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Spells:
Ignite
Flash
Ability Order
Short Fuse (PASSIVE)
Ziggs Passive Ability
Introduction
Ignite and Flash are Ziggs primary summoner spells. Ignite helps both early and late game by finishing off an opponent or cutting down the opponents healing capabilities ( Dr. Mundo, Volibear, Etc). Flash is a great summoner spell for chasing down the opponent or escaping a gank, used wisely, it can be very helpful in getting you fed early game.
For masteries, I go 21-0-9 for maximum damage output. In offence, I go with 1 in
Summoner's Wrath
for bonus 5 ap and ad when ignites on cd, and 3 in mental fortitude for 3 bonus ap. 4 in Sorcery for 4% cd reduction so his q can harass more. 1 in
Arcane Knowledge
for magic pen for more damage output and 3 in
Havoc
to increase my maximum damage. 4 in
Blast
for 18 bonus ap at lvl 18. 4 in
Archmage
for 5% ap increase and 1 in
Executioner
for bonus dmg when finishing off a champ. This allows maximum damage for Ziggs skills, the other masteries are either ad, or something else that is useless for Ziggs. In utility I have 1
Summoner's Insight
for Flash cd, 3 in
Expanded Mind
for 216 bonus mana at lvl 18, and 1 in
Improved Recall
so you can escape battle faster or return to lane faster. I get 3 in
Meditation
for mana regen so you can lane longer. And 1
Runic Affinity
for longer blue buff, occasionally red, and baron. This allows Ziggs to lane longer while doing maximum damage output.
To have the most damage output possible, build 5 Archangel's Staff and a Rabadon's Deathcap.... But your waaay to squishy like that. So start off with a Doran's Ring, get your Sorcerer's Shoes, then get a Giant's Belt for early game survival, then get a Rabadon's Deathcap, finish off ur Giant's Belt with a rylai's for slow and hp boost. Get a Will of the Ancients for spell vamp, and a Lich Bane (very good with passive if used correctly). Sell your Doran's Ring, and finish off with a hourglass for the passive and the armor. So your not too squishy, and you have an insane amount of ap.
For Ziggs, I take Bouncing Bomb at lvl 1 and max it first for its damage output, its low cd, and its ability to harass. At lvl 2 I take Hexplosive Minefield for its cc and high damage output if you aim it correctly, max it 2nd. At lvl 4 I put a point into Satchel Charge for its ability to hope in and out of battle, despite the inconvenience, and max it last.
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