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Ziggs Build Guide by Targon

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 Targon

Ziggs, In-Depth Explosives Training

Targon Last updated on May 22, 2015
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Team 1

Ability Sequence

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


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Introduction

Hey guys, I am Targon and this is my Ziggs guide! Ziggs was the first champion that I played seriously and enjoyed playing every game. He is a lot of fun and can dominate the mid lane with his range and damage. Who doesn't want to throw Bouncing Bombs at people?

Ziggs is a mid lane caster who uses his range to harass other champions while staying safe himself. He is a lot of fun to play and it is always satisfying to snipe someone with your ultimate Mega Inferno Bomb.


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Pros/Cons

Pros

+ great wave clear
+ long range
+ good scaling
+ semi-global ult
+ great siege
+ safe laning
+ lots of AOE damage
Ziggs is a great champion to carry with. He is relatively safe from danger with the range on his Bouncing Bombs and has a solid escape tool with his Satchel Charge. He dominates team fates with his AOE damage and his Mega Inferno Bomb is great for changing the outcome of a battle, securing a kill, or helping out the other lanes. His wave clear is also fantastic preventing you from losing towers and allowing you to take the other teams towers with ease.
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Cons

- squishy
- all skill shots
- delayed ult
- damage can be avoided
Ziggs has some issues in his kit. First, every ability he has is a skill shot meaning you can miss it or the opponent can dodge it. This is especially an issue with high mobility champions. His Mega Inferno Bomb also has a 2-3 second delay on it before landing, so it is not too difficult to avoid.


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Masteries

Masteries
4/1
1/1
3/5
1/5
3/5
3/1
1/
3/
1/
1/
1/5
3/1
2/1
1/5
1/5
1/1
This is a standard 21-0-9 mastery set up as Ziggs is an AP carry, meaning he wants to deal as much damage as possible. Putting 21 points into the offense tree allows him to do this. 9 points in utility gets some benefits in mana regen as well as with his health.
Spoiler: Click to view


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Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Ability Power
3
Greater Mark of Magic Penetration - magic penetration lets more of your damage get through, especially to squishies. greater mark of hybrid penetration is not as good as Ziggs is not going to AA other champions as much and you want his abilities to do as much damage as possible.

Greater Seal of Armor - these lets Ziggs avoid some damage if he draws aggro from the minions are is AA by the other laner. Greater Seal of Health or Greater Seal of Scaling Health is also a viable option for a defensive rune here.

Greater Glyph of Scaling Magic Resist - this allows Ziggs to avoid poke damage from other midlaners and will scale up as there abilities do more damage in later levels. Greater Glyph of Ability Power is viable if you plan to be more aggressive in lane and wish to do more damage.

Greater Quintessence of Ability Power gives Ziggs 15 additional AP which will give him more damage with his early harass.


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Summoner Spells

Flash is a summoner spell that almost every champion will take. It is extremely versatile. You can flash out of tough situations or over walls or onto your waiting Satchel Charge or flash aggressively to secure kills and make the big plays.
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This is a great summoner on Ziggs as it gives him more survivability and the speed boost lets him get out of sticky situations. This is the summoner I would take most commonly on him. It is better than Barrier because of the speed boost it gives and because its effects are permanent health instead of a shield.
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This is one of my favourites! Exhaust is excellent. However, it also has a low range so you do not always want to take it on Ziggs. I usually take it if I am against a melee assassin as they will be in my face. Exhaust cuts their damage and makes it much easier to survive burst and possibly out trade them when they try to burst you. This is also great late game if you can get it an ADC as it will completely negate their damage and can turn a team fight around. Don't be afraid to take it if your support has it as well, as multiple exhausts is not a bad thing.
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This is best used against champions who are going to inflict grievous wounds or who are going to try and repeatedly burst you down. It has a low cooldown so it can be used to avoid burst champion all ins and it is a shield so it is not halved by grievous wounds. Otherwise, Heal is a better summoner.
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I would not take this to often but it is viable. I would not take it instead of Flash but in addition to it. It gives you more mobility and keeps you safer if being chased, however an assassin will still be able to burst you. This is better if they have less burst and more sustained damage.
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This is not a summoner that works well with Ziggs. It may give him some more early kill potential, but he has to put himself in a dangerous position to use it. Late game he has to be close to the enemy to make it worth the risk.


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Abilities

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Passive - Short Fuse - Ziggs passive gives him an empowered AA every 12 seconds. The damage is based off of level and AP. This is good for harass in the early game as well as making sure you aren't missing those cannon minions. Things to note about it. Its cooldown is reduced by 4 seconds when you use an ability. Be sure to spam abilities when trying to burst down towers to get this bonus damage! Also, it does 50% more damage to structures. This makes late game Ziggs able to destroy towers very quickly. Unfortunately, he has to be within AA range to use this so be sure to be careful! Also, it may be a good to keep Satchel Charge up when destroying towers in case you need a hasty escape.
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Q - Bouncing Bomb - This is Ziggs main ability and will always be maxed first. It has long range and good damage on a low cooldown. It is not fast moving and so has to thrown at where the champion will be standing, and not where they are standing at the time of cast. It is also possible to get it to bounce over minions to hit champions standing behind them. The best time to harass with this while in lane is when the enemy champion stands near their minions, usually the casters. If you throw it on the minions the blast radius will hit the champion as well. The trigger radius is smaller than the blast radius so this is the easiest way to ensure it will go off. You can put a level into the spell your missing at level 3 instead, this just allows you to do more damage sooner.
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W - Satchel Charge - This is Ziggs main utility spell. It has a long cooldown and low damage, so try to use it more for its effect than for damage. The satchel will knock back enemy champions as well as you, allowing you to jump over walls or chase down fleeing champions. You can also interrupt champions mid dash with this to blast them away from you and get out of there. Remember that the closer you are to the middle of the charge, the farther you fly and that you can reactivate the ability to detonate it. Reactivate in the air to have it blow when it hits the ground. Now, the best use for the satchel charge. The slam dunk. This is when Ziggs blasts himself through the air, and, mid jump, launches his ball ( Mega Inferno Bomb) on top of the enemy team to wreck them all. This is the appropriate time to put #rekt into the all chat. You can take this or Hexplosive Minefield at level 2. If you think you may be getting ganked, take this to be safe. Otherwise, Hexplosive Minefield gives you more zoning potential in lane. Max this last.
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E - Hexplosive Minefield - This ability is an important part of Ziggs kit, despite not getting much mention before. It slows down enemies making all the rest of Ziggs abilities easier to hit. It is also a ten second ability that can be used to zone enemies. It can seal off choke points in the jungle and gives vision when walked upon, giving Ziggs quite a bit of safety. It has both utility and damage. Keep in mind that it has a small arming time when throwing it, so try to aim it to get the enemy champion in the middle of it when armed. Its cooldown isn't too long so it can also be used to clear waves or as harass as well. You can take this or Satchel Charge at level 2. If you don't think you are going to be ganked, take this to control lane. Otherwise, Satchel Charge gives you more safety from ganks and all ins. Max this second.
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R - Mega Inferno Bomb - Ah, what a great ability this is. It has huge range, huge damage, and huge AOE. It is great for kill securing and, if you are into it, kill stealing. Keep in mind that it has a 2-3 second landing time based on the distance thrown. This can help you gank other lanes or give huge advantage in a team fight as it chunks everyone on the other team. It can secure that early kill while in lane or secure an objective like dragon, baron or even just a blue buff. Its cooldown has been increased so it is no longer as good for wave clear, but it can stop a split pusher in their tracks as their wave is destroyed and they are injured under a tower. A lot of using this ability is about prediction where an enemy will be as it has a delay on cast and landing time. A lot of shots will be blind, but you will get better at landing them as you use it more. Level it up when possible.
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Items

Item Sequence

Doran's Ring
400

Doran's Ring
400

Health Potion
50
This is an all around fantastic starting item. It gives AP, HP, mana regen, and a passive that also gives you more mana. Everything that you could need for laning phase. If you don not have much gold on your first back, it is not bad to pick up another Doran's Ring or two. However, this does delay your build.
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The go to boots for mages. 15 magic pen allows for some more damage to get through. Which is always the goal with a carry. If you are dying too much you can buy Ninja Tabi or Mercury's Treads, but only if necessary.
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This item gives CDR, mana regen, MR, and AP. It is everything you could need against an AP mid laner. This is my preferred mana regen item as it gives more than Morellonomicon and also has a passive that on kill or assist it grants 30% of your max mana back, which is fantastic for nonstop spamming of abilities in a fight.
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This item gives more AP than Athene's Unholy Grail, however it also gives less defensive stats and mana regen. If the opposing champions have some sort of healing effect, its grievous wounds will come in helpful and it is also good against non-AP laners where the MR of Athene's Unholy Grail is not needed.
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This is a go to buy for any AP champ as the amount of AP it will give you is ridiculous! A great damage spike and a necessity for all AP carries. Pick one of these up ASAP.
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This does not give as much flat AP as Rabadon's Deathcap, however, the magic pen it gives makes it do about as much damage. This item is extremely important if you want to be viable in the late game and the tanks have build some MR.
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The newest 120AP item. It allows you to do a lot of burst damage with your bombs, and it will stack fairly quickly with repeated Bouncing Bombs. This is a good item to get if the other team has not yet started to build MR and so a Void Staff is not yet needed. It is not vital but will give a nice amount of damage and make your Mega Inferno Bomb hurt even more. Another option is to replace your boots with this later in the game. The move speed it gives will make up for what you lost with boots, however boot enchantments like homeguard can also be very important. Make your choice wisely!
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This item has an incredible active ability as well as 120AP and 50 armor. If against an AD assassin, I recommend getting Seeker's Armguard as one of your first items and building it into this quite early. The active allows you to avoid the burst of many assassins or ults including our own Mega Inferno Bomb. I get this item almost every game as it is always valuable to have to get you out situation that would normally result in death.
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This item goes against the idea of Ziggs as a long range caster as he needs to get closer to even use the damage it gives. However, this is not all true and is still a good item on him. It has synergy with Ziggs passive that he has to be in AA range to use anyways. It allows him to destroy towers incredibly fast, a trait most AP casters do not have. It can also be used to deceive an enemy who may underestimate your damage output. But a Short Fuse, Lich Bane empowered auto attack will chunk any enemy's health significantly.
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This item allows Ziggs to kite more than he already does. However, a big part about buying this item is getting it for the health that it gives. It can prevent otherwise lethal burst and allows you to get out of otherwise lethal situations.
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Switching out your trinket at some point for a sweeping lens gives you more control over the vision your opponents have. You can deny them vision when you are taking dragon or baron or just a red or blue buff. Knowing where your enemies are is an important part of League of Legends, and denying your enemies that knowledge will win you more games. Also, be sure to upgrade your trinket at some point!


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Gameplay

Early Game
In the early game, you are in your lane and trying to get as much gold as possible. Your top priority here is to get CS. Ziggs has fantastic last hitting with his Bouncing Bomb and his Short Fuse. You also want to be harassing the other laner in this part of the game. It is not worth it to get a tiny bit of harass on them and miss a number of CS because of it. Try to hit them with a Short Fuse when they go to CS, if they are melee this becomes much easier. If they are standing by their minions, you can throw a Bouncing Bomb on them to get some free harass and CS. You also want to be aware of where the enemy jungler is by placing wards. See this ward guide to find where to place wards. Watch the other laner for patterns of where they are walking so you can hit them with more bombs. If they do something out of the ordinary like approach you when they were staying back, they are probably reacting to an incoming gank. Be careful! Also be aware of your jungler is and be sure to follow up if you have a gank coming for you. If you get enough harass down, you can use your ult to secure the kill and get an edge on your lane.

Mid Game
Keep up the warding! Make sure Baron and Dragon are warded and be ready to steal it if the other team goes for one of these objectives. Once you reach level 9 and have your Athene's Unholy Grail or Morellonomicon you will have a spike in power as your Bouncing Bomb will do a lot of damage and you will be able to throw a lot of them. You should start skirmishing the enemy team now and pushing down towers. Be sure to be ready to throw your ult into skirmishes to help your team out. This can score you some assists or kills and help your other lanes out. Your AOE damage will be a major player in these early fights. Be sure to not neglect CS during this part of the game! You always want to be making more gold than the opponent to stay ahead of them.

Late Game
Stay grouped with your teammates. This is the part of the game taking major objectives and pushing for the win. One bad team fight can lose you the game. You need to have good vision at this part of the game and keep your opponents' vision low. An Oracle's Lens is good to have to control the vision game. You shine in this part of the game as your AOE damage will dominate team fights. Your Mega Inferno Bomb does extremely high damage with its 90% AP ratio and can easily turn a bad team fight around. Try not to initiate it as the other team can back off, but rather throw it in when they are fully committed to the fight and it will do the most damage. It can also be used to secure objectives as it has extremely high damage and range.


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Summary

Hey guys, I hope you enjoyed my guide on Ziggs and enjoy playing him in your games. Feel free to ask questions or give suggestions on how to improve the guide and please upvote! If you wish to add me, my IGN is Targon00.

Enjoy raining down bombs on people and introducing people to your friend the Mega Inferno Bomb. I am sure they will like him very much. I will see you all on the Fields of Justice!


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FAQ

Frequently Asked Questions will be answered here.


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Special Thanks

Thanks to Jhoijhoi for the how to build a guide Making a Guide
Thanks to Panglot for the ward guide Warding Helper


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Change Log

This guide was created May 22,2015.