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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Short Fuse (PASSIVE)
Ziggs Passive Ability
Introduction
This guide won't get updated as much as often anymore, as I only get more and more involved in playing top-lane. I still play Ziggs now and then mid, but a lot less than before.
Hello, and welcome to my guide about Ziggs, the Hexplosive Expert.
Ziggs is a champion that is simply made for one purpose: dealing heavy amount of damage in teamfights. It doesn't matter what he hits, he must hit something. Preferably the most important people, such as the enemy ADcarry. All of his abilities have area of effect damage, so in this guide I focussed a lot of late-game scaling, while having at least some kind of sustain in his early-game lane.
Your pros
+ Tons of AoE damage
+ Excels in teamfights.
+ Very long-range ultimate, either allowing you to secure kills or giving a high advantage in a different lane (burning their flash, forcing them to recall etc.)
+ Great escape mechanism from ganks.
+ High early-level harass.
+ Insane ability range.
+ Great farmer.
+ Great zoner.
Your cons
- No build-in sustain and mana recovery.
- Really dependant on his laning phase to excel in teamfights.
- Squishy.
- All of your spells are skillshots.
- Your ultimate is visible for the enemy on the place where it lands.
How to prevent your cons
* Abuse your range to deny many damage done to you, or buy a

* Do it right in your laning phase: know where the enemy jungler is, buy wards, and know when to trade and when not. Also, know the enemy champion you're laning against.
* Use your range! If you're squishy, you simply don't stand in the range of your enemy ADC, for example.
* Predict the movement of your enemy. It gets somewhat harder if the opponent can dash, however.
* People can't multitask. Therefore, the best way to use your ult is when the teamfight or lanefight starts. For another in-depth example, click here. (Thanks to YeaISupport for this funny found :P.)

Pretty much like any other APcarry, these are my standard masteries for Ziggs. Just dealing as much damage as possible with your abilities, while having the benefits from the buffs that the jungler gives you.
I also take a derpy point in



.
Standard summoner spells
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This summoner spell helps you to secure kills, and to provide the bonus 5 ability power from
![]() ![]() |
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I take this summoner spell for emergency escapes or to make sure to get in range for a secure kill. Tip: only get in range if you know that your opponent can't dash away to dodge your abilities, such as ![]() ![]() |
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.
Other somewhat viable choices
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On first thoughts, I would have considered this choice as useless, but now I think of it: Ghost is great to get in range with your abilties. If you replace this with ![]() ![]() |
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Ziggs has a high range with his abilities, as well as a gap closer. Therefore, it is a great optional spell on Ziggs if you want to help your other lanes out to force their enemies to use ![]() |
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So Ziggs can use his range, but what if they have the gap closers to get in your range? Well, this is the answer. If you have to face champions like ![]() |
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So you have your long-range ultimate, but you don't know where your enemy is. This spell makes you more certain about where to aim your ![]() |
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I had the same thoughts first as I had on ![]() |
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.
Don't take these spells
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This spell might be somewhat useful at your early game, but it's useless on later levels if you rush your ![]() |
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Since a lot of people take ignite instead of heal, this spell gets countered very easily. Also, if you want to make sure that you have high enough health, take ![]() |
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You're not a jungler, and you're one of the best farmers in the whole League of Legends. No need for smite. |
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one does not simply play the revive bungalow with Ziggs. |
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Runes




You need the magic resist to survive early-game. Therefore, these runes are a must-have. However, if your opponent is physical, you must swap these with ![]() ![]() . . . . |
To get a better late-game scaling, you need as much AP as possible late-game. Even though these runes are not the best runes for seals, there isn't a big worry if you lack the armor runes, because Ziggs can abuse his range to deny auto-attack harass. Don't forget that Ziggs can easily win this trade with his passive. |
These runes don't have to be late-game scaling in my opinion, because any kind of these runes in this rune section are just horrible. These are a lot better for Ziggs, as well as in late-game. . . . . . . . |
I'd rather start with 15 extra ability power than get some scaling AP. The scaling AP runes on the quintessence give very low early-game ability power and don't really make a huge difference if you reach level 18, so it's better to get flat AP. . . . . |
Runes




You could also prever these runes if you don't mind to be less squishy in your lane. This will put you at a slightly higher risk during the laning phase (you only have 7 bonus magic resist instead of 12), but they will offer higher damage output at higher levels (you will have 28 bonus ability power instead of 16). I usually prefer to play it safe, because Ziggs doesn't have any build-in sustain other than the items he must buy for it.
Runes




The funny part is that you actually gain a huge advantage if you have to lane against an AD champion. You get the primary armor seals for your protection, and you get the primary runes from the glyphs as well. If you have to lane against an AD champion, you gain 13 bonus armor from the seals, and 28 bonus ability power at level 18. He is also very safe from these champions in general, because Ziggs has a beautiful disengage(for more info, see "Gameplay - Ability usage").
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
I usually start up with a faerie charm, 4 health potions, 2 mana potions and a sight ward. This gives you an extra 600 hp and 200 mana in your lane. If you don't use anything else to trade other than your ![]() |
.
. .
Sorcerer's shoes![]() this is my secret to format this . . Rabadon's deathcap ![]() . . . . . . . Zhonya's hourglass ![]() . . . . . . . . . |
The idea behind this is simple: you're a mage. You need magic penetration for high damage output, and you want to be mobile. Also make sure to enchant them with ![]() ![]() ![]() The idea behind this is quite similar to your boots choice: you are a mage, and you need ability power to deal more damage. More ability power is more damage. This item grants 120 ability power plus a 30% ability power bonus from all your ability power sources, which is an insane amount of ability power stored in one single item. So how much is this item needed on Ziggs? Well, let's say that this is your super hardcore core item. You want to build this item for defensive purposes and for some nice amount of ability power. This item can help you a lot to survive late-game against AD scaling assassins or to deny a lot of damage done from any source. Consider to build this item earlier if you see that AD scaling enemies are being fed or if your opponent is AD scaling in your lane. . . . . . |
. |
Athene's unholy grail![]() . . . Void staff ![]() . . . . . . . Lich bane ![]() . . . . . . . . . . . . . . . . . |
To spam your bombs, you need mana. Lots of mana. You can't spam your bombs without this item. This item grants Ziggs everything he needs to do so: Ability power, HUGE mana regen, and cooldown reduction. It also gives you some early-game bulkiness to stay longer in your lane. I usually take this item straight for the magic penetration. The problem I always find with taking ![]() ![]() ![]() I just love this item on Ziggs. So your ![]() ![]() ![]() ![]() ![]() |
Liandry's torment![]() . . . . . . . . . . . Morello- nomicon ![]() . . . |
The cooldown of your ![]() ![]() ![]() ![]() More cooldown reduction, more ability power, more ![]() ![]() |
. |
Deathfire grasp![]() . . . . . . . . . . . . . . . . . . . . |
Only if you purely play Ziggs for maximum area of effect damage, take this item. Also grants you a nice passive that allows him to deal more magic damage to a single target. Since you have a very short cooldown on your bouncing bomb, they have to take at least 2 ![]() ![]() ![]() . . . . . . . . . . |
Twin shadows![]() . . . . . . Mercury's treads ![]() . . . . Quicksilver sash ![]() . . . . . Abyssal scepter ![]() . . . . . . . . . . . . . . . . . . |
Why would Twin Shadows be a good defensive item on Ziggs? Well, if you look at its passive, it causes to slow enemies down when you activate it. Since Ziggs loves immobile targets, this makes it a perfect defensive item for Ziggs! It also gives you a nice amount of magic resist, and some ability power as well. It's best to use it against very mobile enemies, such as ![]() ![]() If you have to face someone in your lane with insane amount of CC, these boots are a must. Champions such as ![]() If your opponent has one very long and/or powerful disable, you should take this item. For example, ![]() ![]() This item is good if you have to face the following kind of champions: gapclosers, such as ![]() ![]() ![]() |
. |
Rylai's crystal scepter![]() . . . . . . . . . . Hextech revolver ![]() . . . . . . . . . Banshee's veil ![]() . . . . . . . . . . . . . . . . . . . |
This item makes you less squishy and adds a slow to your abilities. If there are many gap closers on the enemy team, for example: ![]() ![]() ![]() If the opponent has some sort of poke ability, this item can be really handy to cover the damage done by them. I only take this item if the opponent has a somewhat weaker poke. ![]() ![]() ![]() ![]() With this item, you get a spellshield, some health, health regen if you take damage, and a magic resist boost. This item is ideal against any AP bursters, such as ![]() ![]() ![]() ![]() . . . . . . . . . . . |
.
.![]() ...Lich Bane . |
You should choose ![]() * The enemy team has no gap closer combined with hard CC, such as ![]() ![]() * You don't have a burster on your own team. * You're snowballing. * You have nobody on your team that can take down tower/inhibitors quickly. |
.![]() Rylai's crystal ....scepter |
You should choose ![]() * The enemy team has a strong gap closer. * Your team needs more utility. * The assassin from the enemy team is fed. * You'd like to have more survivability during teamfights. * Your team isn't tanky. . |
.![]() Deathfire grasp . |
You should choose ![]() * The enemy team has no strong gap closers. * You already have a burster on your team * Your team needs maximum damage during teamfights * You want to nuke a priotity target at a safe distance. * You need more ![]() |
.![]() ...Liandry's ....torment |
You want to choose ![]() * The enemy team has stacked a lot of magic resist. * You need little more survivability through teamfights. * The enemy team has a gap closer which doesn't combo with hard CC. * Your own team has a lot of CC, such as slows (to make this item's passive more effective). . |
.![]() Morellonomicon . |
You want to choose ![]() * The enemy team has a ![]() * The enemy team has a ridiculous spellvamp/lifesteal sustain in a teamfight. * You want to greatly abuse your cooldown on your ![]() ![]() * Your team needs a poker. |
.
TL;DR: Just think about it what you really need on your own team, and make the right decision (maybe easier to say than done, but hey, I gave you some tips, right? :P).
Short fuse![]() . . . |
Every 12 seconds, Ziggs' next basic attack deals 13 + (7 × level) (+0.35 per ability power) bonus magic damage. This cooldown is reduced by 4 seconds whenever Ziggs uses an ability. Short Fuse deals 50% bonus damage to enemy structures. Tip: when taking down structures, randomly spam your ![]() ![]() Tip: your early-game damage is very high with this passive. Harass them with this passive to give you an early-game advantage. |
Bouncing bomb![]() . . |
Ziggs throws a bomb to a target area. If the bomb doesn't hit any enemy in the area, it will bounce two times more or until it hits an enemy. The bomb will explode and deal magic damage in an area upon hitting an enemy or bouncing twice. I unlock this ability at level 1 and max it at level 9 to deal high early-game damage. Tip: if your passive is not up, never leave this ability on cooldown after you got your ![]() |

Mega inferno bomb ![]() . . . . . |
Ziggs deploys the Mega Inferno Bomb, hurling it an enormous distance to a target area. Enemies in the center of the explosion area will take a great amount of magic damage, while enemies away from the primary blast zone will take 80% of that damage. Minions take double damage. I level this ability as soon as I can as with all other ultimate abilities. Tip: to make even more sure that this bomb will hit all enemy members in a teamfight, take someone in the jungle that is able to make people completely immobile in a certain area. ![]() ![]() Tip:It's a great idea to keep track of the items that opponents are buying if you want to help your lanes out with your ultimate. Keep in mind: their actual health = current health + 1% per magic resist. That's how armor and magic resist are calculated. Tip:Since it deals double damage to minions, this is a perfect tool to snipe baron/dragon steals. Take your chance whenever you can to attempt to steal those, your team will love you for it! |
.
Ability priority


Ziggs also has a great zone-potential. Since all of his abilities deal area of effect damage, you should try to zone your opponent out completely. Oh, so you thought


Try to trade a lot with your


Do not waste mana on a trade with your

Positioning
Positioning in your lane is quite important, because if you stand at a wrong position, you are more likely to get ganked, and also more likely to get killed. So to give you a general idea about your lane positioning, here is a picture:

Pushing your lane
If your lane has been abandoned by your enemy, and you know the position of the jungler, you can start pushing your lane. Ziggs is very good at pushing his lane, because of his

Since your ultimate

The situation you want to get with Ziggs
If the enemy chooses to run due low health, you land your

But what if Ziggs runs on low health?
What you don't do is panic









There is one spot in your whole lane that is very important to ward. And that's this spot:

Why? So that the bottom lane only has to ward the dragon pit, allowing them to be completely safe from ganks. Why are they completely safe from ganks? Well, if the jungler knows that the dragon pit is warded, they will attempt to walk past the spot you have warded, but then he will be seen right there as well. It also saves you at the same time. For a clear image, click the following spoiler:

But what about the upper bushes?
Well, if you're smart enough, you use the safety of the bottom bushes to avoid being ganked from the top. Stay close to your ward and you know you're safe in your lane. If you have your

If you are in a teamfight, try to stay safe (duh). I mean it like an ADC gets protected. You are also a carry, and you are able to do a ton of damage in the teamfight. Use your range effectively, and be aware about the opponents. If you get focussed, use



Very, very long games
If insanely long games are going on, you might want to get a lot more of defensive items. Don't be afraid to buy overexaggerated items such as




* First taking


* Then taking


* If the team deals a lot of magic damage, consider to take


This should give you a nice amount of survivability through teamfights and prevent you from dying. Sure, you have the range to stay completely safe, but it's better to not take the risk to have a 80 seconds dead timer than dealing more damage and taking this risk.
NOTE: An easy lane doesn't mean that you instantly win the lane!
If you can't find your opponent that quick, press ctrl + F for a quick search!
.
Ahri![]() |
Early-game: Easy-Medium. Post level 6: Medium-Hard. Late-game: Medium. Ahri has some decent ability range as well, so you won't always be able to get your ![]() ![]() ![]() |
Akali![]() |
Early game: Very easy. Post level 6: Medium-Hard. Late-game: Easy. Pre level 6, you need to punish her as much as possible for farming minions. Do NOT push the lane, because you want to be in her range to land the bombs. There is literally nothing she can do against you pre level 6. However, it gets very tricky if she reaches level 6. There is a possible escape for Ziggs to deny her ![]() ![]() ![]() ![]() |
Anivia![]() |
Early-game: Easy. Post level 6: Easy-Medium. Late-game: Medium. Anivia has no movement speed at all and can't even dodge any ![]() ![]() ![]() ![]() ![]() |
Annie![]() |
Early-game: Easy. Post level 6: Easy. Late-game: Easy-Medium. All of her abilities have less range than yours, but watch out for her ![]() ![]() ![]() ![]() ![]() ![]() |
Brand![]() |
Early-game: Easy-Medium. Post level 6: Medium. Late-game:Medium. Brand's abilities have decent range, and is able to win trades if you aren't careful. You have the ![]() ![]() |
Cassiopeia![]() |
Early-game: Easy-Medium. Post level 6: Easy-Medium. Late-game: Medium. Pretty much the same reasons as I'd give to ![]() ![]() |
Diana![]() |
Early-game: Easy. Post level 6: Medium-Hard. Late-game: Easy. Her ![]() ![]() ![]() ![]() ![]() ![]() |
Elise![]() |
Early-game: Easy. Post level 6: Easy-Medium. Late-game: Easy-Medium. Her early-game damage does monkeys, because you will stand safely behind your creeps to deny her ![]() ![]() ![]() ![]() |
Evelynn![]() |
Early-game: Very easy. Post level 6: Easy. Late-game: Easy. She has no range, and you have all of it. You can harass her with auto-attacks any day and zone her out of your lane. Be aware of her ![]() ![]() ![]() ![]() |
Ezreal![]() |
Early-game: Easy. Post level 6: Easy. Late-game: Medium. Pretty much a poke lane, which you will win. He can't really do anything against you if you zone him out. He can dodge your abilities with his ![]() ![]() ![]() ![]() ![]() |
Fiddlesticks![]() |
Early-game: Medium. Post level 6: Medium. Late-game: Medium-Hard. His ![]() ![]() ![]() |
Fizz![]() |
Early-game: Hard. Post level 6: Hard. Late-game: Medium. Ziggs does not like him. Sure, he's melee and you're range, but he is so extremely good at dodging your abilities! This is purely anti-fun for Ziggs. You get out-trades, you can't land any bomb at all and you will be marked as a feeder. Stay safe under your turret, and try to farm while you can. At least try to harass him at level 1 with your ![]() ![]() ![]() |
Galio![]() |
Early-game: Medium. Post level 6: Medium. Late-game: Medium. Most of the Galio's WILL go tanky. The problem with this is: you're not. His early-game AP can also be very high because of his ![]() ![]() ![]() ![]() |
Gragas![]() |
Early-game: Medium-Hard. Post level 6: Medium-Hard. Late-game: Medium. Poke whatever you want, you can't kill this guy. His ![]() ![]() ![]() ![]() ![]() |
Karthus![]() |
Early-game: Easy. Post level 6: Easy. Late-game: Hard. Easy to lane against, harder to win against. A thing that can still be pretty annoying is his extremely short cooldown on his ![]() ![]() |
Kassadin![]() |
Early-game: Easy. Post level 6: Hard. Late-game: Medium. Just like ![]() ![]() ![]() ![]() |
Katarina![]() |
Early-game: Easy-Medium. Post level 6: Easy-Medium. Late-game: Medium-Hard. Pre level 6, she can't really do a lot to you, due her lack of range. You simply can use your ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Kennen![]() |
Early-game: Easy. Post level 6: Easy-Medium. Late-game: Medium. So he has some ranged with his ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
LeBlanc![]() |
Early-game: Medium-Hard. Post level 6: Very hard. Late-game: Easy. She dodges abilities very well and she huge burst. This burst only gets worse if she has her ultimate. You can probably do something at level 1 with your ![]() ![]() ![]() ![]() ![]() |
Lee Sin![]() |
Early-game: Hard. Post level 6: Hard. Late-game: Medium. Same reason as for ![]() ![]() ![]() ![]() |
Lissandra![]() |
Early-game: Easy. Post level 6: Easy-Medium. Late-game: Easy-Medium. She lacks a long-range poke, which is ideal for Ziggs. Ziggs wins trades pre level 6, so Lissandra simply gets outdamaged with proper dodging. After level 6, she has her ![]() ![]() ![]() ![]() ![]() |
Lulu![]() |
Early-game: Medium. Post level 6: Easy-Medium. Late-game: Medium. Her early-game burst at level 3 is strong and not to be underestimated, despite the old nerfs of her ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Lux![]() |
Early-game: Medium. Post level 6: Medium. Late-game: Medium. Lux is great at zoning her lane, but so are you. She has some CC, but so do you. She has skillshots, but so do you. She is quite squishy, but so are you. She has decent range with her abilities, but so do you. Basically, this is purely a skill matchup, and the one that lands the most skillshots wins. Your cooldown on ![]() ![]() ![]() ![]() |
Malzahar![]() |
Early-game: Easy-Medium. Post level 6: Medium. Late-game: Easy-Medium. In early-game, don't get hit by the ![]() ![]() ![]() ![]() ![]() ![]() |
Mordekaiser![]() |
Early-game: Easy. Post level 6: Medium-Hard. Late-game:Medium. He's quite weak early on, but drastically gets stronger once he has bought his ![]() ![]() ![]() |
Nami![]() |
Early-game: Easy. Post level 6: Easy-Medium. Late-game: Medium. She lacks the range that your ![]() ![]() ![]() ![]() |
Nidalee![]() |
Early-game: Easy-Medium. Post level 6: Easy-Medium Late-game: Easy. There is nothing that she could do to you, but there is also nothing that you can do back. You are a poke champion, and Nidalee has such an enormous heal with her ![]() ![]() ![]() ![]() ![]() |
Orianna![]() |
Early-game: Easy-Medium. Post level 6: Medium. Late-game: Medium. I think this is basically the same thing as ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Rumble![]() |
Early-game: Easy. Post level 6: Easy-Medium. Late-game: Medium. Rumble is capable to do a heavy amount of damage, but other than his ultimate, he lacks the range to do so. This make it easy for you early-game to let him eat some ![]() ![]() ![]() ![]() ![]() ![]() |
Sion![]() |
Early-game: Medium. Post level 6: Easy. Late-game: Very easy. Sion has two AP scaling abilities that can deal high amount of damage and burst you if you don't be careful. Sion can take fewer hits with his ![]() ![]() ![]() |
Swain![]() |
Early-game: Easy Post level 6: Medium Late-game: Easy-Medium. Swain also has problems to get in range of Ziggs. He is able to do a huge amount of damage, but the very low range on his abilities makes him quite vulnerable to Ziggs. If you get snared, try to ![]() ![]() ![]() |
Syndra![]() |
Early-game: Medium-Hard. Post level 6: Medium-Hard. Late-game: Medium. Syndra has the ability to get in range of you, and you will get outtrades if she manages to do so. Stay careful in your lane and know when to trade and when not. Her ultimate is single-targeted and can be very powerful, so if she manages to get some balls on the field then it's not a great timing to go all-in. I'd rather stay somewhat more passively to her and abuse my ![]() ![]() |
Talon![]() |
Early-game: Easy-Medium. Post level 6: Medium. Late-game: Easy-Medium. Used to be an anti-mid laner, but got nerfed a lot. I don't find this guy very dangerous, but he is able to land his full combo on you when he jumps on you, no matter what. Since you outrange him by a lot, this lane could be quite easy for you. When he jumps on you, ![]() ![]() ![]() ![]() ![]() ![]() |
Teemo![]() |
Early-game: Very easy. Post level 6: Very easy. Late-game: Very easy. Rarely seen mid, but Ziggs counters him so extremely hard. You might want to buy a ![]() ![]() |
Tristana![]() |
Early-game: Easy-Medium. Post level 6: Medium-Hard. Late-game: Easy. She has some high AP scaling ratio's and is capable to burst you down by a lot. Her cooldowns are high, however. Her burst is one of the strongest of the mid-laners, and this can give Ziggs quite a hard time. She also has a gap closer, so stay out of her range and safely throw your ![]() ![]() ![]() ![]() ![]() |
Twisted Fate![]() |
Early-game: Easy. Post level 6: Easy. Late-game: Easy. Twisted fate is yet another one of those immobile targets Ziggs likes. Other than his ![]() ![]() ![]() ![]() ![]() ![]() |
Veigar![]() |
Early-game: Easy. Post level 6: Medium. Late-game: Medium. Veigar has pretty much the same problem as ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Viktor![]() |
Early-game: Easy. Post level 6: Easy-Medium. Late-game: Easy-Medium. His ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Vladimir![]() |
Early-game: Very easy. Post level 6: Medium-Hard Late-game: Easy-Medium. Once he gets his ![]() ![]() ![]() ![]() ![]() |
Xerath![]() |
Early-game: Medium-Hard. Post level 6: Hard. Late-game: Medium-Hard. Xerath has the range to keep up with Ziggs. And on top of that, he outdamages you as well. His locus of power + mage chains + ![]() ![]() ![]() |
Ziggs![]() |
Early-game: Very hard. Post level 6: Very, very hard. Late-game: Surrender @ 20. Or just play better than him. :) ![]() |
Zyra![]() |
Early-game: Easy-Medium. Post level 6: Easy-Medium. Late-game: Medium-Hard. I hate her. But she's quite easy, in my opinion. She can zone her lane with her plants, but you can zone with your bombs. Bombs > plants. She is also quite squishy and is extremely weak at levels 1 and 2, so if you let her take some ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
17-7-2013 Published this guide. Feedback would be nice! :)
18-7-2013 Slight counteritem changes.
20-7-2013 Slight changes in names of builds, because they were too long to fit well.
21-7-2013 Abilties section changed, item section reformatted.
22-7-2013 Item section updated: defensive items added.
22-7-2013 Finally knew about the center code, and used it.
23-7-2013 Rune section reformatted.
23-7-2013 Ability priority added.
5-8-2013 Lots of things have been reworked. Deleted some builds because they didn't really add anything on second thoughts. Still revisioning some sections, but a big chunk has been done. Currently working on duellist Ziggs - Gameplay and duellist Ziggs - Masteries.
6-8-2013 Deleted off-meta build.
12-8-2013 Added section "Items - Which 5th item to choose?" and an in-depth example of people that can't multitask.
17-8-2013 Little layout change on Matchup section.
18-8-2013 Added optional runes.
18-8-2013 Added optional masteries. Change in late-game build.
19-9-2013 Introduction change - warning added.
27-9-2013 Reformatting some sections.
11-11-2013 Updated the ****er.
13-11-2013 Small overhaul in matchup section.
21-11-2013 New masteries for the pre-season 4 introduced.
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