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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Short Fuse (PASSIVE)
Ziggs Passive Ability
Introduction

I'm not a very experienced player like many other guide makers, with just less than 400 wins under my belt since June 2012, I don't know everything about League, but I believe I know a lot.
My main roles have been mid lane and support, I started moving off of support earlier this year and more into AD carry, I can play all 5 roles to a decent standard though.
Ziggs is a great mid-laner with high area damage, burst damage but little crowd control, I am hoping to teach you something new in this guide, I will cover his abilities, counters to him and who he counters, and how to deal with lane opponents.
I love Ziggs and still do now because he was my first AP carry to learn, hearing his voice and quotes always makes me happy and he can be a great damage dealer in team fights.
Pros- All abilities are AOE - Good farmer and tower pusher - Good early game harass with ![]() ![]() - Decent escape abilities - Good team fight presence - Long range abilities |
Cons- All abilities are skillshots - ![]() - Item reliant - Not much crowd control - His escape ability isn't the most reliable - Hard to master |
Passive:
Riot made Ziggs'



On the other hand, it is a great harassment tool in laning and good for tower pushing due to the bonus damage dealt to structures.
Q Ability:
This is Ziggs' main damage tool and should be maxed ASAP, it is a very long range ability, if cast at max range, the bomb can easily bounce beyond Ziggs' vision range. It is good for face-checking brushes, you can tell if someone is inside if the bomb explodes early.
Other tips: The bomb does explode on contact with solid terrain, if a bounce can cause the bomb to travel a sufficient distance, it can travel through player-made terrains like Anivia's

Finally, the distance and speed the bomb bounces depends on how far Ziggs' throws the bomb, the further, the faster.
W Ability:
This is Ziggs' main escape ability which can carry him over most walls, as well as knocking away enemies, the closer to the centre Ziggs is, the further he is knocked back (little difference however).
The charge grants vision of the area it is cast at, but has a long cooldown so isn't ideal for face-checking brushes,

I will say this many times, satchel charge isn't always reliable, newer Ziggs players may find escaping with satchel charge fairly difficult, but have no fear

Finally, crowd control such as knockups and knockbacks can cancel the knockback from Satchel charge while in mid-air.
*UPDATE*
You can now explode satchel charge while it is in mid-flight, so escaping is now smoother and easierAlso, the charge goes on cooldown once it is thrown (like Lux's

E Ability:
This is Ziggs' only real crowd control ability, but it is a slow. This skill is great to choke off paths in the jungle and lane, whether you are chasing or escaping, use this ability to force a champion to either dive through it or path around it.
The mines automatically explode on contact with terrain, no vision is granted by the mines unless an enemy steps on one, then vision of them is granted for a brief time.
Ultimate:
This ability is a great sniping tool, great for bursting down a champion and it give Ziggs global presence due to it's massive range. Bear in mind ho long the bomb takes to land though, at max range it takes 4 seconds from he original cast, point blank range it takes 2 seconds. The target area gives vision in it's radius throughout the bombs flight, also, there is an indicator on the ground only visible to allies, about 1 second before landing, this indicator becomes visible to enemies.
Runes




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Greater Marks of Magic Penetration: |

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Greater Seals of Armor: |

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Greater Glyphs of Scaling Magic Resist: |


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Greater Quintessences of Ability Power: |





Offence Tree:
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Summoner's Wrath |

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Butcher |

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Sorcery |
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Blast |
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Arcane Knowledge |
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Mental Force |
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Spellsword |

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Archmage |

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Executioner |
Utility Tree:
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Summoner's Insight |


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Meditation |
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Improved Recall |


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Expanded Mind |


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Runic Affinity |
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Flash |





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Ignite |
Alternatives (good ones):
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Teleport |




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Exhaust |
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Heal |




What not to take:
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Clarity |

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Revive |
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Barrier |
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Ghost |

Other summoner spells like


Starting item options
sight ward![]() ![]() |
Take 3x sight ward, 4x ![]() ![]() |
![]() ![]() |
This is a good set for lane opponents that have skill shots you want to dodge (examples: ![]() ![]() ![]() |
Core Item Options:
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This is good to grab early, it provides a nice mana boost as well as mana regeneration. It is best to buy early so you can stack it quickly with ![]() *UPDATE*With the new tear, you can now get 2 stacks every 8 seconds (instead of 1 stack every 4 seconds), so stacking is a bit easier. |
catalyst the protector |
A good health and mana boost for Ziggs, you can upgrade it to ![]() ![]() |
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Great against AD mids like ![]() |
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A good offensive item for some early damage if you are beating your opponent, I tend to take health and mana first, I will take ![]() ![]() |
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The bonus movement speed is very nice for dodging skillshots, and the flat magic penetration goes well with ![]() |
Upgraded Items:
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The mana you gain from this item is great, considering you are getting more mana from other items like ![]() |
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Try to get this upgraded item early to start stacking the health, mana and AP early, it's a good sustain item and good for surviving fights/burst, there aren't many games when I don't get the rod. |
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A great item for getting AP, the 25% bonus is so helpful when you are trying to stack a lot of it, it also has good synergy with
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This item can be good against a tank oriented team or a beefy mid-lane opponent like ![]() ![]() |
Optional Defensive Items:
Items to Avoid:
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This item is for shorter range AP champions like ![]() ![]() ![]() ![]() ![]() |
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This may be a surprise, Lich Bane does go well will ![]() |
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A decent item, but not for an AP carry, get someone like the support to buy this item because it might benefit them more, there are many more useful AP items in League than Ohmwrecker. |
Easy Matchups:



































Skill Based Matchups:






















































Difficult Matchups:









































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Brand an easily nuke down a single champion, he has good poke with ![]() ![]() ![]() ![]() |













When you face ... you're screwed
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Leblanc devastates all squishy AP carries in the early game, it is hard to stand away from minions as her ![]() |






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If these hard matchups couldn't get any worse, meet Kassadin. He has great magic resist per level, a 3.5 second silence with ![]() ![]() ![]() ![]() ![]() |



















Early game/laning:
- Your key objective, like almost every other mid-laner, is to get as much farm as possible, while harassing your opponent to stop them getting farm, killing them is a bonus.
- This is made very easy for Ziggs with his AOE abilities, he can fulfill both of these objectives simultaneously, with


Try to...
1) Harass your opponents by targeting minions with

2) Be un-predictable, even I find this fairly hard, but don't make it obvious that you're going to try to harass your enemy, or that your jungler is ganking, the enemy will just back away like most normal people would do
3) Push an early tower and roam for kills, I'd recommend this for harder matchups, it puts you at less risk of dying in lane and giving kills to your enemy, it puts your other lanes at an advantage, and it eases the pressure for you jungler, everybody wins (not that you should always do it)
Mid/late game and Team fights:
- Many people at lower levels say that the AP carry should focus the enemy AD or AP carry to shut down their damage, they are WRONG, doing this can put many AP carries in danger of death, if they die or have to escape, a lot of their damage potential is gone
- Bombard your enemies with constant uses of



- When the opportunity comes, use

- Finally, and most importantly, do not get greedy for kills and use

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Nunu and ZiggsWhat makes them so good?Ziggs' ![]() ![]() ![]() Nunu's ![]() Because Nunu is a tanky support/jungler, he can protect Ziggs from enemy champions, allowing Ziggs to deal more damage |
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Galio and ZiggsWhat makes them so good?Galio's ![]() ![]() ![]() |
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Malphite and ZiggsWhat makes them so good?The knockup from ![]() ![]() The constant slow offered by ![]() |
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Jarvan IV and ZiggsWhat makes them so good?Jarvan IV offers heavy crowd control, a knockup from a ![]() ![]() Jarvan's ![]() |
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Amumu and ZiggsWhat makes them so good?Amumu has two abilities that are crowd control, ![]() ![]() ![]() ![]() ![]() |
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You have already helped me in making this guide, giving feedback will be great for me, I'll keep all the changes I do in this section as well as anyone I want to thank for suggestions/feedback! (Including possible grammar mistakes ;))
Have fun playing Ziggs: The Hexplosives Expert!
Have fun playing Ziggs: The Hexplosives Expert!

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