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Ziggs Build Guide by MRN.ecco

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 MRN.ecco

Ecco's Ziggs Guide!

MRN.ecco Last updated on March 29, 2014
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9


Guide Top

Introduction


Hello! I am Tyler "ecco" Spesick and I played in the LCS last year as a mid-player!

Ziggs is an insanely strong champion that has risen in popularity a great deal in 2014. He has always been an insane bully in lane as well as being extremely annoying to play against because of his insane poke and wave-clear but due to the huge popularity of assassins in 2013 he wasn't seen a great deal. Now, with all of the popular assassins of 2013 nerfed he rose to the top, has been nerfed a few times, but is still mostly a picked/ban champion for the most part. He is a great deal of fun to play and I will go over in this guide on how I play him!

My Stream



Twitter: @eccoLoL - Stream: thebts


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Pros/Cons

Pros

  1. Lane bully.
  2. Insane sieging.
  3. Amazing wave-clear/tower-defense.
  4. Ultimate allows for long distance wave-clear and also shuts down pushes quickly.
  5. Large AoE damage.
  6. Overall slippery due to satchel.

Cons

  1. Vulnerable to hard cc and being bursted.
  2. Has room to be outplayed because all spells are skill-shots and decently slow moving.


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Teams


The composition that I put together above is overall fairly well rounded and just gives a lot of options to the team. Due to Ziggs' amazing wave-clear and stalling ability, as well as sieging ability, having a strong split-pusher like Jax is fantastic because it allows him to do what he does best without worry that his team can't stall a potential 4v5. If he does end up grouping to team-fight, he is very mobile and able to pick off low-health targets which there very well could be due to Ziggs' AoE damage. Kha'Zix was chosen pretty much for the same reason that I just addressed with Jax which is the ability to clean up low-healthed targets. Also, having a lot of other high priority targets on the same team as Ziggs puts pressure off of him and allows him to play further up since he most likely won't be the highest priority target.

For the bottom lane, I chose Lucian and Karma. Karma is fantastic at both engaging/disengaging because of her Inspire as well as having a lot of kiting ability to help keep Ziggs alive and just add to the large AoE damage. Lucian is just straight up god-tier imo as an adc and also has /amazing/ clean-up ability in team-fights. I hope you can see the common trend here now. High AoE damage gets a lot of targets low which means you want an extremely mobile, burst heavy composition to capitalize on that.


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Spells


The combination of barrier and flash on more long-ranged, poke-oriented champions in middle is something that has risen to great popularity as of the past few months. This greatly excites me because I actually predicted this roughly a year ago while playing for MRN (/egoboost). Now that I got that out of the way, it is overall the best pick on Ziggs because he is a very fragile champion. If he ever gets cc'ed, there is a good chance that he will literally explode after getting focused. Barrier helps him survive through burst and just overall survive longer in team-fights which will overall increase his damage output throughout the entire fight. You are losing a great deal of kill-pressure in lane since you are not taking ignite but kills aren't necessary for winning/snowballing your lane so it is better to focus on which is better for team-fights and lane game which is most definitely barrier.


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Runes


9x
9x
9x
3x
... Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power

These are the standard runes that I run the majority of the time on Ziggs. As you can see, they are fairly greedy as I am not running magic resist glyphs but this allows me to scale harder into the late game and overall do more damage. 28 AP is much, much more useful than 12 mr in the majority of cases. You just need to be careful on your trading and taking poke when running a greedier run page because you will be weaker in earlier trades.

I do take the more standard flat mr glyphs when against either an ap assassin (Fizz/Ahri/Leblanc) or when I'm against both an AP mid and Jungler (Fiddle/Elise).


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Masteries


Overall these are the standard of standard for AP mids currently. I have been kind of tossing around my 9th point into different places in utility lately but overall it is pretty irrelevant for the most part. You're either getting +.5% ms (comes out to about 2 movement speed typically), or an extra 1-3 health-regen per 5 or the extra duration on your potions. The extended duration on my potions is what I have been going with lately just because it seems to be the best choice for early game in my opinion but it is really up to you which you'd like to take.


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

The ability order listed above is something that is pretty well known and standard on Ziggs. There isn't a need to take a point in the mine-field at level 3 unless you are getting a very early gank from your jungler, which in case you /would/ take a point in it at level 3. Otherwise you are better off getting another point in your Q for extra pushing and harassing power for only 10 more mana.


Short Fuse (Passive)


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


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


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


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.

The biggest caution that I can give about this ability is to not rush to use it in a team-fight. Don't use it just to use it because it is /so/ much damage in one ability. It is potentially upwards to 2-3k damage on an entire team so if used improperly it can cause your team the fight and potentially the game. Try and wait to combine it with a strong engage or until after a lot of dashes/flashes have been used which prevents them from escaping it with the click of a button.


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Items

Starting


The starting setup on Ziggs is just as standard as every other AP mid champion. You start Doran's Ring, two health potions and the warding totem because it gives you everything you need for early laning.


With my first back, I am aiming to have /at least/, hopefully more, gold for a Chalice of Harmony and a few health potions. If I can afford Boots of Speed, another Doran's Ring or even a Fiendish Codex then that is truly wonderful. Chalice though is going to be 100% crucial to get on your first back. You will stay at Boots of Speed, or even no boots depending on how your gold amounts work on your back(s) until you finish Athene's Unholy Grail. You then will be picking up your Sorcerer's Shoes. In my opinion, it is important to upgrade your boots after Athene's to give yourself overall more room to feel out the match-up as well as the map. It also gives you a lot more damage on champions which will help for any early game skirmishes or objective dancing.

I then go straight into a Rabadon's Deathcap. It is important to stack as much damage possible asap on Ziggs because of his amazing ratios and overall damage. You will then finish off your mid-game build with a Void Staff to make sure that you are doing as much damage as you possibly can be. At some point after completing Athene's to directly after completing Void Staff, Alacrity should be picked up for your boots. Adding an extra little bit of mobility to Ziggs really helps out with his poking and overall movement throughout fights and sieges which presents more opportunities for him to be aggressive. These can be sold if needed to later for Sorcerer's Shoes - Homeguard if the opportunity presented itself (if your team started losing and you are constantly going to fountain while defending) but otherwise Alacrity will be your best choice.

After Core


So the core for Ziggs isn't really very exciting or ground-breaking as it is a very standard non-assassin AP mid page. We're going to spice it up a little bit going into the late game with having Lich Bane as an item I building on Ziggs every game. Even after the nerfs to it, it still holds strong and adds an insane amount of consistent damage to his build as well as causing him to destroy turrets /that/ much more. Zhonya's Hourglass is the other late game item choice that is available to you. It gives an incredible amount of AP as well as utility because it shifts focus off of you and allows you to avoid being engaged on as well as being bursted. Which one of these you are getting first is up to you. If you are surviving in the back lines of fights with ease and want to pump out more damage then you should get Lich Bane first. If fights are a little bit all over the place and you are getting engaged on a fair amount then Zhonya's Hourglass will be the better choice.

I don't really have any optional item choices on Ziggs. I despise building Guardian Angel or multiple defensive items on AP champions who do as much damage as Ziggs and scale so damn well with AP. You would just be hindering yourself by building any more defensive items than Zhonya's because truly that should be all you need.


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Match-Ups

Ziggs is arguably the safest laner in the game. The only one that /could/ be safer is Lux but regardless he is just absurd in lane. Crazy poke, wave-clear, kill potential even with barrier and he has a very dependable escape. Like stated previously in this guide, assassins can be used to great effect against Ziggs but they capitalize on snowballing off of Ziggs' mistakes. As long as you are playing properly and not getting caught by any stray charms against an Ahri then you should be more than good to go in any lane.


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Gameplay

Laning
... Laning with Ziggs is fairly straight-forward. You are wanting to be last hitting with auto-attacks of the earliest parts of laning, harassing with Bouncing Bomb and saving your Satchel Charge to either follow-up with a gank from your jungler or to escape for a gank or life-threatening situation. You should never really be over-extending yourself in lane because there is no reason to ever. You can win lane while being safe and you never really have any kill potential unless the your lane opponent makes a drastic mistake or you get a solid gank from your jungler. With that said, you don't need ganks. Forcing your opponent out of lane and causing them to lose experience/cs is more than enough to gain a solid advantage in lane and begin snowballing.

For harassing with your Bouncing Bomb, you should be able to predict your enemy laner's movements to an extent. Such as when you have a low-healthed allied minion, he's probably gonna try and last-hit it which should set him up to be harassed because you should know where he is going to move to cs it. You don't really want to be constantly shoving lane early on as it leaves you vulnerable to ganks so don't spam your bombs all willy-nilly.

Mid Game
... Going back the early stages of laning, you shouldn't really be roaming that much. You have insanely strong pressure in lane at killing towers and snowballing with farm alone. This isn't to say that you should /never/ roam with Ziggs because that would be completely wrong to say but for the most part you don't have to follow your lane partner while he tries to roam. Keep wards on both sides of your lane and alert your team immediately when you see it and shove your lane and pressure the tower. Careful of getting ganked by the mid + jungler while doing damage on the turret if they come back instead of ganking. If the gank /does/ go through, look for an opportunity to toss your ultimate down and you should get a free turret which is a good trade unless all of your teammates die horrible, painful deaths.

Once laning fully passes, you and your team should start forcing things. Definitely when you have blue because you provide /so/ much constant pressure from a safe range. Dragon is a fantastic place to put pressure on the map because it is where Ziggs will truly shine with his zone control that he provides. Use your Hexplosive Minefield to manipulate the enemy team's movemnents and and save your Satchel Charge for the opportune moment. Wasting this ability can surely lead to the death of yourself or your adc.

Also, as stated earlier, wait for the right time to use your Mega Inferno Bomb as well. Either in conjunction with an engagement or after a lot of cool-downs have been used when the fight is dwindling down is best. If you have a composition like the one listed in this guide (one with a lot of cleaning up and burst potential) then it is better to use it earlier rather than later.

You will be hanging around the edges of the fight for the most part. Dancing around, laughing like a mad-man, throwing bombs everywhere and auto-attacking when you can. Don't be afraid to make some aggressive plays though if the opportunity presents itself. The best of players will know when to be aggressive/passive and they are never only one or the other. If their adc is low and doesn't have an escape then you can flash onto their face and blow them up with your Bouncing Bomb, Hexplosive Minefield and Short Fuse.

Late Game
... Going into late game you will typically be doing the same thing you were mid-game. Lots of forcing objectives and things as a team. Make sure, now more than ever, to position correctly because you will get bursted harder than ever before. You do have kind of have a "get out of jail free card" with your Zhonya's Hourglass but it is best not to put yourself in a position to use it unless you surely have to! Dance around the edges of fights, stay close to your adc and do your consistent dps with a good amount of peel/kite that you do so damn well.