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Ziggs Build Guide by LuffyPC

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author LuffyPC

Disarming a bomb

LuffyPC Last updated on February 7, 2012
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Ability Sequence

1
3
5
7
8
Ability Key Q
4
14
15
17
18
Ability Key W
2
9
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


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Introduction

Hey guys, this is my guide to a nuke Ziggs, and it is currently not finished.


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Pros and Cons

Pros
-Ap nuke
-Harass
-CC
-Global Ult

Cons
-Semi squishy
-Inconvenient escape and chase skill (w)


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Summoner Spells

Ignite and Flash are Ziggs primary summoner spells. Ignite helps both early and late game by finishing off an opponent or cutting down the opponents healing capabilities ( Dr. Mundo, Volibear, Etc). Flash is a great summoner spell for chasing down the opponent or escaping a gank, used wisely, it can be very helpful in getting you fed early game.


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Runes

(Unfinished)


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Masteries

For masteries, I go 21-0-9 for maximum damage output. In offence, I go with 1 in Summoner's Wrath for bonus 5 ap and ad when ignites on cd, and 3 in mental fortitude for 3 bonus ap. 4 in Sorcery for 4% cd reduction so his q can harass more. 1 in Arcane Knowledge for magic pen for more damage output and 3 in Havoc to increase my maximum damage. 4 in Blast for 18 bonus ap at lvl 18. 4 in Archmage for 5% ap increase and 1 in Executioner for bonus dmg when finishing off a champ. This allows maximum damage for Ziggs skills, the other masteries are either ad, or something else that is useless for Ziggs. In utility I have 1 Summoner's Insight for Flash cd, 3 in Expanded Mind for 216 bonus mana at lvl 18, and 1 in Improved Recall so you can escape battle faster or return to lane faster. I get 3 in Meditation for mana regen so you can lane longer. And 1 Runic Affinity for longer blue buff, occasionally red, and baron. This allows Ziggs to lane longer while doing maximum damage output.


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AP Burst

To have the most damage output possible, build 5 Archangel's Staff and a Rabadon's Deathcap.... But your waaay to squishy like that. So start off with a Doran's Ring, get your Sorcerer's Shoes, then get a Giant's Belt for early game survival, then get a Rabadon's Deathcap, finish off ur Giant's Belt with a Rylai's Crystal Scepter for slow and hp boost. Get a Will of the Ancients for spell vamp, and a Lich Bane (very good with passive if used correctly). Sell your Doran's Ring, and finish off with a hourglass for the passive and the armor. So your not too squishy, and you have an insane amount of ap.


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Skill Sequence

For Ziggs, I take Bouncing Bomb at lvl 1 and max it first for its damage output, its low cd, and its ability to harass. At lvl 2 I take Hexplosive Minefield for its cc and high damage output if you aim it correctly, max it 2nd. At lvl 4 I put a point into Satchel Charge for its ability to hope in and out of battle, despite the inconvenience, and max it last.


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Games Played