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


You will by the end of this guide:
- Like Ziggs
- Know the best items to get
- Know how to use his abilities
- Be able to explain to your friends how to use Ziggs
- Walk away slowly while
Mega Inferno Bomb explodes (killing everything behind you) with that big grin on your face :D
Enjoy!
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
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

spaaace |
Pros
+ All AOE spells + Passive provides burst + Powerful zone control + Awesome escape ability + Can jump over large walls + Spells have long range + Ultimate is a Nuke... Literally |
space |
space |
Cons
- Squishy - Weak at close range - Learning curve - All skills can be dodged - High cost spells - Have to read enemy movements - ...Can't think of any more |
Overview
I use the standard AP carry masteries. 21 in offense focusing on raw AP damage and 9 in utility for bonus mana and jungle mastery.
In-Depth Offensive Tree
Summoner's Wrath




Mental Force
![]() ![]()
More flat AP (+3 AP) Another early game boost
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spaaaaaaace
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Sorcery
![]() ![]()
4 points for some much needed cooldown (4% reduction)
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Arcane Knowledge


Blast
![]() ![]()
Flat AP per level mastery. I take four points in this for +18 ability power at level 18. A nice boost in damage.
|
spce |
Havoc
![]() ![]()
Increases your overall damage by 1.5%. This is the mini mini
![]() |
Archmage


:D Now this is the real son of
Rabadon's Deathcap. 4 well spent points in this to for an awesome 5% boost in ability power. You are going to have over 500 AP, so for example, 500x5% = 25 bonus AP. That's the bomb.

EXECUTIONER


Oh yeah, the grand daddy, the big boy, the clutch finish, the punisher, the big 21, it's the walk away slowly from explosion kill mastery. Increases damage dealt by 6% to those under 40% hp. This energizes well with your long range finish spells, gotta have it.
In-Depth Utility Tree
Summoner's Insight
![]() ![]() |
ssORss |
Improved Recall
![]() ![]() ![]() |
Expanded Mind
![]() ![]()
+12 mana per level (+216 at 18). It just might be that extra
![]() |
se
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Meditation
![]() ![]()
+3 mana per 5 seconds. That's big deal early game. This is why you can stay in lane for so long.
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Runes





Greater Mark of Magic Penetration: Some raw magic penetration marks. Marks are offensive based in nature, and so you should make use of as much magic pen as possible.
Greater Seal of Armor: Some extra armor. With Ziggs you often find yourself closer to the action than you might want to deal as much damage as possible. You may need to jump with
Satchel Charge, and some extra armor will get you out of danger without becoming
Master Yi's next meal.
Greater Glyph of Magic Resist: Also essential. Going mid you will most likely be up against another AP carry such as yourself. This will keep you protected while you blast away their brains.
Greater Quintessence of Magic Penetration: A large boost in magic penetration. Extremely useful at all stages of the game. I have two of these runes with one quintessence of vigor. It's your choice on how many of each you want, but if you are looking for raw damage, take magic pen.
- greater quintessence of vigor: These runes are extremely useful for early game mid laning. You should be sticking around as long as possible without endangering yourself, and this rune helps a lot wish passive health regen.
WORK IN PROGRESS
Flash







Ignite


WORK IN PROGRESS

All credit to 'edarttogo' for the art :D
Overview
There are two 'Modes' of play that you must adapt to while playing ziggs.
Siege mode

Ziggs was designed with the idea that in order to get maximum damage out of him you have to take large risks. This mode of play is based around bruising the enemy while remaining in a comfortable position. Tossing long range


What's fun about this?



Once you start playing

Bombs Away!

Professional Bombs Away Maneuver
First, tighten your goggles... THEN, place your








Additional notes about Professional Bombs Away Maneuver
- You cannot place satchel charge far away and then run to it. You have little legs and they will see you waddling... They know what's going on if you are obvious.
- While flying through the air from
Satchel Charge, you can use you abilities, like
Tristana's
Rocket Jump. Hard to master, but this is how to show off your swag.
- Opponents can do tricky things like instead running towards you when you place
Hexplosive Minefield. This is why you want to make sure you place it partially ON them.
- It's much easier to hit an opponent after they have gone through your
Hexplosive Minefield. That's why it is the first ability you drop on them.
- Try to hit them with
Ignite +
Bouncing Bomb +
Short Fuse at the same time for the most damage.
- Only use
Mega Inferno Bomb +
Flash to finish if needed.
- When ganking, place
Satchel Charge in the brush. It's invisible when placed in brush, so leap out and BOMBS AWAY!
- This maneuver is not recommended for team fights, save
Satchel Charge for breaking channels / escaping.

-
Short Fuse:
(Innate): Every 12 seconds, Ziggs' next basic attack deals 13 + (7 x level)(+35% of ability power) bonus magic damage. This cooldown is reduced by 4 seconds whenever Ziggs uses an ability.
- Only downside: when
Short Fuse is ready, Ziggs' bombs will glow. How to avoid this? A little something I like to call... The Bomb Weave (See Early Game)
This is one of the main reasons Ziggs can out damage other AP carries. It's equivalent to a low scaling ability with a .35 ability power scale, in addition to your added attack damage as it is in fact an AP SCALING AUTO ATTACK! So you will have an extra card to play instead of some stupid passive like
Loaded Dice *Insert troll face here*
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Early Game
Bouncing Bombs. Professional Bomb Weave: wait till your
Short Fuse cooldown is at 4 seconds, then
Bouncing Bomb and follow up with
Short Fuse. This should take out half their health bar if you are against another AP carry.
- Also, last hitting minions shouldn't be too much of a problem with
Short Fuse. Ziggs has fantastic attack range and if you aren't being a bully to the guy behind the other minion wave, farm it all up.
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Mid Game
Short Fuse is simply more damage. It's not as crucial of an ability as you have not built enough ability power. When using a burst or ganking, try to work
Short Fuse into your combo after
Hexplosive Minefield and
Bouncing Bomb.
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Late Game
Short Fuse is back in action. Once you have
Lich Bane your next auto attack will include damage from short fuse and the
Lich Bane proc. Let's say you have 500 AP at this point and have finished your Lich Bane. Just from your auto attack you will deal 13 + (7 x 18 = 126) = 139 base damage. Then for AP it's .35 x 500 = 175.
Total? 139 + 175 + 109(AD at level 18) = 423 total damage fromShort Fuse.
Add inLich Bane, 423 + 500 = 923 total damage from your auto attack.
-
Bouncing Bomb:
(Active): Ziggs throws a bomb to a target area. If the bomb doesn't hit any enemy in the area, it will bounce two times more or until it hits an enemy. The bomb will explode and deal magic damage in an area upon hitting an enemy or bouncing twice.
Range to First Bounce: 850
Maximum Range: 1400 (estimate)
Explosion radius: 150 (estimate)
Cost: 60 / 70 / 80 / 90 / 100 mana
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Magic Damage: 75 / 120 / 165 / 210 / 255 (+0.65 per ability power)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -JAYCE PATCH
Ziggs
jehfblaehjfbBouncing Bomb
efargarharhathajMana cost reduced to 50/60/70/80/90 from 60/70/80/90/100
10 less mana each bomb, sweet :)- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The Q bomb. The first ability you want to max as this will be your main damage ability.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -What's good?
Bouncing Bomb is a deceptive ability. It changes the meta game of hiding behind minions in mid lane and allows you to bombard your enemy from safety. It scales well and has an extremely short cooldown. The range? The bomb actually bounces out of your sight at max range, it's that awesome.
What's not so good?
Bouncing Bombs get expensive very quickly. At level 1 it may cost 60 mana, but by level 9 you are spending 100 mana every bomb! If your opponent is smart, they will be looking for the bombs, and it will cost you heavily if you miss.
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Tips & Tricks
The bomb will explode when it comes in contact with minions or champions, try to aim the bomb near a minion wave to hit the enemy champ with the AOE. You can also bounce the bomb in front of a minion wave and bounce it onto the enemy.
GET CREATIVE! When your jungler is waiting in the bushes to gank your lane. Use
Bouncing Bomb and
Hexplosive Minefield to zone you enemy towards the brush. This will give your partner an easy initiation.
- In team fights, hide behind a wall or friendlies and bombard them! You don't have to be in close to help in team fights, just make sure you stay somewhat close to your guards.
- Also, the bomb bounces ever so slightly faster than champions move. It they are not dodging side to side, toss it directly at them.
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Pushing your lane
When trying to destroy a tower, spam bouncing bombs at the advancing minions wave. With the short cooldown, you should be usingShort Fuse every few seconds.
Short Fuse works on towers as well as your
Lich Bane. That's where the 'Pusher' part of Ziggs comes in.
-
Satchel Charge:
(Active): Ziggs flings an explosive charge to a nearby target area that will detonate after 4 seconds or when the ability is activated again. The explosion will deal magic damage to enemies knocking them away slightly. Additionally, if Ziggs is caught in the explosion, he will be knocked away a greater distance, without taking any damage.
Cost: 65 mana
Range: 1000
Explosion radius: 225 (estimate)
Maximum knockback distance:
Enemy: 500 (estimate)
Self: 700 (estimate)
Sight Radius: 400 (estimate)
Cooldown: 30 / 27 / 24 / 21 / 18 seconds
Magic Damage: 70 / 105 / 140 / 175 / 210 (+0.35 per ability power)
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Ziggs Utility Bomb
Satchel Charge is one of the most utilitiest utilities in the League. What can you do with it?
- Use it for damage
- Use it to zone your enemy
- Use it to check bushes
- Use it to break channels
- Use it to save allies
- Use it to knock up enemies
- Use it to dodge
- Use it to gank
- Use it to jump walls
- Use it to RUN!
All around an amazing ability. You just have to master jumping around with it. You have to be able to escape a troublesome gank and launch yourself out of danger, that's what stachel charge is for. No doubt it's hard to get the hang of at first, but with practice you will become a badass. This goes for offense as well.
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Tips & Tricks
- It is more effective to boost yourself towards an enemy, than to hit an enemy towards you.
- You can jump over any wall in Summoner's Rift if used correctly (dragon and baron walls)
- It will detonate after 4 seconds automatically, place under yourself to break
Infinite Duress and other suppression.
- Use it to check bushes ONLY if you know you can escape without it
- SAVE IN TEAM FIGHTS, use it to break large channels or escape ONLY
- Abilities can be used IN THE AIR when using
Satchel Charge
- You may use it to farm minions at low health as it is your cheapest spell.
-
Hexplosive Minefield:
(Active): Ziggs scatters 11 proximity mines in a circular area nearby, each will detonate on enemy contact, dealing magic damage and slowing them for 1.5 seconds. Enemies who have already hit a mine will takehalf40% (Sad face) damage from additional mines. The mines are visible to all players and last for 10 seconds.
Cooldown: 16 seconds
Range: 900
Minefield radius: 250 (estimate)
Activation radius: 75 (estimate)
Cost: 70 / 80 / 900 / 100 / 110 mana
Magic Damage from First Mine: 40 / 65 / 90 / 115 / 140 (+0.3 per ability power)
Magic Damage from Additional Mines: 16 / 26 / 36 / 46 / 56 (+0.12 per ability power)
Total Possible Single Target Magic Damage: 240 / 390 / 540 / 690 / 840 (+1.8 per ability power)
Slow: 20 / 25 / 30 / 35 / 40%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Fiora Update
Ziggs
Hexplosive Mines - Mana cost reduced to 70/80/90/100/110 from 80/90/100/110/120
- Slow duration reduced to 1.5 seconds from 2
- Damage from 2nd and subsequent mines reduced to 40% from 50%
THIS MAKES ME MAD BRO
A somewhat large nerf to theHexplosive Minefield. They reduced the slow from it and nerfed the damage from secondary mines by another 10% (Don't like RIOT for this, but oh well)
What does this mean? - Gameplay shall remain unchanged, just simply less damage will be coming from your mines.
- I think the mines SHOULD be powerful so that people WON'T step on them. But I guess it isn't that bad of a nerf. For a mage
Ziggs has hardly ANY CC, as opposed to
Lux,
Brand,
Morgana,
Veigar, or even
Ahri. But if they must nerf his CC, so be it.
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- Mid Lane: If you can catch your enemy off guard, place the mines on top of them, then follow with
Bouncing Bomb and
Short Fuse for a nice burst. If your jungler is ganking mid: Try to use
Hexplosive Minefield to zone your enemy towards the brush. It's quite easy really, then toss a
Bouncing Bomb to make them dodge even closer to the brush. This works well with junglers that have easy CC
Nautilus,
Udyr, or
Fiddlesticks.
- Ganking: When jumping out of the brush and ganking the lane, you are going to want to place
Hexplosive Minefield directly in the path of your prey. This will usually involve putting it in the bushes to block their escape, which is very effective. This will make them: 1. Run through them 2. Run around them (towards you) 3.
Flash or jump over them.
- Pushing: Place the center of the minefield so the edges touch the ranged minions and melee minions. Then use
Bouncing Bomb to clear the rest of the wave. Near enemy tower: Place
Hexplosive Minefield next to the tower to zone your opponent away from it. It will also be easy to hit them with
Bouncing Bomb if they have to maneuver around your minefield.
- Team Fighting: You want to put those bombs right in the middle of everything! Or try and place them on the support / carries to get them to retreat from the fight. They do a hefty amount of damage, so make them pay the price.
- Chasing: This is pretty self explanatory. DON'T put the mines directly on your enemy! Make sure you place them in the middle of the woods paths. This will make them choose another way or pay the price.
-
Mega Inferno Bomb:
(Active): Ziggs deploys the Mega Inferno Bomb, hurling it an enormous distance to a target area. Enemies in the center of the explosion area will take a great amount of magic damage, while enemies away from the primary blast zone will take 75% of that damage.
Cost: 100 mana
Range: 5300
Primary explosion radius: 275 (estimate)
Secondary explosion radius: 550 (estimate)
Sight Radius: 700 (estimate)
Cooldown: 120 / 105 / 90 seconds
Primary Magic Damage: 250 / 375 / 500 (+0.9 per ability power)
Secondary Area Magic Damage: 187.5 / 281.25 / 375 (+0.675 per ability power)
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MEGA INFERNO BOMB
Look at the ability picture, what do you see? You see winning, that's what you see. It's how America has always won, and always will.
Mega Inferno Bomb is a long range-high damage ultimate. There is NO CC to it, which is the downside. It also takes awhile to get from point A to point B, depending on how far away you are.
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HOW TO USE
- GENERAL: You are going to want to use this as a finishing ability. Save this ability for last as once you have used every ability and they have used
Flash, you can still hit them with the bomb.
- MID LANE: When using
Mega Inferno Bomb, make sure you get the rest of your combo off first. Make sure you hit them with
Hexplosive Minefield to prevent their escape.
- GANKING: What I like to do when my allies appear to have the enemy to about half health, is waddle to about the middle of the river. This way you can avoid any wards the lane may have placed. Have the lane initiate and toss
Mega Inferno Bomb into the fray. Try to hit both targets to get maximum damage for your team. You should now have some kills or assists if your lane didn't fail.
- TEAM FIGHTS: This is when YOU DO NOT SAVE IT TO FINISH! Use the bomb at the perfect moment when you can hit their entire team!
Mega Inferno Bomb works well with other AOE abilities:
Absolute Zero,
Curse of the Sad Mummy,
Crowstorm,
Idol of Durand. The bomb is pure damage, no CC other than
Rylai's Crystal Scepter, so throw it on the whole team if you want to win the fight.
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Tips & Tricks
-
DO: Use it to gank other top and bottom lanes. Ask your buddies to ping if they want a nuke.
- DO: Wait till your opponent mid has used
Flash so they have no escape. MUAHAHAHAHA, tell them to enjoy the cooldown.
- DO: KILL TOWER HUGGERS
- DO NOT: Throw it at max range on a very agile lane, they WILL dodge it!
- DO NOT: Throw it too far in front of your opponent, they can run backwards if they need to. And it makes you look stupid if you miss by a ton.
- DO NOT: Hesitate to help a friend with it! Sure, it may not KILL your opponent, but they may run backwards, saving your ally!
Item Sequence






Boots
300

Health Potion
50

Meki Pendant
390

Health Potion
50
Starting Items
Doran's Ring
spaaaaaaaace |
Pros + Greater base health + Early game ability power boost + Mana regen for sustain |
spaaaaaace |
Cons
- Does not build into anything - Slow movement - No health regen |

Why I prefer a
Doran's Ring start:hurpderphurpderphurpderpderpa derp derp

- First Blood is very possible with a
Doran's Ring start. The added ability power, health, and mana regen all give you a step over your opponent.
- Even if you can't get first blood, the stats are effective into mid game.
- Mid is AP for a reason. Because it is 1v1 it is about whoever has the greater burst. A low base health
Ziggs is going to get stomped by a
LeBlanc because
Health Potions won't save you.
Boots of speed + health potions
spaaaaaaaace |
Pros + Much greater movement speed + Get to ![]() + ![]() |
spaaaaaace |
Cons
- No mana regen - No ability power to start with - very low base health |


Meki Pendant + health potions
spaaace |
Pros + Greater mana regen than ![]() + Get to ![]() + ![]() |
spaaaaaaaace |
Cons
- Slow - No ability power to start with - very low base health |





Item Sequence






Sorcerer's Shoes
1100

Rylai's Crystal Scepter
2600
Early Game Items
Tear of the Goddess![]() ![]() ![]() |
spaaaaaace |
Sorcerer's Shoes![]() ![]() ![]() ![]() |
Rylai's Crystal Scepter





Little Tips
- When building this you may choose to go for the
Giant's Belt or
Blasting Wand depending on what you need. This gives you options for building within the item, very useful.
- FACT: 500 health keeps you alive, no glass cannon nonsense for
Ziggs!
Item Sequence






Lich Bane
2900
Mid Game Items
Rabadon's Deathcap
Info
- So, i heard you like killing people? Well you came to the right place. After the well rounded start, you want to start building up your damage.
Rabadon's Deathcap gets more effective the more ability power you have, thus my placement in the item order. It gives you 140 AP and 30% bonus to all AP.
Why
- I strongly disapprove of the double
Doran's Ring +
Rabadon's Deathcap start. It's a huge gamble and deathcap isn't as effective until a bit of AP build up, very similar to why
Lich Bane is a late game item.
Order
- So, get this after
Rylai's Crystal Scepter to put you in a solid, sustainable place mid game. You will be dealing damage, slowing the enemy down, and have plenty of mana to spare! There is only one item to come before this if things are different, and that's
Mejai's Soulstealer. But you are still going to want
Rabadon's Deathcap at some point.
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Lich Bane
Info
- This item gives a ton of useful stats that
Ziggs can use.
Lich Bane provides ability power, magic resistance, 350 mana, movement speed, and an awesome passive! Everything on here
Ziggs can use effectively, very good item.
Why
- Remember
Short Fuse? Imagine that combined with the power of
Lich Bane.
Ziggs can easily work in an auto attack or two during a fight, and just one might be the extra punch that kills your enemy. Ziggs also needs movement speed desperately. Ability power is ability power, magic resist is always nice, and more mana also will add to the power of
Archangel's Staff!
Order
- I put this item here depending on how farmed your
Tear of the Goddess is. If you are at 1000 bonus mana, get
Archangel's Staff first for a huge boost in ap, then
Lich Bane. Otherwise
Lich Bane is better at this time.
Item Sequence






Void Staff
3000
Late Game Items
Archangel's Staff
Info
- So once you get to this stage in the game, you should have at least 800 bonus mana from
Tear of the Goddess, if not 1000. So, this item will give you 45 ability power, 400 mana, 25 mana regen, and then the passive, which now will add a ton of AP. This item is a powerful late game item, and will give you much more AP than the opposing AP carry.
Why
- Because it makes sure
Ziggs can spam his abilities all he wants and not have to worry about running out of mana. It also gives you a crazy amount of AP! Let's do a number crunch for all you people who think this item is bad on
Ziggs:
So once you have this you should have around 3000 mana (with
Lich Bane). 3% of your max mana is (3000 x .03) = 90. That means you will have 90 AP from your mana pool.
Archangel's Staff also gives you 45 AP, so 90 + 45 = 135 ap from this. BUT WAIT, the
Rabadon's Deathcap passive! (135 x 1.3)= 175.5 AP! So, you think I'm stupid for choosing this item? Look at the numbers,
Archangel's Staff wins.
Order
- The order is fairly simple. I put it late game so that your mana will be built up, therefor you are getting maximum efficiency. Efficiency is what you want in your build, not clunky gaps in the game where you are useless.
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Void Staff
Info
- Nothing that complex about this item, 70 ability power and 40% magic penetration. A very useful late game item, you know what's nice? It's really cheap! 2295g!
Why
- Because
Ziggs like BLOWING PEOPLE UP! Even
Galio! Once you have amounted all this explosive power, finish it up with
Void Staff to put your enemies in their places. Carries will cry and tanks will crumble before your awesome power. When you finish your
Void Staff, you should be looking like the 'Major Ziggs' skin ^_^
Order
- This item comes last for a reason, because everybody will have gotten somewhat tanky and have lots of health. We want to bring the fear back into your opponents, and this will do it.
Item Sequence






Will of the Ancients
2300

Zhonya's Hourglass
3250
Morello's Evil Tome![]() |
spaaaaaace |
Will of the Ancients![]() |
Zhonya's Hourglass


Because



The armor helps quite a bit against AD carries that want your head, show 'em who's boss!
Good opponents to lane against
Brand



















Fiddlesticks















Galio












Gragas












Karthus














Jax











- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Challenging opponents to lane against
Annie















Ahri















Cassiopeia













Ezreal













- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Opponents to avoid
Akali


















Anivia


















Fizz














WORK IN PROGRESS

Thanks for watching and remember to thumbs us up just below the video... Wait... That doesn't seem right...
Thanks for reading my guide to

Please, comment and tell me what you think of the guide.
If you like what you see, and you have a new revelation about the universe, send me an up vote :)
If you see something wrong, be a bro, and let me know.
Please refrain from troll voting though, I'm not here to waste your time, I'm here to help everyone.
If you want to troll, go play AD

Also, AP


2/22/12 Ugh, them trolls downvoting. It's a work in progress and if you have any advice please inform me, but I'm here to help. My information is not wrong or misleading so I don't think i deserve the downvote :( Oh well. I'll keep working!
2/23/12 Put in more information in the summoner spell, ability, and gameplay sections. Just about doubled the size of the guide. Hope it all helps, I'm going to do some more research.
2/24/12 All research today. I put a new picture into the 'Proof of Insurance' section. That is my up to date match history and I won't be able to do any more until possibly Sunday. Yes that is in fact a ranked game you see in that match history, and the build I used in it :D
2/27/12 I just put a bit more into the ability section today, otherwise. not too much. Should have another burst of work coming tomorrow
2/28/12 Much more work put into the ability section. Also have started working on the item section. Remember: BOMBS AWAY!
3/1/12 Almost done with the ability section! Need to do

3/6/12 Still working :D
3/16/12 Hey, sorry I've been sick and have not been able to work on the guide recently. I got the ability section done today! ITEM SECTION NEXT!
3/22/12 BOOM! I'M BACK! Today I've gotten the starting items section done. Also fixed a few grammar mistakes.
3/26/12 MAH BIRFFDAY! Just did minor edits today, will keep working
3/27/12 Today I made several spelling corrections and put a solid hour into the items section. The format is much better now and I put in early game items. Should get the final sections up soon. I should have the guide finished before May, but I'll continue to add more after that.

3/29/12 MADE THE GUIDE EVEN MORE CLASSY! Added in Mid Game Items, hope it helps. Very close to being done now, just finish up the item sections and a few touch ups, then we will be finished! Remember gentlemen, when you walk away slowly from that


4/10/12 OH YEAH BABY!!!! IT'S DONE!!!! I have all the sections I want up, I will add a few other sections just to help, but it's officially done now :)
5/3/12 Alright, sorry I've been gone for awhile. You see me and my girlfriend had our one year anniversary, and well, she bought me Skyrim. I have not been very productive lately... But I'm back today and am putting in an 'opponents' section. I hope it helps, and may the odds be ever in your favor!
5/8/12 Working on 'The Lane Game' section. Put in several more champions. Hope everything helps you guys, win!
Credits to Jhoi Jhoi for some of the format code (Mostly the Pros vs. Cons section), your guide to guide making is awesome! Makes everything look classy :D
I am simply using these pictures in my guide and am not taking any credit for making them. All credit to the creators, they are awesome.
If you have art you want uploaded or match history using this build please send it all to me, I will be happy to include anything in the guide and give you credit :D
I am simply using these pictures in my guide and am not taking any credit for making them. All credit to the creators, they are awesome.
If you have art you want uploaded or match history using this build please send it all to me, I will be happy to include anything in the guide and give you credit :D
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