Ziggs Build Guide by
Not Updated For Current Season
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Big Best Bomb
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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.
Short Fuse is a very straight forward passive that is actually insanely strong. It adds a nice little bit of burst to his kit, as well as another harass/poke move, and also makes him /fierce/ at melting turrets. It has fantastic synergy with Lich Bane, adding even more consistent damage to his kit.
Bouncing Bomb is the Ziggs' signature move in my opinion. This ability in conjunction with his passive is the reason why his laning is so obnoxious. It's consistent, low-mana cost extremely long-ranged, AoE spell. What more could you honestly ask for. It is a straight up amazing spell that makes Ziggs one of the most annoying, hard to deal with champions in all of League.
There is a little bit of finesse with this ability due to the bouncing mechanic. It allows you to get some extra length on the spell and you can also have some weird moments of having it bounce over targets. Situations like the latter is something that you will see and get used to and will be able to predict where the bomb will be bouncing during its trajectory. When you have blue buff and Athene's Unholy Grail, you can spam this ability until your hand cramps. It is a never ending bombardment of bombs that even if only 35% of them hit will slowly dwindle down the opposing team's health bars and present opportunities to get damage on turrets and/or force team-fights in your favor.
Satchel Charge is an amazing ability that is personally my favorite of his arsenal. It is extremely unique because it is so versatile. You can use it aggressively to knock back targets towards your team, to knock targets further away from a fight, to launch yourself away in a fight while getting rushed down, and sometimes even a combination of them! It is truly amazing and you can also jump some fairly thick walls (such as wraith wall) which is truly handy.
Satchel is a spell that has an extremely long cool-down until either a lot of cc is obtained, multiple points start being put into it, or a combination of the two. As such, it is important that you wait until the ideal moment to use it. If you use it aggressively in lane, you have no escape other than your flash which might not be enough on its own. It is essential that you make sure you use this ability sparingly as even the threat of having it available can be enough to prevent pressure on you.
Hexplosive Minefield is an extremely obnoxious ability that is /fantastic/ at controlling space. It is pretty much a giant red flag to the enemy team saying, "HEY DON'T WALK HERE!" which is pretty great to have at your disposal. It helps peel for your back-line, follow-up with an engagement, or create spaces on the map that they can no longer safely pass through which will greatly influence their movement.
At objective areas, it can create choke points and prevent movement for a great deal of time (10 seconds!). Such as the area right above dragon which leads to Purple's Blue Buff. It can be sectioned off with Hexplosive Minefield which gives your team a fantastic positional advantage going into a dragon dance. Whether you are going to use it offensively, defensively or to influence movement is up to you so make sure to choose the correct one!
Mega Inferno Bomb
Mmmmmmm Mega Inferno Bomb. Such an amazing ultimate. It has several different uses and is overall a very diverse ultimate. It is a giant AoE that has an incredible .9 AP Ratio which is frankly absurd. It also has insane range which allows you to prevent pushes on turrets that you aren't even close to on the map, which makes you a pushing/farming monster. The large amount of burst that comes out of this ability can also be used as a threat to steal objectives or in conjunction with your jungler's smite to burst down an objective all at once to cause it to be virtually un-stealable.