Ziggs Build Guide by necropolin
Not Updated For Current Season
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I'll Bring the Big One
Not Updated For Current Season
Salutations, Summoner. This is your guide, necropolin, writing.
A bit about me:
I'm mainly a toplaner, jungler, and ADC, but when it comes to midland, eh, not so much. It's a bit of a volatile lane, with too much influence from other ally or enemy rotation. However, that doesn't mean I shy away from the challenge. Though Annie used to be my favorite midlaner, the meta took her away from me (T.T) and sent her to support. The reason I started playing Ziggs was because Annie was often taken to Support and I hated Ziggs while playing Annie, so I bought him, and since he has become my midlane main champion.
Anyways, I hope you like this guide, and leave questions or comments somewhere where I can read them.
Do Greatness 😁
Pros / Cons
Medium-Long spell damage
Bush-checking with skill shots
Self-peel with Satchel Charge
Jungle entrance control with Minefield
Buffsteal with Mega Inferno Bomb
Great teamfight potential because of AOE abilities
Satchel Charge and Minefield have medium cooldown time.
Q has bounced over enemies (and cost kills, T.T)
Can't sustain himself in lane with abilities
Assassins will delete him if he doesn't have any other peel on team
Summoner Spell Choice
Flash: A must have. Ziggs may need to make an exit if he is dived on, so flash will save lives by blinking over walls. Can also be used to secure kills with another AA or Bouncing Bomb.
Heal: Gives Ziggs a second chance at life. Maybe this one won't involve arson. Nah, it'll involve arson. Recent buffs to heal gives extra Movespeed on use, meaning low-health Ziggs can run away with a bit more health and not hand out 300 gold.
Why I don't use Ignite anymore:
Though Ignite used to be a staple choice for Ziggs, I forfeit it for a bit of safety. Heal is too good to pass up on immobile/slightly immobile champions as it gives more escape. Also, Ziggs is usually not in range for ignite as his Bouncing Bombs throw for about 900 units, whereas ignite has about a 450 unit range. Being unclose to other champions also leaves Ziggs in precarious positions where he may not be able to escape sticky Assassins like Master Yi.
The Passive can be great for farming because it gives a one-attack buff to guarantee that cannon minion.
Arcane Blade adds about 2 damage per auto without items. Though not much, it could mean a few more minions, which means more Bouncing Bombs.
At later levels, the bouncing bomb can instantly clear the back line caster minions
This is for laning phase only. This does not mean that they won't kill you at all (because you could try to fight them under they're turret and you may or may not die).
Tricks and Tips
The hotbox for Bouncing Bombs is fairly sized, so CS-ing and harassing may be combined if your enemy lamer is sitting in the middle of the minion wave.
Zigg's Satchel Charge, if used offensively on an enemy, has an often overlooked ~0.75 second stun, allowing jungler banks to begin with dampened reaction time.
The small area on the inside of turrets is walked through (foolishly) by many low-experienced enemies. If you see someone walking into that small pathway, please throw a bouncing bomb in there. There's a 999/1000 chance you will hit them.
Some people think Ziggs is immobile and can be towerdived. WRONG. Bait that fool and slow with the minefield, then Satchel charge away to the sound of "An enemy has been slain." or "Unstoppable!"
So the Satchel Charge. It moves people. If minions are out of turret range, you can knock someone into turret range. Combined with Minefield, they can take anywhere from one to three hits from the turret, burn flash, or just die.
What Teamcomps to Choose Ziggs With
Ziggs is a sit-back champion as he lacks much escape potential and his skills are fairly ranged.
Thus, you will need a team that:
Has a strong frontline
Has hard CC to hold people in place
In the case of Enemy Assassins, hard peel.
Picking your Fights
With Ziggs, location is everything. Ziggs is a pure skillshot champion, so not only does the environment effect how effective he is, but his actual location in the team fight is highly important.
The best places, in descending order, are the Jungle, Baron/Dragon pit, Lanes/River, and lastly, Bases.
Ziggs AOE abilities are maximized here, in the Jungle (the mighty Jungle), where the target will usually clump and AOE skills become more effective.
Bouncing Bombs will hit one or two targets at the minimum (unless Zhonya or really bad luck) or, if they bounce over, they are likely to bounce into another champion.
Satchel Charges will push back anyone diving you
Minefields literally block the entire walkway, slowing dives.
There's very little room to dodge Mega Inferno bombs, so all of the enemy team will lose about 500 health at the minimum from a well placed ultimate.
Securing Baron and Dragon are key objectives at most Elo's (sorry Wood V Ziggs).
Bouncing Bombs, if thrown closer, have a much closer hotboxes than they do when thrown out at maximum range, thus damage is nearly guaranteed.
Satchel Charges can push people out of the pit, keep them out, or be used to jump the wall, providing some beautiful escape. In this scenario, you can still throw Bouncing Bombs over the wall, as not many people will blow their flash or other blink to chase one person down with 4 other champions hammering on them
Placing a Minefield at the entrance prevents any enemy from entering/leaving the dragon pit easily.
Mega Inferno Bomb fills the entire space of the Pit, leaving no soul unscathed, and could be used to steal the objective and may deter further enemy pursuit of Baron due to your additional damage risking death and free gold.
Lanes and Rivers are okay places for fighting as Ziggs, but usually not the ideal. Here, the Lanes are 1000 units wide, far enough for avoiding Zigg's skill shots, and wasting cool downs.
Also, the many openings to the Jungle (the mighty Jungle) mean that the backline could get flanked by assassins, causing untold misery for the now-useless frontline.
The Bases are wide open, with little room for directed CC, meaning that Zigg's CC abilities can be walked around or easily avoided.
That's all I have for Ziggs.
Once again, I thank you for reading this, and ask you to leave your comments and questions where possible.