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Brackern[]

Surrounded around the Shuriman Continent are several clans of Brackern, including clans in the Shuriman desert.

Dormun[]

The Dormun are gigantic, slow-moving creatures protected with large chitinous plates covering their body. In the harsh conditions of Shurima they have evolved to survive the perpetual drought by utilizing an unknown sense to locate hidden reservoirs of water. Incidentally, certain nomadic tribes have built themselves a permanent home upon the backs of these beasts where they clean the creature and hunt any airborne pests who venture near.

Eka'Sul[]

Desert goats that travel in herds.

Mwatis[]

Mwatis are goatlike creatures with large plated casques on their heads. Mwati wool and plate are prised for felting and insulation.

Kmiros[]

Gigantic scarabs that roam in swarms, looking for unfortunate travelers to feed on. They seem to be common prey for Rammus Rammus.

Outerbeasts[]

Beside the Xer'Sai, other creatures from the Void, referred to as 'outerbeasts', can be found in the desert.

  • Xer'Sai: Creatures from the Void that plague the southern deserts. They are the size of big dogs on average, but can be smaller or much bigger. Rek'Sai Rek'Sai, as the queen, is by far the largest and most dangerous of her species. Xer'sai burst from their small burrows and ravage anything nearby, to the detriment of desert caravans. Once dead, the Xer'sai decompose at an abnormally rapid rate and become inedible.

Ralsiji[]

Large and aggressive minotaur-like creatures. They are humpbacked quadrupeds with long limbs and thick horns.

Shuriman Camel[]

A breed of camels native to the deserts of Shurima and are used by caravans as well as common folk as primary mode of transportation. Despite being well-suited for lengthy travels in the desert landscape, they are still prey to a many predator such as the Xer'Sai.

Sandswimmers[]

Shurima Sandswimmers

Sandswimmers

Sandswimmers are massive quadrupedal creatures that traverse the Shuriman desert in cyclical patterns. They got their name due to their preferred method of travel. Their narrow bodies and webbed feet are perfectly design for swimming under the sand. They feed on bugs and other small creatures most desert beasts ignore. Scavengers will often memorize the predictable paths these creatures take, and jump onto their backs to ride as far as they wish.


Skallashi[]

The Skallashi are large quadrupedal herbivores. These hardy beasts of burden are common across Shurima, ideally suited to the harsh desert environment. Their key body feature is their long legs. Notoriously bad-tempered, they are nevertheless treated with great reverence. Their brown hides are often painted with sacred symbols of protection, and their horns hung with totems and charms. While these creatures are mostly used for travel and carrying heavy loads, on some larger skallashi people are able to built miniature rooms for more comfortable travel. To own one is often considered a sign of considerable prosperity.

Image
Lux OriginalCentered
Lux
Lux (Universe)Lux (Universe)
Lux (League of Legends)Lux (League of Legends)
Lux (Esports)Lux (Esports)
Lux (Teamfight Tactics)Lux (Teamfight Tactics)
Lux (Legends of Runeterra)Lux (Legends of Runeterra)
Lux (Wild Rift)Lux (Wild Rift)
Lux (Development)Lux (Development)
Lux (Trivia)Lux (Trivia)

Abilities[]

Illumination

Lux Illumination WR

Innate: Lux's damaging abilities affect enemies with Illumination for 5 seconds. Illumination empowers Lux's next basic attack against that target, dealing 50 − 190 (based on level) Multiple champions hit with Between Worlds (R)(+ 30% AP) Damage mitigated with Shifting Sands (E)bonus magic damage.

Info
  • No additional details.

Light Binding

Lux Light Binding WR

Active: Lux casts out a ball of light that Root icon WR roots 2 enemies for 2 seconds and deals Damage mitigated with Shifting Sands (E)magic damage to both targets.

Magic Damage:
70 / 130 / 190 / 250 Multiple champions hit with Between Worlds (R)(+ 70% AP)

Info
  • No additional details.

Prismatic Barrier

Lux Prismatic Barrier WR

Active: Lux throws her wand in a direction, shielding allied champions it passes through for 3 seconds.

Shield Strength:
50 / 70 / 90 / 110 Multiple champions hit with Between Worlds (R)(+ 20% AP)

After reaching its apex it returns to Lux, shielding allied champions once more. The two shields stack.

Returning Shield:
75 / 105 / 135 / 165 Multiple champions hit with Between Worlds (R)(+ 30% AP)

Info
  • No additional details.

Lucent Singularity

Lux Lucent Singularity WR

Active: Lux creates a zone of light that Slow icon slows nearby enemies. After 5 seconds the zone detonates, dealing Damage mitigated with Shifting Sands (E)magic damage.

Slow:
30 / 35 / 40 / 45%
Magic Damage:
60 / 120 / 180 / 240 Multiple champions hit with Between Worlds (R)(+ 60% AP)

Recast: Lux detonates the zone early.

Info
  • No additional details.

Final Spark

Lux Final Spark WR

Active: Lux fires a beam of light dealing Damage mitigated with Shifting Sands (E)magic damage to all enemies in a line.

Magic Damage:
300 / 400 / 500 Multiple champions hit with Between Worlds (R)(+ 85% AP)

Final Spark ignites and refreshes Illumination.

Info
  • No additional details.

Patch history[]

For the expanded patch notes, see here.
V5.1
  • Prismatic Barrier Prismatic Barrier
    • Improved the reliability of applying the second shield to targets at maximum range.
V4.4
  • Stats
    • Base movement speed increased from 340 to 350.
  • Prismatic Barrier Prismatic Barrier
    • New effect: Cast time no longer locks movement.
V4.2b Undocumented
  • Illumination Illumination
    • Base damage reduced from 50 − 190 (based on level) to 40 − 152 (based on level).
    • AP ratio reduced from Multiple champions hit with Between Worlds (R)30% AP to inherit25%.
    • New effect: Can now be detonated by ability hits.
  • Light Binding Light Binding
    • Damage against minions reduced from 100% to 30%.
    • Damage against small monsters reduced from 100% to 30%.
    • Removed: No longer roots minions and small monsters.
    • Removed: No longer inflicts Illumination Illumination against minions and small monsters.
  • Lucent Singularity Lucent Singularity
    • New effect: Now detonates automatically when enemies are within the area.
    • Removed: Can no longer be recast.
      • Cooldown start changed from post-effect to on-cast.
V4.2b Undocumented
  • Illumination Illumination
    • Base damage reduced from 50 − 190 (based on level) to 40 − 152 (based on level).
    • AP ratio reduced from Multiple champions hit with Between Worlds (R)30% AP to inherit25%.
    • New effect: Can now be detonated by ability hits.
  • Light Binding Light Binding
    • Damage against minions reduced from 100% to 30%.
    • Damage against small monsters reduced from 100% to 30%.
    • Removed: No longer roots minions and small monsters.
    • Removed: No longer inflicts Illumination Illumination against minions and small monsters.
  • Lucent Singularity Lucent Singularity
    • New effect: Now detonates automatically when enemies are within the area.
    • Removed: Can no longer be recast.
      • Cooldown start changed from post-effect to on-cast.
V4.2
  • Stats
    • Base movement speed increased from 330 to 340.
V4.1c
  • Prismatic Barrier Prismatic Barrier
    • Cooldown reduced from 13 / 12 / 11 / 10 seconds to 11 / 10 / 9 / 8.
V4.0a
  • Prismatic Barrier Prismatic Barrier
    • Base first shield increased from 40 / 70 / 100 / 130 to 40 / 75 / 110 / 145.
    • First shield AP ratio reduced from Multiple champions hit with Between Worlds (R)15% AP to inherit10%.
    • Base second shield increased from 80 / 140 / 200 / 260 to 80 / 150 / 220 / 290.
    • Second shield AP ratio reduced from Multiple champions hit with Between Worlds (R)30% AP to inherit20%.
  • Lucent Singularity Lucent Singularity
    • Base damage increased from 60 / 120 / 180 / 240 to 65 / 130 / 195 / 260.
    • AP ratio reduced from Multiple champions hit with Between Worlds (R)60% AP to inherit55%
V3.5
  • Prismatic Barrier Prismatic Barrier
    • Base first shield changed from 50 / 70 / 90 / 110 to 40 / 70 / 100 / 130.
    • First shield AP ratio reduced from Multiple champions hit with Between Worlds (R)20% AP to inherit15%.
    • Base second shield changed from 100 / 140 / 180 / 220 to 80 / 140 / 200 / 260.
    • Second shield AP ratio reduced from Multiple champions hit with Between Worlds (R)40% AP to inherit30%.
  • Final Spark Final Spark
    • AP ratio reduced from Multiple champions hit with Between Worlds (R)80% AP to inherit75%.
V3.3
  • Prismatic Barrier Prismatic Barrier
    • Base second shield increased from 75 / 97.5 / 120 / 142.5 / 165 to 100 / 140 / 180 / 220.
    • Second shield AP ratio increased from Multiple champions hit with Between Worlds (R)30% AP to inherit40%.
  • Final Spark Final Spark
    • Cooldown reduced from 60 / 50 / 40 seconds to 55 / 45 / 40.
V2.5
  • Final Spark Final Spark
    • AP ratio increased from Multiple champions hit with Between Worlds (R)75% AP to inherit85%.
V2.2c
  • Prismatic Barrier Prismatic Barrier
    • Second base shield reduced from 100 / 140 / 180 / 220 to 75 / 105 / 135 / 165.
    • Seconds shield AP ratio reduced from Multiple champions hit with Between Worlds (R)40% AP to inherit30%.
V1.1
  • Stats
    • Base mana regeneration reduced from 12 to 9.

See also[]

References[]

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