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


If you already know how to build


The first thing I need to warn you about: The playstyle I use for


Second: This build is a glass cannon build. You sacrifice all survivability for damage(Save


Last but not least:


General Pros
- Has a ridiculously high damage output early and lategame
- All he does is AoE, share the pain!
- One of the safest pokers -

- Thanks to

-

-

- Split pushing GOD if you have



-


- Low learning curve and also a high damage curve
- You're a tiny gremlin with two lit bombs in your hands
General Cons
- Suspecible to early ganks (Unless you rank up

- Managuzzler
- Only one "hard" (knockback) CC -

- It's all skill(shots)
- That obvious skull that appears before

High Damage Build
Pros
- Unrivaled damage early on
- Allows you to beat any ADC with good aim and timing
- Early team fights are a stroll with

- Lacking CC is made up for through slow
- Don't need to gank in person (

-

- You have an advantage when someone is in your face (

- Landing abilities does considerably more damage than the other build
Cons
- Doesn't fix mana problems, but may make them worse
- If you are denied blues, you will struggle hard
- You can't outsustain anyone (HP or mana wise)
High Sustain Build
Pros
- You don't really need to recall after you have


- After

- Your three first items make you deal good damage and sustain forever in team fights
- You should be able to 1v1 most mids that don't run a similar build (No MR, no sustain)
- If you want, you can farm with

- Without a doubt the best build to build up farm early with
- You won't ever have mana issues
- If I didn't mention it above 5 times, you won't have mana issues ever again
- Tied best spammer
Cons
- Lacks damage early on
- Giving up defensive items for sustain items
- Not getting assists or kills cripples you in team fights due to mana costs
- Not having an hourglass will turn you into a cookie in team fights
- You can't combat people in your auto attack range as good compared to the damage build
- Farm dependant early, since having a

- Lacks quite some sustain and some damage by the first team fight
Team Fight Build
Pros
- Best for 5v5 rankeds without a doubt
- No one should beat you in damage and usefulness
- Similar advantages to the sustain build
- Similar advantages to the high damage build
- The most unique passives of all the builds, which again gives you the most team fight perks
- Tied best spammer
Cons
- Relies on team to peel for you in most situations
- Shines late / once you have all items
- Requires a team that can stall the game, or you have to get Rylai's before Dcap to sacrifice dmg
Single Target Build
Pros
- Split pushes and pushes better than


- Crushes towers in seconds
- Smashes one face instantly if they don't have

- Allows you to catch people off guard and instagib them
- With an ally with CC, you can kill ANYONE on their team with correct timing
- If a lone target tries to stop you from split pushing, you can kill him in 9/10 1v1s
- Best 1v1er of all the builds
- Turns 5v5s into 5v4 if a target strays too far away
- Easiest to carry rankeds because it gives you one less target before a team fight in most cases
- Highest single target damage
Cons
- If you don't manage to hit all abilities, you won't always take down your target
- Forgetting to use DFG will cripple your damage
- By far the worst spammer
- Highest risk, highest reward in terms of hitting abilities and split pushing
- Low team fight usefulness compared to other builds, unless theire all tanks or your team has 0 dmg
Which Build Is Best For Me?
High Sustain Build
- Will fit most people, it's highly noob friendly with high payoff low risk
- Doesn't rely on blues, at all
- Allows you to re-engage with full health and mana
- If you get focused you are dead quickly
- Doesn't rely too much on team
- Hard to kill the tankiest of the tanks (MR stacking tanks)
The High Damage Build
- Is meant for advanced players, because it has no mana regeneration at all
- Has the most damage at any stage of the game
- Allows you to engage in close combat a lot more efficiently
- Relies on having a blue if you want to re-engage for a new fight
- Even if you get focused, you still have hourglass to keep you alive
- Relies a lot on team
- Hard to kill the tankiest of the tanks (MR stacking tanks)
- Still somewhat viable in ranked due to

Team Fight Build
- Is best used for 5v5 rankeds
- Because it requires coordination with team, it's bad in solo queues
- Still viable, but can't face most people 1v1
- Must use ultimate in a 1v1 situation if you wish to win the duel
- By far the best builds in most cases, but lacks the best (health) sustain and 1v1 capabilities
Single Target Build
- Is the best lone wolf build
- Lacks almost all unique and useful team fight passives
- Has no survivability if caught off guard or by CC
- Might be hard to pull off due to 0 CC

- Isn't the most advanced build, but still quite high skill cap
- Not forgiving, therefore not noob friendly in any manner
- No mana regen leaves you mana starved before and after team fights
Keep in mind, none of the cons or pros weigh the same. This means that the builds are completely equal in their own sense. Everything really relies on three things when it comes to the builds:
1. Your team!
- Are they squishy or bruisy?
- Do they have any peels? (Abilities to keep people off ADC and APC)
- Is your team AD centered, AP centered or balanced?
- Are they all complete nitwits that need to jump on your back to get carried to victory?
2. Their team!
- Same as your team basically, with a few exceptions
- Do they have any hard CC?
- Is anyone aiming for you in the team fights, if so, are they using target or skillshot abilities?
3. Your aim!
- If it sucks you can only blame yourself. Try practicing in normal games!
- If you can't hit a thing 1v1 or in team fights, go for the single target build
- If you hit EVERYTHING you can go straight for AP items and ignore

Main picks

After poking someone for too long, you're gonna see that they all have a habit of running to the nearest tower and start recalling. To prevent low HP targets from escaping and to prevent your own death, I suggest you take



One of the better summoner spells while playing




Possible alternatives:
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Kind of useless now, used to heal more - ![]() |
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If you're REALLY good at aiming ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Allows you to combat even the most fed of AD carries. Not to be underestimated; This is about the best spell to pick if you want to carry your team. In solo / duo ranked queues, this helps a tremendous deal. It allows you to take down their biggest threat alone. Only take this if NO ONE on your team has it or there are more than one AD carry on the enemy team. Versus a mid champ, the effect of ![]() ![]() |
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Ever seen a ![]() ![]() ![]() ![]() ![]() ![]() |
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If you need this summoner, I would reccomend ![]() ![]() ![]() ![]() ![]() ![]() |
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Leave it for supports. Keep in mind this actually gives a bigger heads up about your ![]() |
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With the 40% mana restore buff, this spell no longer falls off at any point of the game. If you have mana problems, please buy ![]() ![]() ![]() ![]() |
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Very viable! This is quite nice against some mids, where you know it's a stale, or when you know they can finish you off (![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
My Picks:
Runes













Other viable options:
Marks: There are some options that you could go for, but sacrificing the spell penetration just does not make me feel like it pays off at all.
Seals:






Glyphs:





Quintessences:

If you feel an extra need for armor, MR, CDR, gold, MS, you name it; you can always replace the Quints, but I highly advice you to stick with AP quints.
In the utility tree: If you don't build a





In the offense tree you can choose to sacrifice points from










Some might argue that




Yes, I always choose this item after my

I don't see


It's crucial you get this quite early, if not even first, as


This comes down to whether you like to 1v1 people or if you like to kite and help your team. Don't get me wrong,



Because of the




Grabbing this first is a complete waste, unless the enemy team decides stacking MR runes or MR items is a good way to counter you. Always get this item, as it improves your damage output way more than you think.
Thanks to








With the rest of the build, you can change the order pretty much as you like. Even though this build focuses on an early game advantage from excessive AP, always look at what you're facing and what the enemy team is purchasing.
The Cruel Start
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Why cruel you may ask? Due to the preseason patch, you no longer have a real need for boots as a starting item. Even against people you need to dodge against (![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Anti-AD Mid
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Due to the changes made with ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
MR items
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If you need extra survivability, stick with either of these items, but keep in mind ![]() ![]() ![]() |
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Nerfed beyond recognition in terms of aura range. 600 range doesn't compliment ANY of your "reccomended ranges". By reccomended; I mean that you shouldn't ever be in auto attack range of your target, unless you are out of mana. That said; This is a good item, but it's useless for any long range mage such as yourself. Ask someone on your team to pick it up, because it still benefits the entire team if the tank stays in the cluster of enemies. If you like being up close and personal (going for ![]() ![]() ![]() ![]() |
Armor items
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The only item I've ever used is ![]() ![]() |
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Good against that fed ![]() ![]() ![]() ![]() |
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Costs slightly more than ![]() ![]() ![]() ![]() |
Close combat items
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Other AP options
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Only buy this item if you are TRULY doing well, and you are adept at dodging death, which most ![]() |
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Used to be a much better item in terms of passive bonuses, but ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Hello! | See what I wrote in MR items (It's a neverending source of mana in fights, as well as having MR and some AP as well). |
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You get what you pay for, this item is hard to describe because it has all the stats you need, but it's not unique once you hit lvl 18 (losing the "level up = mana + HP" unique). It's underestimated early, but there are items with lower survivability and higher damage to swap it out with lategame, which is the only reason I don't use this. I find it better to use it on high risk / up close and personal champions such as ![]() |
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This item got overhauled by a huge margin! It now deals 6% damage, regardless of the spell cast being AoE or single target. Back when it was half damage on AoE spells, this was completely useless (IN MY OWN OPINION) on ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Short Fuse (Passive) - 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.
This is a helping hand to your poking and last hitting. This is an underestimated passive, but it really works well with


Bouncing Bomb - Ziggs throws a bouncing bomb that deals magic damage.
Cost: 50 / 60 / 70 / 80 / 90 mana
Range of First Bounce: 850
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Magic Damage: 75 / 120 / 165 / 210 / 255 (+65% of ability power)
This is your main tool to dish out damage and about the safest poke ingame. Because of the low cooldown and the rather high mana cost, I advice you to get the blue buff as soon as possible if your intentions are to spam this spell.
Satchel Charge - Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.
Cost: 65 mana
Range: 1000
Cooldown: 26 / 24 / 22 / 20 / 18 seconds
Magic Damage: 70 / 105 / 140 / 175 / 210 (+35% of ability power)
This is both used for utility and for damage, but mostly for utility because of the




Hexplosive Minefield - 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 take 40% damage from additional mines. The mines are visible to all players and last for 10 seconds.
Cost: 70 / 80 / 90 / 100 / 110 mana
Range: 900
Cooldown: 16 seconds
Magic Damage of First Mine: 40 / 65 / 90 / 115 / 140 (+30% of ability power)
Magic Damage for Additional Mines: 16 / 26 / 36 / 46 / 56 (+12% of ability power)
Slow: 20 / 25 / 30 / 35 / 40 %
If you use



Mega Inferno Bomb (Ultimate) - Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance, Enemies in the primary blast zone take more damage than those further away.
Cost: 100 mana
Range: 5300
Cooldown: 120 / 105 / 90 seconds
Primary Magic Damage: 250 / 375 / 500 (+90% of ability power)
Outer Area Magic Damage: 200 / 300 / 400 (+72% of ability power)
As stated before; This ultimate is truly unique and is about the best ultimate when it comes to heavy hitting AP in a huge radius. If you aim





Also, remember - The jungler is not the only person that is allowed to gank! Pushing out mid and then running bot or top, can really help them overcome challenges in the laning phase. Whether you use your ultimate or actually show up, it still helps - in most cases the outcome is an alert lane if you fail, which allows your allies to farm more efficiently. Any gank that results in your team burning their


The first is to simply last hit creeps, which is the most mana efficient way to farm.

The second way is the least mana efficient way, which consists of wasting all of your spells, save your ultimate. This way is if you really need to get farm fast, and you're in range of a big enough crowd of creeps. I advice you to use this method ONLY if you plan on a recall or ganking, because this will lead to a push. Make sure that you've got enough mana to actually perform a gank, before wandering either bot or top. Your ganks are pretty potent, and with your







The third is actually not too bad when it comes to mana, but is not adviced to do unless you really have to or you really have nothing more productive to do.

Early game
If you're playing solo, you should immediately ask for the second or third blue from your jungler. Run down to protect him against any possible invades aswell.




Just as you get enough gold, recall to get your




As a side note; You may want to purchase some Sight Wards to prevent ganks, but this depends on your map awareness and the jungler.
Mid game
As mid game starts, you already have either



When the teamfights start, you should always stay behind your team and spam



1. Use it as the teamfight starts, to maximize the damage when the enemy are clustered
2. Use it on 1 or more fleeing enemies, to ensure they wont escape
3. Use it slightly before the teamfight, to push a lane
The first choice is the most safe and gives your team some leeway / makes it easier for your team to fight a team with less health.
The second one is best to use when you need gold yourself, but is seen as an egomaniac move, unless you're sure that your team will win the teamfight.
The third alternative is extremely risky, but it pays off if you know that your team will win the teamfight with ease. It's by far the worst and most stupid of the three alternatives however.
Remember that



Late game
Depending on what the enemy team are stacking, you have or haven't gotten



The last thing you need to remember, is that if your carry is being focused and killed every team fight, get



You should check out which your enemy bought, because





1. Poke through the

2. Have one solid burst where you just kill the enemy champion, or force him to back.
3. Get the assistance of your jungler to down him quickly without any issues from the

The latter is the best and most effective way to cripple the enemy champions leveling process and it will make your enemy more passive, and less suspecible to poke you, because they become afraid to overextend. Because

If their mid laner decides to start with 9 potions and two wards, you can't really do much without your jungler. Either passively farm, or poke if you know your jungler is prioritizing mid, but keep in mind 9





I'll list the oddchoices / items that are special to each midder. When you are going mid: expect two of the above combinations of items, unless it's for example



There are also some tactics here, which aren't listed in the next chapter, so you should read carefully, and pick up what you can. Remember that most mid champions have the same goals / abilities that do about the same, so I don't mention things over and over again.
Second thing to keep in mind: Because this is pre-6, I assume you'll be standing close to farm with auto attacks. If you get a






I'll keep filling in more details and champions as they are changed and added. There will be rough descriptions on how to fight them however. There might be some bad info, because I can't say I've played 100 games against each and every one of them. This leads to loads of personal opinions; So please tell me if there are some wrong info above!
(Also tell me if you feel I've missed any champions!)
Why so few easy champions?








There are also TL;DR for lazy people like me.
To start off with the most common problem:
I'm out of mana...

My item build doesn't fit you?

$.$ It's raining money? (You're getting fed and/or have a huge CS lead) $.$

I'm losing my lane

Help me improve this section by commenting if you think it lacks something, and I will try to add it in the near future.
All pictures shown in the spoiler boxes are PURELY taken in custom games with only me in them; they are there to help people understand HOW to do or WHERE place things.
The spoilers are added to decrease the total length of the guide, and make it easier to see this chapter as one, rather than having a cluster of pictures.
Being Harassed Out of Lane?

NEVER OVEREXTEND!




Where to ward for both teams and sides.

Flash Substitute?





Useful places to deploy your


Escaping from baron / dragon

Hexplosive Minefield Ambush




Teamfights In the Jungle


Preventing people from reaching dragon and stealing baron from the jungle

Bomb Vision - BV






Useful locations to use BV

Ziggs, the sheep herder!





Stealing buffs safely

Aiming
Mega Inferno Bomb at an immobilized target







Interrupting Charge?
Satchel Charges "hidden" aspect














Ganking with
Mega Inferno Bomb



Where to stand in advance of ganks

Helping other lanes



Long Range
Flash /
Satchel Charge Ambush









Remember to point out anything you feel like I'm missing at the discussion page. If there's something that's missing, I will try to add it to the guide.
Thanks for your time!
Ratings and comments are appreciated, whether negative or positive!
Wardning, huge wall of text
My changelog is VERY overdetailed, therefore it is only useful to read if you are looking for something very specific in the log. Keep in mind there are actually some explanations to some of my item choices, champions and etc in the log.

Small grammar changes will not be listed here, because they don't impact the guide in any meaningful way. Any patch after 29/7/2012 will be reviewed shortly here, if it has any huge impact on the mid lane.
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