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Ziggs is SO MUCH FUN!!
@ Guraccio if you Build ROA u wanna get it building pretty early. Maybe straight after boots. Just so it early enough
Thanks for the Upvote's Guys
I can do some pretty awesome damage with this guide :D
Edit*
"Critique" - Overall good guide. If you actually choose to read up on the guide, you will realize it states: FOR EXPERIENCED PLAYERS (aka you don't need explanation to tactics), therefore you shouldn't expect a 10 page long guide with explanations about every single little thing (like my guide pretty much is). This guide takes good players a step further by exploiting ziggs' early farm domination. Spell pen just makes this guy three times better, seeing as you pretty much burst down anyone once you hit 6, go back and return to wreak havoc.
Nothing really pulls you down tbh, if this was a "guide" however, it would've pulled you down, but since it's made for experienced players, it should be quite obvious you don't need a too long guide.
Second edit*
Only one thing I'd like to point out:
By the time you get your Zhonya's, I doubt that its usefulness will shine at all. Going void staff at this point would probably be better, if the game even lasts that long. (This is not negative (rather a suggestion), because I saw you mention grabbing void if the enemies get enough MR, but unfortunately, no one reads long enough to see it)
Not bad my friend =) Your videos are nice, but you may want to add some explanations as to why they are important to view. Consider a countering champions mid part of this guide. Also love your items =D GL and keep up the good work, I see a lot of potential here!
Edit: Your rune coding is messed up, please fix it.
Edit: So I read the explanation on your runes, and I will have to establish a disagreement about them. I get why you want to get a lot of magic pen, having a lot does give you a lot of damage against champions. However, early game I would feel really weak going into game with so little starting AP. Granted I only ran this set up 2-3 times when I was testing runes for my guide, but I found them lack luster compared to just straight AP. Also, your arguement that these runes make it un-nessisary to buy a void staff is not true. Let's be honest; if the enemy team has 3+ member with 130 MR, which sadly they always do, you are going to have to buy a void staff if you want all the ap you are buying to be used.
Anyway, I really liked the guide otherwise. Once again nice job and I hope you consider my points.
Number crunching regarding red spellpen and quint spellpen, no extra AP taken into account:
At lvl 6 (assuming you leveled the following: Q-E-Q-W-Q-R) - a combo of Q, AA, E (one hit), W, R, AA, Q will deal 776 - with spell pen.
With 5+ (15) AP quints, you will deal 783 damage.
This comes down to dealing LESS damage (I've not taken into account anything else than quints, to make it simple), but if you compare it with having Sorc shoes (0 MR for 15 AP, and negative for spell pent quints) - it looks like this:
AP quints: 933 damage
Spell pen quints: 986 damage (quite noticeable)
The spell pen is extremely potent if you build like this: Boots, 3x pots, Needlessly large rod, Sorc shoes. This will make the average (30 MR) opponent take 10% MORE damage if you have spell pen runes, and without, you deal 100% dmg + the ratios of 15 AP. Keep in mind; this guide is truly what the title says: "Carry your team", which is only done through winning hard early.
Keep these factors in mind as well: It's nigh impossible to have a 100% perfect hit ratio on this combo, which makes the spell pen even more efficient. If you miss one ability, you have the chance to fix it up again. The run of the mill mid champ usually has ~900 hp (870 ziggs) at lvl 6, which would survive with a small margin if you miss even one ability (Ignite ftw.).
TL;DR - Spell pen is more effective if your enemies decide stacking MR / having MR runes early is good, and is very good if they decide not to run any defensive items (having 30 MR). Flat AP is only good if your enemies decide to have about 50MR, but in this case, void staff and sorcs will bring them below 0 MR again, which makes spell pen the clear winner here as well.
End statement:
AP Quints < Spell quints (pre 11-18, pre 100 MR on every enemy)
AP Quints are worse than spell pen quints, because you rarely go full out / unleash your combo before your first back, because it won't finish off a normal enemy.
Also love how u don't explain for a page y to pick flash and ignite lol
Overall splendid guide. Pwease don't make it long and boring to read! I don't care how each match up is. I am sure people will learn from experience anyway. :P