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Lux

Champion guide

Patch 26.15

Lux

The Lady of Luminosity

  • Mage
  • Mid
  • Support
  • Mana

A root that crosses half the screen and a beam that punishes from one end of the lane to the other. Lux never waits for you up close: she sentences you from range.

Where these numbers come from

They are pulled from the mode's own files for patch 26.15, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
424+79
HP regen (per 5s)
5.05+0.55
Mana
300+50
Mana regen (per 5s)
6.6+0.6
Attack damage
53.3+3.3
Attack speed
0.625+1.36 %
Armor
16+4
Magic resist
30+0
Attack range
550
Move speed
330

Abilities

Lux — Illumination

Passive

Illumination

Lux's damaging spells charge the target with energy for 6 seconds. Lux's next attack ignites the energy, dealing bonus magic damage (depending on Lux's level) to the target.

  • Lux Q — Light BindingQ

    Light Binding

    5 ranks
    Cooldown
    15/14/13/12/11 s
    Cost
    50/60/70/80/90 Mana
    Range
    1,175
    Damage
    60/110/160/210/260 (+70 % AP)

    Lux releases a sphere of light that binds and deals damage to up to two enemy units.

  • Lux W — Prismatic BarrierW

    Prismatic Barrier

    5 ranks
    Cooldown
    14/13/12/11/10 s
    Cost
    60 Mana
    Range
    1,150
    Shield
    80/105/130/155/180 (+35 % AP)

    Throws Lux's wand to a target location and back, shielding herself and all allied Champions it touches from 80/105/130/155/180 (+35 % AP) damage for 3 seconds.

  • Lux E — Lucent SingularityE

    Lucent Singularity

    5 ranks
    Cooldown
    10 s
    Cost
    70/85/100/115/130 Mana
    Range
    1,000
    Damage
    60/105/150/195/240 (+60 % AP)

    Create a zone that Slows enemies by 20/24/28/32/36%. After 5 seconds the zone detonates dealing 60/105/150/195/240 (+60 % AP) magic damage. Recast to detonate early.

  • Lux R — Finales FunkelnR

    Finales Funkeln

    3 ranks
    Cooldown
    80/65/50 s
    Cost
    100 Mana
    Range
    3,340
    Damage
    300/400/500 (+75 % AP)

    Channels a dazzling ray of light dealing 300/400/500 (+75 % AP) magic damage to all enemies in a line. Finales Funkeln ignites and refreshes Illumination.

In short

Lux operates at a distance few mages reach. Light Binding fires from far outside the trading zone, roots whatever it touches, and turns any positioning mistake into a death sentence. Behind it, Lucent Singularity covers a whole area and Final Spark sweeps a line from one end of the corridor to the other.

What she gets in return for that reach is nothing whatsoever up close. No dash, no leap, no invulnerability. Prismatic Barrier softens a burst, not an execution. If you enjoy landing hard skillshots and reading the map like a chessboard, she's your champion. If your instinct is to step forward, she'll punish it on the first approach.

Strengths and weaknesses

Range is her armor. Stay behind your wave and you chip health away without ever offering a return, while Illumination charges every ability you land into an extra auto attack. Few mages on this roster can contest the lane at that distance. Her ultimate goes beyond the lane entirely: it finishes a target fleeing three screens away and clears a full wave on one button.

The weaknesses are just as clear. All of her threat rides on one skillshot: miss the root and you're a mage with no damage for several seconds. Her mana cost is heavy early and does not forgive free poke. And every champion who can close the gap in one move turns your comfort into a nightmare, because you have no second button to get out.

Laning phase

Lucent Singularity is your priority: it's your damage, your wave pressure and your slow all at once. Place it to the side rather than on the enemy's nose, covering where they're going instead of where they are. Once they're slowed, the root becomes far easier to land and the passive closes the trade.

Resist the urge to throw the root out on cooldown. It's your only safety net against a gank, and without it a jungler coming through the river simply kills you. Hold it, play behind your wave, and wait for the enemy to spend their mobility spell first. Prismatic Barrier also casts on allies, and on this map it saves a botlane more often than people expect.

Power spikes

The first real spike is your ultimate. Your presence in lane becomes a map-wide threat: you can end a fight you're not even in, as long as you keep the beam available instead of burning it to clear a wave.

The second is your first large ability power item. Lux scales hard on ratios: the same sequence that took half a health bar becomes a full kill. Getting sorcerer's shoes matters as much as the raw power, because your combo only means anything if it gets through enemy magic resist.

Teamfights and positioning

You are the last body in the formation, never the first. Your job in a fight isn't to dive: it's to open with the root on the target your team is waiting for, then drop the singularity on the choke they have to walk through. A root on the enemy initiator is worth more than any damage you could deal.

Save Final Spark for the second half of the fight. The reflex to fire it on the opening wastes its best use: catching the survivors as they peel off, lined up along the same escape path. Prismatic Barrier passes through several allies, so cast it down the axis of your front line rather than at a single target.