Unsurprisingly, Lux is one of those champions who you will probably never see rerolled or traded between teammates, simply due to how powerful she is and useful she can be when paired up with the right champions.
Lux can either be built as damage-dealing Mage or can be used as a support who effectively crowd controls all enemies, while also being able to protect allies with her shields.
Lux has a number of perks, starting off with Illumination (passive), which marks enemy champions that have been damaged by Lux’s abilities. Upon damaging a marked enemy with either a basic attack or another ability, enemies will take increased damage.
It’s important that Lux players damage marked enemy champions shortly after they are initially marked as the mark from Illumination (passive) will only last for 6 seconds.
Light Binding (Q) shoots light in the targetted direction, dealing magic damage and rooting the first two enemies it hits.
Light Binding (Q) is by far one of the most useful abilities that Lux has access to as it is long-ranged and will give allies enough time to jump onto rooted enemies.
Prismatic Barrier (W) is a shield that must be thrown onto ally champions, shielding enemies on its way towards them as well as their way back. Players should not fear throwing out Prismatic Barrier (W) regularly, especially if they are heading into a team fight.
Lucent Singularity (E) is Lux’s farming ability, summoning a circle of light onto the ground that players must recast in order to deal damage, though Lucent Singularity (E) will also collapse on itself after 5 seconds.
Impressively, Lucent Singularity (E) will also slow enemies that are inside, making it another form of Crowd Control that Lux has access to.
Final Spark (R) is a terrifying ability to be up against, especially if enemies haven’t built a substantial amount of magic resist. Upon casting, Final Spark (R) will shoot a massive laser of light that deals very high magic damage.
QUICK RUNDOWN:
SUMMONER SPELLS: Flash, Clarity, Heal
RUNES: Dark Harvest, Cheap Shot, Eyeball Collection, Ultimate Hunter // Manaflow Band, Transcendence
ABILITY POWER UP: Q, E, W or E, Q, W
FIRST BUY: Lost Chapter
BUILD ORDER: Luden’s Echo, Sorcerer’s Shoes, Rod of Ages, Morellonomecon, Rabadon’s Deathcap, Void Staff
COMBOS: Lux’s combo is fairly simple, players should begin by placing Lucent Singularity (E), followed by Light Binding (Q) and finished off with Final Spark (R).
Players are discouraged from weaving Prismatic Barrier (W) in Lux’s rotation in order to prevent any latency as any hesitation can lead to a failed takedown.
SUMMONER SPELLS FOR LUX IN ARAM
FLASH
A general rule for ARAM tends to be to take Flash onto champions as it will help players come in or out of battle, though I would recommend not using Flash to move forward as Lux doesn’t really have a way to deal enough damage to burst down an enemy champion.
If you’re feeling extra confident or know that you can definitely secure a takedown, Flash forward. Godspeed my child.
CLARITY
I’m quite an aggressive Lux player and I tend to use my abilities every single time they are off cooldown in hopes of doing as much damage as I can, though admittedly using abilities off cooldown tends to run my mana quickly.
Clarity provides players with 50% of their maximum mana and their teammates with 25% of their maximum mana.
To me, Clarity is essential as I do not build Archangel’s Staff and thus run out of mana fairly quickly.
HEAL
Heal is a typical kind of summoner spell players can take if they just need a bit of extra health and movement speed after or during team battles.
I’m not the biggest fan of taking Heal as it tends to be oversaturated in ARAM and unfortunately is one of the only summoner spells that has diminishing returns if players use it in quick succession.
RUNE TREES FOR LUX IN ARAM
Lux plays like many other mages such as Veigar, Morgana, Anivia, Brand, Heimerdinger, Karthus, Teemo, Zyra, Soraka, Ziggs, Twisted Fate, AP Miss Fortune and Malzahar where he can either use domination runes or sorcery runes.
Domination/Sorcery tends to be more aggressive than Sorcery/Domination, especially if players are able to harvest a good amount of souls by securing enemy takedowns.
Sorcery/Domination is recommended for players who would like to build high amounts of Ability Power and have issues with keeping their mana up. Since players will not have access to Dark Harvest, players may notice a plateau of damage from building Sorcery/Domination.
DAMAGE HEAVY/BURST RUNES FOR LUX (DOMINATION/SORCERY)
DARK HARVEST
Damaging champions below 50% deals 20-60 (+ 15% AP) damage based on your level. Each soul that you harvest adds +2 AP.
Players will only be able to collect souls every 45 seconds or can reset Dark Harvest’s cooldown to 1.5 seconds by being part of an enemy takedown.
Dark Harvest stacks should be fairly easy to collect on Lux, especially with her Lucent Singularity (E) or realistically with the range of Light Binding (Q).
CHEAP SHOT
Cheap Shot will deal 10-45 (based on level) bonus true damage to champions who have impaired movement or actions. Cheap Shot has an extremely short cooldown, being 4 seconds.
Cheap Shot works extremely well with Light Binding (Q) and Lucent Singularity (E) as it is an easy way to slow down enemy champions when on the run.
EYEBALL COLLECTION
Collect 1 Eyeball per champion takedown, up to 10. Each takedown will provide players with 2 AP. Once players have received 10 Eyeballs they will also receive an extra 10 AP.
Eyeball Collection is the only Rune you will be able to use in ARAM from this tier of Runes.
ULTIMATE HUNTER
Reduces the cooldown of the player’s ultimate ability by 5% (+4% per each unique champion killed) up to a maximum of 25% CDR at 5 stacks.
While I would usually take or recommend Ravenous Hunter on mages because of the healing it provides, Lux players are going to want to have their ultimate off of cooldown as often as they can have it, simply due to how powerful it is.
MANAFLOW BAND
Hitting enemy champions with an ability will permanently increase your maximum mana by 25 (cooldown 15 seconds), up to a maximum of 250 mana. Although players will receive an increase in the maximum mana they can have, proccing Manaflow Band will not provide an increase in your current mana.
Once players have capped out their maximum mana at 250 bonus mana, they will receive 1% of their missing mana every 5 seconds.
Lux players can benefit from Manaflow Band especially if they do not build Archangel’s Staff or take Clarity as a summoner spell.
Manaflow Band can be replaced with Scorch if players want a bit of extra damage, though, players may notice that they are out of mana more frequently if they are extremely aggressive with their abilities.
TRANSCENDENCE
At level 10 players will receive 10% CDR and 2 AP for every 1% CDR that goes over the 40% cap (or 45% if using Cosmic Insight).
I love Transcendence on Lux as it makes it much easier for players to deal more damage as they will easily be able to obtain 40% cooldown reduction.
SUSTAIN DAMAGE FOR LUX (SORCERY/DOMINATION)
ARCANE COMET
Damaging enemy champions with an ability causes an Arcane Comet to be thrown at the enemy’s current location. The Arcane Comet can deal between 30-100 plus 20% AP. Damaging enemy champions with abilities will help reduce the cooldown of Arcane Comet, though the cooldown sits between 8-20 seconds based on player levels.
Although Arcane Comet can deal a decent amount of damage every 8 seconds, it is pretty easy for enemy champions to avoid it. Although Arcane Comet can be avoided fairly easily, if players have difficulty taking their enemies’ souls while trying to proc Dark Harvest, chances are they are going to do much more damage with Arcane Comet.
MANAFLOW BAND
Hitting enemy champions with an ability will permanently increase your maximum mana by 25 (cooldown 15 seconds), up to a maximum of 250 mana. Although players will receive an increase in the maximum mana they can have, proccing Manaflow Band will not provide an increase in your current mana.
Once players have capped out their maximum mana at 250 bonus mana, they will receive 1% of their missing mana every 5 seconds.
TRANSCENDENCE
At level 10 players will receive 10% CDR and 2 AP for every 1% CDR that goes over the 40% cap (or 45% if using Cosmic Insight).
GATHERING STORM
Gain adaptive damage for every 6 minutes of gameplay. The stats are as follows: 0, 8, 24, 48, and 80 AP
Gathering Storm is especially powerful if you have Rabadon’s Deathcap, though it depends on whether you prefer Scorch or not. Scorch can seal some last hits, though Gathering Storm can provide more long-term sustain.
CHEAP SHOT
Cheap Shot will deal 10-45 (based on level) bonus true damage to champions who have impaired movement or actions. Cheap Shot has an extremely short cooldown, being 4 seconds.
ULTIMATE HUNTER
Reduces the cooldown of the player’s ultimate ability by 5% (+4% per each unique champion killed) up to a maximum of 25% CDR at 5 stacks.
While I would usually take or recommend Ravenous Hunter on mages because of the healing it provides, Lux players are going to want to have their ultimate off of cooldown as often as they can have it, simply due to how powerful it is.
SKILL LEVEL UP RECOMMENDATIONS & TIPS ON HOW TO PLAY LUX IN ARAM
LIGHT BINDING (Q)
Lux shoots a ball of light forward that deals 80 / 125 / 170 / 215 / 260 (+60% AP) magic damage and roots the first two enemies it hits for 2 seconds.
Light Binding costs 50 mana and can be used every 11 / 10.5 / 10 / 9.5 / 9 seconds.
Light Binding should be saved to use on enemy champions as the 2-second root it causes can easily tilt situations in favour of your team.
Light Binding tends to be the first ability I power up on Lux as powering it up will increase the damage output without raising the cost of mana.
If you’re having difficulty landing Light Binding or find that you have a good grasp of your mana, especially if you have Archangel’s Staff, I would recommend powering up Light Binding second.
PRISMATIC BARRIER (W)
Lux throws out her wand, shielding all allies by 50 / 75 / 100 / 125 / 150 (+30% AP) for 2.5 seconds. Allies can be shielded twice, one on the way going and once on the way back, meaning that players can be shielded by a maximum of 100 / 150 / 200 / 250 / 300 (+60% AP) stacking and resetting the 2.5-second duration.
Players can use Prismatic Barrier every 14 / 13 / 12 / 11 / 10 seconds for the cost of 60 mana.
Prismatic Barrier is not an ability to pass up or make fun of as it can effectively shield all allies on your team, ensuring that they are safe in a team fight.
While players may be tempted to build defensive pieces of gear in order to supply Prismatic Barrier with extra stats, I would recommend focusing on building ability power as ARAM reduces the general potency of shields.
I always power up Prismatic Barrier last as there is no real reason players should power it up early on, especially in ARAM.
LUCENT SINGULARITY (E)
Lux casts a circle of light on the ground that deals 60 / 105 / 150 / 195 / 240 (+60% AP) magic damage upon detonation.
Players can either wait for 5-seconds for Lucent Singularity to detonate by itself or can recast the ability to deal damage immediately, not requiring any delay.
If enemies are standing in Lucent Singularity they will be slowed by 25 / 30 / 35 / 40 / 45%. The slow will linger for 1-second if players step outside of the targetted area.
Enemies will also receive a second of slow if they are hit by Lucent Singularity, so don’t worry about wasting this ability by placing it on the ground and recasting it immediately as it will do the exact same thing.
Lucent Singularity can be used to farm minions, due to its extremely useful area of effect, though players should be wary as it will cost 70 / 80 / 90 / 100 / 110 mana making it quite a mana suck in the early game where players haven’t had a chance to build.
Players will be able to use Lucent Singularity every 10 / 9.5 / 9 / 8.5 / 8 seconds and as mentioned is extremely useful for farming minions, though during team fights Lucent Singularity will become a must as it will deal extremely high amounts of damage to all those who are standing in it.
Lucent Singularity is by far the ability you want to power up first, but only if you have a good handle on your mana. If you’re struggling to keep your mana up or if it is your first time playing Lux, think about powering up Lucent Singularity second.
FINAL SPARK (R)
The most devastating ability Lux has on her kit is Final Spark as it will deal 300 / 400 / 500 (+100% AP) magic damage in a straight line, revealing both the enemies and area around them.
Final Spark will deal more damage to enemies that are marked with Illumination and can be used every 80 / 60 / 40 seconds for the cost of 100 mana.
Players are strongly encouraged to build 40% cooldown reduction on Lux as it will drastically reduce Final Spark’s cooldown, especially if you’ve chosen to go with Ultimate Hunter as well.
GEAR BUILD FOR LUX
Luden’s Echo, Sorcerer’s Shoes, Rod of Ages, Morellonomecon, Rabadon’s Deathcap, Void Staff
LUDEN’S ECHO
90 Ability Power, 600 Mana, 20% Cooldown Reduction and can cause extra AoE damage to help proc Dark Harvest? Yes, please.
Luden’s Echo is remarkable for the amount of CDR it provides players and the huge amount of mana and damage.
Luden’s Echo is an absolute must when it comes to playing Lux as Lux’s abilities have fairly short cooldowns and Luden’s Echo is just going to provide her with that bit of extra damage.
Luden’s Echo is especially powerful on a Dark Harvest Lux as it can assure that you harvest souls from all affected enemies.
SORCERER’S SHOES
Sorcerer’s Shoes will provide players with magic penetration and movement speed.
ROD OF AGES
Rod of Ages gives bonus Health, Mana and Ability Power every minute for up to 10 minutes. This equals out to 200 Health, 100 Mana and 40 Ability Power, on top of its already 60 Ability Power, 300 Health, and 300 Mana.
After 10 minutes Rod of Ages will have a total of 100 Ability Power, 500 Health and 400 Mana. Those are some pretty sweet stats at the end of the day. Players will also restore mana equal to 15% of the damage taken from champions.
Rod of Ages proves to be very powerful when it comes to playing Lux as it will give her a good amount of stats in all categories and will also make sure that she doesn’t run out of mana too quickly.
If players don’t want to build Rod of Ages, I would recommend building Archangel’s Staff instead.
MORELLONOMECON
Morellonomicon will provide players will Ability Power, dealing 70 AP and giving players an extra 300 Health, which will also work very well with Liandry’s Torment.
Morellonomicon provides players with 15 Magic Penetration as well as Grievous Wounds for 3 seconds.
Morellonomicon is a must build for Lux players, but when to build it will depend on who you are up against.
If you’re up against a team of tanky enemy champions or champions who do a lot of healing, I definitely recommend building Morellonomicon 3 or 4th. If not, build it whenever else you want or need it!
RABADON’S DEATHCAP
Need to amplify all that sexy Ability Power? Grab Rabadon’s Deathcap for 120 AP with a 40% AP increase.
Rabadon’s works best with Gathering Storm, however, is just useful no matter what.
VOID STAFF
It’s always great to have magic pen, especially if you’re up against a tanky team!
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