get
prime

Ziggs Build Guide by Ubnoxius

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.


307K
Views
44
Comments
19
Votes
League of Legends Build Guide Author Ubnoxius

The Complete Guide to Global Control FT: Ziggs

Ubnoxius Last updated on July 5, 2014
Like Build on Facebook Tweet This Build Share This Build on Reddit

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



Threats to Ziggs with this build

Threat
Low
High
Show all
Threat Champion Notes
3
Katarina Save your W for her ultimate so you can stop it


Table of Contents



Preface

About The Author
About Ziggs



Basic Information

Summoner Spells
Runes & Masteries
Ziggs' Skillset
Itemization

Advanced Tactics

Laning
Teamfights



Wrapping Up

Thanks for Reading
Changelog







Hi! I'm Ubnoxius, a Platinum 1 League of Legends player as of Season 3. I've been playing League since Mid-Season 2 mostly of Twisted Treeline with friends, but when I started playing Summoner's Rift I learned to love the Mid lane.

I started playing Ziggs around December of 2013, I loved him the first time I played him and bought his snowday skin along with it.

In this guide I will be explaining why Ziggs is so good in the current meta, how to play and build him, as well as teach you some tips and tricks that I've learned through my experiences




Pros
+ High Poke Pottential
+ Good Crowd Control
+ Great Wave Clear
+ 4 Aoe Abilities
+ "Global" Ultimate





Ziggs' Strengths

Ziggs is a complete lane bully. With his passive Short Fuse and Bouncing Bomb you can easily harass from a long distance against melee range champions. You need to abuse this! Always try to get your first auto attack (applied with Short Fuse) off on to your enemy laner and a
Bouncing Bomb behind it for harass right from the get go. This will put you in the position of King of the Lane, and your enemy laner will stand far back from being afraid of getting hit by your big bombs.
In teamfights and skirmishes your job is to poke down the enemy team and find all of your enemies bunched up for you to use Mega Inferno Bomb on them all, allowing your team mates to follow up and kill them all!

Ziggs' Weaknesses

Ziggs is a very fragile champion. You have to be very careful when it comes time that the enemy jungler is ganking. Only use your Satchel Charge to escape a gank, engage on a gank from your jungler, or to catch up to someone that escapes with a sliver of health. Remember that farm is more important than harass, but, with Ziggs your job is much easier, you can do both at the same time! When the enemy laner is standing behind their caster minions and their caster minions are about half health, throw a Bouncing Bomb to kill the minions and get some harass. In teamfights, it's very crucial for Ziggs to not get caught. You as Ziggs are the damage that your team needs to win fights efficiently. Getting caught isn't an option.
Cons
- Super Squishy
- High Skill Cap
- Mana Dependant
- Positioning is Key
- is Tricky to Use







RUNE SETUP 1


Runes
Fairly standard rune page for any mage. It focusses on Ability Power and Magic Penetration, with Health Per Level Seals and Magic Resist Glyphs for defending against a bit extra magic damage. Ability Power per level Glyphs will be more effective than Flat Ability Power Glyphs at level 8 if you wish to substitute them, given that you will be getting level 8 in 99% of all games.


greater mark of hybrid penetration


Substitute: Hybrid Penetration
Hyrbid Penetration Runes can be a very good substitute on Ziggs due to his passive Short Fuse as long as you continuously put out auto attacks. If you combined it with
Lich Bane you will be wrecking your enemies (strong against melee lanes)



RUNE SETUP 2


This would be another viable Rune Page, giving you more Ability Power Late-Game and capping your CoolDown Reduction at 40% with Blue Buff and Athene's Unholy Grail. It does lack in defense however, but if you are experienced with Ziggs then this would be the rune page for you.

Runes

Greater Glyph of Scaling Ability Power
6

Greater Glyph of Cooldown Reduction
3

Greater Seal of Scaling Health
9

Greater Mark of Precision
9

Greater Quintessence of Ability Power
2

Greater Quintessence of Cooldown Reduction
1

Offense - 21
Standard Mastery Page for any mage, taking 21 points in it. Focussing on Ability Power and maximizing your damage output. We take cooldown reduction and ability power down the line, as well as Dangerous Game , I've had it save my life a numerous amount of times and thus is a crucial mastery. We always take Arcane Blade as it synergises very well with Short Fuse, maximizing your poke and becoming a very annoying person to deal with early on.

You can also swap Arcane Blade for Feast if you want the extra early game sustain.










Utility - 9
I take my last 9 points into the Utility tree. Utility is quite an important aspect on Ziggs so we will take Meditation for the extra mana regeneration and Alchemist for the increased duration of potions. We will also take Summoner's Insight for the cooldowns on your summoner spells, which is very helpful throughout the game and lastly Runic Affinity for extra buff duration. And I choose Phasewalker as my last option.













____Flash

I take Flash in 100% of my games as Ziggs. Helps you get out of sticky situations or to pull of a next level Kobe Bryant. This summoner spell is absolutely necessary on Summoner's Rift.


____Heal

I take Heal about 95% of my my games as of patch 4.5, I've realized that on Ziggs It tends to be difficult to get in range for Ignite, and with the crazy buff to Heal you have all the more reason to take it as a secondary spell.

____Ignite

I will only take Ignite when I am absolutely positive that I will win lane, including that it is an easy lane such as Nidalee or Karthus and if they have a jungler with low cc and low burst like Warwick.









Bouncing Bomb
Satchel Charge
Hexplosive Mines
Mega Inferno Bomb
1




Q
2




W
3




Q
4




E
5




Q
6




R
7




Q
8




E
9




Q
10




E
11




R
12




E
13




E
14




W
15




W
16




R
17




W
18




W





« SHORT FUSE »

Every 12 seconds, Ziggs' next basic attack deals 20 / 24 / 28 / 32 / 36 / 40 / 48 / 56 / 64 / 72 / 80 / 88 / 100 / 112 / 124 / 136 / 148 / 160 (16 + 4 / 8 / 12 at each level) (+ 25 / 30 / 35% AP) bonus magic damage. The cooldown is reduced by 4 seconds whenever Ziggs uses an ability but not from other sources of cooldown reduction. Short Fuse deals 50% bonus (150% total) damage to enemy structures.


(Innate): Short Fuse makes it really easy to last hit early on in the game, but, I would recommend trying to land it on your opponent at every moment possible, it's great harass and it scales very well with AP for a passive. Using it on towers is also another great option, and remember that you can refresh a couple seconds off of it every time you use a basic ability.





« BOUNCING BOMB »

Ziggs throws a bouncing bomb to a target area. If the bomb contacts an enemy or bounces three times then it explodes, dealing magic damage in an area. The distance of each bounce is dependent on how far it was originally thrown.


(Active): This is Ziggs' primary damaging ability. It's great for wave clearing and for poke. It has incredible range with it's 3 extra bounces and a low cooldown. When you have blue buff you need to be spamming this. Poke champions, clear minions, and reset Short Fuse as much as possible. Although reseting Short Fuse is not your main goal, it's good to keep in mind that your abilities will decrease the cooldown of it.





« SATCHEL CHARGE »

Ziggs flings an explosive charge to the target area. The charge gives sight nearby and detonates after 4 seconds or when this ability is activated again. The explosion deals magic damage and enemies hit are knocked away. Ziggs is also knocked away, but takes no damage.


(Active): This is Ziggs' only escape ability. You should be using it for mainly escaping or to initiate when your jungler comes to gank, by using it's small but effective bounce back. Also you can use this ability to face check brushes for you as it provides a small area of vision for the time it's up, but, remember that it has a high cooldown and you won't be able to use it as an escape for another ~20 seconds.





« HEXPLOSIVE MINEFIELD »

Ziggs scatters 11 proximity mines that detonate on enemy contact, dealing magic damage and slowing the enemy for 1.5 seconds. Enemies take 40% damage for each mine they detonate beyond the first. Mines disarm automatically after 10 seconds.


(Active): The ability you will be maxing 2nd. Hexplosive Minefield gives you great wave clear combined with Bouncing Bomb, and once you get your first core item you will be able to throw down 1 Hexplosive Minefield and a Bouncing Bomb and clear all the minions in the wave. this ability is also very good in teamfights and chasing, as well as disengaging and kiting your enemy.





« MEGA INFERNO BOMB »

Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take full magic damage (double damage to minions, but not monsters) while those further away take 80%.


(Active): Mega Inferno Bomb is Ziggs' ultimate. It's incredible for team-fights and skirmishes as you will be able to hit all of the enemy champions if they are clumped together. Although I do recommend using it right below you if you are in melee if you can, it makes it much easier to hit as the cast time takes longer the farther it is thrown. Keep in mind that Mega Inferno Bomb has almost global range so you can snipe people across the map if you have the skill and the balls to do so.









TRINKETS
I will always take the Warding Totem as my first trinket of choice, later in the game you may want to swap it out with an Oracle's Lens to deny more vision, also for the spike in invisibility esc champions lately



STARTING ITEMS
I start with a Doran's Ring and Health Potions 10 times out of 10. Gives you mana sustain, a little bit of health sustain and a good bit of AP as well as some starting HP. The best option for Ziggs and shouldn't be replaced with a boots start ever.









VS AP
This is going to be your standard first buys against and AP laner. Chalice of Harmony will give Ziggs the mana regeneration and magic resist he needs to survive in lane and stay farming for a while. Take another Doran's Ring if you have enough gold for it on your first back (I usually just get enough gold for chalice and go back as quick as I can for it though)





VS AD
This is an ideal first back against AD laners such as Zed and Talon. Try to stay in lane as long as possible to save up for Seeker's Armguard and if you get an early kill then get another Doran's Ring, it'll help you stay in lane longer and the extra HP will give you a bit more defense against their huge burst.










MAGNA CARTA HOLY GRAIL
This is your core against AP champions. Once you have obtained all 4 of these items you will begin to hurt people and make them wish they had never been born. Sorcerer's Shoes give you a good deal of magic penetration for such a small cost and are by far the best choice for boots. Athene's Unholy Grail is going to allow you to use abilities more often and keep your mana up during teamfights.








CORE VS AD
This is your core against AD heavy teams. Zhonya's Hourglass will be a huge benefit and will also allow you to dodge a ton of damage in teamfights and help you in sticky situations. You will still need the mana regen from Chalice of Harmony and again Sorcerer's Shoes are the best option for boots.














END-GAME FANTASY
This is your ideal full build. Gives an all around great amount of stats, filled with Ability Power, Mana Regeneration, Cooldown Reduction, Magic Penetration, Armor, and Health. This build costs 15,455 gold. You most definitely will not be getting through the whole build by the end of every game, but that's why it's called an End-Game Fantasy.















OTHER OPTIONS
Each of these items will replace your Liandry's Torment if you choose to buy one of them. Guardian Angel if the game isn't ending easily and you need a second chance to finish the team off. Rylai's Crystal Scepter for keeping mobile champions in place and helps against high burst champions with all of its health it grants you. Banshee's Veil if a Nidalee is fed. Lich Bane for 3 shotting towers with Short Fuse.





LANING
Your main job as Ziggs while laning is of course, to farm and create a strong lead for late game. Your second job is to poke, which is incredibly easy to do with Ziggs. At level 1 and 2 try to auto attack your opponent as much as possible with Short Fuse and Bouncing Bombs, the difficult part is to not lose farm, if you can, try to poke while your enemy is standing behind their caster minions, then you will be able to harass them and also obtain the gold from killing minions. Also, do not be afraid to ult a big wave of minions from your tower, it grants you gold and it will automatically make the tower start targeting any nearby enemy champions because the whole wave will be cleared out.

Always be trying to deny the enemy of farm by running up to them and throwing an auto attack and Bouncing Bombs in their face. It's your lane, make them feel like you are in control!

When your jungler comes to gank, make sure to tell them if your Satchel Charge is up or not, because that is going to be your engage, although it is a soft engage, when you combo Satchel Charge with Hexplosive Minefield along with your jungler's CC, it makes it very hard for your opponent to run away.

Warding is a very crucial part of the game and, strategically placing wards is very important in ranked. To the right is a picture of good ward spots for the laning phase. As you can see I have marked the side brushes as bad ward/trinket spots, and that is because most often the enemy jungler will avoid going into the side brush and try to gank mid from behind the opponent, and your trinket will not be able to pick up the enemy jungler if he hugs the side wall. So that ward is technically useless if the enemy jungler has any sort of brain.


TEAMFIGHTS
In teamfights, your job, as Ziggs is to deal AOE damage to as many targets as you can, kiting and poking at them at all times especially if you have blue buff. Ziggs synergises well with champions with AOE lock down so that he can land his Mega Inferno Bomb. Champions such as Jarvan IV, Zyra, and Amumu all work great with Ziggs. When it comes time that your team engages, try to catch as many people with Mega Inferno Bomb as you can, as well as throwing in Hexplosive Minefield and Bouncing Bombs in as often as possible, locking the enemy team down and annihilating them with ease.

You can also engage a teamfight if you absolutely have to, with Satchel Charge you can easily catch people off guard and bounce them into your team. Try to place Hexplosive Minefield right behind the champion you caught out so that they have no option but to run straight through all of the mines.

Ziggs excels in teamfights, especially in the jungle where there aren't very many areas for the enemy to dodge all of his AOE. So if you can, try to take advantage of fighting in the jungle, and try to lead your opponents into a jungle teamfight, maybe by baiting baron or dragon





Well that concludes my guide to Ziggs I hope you learned a lot. I put a lot of work into making this guide and it took a LONG *** TIME sorry for that :)

Also thanks to The Nameless Bard for the guide header!

Lots of love and have fun!
-Ubby




6.29.14 // Published Guide
6.29.14 // Fixed Runes and Masteries
7.1.29 // Added another viable Rune and Mastery Set