Ziggs Build Guide by PhoenixianSlayer
BLOW EVERYTHING UP! Ziggs the tower destroyerBy PhoenixianSlayer | Updated on February 21, 2019
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Threats & Synergies
He has good poke and an execute, so he can bully you really hard. He also has an execute so that is annoying when you go all in.
You out-range him, so you can poke him silly, and if he tries to go in for a combo, use Satchel Charge on him
He has good kill potential if you can't dodge his Tornadoes and can dodge all your skill-shots really easily. You can kill him, its just a lot harder to abuse him early on
He is dangerous up close, but if you keep your distance, you can bully him.
He has really good following speed and high damage. He can spam poke as fast as or even faster than you, so he can bully you right out of lane.
He is only OP if you are in range of his skills, so just poke him.
She is just like AAtrox, except she has a shield so poking her might be a bit more difficult.
He has very high damage and can kill you pretty easily by level 4-5. If you manage him correctly, he won't be too much of a problem, but if you let him get close, he will kill you. His pokes also do hurt a ton.
The only annoying thing about this champ is that he can run like the dickens, so it will be hard to get Dark Harvest stacks off of him. The bright side is his passive is useless since you poke him (or at least try to) a lot.
He has high damage and long range pokes. They are dodge-able, but they can be annoying. His ultimate is your biggest concern though. You can't let him get close in an all-in, or he will deal a ton of true damage and kill you. Also, pokes make less of an impact since he can heal by killing anything.
Keep him at arm's length and poke him. If he jumps at you with his stun, then Satchel Charge out of there.
You probably won't see this match-up that often, but he isn't that dangerous. Just stay out of his hook range and you are safe. If he runs at you, send him back with Satchel Charge. He will slow quickly afterward, so he won't be able to follow up.
Mages struggle immensely if you outrange them. Be careful because if you get in range of his Stun field, you can die easily, not so much early, but later, and especially with a gank, which will be more likely than not since he makes ganks easy.
She can cover a lot of distance quickly, so don't underestimate her. After level 6, its hard to escape her with her ult, but if you just be careful and throw down a satchel charge before she gets there, you'll be fine. She isn't dangerous if she can't get to you.
He is beyond annoying since he can be almost dead, go out of view for a second and come back full health. Poking is somewhat worthwhile, but trying to kill is definitely NOT worth attempting. He's rare in top though, so shouldn't have to worry about him.
Poking him isn't as early effective since he has regen. However, his skills cost health, so he will help you get Dark Harvest stacks. He isn't that dangerous if you dodge his cleavers. However, get Morellonomicon right after Luden's Echo
His clones are so confusing. Its hard to tell where he actually is, and he can clone in bush so he can just go invisible up to you and murder you. He can't do much if you hide under tower, but still be careful
You can bully him easy early on, but his shrooms get progressive more dangerous and annoying. Ending the laning phase as soon as possible is definitely a priority. He loses a lot of danger once he is forced to focus on the entire map instead of just one lane.
His invisibility can be problematic and can deal lots of damage quickly. Be on guard when he is jungling.
He is very similar to Kha'Zix, so watch your back.
Satchel charge stops his gank easily.
His invisibility will make it very difficult to keep track of him, and you can guarantee that as a jungle, he will camp you. Its not really a question, its a guarantee. Don't try and overextend with a Twitch jungle unless you know he is far away.
She may have invisibility, but she tells you she is there 1.5 secs before she attacks, so just be ready to run when she starts her charm.
His skills are designed to dodge poking. This is definitely one of those champs that you want a gank to help even the playing field.
Her skills are good if she can get to you. If not, then she gives you extra gold. Just don't let her get you with her soul pull because it is super annoying. Also, don't be near her when she ults.
His speed boost makes it easy for his to dodge your pokes. He can quickly run in, stun you, ult and deal tons of damage. He doesn't deal a lot early, but don't be exposed after lvl 8.
A really painful endurance match. He is able to absorb your damage easy. If he gets a Spirit Visage, you deal very little damage with your bombs (at that point you should have luden's echo
Zoning her is easy and you can get a cs lead. Just be super careful early levels so that she doesn't kill you pre level 6. Once you get luden's echo, it takes only a couple bouncing bombs and a mega inferno bomb to end her.
Champion Build Guide
BLOW EVERYTHING UP! Ziggs the tower destroyerBy PhoenixianSlayer
I will preface this guide with two things:
First, this is pretty off-meta and probably isn't preferred if your team has no tanks. Ziggs is really good and can carry hard, but if you need to team fight, Ziggs is not the type to start it. He thrives in the stand-offishness before a team fight where he can kill enemies from very far away. Therefore, team fights, which are over very quickly and usually closer than desired, are the opposite of what Ziggs wants.
Second, this is not something you want to try in a match against a friend. This strategy is designed to target the general meta of a lane then chose a champ that embodies the exact opposite of that and then abuse the opponent silly. What do I mean by that? Top is full of Bruisers and Tanks -- MELEE Bruisers and Tanks. They have to get close to their minions to cs and have little ranged hard CC. Therefore, the opposite of that is an Artillery Mage. Ziggs is an Artillery mage with 2 escape tools: An airborne that can throw you and your lane opponent in oppsite directions; and a field of mines that slows and damages an opponent on contact. Therefore, this can make it really hard for the opponent to get any real damage or a jungler to perform a successful gank. Even if you recall, since you will generally be winning so hard, you will be able to return to lane before the opponent can get to tower. Usually when I finish destroying my opponent's tower, my tower, at maximum, has lost only one plate. This type of matchup can be rather tilting. This is for competitive games, not friendly playing.
With that said, this is a pretty good strategy and having a Ziggs on your team in general increases your likelihood for winning.
Has a really high range
All spells are AOE
Has 2 forms of escape: A slow and a displacement
Its super easy to get Dark Harvest stacks
Can easily get 1 or 2 plates off one wave of minions .....early game
Can destroy towers in 2-5 secs during late game
Is a sitting duck without Satchel Charge
Take a lot of poking to get kills until Luden's Echo
Invisible characters make it a lot harder to lane since .....they get past your usual spell range quickly and then .....burst you down in seconds
Your main spell Bouncing Bomb is really hard to land .....since it can only explode when it is touching the ground
Ziggs is a great champion overall. He has strong laning with lots of AOE spells, 3 out of the 4 are relatively easy to land. The most powerful non-ultimate spell, however, is super difficult to land. Ziggs is also able to kill easily mid and especially late game, from a controlled distance. If the enemy can get close, things get a bit dicey. Late game, it's not so worrisome since one Bouncing Bomb can deal 600+ damage. They can still kill you, but you can probably blow them up first.
Short Fuse empowers your next auto every 12 seconds. This skill wouldn't be that good if not for the fact that using a spell decreases the cooldown time by 4-6 seconds. So past at level 12 or beyond, if you auto with a Short Fuse then use two abilities right after, it will be up on your next auto. This also scales with half of your AP and deals double damage on towers. Mid to late game, this can chunk towers for 800+ damage.
Bouncing Bomb is a skill shot with high base damage. Its AOE on hit. It has a base range of 850. It can bounce twice in proportion to the initial range. So if you throw it far, it will bounce far, but if you throw it really close, it will barely move. It can only detonate on the bounce, so it will not detonate if it goes over enemy minions. It makes it easy to cs low minions, but its hard to hit an enemy champ. It can easily bounce past your original target, so try and target clumps, or just hope that the enemy is in range of the explosion on the second bounce.
Satchel Charge is an AOE bomb that launches a target away from the center of the blast. Therfore, you can use it to dissengage by planting it at your feet and then moving slightly away from your opponent and detonating. This will throw both of you away putting a lot of distance between you and your opponent. This skill can also destroy towers below a certain threshold. Satchel Charge and Short Fuse make it easy to demolish towers and get tons of plate gold.
Hexplosive Minefield covers a patch of ground with little bombs that deal a bit of damage and slow whoever steps on them. Use this to put distance between you and someone else since they either get slowed going through it or have to go around it.
Mega Inferno Bomb launches a bomb at a target location that lands shortly after. The bomb has two areas, the center, and the outer area. Enemies in the center take triple the damage the people in the outer area take.
Dark Harvest is the best rune for this strategy. The idea of taking Ziggs Top is to get super-fed by countering the current meta. Dark Harvest is the best rune to take advantage of said strategy. This rune gives you extra damage when first hitting an opponent that is below 50% health. In addition, hitting an opponent gives you a soul stack that increases the damage next time by 5. Participating in a takedown (getting a kill or assist) reset the cooldown of this rune.
Cheap Shot works really well on Ziggs. Hit your opponent with Hexplosive Minefield then hit him with something else for some extra true damage. The other runes are either impossible to activate or unhelpful.
Eyeball Collection is the best rune. Zombie Ward doesn't give much benefit because it relies on you killing wards which requires you to have Oracle Lens which means you have no wards which you need to watch out for ganks. You may get wards for killing an enemy ward, but they will just take it out quickly since its not invisible. Ghost Poro would require you to go to an opponent's bush to place the poro in said bush to get the stat bonus. You can easily lose lane pressure in that time, so it's not worth it. Eyeball Collection just gives you extra stats for killing people (and wards), so its very much in line with the goal of this build.
The rune that is most benefitial is Ravenous Hunter. It heals you while you are in lane. The other good rune is Ultimate Hunter. Its helps you keep your ult up. However, since your ult is usually your finishing move, it will always be up. Both are good, but if take the one that you prefer more.
Manaflow Band is a must for this champ. The rate at which you are using your spells causes you to burn through your mana quickly. This spell helps you to spam your spells. It also helps during mid game since you can regen faster while moving, so you don't need to recall everytime you run out of mana. This rune is necessary for Ziggs.
Scorch adds so much damage to your pokes. It is deceptively small on paper, but it adds up really quickly over time. Transcendence is also a good option. It will help since you don't have 40% CDR till about full build. Luden's Echo is your initial burst of CDR and then you stop getting it mid build. So the CDR will be useful for a while.
Flash decreases the character's flaws by adding another escape to his kit. Don't use unless you really need to. Early game, this should be for escapes and maybe a kill, if you know you won't be ganked. Mid to late, you can be a little more lose with this and Flash forward for kills more.
Teleport is one of those spells that any Top laner should have. However, this is escpecially useful on Ziggs since you can use it to teleport to a big wave and take a tower or two. Teleport is your way of wearing away at the opponent's defenses until they have none left.
Corrupting Potion is good as a starter item since it regens health and mana. It makes whatever pokes the opponent did dissapear. It also adds burn damage to any attacks you do while you are regening, so it adds a nice bit of damage to your pokes. You burn through mana quickly, so you need the regen early on.
The Dark Seal extends your Corrupting Potion so its a good first back item. It also gains stacks that translate to AP when you kill someone. You lose stacks on death.
Lost Chapter should be your next item. It regens 20% of your mana when you level up. You also get CDR and AP, so it makes you a lot more dangerous.
Luden's Echo allows you to one shot Caster minions (with the passive) and poke easier. It doesn't matter if they dodge a Bouncing Bomb with Luden's Echo since the echo will hit him as long as he is in the general vicinity of the skillshot. It also makes it easier to get souls.
Oblivion Orb gives you enough Magic Penetration with your Sorcerer's Shoes to deal nearly true damage to opponents. If you need Grievous Wounds, then go full Morellonomicon, but otherwise stop here.
Sorcerer's Shoes works in combo with Oblivion Orb to get near True Damage.
Mejai's Soulstealer is the upgrade for The Dark Seal. You lose the potion extension but gain speed for have 10 or more stacks.
Lich Bane empowers your autos when you use an ability. This coupled with Short Fuse chunks towers for a ton.
Nashor's Tooth adds 15% of your AP to your autos. Helps with taking tower even faster.
"Don't worry, I got this."