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Ziggs Build Guide by QuadraDowN

AP Carry Ziggs, The Balloon Thrower [S5 Epic AP]

AP Carry Ziggs, The Balloon Thrower [S5 Epic AP]

Updated on February 4, 2016
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League of Legends Build Guide Author QuadraDowN Build Guide By QuadraDowN 7 3 439,203 Views 6 Comments
7 3 439,203 Views 6 Comments League of Legends Build Guide Author QuadraDowN Ziggs Build Guide By QuadraDowN Updated on February 4, 2016
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Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
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Welcome to the build for

Ziggs the Hexplosive Expert


Bandle City

Health:
390 (+80 per level)

Health Regen:
5.25 (+0.6 per level)

Mana:
250 (+50 per level)

Mana Regen:
6.75 (+0.6 per level)

Attack Damage:
51 (+3.1 per level)

Armor:
12 (+3.3 per level)

Attack Speed:
0.656 (+2% per level)

Magic Resist:
30 (+0 per level)

Movement Speed:
330
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Introduction Ziggs/Me

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



Oh well. My name is Galin aka. idowhatiwant Long time wasn't on mobafire so if you see any mistakes in the guide, don't hesitate to say it in the discussion.
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Spells

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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Summoner Spells


Flash and Barrier is good for defense if you think you won't make it

Flash and Ignite is the classic way to kill someone

Flash and Cleanse if you are vs someone with stuns or hard CC

Flash and Clarity isn't very useful in late game, but it still does some kind of job in early game
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Buy Order

First item you will need to buy is and some . The item that you need to make first is . With this item you will regen fast mana and be able to run or attack. First full item is . 2nd items that you need to buy are and . The 2nd full item needs to be or . The 3rd finished item need to be and . Upgrade the boots into . Final item , , .

Final Build 1




Final Build 2




Final Build 3


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Team Work [Videos not made by me]

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Runes

Greater Quintessence of Ability Power x3
Greater Mark of Hybrid Penetration Greater Mark of Hybrid Penetration x9
Greater Seal of Armor x9
Greater Glyph of Scaling Ability Power x9

My Greater Quintessence of Ability Power are also very streamline in their nature. All of our AP really starts to come after level 6, so this is a nice buffer until then. However, movement speed quints like Greater Quintessence of Movement Speed are very nice because you can chase/run away much more efficiently. Also, Greater Quintessence of Magic Penetration is now viable. The 2.2 magic pen, along with reds, will give you 15 magic pen flat. With sorc shoes that's 35 MP flat. Very nice against someone who is not using mr blues, you will basically be doing true damage.


For my marks I pack Greater Mark of Hybrid Penetration. I go in-depth in the mastery section as to why buffing up Ziggs's auto attacks is a really good idea, but for now here's the short answer; You poke a lot because you have a long range compared to other mages, meaning that the armor pen will help you deal more damage in lane than a tiny bit more magic pen.


Greater Seal of Armor are taken mid as core to help with auto-attack trades. The armor will also help you survive jungle ganks, creep attacks, damage from adcs in team fights, jungle creeps, and tower shots. Over all these runes will never fall out of use and should always be taken mid.


After a lot of testing, trial, success and failure, I have come to the conclusion that scaling mr is the best glyph for Ziggs. Greater Glyph of Scaling Ability Power gives you additional damage (quite a bit in all honesty) but extra damage is no where near the worth of the added survival you receive from the mr. Look at it this way; Ziggs is a burst mage who doesn't NEED any more damage than he has from his spells. The extra AP will end up being overkill. You'll get around 100-200+ from these runes end game, but if you take the MR blues you will receive 25 mr. 25 mr absorbs a tremendous amount more magic damage than 100-200, thus why I feel this is a superior choice.
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Farming on Ziggs

Farming on Ziggs is incredibly easy. Your passive lets you secure minion kills when they have higher health, and Q lets you pick off minions in the back that are low. Don't spam E while farming, you will go oom very easily! However, using Q to farm is a good idea, and should not only be used to farm but harass. I have hit CS equal to professional gamers many times as Ziggs just because he is so easy to farm on.


Keep in mind that there are good and bad times for when to push. For example, you have blue buff and you are fighting a Veiger Veigar. You have one side of the river warded and you are wining the lane. You should push that kid to the tower all day every day. Why? You will force him to miss last hits, you will not miss ANY last hits (Your aoe, if used correctly, will 100% let you take every minion and not miss a single one if you have blue buff.) and you will allow yourself to be able to take wraiths or wolves, gank other lanes, take dragon, the benefits are HUGE! Just keep your lane warded and this will give you a ridicules lead.

Well when is a bad time to push, you may be asking? Alright, so here's the deal. You are fighting an Akali (ER-MAH-GAWD, A COUNTER PICK... WITH A DASH!), you are losing lane, and the enemy team has a Lee Sin jungle. This is worst situation to push I can possibly imagine. Why? If you push the lane, you won't be near the turret. This means that you are open to ganks from a jungler who has a slow and a knock back ganking for a mid, like Akali, who can follow up a gank VERY well with her ult. If you do die to one of these ganks, say bye-bye to your tower or dragon or a buff or two!


You will also risk killing her tower, meaning Akali can roam and feed the other lanes, take dragon and buffs, and further advance her lead. Not only that, Akali can last hit under the tower really well with her Q, so pushing her to her tower won't actually deny any notable amount of cs.


As a final note, please do not get into the mentality of "Oh, i'm winning the lane, I should push," or "Damn it, I am losing lane, better let the enemy mid shove me to the tower." Your decision to push or not should be based solely on the enemy champion pick and their jungler, nothing else. I base it off of how good the enemy jungler is at ganking and how good the enemy mid is at last hitting under the tower.


For instance, it's pretty likely that you are going to die to a LeBlanc in lane due to her amazing kit that is solely designed for killing APCs. But, as i'm sure you are aware, Ziggs is one of the best farmers in the game, LeBlanc is one of the worst. She, and I am not exaggerating, can not last hit under the tower to save her soul. Even when losing, you should always push a poor last hitter to his/her tower, period. The same can be said for someone who is good at last hitting under the tower. Not a huge point in shoving an Anivia to her tower, she can get all 6 pretty reliably.

So, how do I know if i'm doing ok on CS?
Good question, here is some time frames for you to see if your keeping up on CS.

10 minutes
You should have 50-75 CS by now

15
You should have 100-125 (if you're just farming like a boss you can hit 150, but this is rather unlikely as you will miss some while harassing/running from a gank/ganking)

20
By now you can be around 175 CS, and at 25 if you stayed in lane long enough hiting 200+CS will be no big deal.

Please remember that this CS is only obtainable if the enemy mid isn't letting you kill them all game or you aren't being ganked. In a lot of ranked games you will end just farming by your side of the lane, as all mids are fearful of ganks. In a lot of normal games you may end up having 3 or so kills but being behind around 50 CS. Just add 15 CS for every kill you have. That is your total CS.
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Pros and Cons

Pros:
1 Great harass in lane.
2 Spammable ability with low mana costs for pushing towers in.
3 High burst damage.
4 Can zone well with his Hexplosive Minefield.
5 Can escape bad situations with his Satchel Charge.

Cons:
1 His mobility and crowd control ability are the same spell so you may get caught off guard due to it's high cool down.
2 Can be focused down easily in team fights if he doesn't save his Satchel Charge for enemies attacking him.
3 Completely based on skillshots, so his damage can be avoided.
4 Positioning is key with Ziggs and it can be easy to get caught due to his low mobility.
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Updates

26/04/2014 - Changed the mastery style
26/04/2014 - Changed the spells style
3/05/2014 - Added new part for chapter "Final" with Views
6/05/2014 - Fixed the introduction for Me
8/05/2014 - Just got CurseVoiceBeta [SeFarrMet]
19/08/2014 - Last update, maybe...
8/10/2014 - Changes on: My description, counters and removed Chapter "Friends"
17/10/2014 - Fixed it up and now needs to dont have any mistakes ^^
12/1/2015 (16/1/2015) - Fixing up everything for Season 5
13/1/2015 - Removed counters because of the new feature "Vs. Champions"
14/2/2015 - More "Vs. Champions" and removed some not needed things in 1st chapter
26/4/2015 - Changed the Deathfire Grasp (R.I.P) to Luden's Echo
30/11/2015 - Updated for Season 6
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Final

Very big thanks to emoriam and EdisonKhoo for helping me making this guide for Ziggs, The Balloon Thrower. Thank you guys! + tanks to jhoijhoi for teaching me how to make a guide! Wohooo!


Thank you for reading my Guide, hope it helps you with Ziggs and thank you again for making my guide on 2nd place in Top Ziggs GuidesThank you all and Good Game! And if this Guide helped you, dont forget +Rep! ^^
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