Guide Lux League of Legends S6

Illumination

(Innate): Lux's damaging spells charge any enemies with energy for 6 seconds. Lux's autoattacks or Final Spark will ignite the energy, dealing 10 + (10 x level) magic damage to the target.

Tips :


Lux's opponent is dealt the effect of her auto-attack.

Adds some burst to Lux but requires you to attack the target except for the ultimate.

   This requires you to use your spells/base attacks well.
The passive doesn't stack! Another spell where the ultimate will only increase the length of the debuff!

Lux is the only one able to activate her passive, so completely the opposite of Leona.

Lux's ultimate activates the passive and resets it!


By hitting her opponent Lux sets off her passive.


Light Binding (Q)

(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 bound for 2 seconds, and the second unit for 1 second.

  • Range: 1175
  • Projectile Speed: 1200
Tips :


Lux imprisons her target in a prison of light.

Lux's spell that prevents her target escape so she can quickly place her burst 

   The famous cage that will frighten your opponents

This a cage (a bit like Morgana's) that touches two targets.

It is an excellent way to engage in teamfights by letting your partners pile into the heap. It is also a very good way to immobilise your opponents and burst them with all of your spells!

In mid/late game when the teams are often facing each other, Lux will often try a cage and as soon as one is over a weak champion it's BAGDAD, because the teams will often engage immediately!

Lux doesn't have an escape other than a potential flash, so Light Binding can save you from a gank or two!


    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)

Prismatic Barrier (W)

(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
  • Projectile speed: 1400
Tips :


Lux sends out her shield that will return from the direction targeted.

The zone shield that absorbs a lot of damage

   The spell to protect your team in teamfight
This is more of a support spell. If you play aggressively you will only need it a little in the early game, except for taking damages since it could save you from an ignite.   

However with a lot of AP, it will give you some very useful resistance and much more survival in teamfights. Try to position yourself well to touch the maximum number of allies so that everyone will benefit! A shield cannot be reduced by ignites like a heal can. 

An important thing with this spell is that the shield is applied in the spell's path, when both going out and returning! So for your maximum shield you must be quite near your allies so that the return isn't immediate, otherwise it will not STACK! This will just return the shield, but if it is at max range the shield will just have refreshed and the opponents will not have time to do damage to the first shield!


    Cooldown: 14 / 13 / 12 / 11 / 10 seconds

    Shield Strength: 80 / 105 / 130 / 155 / 180 (+0.35 per ability power)

    Maximum Possible Shield: 160 / 210 / 260 / 310 / 360 (+0.7 per ability power)

Lucent Singularity (E)

(Active): Lux sends an anomaly of twisted light to a target area, revealing it and slowing enemies within it 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
  • Diameter of Damage AoE: 600
  • Diameter of Sight AoE: 600
Tips :


Lux's light slows opponents in the zone.

A good slowing spell, good for doing zone damage

   Good to push the lane and burst!
It's a very useful spell to burst and farm. You can use it to quickly push your lane before moving.

The zone gives you vision, which is very useful for checking the bushes and avoiding having to facecheck.

Coupled with your Q, it is also one of the rare controls that you have to slow your opponents and to get yourself out of a tricky situation. 

You will decide when to detonate the spell, so you can time it well!


Lux detonates her spell, dealing zone damage.


    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)

Final Spark (R)

(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.

  • Cost: 100 mana
  • Range: 3000
Tips :


Lux creates a trail of red that quickly turns into fire.

An ultimate for a huge burst and incredible range

   An infamous cooldown in the late game
Lux's best spell. It has quite a ridiculous cooldown in the late game and can be used often if you have a Blue buff. It is also an excellent way to get deserters if you are good with your skillshot.

Do not underestimate the power of this ultimate, you can steal a dragon or nashor if the enemy jungle is surprised by the speed of your beam. Try to position yourself well in teamfights to hit as many people as possible with your ultimate. 

This also activates the passive, letting you deal even more damage!

The ultimate can also let you help your allies when they are in difficulty while still keeping a good distance away!

The spell has a casting time of 0.5 seconds, during which your opponents will see the red line, but it goes quickly. 


    Cooldown: 80 / 60 / 40 seconds

    Magic Damage: 300 / 400 / 500 (+0.75 per ability power)

    Magic Damage with Illumination on target (at levels 6 / 11 / 16): 370 / 520 / 670 (+0.75 per ability power)

Pros

Lux has a very good burst

A double cage that is very interesting for immobilising your opponents

The E will let you see in the bushes, have a good burst and slow your enemies. 3 in 1!

Her ultimate will give you a buff steal, or steal the nashor or other drake if you time it well. The same goes for deserters, its range is pretty big

You can move to get kills on the other lanes thanks to the range of the ultimate

Cons

No escape apart from a bit of control

Really very weak in the early

Lux is not a big plus for a team like Kennen is, for example, and requires a good early for her not to be totally useless.