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Anivia Build Guide by VoLdeMorTisGR

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 VoLdeMorTisGR

ziggs build guide only for pro(not anivia)refresh page :P

VoLdeMorTisGR Last updated on February 5, 2012
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
2
8
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: 22

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


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here we are


Guide Top

my ziggs

Hello and welcome to the Ziggs, the Hexplosives Expert Item build guide. Ziggs, the Hexplosives Expert is a champion in the MOBA (massively online battle arena) game LoL, also known as the league of legends and she is a decent hero that is like ashe. Her passive slows down enemies, so that is really good. So if you are looking for a strong and powerful champion she will definetely be a good champion for you! I have been playing with Ziggs, the Hexplosives Expert for a few hours now and now she is my favourite and best champion! There are many item you can buy for Ziggs, the Hexplosives Expert, but in my opinion, my item build is the best, but it also depends on the champions your teammates are using, and the champions your enemies are using.


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Skills

Passive: Short Fuse

Every 12 seconds, Zigg's next basic attack deals an additional (20 / 49.75 / 79.5) (+35% of ability power) magic damage. Zigg's abilities reduce this cooldown by 4 seconds.

Explanation:


Basically a fifth spell. This does so much damage, but also puts you at risk by having you at auto-attack range. This passive is what separates the good Ziggs from the AMAZING Ziggs.Creating a compo with your skills as your skills will cooldown this you wil able to use it faster.



Bouncing Bomb

Ziggs throw a bouncing bomb that deals (75/120/165/210/255) (+65 % of ability power) magic damage.

Cost: 60 / 70 / 80 / 90 / 100 mana

Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds

Range to First Bounce: 850

Explosion radius: 250 (estimate)

Explanation:


Max this first. This is your main source of damage, and is also the reason why you'll need blue buff.



Satchel Charge

Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals (70 / 105 / 140 / 175 / 210) (+35% of ability power) magic damage to enemies, knocking them away.

Ziggs is also knocked away, but takes no damage.

Cost: 65 Mana

Range: 1000

Cooldown: 30 / 27 / 24 / 21 / 18 seconds

Explosion radius: 300 (estimate)

Explanation:


Your only escape mechanism. So please, for the love of god, don't waste this trying to last hit minions/ harass. IF you think you can land a kill with this and can retreat to your turret within 5 seconds, then go for it.



Hexplosive Minefield

Ziggs scatters proximity mines that detonate on enemy contact, dealing (40 / 65 / 90 / 115 / 140) (+(0.3 per ability power point)) magic damage. Enemies hit are slowed by (20 / 25 / 30 / 35 / 40)% for 2 seconds.

Enemies triggering a mine take half damage from additional mines. Mines disarm automatically after 10 seconds.

Cooldown: 16 seconds

Range: 900

Cost: 80 / 90 / 100 / 110 / 120 mana

Magic Damage from First Mine: 40 / 65 / 90 / 115 / 140 (+30% of ability power)

Magic Damage from Additional Mines: 20 / 32.5 / 45 / 57.5 / 70 (+15% of ability power)


Explanation:


Can cover choke points, and what makes this guy a hassle in the Twisted Treeline map. Use this to cut off escape paths from your enemy.

The slow is mediocore at first, but later becomes the reason you either get or lose a kill



Mega Inferno Bomb

Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take (250 / 375 / 500) (+90% of ability power) magic damage. Enemies further away take 75% damage.

Cost: 100 mana

Cooldown: 120 / 105 / 90 seconds

Range: 5300

Primary Magic Damage: 250 / 375 / 500 (+90% per ability power)

Secondary Area Magic Damage: 187.5 / 281.25 / 375 (+67.5% of ability power)

Explanation:


No Scarra, this skill doesn't mean that you take more damage the further away you are.

Although it does massive damage, this has a low projectile rate. Try not to use this to initiate, as it's easily dodged. This is also why Ziggs needs to communicate with his team.


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enemy team

if they focus on you make again theor (depending on the enemies)make


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early game

Save your harassment and skills until they REALLY hurt (past level 4). Try to last hit minions with your autoattacks and not your skills. Only use skills if you know your autoattack won't get it. Make sure tothe opponent when they try to get in for a last hit. Shortly follow up on it by using your
Once you hit level 4, this is when things get serious. Let the lane push, and make sure you have your passive up. Once the lane is pushed into your side, show them just how scary Ziggs is.....
now try the compo that i told you before.


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Mid Game

At this point, you should have complete lane dominance. With such strong harass and AoE damage, this is where Ziggs shine.

Remember to buy wards so you can afford to overextend without losing your life.



Wards aren't that great? Think again.

Wards give you a 3-minute map hack that allows you to waste the Jungler's time from farm and prevent you from dieing. There is absolutely no reason to NOT buy a ward when you have 75g and an extra slot in your inventory.[/highlight]

Wards op.


Because of Zigg's lane dominance, its best not to take a turret down until around the 20 minute mark. This is to shut down the enemy AP caster. Also, you're able to help other lanes by using your ulti. But remember to let your teammates initiate and use CC! There's nothing more dissapointing than wasting an ulti.

Also, remember that blue buff responds around the 7:10 minute mark. If your jungler isn't going to give you blue, try to steal the enemy blue (assuming both junglers start at blue). If you manage to get a ward there, you'll easily be able to steal the blue buff from the enemy jungler.


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Late Game

Get your ultimate ready!for a teamfight also make sure that you have your second skill ready for escape!
If they focus you in teamfights, it's best to pick up one of the defensive items (depending on who's doing the most to you). Not to mention you might want to stay back and not utilize your passive if such a thing is happening.


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finally

you win!!!! comment me if you won and send me an image ty :D pleaze Rate!!!