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Spells:
Teleport
Ignite
Ability Order
Short Fuse (PASSIVE)
Ziggs Passive Ability
intro.

Hello im Summoner cj109 this will be my first build on my favorite champ ziggs the explosives expert. He is the best ranged ap AOE champ right now and i suggest you learn how to use him in the middle lane. This will give you an advantage over most of the other champs. You might also want to help the other lanes by ganking and using your ulti.
other good builds
Pros
+ Tons of AoE damage
+ Semi-global Ult
+ Can deny an area with Hexplosive Minefield
+ Unique skills
Cons
- Squishy
- Positioning of Ziggs and his skills can make or break him
- Mega Inferno Bomb has a warning indicator
Pros
+ Tons of AoE damage
+ Semi-global Ult
+ Can deny an area with Hexplosive Minefield
+ Unique skills
Cons
- Squishy
- Positioning of Ziggs and his skills can make or break him
- Mega Inferno Bomb has a warning indicator
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
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
Short Fuse (Passive) - Every 12 seconds, Ziggs' next basic attack deals 13 + (7 x level) (+35% of ability power) bonus magic damage. This cooldown is reduced by 4 seconds whenever Ziggs uses an ability.
Bouncing Bomb - Ziggs throws a bouncing bomb that deals magic damage.
Cost: 60 / 70 / 80 / 90 / 100 mana
Range of First Bounce: 850
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Magic Damage: 75 / 120 / 165 / 210 / 255 (+65% of ability power)
This is the skill you will use to poke with. With the new bounce mechanic, this skill can travel a very long distance. You can also toss this over minions and champions to hit someone behind them. The farther the initial throw is the farther the bomb will bounce before exploding.
Satchel Charge - Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.
Cost: 65 mana
Range: 1000
Cooldown: 30 / 27 / 24 / 21 / 18 seconds
Magic Damage: 70 / 105 / 140 / 175 / 210 (+35% of ability power)
This ability has a lot of uses. It can be used for purely the damage, to knock an enemy away from their team/turret, knocking yourself away from an enemy to escape, and to split up a team during a team fight. You can even blast yourself over walls. Saving this ability for the right moment separates the good Ziggs' from the great.
Hexplosive Minefield - Ziggs scatters 11 proximity mines in an area, each that detonate on enemy contact, dealing magic damage and slowing.
Cost: 80 / 90 / 100 / 110 / 120 mana
Range: 900
Cooldown: 16 seconds
Magic Damage of First Mine: 40 / 65 / 90 / 115 / 140 (+30% of ability power)
Magic Damage for Additional Mines: 20 / 32.5 / 45 / 57.5 / 70 (+15% of ability power)
Slow: 20 / 25 / 30 / 35 / 40 %
Another great utility skill. Great for denying areas and can even block some paths in the jungle. Each mine has its own proximity and its own explosion, but champions take less damage from each mine after the first.
Mega Inferno Bomb (Ultimate) - Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance, Enemies in the primary blast zone take more damage than those further away.
Cost: 100 mana
Range: 5300
Cooldown: 120 / 105 / 90 seconds
Primary Magic Damage: 250 / 375 / 500 (+90% of ability power)
Outer Area Magic Damage: 187.5 / 281.25 / 375 (+67.5% of ability power)
This ability does have a ground indicator much like Pantheon's ult. If you are mid, using this to assist in a gank, bot or top, is a very effective way of using this skill. Also try using this after a team fight has started. Enemy players will be less likely to notice the indicator. The time between use and hit is longer or shorter depending on the range you deployed it. If used at max range, your enemy has more time to get out of the indicator.
Bouncing Bomb - Ziggs throws a bouncing bomb that deals magic damage.
Cost: 60 / 70 / 80 / 90 / 100 mana
Range of First Bounce: 850
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Magic Damage: 75 / 120 / 165 / 210 / 255 (+65% of ability power)
This is the skill you will use to poke with. With the new bounce mechanic, this skill can travel a very long distance. You can also toss this over minions and champions to hit someone behind them. The farther the initial throw is the farther the bomb will bounce before exploding.
Satchel Charge - Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.
Cost: 65 mana
Range: 1000
Cooldown: 30 / 27 / 24 / 21 / 18 seconds
Magic Damage: 70 / 105 / 140 / 175 / 210 (+35% of ability power)
This ability has a lot of uses. It can be used for purely the damage, to knock an enemy away from their team/turret, knocking yourself away from an enemy to escape, and to split up a team during a team fight. You can even blast yourself over walls. Saving this ability for the right moment separates the good Ziggs' from the great.
Hexplosive Minefield - Ziggs scatters 11 proximity mines in an area, each that detonate on enemy contact, dealing magic damage and slowing.
Cost: 80 / 90 / 100 / 110 / 120 mana
Range: 900
Cooldown: 16 seconds
Magic Damage of First Mine: 40 / 65 / 90 / 115 / 140 (+30% of ability power)
Magic Damage for Additional Mines: 20 / 32.5 / 45 / 57.5 / 70 (+15% of ability power)
Slow: 20 / 25 / 30 / 35 / 40 %
Another great utility skill. Great for denying areas and can even block some paths in the jungle. Each mine has its own proximity and its own explosion, but champions take less damage from each mine after the first.
Mega Inferno Bomb (Ultimate) - Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance, Enemies in the primary blast zone take more damage than those further away.
Cost: 100 mana
Range: 5300
Cooldown: 120 / 105 / 90 seconds
Primary Magic Damage: 250 / 375 / 500 (+90% of ability power)
Outer Area Magic Damage: 187.5 / 281.25 / 375 (+67.5% of ability power)
This ability does have a ground indicator much like Pantheon's ult. If you are mid, using this to assist in a gank, bot or top, is a very effective way of using this skill. Also try using this after a team fight has started. Enemy players will be less likely to notice the indicator. The time between use and hit is longer or shorter depending on the range you deployed it. If used at max range, your enemy has more time to get out of the indicator.
Early Game
In the start of the game, you should go mid if possible. Here Ziggs shine. You can get kills easily, with your ult, you have control over the dragon and can establish global presence, securing kills or giving that little boost your teammates need to get a kill. In mid, focus on last hitting minions with your auto-attacks, if you are getting really pushed, start using your Hexplosive Minefield and Bouncing Bomb to push a little bit. A more aggressive playstyle fits Ziggs perfectly, thanks to his range. Playing passive on the lane can get some problems with ganks, because two almost full health champions will be running for your blood, meanwhile playing aggressively will help you kill their mid and make their jungler retreat. Playing passive will also make your enemy poke your more often.
If you cant go mid, try to go bot, since you can't go solo top. In bot lane, you should establish presence on mid lane and dragon as well. Here you should play aggressive too, and never, I mean, NEVER overextend or push too far, because they will kill you, and nobody can save you.
Mid/Late Game
Mid game is starting, so from now on you should always stay with another champions. Sticking to your Tanky DPS/Off Tank is the best idea. Never go alone on lanes. Really, with every champions you play, and I see this a lot. During teamfights, back off, land your combo on that distracted champion, wait for Cooldown of Bouncing Bomb and Hextech Minefield and do it again. Soon, your enemies will be dead and your team will be pushing. Your ult can be used in two ways during the fights: It can be thrown in their whole team on the beginning or you can wait and kill runners, throwing it on their team's head is far more effective. Remember: Aim their carrys. Ever.
In the start of the game, you should go mid if possible. Here Ziggs shine. You can get kills easily, with your ult, you have control over the dragon and can establish global presence, securing kills or giving that little boost your teammates need to get a kill. In mid, focus on last hitting minions with your auto-attacks, if you are getting really pushed, start using your Hexplosive Minefield and Bouncing Bomb to push a little bit. A more aggressive playstyle fits Ziggs perfectly, thanks to his range. Playing passive on the lane can get some problems with ganks, because two almost full health champions will be running for your blood, meanwhile playing aggressively will help you kill their mid and make their jungler retreat. Playing passive will also make your enemy poke your more often.
If you cant go mid, try to go bot, since you can't go solo top. In bot lane, you should establish presence on mid lane and dragon as well. Here you should play aggressive too, and never, I mean, NEVER overextend or push too far, because they will kill you, and nobody can save you.
Mid/Late Game
Mid game is starting, so from now on you should always stay with another champions. Sticking to your Tanky DPS/Off Tank is the best idea. Never go alone on lanes. Really, with every champions you play, and I see this a lot. During teamfights, back off, land your combo on that distracted champion, wait for Cooldown of Bouncing Bomb and Hextech Minefield and do it again. Soon, your enemies will be dead and your team will be pushing. Your ult can be used in two ways during the fights: It can be thrown in their whole team on the beginning or you can wait and kill runners, throwing it on their team's head is far more effective. Remember: Aim their carrys. Ever.
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