

Lux
The Lady of Luminosity
How this differs from the live game
- Light Binding's (Q) second target is half as affective
- Final Spark (R) is now German - Finales Funkeln
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of Mana RegenerationSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Magic Penetration +9.00
- Magic Resist +12.60
- Mana Regen +3.60 / 5s
Magic penetration marks amplify Lux's Q, E, R and Illumination because all of her real damage is magic. Mana regen seals support repeated E waveclear, flat MR glyphs cover standard AP mid trades, and AP quints strengthen every spell ratio.
This is the standard 21/0/9 Season 3 AP mid page: offense gives CDR, AP, magic penetration and execute damage. The utility points reach Runic Affinity because mid Lux expects blue buff.
Skill order
ultimate at 6, 11 and 16Illumination
- Light Binding (Q) takes points at levels 2, 8, 10, 12, 13.
- Prismatic Barrier (W) takes points at levels 4, 14, 15, 17, 18.
- Lucent Singularity (E) takes points at levels 1, 3, 5, 7, 9.
- Finales Funkeln (R) takes points at levels 6, 11, 16.
Max E first for waveclear, poke and zone control, then Q for lower cooldown and higher pick damage, with W last. Start E for lane control, take Q at level 2 for gank setup or safety, then add W before level 6.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default mid start when you can lane normally and want AP, health and mana sustain for last-hitting and E poke.
Flask sustain start — Use into heavy poke or difficult lanes where repeated health and mana refills matter more than early AP.
Boots sustain start — Use against skillshot-heavy lanes or jungle pressure where early movement helps dodge and keep distance.
Corein buy order
1Sorcerer's Shoes1,100gSorcerer's Shoes give early magic penetration for Lux's Q/E/R burst pattern.
2Morellonomicon2,200gMorellonomicon supplies AP, mana regen and 20% CDR, letting Lux throw bindings and singularities more often.
3Rabadon's Deathcap3,300gRabadon's Deathcap is the main AP spike and heavily increases her 70% Q, 60% E and 85% R ratios.
Situationalonly when the game asks for it

Chalice of Harmony880gBuy Chalice early against oppressive AP poke or mana-draining lanes, especially if blue buff control is unreliable.

Shushei's Mana Jug2,600gUpgrade into Shushei's Mana Jug when you need magic resist, mana sustain and CDR in the same slot.

Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or when fights happen close enough for the MR reduction aura to matter.

Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when you need health and extra kiting power rather than maximum burst.

Quicksilver Sash1,550gBuy Quicksilver Sash against suppression or a single debuff that will otherwise guarantee your death.

Mejai's Soulstealer1,235gBuy Mejai's only when already snowballing and playing safely enough to preserve stacks from long range.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of GoldQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Gold +3.00 / 10s
Magic penetration marks fit Lux because Q, E, R and Illumination all deal magic damage, so the page improves real poke rather than empty AP reputation. Armor seals and MR glyphs keep her alive in bottom lane trades, while gold quintessences match the Season 3 support economy.
This is 0/9/21: deep utility for warding, income, summoner cooldowns and movement, with 9 defense for lane durability. The defense side has 8 points in rows above row 2 before taking Veteran's Scars, so the unlock is legal.
Skill order
ultimate at 6, 11 and 16Illumination
- Light Binding (Q) takes points at levels 2, 8, 10, 12, 13.
- Prismatic Barrier (W) takes points at levels 3, 14, 15, 17, 18.
- Lucent Singularity (E) takes points at levels 1, 4, 5, 7, 9.
- Finales Funkeln (R) takes points at levels 6, 11, 16.
Max E first for the reliable lane poke, wave control and slow zone, then Q for catch cooldown and damage, with W last after an early safety point at level 3. R is taken at 6, 11 and 16.
Alternative — Max W second instead of Q when the lane phase is lost or your team needs Lux primarily as a shield-and-peel support.
Why these items
Openingsall within the 475 starting gold
Faerie ward start — Default support start: mana regen plus three wards gives Lux enough spell uptime and vision for early river/tribush control.
Charm plus pink start — Use this when early brush control or denying a lane ward matters more than having the third green ward.
Flask sustain start — Take Flask when you expect repeated poke trades and recalls are hard, accepting weaker level 1 ward coverage.
Corein buy order
1Philosopher's Stone700gPhilosopher's Stone is the standard early support income item and gives the mana regeneration Lux needs to keep using E and Q.
2Sightstone800gSightstone is mandatory Season 3 support infrastructure, giving repeatable warding without consuming all of Lux's income.
3Shurelya's Reverie2,100gShurelya's Reverie converts the Philosopher's Stone into team engage, disengage and cooldown reduction, all valuable for a backline support mage.
4Mikael's Crucible2,500gMikael's Crucible gives heavy mana regeneration, magic resistance and a crucial allied cleanse for protecting the marksman.
Situationalonly when the game asks for it

Locket of the Iron Solari2,225gBuy Locket of the Iron Solari when the enemy team has strong AoE burst and your team needs a midgame shield more than extra magic resistance aura.

Banner of Command2,360gBuy Banner of Command when your composition wants siege pressure and you can safely use promoted cannon waves to force rotations.

Shard of True Ice1,600gBuy Shard of True Ice when you are ahead and want AP, gold income and another slow tool instead of rushing more defensive aura items.

Chalice of Harmony880gStop on Chalice of Harmony early when magic poke and mana pressure are the main problems before finishing Mikael's.

Quicksilver Sash1,550gBuy Quicksilver Sash only when a single suppression or hard pick spell is deciding fights and Mikael's cannot reliably cover the target.
One build, written by a player. Newest first.
Write a Lux buildBuild
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of Scaling HealthSeal
x9Glyph of Scaling Ability PowerGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Magic Penetration +9.00
- Scaling Ability Power +1.80
- Scaling Health +11.70
Not the author's. This is a 21/0/9 AP mid page for the author's magic penetration marks, AP glyphs/quints, Sorcerer's Shoes, Rabadon's Deathcap, Void Staff, Liandry's Torment, and Lich Bane. Offense takes the mage damage core through Arcane Knowledge, Archmage, and Executioner, while Utility supports Flash uptime and mana for a Flask into Chalice lane. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Illumination
- Light Binding (Q) takes points at levels 2, 8, 10, 12, 13.
- Prismatic Barrier (W) takes points at levels 4, 14, 15, 17, 18.
- Lucent Singularity (E) takes points at levels 1, 3, 5, 7, 9.
- Finales Funkeln (R) takes points at levels 6, 11, 16.
Not the author's. Max Lucent Singularity first for mid-lane waveclear and poke, then Light Binding for pick damage, leaving Prismatic Barrier last while still taking one early shield point. Inferred from the build and text they did publish.
Why these items
Openingsall within the 475 starting gold
Opening — The guide labels no opening; this is what its buy path starts with, inside the 475g you have.
Corein buy order
1
2Boots of Speed325g
3Sorcerer's Shoes1,100g
4Cloth Armor300g
5Seeker's Armguard1,160g
6Zhonya's Hourglass3,260g
Notes
the author's own wordsKing Lux, by 2300+elo mid Chu8 — rated 9.8/10 from 54 votes on MOBAFire.
What the guide does not publish: the guide never fills in an ability sequence.
Build by chu8, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/king-lux-by-2300-elo-mid-chu8-298913).
Abilities
per rankIllumination
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.
Light Binding5 ranks
Lux releases a sphere of light that binds and deals damage to up to two enemy units.
- Damage
- 60 / 110 / 160 / 210 / 260 + 70% AP
- Cooldown
- 15 / 14 / 13 / 12 / 11s
- Cost
- 50 / 60 / 70 / 80 / 90 Mana
- Range
- 1175
Prismatic Barrier5 ranks
Lux throws her wand and bends the light around any friendly target it touches, protecting them from enemy damage.
- Shield
- 80 / 105 / 130 / 155 / 180 + 35% AP
- Cooldown
- 14 / 13 / 12 / 11 / 10s
- Cost
- 60 Mana
- Range
- 1150
Lucent Singularity5 ranks
Fires an anomaly of twisted light to an area, which slows nearby enemies. Lux can detonate it to damage enemies in the area of effect.
- Damage
- 60 / 105 / 150 / 195 / 240 + 60% AP
- Cooldown
- 10s
- Cost
- 70 / 85 / 100 / 115 / 130 Mana
- Range
- 1000
Finales Funkeln3 ranks
After gathering energy, Lux fires a beam of light that deals damage to all targets in the area. In addition, triggers Lux's passive ability and refreshes the Illumination debuff duration.
- Damage
- 300 / 400 / 500 + 85% AP
- Cooldown
- 80 / 60 / 40s
- Cost
- 100 Mana
- Range
- 3340
Matchup against
62 champions, one-on-one
AhriEven
Lux can outrange Ahri before level 6, but Spirit Rush lets Ahri dodge Light Binding and force a lethal close-range exchange if Lux misses.
Watch for Spirit Rush lets Ahri bypass Lux's poke range, dodge Q or R, and keep damage on Lux through multiple repositionings.
How to beat
Hold outside Charm range and use Lucent Singularity to make Ahri choose between farming and taking Illumination trades. Do not throw Light Binding casually after 6; wait until she uses a Spirit Rush charge forward or has to path predictably after Orb of Deception. Commit with Q into E and Finales Funkeln only when Charm is down or blocked by minions.
Later Ahri is better at side-lane picks and fog-of-war flanks, while Lux is stronger in grouped siege and counter-engage. Stay near teammates, keep E in choke points, and save Q for Ahri's dash-in rather than opening with it.
- Minions block Charm and Light Binding, but Ahri can dash around the wave after 6.
- If Ahri casts Orb of Deception forward, step sideways before trading so the true-damage return misses.
- Do not ult until Spirit Rush charges are committed or she is rooted.
- E slow can force Ahri to spend a dash just to exit the zone.

AkaliUnfavoured
Akali loses the poke phase badly but takes over once Shadow Dance gives her repeated gap-closes that punish Lux's long cooldowns.
Watch for Shadow Dance lets Akali stick to Lux after the first engage and turns a missed Light Binding into an all-in.
How to beat
Abuse levels before 6 by holding max E range and tagging her when she walks up for Mark of the Assassin. After 6, keep Q until she dashes rather than using it as poke, and back away from Twilight Shroud instead of fighting inside it. Commit only after she spends Shadow Dance and cannot hide the Q angle with Shroud.
Later Akali wins isolated side-lane duels if she reaches Lux, but Lux contributes more from behind a frontline in teamfights. Group early, ward flanks, and use Q defensively when Akali dives carries.
- Do not auto for Illumination if it puts you in Shadow Dance range after level 6.
- Throw E on Twilight Shroud to reveal her likely exit path and slow the chase.
- Q can hit Akali as she arrives from Shadow Dance if you cast through your own position.
- Zhonya's can waste her mark detonation and buy time for Q cooldown.

AlistarFavoured
Alistar has almost no way to start a fair duel if Lux respects Headbutt range, and he lacks the damage to finish her through shield and kiting.
Watch for Headbutt into Pulverize is the only punish window, knocking Lux into close range and denying her spacing.
How to beat
Keep enough distance that Alistar must Flash or walk through E slow before Headbutt is possible. Poke with E and autos when Pulverize cannot reach, but do not stand near walls or turret angles where Headbutt changes the fight. If he uses Unbreakable Will, disengage and wait out the damage reduction instead of dumping R into it.
Later Alistar is not trying to duel Lux; he wins by starting fights or peeling her burst target. Lux should stay wide of his Flash combo and use binding on whoever follows his engage, not necessarily Alistar himself.
- Light Binding before Unbreakable Will is unreliable because he can remove the crowd control.
- E under his feet makes walking into Headbutt range much harder.
- Do not waste Finales Funkeln during Unbreakable Will unless it secures a kill anyway.
- If he Headbutts you away without Pulverize, take the free disengage.

AmumuFavoured
Lux outranges Amumu and wins the duel unless Bandage Toss lands and lets him chain his point-blank damage and ultimate.
Watch for Bandage Toss is the engage that drags Amumu onto Lux and sets up Curse of the Sad Mummy.
How to beat
Stand behind minions and use E to punish every missed Bandage Toss. If Amumu has Flash and ultimate, keep extra distance and save Q for after he commits so he cannot keep walking with Despair. Burst him only when Bandage Toss is down, because his sustained close-range damage matters once he reaches you.
Later Amumu is more valuable in clustered teamfights, while Lux controls sieges and punishes failed engages. Spread out, keep vision on flank angles, and hold shield for his ultimate's follow-up damage.
- Minions are your best defense against Bandage Toss in lane corridors.
- Q after Bandage Toss connects can stop him from extending the trade after the stun ends.
- Do not stand with teammates where one Flash-R catches everyone.
- Liandry's is valuable if he builds health and magic resist.

AniviaEven
Both champions are long-range control mages, but Anivia's Rebirth makes Lux's burst less decisive while Lux has cleaner poke before all-ins.
Watch for Rebirth denies Lux's first kill attempt and can turn a committed combo into a wasted burst window.
How to beat
Play just outside Flash Frost's slow projectile path and harass with E where Anivia wants to last-hit. Do not commit R unless you can also finish the egg or force it somewhere unsafe. If Crystallize cuts your retreat, use Q defensively and shield while walking out of Glacial Storm.
Later Anivia is stronger at locking down side waves and defending narrow spaces, while Lux is better at long-range picks and poke before fights. Do not duel her in her storm; clear, rotate, and look for bindings before she sets up terrain.
- Breaking Rebirth without enough damage to kill the egg often loses the next cooldown cycle.
- Crystallize can trap you long enough for Flash Frost, so avoid hugging terrain.
- E can check Anivia's egg zone before you walk forward.
- Finales Funkeln is best saved until after Flash Frost misses or the egg is exposed.

AnnieUnfavoured
Lux outranges Annie in neutral, but Annie's Flash-stun Tibbers burst is faster and more reliable once she gets in range.
Watch for Pyromania with Summon: Tibbers gives Annie an instant AoE stun burst that removes Lux's chance to kite.
How to beat
Track Annie's stun count constantly and give up small poke windows when Pyromania is ready. Harass from E range, stay outside Flash plus Tibbers range when possible, and only auto for Illumination when her stun is unavailable. Commit after she spends stun or misses Tibbers, because her remaining spells are much easier to shield and kite.
Later Annie is more dangerous as a flash engager, while Lux is stronger before fights start. Stand far enough back that Annie must overextend to reach you, and use Prismatic Barrier across teammates hit by Tibbers rather than trying to duel her in the stun window.
- A charged Pyromania makes even Annie's Q a lethal setup, not just Tibbers.
- Do not walk up for passive procs when her stun is at three or four stacks.
- Banshee's Veil can block the first stun spell and force Annie to spend another cast.
- If Tibbers lands without stun, immediately Q Annie and leave the bear's burn area.

AsheFavoured
Lux wins if she avoids Enchanted Crystal Arrow, because Ashe has no dash and is vulnerable to long-range binding into burst.
Watch for Enchanted Crystal Arrow is Ashe's way to start from outside Lux's range and hold her still for follow-up autos.
How to beat
Keep minions between you and Volley poke, but do not stand in obvious straight lines from fog where Ashe can fire R. Use E to control her movement, then cast Q when Frost Shot forces her into a predictable chase or retreat path. Once Arrow is down, Lux can commit aggressively because Ashe cannot dodge binding without Flash.
Later Ashe scales better in sustained front-to-back damage, but Lux threatens her from longer range and can decide fights with a pick. Stay out of arrow lanes, shield the first engage target, and aim Q through the frontline when Ashe steps up to auto.
- Q is easiest to land after Ashe slows herself into an auto-trade pattern.
- Do not chase through Frost Shot unless Q is ready to stop her kiting.
- Finales Funkeln can finish Ashe after she Flashes because she has no second mobility spell.
- Banshee's Veil is strong when Arrow is the only way she can start on you.

BlitzcrankFavoured
Lux wins at range, but one Rocket Grab can convert the duel into Blitzcrank's melee knockup and burst sequence.
Watch for Rocket Grab pulls Lux out of her safe range and guarantees Blitzcrank's Power Fist follow-up if it lands.
How to beat
Stand behind minions and use E to punish Blitzcrank when he walks into hook angles. Hold Q until after Overdrive or a missed Rocket Grab, then root him before he can force melee. Do not chase into fog or narrow corridors where the hook angle is hidden.
Later Blitzcrank is not a side-lane duelist against Lux; he is a pick champion who punishes poor vision. Lux should group behind minions or tanks, keep E in corridors, and shield grabbed allies before the Static Field burst lands.
- A missed Rocket Grab is your clearest window to walk forward and combo.
- E slow makes Overdrive approaches much less threatening.
- Do not cast R if Blitzcrank still has hook and can interrupt your positioning by pulling you.
- Banshee's Veil can turn his entire pick pattern off until the shield is broken.

BrandEven
Brand can outdamage Lux if he lands his delayed combo, but Lux has better disengage and can punish his lack of mobility.
Watch for Pillar of Flame after a Blaze setup is Brand's main damage spike and forces Lux to move before trading back.
How to beat
Keep the fight at E and Q range, never standing still after Brand tags you with any spell. If Sear is down or blocked by minions, Lux can step forward for Q-E-R because Brand has no escape. Avoid fighting near minion waves when Pyroclasm is available, since the bounces make his all-in much stronger.
Later Brand's clustered teamfight damage is higher, while Lux is safer at sieging and picking before the engage. Stay spread from allies and minions, shield through Blaze damage, and target Brand when he steps up for E or W.
- Move immediately after Conflagration because Pillar of Flame is the usual follow-up.
- Minions can block Sear, but they can also give Pyroclasm extra bounces.
- Your Q is easier to land while Brand is locked into casting Pillar of Flame.
- Magic resist matters more than armor here because Blaze adds percent-health magic damage.

Cho'GathFavoured
Lux can kite Cho'Gath indefinitely if she dodges Rupture, but getting silenced removes her ability to peel before Feast range.
Watch for Rupture is the knockup that lets Cho'Gath close into Feral Scream and Feast range.
How to beat
Hold max spell range and keep moving laterally so Rupture cannot be placed under your feet. Save Q for when Cho'Gath walks forward after missing Q or after using Feral Scream on the wave. Do not stand close enough for silence unless you are already finishing him with a guaranteed combo.
Later Cho'Gath becomes very hard for Lux to kill alone once he stacks health and magic resist, but Lux remains better at controlling fights around him. Kite him, burn him with repeated E, and save binding for his carries unless he is the only champion reaching you.
- Silence prevents shield, binding, and ult, so respect its cone more than his basic attacks.
- E slow makes Cho'Gath choose between backing off or telegraphing Rupture.
- Liandry's is one of the few specific buys that helps Lux chip through his health stack.
- Do not ult while he is merely slowed if Rupture is still available to force your movement.

CorkiEven
Corki can dodge Lux's first binding with Valkyrie and win extended trades, but he is fragile if that mobility is down.
Watch for Valkyrie lets Corki avoid Light Binding or cross Lux's E zone, turning her missed crowd control into a close-range damage trade.
How to beat
Use E to force Corki to move before throwing Q, and do not spend Q while Valkyrie is available unless he is already trapped by terrain. Trade in short windows where Phosphorus Bomb misses or he has used Gatling Gun on the wave. Commit after Valkyrie is down, because Corki has no other way to avoid the full Q into R combo.
Later Corki outperforms Lux in sustained side-lane and objective damage, while Lux is better at long-range pick and poke. Do not duel him through repeated missiles; clear waves from range and punish his Valkyrie cooldown in grouped fights.
- Corki's auto attacks include true damage, so pure armor does not fully answer him.
- Q after Valkyrie lands is often stronger than Q before he uses it.
- Avoid standing in Gatling Gun while trying to proc Illumination.
- Zhonya's can deny his close-range follow-up after Valkyrie, but it does not win the poke war by itself.

Dr. MundoUnfavoured
Lux can kite Dr. Mundo early, but Sadism and repeated cleavers eventually let him absorb her burst and run her down if she cannot cut his healing.
Watch for Sadism gives Dr. Mundo enough healing and movement speed to ignore one Lux combo and keep chasing.
How to beat
Keep maximum E range and dodge Infected Cleaver sideways; one cleaver slow is usually the start of the losing trade. Save Q for after Mundo activates Sadism or commits forward, then disengage while Morellonomicon or Ignite-style healing reduction does its work. Do not spend full burst into his ultimate unless you can finish him through the regeneration.
Later Mundo wins the side lane if he is allowed to stack health and walk at Lux, but Lux is still useful in teamfights by slowing him and shielding his target. Kite backward, apply Grievous Wounds when he drops low, and use Q to protect carries rather than trying to solo kill him quickly.
- Morellonomicon only applies when your magic damage hits him below 40% health, so time poke around that threshold.
- Cleaver slows make the next cleaver much easier, so break the chain immediately.
- E on your retreat path is better than E on his current position during Sadism.
- Liandry's helps more than flat burst once Mundo has health items.

EvelynnUnfavoured
Evelynn's camouflage and point-and-click melee burst punish Lux before she can set up a clean skillshot fight.
Watch for Shadow Walk gives Evelynn the first move from fog or flank range, denying Lux the chance to pre-space the duel.
How to beat
Fight only around vision and keep E available to check likely approach paths instead of using it on cooldown. If Evelynn appears in melee range, shield immediately and throw Q through yourself as she follows Ravage and Hate Spike. Commit only when she is revealed and Agony's Embrace is down or she has already used Dark Frenzy to enter.
Later Evelynn is more threatening in side-lane picks and flank setups, while Lux is stronger in visible front-to-back fights. Buy and place vision aggressively, group near peel, and save Q for Evelynn's reveal rather than fishing at the frontline.
- E can reveal and slow the route Evelynn wants to take, but it is costly if wasted.
- Do not stand alone in side brush without a ward charge available.
- Q cast through your own model is often the best answer to her melee engage.
- Twin Shadows is specifically valuable for finding her before she chooses the fight.

EzrealEven
Ezreal can dodge Lux's binding with Arcane Shift and win poke through Mystic Shot, but he dies quickly if that escape is forced first.
Watch for Arcane Shift dodges Lux's key skillshot and repositions Ezreal for continued poke or escape.
How to beat
Pressure with E first and make Ezreal spend Arcane Shift before throwing Light Binding. Stay behind minions to block Mystic Shot, but avoid clumping with the wave when he angles Essence Flux and Trueshot Barrage. Commit only after Arcane Shift is down or when he shifts forward into Q range.
Later Ezreal has safer side-lane poke and better sustained spell DPS, while Lux offers stronger hard crowd control and burst from fog. In teamfights, shield his poke, keep binding for his forward Shift, and use R to punish him after mobility is gone.
- A defensive Arcane Shift is your green light to look for Q before it returns.
- Do not rely on minions against Essence Flux; it hits champions through the wave.
- Lux can outrange his auto trades, but Mystic Shot will win if you stand in a straight line.
- Banshee's Veil is useful mainly when his poke is setting up all-ins, not for every lane.

FiddlesticksEven
Lux can interrupt Drain and outrange Fiddlesticks, but Terrify or a hidden Crowstorm can decide the fight before she casts her combo.
Watch for Terrify stops Lux from interrupting Drain or escaping Crowstorm, giving Fiddlesticks a free damage window.
How to beat
Stay outside Terrify range and poke with E until Fiddlesticks has to move or channel Drain. Save Q to interrupt Drain or catch him after Crowstorm appears, not as casual poke. If he disappears from vision, back away from walls and brush because the duel changes completely when Crowstorm starts unseen.
Later Fiddlesticks is stronger when he finds fog-of-war ult angles, while Lux is stronger in open sieges with vision control. Keep wards on flank channels, hold shield for Crowstorm impact, and bind him as soon as he channels or lands.
- Light Binding cancels Drain if you have not been feared first.
- Dark Wind silence can stop your shield or ult, so avoid standing near minions that give it bounces.
- Do not chase a low Fiddlesticks into unwarded brush when Crowstorm is available.
- Banshee's Veil can block Terrify and make his duel much less reliable.

GangplankFavoured
Lux's range and crowd control beat Gangplank in a clean duel, but Remove Scurvy can erase the binding that normally guarantees her burst.
Watch for Remove Scurvy cleanses Light Binding and heals, breaking Lux's usual Q into Finales Funkeln kill pattern.
How to beat
Poke with E and autos from outside Parrrley range when possible, then bait Remove Scurvy with Q before committing R. If he uses Cannon Barrage to slow your retreat, shield and walk out diagonally rather than fighting inside the full duration. Commit after Remove Scurvy is down, because Gangplank has no dash to avoid your follow-up.
Later Gangplank can pressure side lanes and influence fights globally, but Lux is stronger in direct grouped poke and pick setups. Track Remove Scurvy before calling a target caught, and avoid standing in Cannon Barrage zones where his team can collapse.
- Do not assume a landed Q means kill while Remove Scurvy is ready.
- E slow after he cleanses can still keep him in range for Finales Funkeln.
- Parrrley trades hurt more than his melee pattern, so do not walk up for unnecessary passive autos.
- Armor is only situational because your main answer is spacing and cooldown tracking.

GarenFavoured
Lux wins if she keeps Garen out of melee, because Decisive Strike only removes the slow and does not answer Light Binding once he has committed.
Watch for Decisive Strike breaks Lucent Singularity's slow and gives Garen the burst of speed he needs to reach silence range.
How to beat
Hold maximum spell range and use Lucent Singularity to stop Perseverance, not as your only escape tool. Let Garen spend Decisive Strike into the slow, then bind him during the run-up and punish with Illumination procs while backing away.
Later Garen becomes harder to burst in a side lane, but he still has to walk through Lux's zones to reach her. In teamfights Lux should shield his target, keep him tagged to stop regeneration, and save Light Binding for his Decisive Strike engage.
- Tap him with Lucent Singularity whenever Perseverance is about to restart.
- Do not auto for Illumination if Decisive Strike is still ready and he is near brush.
- Light Binding after Decisive Strike is stronger than opening with it.
- Prismatic Barrier can deny Demacian Justice thresholds if timed before the execute.

GragasEven
Lux outranges Gragas, but Body Slam and Explosive Cask can force her out of the clean poke pattern if she wastes Light Binding.
Watch for Body Slam closes the gap and slows Lux, turning a missed binding into a full Gragas trade.
How to beat
Stand outside Body Slam range and make him use Barrel Roll for farm or poke before stepping up. Keep Light Binding for Body Slam's line or for after Explosive Cask displaces you, then answer with E-R while he is rooted.
Later Gragas has the better pick and displacement threat, while Lux contributes safer siege and counter-poke. In teamfights, play behind your frontline so Explosive Cask cannot throw you into him, and punish his Body Slam cooldown with binding.
- Do not stand near your caster minions when Barrel Roll is already placed.
- A held Light Binding makes Body Slam much harder for him to start.
- If Explosive Cask knocks you sideways instead of toward him, immediately re-space before casting Finales Funkeln.
- His passive sustain means weak single-spell poke rarely sticks unless you keep tagging him.

HeimerdingerEven
Lux has better burst range, but Heimerdinger's turrets and regeneration make it difficult to turn poke into a clean kill without controlling the setup.
Watch for H-28G Evolution Turret controls the space Lux wants to stand in and punishes her for walking up to trigger Illumination.
How to beat
Clear or chip turrets with Lucent Singularity before looking for champion damage. Fight him when turrets are down or misplaced, and avoid auto-attacking for Illumination inside turret fire unless Light Binding has already landed.
Later Lux is usually better in grouped fights because her binding and laser matter instantly, while Heimerdinger is stronger when he can set up an area first. Do not walk into prepared turrets; force movement with long-range E and look for picks around his formation.
- Lucent Singularity can threaten Heimerdinger and his turret line at the same time.
- Do not chase through turrets after landing only one spell.
- Grenade is slow enough to sidestep if you are not auto-locked in place.
- Finales Funkeln can finish him without entering turret range.

JannaEven
Neither support naturally kills the other, but Lux has more damage while Janna has enough shield, speed, and disengage to deny committed trades.
Watch for Monsoon knocks Lux away and resets any all-in that depends on Light Binding landing first.
How to beat
Treat the duel as a poke and cooldown test, not a chase. Bait Eye Of The Storm with Lucent Singularity, then look for Light Binding after the shield expires; never spend Flash or walk deep unless Monsoon is down.
Later Janna is stronger at denying picks and protecting carries, while Lux offers better long-range catch and burst. In teamfights, aim bindings past Janna or force her shield before committing Finales Funkeln.
- Do not laser into a fresh Eye Of The Storm unless it secures the kill anyway.
- Binding Janna before Monsoon is the only reliable solo kill window.
- Her passive and Zephyr make straight-line E poke less reliable than trapping her path.
- Use Prismatic Barrier for trades; she rarely has enough solo damage to break through it quickly.

Jarvan IVUnfavoured
Jarvan IV can force a melee fight through Lux's range, and Cataclysm punishes her hardest if Light Binding is down.
Watch for Cataclysm traps Lux in melee range, removing the spacing she needs to win the duel.
How to beat
Stay behind minions and hold Light Binding until Jarvan commits with his gap close or Cataclysm. If he misses the engage, punish immediately with E-Q-R; if he traps you, bind him point blank and walk to the edge while shielding the burst.
Later Jarvan is more dangerous in side-lane collapses and hard engages, but Lux has stronger siege and follow-up if he dives someone else. In teamfights, position so Cataclysm cannot isolate you from your team and save Zhonya's for his full commit.
- Do not use Light Binding for poke when Jarvan's engage is available.
- Prismatic Barrier before Cataclysm lands can absorb the first burst sequence.
- If he shields with Golden Aegis after entering, kite instead of wasting laser into the shield.
- Ward flanks; Lux beats front-to-back Jarvan better than fog-of-war Jarvan.

JaxUnfavoured
Jax survives enough of Lux's poke to reach her, and Leap Strike turns one missed binding into a losing melee trade.
Watch for Leap Strike lets Jax bypass Lux's preferred range and attach Empower damage to the engage.
How to beat
Keep minions between you and his walk-up, but remember Leap Strike can use targets to close distance. Save Light Binding for after he jumps or when he has no jump target left, then kite out Counter Strike rather than spending autos into it.
Later Jax wins the side lane heavily once finished, while Lux is much more valuable in grouped fights if she is protected. Do not match him alone late; waveclear from distance and bring teammates before he reaches your tower.
- Counter Strike reduces area damage, so Lucent Singularity trades are worse during it.
- Do not try to proc Illumination while Counter Strike is active.
- Binding after Leap Strike is your best escape timing.
- Finales Funkeln is better used before he reaches melee or after he is rooted, not during a panic retreat.

KarthusFavoured
Lux outranges Karthus and can burst him from outside Defile, but she must respect Death Defied after winning the kill.
Watch for Death Defied lets Karthus keep casting after death, punishing Lux if she finishes him too close.
How to beat
Play beyond Lay Waste and Defile range, using Lucent Singularity to force him to move before lining up Light Binding. When you kill him, immediately leave his spirit range instead of standing still for Illumination autos or a late laser flourish.
Later Karthus scales into a stronger unavoidable teamfight damage source, but Lux remains better at picks and siege control. Shield Requiem damage for allies when possible and avoid starting fights at health totals where his passive cleanup wins anyway.
- A rooted Karthus is an easy Finales Funkeln target because he has no dash.
- Do not chase into Defile just to trigger Illumination.
- After killing him, move first and cast later.
- Prismatic Barrier can blunt Requiem for you and nearby allies if timed during the channel.

KassadinUnfavoured
Lux can punish Kassadin before he gets repeated Riftwalk access, but equal-level duels favor Kassadin once he can silence and blink through her skillshots.
Watch for Null Sphere silences Lux, stopping the defensive Light Binding or shield timing she needs when Kassadin jumps in.
How to beat
Abuse early range before Riftwalk becomes frequent, and keep Lucent Singularity where he wants to land rather than where he starts. Once he has Riftwalk, do not cast Light Binding first unless he is already committed or silenced; punish the landing spot after his blink.
Later Kassadin wins side-lane access and can repeatedly threaten Lux in fog, while Lux is stronger when grouped behind control and vision. Late, stay with teammates, keep wards deep, and use binding defensively when he spends Riftwalk forward.
- His passive directly lowers your magic burst, so partial combos are rarely enough.
- A missed Light Binding gives him the cleanest Riftwalk window.
- Do not stand at a range where Null Sphere can start the trade for free.
- Banshee's Veil can buy the one spell window needed to survive his first jump.

KatarinaEven
Lux wins if Light Binding interrupts Katarina's commit, but Katarina kills quickly when Shunpo dodges the binding or starts Death Lotus in melee.
Watch for Death Lotus deals lethal channel damage if Lux has already spent Light Binding or cannot break distance.
How to beat
Hold Light Binding until Katarina uses Shunpo or starts Death Lotus. Keep Lucent Singularity between you and her likely dagger path, then root her after the blink and unload the full combo before Voracity can matter.
Later Katarina is more dangerous in chaotic teamfights with resets, while Lux is better before the fight starts. Save crowd control for Katarina instead of fishing at tanks, and shield allies she is trying to reset on.
- Do not throw Light Binding at max range if Shunpo is ready to dodge it.
- Rooting Katarina during Death Lotus stops the duel from flipping instantly.
- Avoid low-health skirmishes where Voracity gives her another Shunpo.
- Lucent Singularity's slow makes her approach predictable if she has no target to Shunpo to.

KayleUnfavoured
Kayle can survive Lux's burst with Intervention and then run her down with Righteous Fury and Reckoning.
Watch for Intervention denies Lux's full combo window, wasting the burst that normally decides her duels.
How to beat
Poke Kayle until she is pressured to use Divine Blessing, but do not commit Finales Funkeln while Intervention is available. Bait the ultimate with Q-E pressure, back away during invulnerability, then re-engage only after it ends and Righteous Fury is not freely hitting you.
Later Kayle outduels Lux in the side lane and brings a fight-changing ultimate for carries, while Lux must win through picks before Kayle can react. In grouped fights, force Intervention on someone else, then laser the backline after the immunity is gone.
- If Kayle uses Intervention early, stop casting damage and reposition.
- Reckoning's slow is the start of her chase; shield before the follow-up attacks land.
- Do not trade autos during Righteous Fury unless she is rooted.
- Binding Kayle after her ultimate ends is stronger than binding her during it.

KennenEven
Lux and Kennen have similar lane range, but Kennen's Lightning Rush and stun threat punish Lux if she lets him start the fight on top of her.
Watch for Slicing Maelstrom stacks Mark of the Storm while dealing damage, forcing Lux to leave immediately or get stunned.
How to beat
Trade at the edge of Lucent Singularity and avoid standing where Electrical Surge can turn one mark into a stun setup. Save Light Binding for Lightning Rush or Slicing Maelstrom, then disengage first and counter-burst once his rush is down.
Later Kennen has the stronger flash-style teamfight engage, while Lux has safer poke and pick pressure before objectives. Stay spread from teammates, keep binding for his entry, and use Zhonya's if he reaches you with Slicing Maelstrom active.
- Do not take a second Mark of the Storm for an Illumination auto.
- Lightning Rush makes raw max-range binding unreliable; aim at his destination.
- If he ults without stunning you first, binding and walking out wins the exchange.
- Mercury's Treads reduce the stun chain enough to create a shield or flash window.

Kog'MawEven
Lux can burst Kog'Maw if she lands Light Binding, but Bio-Arcane Barrage and Living Artillery let him punish her between missed spells.
Watch for Bio-Arcane Barrage extends Kog'Maw's attack range and lets him shred Lux while she waits for cooldowns.
How to beat
Fight from fog or outside his empowered auto range, using Lucent Singularity to force him to sidestep before Light Binding. If Bio-Arcane Barrage is active and binding misses, disengage immediately; commit only when he has no flash, no slow field, or is already rooted.
Later Kog'Maw is a stronger sustained damage carry in front-to-back fights, but Lux can remove him before he attacks if she finds a binding. Play for pick angles and shields for allies, then avoid his passive explosion after the kill.
- Do not chase into Icathian Surprise after landing the finishing laser.
- Void Ooze makes retreating in a straight line dangerous; step sideways out of the trail.
- Binding is much easier when he stops to cast Living Artillery.
- Shield before Bio-Arcane Barrage autos land, not after you are already low.

Lee SinUnfavoured
Lee Sin's mobility and burst punish Lux's immobility, and Sonic Wave creates a forced duel if she cannot break the second cast timing.
Watch for Sonic Wave / Resonating Strike marks Lux and gives Lee Sin the follow-up dash that starts his full combo.
How to beat
Keep minions between you and Sonic Wave, and never spend Light Binding just to poke when he has Q available. If Sonic Wave hits, bind him during Resonating Strike's arrival or immediately after, shield the burst, and walk out before Dragon's Rage repositions you.
Later Lee Sin is less reliable as a scaler but remains excellent at finding Lux from fog and kicking her into his team. Group behind vision, punish missed Q with full combo, and use Zhonya's to deny his burst window after he commits.
- A missed Sonic Wave is your best time to step up and cast E-Q.
- Do not stand near wards or allies that give Safeguard an angle behind you.
- Dragon's Rage can kick you out of your own shield return path, so cast W early.
- Binding Lee after Resonating Strike is easier than trying to hit him before he takes it.

LeonaFavoured
Lux wins the isolated duel by kiting Leona, because Leona's damage is limited without allies to trigger Sunlight.
Watch for Zenith Blade pulls Leona to Lux and starts the stun chain that removes her spacing.
How to beat
Stay outside Zenith Blade range and punish Leona whenever she walks up without minion cover. If Zenith Blade connects, immediately Light Binding after the dash completes, shield the Shield of Daybreak hit, and kite until Eclipse falls off before using your burst.
Later Leona is much stronger as a teamfight engager than as a duelist, while Lux is better at punishing targets she locks down. In grouped fights, respect Solar Flare follow-up and save binding for Leona's entry or the carry she exposes.
- Do not dump full combo into Eclipse unless it secures the kill.
- Her passive adds no solo damage unless another enemy is nearby.
- Binding after Zenith Blade lands prevents her from extending the trade.
- Solar Flare is easier to dodge if you are not stopping to auto for Illumination.

LuluEven
Lux has higher kill threat, but Lulu can shield, polymorph, and Wild Growth through the burst if she saves cooldowns well.
Watch for Whimsy disables Lux during the commit window, preventing Light Binding or Finales Funkeln follow-up.
How to beat
Poke out Help, Pix! before looking for a lethal combo. Hold enough distance that Lulu must choose between walking up for Whimsy or saving it defensively, then commit only after shield or Wild Growth has been forced.
Later Lulu is better at protecting one carry, while Lux is better at starting fights from long range. Aim to bind targets outside Lulu's immediate save range or force her defensive cooldowns before using Finales Funkeln.
- Do not laser a target Lulu can instantly Wild Growth unless the damage still matters after bonus health.
- Glitterlance slow makes your binding line predictable, so sidestep before casting back.
- If Lulu uses Whimsy for movement speed, her duel safety drops sharply.
- Help, Pix! can reveal and shield the target you are trying to burst, so bait it first.

MalphiteEven
Lux can kite Malphite before level-six-style engages, but Unstoppable Force gives him a guaranteed way to start the melee fight if she is in range.
Watch for Unstoppable Force knocks Lux up and closes the full gap, bypassing her slow and binding setup.
How to beat
Chip Granite Shield off with Lucent Singularity before committing real damage. Stay outside Unstoppable Force range when Light Binding is down, and if he ults in, shield immediately, bind after the knockup ends, then kite away from Ground Slam range.
Later Malphite becomes the more reliable teamfight starter, while Lux remains better at siege and follow-up damage. Position outside his primary engage angle and punish him after Unstoppable Force is spent rather than trying to duel him through tank stats.
- Always break Granite Shield before using Finales Funkeln for kill pressure.
- Seismic Shard steals speed, so do not answer it by walking forward for Illumination.
- Binding after his ultimate lands is more reliable than trying to stop it.
- If he builds heavy magic resist, switch from solo kill attempts to waveclear and peel.

MalzaharEven
Lux can outrange Malzahar's damage pattern, but Nether Grasp turns any missed binding or overstep into a losing all-in.
Watch for Nether Grasp suppresses you long enough for Null Zone and Malefic Visions to finish the trade.
How to beat
Play just outside 550 and make him spend Malefic Visions on the wave before you walk up for E poke. Keep Q for after he commits or after his Voidling path is clear, because binding a pet while he ults you loses the duel. Commit only when Nether Grasp is down or when you can burst from outside his return range.
Later Malzahar is stronger in a side lane if he has Flash or Nether Grasp ready, while Lux is better at sieging and catching before fights. In teamfights, stay behind minions and tanks, shield the Grasp target if you cannot stop the channel, and use R to punish his stationary cast windows.
- Do not throw Q through a Voidling unless you are sure it reaches Malzahar second.
- E gives safer wave control than trading autos into Malefic Visions bounce range.
- If he channels Nether Grasp at max range, Finales Funkeln can still punish him after the channel if you survive.
- Force him to choose between pushing with E and holding mana for a duel.

Master YiUnfavoured
Lux wins before contact, but Highlander ignores her E slow and Alpha Strike lets Yi dodge the spell that normally keeps her alive.
Watch for Highlander removes your slow plan and lets Yi run you down after Alpha Strike.
How to beat
Hold maximum spell range and never spend Q just to poke while Yi has Alpha Strike available. Drop E where he will land after Alpha Strike rather than where he starts, then Q immediately if he continues forward. Commit only after Alpha Strike or Meditate is down, because interrupting Meditate with Q is your cleanest kill window.
Later Yi wins isolated side-lane duels once he has damage and reset threat, while Lux contributes more reliable poke and shields in grouped fights. Stay grouped, save binding for his post-Alpha position, and make him enter through vision instead of from a flank.
- E slow does not matter during Highlander, so do not rely on it as your only peel.
- If he Meditates in beam range, Q or R forces the issue before he heals too much.
- Avoid standing near low minions that give Alpha Strike a clean gap-close path.
- Your best duel starts with Q landing before he activates Highlander.

Miss FortuneEven
Lux has stronger pick range, but Miss Fortune's faster point-and-click trades and Bullet Time punish Lux if Q misses.
Watch for Bullet Time channels lethal cone damage if Light Binding is unavailable or misses.
How to beat
Stand off the minion line so Double Up cannot bounce through a low minion into you. Fish with E at max range to break Strut, but save Q for Bullet Time or for when she steps forward after Make It Rain. Commit after she spends E or R, since she has no dash once bound.
Later Miss Fortune is stronger in front-to-back sustained damage, while Lux controls fog and siege angles better. In teamfights, keep Q for Bullet Time unless another guaranteed carry catch appears, and shield through the cone if you cannot interrupt it.
- Breaking Strut with E makes your next binding much easier to line up.
- Do not stand behind caster minions when they are low enough for Double Up setups.
- Q instantly stops Bullet Time if you are not already locked out by positioning.
- Her 550 range matches yours, so autos are only safe after her Q is down.

MorganaEven
The matchup is a skillshot and shield timing check, because Black Shield can erase Lux's binding but Morgana is shorter ranged and easier to poke.
Watch for Black Shield blocks Light Binding and lets Morgana walk through your normal catch window.
How to beat
Use E to chip Black Shield or force it early, then hold Q until the shield is broken or expired. Stay outside Morgana's 425 auto range and sidestep Dark Binding laterally, not backward into Tormented Soil. Commit when Black Shield is down, because Morgana without it cannot safely enter Soul Shackles range.
Later Lux has better long-range siege, while Morgana has stronger counter-engage and protection for a carry. In teamfights, do not waste your first Q into Black Shield; pressure with E and R until the shield is committed elsewhere.
- E detonation is your cleanest way to test or break Black Shield without risking Q.
- If Morgana walks straight at you with Black Shield, she is usually looking for Soul Shackles.
- Dark Binding is slower but more punishing than yours; never trade bindings from inside Soil.
- Your W can reduce the second Soul Shackles hit if you retreat too late.

NasusFavoured
Lux controls the lane-length duel with range, binding, and slows as long as she respects Wither's all-in setup.
Watch for Wither removes your spacing and lets Nasus walk into Siphoning Strike and Fury of the Sands range.
How to beat
Keep him at E range and punish every attempt to last-hit with Siphoning Strike. Save Q for after Wither starts or when he commits with Fury of the Sands, then kite away instead of trying to finish inside his ultimate. Commit when Wither is down and he has already used Spirit Fire on the wave.
Later Nasus eventually wins the side lane if he has stacks and enough magic resistance, but Lux remains far better at grouped poke and picks. Do not answer him alone deep in a side lane; clear waves from range and force him to walk through binding zones before objectives.
- Do not auto for Illumination if it puts you inside Wither range with Q down.
- E on the ground between you and Nasus buys more space than detonating instantly.
- His ultimate punishes close finishing attempts; beam him as you disengage.
- Spirit Fire lowers armor, but the real danger is the Wither that follows it.

NidaleeEven
Lux has better lockdown if she lands Q, but Nidalee wins the poke war when spears connect from long range and can dodge with cougar movement.
Watch for Javelin Toss chunks you from fog and forces you too low to contest the next engage.
How to beat
Stay behind minions and angle sideways around brush so Javelin Toss cannot build full travel damage. Use E to reveal and slow likely cougar approaches, then bind where she lands after Pounce rather than where she starts. Commit only after a missed spear or if she uses cougar form aggressively without enough health to survive Q-E-R.
Later Nidalee is more threatening in split poke and side pressure, while Lux is better at hard catching someone for a team. Group through warded paths, shield spear targets, and punish Nidalee if she turns cougar form in front of your binding.
- E can check brush paths before Nidalee gets Prowl movement for a spear angle.
- Do not chase through Bushwhack; the resist shred makes her cougar burst much cleaner.
- A bound cougar Nidalee is much easier to burst than human Nidalee at spear range.
- Your R can finish her after Primal Surge if you hold it until the heal is used.

Nunu & WillumpFavoured
Nunu is durable and annoying, but he lacks a clean way to reach Lux through binding unless she walks into Ice Blast range repeatedly.
Watch for Absolute Zero forces you to spend Q or leave immediately or the full channel wins the trade.
How to beat
Play at E and Q range, not at auto range, because Ice Blast is his only real way to start a duel. If he begins Absolute Zero, either bind him instantly or walk out before committing damage. Commit after Ice Blast is down, since Nunu cannot match Lux's burst at distance.
Later Nunu rarely wants a pure side-lane duel, but he can stall and sustain through waves with Consume access. In teamfights, Lux should interrupt Absolute Zero, shield the first Ice Blast target, and keep vision so Blood Boil engages do not start from fog.
- Do not waste Q on Nunu while Absolute Zero is available unless you can kill him.
- E slow stacks the spacing advantage before he gets Ice Blast range.
- His Consume sustain matters around minions and monsters, so poke him away from waves before bursting.
- If he channels in brush, throw Q through the center before walking in.

OlafUnfavoured
Olaf can ignore Lux's binding and slow with Ragnarok, making the duel about whether Lux kills him before he reaches melee range.
Watch for Ragnarok makes him immune to Light Binding and Lucent Singularity slow during the run-down window.
How to beat
Harass from max E range and do not walk forward to proc Illumination unless Ragnarok is down. Before level 6, bait Undertow and punish when he has to retrieve the axe; after level 6, save Flash and keep terrain between you and his path. Commit only if he used Ragnarok defensively or is already low enough for Q-E-R before he closes.
Later Olaf wins side-lane duels hard if he can run at Lux in open space, while Lux is stronger when grouped behind peel. In teamfights, do not aim your first binding at ulting Olaf; shield his target and use E to zone where Ragnarok ends.
- Binding before Ragnarok may force the ult, but it will not hold him once he activates it.
- Never kite in a straight line along his Undertow pickup path.
- His low-health attack speed makes close finishing attempts dangerous.
- Use E as vision and terrain control, not as your only escape tool.

PantheonUnfavoured
Pantheon's targeted stun and early physical burst punish Lux's immobility before she can play a clean range game.
Watch for Aegis of Zeonia jumps through your spacing, stuns you, and guarantees Heartseeker Strike damage.
How to beat
Stay beyond his leap range and use E to farm or poke rather than trading autos into Spear Shot. If he jumps, cast Q as the stun ends and immediately back away before Heartseeker finishes. Commit only after Aegis of Zeonia is down or if he used Grand Skyfall and landed away from you.
Later Pantheon falls off harder in full teamfights, but he remains a strong pick threat on Lux from fog or side lanes. Group with vision around flank routes, keep W ready for his burst target, and punish him when his stun is spent.
- Do not let his passive bait you into wasting an auto; your spells are what matter.
- Q after his stun is more reliable than trying to pre-cast as he leaps.
- Seeker's Armguard is a strong lane stabilizer against Spear Shot pressure.
- If Grand Skyfall cuts off your retreat, move perpendicular before casting back.

RammusEven
Lux can kite Rammus at range, but Powerball into Taunt punishes any missed binding or poor vision angle.
Watch for Powerball closes the gap and sets up Puncturing Taunt, taking away your ability to kite or cast freely.
How to beat
Keep minions or terrain between you and Powerball lines, and hold Q until he is committed in a straight path. E under yourself or slightly behind him after contact to slow his follow-up once Taunt ends. Commit when Defensive Ball Curl is down or when he fails Powerball, because his magic resistance makes blind burst inefficient.
Later Rammus is not a side-lane duelist Lux should chase, but he can start decisive teamfights if he reaches her. In grouped fights, stand off the direct engage lane, bind him after Powerball impact, and save shield for the taunted target.
- Q is easiest when Powerball locks him into a narrow approach.
- Do not auto him during Defensive Ball Curl just to trigger Illumination.
- Tremors matters only if he has already forced you to stand near him.
- Your E can reveal his approach path before he rolls out of fog.

RyzeUnfavoured
Ryze matches Lux's basic range but has reliable root-based burst and spell vamp, so Lux must win before he gets repeated casts.
Watch for Rune Prison roots you in range for Overload, Spell Flux, and Desperate Power follow-up.
How to beat
Do not trade at 550 unless your Q is ready, because Ryze's root is targeted and starts his full rotation. Poke from E range and back up immediately after detonation rather than walking in for passive autos. Commit only after Rune Prison is down or if a max-range binding lands before he can start Desperate Power.
Later Ryze becomes much stronger in close side-lane duels, while Lux remains better at long-range pick and siege. In teamfights, stay outside his first root range, shield his target during Desperate Power, and use Q to stop him from walking through the frontline.
- Your auto range matching his spell range is a trap once Rune Prison is available.
- Spell Flux MR reduction makes the second half of his combo hurt more than the first.
- Force him to last-hit under E pressure instead of trading spell rotations.
- A clean Q hit before Desperate Power is your best kill window.

ShacoUnfavoured
Shaco's invisible gap close and boxes deny Lux the clean sightline she needs, making the duel dangerous unless she controls vision first.
Watch for Deceive lets Shaco appear behind you and force burst before Light Binding is aimed correctly.
How to beat
Do not walk into fog or brush without E checking first, and keep Q until Shaco appears rather than throwing it at the clone immediately. If he Deceives in, move toward open space and bind the real Shaco after he attacks or uses Two-Shiv Poison. Commit only when Deceive is down and boxes are not between you and the escape route.
Later Shaco wins isolated, dark side-lane encounters, while Lux is far better in grouped sieges with vision control. Stay with allies, use E to reveal approach pockets, and avoid spending your full combo on Hallucinate unless the real one is identified.
- E is your safest box and brush checker; face-checking ruins the matchup.
- A Shaco appearing behind you gets Backstab value, so turn and move diagonally before casting.
- Do not beam the clone unless the real Shaco cannot immediately punish you.
- Sightstone-style warding matters more here than extra damage.

ShenFavoured
Shen is hard to kill but Lux outranges his trading and can punish Shadow Dash misses with a full combo.
Watch for Shadow Dash taunts you and gives Shen the only reliable way to force melee range.
How to beat
Stand outside Shadow Dash range and use E to punish him when he walks up for Vorpal Blade. Hold Q until after he dashes or when he is locked into a predictable line. Commit after Shadow Dash misses, but do not chase through Feint and Ki Strike if your burst is not lethal.
Later Shen is more valuable in side lanes because Stand United lets him join fights, but Lux contributes stronger siege and pick pressure. Push waves safely, communicate his ultimate channel through damage or CC if possible, and save binding for his post-taunt position in teamfights.
- Q can interrupt Stand United if you catch him during the channel.
- Do not stand in a straight line with his Shadow Dash angle through minions.
- Feint can absorb your passive proc, so prioritize spell damage windows.
- He usually wins by arriving to another fight, not by killing you straight up.

SingedEven
Lux can keep Singed out with range, but if he reaches Fling range the poison trail and displacement ruin her spacing.
Watch for Fling throws you behind Singed, forcing you through Poison Trail and away from your escape line.
How to beat
Hold E between you and Singed and do not chase him through Poison Trail just to proc Illumination. Save Q until he commits through Mega Adhesive or after he activates Insanity Potion and runs directly at you. Commit when Fling is out of range or down, because Singed is dangerous only if the fight becomes a chase.
Later Singed is stronger at side-lane proxy pressure and messy extended fights, while Lux is better at grouped pick and waveclear. Clear from range, avoid following him into fog, and use binding on the first target forced through his chaos rather than tunneling on Singed himself.
- If Singed turns his back and runs away, stop chasing unless Q-R kills.
- Mega Adhesive makes your sidestep predictable; cast Q before the slow fully traps you.
- E placed on your retreat path is stronger than E placed on his current feet.
- Insanity Potion makes chip trades less meaningful, so wait for a real bind.

SionEven
Lux outranges Sion's melee plan, but Cryptic Gaze is targeted and Death's Caress can absorb or return her burst if she mistimes it.
Watch for Cryptic Gaze stuns you long enough for Sion to walk in and detonate Death's Caress.
How to beat
Stay beyond his stun range and use E to force his shield before committing your full combo. If Death's Caress is active, either break it from range safely or wait out the detonation timer before using Q-R. Commit after Cryptic Gaze is down, because Sion without stun has trouble reaching Lux.
Later AD Sion becomes a stronger side-lane lifesteal duelist, while AP-style Sion remains a pick threat through stun-shield burst. Lux should group, shield the stunned ally, and keep enough distance that Cryptic Gaze cannot start the fight on her.
- Do not unload R into a fresh Death's Caress unless it will break and kill him.
- His stun is targeted, so the real defense is range, not sidestepping.
- Cannibalism makes close auto trades awful even if he is low.
- E can force him to choose between walking forward with shield or letting it expire.

SivirEven
Lux has longer spell control, but Spell Shield can erase the key binding and give Sivir the opening to win with sustained attacks.
Watch for Spell Shield blocks Light Binding or Lucent Singularity and turns your catch attempt into Sivir's engage window.
How to beat
Break Spell Shield with E placement or hold detonation until she shields too early, then Q after it fades. Stand off the wave so Boomerang Blade cannot hit both passes for free. Commit only when Spell Shield is down and On The Hunt is unavailable or already used defensively.
Later Sivir scales better in sustained team damage and fast engages, while Lux remains stronger at picks before the fight starts. In teamfights, bait Spell Shield with E zones, shield the first On The Hunt engage, and save Q for when Sivir cannot block it.
- Do not throw Q as your first obvious spell into an unused Spell Shield.
- E can sit under Sivir and force her to guess the detonation timing.
- Her 425 range means she must walk far forward to auto you without ult.
- Boomerang Blade is most dangerous when your retreat line matches its return path.

SkarnerFavoured
Lux wins if she keeps Skarner outside Impale range because his engage is linear and his shield speed falls apart when it is broken or kited.
Watch for Impale suppresses Lux if Skarner reaches melee range, removing her ability to shield or bind during the drag.
How to beat
Hold max E and Q range and use Lucent Singularity to break Crystalline Exoskeleton before he gets the speed to run you down. Do not throw Light Binding into minions if he can sprint through the wave afterward; commit only after W is down or he has missed Fracture and is still outside flash range.
Later Skarner is far better at forcing picks in fog or front-to-back engages, while Lux is stronger at sieging and teamfight poke. In side lane Lux can clear and leave, but she should not stand past river without vision because Flash-Impale decides the lane instantly.
- Detonate E early if it will remove Crystalline Exoskeleton; the lost slow is worth killing his speed boost.
- Keep a minion between you and Skarner only if Q can still hit him second; otherwise the wave can block your escape spell.
- If Skarner has Flash, your real danger range is Flash plus Impale, not just his model range.

SonaFavoured
Lux outranges Sona's short trading pattern and can punish her low durability whenever Crescendo is unavailable or dodged.
Watch for Crescendo stuns Lux long enough for Sona to land her burst and prevent Lux from shielding or firing back.
How to beat
Play just outside Sona's 550 attack range and make her walk through Lucent Singularity to tag you with Power Chord or Hymn of Valor. Save Light Binding for the moment she steps forward for Crescendo or after she has used Song of Celerity, then chain E and Finales Funkeln before her sustain catches up.
Later Sona is more valuable in clustered teamfights if she lands a multi-target Crescendo, but Lux controls the fight before it starts with poke and bindings. In a side lane Lux still wins the duel, though both champions would rather group.
- Count Power Chord; do not trade into the third spell auto unless she is already bound.
- Sona's W aura softens poke, so look for full Q-E-R kills instead of slow chip trades.
- If she uses Song of Celerity to dodge E, she has less speed to threaten Crescendo right after.

SorakaFavoured
Soraka can blunt poke with heals and silence one cast, but she lacks the threat to kill Lux if Lux spaces Starcall and saves burst for after Infuse.
Watch for Infuse silences Lux, interrupting her combo timing and giving Soraka a window to walk out or heal.
How to beat
Stay outside Starcall radius and use E to force Soraka to either heal herself early or silence before you commit. Once Infuse is down, land Light Binding and front-load the full combo so Wish cannot comfortably undo the damage.
Later Soraka is stronger as a team sustain and aura champion, while Lux has much better pick and siege pressure. In side lane Soraka survives waves but should not be able to force Lux out unless Lux repeatedly eats Starcall stacks.
- Do not stand near Soraka long enough for repeated Starcall magic resist shred to matter.
- Bait Infuse with E placement before using Q or R.
- If Wish is available, kill from a higher health threshold instead of spacing your spells out.

TaricFavoured
Taric is dangerous only if he reaches Dazzle range, and Lux can usually kite his melee follow-up while ignoring most of his armor-heavy kit.
Watch for Dazzle stuns Lux and lets Taric close enough for Shatter and Radiance damage.
How to beat
Keep him at spell range and punish every failed Dazzle walk-up with E plus passive autos only when he cannot stun back. Save Light Binding for after Dazzle is spent or when he is forced to run straight at you, then disengage before he can reset with Imbue trades.
Later Taric contributes a reliable stun and defensive aura in grouped fights, but Lux controls wider spaces and punishes his team before he can engage. Side lane remains Lux-favored unless she wastes Q and lets him walk into point-blank Dazzle.
- His Shatter armor aura does not meaningfully reduce Lux's spell damage, so do not overvalue basic attacks.
- Dazzle hurts more at close range; backing up during its travel matters.
- If Taric heals after your poke, wait for Imbue cooldown before committing another full combo.

TeemoEven
Lux has the range and burst to kill Teemo, but mushrooms and Move Quick make missed skillshots very costly.
Watch for Noxious Trap controls the pathing around the duel, slowing Lux and adding poison damage when she tries to kite or chase.
How to beat
Use E from outside Teemo's auto range to knock off Move Quick before aiming Light Binding. Do not chase through unwarded brush or narrow paths; commit when Teemo has used Move Quick defensively or is forced to last-hit where Q can catch him.
Later Teemo is stronger in a prepared side lane full of traps, while Lux is stronger in grouped sieges where she can clear waves and threaten picks from beyond his range. Buy vision and make him fight in lanes that have already been swept or warded.
- E reveal and slow pressure is your best way to break Move Quick before Q.
- Blinding Dart barely affects Lux's combo, so the danger is poison uptime, not the blind itself.
- Never take the shortest chase route after he retreats into mushroom territory.

TristanaUnfavoured
Tristana can match Lux's early range and later outranges her autos, while Rocket Jump and Buster Shot punish missed binding or deny Lux's combo finish.
Watch for Rocket Jump lets Tristana either dodge Light Binding and land on Lux with a slow or escape after Lux commits cooldowns.
How to beat
Hold Q until Rocket Jump is used or until Tristana is locked into an attack animation; throwing it early gives her the whole duel. Keep E between you and her to make jump-ins land into a slow, then burst during the brief window before Buster Shot can break your range.
Later Tristana wins the side lane and sustained DPS fights once her range scales, but Lux can still decide teamfights by binding her before she starts firing. In grouped play, stay outside her jump reset path and save Q for her first aggressive movement.
- Do not ult first if Buster Shot can knock her out of the beam line after your setup fails.
- Rocket Jump's landing slow makes your retreat worse, so pre-place E on yourself when she jumps forward.
- Her passive range scaling makes passive-auto procs much riskier later.

TryndamereUnfavoured
Lux can kite Tryndamere early, but Spinning Slash plus Undying Rage eventually forces her to survive longer than her cooldown cycle allows.
Watch for Undying Rage prevents the kill during Lux's burst window and lets Tryndamere keep chasing through Finales Funkeln damage.
How to beat
Keep maximum distance and use E slow first, saving Light Binding for after Spinning Slash rather than before it. When Undying Rage is available, burst him low but do not stand still to finish; kite the ultimate duration, then bind as it ends and use E or R for the execute.
Later Tryndamere dominates the side lane if he can force long chases, while Lux is much more useful in grouped fights before he reaches her backline. Match him with waveclear from distance, not with extended duels in open lane.
- Binding before Spinning Slash often just gives him a target line after it expires.
- Track his Fury; high Fury turns short trades into crit deaths.
- Finales Funkeln during Undying Rage is usually wasted unless it times the final tick window.

Twisted FateEven
Lux outranges Twisted Fate's targeted stun, but Gold Card into Wild Cards can win if he gets inside Pick A Card range first.
Watch for Pick A Card Gold Card stuns Lux, guaranteeing Twisted Fate's follow-up and stopping her from answering with Q or shield.
How to beat
Stay beyond his 525 auto range and punish the visible Pick A Card cycle with E zoning; if he locks Gold Card, back up instead of trading. Commit after he throws a non-Gold card or misses Wild Cards, when Light Binding can start a combo before he gets a second card rotation.
Later Twisted Fate is stronger at side-lane pressure and map picks with Gate and Destiny, while Lux is stronger in direct siege and grouped poke. Lux should shove waves safely and ping his movement rather than chasing him into fog.
- The card lock is your cue: blue or red gives you a trading window, gold means disengage.
- Light Binding can punish Gate arrival if you hold it for where he appears.
- Destiny's reveal makes hiding for a pick unreliable; play near teammates when it is up.

TwitchUnfavoured
Twitch's Ambush lets him start the fight on top of Lux, and if Q misses he wins the sustained damage race with poison stacks and Spray and Pray.
Watch for Ambush gives Twitch the first attack window from invisibility, often forcing Lux to react after Deadly Venom stacks are already building.
How to beat
Do not stand in open lane without vision once Twitch is missing; keep E available to drop on yourself when he appears. If he opens with Spray and Pray, sidestep the line while using Q defensively, then burst only after he is revealed and slowed.
Later Twitch is a much stronger sustained teamfight carry if he gets a flank, while Lux is better at controlling entrances before he appears. Side lane is unsafe for Lux without wards because the duel is decided by who gets first vision.
- Place E on your own feet when Ambush breaks; he has to keep attacking through the slow or give up stacks.
- Do not chase a low Twitch into fog unless Ambush is down.
- Barrier timing matters after Venom Cask, because Expunge damage rises with stacks.

VayneUnfavoured
Vayne can dodge Lux's key skillshot with Tumble and outduel her if Condemn or Final Hour invisibility denies the burst setup.
Watch for Final Hour empowers Tumble with invisibility, breaking Lux's targeting rhythm and making Light Binding much harder to land.
How to beat
Fight from beyond auto range and make Vayne use Tumble to dodge E before you commit Q. Avoid walls so Condemn cannot stun you, and only full-combo when Tumble is down or she tumbles predictably forward to chase.
Later Vayne wins side-lane duels and melts Lux if she gets close, but Lux contributes more before the fight with poke and pick threat. In teamfights, Lux should bind Vayne's approach path or peel her first tumble rather than trying to solo burst through invisibility on reaction.
- Stand away from walls even if it means giving up a little lane space.
- E slow can force an early Tumble; Q after the roll, not before.
- Do not rely on passive autos late; Silver Bolts makes that range too expensive.

VeigarEven
Both mages can one-combo the other, with Lux having longer reach but Veigar having a decisive cage and an ultimate that scales especially well into AP targets.
Watch for Event Horizon traps Lux's movement and can stun her long enough for Dark Matter, Baleful Strike, and Primordial Burst.
How to beat
Stay at E and R range where Veigar must place Event Horizon preemptively rather than point-blank. If cage is down, Lux has the cleaner fight: bind him, cast E, and use Finales Funkeln before he gets another spell rotation.
Later Veigar becomes more lethal to AP champions and can delete Lux if he catches her, while Lux has safer waveclear and longer pick range. Teamfights favor whichever mage lands control first, so Lux should play outside cage range and threaten from fog or behind frontline.
- Do not walk along Event Horizon's edge; stop or move inward if that avoids the stun line.
- Primordial Burst punishes stacking AP without durability, so magic resist has real value here.
- Lux R can finish Veigar from outside his threat range after he burns cage defensively.

WarwickUnfavoured
Warwick is kiteable before level six, but Infinite Duress gives him a targeted lockdown that Lux cannot outplay once he reaches range.
Watch for Infinite Duress suppresses Lux and gives Warwick guaranteed damage and healing setup if he gets in range.
How to beat
Keep him at max spell range and use E slow to prevent Blood Scent or movement from turning into ultimate range. Save Q for after he commits forward; if Infinite Duress is up, your goal is to chunk and retreat, not stand for a lethal combo unless he is already too low to survive after suppression ends.
Later Warwick is better in isolated side-lane catches, while Lux is stronger grouped behind teammates where his ultimate can be interrupted or punished. Lux should clear side waves from distance and avoid staying low enough for Blood Scent to help him close.
- Do not duel while low; Blood Scent turns a normal spacing gap into a chase.
- Q before Infinite Duress is risky if he can simply wait it out and ult afterward.
- His healing makes small poke less valuable than clean burst windows.

WukongUnfavoured
Wukong's dash, stealth, and knockup let him cross Lux's preferred range and punish her if Light Binding hits the clone or is used too early.
Watch for Decoy makes Wukong invisible and leaves a clone that can bait Light Binding, opening his real engage path.
How to beat
Hold Q when he enters with Nimbus Strike; first confirm whether he used Decoy, then bind the real Wukong as he exits stealth or starts Cyclone. Keep E slightly behind yourself rather than only on him, so his dash path and chase both pass through the slow.
Later Wukong is a stronger flank and side-lane all-in threat, while Lux is stronger in front-to-back fights if she sees him before Decoy range. Ward flanks and save binding for his engage rather than using it for poke when he is missing.
- If Wukong suddenly stops moving straight at you, assume Decoy and do not fire Q into the clone.
- Cyclone's knockup can interrupt Lux's cast rhythm, so shield before he reaches you if possible.
- E behind your feet punishes both Nimbus Strike follow-up and Decoy repositioning.

ZileanEven
Zilean outranges many short mages with bombs and speed control, but Lux has better hard crowd control and kill pressure if she catches him between Rewind cycles.
Watch for Time Warp slows Lux or speeds Zilean, controlling whether Lux can ever land Light Binding or escape double Time Bomb pressure.
How to beat
Play at long range and avoid standing near minions or allies that can carry Time Bomb damage onto you. Use E to force Time Warp defensively, then look for Q during the gap before Rewind gives him another speed or bomb cycle; if Chronoshift is ready, either bait it first or swap targets in real fights.
Later Zilean is stronger at denying a single pick with Chronoshift, while Lux is stronger at sieging and damaging multiple targets before a fight starts. In side lane the duel is skillshot and cooldown based, but in teamfights Lux should pressure Zilean's team without spending everything into his ultimate target.
- Do not chase a sped-up Zilean in a straight line; Time Bomb plus Rewind wins that trade.
- If Chronoshift is active, hold Finales Funkeln unless the revive location is already controlled.
- Binding after he uses Time Warp aggressively is much easier than trying to catch him while sped up.
No champion by that name.
18- Attack damage
- 109.4
- Ability power
- 742.56
- Armor
- 134
- Magic resist
- 42.6
- Attack speed
- 0.769
- Cooldown reduction
- 34%
- Critical strike chance
- 0%
- Move speed
- 385

Click an item to leave it out of the numbers.
Resources
- Health
- 1,767
- Health regen
- 14.4 / 5s
- Mana
- 1,222
- Resource regen
- 35.4 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QLight Bindingrank 5/5
- Damage
- 795
WPrismatic Barrierrank 5/5
- Shield
- 440
ELucent Singularityrank 5/5
- Damage
- 699
RFinales Funkelnrank 3/3
- Damage
- 1,154
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.769
- Average hit
- 111.6
- Normal hit
- 111.6
- Critical hit
- 223.2
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 11.6s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 109.4
- Ability power
- 40
- Armor
- 119
- Magic resist
- 154.6
- Attack speed
- 0.769
- Cooldown reduction
- 31%
- Critical strike chance
- 0%
- Move speed
- 418.72

Click an item to leave it out of the numbers.
Resources
- Health
- 2,835
- Health regen
- 31.4 / 5s
- Mana
- 1,150
- Resource regen
- 47.8 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QLight Bindingrank 5/5
- Damage
- 288
WPrismatic Barrierrank 5/5
- Shield
- 194
ELucent Singularityrank 5/5
- Damage
- 264
RFinales Funkelnrank 3/3
- Damage
- 534
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.769
- Average hit
- 109.4
- Normal hit
- 109.4
- Critical hit
- 218.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 11.9s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 109.4
- Ability power
- 0
- Armor
- 84
- Magic resist
- 30
- Attack speed
- 0.769
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 340
Resources
- Health
- 1,767
- Health regen
- 14.4 / 5s
- Mana
- 1,150
- Resource regen
- 16.8 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QLight Bindingrank 5/5
- Damage
- 260
WPrismatic Barrierrank 5/5
- Shield
- 180
ELucent Singularityrank 5/5
- Damage
- 240
RFinales Funkelnrank 3/3
- Damage
- 500
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.769
- Average hit
- 109.4
- Normal hit
- 109.4
- Critical hit
- 218.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 11.9s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 109.4
- Ability power
- 689.75
- Armor
- 134
- Magic resist
- 30
- Attack speed
- 0.769
- Cooldown reduction
- 4%
- Critical strike chance
- 0%
- Move speed
- 404.25
Click an item to leave it out of the numbers.
Resources
- Health
- 2,277.6
- Health regen
- 14.4 / 5s
- Mana
- 1,526
- Resource regen
- 19.8 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QLight Bindingrank 5/5
- Damage
- 758
WPrismatic Barrierrank 5/5
- Shield
- 421
ELucent Singularityrank 5/5
- Damage
- 667
RFinales Funkelnrank 3/3
- Damage
- 1,108
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.769
- Average hit
- 146.8
- Normal hit
- 146.8
- Critical hit
- 258.4
- On-hit damage
- 35.2
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 8.9s
On-hit
- Spellsword35.2
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.