Ziggs Build Guide by ThotSheWasLvL18
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.
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.
Ziggs was born with a talent for tinkering, but his chaotic, hyperactive nature was unusual among yordle scientists. Aspiring to be a revered inventor like Heimerdinger, he rattled through ambitious projects with manic zeal, emboldened by both his explosive failures and his unprecedented discoveries. Word of Ziggs' volatile experimentation reached the famed Yordle Academy in Piltover and its esteemed professors invited him to demonstrate his craft. His characteristic disregard for safety brought the presentation to an early conclusion, however, when the hextech engine Ziggs was demonstrating overheated and exploded, blowing a huge hole in the wall of the Academy. The professors dusted themselves off and sternly motioned for him to leave. Devastated, Ziggs prepared to return to Bandle City in shame. However, before he could leave, a group of Zaunite agents infiltrated the Academy and kidnapped the professors. The Piltover military tracked the captives to a Zaunite prison, but their weapons were incapable of destroying the fortified walls. Determined to outdo them, Ziggs began experimenting on a new kind of armament, and quickly realized that he could harness his accidental gift for demolition to save the captured yordles.
Before long, Ziggs had created a line of powerful bombs he lovingly dubbed ''hexplosives.'' With his new creations ready for their first trial, Ziggs traveled to Zaun and sneaked into the prison compound. He launched a gigantic bomb at the prison and watched with glee as the explosion tore through the reinforced wall. Once the smoke had cleared, Ziggs scuttled into the facility, sending guards running with a hail of bombs. He rushed to the cell, blew the door off its hinges, and led the captive yordles to freedom. Upon returning to the Academy, the humbled professors recognized Ziggs with an honorary title - Dean of Demolitions - and proposed that he demonstrate this new form of yordle ingenuity in the League of Legends. Vindicated at last, Ziggs accepted the proposal, eager to bring his ever-expanding range of hexplosives to the greatest testing grounds in the world: the Fields of Justice.
''Ziggs? Unpredictable, dangerous, yes yes. But quite brilliant!'' - Heimerdinger
Pros / Cons
+ Tons of AoE damage
+ Semi-global Ult
+ Can deny an area with Hexplosive Minefield
+ Unique skills
- Positioning of Ziggs and his skills can make or break him
- Mega Inferno Bomb has a warning indicator ( same as panth)
Greater Mark of Insight x9
Purchase Cost: 410
+0.95 magic penetration
Greater Mark of Insight x9 - Being an AP scaling champion means you will need Magic Pen. for when players being to build MR. It will also help you deal max damage early game.
Greater Glyph of Force x9
Purchase Cost: 410
+0.17 ability power per level (3.06 at champion level 18)
Greater Glyph of Force x9 - Added AP for max damage on all your skills.
Greater Seal of Force x9
Purchase Cost: 410
+0.1 ability power per level (1.8 at champion level 18)
Greater Seal of Force - Use these if you feel like you are not having any mana problems.
Greater Quintessence of Insight
Purchase Cost: 1025
+1.89 magic penetration
Greater Quintessence of Insight x3
Purchase Cost: 1025
+1.89 magic penetration
Greater Quintessence of Insight- more magic pen never hurts, many people prefer flat ap but i dont
Summoner Spells I Use
Helps secure your kills and get the upper hand on healing enemies. A pretty standard pick for any AP carry.
Great for escaping, but also very key to chasing. Another standard pick for AP carries.
Standard AP carry boots. The added magic pen. helps your abilities do maximum damage. If you find yourself getting focused a lot or going up against a CC heavy team, you can replace these with Mercury's Treads.
A must have for any AP carry.
Will of the Ancients
This item will not only give you a boost in AP, but a good amount of sustain from the spell vamp it provides. Unfortunately since Ziggs abilities are AoE only 1/3 of the spell vamp applies to him. As I explain below Rylai's Crystal Scepter is a good replacement. I haven't had a chance to test the build without WotA enough to change the build completely, but once I am certain I will switch this item out if needed.
The active on this item is amazing. It is a priceless item when facing a AD carry who likes to focus you. This item will save your life more than once if timed right.
A much needed boost to your Magic Pen. I usually grab this as one of my last items unless I see the enemy stacking MR. If you plan on getting this item, you should switch your Sorcerer's Shoes with either Mercury's Treads or Ionian Boots of Lucidity.
Rylai's Crystal Scepter
This gives a good amount of hp wiht equally impressive amount of ap, not only can your minefield slow but this adds another dimension to slow.
Bouncing Bomb has a crazy amount of dmg when maxed first, at first i maxed out minefield and although it was impressive it is far easily more dodged than the bomb. so maxing q right away with 1 point in w at lvl 4 than getting ult whenever possible.
Short Fuse (Passive) - Every 12 seconds, Ziggs' next basic attack deals 13 + (7 x level) (+35% of ability power) bonus magic damage. This cooldown is reduced by 4 seconds whenever Ziggs uses an ability.
Bouncing Bomb - Ziggs throws a bouncing bomb that deals magic damage.
Cost: 60 / 70 / 80 / 90 / 100 mana
Range of First Bounce: 850
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Magic Damage: 75 / 120 / 165 / 210 / 255 (+65% of ability power)
This is the skill you will use to poke with. With the new bounce mechanic, this skill can travel a very long distance. You can also toss this over minions and champions to hit someone behind them. The farther the initial throw is the farther the bomb will bounce before exploding.
Satchel Charge - Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.
Cost: 65 mana
Cooldown: 30 / 27 / 24 / 21 / 18 seconds
Magic Damage: 70 / 105 / 140 / 175 / 210 (+35% of ability power)
This ability has a lot of uses. It can be used for purely the damage, to knock an enemy away from their team/turret, knocking yourself away from an enemy to escape, and to split up a team during a team fight. You can even blast yourself over walls. Saving this ability for the right moment separates the good Ziggs' from the great.
Hexplosive Minefield - Ziggs scatters 11 proximity mines in an area, each that detonate on enemy contact, dealing magic damage and slowing.
Cost: 80 / 90 / 100 / 110 / 120 mana
Cooldown: 16 seconds
Magic Damage of First Mine: 40 / 65 / 90 / 115 / 140 (+30% of ability power)
Magic Damage for Additional Mines: 20 / 32.5 / 45 / 57.5 / 70 (+15% of ability power)
Slow: 20 / 25 / 30 / 35 / 40 %
Another great utility skill. Great for denying areas and can even block some paths in the jungle. Each mine has its own proximity and its own explosion, but champions take less damage from each mine after the first.
Mega Inferno Bomb (Ultimate) - Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance, Enemies in the primary blast zone take more damage than those further away.
Cost: 100 mana
Cooldown: 120 / 105 / 90 seconds
Primary Magic Damage: 250 / 375 / 500 (+90% of ability power)
Outer Area Magic Damage: 187.5 / 281.25 / 375 (+67.5% of ability power)
This ability does have a ground indicator much like Pantheon's ult. If you are mid, using this to assist in a gank, bot or top, is a very effective way of using this skill. Also try using this after a team fight has started. Enemy players will be less likely to notice the indicator. The time between use and hit is longer or shorter depending on the range you deployed it. If used at max range, your enemy has more time to get out of the indicator.
ANOTHER REMINDER: The descriptions below are an explanation of how most games will go. Depending on how well you last hit and kills you get or give to the enemy team, the game could go completely different. Remember that a good player does not blindly follow these guides and adapts to each and every game.
As Ziggs you are going to want to grab a and head to mid or bottom lane. If you don't have a jungler, feel free to go top. If you are laning against an enemy that uses skillshots, you can get and x3 to help you dodge their harass. Poke your enemy with Bouncing Bomb and don't forget to throw in an auto attack when your passive is ready. Try not to spam your abilities though because Ziggs does have a bit of a mana issue early game. Once you get their health low, dropping your Hexplosive Minefield behind your enemy before going in for a kill can block his escape and can even earn you an easy kill. If you think your enemy still might escape, toss your Satchel Charge behind them and quickly detonate it to knock them back into range.
At around 7:20 see if the jungler will help you get blue buff or just go grab it yourself. Remember to go back and get it every 5 minutes or as soon as possible. This will help a great deal with your mana problems and will help you use Mega Inferno Bomb a lot more often.
On your first trip back you will want to get your and another or 2 if you went with as your first item. Once you hit 6 either try for a kill in your lane or assist in a gank on bot or top with Mega Inferno Bomb. Wait for one of your teammates to lockdown an enemy before sending it in to help guarantee a direct hit.
By the beginning of mid game you should have your and should have your and be working towards your . Follow your Deathcap with to give you and any other AP teammates a bit of sustain.
Team fights will begin breaking out in mid game. Make sure to position yourself at a safe distance and focus one of the enemy carries. Drop Mega Inferno Bomb once the enemy begins to cluster followed by Hexplosive Minefield to slow any enemies that try to escape. Continue lobbing in your Bouncing Bomb whenever its off cooldown, mixing in auto attacks when passive is active. As the fight progresses you will have a few options for how to use Satchel Charge. If you become focused, use it to rocket yourself away from your enemies. If not, you can use it to separate the enemy team or knock an enemy back into your team. Knowing when and where to use Satchel Charge is key to being a good Ziggs.
By late game you should have quite a large amount of AP and you should be building your to counter being focused. Try and grab blue buff as much as possible to shorten your cooldowns and continue to aid in team fights. If the game has lasted this long you will be grabbing your final items, which is ususally the most situational. is a great item to build during late game to counter the MR the enemy team is building, he does such a ridiculous amount of damage.