Ziggs Build Guide by gungallo
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Runes: TP Tank Ziggs
++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Standard Levelling Path
Threats & Synergies
LeBlanc has a really nasty kit that invalidates pretty much any and all skill shots. Considering how Zigg's kit is ALL skill shots, there's literally nothing you can do to a fed LeBlanc. Take Banshee's Veil and run.
Ziggs is an artillery mage - your job is to stay away from the frontlines. Yi with R not only denies you of your entire kit, but also prevents you from having a backline. Your best bet is to sit at towers and have a Stopwatch and W at hand.
Ziggs is an artillery mage - the trick is to poke and provoke. Yasuo's wind wall denies you of your entire kit, save for R, and makes your disengaging tool part of his ult. That is, if he gets close enough.
Blitzcrank is a pretty big threat to Ziggs. Its Q E combo can hard CC Ziggs long enough to die. The silver lining is that you can wave clear and you'll always have minions to hide behind if you do choose to force a fight with Blitz.
Leona has 3 hard CCs and a damage reduction. Her E will root you, preventing you from W'ing to safety, and her Q and R are heavy stuns which can make or break a fight. In the rare event of a team filled with hard CC like Leona's, take Cleanse.
Morgana's Q is a major threat to Ziggs; because you are rooted, you can't disengage with W. Pair that with Morgana E and, well, you die. Banshee's Veil does wonders against Morgana.
Yone is similar to LeBlanc in terms of burst damage and CC, but the one thing you should keep in mind is that a spirited Yone must always return to his body. That being said, an R onto Yone's body at the right time, paired with a W Q spaced combo should be enough to dispatch him. Just don't get caught out.
Brand has a huge burst pool of damage and ricochet; his stuns and added burn can easily kill you if you're not backed up.
Ekko is basically LeBlanc, but a lot less dangerous. You can't really do anything to Ekko in a teamfight, but he would have to focus you to kill you, meaning a 1 for 1 trade.
Jhin is as much of a poke champion in lane as Ziggs, but the one thing you should know is that Ziggs W can disrupt Jhin R, and that a full Jhin combo will not kill past early game, provided he's not fed.
Samira is Yasuo with a shorter Wind Wall. Albeit having dashes and a Wind Wall, she can't effectively block a drawn-out combo, and can be W'ed out of her R. Take care not to feed her, however.
As with all ranged characters, anyone with better poke output does more damage. 1:1 danger ratio. Do take care to not get poked by W, though. Don't worry too much about Ashe.
Against Twitch, fully embrace your role as a backline artillery and Q. If you see Twitch go invisible, back up and stay backed up.
Xerath can out poke you and out damage you... and out CC you. Max Range Q's are your best bet, and make sure you hide behind minions and stay at the back line.
Big stat stick with bigger balls and even bigger health pool. HP from Bulwark should be enough to even out the trade, provided you're camping tower and have a W ready. You'll still die, but a well-placed W will allow you to cash in on the jungler.
Against Draven, play like an artillery mage and stay back. There's not much he can do to you until he hits 6, and even then he can't do much.
Zigg's W can displace enemies; in fact, it's one of the only ablities that can send enemies to specific places. Pair that with Vayne's E, and you can combo a hard CC to a quick first blood at Level 2, giving Vayne a hard lead.
A TP to Yorick's lane means you can land pretty much every skill shot on the enemy inside of his wall, and potentially secure a kill and get tower plates.
Jhin has a root, which can enable pretty much every skill shot you have. His slows also work well with your slows, making your Quest Item arrive a lot sooner, provided you can land your Q's.
Tristana is a strong tower clearer, and being in lane with her means you'll have access to First Tower without needing to TP.
Your W procs Yasuo R, which you can combo into your own R. Good for team fights, but you'll suffer in lane due to a lack of any other synergy.
Caitlyn has a massive burst, which can lead to very quick kills when paired with your Q. Her roots allow you to land Qs and and empowered autos, and your W can displace enemy supports trying to shield from Caitlyn's R.
Heimerdinger can hard push towers, and a TP to his lane can make quick work of the First Tower.
Jarvan IV's R can enable your R, allowing you to either deal a truckload of damage or catch the enemies' flashes.
Like Tryndamere, you can TP to lane to clear out the first tower to help all your teammates to 150 bonus gold.
Tryndamere is good at breaking down towersl if you brought TP, you can quickly cash in the first tower bonus even if bot lane is losing.
Champion Build Guide
I've been playing Ziggs for a total of 0 games, and my gosh do I have a lot to share!
Ziggs support is quite possibly one of the most underrated picks ever -- provided the opponent isn't playing Yasuo in any lane. And that Morgana isn't the Support, and that Yi isn't Jungle, and that Jhin isn't the ADC on your tail, and that the enemy up Top isn't Nasus or someone with so much food it can run down mid 1v5 and --
you get the point.
Since this is my first guide, let's keep this quick: no pictures. Boo; hoo.
Sorcery: Mana, AP damage, CDR, more AP. All things you need.
Resolve: HP, tower crashing. All things you need.
Arcane comet is likely the best choice to go, as it will deal a bit more poke damage early game when you have literally 0 AP.
Manaflow band is mandatory because without it, early game will force you to recall more than once to stock up on mana.
Transcendence versus Absolute Focus: Now this is a hard pick because with CDR you get more memes but with Absolute Focus you get more damage. Take the CDR if you want to deal with towers and be able to get away with less punishment, but AP if you plan on face tanking and reverse-ganking the enemy.
Scorch versus Gathering Storm: For pure pressure, go Scorch. It's great for early game pressure and doesn't scale off of AP. For late game shenanigans, take Gathering Storm. Typical LoL mentality.
Demolish versus Font of Life: Don't take Font of Life please. It makes your Bulwark literally useless, as well as your Rod of the Ages, your Morellonomicon and also your Rylai's if you bought one. Taking FoL is basically going Wingdings on your MLA/APA report.
Overgrowth versus Bone Plating, Second Wind, Conditioning.
Expect 10 HP per minute with Overgrowth. That's 27 free gold per minute.
Now think Second Wind, Bone Plating, Conditioning - champion specific, one time, falls off late game. See a problem? I don't.