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Ziggs Build Guide by Billbo Dabbins

Middle Burning Bombs (Low Elo) [12.5]

Middle Burning Bombs (Low Elo) [12.5]

Updated on March 23, 2022
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League of Legends Build Guide Author Billbo Dabbins Build Guide By Billbo Dabbins 4,169 Views 2 Comments
4,169 Views 2 Comments League of Legends Build Guide Author Billbo Dabbins Ziggs Build Guide By Billbo Dabbins Updated on March 23, 2022
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Runes: Aggro

1 2 3
Inspiration
First Strike
Magical Footwear
Biscuit Delivery
Cosmic Insight

Sorcery
Manaflow Band
Scorch
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2 3
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

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

Burning Bombs (Low Elo) [12.5]

By Billbo Dabbins
Introduction
I have been playing Ziggs consistently for about 2 to 3 seasons at this point. Hit mastery 7 in the first year of play.

I play him as a mid-main but he is completely capable in the ADC or Support roles as well.
Pros/Cons
Pros
1. He's fun
2. Can almost guarentee first turret every game
3. Damage is easy to come by
4. Did I mention he's fun?

Cons
1. Squishy - can be killed quite easily
2. Dodgeable abilities
3. Minimal escapes
Ability Rundown
This is your passive, Short Fuse.
"Ziggs' basic attack is periodically empowered to deal 20−160 (+50% of ability power) bonus magic damage (depending on level), increased by 150% against structures. Ziggs reduces Short Fuse's cooldown by 4 / 5 / 6 seconds whenever he uses an ability (at levels 1/7/13)."
Essentially a basic attack power up. Keep an eye on the cooldown timer as you will want to use this auto on champions or turrets (it is also great for last hitting when neither of the above options are available). Ability tip: auto, use two abilities, then auto again for best results
Bouncing Bomb is the Q
"Ziggs throws a bouncing bomb that deals 85 / 135 / 185 / 235 / 285 (+65% of ability power) magic damage upon hitting an enemy or after bouncing twice."
Max Range: 850
Cooldown: 6/5.5/5/4.5/4 seconds
Cost: 50/55/60/65/70 mana
This ability is a little tricky as it won't bounce on top of terrain or turrets, but if you keep that in mind it is a nice way to auto detonate the bomb when the enemy champion is not expecting it. The other tricky piece is it will explode on the THIRD time it hits the ground if it doesn't impact any minions, terrain, turrets or enemy champions. This ability is your main source of damage and wave control. Ability tip: use in conjuction with E for more successful attacks
Satchel Charge is the W
"Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals 70 / 105 / 140 / 175 / 210 (+50% of ability power) magic damage to enemies, knocking them away by 250 units. If Ziggs is within the explosion radius, he instead flies up to 500 units away while taking no damage in the process. In addition, Satchel Charge will hexplode structurally unsound towers below 25 / 27.5 / 30 / 32.5 / 35% of their maximum Health."
Max Range: 1000
Cooldown: 20/18/16/14/12 seconds
Cost: 65 mana all levels
The biggest key for Satchel Charge is using it to destroy turrets and as a space creator if someone dives you. Keep in my recasting the ability will detonate the bomb before the 4 seconds is up (it is rare for me to utilize the full 4 second timer). Ability tip: can be used to launch over a wall in desperate situations
Hexplosive Minefield is the E
"Ziggs scatters 11 proximity mines that detonate on enemy contact. The first mine deals 30 / 70 / 110 / 150 / 190 (+30% of ability power) magic damage and slows the enemy by 10 / 20 / 30 / 40 / 50% for 1.5 seconds. Enemies who have already hit a mine will take 40% damage from additional mines. The mines are visible for all players and last 10 seconds."
Max Range: 900
Cooldown: 16 seconds all levels
Cost: 70/80/90/100/110 Mana
The reason I typically level up E before W is right here in the description. Over 6 times damage increase and 5 times slow increase by gettin it to max level. Additionally it has both damage and a slow which will allow you to hit Q at a better rate because the enemy has reduce move speed. This ability is great to control sections of the jungle around a dragon/rift heral fight as it can completely block one of the paths. Arguably the best zoning tool in Ziggs kit. Ability tip: easiest ability to hit
Mega Inferno Bomb is the R
"Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take 300 / 450 / 600 (+110% of ability power) magic damage, while those further away take 33% less damage."
Max Range: 5300
Cooldown: 120/95/70 seconds
Cost: 100 mana all levels
Such a powerful teamfight ultimate. Great to use when 2+ enemies are fighting in close proximity to eachother. I love using it to steal dragon/baron/rift herald when the enemy team doesn't suspect it (can even out smite a jungle with a perfectly timed shot). Ability tip: the further you throw this ability the longer the travel time, so take into account where the enemies WILL BE not where they currently are
My Choice Runes
I actually prefer the Aggro Rune page to the Typical Page seen above. The reason being is with First Strike in the Aggro Page hitting abilities before the enemy gives me free gold as well as extra damage.
First Strike's description reads:
"PASSIVE: Dealing damage or applying a crowd control effect to an enemy champion within the first 0.25 seconds of champion combat, grants 5 Gold and First Strike for 3 seconds, causing all of your post-mitigation damage dealt against champions to deal 10% bonus true damage. Afterwards, you are granted (Melee- 100% / Ranged- 70%) of all bonus damage dealt within the duration as gold."
With a cooldown of 25-15 seconds depending on level. Meaning that we get a MINIMUM of 5 gold every 25 seconds in the early game and this isn't even taking into account the extra damage/gold received! While, yes, the cooldown is slightly higher than that of Comet, the damage done is higher plus you get free gold. Gold leads = item leads = wins. For instance, if you were to have done damage on an auto and activated First Strike, then hit them with a Q you would receive more than just the 5 gold. Bursting is something Ziggs is good at and bursting is what is needed with First Strike.

This brings us to the first slot where I typically take Magical Footwear. There are very few exceptions in this slot but I will occasionally take perfect timing if I know I'll need to buy a pair of early boots. That being said, getting free boots is 300 gold you don't have to spend on them and in reality you should be able to get a least a couple takedowns before 10 minutes reducing the time you receive the boots to 10:30 in game.

Biscuit Delivery is a pretty vital selection in this tree as Ziggs relys heavily on casting abilities and is extremely mana hungry. These biscuits arrive a minute 2, 4 and 6; use them wisely. I like to get low on mana making the enemy think I can't cast anything due to mana depletion and use the biscuit to get 1 or 2 more abilities to take them out. If you believe you won't need as much help with the mana then a good second choice is Future's Market which will allow you to go into debt to purchase items.

Cosmic Insight is the obvious choice in the last slot. Ziggs has no need for approaching enemies faster as his range is plenty long. One could argue for Timewarp Tonic but I don't see the benefit in gaining the health/mana faster from potions, just be more intentional about when you use them. The summoner spell haste and item haste you gain from Cosmic Insight is unparalleled anywhere else in the game.


Now, for the secondary tree. This one almost seems like a no-brainer to me, especially with taking the First Strike tree as primary. As stated before Ziggs is extremely mana hungry. Therefore, Manaflow Band is the necessary pick in slot one. Giving you 25 extra mana on every hit (up to 250) with 1% of mana refunded every 5 seconds once you hit your cap.

The second slot is a little more versatile. My preference is Scorch due to its low cooldown and relative ease of getting the damage off. Arguments could also be made for Gathering Storm as well as Transcendence. Gathering Storm is going to be good if you know the game is going to be drawn out. It doesn't surpass Scorch on damage until about the 40 minute mark so fast games are no good for Gathering Storm. Transcendence has the argument of ability cooldowns, if it is going to be a very teamfight heavy game it is worth thinking about for this slot.
Core Build Order
I'm going to skip the explanation of the Doran's Ring, 2 Health Pots and a Stealth Ward start as I don't believe it needs one.

This brings us to first back purchases.Lost Chapter (or Sapphire Crystal and an Amplyfying Tome if that is all you can afford). Sometimes it takes me 2 backs to complete the Lost Chapter and that's ok. This item is seen as the first power-spike while playing Ziggs. It grants 20% mana over 3 seconds upon a level-up.
After that we'll be gunning for a Fiendish Codex leaving us 1 component away from finishing Liandry's. Now the thing to assess at this point is how far away you are from completing Magical Footwear. If you have time before completion go ahead and finish Liandry's Anguish. If you already have magical footwear or it is close then think about snagging those Ionian Boots of Lucidity. The reason here is simple, More Bombs = More Damage. These boots do just that providing 20 ability haste in addition to 12 summoner spell haste (which is also useful because of our Squishiness and minimal escape methods).
That being said be sure to work inControl Wards whenever possible to ensure long term vision on vital sections of the river. Pixel brush is a great spot on either side of mid lane to give great vision on jungle pathing and major objectives.

Once boots and Liandry's are built my next aim is typically Demonic Embrace because it gives a little more survivability in 450hp as well as extra damage (especially into healthier opponents). This item in conjuntion with Liandry's leads to a lot of sneaky deaths as people aren't expecting that level of burn damage.

The next item may be a little overpriced since the nerfs at the end of last season but it is still very much worth building. Rabadon's Deathcap with its 35% increase to ability power is just unmatched in ramping up the damage available to you.

The last item on the build list will almost always increase your damage output regardless of situation. It is our beloved Void Staff, bringing a humble 65 ability power and 45% magic penetration.
Ziggs Spacing
Ziggs can be extremely fun to play as long as one keeps a few things in mind. He is a champion that is all about the spacing created and maintained; you DO NOT want to be in close quarter combat. If you find yourself with a champion on top of you, use W to create some spacing. Champions with gap-close abilities/items are the most dangerous to Ziggs as the W needs to be held to create space after they jump in; if they have multiple gap closers it is almost impossible to survive poor positioning without blowing flash. With all that being said, mid to long range is Ziggs's ideal spacing location.
Wave Management & Turrets
Ziggs should be in charge of every wave. With his ability to fast push and do so from a safe distance it makes it very hard to poke him out of lane without some help from the jungle. That being said, keep up on warding in the river pixel brushes to have an early heads up if the jungle is coming your way. Secondarily, since Ziggs is the master of the wave be sure to manage that wave to crash turret early and often denying CS to the enemy when they base or roam; your W will come in clutch on damaged turrets (see Satchel Charge in Ability Rundown). Ziggs should almost always get first turret in a game. Remember: gap close champs do pose a threat on an all in so manage the wave accordingly
Other Lanes & Objectives
Roaming/assisting is something that Ziggs can do surprisingly well since he doesn't have to get all the way top/bottom to assist in ganks post level 6. Keep an eye on the minimap and health bars of the other lanes especially during dragon/rift herald fights as the ultimate can steal these big objectives away with the correct timing. Tip: fighting with the team is almost always better than trying to do something alone
Closing Remarks
Thanks for taking time out of your day to read this guide, I hope it helps!

I know Ziggs isn't the most broken champion in any lane, but he's a fun, off-the-wall pick that has consistently decent gameplay and matchups. His turret pushing is matched only by a few other champs and who doesn't like to blow things up as an explosives expert?!
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