown).
Void Staff
+80 Ability Power UNIQUE Passive: +35% Magic Penetration.
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 | |
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W ![]() |
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E ![]() |
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R ![]() |
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
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Flash
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
Greater Glyph of Warding
+1.34 magic resist
Mark
x9
Greater Mark of Insight
+0.95 magic penetration
Seal
x9
Greater Seal of Resilience
+1.41 armor
Quintessence
x3
Greater Quintessence of Potency
+4.95 ability power
- +12.06 magic resist
- +8.55 magic penetration
- +12.69 armor
- +14.85 ability power
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
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.
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Utility Carry Lux [Season 3]
(AoMi)
May 09, 2013 (u) 38 7 votes 3 comments -
Poker
(Taranther)
July 23, 2013 (u) 1 0 votes 0 comments -
Lux as midder
(rajden204)
July 27, 2013 (u) 1 1 votes 0 comments -
Strong Lux :)
(bejton27)
February 26, 2014 (u) 1 0 votes 0 comments -
Mid laner ! ^^
(semisemi)
September 27, 2013 (u) 0 0 votes 0 comments -
Really offensive Lux
(Pixilla69)
March 25, 2014 (u) 0 0 votes 0 comments
Omg delete lol
Omg delete lol
Omg delete lol
Omg delete lol
Omg delete lol
Omg delete lol
Is not a good build for Lux..
Is not a good build for Lux..
Is not a good build for Lux..
Is not a good build for Lux..
Is not a good build for Lux..
Is not a good build for Lux..
Just because you guys can't play her that way and with that build doesn't mean it's bad. :з
Just because you guys can't play her that way and with that build doesn't mean it's bad. :з
Just because you guys can't play her that way and with that build doesn't mean it's bad. :з
Just because you guys can't play her that way and with that build doesn't mean it's bad. :з
Just because you guys can't play her that way and with that build doesn't mean it's bad. :з
Just because you guys can't play her that way and with that build doesn't mean it's bad. :з