Ziggs Build Guide by Telloth
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Welcome to my guide on Ziggs, the Hexplosives Expert.
Ziggs is a wonderfully versatile champion with very nice damage output and can really be unstoppable if played right. He is a long range mage, and at the moment is very strong. He's not easy to play, but he's not a very difficult champion either. I picked his playstyle up fairly quickly, and I have to say he is a LOT of fun to play. From all the champions I've played, he is the most fun.
With Ziggs you will be dealing massive damage while staying far enough away from the main dangers of battle. In tight situations you will be able to escape quite well, and while you are quite mana hungry you are still an AP beast. That sums up Ziggs in a couple of sentences.
Note: Pictures coming soon to show ranges of abilities among other things.
Now, lets get on with the guide!
Pros / Cons
Short Fuse (Passive)
Every 12 seconds, Ziggs' next basic attack deals 13 + (7 × level) + (0.35 per ability power) bonus magic damage. This cooldown is reduced by 4 seconds whenever Ziggs uses an ability.
You will want to be using this mainly for harrassing enemy champions in lane, as the bonus damage does make a difference. A bouncing bomb followed by this will take a good chunk off their health. Of course, if you aren't near enemy champions, you can just use it to ensure a minion kill.
Cost: 60 / 70 / 80 / 90 / 100 mana
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Magic Damage: 75 / 120 / 165 / 210 / 255 (+0.65 per ability power)
(Active): Ziggs throws a bomb to a target area. If the bomb doesn't hit any enemy in the area, it will bounce two times more or until it hits an enemy. The bomb will explode and deal magic damage in an area upon hitting an enemy or bouncing twice.
One thing to note is that the further away you throw it, the faster and therefore the farther it will bounce. To get a better explanation of this from Phreak, watch the Champion Spotlight here (explanation is at 0:45): Ziggs Champion Spotlight
This is a very interesting ability. When you throw it at full range it will travel very far because of the bounces. It is very useful to poke away at the enemy team when you are all in mid lane preparing for a team fight. You will find that after some practice you will be able to stay at a safe distance from your enemies but put a lot of pressure on them.
Bear in mind that this is quite mana costly so early game you don't want to be spamming this.
Lastly, always remember that this is AOE, so you don't need to hit them bang on to do damage. This is important to remember in team fights later on, when you can throw a bomb at someone and just hit them or throw it in between two people and hit both.
Cost: 65 mana
Cooldown: 30 / 27 / 24 / 21 / 18 seconds
Magic Damage: 70 / 105 / 140 / 175 / 210 (+0.35 per ability power)
(Active): Ziggs flings an explosive charge to a nearby target area that will detonate after 4 seconds or when the ability is activated again. The explosion will deal magic damage to enemies knocking them away slightly. Additionally, if Ziggs is caught in the explosion, he will be knocked away a greater distance, without taking any damage.
This is Ziggs' utility skill, and it has a couple of very nice uses. If you are being pursued, you can throw this down and use it to propel yourself farther away from the enemy (and them propel back at the sime time sometimes). Just remember you need to be standing on the green area (shown in the image), and it will propel you away from the centre of the charge. You can use it to escape over quite a few walls, like the one in the picture above. Other abilities with similar ranges are Tryndamere's Spinning Slash, and Caitlyn's 90 Caliber Net.
Also, you can throw this in front of escaping enemies and use it to knock them back towards you. Additionally, you can save allies that are being chased by knocking the pursuers back.
Cost: 80 / 90 / 100 / 110 / 120 mana
Cooldown: 16 seconds
Magic Damage from First Mine: 40 / 65 / 90 / 115 / 140 (+0.3 per ability power)
Magic Damage from Additional Mines: 20 / 32.5 / 45 / 57.5 / 70 (+0.15 per ability power)
Slow: 20 / 25 / 30 / 35 / 40 %
(Active): Ziggs scatters 11 proximity mines in a circular area nearby, each will detonate on enemy contact, dealing magic damage and slowing them for 2 seconds. Enemies who have already hit a mine will take half damage from additional mines. The mines are visible to all players and last for 10 seconds.
Like your W, this ability can also be used to escape, and to chase. Scatter this in front of a pursuing/fleeing enemy and they will be slowed, while taking some damage which is fairly negligble early on but will really pack a punch late game. There is a picture of the mines below, with Ziggs dancing next to them :P
This is also great in team fights, as you can just scatter this in the main area of the fight and you will be dealing a substantial amount of damage to your enemies.
Mega Inferno Bomb
Cost: 100 mana
Cooldown: 120 / 105 / 90 seconds
Primary Magic Damage: 250 / 375 / 500 (+0.9 per ability power)
Secondary Area Magic Damage: 187.5 / 281.25 / 375 (+0.675 per ability power)
(Active): Ziggs deploys the Mega Inferno Bomb, hurling it an enormous distance to a target area. Enemies in the center of the explosion area will take a great amount of magic damage, while enemies away from the primary blast zone will take 75% of that damage.
The first thing to note is that this ability has massive range. It's not global, but when you are standing in the centre of Summoner's Rift, you will be able to hit just under 3/4 of the map. There is a picture below showing the range.
Bear in mind that the farther away you throw this, the longer it takes to land. It's not like Pantheon's ultimate. If you throw this at its max range, there isn't a good chance at all that you will hit an enemy unless they have been stunned, severely slowed, snard, etc. At closer range, like below in the picture, it is much more likely to hit.
You can throw this into the path of a fleeing enemy so that they will either take a lot of damage/die or turn around and probably die anyways. I found this is a pretty good use of it. It's also awesome in team fights. If the enemy team is grouped together, you will be dealing a massive amount of damage to them, which can change fights.
It really is a scary, scary ability. When an enemy sees the big skull icon appear underneath their feet, they will tremble with fear.
I have included in this guide the main item build that I run on Ziggs. There is a second one above which is slightly different and focuses on more mana than the first one which involves more cooldown rescution. Both have very high damage.
Early GameStart off with a Doran's Ring.
When you first go back, buy boots of speed, and if you have enough, follow that up with a sapphire crystal.
You will then build this into a catalyst.
Catalyst the Protector
Sorcerer's Shoes is your next item.
And then, usually by your 5th trip back, you will be able to get a Rod of Ages. This should solve your mana problem for the most part.
Mid GameYour next item will be a Fiendish Codex, to give you some cooldown reduction. The mana regen is also extremely useful.
This will eventually be built into Morello's Evil Tome, but first you will buy Rabadon's Deathcap. This will make you extremely dangerous as you will be dishing out massive damage.
Late GameFollowing this, buy Morello's Evil Tome. This will give you even more cooldown reduction which most importantly will allow you quicker use of your ultimate.
Your 5th item will be Rylai's Crystal Scepter. This is a very nice item on Ziggs because the health gives him that extra little bit of tankyness if he is focused, and the slow does help a lot.
I finished off this guide with a Lich Bane. This will grant you extra mana to really just spam your Bouncing Bomb at times.
The core items of this build are the Sorcerer's Shoes, Rod of Ages, Rabadon's Deathcap and Morello's Evil Tome.
The other two items, Rylai's Crystal Scepter and Lich Bane can be substituted and I will discuss below various items that can be used as substitutes.
Other Viable ItemsThese following items are all situational, which means that if a certain thing is happening in game, you will want to buy a certain item to counter it, which will work better than Lich Bane or Rylai's.
A great item to eat through any magic resistance the enemy might have. However check if they do have some first before you buy this, because if they don't you'll be better off building something else, as you already have some magic pen with your Sorcerer's Shoes. I would buy this instead of Lich Bane but build it before Rylai's Crystal Scepter.
If no one else in your team has this, and the enemy have some strong AP champs, then get this instead of Lich Bane, and before Rylai's Crystal Scepter. It has more MR than Lich Bane and therefore it will give you more durability, and in addition to that the aura is very good for your team, unless they are almost all AD.
Not the best item on Ziggs, but if the enemy team has heavy AP damage and also you still find yourself short for mana at times, you can go for this, as it will improve your survivability and give you that extra mana. Buy this instead of Lich Bane.
Will of the Ancients
A good alternative to either Lich Bane or Rylai's Crystal Scepter (though I would usually get it instead of Lich Bane). Unfortunately as Ziggs is full AoE damage, you don't benefit quite as much from the spell vamp. Therefore this is not too high on the other viable items list. However, if you find you are having to go back to base quite often because you don't have enough sustain, and you don't need the magic pen from Void Staff, then go for this.
More damage? Why not? Though this is really only for if the enemy team isn't really focusing you, aren't building magic resistance, and you don't need more mana. Replace either Lich Bane or Rylai's Crystal Scepter with this, but get it last.
I put this right at the bottom of the list because I don't like it very much on Ziggs due to the obvious reason that he isn't about getting into the middle of the enemy team at all. However, if the team is heavy in AD and you are getting beaten up, this will give you more durability. The active won't help you a whole lot, unless you aren't positioning yourself very well, but it's good to have just incase. I would really only buy this if the enemy team is comprised of something like 4 AD or 3 AD and 2 AP with no kills. Get this instead of Lich Bane and before Rylai's Crystal Scepter.
My masteries change depending on which summoner spells I am using, so see below for a description on what summoner spells I will run. For the first build, I have Flash and Teleport, so I will focus on the mastery tree for that.
When using ignite, I run a masteries of 22/0/8, with full points in all of the mage masteries and in Summoner's Wrath . As Ziggs should be constantly at a long range from enemy champs, he shouldn't need points in the defense tree. I have some points in the utility tree to have the summoner spell buffs, improved recall, extra mana per level and extra movement speed.
Note: When I have Teleport on instead of Ignite, I add a point in the Swiftness mastery and take off the point in the Summoner's Wrath mastery (for Ignite). This gives me masteries of 21/0/9, and is represented in the second build above.
I run the same runes on Ziggs as I do a lot of my mages.
Greater Mark of Insight
Greater Seal of Replenishment
Greater Seal of Replenishment
Greater Glyph of Focus
Greater Quintessence of Potency
This gives a good mix of magic pen, mana regen, cooldown reduction and AP.
Note: Build 2 shows some viable secondary rune choices for Ziggs.
These are: Greater Seal of Scaling Mana Regeneration, Greater Glyph of Mana, Greater Glyph of Scaling Ability Power, Greater Quintessence of Health, Greater Quintessence of Movement Speed.
Good Summoner Spells
Flash is great, I take it for about 80% of the champions I play because of its ability to get you out of tight situations. This coupled with Satchel Charge and also Hexplosive Minefield will get you out of most dangerous situations.
This is generally for mid lane, it tends to work the best on Ziggs out of all of the spells. You will find as Ziggs that you may sometimes get an enemy very low from a Bouncing Bomb but can't finish them off due to cooldowns. So this is very good to have.
I used to usually take this when I was in mid lane, but it's generally not as good as Ignite unless you are solo top which is possible as Ziggs. I generally take it when I'm mid just cause I don't like losing creeps and therefore gold and xp to the tower. If you are going bot or top (which would be in a normal game, if you're playing ranked you really need to be mid), then you probably want to be running ignite instead.
The current Heal is very good compared to what it was a couple of months ago, so it's actually fairly good to run on a lot of champions at the moment. I still prefer Flash and Teleport/ Ignite, but this is viable
You shouldn't really need this, as you should be staying away from their ad carry and also other people on your team will likely be running it. But, you can use it if you want, and if you do happen to be mid against an AD champion, it could work quite well. Obviously you'd only be able to see who you're likely to be up against in normal draft pick and ranked. So if you do see you're going to be against an AD, running this could work.
Funnily enough, Ziggs could actually benefit from this quite a bit in early game. He is very mana hungry and this could make a difference. That said, I would never run this over the above spells. This would more be for personal play style.
Bad Summoner Spells
I don't really like the idea of this on Ziggs, which is why I put it in the bad list. There are situations you can use it, but I feel like you would benefit so much more from the spells in the good list.
Like Ghost, I don't really like this for Ziggs. I know that it gives increased ability power, but it also gives increased attack speed which Ziggs doesn't really benefit from. So it's on the bad list.
I just don't really like Promote in general, so I wouldn't run it. It's just not as good as the other summoner spells.
Because you shouldn't be in the thick of the enemy team letting them CC you, you won't need to be using this much. It's good on some champions, but not on Ziggs.
Another summoner spell that I don't like. It's not really useful compared to the likes of Flash, Ignite, Ghost, Exhaust, etc.
You aren't support, so don't take this :P
You can jungle as Ziggs (although I don't think he's very good at it), but this guide isn't about that, so don't take this.
This is your ability sequence. It's fairly straight forward. After taking a point in each ability, you will be maxing Bouncing Bomb first by level 9, maxing Hewplosive Minefield second by level 13, and maxing Satchel Charge last, obviously by level 18. And as usual max your Mega Inferno Bomb at levels 6, 11 and 16.
This is just due to the fact that Bouncing Bomb is your main damage skill (with Hexplosive Minefield your secondary damage skill) and Satchel Charge is your utility skill. All leveling up does is increase its damage which isn't as high as that of Bouncing Bomb by a long shot.
Note: In the second build there is another way to level your skills, where you put points in Bouncing Bomb and Hexplosive Minefield simultaneously. If you don't like my above sequence, go for this :P
General Guide to Play
I will now walk you through the game, outlining what you want to do with Ziggs for each of my builds.
For Mid: Early in the game, you will probably struggle to farm well unless you are good at last hitting. When you go forward to last hit, be careful of the enemy champion as you are quite squishy. Try to make use of your passive as often as possible to hit enemy champ, and also send some bouncing bombs their way to harrass them. If possible, get blue buff whenever you can. It will help you a massive amount. If you are lucky enough to get blue early on and keep it, you will want to be going for item build 2.
You do want to instill fear in your enemy with Bouncing Bomb, but be sure that you will hit them if you start to spam it, otherwise you will find you have extreme mana problems and they will be at high health, and you will find yourself with the depleted mana problem that Ziggs has early game. Of course what I just said doesn't apply if you get blue buff.
Be mindful of ganks, and if you are ganked, you can use Satchel Charge to get away, and Flash if you need it.
For other lanes: You won't get blue so build item build 1. Just last hit, and harrass the enemy champions. If you are up against 2 of them, just throw bouncing bombs their way every time they come forward to farm and they will struggle. Make sure to keep your distance though, especially against mobile champions.
In the early game you will probably struggle for mana until you get Rod of Ages. Don't use your skills much to farm minions until you get this. Use it more to harrass the enemy champion and force them to blue pill. As I said above, don't use it too much to an extent where you don't have mana to escape ganks or attacks by the enemy champion.
If you get blue, build an Archangel's Staff and start using your abilities to farm minions much more. This will give you a lot of mana in mid game, and you shouldn't have mana problems early on because of blue buff. You should have control of your lane.
Mid and Late Game
You will want to be looking around often for opportunities to use your ultimate. In team fights, keep your distance and chuck bouncing bombs and hexplosive minefields in the thick of things. Focus their squishy big damage champs obviously, but be sure to remember that you are aquishy and you don't want to be getting too close. If the enemy team is bunched up, throw a Mega Inferno Bomb into them to deal massive damage.
Always remember how much range you have when you use your Bouncing Bomb and it bounces three times. You can really do some good damage by poking away at the enemy team.
As you have more cooldown reduction, you can use your Mega Inferno Bomb more often and really spam your Bouncing Bomb at times, especially if you have blue. Be aware that you don't have as much mana as you would with build number 2. You'll be able to quickly send out abilities in team fights but you may run out of mana towards the end of long fights.
You'll have a lot of mana so when you're near the enemy team you probably will want to use Bouncing Bomb as soon as it comes off cooldown. You shouldn't really run out of mana very often at all so very long fights shouldn't be a problem, though you won't be able to use your abilities as quickly as build 1 in team fights where you need to spam.
Ziggs is actually not a good farmer at all in early game, at least not compared to the likes of Morgana, Ahri, etc. As he is very mana hungry, you will not want to be using your abilities too often early on to kill minions unless you have blue.
Bouncing bomb is good to use if you have three or four minions that are low on health and grouped together. But apart from that I would save it for hitting champions.
In mid game when you have more mana (in my 1st item build you'll have Rod of Ages and in the second you'll have Archangel's Staff, so you will be less stretched for mana), you will be able to use your abilities more to secure minion kills.
For farming the combo I found that works best is Hexplosive Minefield into Bouncing Bomb. Toward the end of mid game, this will kill any minion. That will be the best way to farm until very late game, when Bouncing Bomb will finish minions in one.
My first item build is more for if you are going to be without blue buff and are just using basic attacks to finish minions.
The second one contains Archangel's Staff, and therefore means spamming your abilities is much better to do, so if you choose this build you should try and get blue whenever possible and use your abilities to kill minions.
In ranked, you almost always will be playing mid lane, unless for some reason you have your AD carry there. Ziggs could potentially solo top because he has good enough range to stay out of trouble, but as he has no sustain he is much better mid.
There are certain champions that seem to do better against Ziggs. Some examples are Ahri and Kassadin. Ziggs will tend to struggle against high mobility champions, and these two are examples of that. If you find yourself against a high mobility champ, just play defensive and try and get blue as soon and often as possible as you will need to use your abilities for farm.
Your role in the team is just as it is explained in the 'General Guide to Play' section above. You want to be staying at the back of your team, throwing out bouncing bombs and harrassing the enemy. When a team fight starts, stay out of harms way and use your Q, E and R to melt down the enemy champions.
Thank you for reading this guide on Ziggs, I hope you found it useful. Please rate the guide, and if you have any suggestions on how to make it better, leave a comment. I really appreciate any feedback.
Happy Exploding!!!!!! ;)