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Spells:
Flash
Ignite
Ability Order
Short Fuse (PASSIVE)
Ziggs Passive Ability
The Guide.
Hello people of Mobafire! I am Iordania and this will be my guide for YOU, on the new champion





Props to TheCaveman710 for this
epic video make sure to Support him!
Also, props to jhoijhoi for the template, which you can find here.

spaaaaaaaaaaaaaace |
Pros
![]() + Extremely long range abilities + High damage slow + A harras that can bounce over minions + Good farmer + Very high damage output + Small, cute and very fun to play! |
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Cons
![]() - ![]() - ![]() - ![]() - ![]() - ![]() - Focused down in team fights |

I prefer to go with the 21/0/9 masteries. Because







Greater Quintessence of Ability Power: It's a no brainer.
Ziggs is a AP champion and helps early game damage.
Greater Mark of Magic Penetration: Because the Item build is not magic pen. heavy this helps killing players who stack magic res.
Greater Glyph of Scaling Ability Power: Great for late game damage. Gives
Ziggs lots of AP becasue of
Rabadon's Deathcap
- greater seal of replenishment:Helps for early game harras and allows
Ziggs to stay in lane longer.

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spaceOther Choices. |
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[*]






[*]Explosion radius: 250 (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)
[*]

Here is a picture of the total range of all three bounces.


[*]Range: 1000
[*]Explosion radius: 300 (estimate)
Maximum knockback distance:
[*]Enemy: 250 (estimate)
[*]Self: 400 (estimate)
Cooldown: 30 / 27 / 24 / 21 / 18 seconds
Magic Damage: 70 / 105 / 140 / 175 / 210 (+0.35 per ability power)




[*]Range: 900
[*]Minefield radius: 400 (estimate)
[*]Activation radius: 75 (estimate)
[*]Cost: 80 / 90 / 100 / 110 / 120 mana
[*]Magic Damage from First Mine: 40 / 65 / 90 / 115 / 140 (+0.3 per ability power)
[*]Magic Damage from Additional Mines: 20 / 32.5 / 45 / 57.5 / 70 (+0.15 per ability power)
[*]Total Possible Magic Damage: 240 / 390 / 540 / 690 / 840 (+1.8 per ability power)
[*]Slow: 20 / 25 / 30 / 35 / 40 %



[*]Range: 5300
[*]Primary explosion radius: 250 (estimate)
[*]Secondary explosion radius: 750 (estimate)
[*]Cooldown: 120 / 105 / 90 seconds
[*]Primary Magic Damage: 250 / 375 / 500 (+0.9 per ability power)/color]
[*]Secondary Area Magic Damage: 187.5 / 281.25 / 375 (+0.675 per ability power)
[*]




The Range of


I like to max out




Item Explanation

-
: Why
Archangel's Staff first you might ask? Well
Archangel's Staff works much like
Rod of Ages where it takes time to get its full effect.
Archangel's Staff works well with this build because most of the items benefit form it.
-
:
Sorcerer's Shoes are situational. If you find the enemy team is stacking magic resist, they are a must buy. Even if they enemy gets
Mercury's Treads you should get these boots. But if there are no signs of any magic resist, you should buy
Ionian Boots of Lucidity for the faster
Hexplosive Minefield and an even shorter
Bouncing Bomb cooldown.
-
: This is a MUST! No questions asked. It gives you AP, Mana, and Health. This benefits from your
Archangel's Staff and
Rabadon's Deathcap, it also gives you so much more survivability.
-
: Very good item, has a very strong passive and lots of AP. Not much else I can say but that I strongly recommend this item.
-
: This item is one of the most useful items
Ziggs can get. It gives him much needed movement speed, a
Sheen like passive, magic resist and AP. With
Short Fuse and
Lich Bane your auto attack will be doing up to 500 to 600 damage!. This is one of my favorite items on
Ziggs.
-
: Last but not least
Zhonya's Hourglass. This item is VERY situational. If their whole team has magic resist do NOT get this item, instead you should get
Void Staff. But only if every single champion on the enemy team has 100+ magic resist should you get
Void Staff. But you should get
Zhonya's Hourglass if they enemy team has
Tryndamere or a
Master Yi, generaly any AD carry, you should buy
Zhonya's Hourglass. It will save your life countles times over and score a kill on a fed AD carry.

Ability Effectiveness

If you look at almost every player they all have their own way of moving, and they do that for almost all their games. This makes almost all players very predictable and after a couple of minutes, easy to hit.
Tip #2
Try not to "Over shoot" Your Target

It is really easy to overshoot your target. If you place it to close to them the bomb will bounce right over their heads, so be careful.
How to be effective with:

Hexplosive Minefield
Tip #1
Use it on Champions Only
If you use


Tip #2
Create an Area of Denial

Creating an area of denial can do many things for your team and your self. It will force the enemy player into a certain spot whether that be a bush with 4 teammates in it or right into a


How to be effective with:

Satchel Charge
Tip #1
Save it, Save it, Save it!
Save this spell! Don't use it unless:
- To save your self or a teammate.
- To secure a kill.
- To check bushes.
- To set up a kill.
Tip #2
Use Abilities Mid-air

Yes. You can use abilities mid air! use this to your advantage, while in air, put down a




- Farm,Farm,Farm,Harras. Deny your enemy experience by constantly throwing you balls of doom at them.
- Try to get your opponent down to around 50% Health by the time you are level six. At this time place a
Satchel Charge in between you and your opponent. Jump towards you target using the blast from the
Satchel Charge. Place a
Hexplosive Minefield where your target will be. Through a
Short Fuse and a
Bouncing Bomb. if they aren't already dead, use your
Mega Inferno Bomb to finish the kill.
- Make sure to ward the bush closest to the red buff.
- When you come back into the lane try to gank your opponent and get some damage done.
- Don't become over committed. It is ok if you dont get the kill and make 'em recall. Farm as much as you can and get some shots on the tower to get ahead of your enemy.
- You can be more agressive in top and bottom lane more than middle.
- Use the bushes and your
Satchel Charge to your advantage.
[*}Don't chase around the turret, you move too slowly... just use yourMega Inferno Bomb instead.
- Ward all three bushes
- Deny any melee champs experiance. Constantly through bombs and keep them away. Because you should have all three bushes with sight wards in them, you should be safe from any gank.
Teamfights
Your roll asZiggs in a team fight is to kill everybody. Once your tank initiates, right away put down your
Hexplosive Minefield right after that toss out a
Satchel Charge at one of the escape routes, then start tossing out
Bouncing Bombs in their faces. Now for our ultimate in team fights. You must use it at the right time. If you don't your team will easily lose the fight.
When To Use Your Ultimate in Teamfights:
Senario #1: Your team is losing the fightNunu & Willump just got off a full
Absolute Zero on three of you teammates... This is when you want to use your
Mega Inferno Bomb with your combo breaker. (explained above). This will even out the odds and with a good
Crescendo your team will with the fight with ease.
Senario #2: Your team has killed one enemy champion with blitzcrankssRocket Grab and are beating down on the rest of the team getting them on the run... This is when you want to save your
Mega Inferno Bomb to kill any runners, get the ace or a double kill.
If you use it too early you will most likely miss because they start to run away.
Summary
Over all this tiny guy is much more deadly than you would expect! I found him so much fun to play and his spells are so much fun to use! Please upvote my guide if you liked and downvote if you really fell like its a really bad guide and it needs work. Also if you do down vote please leave a comment saying why, so I can learn from my mistakes.
I hope you have fun playing the new championZiggs! Now... GO BLOW **** UP!
Credits to jhoijhoi for the template, which you can find here.
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