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Spells:
Flash
Ignite
Ability Order
Short Fuse (PASSIVE)
Ziggs Passive Ability
Introduction
Hello, you can call me Campones (my nick), my natural language isn't english, so there are probably some grammar and spelling mistakes, if you find any, just let me know and I will correct it. After some training, I think I finally found a good build for the league's newest champion so far: Ziggs.
He is considered officially a ranged mage pusher, and he does his job very well. He damage is a burst type, which means you will throw all your combo on your foes like


Lore
Ziggs was born with a talent for tinkering, but his chaotic, hyperactive nature was unusual among yordle scientists. Aspiring to be a revered inventor like Heimerdinger, he rattled through ambitious projects with manic zeal, emboldened by both his explosive failures and his unprecedented discoveries. Word of Ziggs’ volatile experimentation reached the famed Yordle Academy in Piltover and its esteemed professors invited him to demonstrate his craft. His characteristic disregard for safety brought the presentation to an early conclusion, however, when the hextech engine Ziggs was demonstrating overheated and exploded, blowing a huge hole in the wall of the Academy. The professors dusted themselves off and sternly motioned for him to leave. Devastated, Ziggs prepared to return to Bandle City in shame. However, before he could leave, a group of Zaunite agents infiltrated the Academy and kidnapped the professors. The Piltover military tracked the captives to a Zaunite prison, but their weapons were incapable of destroying the fortified walls. Determined to outdo them, Ziggs began experimenting on a new kind of armament, and quickly realized that he could harness his accidental gift for demolition to save the captured yordles.
Before long, Ziggs had created a line of powerful bombs he lovingly dubbed “hexplosives.” With his new creations ready for their first trial, Ziggs traveled to Zaun and sneaked into the prison compound. He launched a gigantic bomb at the prison and watched with glee as the explosion tore through the reinforced wall. Once the smoke had cleared, Ziggs scuttled into the facility, sending guards running with a hail of bombs. He rushed to the cell, blew the door off its hinges, and led the captive yordles to freedom. Upon returning to the Academy, the humbled professors recognized Ziggs with an honorary title - Dean of Demolitions - and proposed that he demonstrate this new form of yordle ingenuity in the League of Legends. Vindicated at last, Ziggs accepted the proposal, eager to bring his ever-expanding range of hexplosives to the greatest testing grounds in the world: the Fields of Justice.
“Ziggs? Unpredictable, dangerous, yes yes. But quite brilliant!” – Heimerdinger
Pros:
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![]() ![]() ![]() ![]() ![]() ![]() |
Cons:
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Offense
-
Summoner's Wrath : Give me a little bit more of damage. Of course You should replace it in other mastery if you are not using
Ignite,
Exhaust or
Ghost
-
Mental Force : More damage!
Sorcery: With
Ionian Boots of Lucidity, gives massive amounts of cooldown reduction, amazing for mages, which depends of its skills, such as
Ziggs, it is also an pre-requisite for...
-
Arcane Knowledge : ...even more damage! Also awesome against all champions.
-
Havoc : This is a filler mastery, you can put these two points on
Butcher to help farming or
Demolitionist to help dealing damage to buildings, but I dont recommend.
-
Blast : One big reason to use it: DAMAGE!
-
Archmage : This is one of the most valuable ap mastery in the offense tree. Why? It is a mini
Rabadon's Deathcap!
-
Executioner : 6% more damage is a big "buff" for you damage while finishing champions.
Masteries in offense you should never choose:
Why? All meant for AD champions.
Utility
-
Expanded Mind : Here we receive more mana, which basically means more lane sustainability and more skills.
-
Summoner's Insight : Great mastery to reduce
Flash cooldown, supposing you are using it. Of course You should replace it in other mastery if you are not using
Flash,
Clarity or
Teleport
-
Improved Recall : This mastery will be the difference between life and death. It saved me billions of times.
-
Meditation : More mana regeneration helps a lot, since
Ziggs depends on it.
-
Swiftness : This is all about chasing or being chased, again, it is the difference between getting a kill or get killed. But we have others options to choose like
Transmutation and
Runic Affinity . If you have spell vamp runes,
Transmutation is a great option.
Runic Affinity is good when your team doesnt have a jungler that need the blue buff, but I choose
Swiftness because it is my personal choice, feel free to change put this point wherever fits your playstyle better.
Masteries in utility you should never choose:
Why?



Despite that I strongly recommend 21/0/9 as masteries, you can go 21/9/0 if you wish, and I will sugest those masteries below.
Defense
-
Resistance and
Hardiness : You will probably are going to face an AP on mid lane, so put 3 points in
Resistance and 1 in
Hardiness , but if you know you will face an AD, switch those masteries.
-
Durability : This talent gives you more Health Points, so you can survive a little bit more damage throughout the game. Totally worth.
-
Veteran's Scars : Same as
Durability , except you will receive the bonus since level 1.
-
Evasion : This is a situational mastery, you should pick this when you know you will be facing teams or champions with lots of Area of Effects spells. The best example is
Cassiopeia and
Ziggs. In general, I dont recommend this.
Masteries in defense you should never choose:
Why?







Runes




Explaining:
- For quintessences I recommend
Greater Quintessence of Ability Power for relevant damage early game. Other options would be
Greater Quintessence of Health for durability, and
Greater Quintessence of Spell Vamp, for sustainability.
- For glyphs, I suggest
Greater Glyph of Scaling Ability Power, to increase your damage during the game. You can also choose to use
Greater Glyph of Cooldown Reduction, this cooldown reduction helps
Ziggs a lot, or you can use
Greater Glyph of Magic Resist for a little bit magic damage mitigation. Both are great.
- For seals, you have 3 great options: Greater Seal of Replenishment,
Greater Seal of Armor and Greater Seal of Vitality. I strongly recommend Greater Seal of Replenishment here, but always pick the one that adjusts better to your playstyle.
- For marks use
Greater Mark of Magic Penetration. It will improve your damage early game and other options aren't so great than this one. Really. Use it.
Recommended
By far the most useful spell for a carry (AP or AD). It gives that little damage you need to finish a champion or to shut down ults like ![]() ![]() [nexcol] |
Best escape mechanism in the whole game. Disappear behind a wall to run, close a gap to finish that runner or get out of ![]() ![]() |
Good
Great option to recall and go back to the lane really fast. It is great to aid other lanes or teleport to a pushed lane where your minions are destroying their turret. |
Not the best spell for ![]() |
Like ![]() ![]() ![]() |
Not good at all. There is just 1 thing that this spell benefit ![]() |
You only need to choose this spell, if the other team is heavy on Crowd Controls. And just in this case. |
No. I mean... No.
Skill Explanation








NOTE: The further you throw it, the larger will be its bounces.










Skill Sequence
Put one point in each ability from level 1 to 3, to have access to all his abilities, then max bouncing bombs by level 9, to have maximum damage from your main skill.


Skill Combos
Your main damage sequence must be:
this way you can do a good amount of damage in few seconds and run safely. But if your

Maximum amount of damage combo:
This combo uses all your skills to deal maximum damage from those and takes advantage of your passive, because using 3 skills after an auto-attack, enables another

NOTE: When I say

Starting items
Most common starting items. And I recommend these, because it is an "all-around". The mobility makes you Defensive and Offensive at the same time, and also makes it easier to choose your next item, since didnt started any. |
This heads towards a more offensive playstyle. More AP means more damage. Unfortunately this ![]() |
Get this if you are planning to rush your Catalyst the Protector. It is a possible start, but I strongly recommend you to start with something else. |
|
This is an "all-round" item to start too, but you cant build it on anything. I suggest to get this if you are not doing so well. Its good to get two if you are really in need of some stats. Personally, I dont like this item, but is a good start and is awesome to balance a difficult lane. |
Early game items
The key item early game is the catalyst the protector.


Boots
Optimal:

This is by far the best option for

Good:
This boot is not bad, but it falls of a lot late game. You can pick this if you are planning to pick a boot earlier in the game. |
The truth is: This boot is amazing! And fits every champion on the game! Why? Every champion can be chased and chase. |
This boot gives nice amount of magic resist and gives tenacity. It is great if you are having troubles with AP carrys early game and especially Crowd Control. I don't like to use this item on ![]() |
No.
Final Items










Situational Items


















What you shouldnt pick









Items being reviewed


Early Game
In the start of the game, you should go mid if possible. Here




If you cant go mid, try to go solo top, since you bot isn't your better option. In top lane, you should establish presence on mid lane and baron as well. Duo bot is an option, and you should try to play aggressive too. Here you should play aggressive too, and never, I mean, NEVER overextend or push too far in wherever lane you are, because they will kill you, and nobody can save you.
Mid/Late Game
Mid game is starting, so from now on you should always stay with another champions. Sticking to your Tanky DPS/Off Tank is the best idea. Never go alone on lanes. Really, with every champions you play, and I see this a lot. During teamfights, back off, land your combo on that distracted champion, wait for Cooldown of

Playstyle tips:
- Never underestimate your enemy, or he will kill you.
- Always put some wards on dragon and baron, so will be easier to steal it from enemies.
- If you are doing good, remember you are no god and never do stupid things, they still can kill you. It happens a lot people being fed and start feeding.
- Your
Bouncing Bomb and
Hexplosive Minefield is awesome for harassing and killing creeps, try to use it when you enemy is near their minions, so you can hit both.
- If you know that your enemy is recalling near their tower, you can make
Bouncing Bomb bounce twice and kill him.
- Try to always setup your
Satchel Charge for a quick escape if you know things will go bad.
- The best way to escape using
Satchel Charge is exploding it between you and your chaser, so the gap will be wider.
Bouncing Bomb at level 5 and about 240 Ability Power, is enough to kill minion waves.
- If someone called MIA, you can use
Hexplosive Minefield as a short duration ward by trowing it on brushes.
Bouncing Bomb is an awesome tool to check brushes, simply throw it where you think they are hiding, if it explodes before bouncing twice, you hit them!
Satchel Charge can throw enemies on
Shaco
Jack In The Box,
Teemo
Noxious Trap,
Ziggs
Hexplosive Minefield and other traps.
Hexplosive Minefield can block your enemy way to escape, so he will die to you if he run through it.
Satchel Charge can deny certain skill of certain champions, like
Pantheon
Aegis of Zeonia while he is in mid air and
Galio
Idol of Durand.


I will be updating this guide as soon as possible with the latest changes on

Special Thanks: JhoiJhoi and his guide "Making a guide".
- Guide Released!
Morello's Evil Tome moved to "Last/Situational Items" from "What you shouldnt pick". Some text changes.
Quicksilver Sash added to "Last/Situational Items". Thanks to @Husoris for reminding me about this.
- Catalyst the Protector added to "Last/Situational Items".
- "Items being reviewed" section added.
02/10/2012
- Huge change on the items section and build.
- Minor update on some masteries texts.
02/11/2012
- Huge change on the items section and build.
- Minor update on some masteries texts.
03/08/2012
- Minimal changes on playstyle.
- Added my thoughts over
Morello's Evil Tome and Archangel Staff.
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