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Ziggs All Day, All Night, Awh Yeah
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So mana regeneration runes will give you more sustain.
Ability Power gives you more damage obviously.
You can use Magic Resist to reduce your damage taken from the enemy mid. I prefer the Ability Power though, its a lot more fun.
Flash is a standard in my opinion. Sure you can use Satchel Charge to escape, but that's every 20 seconds. Better have another method of escape.
Sometimes I will also used Teleport and Flash. Teleport allows for a constant farm, so you can just Recall, then Teleport back. It is also great for ganks, as you can teleport to an ally ward. And of course if you need to cover a turret in case of emergency. Many uses for Teleport.
Ignite is also a favorite among Ziggs users. Just gets that extra damage over time to get you the kill. I like it and all, but you need to be fairly close, and I'm not a fan of getting up close and personal with another champion, it leaves you vulnerable to stuns and other bad things that put your life in jeopardy.
Clarity is also a good summoner spell as it will grant mana to Ziggs. Ziggs burns through mana fast because of his ability to constantly throw bombs at the enemy champion. Definitely good for sustain.
I never use Heal. I guess its good for sustain or in emergencies, but I think it's easy for Ziggs to escape.
Sheen is a MUST! Your AP gets so high, that when it combines with your passive, you deal over 1000 attack damage. Perfect for demolishing towers or champions, whichever you prefer. Lichbane eventually, just gives you more Ability Power and Magic Resistance.
Obviously get Will of the Ancients for its bonus AP aura + spell vamp aura. Can't go wrong with that.
Oh, and the great thing about Satchel Charge for team fights... You can either escape with it, OR you can disrupt a channeling skill... For example, when Karthus uses his ultimate, throw it on him and detonate, this will interrupt it, potentially saving your team. Unless of course Karthus is dead and using it in his passive. Another example would be Nunu's ultimate.
Hexplosive Minefield is definitely second, as it slows the enemy champion, and deals great amounts of damage. It was nerfed, but not to a great extend to make it non-lethal.
Satchel Charge is great for escaping or knocking the enemy out of place, but get this at level 3 or 4. You can use this to launch yourself over walls for perfect escaping, or to knock the enemy back if they are escaping from you.
Mega Inferno Bomb (Ultimate) is such an awesome ultimate. Massive damage in the center of it, 75% damage around the center. What a great way to deal A LOT of damage.
Basically just keep throwing Bouncing Bomb at the enemy, then when you think you can finish them, move in somewhat close, throw Hexplosive Minefield behind then, or in their escape direction. Once they are slowed, keep hitting them with Bouncing Bomb. When the slow is done, pop exhaust if needed, or throw a satchel charge in front of them, detonate so they are pushed backwards. Don't forget to hit them with your basic attack, as your passive will enhance your damage greatly. If you need to finish them off, use Mega Inferno Bomb to mess their day up.
Another method I like to use is to throw down Hexplosive Minefield, wait til they are slowed, they throw down my Mega Inferno Bomb. The slow will keep them from escaping the center of the bomb.
Once you get the hang of Ziggs, you WILL be a powerhouse. Just be smart with your moves.