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Ziggs Build Guide by CashLOL

Middle [13.19] Max-Depth Master Ziggs Guide

Middle [13.19] Max-Depth Master Ziggs Guide

Updated on October 9, 2023
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League of Legends Build Guide Author CashLOL Build Guide By CashLOL 162 9 421,777 Views 6 Comments
162 9 421,777 Views 6 Comments League of Legends Build Guide Author CashLOL Ziggs Build Guide By CashLOL Updated on October 9, 2023
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Runes: Liandrys Ziggs

1 2
Sorcery
Arcane Comet
Manaflow Band
Transcendence
Scorch

Inspiration
Biscuit Delivery
Cosmic Insight
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Ziggs Mid
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Items

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[13.19] Max-Depth Master Ziggs Guide

By CashLOL
Introduction
Hey, I'm Oxxy! I am a huge Ziggs player and have been for quite a while. I peaked Season 11 at Platinum 2 playing Ziggs with a 58% win rate. I fell in love with everything about Ziggs from his character model, personality, and play style!

If you want high bursting poke damage, burn damage, objective stealing potential, great wave clear, self peel, a global ult, and a character who laughs maniacally while doing it.. You've come to the right place.

Your Bouncing Bomb will have the enemy questioning how the damage is balanced. You'll catch people window shopping while backing with your Mega Inferno Bomb. A well placed Satchel Charge will surely boop a poor mage right back into your team once they think they have escaped.

To figure out the best way to do all of these things, continue reading below!
Pros and Cons
Pros Cons
High Poke Damage
Need to Land Skillshots
Abilities are AoE
Mana Hungry Early
Strong Even From Behind
Very Squishy
Late Game Scaling
Countered by Mobility
Great Sieging Power
No Personal Defensives
Powerful Zone Control
Requires Teamwork
Essentials

Arcane Comet
Arcane Comet will be the bread and butter of your poke during laning phase. I have picked up so many kills with an enemy who thinks they lived through my Bouncing Bomb, but die to the Arcane Comet.

Be careful using your Satchel Charge while your Arcane Comet is ready because the displacement will cause the Comet to miss. Phase Rush and Summon Aery are other options. Summon Aery will provide much less poke and you do not offer any shielding as Ziggs. Phase Rush would allow for longer in and out trades, but as Ziggs you never actually need to go IN due to your range.

It is important to note that Short Fuse will not cause Arcane Comet to proc.

Liandry's
Liandry's Torment is the unmatched Mythic buy for every game. The burn applications, tank shredding, and synergy with your Hexplosive Minefield make it very strong. Your Satchel Charge is a quick and reliable way to apply the Liandry's Torment burn to the enemy. Be sure not to waste an Arcane Comet proc or leave yourself vulnerable if you do decide to use it for poke. It's your only mobility!

With Liandry's Torment purchased you will be making the enemy wear out their 'B' key!
Rune Page Analysis
With the Arcane Comet rune selected you open yourself up to a lot of laning poke damage. Most of this will be coming from Bouncing Bomb hits. We will talk more below in the gameplay section about how to make hitting your Bouncing Bomb easier.

As a relatively mana hungry champion without Blue Buff or Seraph's Embrace, you will be running Manaflow Band to further deepen your mana pool. Make sure to hit an ability every time you have a Manaflow Band proc.

Transcendence brings Ability Haste that is crucial to Ziggs' kit. This Ability Haste on top of that provided by Liandry's Torment will have you feeding bombs to the enemy like candy on Halloween. It also allows for more ultimate opportunities, which means more objective stealing potential, pick potential, and teamfight pressure.

Scorch is my go-to third minor rune due to the extra poke you receive in lane. I can't tell you how many times I've finished a 1 HP target off with an Arcane Comet + Scorch hit. You may choose to opt into Gathering Storm for further late game scaling. This would be useful in lanes that will be relatively tame and you are looking to outperform your opponent in teamfights. Matchups like Twisted Fate, Azir, and even the likes of Qiyana if you're looking to passively farm and avoid trading.

Your second set of runes will be that of Biscuit Delivery and Cosmic Insight. Magical Footwear and Perfect Timing are potential alternatives to Cosmic Insight. The biscuits you receive are very oppressive for extra mana in lane and more HP for sustain. Cosmic Insight will allow your teleport/barrier to be available quicker, as well as any active items.

Magical Footwear is a good money saver, but limits when you are able to buy boots. I have found myself against a Xerath far too many times with no ability to rush boots because the rune prevents you. If you are going to opt into Magical Footwear just be aware of how the rune effects your ability to purchase boots.

Perfect Timing is a good pickup in a difficult lane ESPECIALLY if they have an oppressive early jungler. You will save gold for not having to purchase the Stopwatch and will also acquire it in lane which can give you huge outplay potential against your lane opponent.
Advanced Gameplay

Quick High Damage Trade: E -> Q -> Enhanced Auto


If someone is pathing towards you, or they're cc'ed, you can use this combo for a high damage trade. Your Hexplosive Minefield have a small setup time. If you throw your mines and your Bouncing Bomb immediately after with a Short Fuse proc following your Q, the damage will all burst at once. This is a great way to catch your enemy off guard. If you catch them in the middle of your mines then they will also be forced to walk through more mines to get out. If they aren't being clearly aggressive toward you then a good rule of thumb is to throw the abilities towards where they will feel the safest. That is most likely where they will path. (Adjust accordingly) If you feel that you have one shot potential you can use your Mega Inferno Bomb to finish them off at the end of this combo.

Engage Shutdown: E -> W -> Q -> Ult


This combo is fantastic for displacing an assassin or high engage champion. Your Satchel Charge placement will depend on your danger level. As we spoke about before, your E has setup time. This will need to be dropped immediately as you realize you're being engaged on. Your W can be placed to knock your enemy with you to put them towards a turret or away from you if you're in danger. As you detonate your W the mines should be set up on top of you causing the enemy to get launched through them. You can throw your Q mid air directly onto where you are displacing them for extra damage. Use defensives accordingly. Leading up to this combo there isn't a lot of time to weave in a Short Fuse proc due to how fast this has to be executed. Your ultimate should be launched onto 1)Yourself, if you have chosen to launch the enemy in your direction. 2)The landing spot of your enemy as they're landing if you launched them away. This will give you the best chance of full damage as they are technically still cc'ed.

Mock Stun W Into Wall: W -> E -> Q -> Ult

This is a mechanic that will surely take some practicing. If an enemy is walking nearby a wall your Satchel Charge can be placed in a way that it won't actually move the enemy, but will just stun them into the wall. This is because there is nowhere for them to be knocked up so they just sit still after detonation. It's a great way to hold someone still for a pick. Follow up with your full combo immediately when you know the charge is going to hit. This will most often be done while zoning for an objective since the corridors are so tight in the jungle.
Gameplay

Lane Phase

Lane phase is as easy as your laner's Ziggs knowledge. You will notice a huge difference between someone who mindlessly steps to their minion wave and eats splash damage and someone who stands off to the side to make hitting your skillshots more difficult. Keeping an eye on your minion's HP is crucial to the optimal harassment experience. When you see someone is stepping up to kill a minion, throw a Bouncing Bomb at their set of caster minions. The easiest way to guarantee damage is to aim for a group of minions someone is walking to. Bombs are much easier to hit when it isn't a solo target. Your goal is to harass and shoot for perfect farm since you are a safe artillery mage. Keep wards to track the enemy jungler and use your Satchel Charge when possible to aid your jungler in easy ganks.

As the Game Progresses

Your job is to get as much poke as possible, especially before objectives, without losing anything in return. Use your Bouncing Bomb's wisely and your Satchel Charge for pick potential. Blue Buff is a great help but with Seraph's Embrace you shouldn't have much of an issue with mana. Your Hexplosive Minefield and Satchel Charge also act as close to 15 seconds worth of zoning potential. Throwing these in the tight alley's near baron pit as you're taking the objective can stall long enough for it to be taken for free. Do not underestimate how strong your Short Fuse procs are at all points in the game. Utilizing your passive properly is the difference between a kill and no kill.

As you approach team fights you will want to be aware of your team's CC potential before throwing your abilities. If you know a Leona is going to lock down a primary target, wait for her to engage to guarantee your damage hitting. One of my favorite things to do is give the enemy an ultimatum in a chase scenario. If one of your teammates is chasing someone you can use your Mega Inferno Bomb to lead them off and make them choose between turning back into your teammate to avoid the damage or walking into the full damage of your ultimate. Keep in mind your ultimate travel time so that you lead off enough and don't waste it!

Your champion is very good at sieging objectives and taking them quickly. You can secure team-wide gold by taking an objective on the backs of a poorly positioned enemy team. It is also important to keep in mind that your Mega Inferno Bomb will do more damage than a smite at level 11 with a Rabadon's Deathcap completed. A well timed ultimate can take what seems to be a lost objective. Farsight Alteration is VERY important to pick up for these circumstances.
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CashLOL Ziggs Guide
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[13.19] Max-Depth Master Ziggs Guide

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