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ADC [Season 14] Tempest's In-Depth Challenger Ziggs Guide

ADC [Season 14] Tempest's In-Depth Challenger Ziggs Guide

Updated on April 16, 2024
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League of Legends Build Guide Author WayOfTheTempesst Build Guide By WayOfTheTempesst 126 14 333,198 Views 7 Comments
126 14 333,198 Views 7 Comments League of Legends Build Guide Author WayOfTheTempesst Build Guide By WayOfTheTempesst Updated on April 16, 2024
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Runes: Vs. Poke/Squishy Teams

1 2
Sorcery
Arcane Comet
Manaflow Band
Absolute Focus
Gathering Storm

Inspiration
Magical Footwear
Biscuit Delivery
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)

Spells:

1 2 3 4
Against Poke
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

[Season 14] Tempest's In-Depth Challenger Ziggs Guide

By WayOfTheTempesst
Introduction

About Me



Hello! For those who don't know of me, I am known as Tempest. I've been a North American Challenger Yasuo main ever since season 6 and Challenger seasons before that just not with Yasuo. My all time peak in Season 6 was rank 4 with basically only with Yasuo and then was rank 2 in Season 7 with mostly Yasuo and Zed. I have been maining Yasuo ever since Heimer was reworked and really have never gotten bored of him ever. Since Yone's release I've mostly played him and Yasuo but have fallen in love with Yone. Here are my current accounts that I play on:OP.GG Unfortunately the only screenshot I have of my previous ranks is when I was top 10 in season 7:


Here is my Challenger account where I play a lot of Ziggs with a good win rate:




Social Media



Twitter

Twitch

Youtube




Why Ziggs Bot?



Ziggs is really good pick in the current meta given that AD mids are much stronger than mages currently. Having a AP carry in bot lane will let you your team draft physical damage top side while still having potent magic damage mid and late game. Another reason I liked Ziggs right now is the amount of tower damage you can get early due to the lack of the pre 5 minute resistances which translates into gold from tower platings. I also think Ziggs is strong into many of the meta botlane combos making him viable for soloq. Don't get it wrong, Ziggs is a hard champion to master but once you get his playstyle down he is very rewarding.

Pros & Cons



Pros

+Long range throughout the game lets him poke out enemies in lane while also having some of the best siege in the game.
+Passive and Satchel Charge let Ziggs tear through towers with ease.
+Can be played mid and bot.
+Great wave clear, allows him to get priority.
+Great teamfighting abilities.


Cons

-Skill shot reliant so if you don't CC it's hard to land consistent damage.
-High skill cap, takes a lot of games to master.
-Pretty squishy and easily killed in all-ins.
Runes


Arcane Comet: This is the only keystone I go on Ziggs because giving him early damage helps his lane phase a lot. Hitting early Q's and E bombs in lane can deal a lot of damage to squishy adcs.

Manaflow Band: Helps you never run out of mana. If you don't Manaflow Band you'll have a lot of mana problems throughout the game. I don't like Nullifying Orb as it's generally hard for people to get on you early and I prefer more mana over a little more survivability early. Finally, Nimbus Cloak doesn't give Ziggs much value as move speed isn't the most useful stat on him. Again, I prefer having more mana to use more abilities than the other two options.

Absolute Focus: I used to take Transcendence on Ziggs but since he is an artillery mage, he is almost always going to get the bonus AP from being above 70% HP. Since Ziggs has fairly low cooldowns, Transcendence doesn't offer him much value either.

Gathering Storm: I think it's a much safer rune than Scorch which requires you to get early harass off. The scaling from Gathering Storm is just more valuable as Ziggs is more of a scaling champ than a lane bully. I also just don't believe that Scorch is that strong of a rune right now in general.





Magical Footwear: I take this rune because it's a free 300 gold and more movement speed. It is definitely the best option in this row for Ziggs.

Biscuit Delivery: I take this rune for extra health and mana in lane but it also increases you permanent maximum mana so you won't run out of mana before Manaflow Band is fully stacked.




Presence of Mind: This is a substitute for biscuits when you go the precision tree. I only go precision against tankier teams.

Cut Down: Again, this is the logic behind taking precision against tanky teams. This lets you dish out more damage to tanks later on in the game.
Summoner Spells

SUMMONER SPELLS
-
FLASH:The most essential summoner spell for almost every champion in the game. Ziggs is no exception to this rule as he needs it to escape ganks, secure kills, and position in tricky situations.
HEAL: I take Heal on Ziggs when I'm against an all-in lane. If I'm against a Leona/Nautilus, Heal lets me save both my support and myself from getting one-shot in lane in a 2v2.
TELEPORT: When you're against other pokey lanes, take Teleport. It helps you get fast resets without missing many minions. Some examples where I would take this would be against something like an Ezreal/Yuumi/Karma who have good poke damage early game.
CLEANSE: I take this rarely because it is very situational. If the enemy botlane or team comp has a lot of hard CC such as an Ashe, Varus, or Rammus, Cleanse is very useful for getting you out of any hard CC.
EXHAUST:I take Exhaust if they have a lot of assassins. For example, if they have a Zed, Kennen, or Riven, Exhaust is very valuable against them. It is also good against popular burst ADCs like Kai'sa and Samira.
Abilities




1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
W
E
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W





Short Fuse (Passive)

Cooldown: 12 [Reduced per ability by 4/5/6 at levels 1/7/13]

Ziggs will periodically empower his next auto attack to deal bonus magic damage

Ziggs passive gives you a decent amount of power on your auto attacks early game. Try to get these autos off on enemy melee support such as Leona when it's safe to do so. These passive auto attacks also do bonus damage to towers! Remember that using your abilities also lowers the cooldown of your passive so don't be afraid to use abilities on the wave while hitting a tower to get your passive up quickly. Don't underestimate the amount of damage these autos do to structures.


Bouncing Bomb

Range: Min: 850 Max: 1400
Mana Cost: 50/55/60/65/70
Cooldown: 6/5.5/5/4.5/4

Ziggs throws out a bouncing bomb that explodes upon coming into contact with an enemy unit, hitting a wall, or coming to it's maximum bounce range.

This is your primary poke ability and overall dps tool. Hitting Q's in lane is really important to winning lane and forcing your enemies to base so you can push and get early platings. Ziggs Q is also one of the harder abilities in the game to land so try to follow up on your support's hard cc to make sure it hits.


Satchel Charge

Range: 1000
Mana Cost:65
Cooldown: 20/18/16/14/12
Ziggs places a bomb at a target location which explodes upon reactivation or after 4 seconds. The bomb knocks back enemies inside of the blast radius and tosses Ziggs away if he is inside. Satchel Charge will also execute towers under a certain hp%.

This is the ability with the most skill expression in Ziggs' kit. There are so many possible uses of this ability that a good Ziggs player can easily separate themselves from the pack with how they use it. Using this ability to finish off towers is hugely beneficial early game to help secure first blood tower. Proper placement of this ability will also help Ziggs survive divers and all-ins but poor usage can lead to you dying or knocking away free kills from your team.


Hexplosive Minefield

Range: 900
Mana Cost: 70/80/90/100/110
Cooldown: 16

Ziggs places a minefield of explosives that explode when an enemy unit walks over the mines or are in radius of the cast, slowing and dealing magic damage to them.

Use this ability alongside your Q to shove waves fast and push quickly to get to plates early. Minefield is also a great zoning tool that does pretty good damage late game to enemies. It is also great to slow enemies who are chasing you and makes landing your Q's even easier.


Mega Inferno Bomb

Range: 5000
Cooldown: 120/95/70

Mana Cost: 100
Ziggs throws a massive bomb to a target location dealing damage to anyone inside of the radius when it lands. Those in the inner circle take an extra 50% damage.


Ziggs ultimate has the potential to turn a teamfight with the massive damage you can deal to enemies who are caught in the center of it. Use this during baron or dragon fights when enemies are going to be clumped together and try to follow-up on your teams engage and hard CC to make landing it much easier.


Items
Doran's Ring
This will be your starting item on Ziggs every game. Giving Ziggs HP, AP, and some mana sustain allows Ziggs to get through lane safely while allowing you to still fight.


Dark seal Dark Seal is really nice to pick up on your first back as it gives you a little HP but also gives you stacking AP if you get a kill or assist. If you I have 10 stacks on my Dark Seal I will also consider upgrading it to Mejai's Soulstealer


Seraph's Embrace
Seraph's Embrace is the best rush on Ziggs. It is by far the best lost chapter item, Maybe ludens could be better if you are vs 5 squishies and you are the only ap but even then i would rather just Seraph's Embrace


Liandry's Anguish
Strongest item since item rework, even vs squishies the damage you get from this item is insnae and the tankiness is super nice, making this 2 item spike insanely strong and overpoweres anything else imo


Rabadon's DeathcapThis item will give you the most AP in the game but it's also the most expensive mage item. I like going this item second or third but it really depend on the game. Completing it gives you a huge power spike but you are also gated by needing at at least 1250g for a Needlessly each back until you can complete it.


Void Staff
If the enemy team is stacking magic resist at all I will likely go this 2nd or 3rd item. It is the best anti-magic resist item in the game and should always be considered on Ziggs depending on what the enemy is building.


Horizon Focus
If you are against squishy targets and you can land your Q's then Horizon Focus is a really good option as a 2nd item. It gives you a ton of AP and the damage amp on long-range Q's and cc from your W makes you very threatening. It is also a relatively cheap item compared to Rabadon's so you can hit your 2nd item spike a bit quicker if you opt for Horizon.


Morellonomicon
I'll only build this against teams with a decent amount of healing. It's a cheap item but usually sitting on Oblivion Orb until later on when you have the gold to finish Morello's around 4th item but it changes depending on what items I need to prioritize.


Zhonya's Hourglass
Another situational item. If you need the stasis active to avoid a large damage ultimate such as a Fizz or Zed, a dive comp that wants to get on you, or need the armor to survive vs a heavy ad team, consider building this item.


Banshee's Veil
I only build this item if I think there are a decent amount of spells that I need to spell shield as well as need the magic resist. Examples could be against a Thresh/Blitz, Morgana, or Ashe where they can hit a spell and lock you down which usually results in a death late game.
Laning Phase/Early Game
When you are playing Ziggs early game, try to land as many bombs to get good poke off. The goal of lane for Ziggs is to try to get the enemy botlane low enough so they have to back so you can push and get as many platings while they are reset. Depending on what support you have, if you have an all-in support like Leonaor Nautilus then you can play to kill the enemy fairly easily as long as you are hitting a few bombs before to poke them down. If you have more of a poke support such as Shaco or Karma, it is fairly hard to kill your lane but your goal is to just poke them out hard, build a big wave, and get plates. As long as you are getting these plates in these matchups, you are winning.

If you are taking biscuits, use them wisely and sparingly. Only use them if you are very low on mana or hp because it scales with missing hp/mana. Biscuits can help you a lot to keep you in lane, helping you out sustain your opponents and get an early lead to snowball into the mid-game.

When harassing with Ziggs, I wouldn't recommend using your W for harass unless you know where the enemy jungle is. If you use W to harass alongside your Q, it leaves you very vulnerable as W is your only escape tool. If the enemy sees you use W and their jungle is aware of this, you are very easy to kill while it's on cooldown. Try to hold W for escapes, executions on towers, gank setups, and to cancel enemy engages from champions such as Rell and Leona.
Mid Game
Ideally in the mid-game, after you get the botlane tower, you want to rotate as soon as possible and try to get mid and top lane plating while also creating pressure in these lanes to get Rift Herald. Getting Herald and tower platings before 14 minutes gives Ziggs a ton of gold and he is one of the best if not the best champion at farming them in the game.

While platings are pretty easy for Ziggs to get, don't die for them. I see a lot of players die going for them. Ziggs is also a good champion at playing from behind because he has very long range. Use this to your advantage to grab CS from afar and keep yourself safe from enemies who want to dive onto you.

TLDR; If you are ahead and come out of the laning phase strong, try to force platings around the map while getting good vision first. If you are behind in the laning phase, play to deny plating from the enemy and just wave clear as much as possible. If they step too close to your towers, use W to punish them and chunk them out.
Late Game/Teamfighting
When it comes to late game for Ziggs, there are two things you want to look out for while teamfighting. The first thing is going front-to-back if they have a lot of tanks. Hit their front like with your poke and use your spells to zone the enemy backline while not allowing yourself to get dove on. Another thing you can do with Ziggs in teamfights is to save your ultimate for when someone on your team with hard CC lands it on a squishy and you can follow-up on it with ultimate and deal 1000 damage with almost no counterplay.

Besides teamfighting, the main things you want to be doing in the late-game is just landing Q's and trying to land them. Landing just one Q on a squishy can leave them at 1/2 hp. You will hit on eventually so just keep your Q's spammed on them. You can even use your ultimate to poke them out if they don't have much mobility due to its low cooldown late game. Use this hp advantage from your superior poke and pressure objectives like Baron.
COMBOS
Satchel Bomb combo:
Satchel Charge > Bouncing Bomb
Basically you just shoot off your W and can use ur Q into any direction while midair. This combo is rly flashy and helps you either get into range of someone to Q them or to W away from them and hit the Q on them easily while they are stunned by W

Satchel Minefield combo:
While your minefiled is alrdy out you can W people into it followed by a Q to make them take insane damage. This is very similar to Gragas Q > R combo.
Hexplosive Minefield > Satchel Charge > Bouncing Bomb


Slithgly Hide Ulti combo:
If you ult while jumping off your satchel it makes the animation a little bit harder to see just bc your model is in the air and it might be harder for the enemy to react to it
Satchel Charge > Mega Inferno Bomb
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[Season 14] Tempest's In-Depth Challenger Ziggs Guide

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