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Introduction
Ziggs is an unbelievable Mage with a very high area damage!
If you search a champ, who can kill the enemy team in less than 10 seconds or who can snipe other lanes with your ult, then Ziggs is the perfect Champion for you.
But be careful, Ziggs is not easy to play.
Summoner Spells
Summoner spells are key to your success in the league. These guys are extremely versatile. Let's look at your potential choices in order to be victorious.
THE AWESOME (what I think you should take)
Flash
This spell is probably the best spell ever. If you watch my video, you will notice you can use flash in a massive amount of ways to help you kill people, save your ***, or jump in to save someone else's. Unless you are horrible at using flash always take it.
Ignite
In most cases, having one offensive spell minimum is ideal. Packing ignite can and will A. Shut down those annoying healers (ignite reduces heals received on that target by 50%) and B. Give you the extra dmg needed to get the kill early on. Early game if someone is hanging around with 2 bars mid, a flash right click with your passive will and ignite almost always kill them. This spell also does true damage, so tanks will drop just as fast with it on them.
Ghost
Another great escape/chance tool at your disposal. Frankly I feel that flash is better because you can do some wicked awesome stuff with it, but ghost is better in a few aspects, i.e., running to a lane or sprinting out of a gank. Use in place of flash if you want it.
Clarity
I don't like this spell, in fact I hate it, but it is very good on Ziggs. This allows you to spam your skills and even mana bait. I don't take it because it is not very good end game.
SPACE
THE AVERAGE SPELLS (what you CAN take, but not the best)
Teleport
This spell is mainly used by solo tops as that is much less accessible to be covered by your jungler than mid is. However tele ganks are very nice =D. All preference, but I don't recommend this spell. Getting back to lane faster is also nice as it is a 1v1 and level leads are devastating in mid.
Exhaust
An underrated spell for AP carrys, but its only extremely good use is against AD. Against AP, it's not as noticeable and it won't completely break their DPS. Only take if they have 4-5 AD champions.
Surge
This spell doesn't really have as much bang as ignite or another offensive spell. It's better for AD carrys and hybrids like Jax.
Clense
Only take this if 4-5 of the enemies have extremely hard CC. They will end up stacking it, and this will get rid of it all in one fell swoop.
Heal
I know this got buffed, but it’s more of a support spell. However, you could possibly take this if you’re fighting a Le Blanc mid. If she does a full burst and you live, just pop heal, turn around to fight, and show her who is boss.
DONT NEED AT ZIGGS
Smite
You're not jungling...
Promote
FOR SUPPORTS ONLY
Clairvoyance
FOR SUPPORTS ONLY (on a side note a very good spell but not for you)
Revive
Dont use this please it just for Teemo (If you play Teemo - Leave this guide!)
Summoner spells are key to your success in the league. These guys are extremely versatile. Let's look at your potential choices in order to be victorious.
THE AWESOME (what I think you should take)
Flash
This spell is probably the best spell ever. If you watch my video, you will notice you can use flash in a massive amount of ways to help you kill people, save your ***, or jump in to save someone else's. Unless you are horrible at using flash always take it.
Ignite
In most cases, having one offensive spell minimum is ideal. Packing ignite can and will A. Shut down those annoying healers (ignite reduces heals received on that target by 50%) and B. Give you the extra dmg needed to get the kill early on. Early game if someone is hanging around with 2 bars mid, a flash right click with your passive will and ignite almost always kill them. This spell also does true damage, so tanks will drop just as fast with it on them.
Ghost
Another great escape/chance tool at your disposal. Frankly I feel that flash is better because you can do some wicked awesome stuff with it, but ghost is better in a few aspects, i.e., running to a lane or sprinting out of a gank. Use in place of flash if you want it.
Clarity
I don't like this spell, in fact I hate it, but it is very good on Ziggs. This allows you to spam your skills and even mana bait. I don't take it because it is not very good end game.
SPACE
THE AVERAGE SPELLS (what you CAN take, but not the best)
Teleport
This spell is mainly used by solo tops as that is much less accessible to be covered by your jungler than mid is. However tele ganks are very nice =D. All preference, but I don't recommend this spell. Getting back to lane faster is also nice as it is a 1v1 and level leads are devastating in mid.
Exhaust
An underrated spell for AP carrys, but its only extremely good use is against AD. Against AP, it's not as noticeable and it won't completely break their DPS. Only take if they have 4-5 AD champions.
Surge
This spell doesn't really have as much bang as ignite or another offensive spell. It's better for AD carrys and hybrids like Jax.
Clense
Only take this if 4-5 of the enemies have extremely hard CC. They will end up stacking it, and this will get rid of it all in one fell swoop.
Heal
I know this got buffed, but it’s more of a support spell. However, you could possibly take this if you’re fighting a Le Blanc mid. If she does a full burst and you live, just pop heal, turn around to fight, and show her who is boss.
DONT NEED AT ZIGGS
Smite
You're not jungling...
Promote
FOR SUPPORTS ONLY
Clairvoyance
FOR SUPPORTS ONLY (on a side note a very good spell but not for you)
Revive
Dont use this please it just for Teemo (If you play Teemo - Leave this guide!)
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