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Ziggs Build Guide by Tactical Cookies

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League of Legends Build Guide Author Tactical Cookies

Ziggs Dominion Build: Mr. Hexplosive

Tactical Cookies Last updated on November 22, 2012
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Cheat Sheet

Ziggs Build

Ability Sequence

1
4
7
9
12
Ability Key Q
2
14
15
17
18
Ability Key W
3
5
8
10
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
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 10

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 2

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 7


Chapter 1

Mr. Hexplosive, Reporting For Duty!

Ziggs is, and always should be, built for AP. His spells are amazing, having a classic Fuse Bomb, Satchel Charges (C4), Minefields, and best of all, a Nuke! However, here are some things to take note of:

- The Satchel Charges are very hard to use, but can be devastating if used correctly
- His spells take up a lot of mana, so this build fortifies on it
- Ziggs is reasonably low in health, so health items are later built in the game

BOUNCING BOMB
The Bouncing Bomb is very effective against singular champions, and especially minions. I reccomend maxing this spell out first. It is great in Team Fights and against fleeing enemies.

SATCHEL CHARGE
This spell is notorious for being hard to master, and a nuisance to use. I reccomend maxing this out last, as it rarely comes in handy and isn't neccesary, despite how awesome it looks. The fuse time and radius is the main issue, so timing and placement is key. I normally use this as an escape tool, or just spam it in Team Fights.

HEXPLOSIVE MINEFIELD
This spell is somewhat like the Satchel Charge. It is hard to use, but it is actually pretty handy in many situations. I reccomend maxing it out after the Bouncing Bomb, only because it does much less damage. I usually implement this while I'm fleeing an enemy, or rushing a solo champion. I often mix this spell with Exhaust, slowing the champion down massively, allowing me to use the Bouncing Bomb, and my ultimate (if neccesary).

MEGA INFERNO BOMB [ultimate]
This may be one of the most effective, and not to forget devastating ultimates I've seen in a champion. It's really hard to find a place to start with such a good spell like this. You can launch this dreadful nuke an enourmous distance, around 1/3 of the map. It is great for Team Fights, assisting team mates, or decimating an unreachable fleeing enemy.


Thanks for taking the time to reading this guide, I put a lot of time and effort into it, so could you please vote this guide up? (:

-Tactical Cookies :P