Ziggs Build Guide by Rasta Da Masta
Ziggs Support & Bot - Shooting Guard on the WreckersBy Rasta Da Masta | Updated on March 12, 2019
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Choose Champion Build:
Tower Wrecker Ziggs Support
Tower Wrecker Ziggs Bot
Runes: Arcane Colossus
+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Ability Order Support Tower Wrecker
Threats & Synergies
Even with Flash, you out range his initiation threat zone. Since you will be pushing him under tower, it will be difficult for him to tower dive you. With quick reflexes, you can cancel his WQ combo. And you don't have to kill this guy, just poke him with autos and you can stack money easily.
This matchup can be challenging since she has about as much poke range as you do. Her attack range is longer than yours. And if she ults you, you could be in trouble. She doesn't have any mobility so you can CC her.
If he has meeps available (and he usually will), he will win basic attack trades. Be careful about positioning so you don't get stunned by Q. His R can delay your tower taking but it will be inevitable.
If at all possible, just ban this bot! Sieging against him is difficult if he has his grab off cooldown. If you get hooked, you are most likely dead.
You out range most of his kit. Try to poke him down, but don't try to 2v2 fight since he is likely to win.
It's easy to dodge his skillshots and attack him to get money. He can destroy your satchel but other than that he's not very threatening.
This can be one of the more challenging matchups. You want to try and push her under tower and not take trades.
His passive shows you exactly where to aim your bombs! As long as you keep poking him & don't commit to a fight, you should win. Just don't let him snowball & you're good!
He is good at poking & he has an escape tool. You can punish his lack of early wave clear by pushing him under tower before he gets his IBG.
This is too easy! She can't punish you for pushing & you have lots of range on your CC to cancel her ult.
Bring your dancing shoes for dodging his W & R! If you can get close enough, try to cancel his R with a max range W.
You can actually attack her while she has Pow-Pow due to range. Dodge her W & R, look to CC her towards your team & poke her down.
Her mobility can make landing skillshots difficult. Pressure her still by pushing lane & chipping tower. Her wave clear isn't there pre-Runaan's.
Her laning phase can be oppressive as early as level one. Dodge her RQ at all costs & disengage if she tries to run towards you. Her ability to speed up teammates makes this a challenge.
He has very little kill pressure even post-6. If you can deny him farm & kills, he won't come online until much later.
Surprise! This matchup is fairly simple! If you can time her E dash, interrupting it with your satchel can deny most of her engage. As long as you don't get stunned by her R, you can prevent any aggression she may attempt.
His kit revolves around fighting & skirmishing. The important note here is dodging his Q when used for wave clear. Punish his short range & push as usual.
Her kit is centered around over buffing her partners with free stats. Since most Lulu players will use Q to poke instead of wave clear, punishing her is not that difficult.
This matchup is hard for 3 reasons: 1, she has as much range as you. 2, she can actually 100-0 you and your partner with a full combo. 3, A late boots arrival means dodging is hard. Better bring your happy feed & hope for ganks!
She has an oppressive laning phase with Comet spam from her E & Q plus her free speed from W makes dodging easy. If possible, interrupt her R with your W and you may save a fight.
This matchup is fairly easy. You outrange her entire kit & her Q is not too difficult to dodge. She can block your CC but she can't do much against you sieging.
Her W means she will win trades as well as cancel your poke. With her mobility and CC, sieging against her can be difficult.
He has 3 dashes, a free shield, an AoE heal, and one of the best initiation tools that requires inhuman reactions to get out of. Interrupting his dash is almost impossible since he moves so fast. You might need Flash + Cleanse to get away.
She has easy wave clear at level one as well as good poke. She gets free speed whenever she deals damage to champions. Also her E gives her mana if you try to poke her. I hope you have happy feet!
If the Sona player is smart enough to max W first, this matchup would be harder. But your poke out ranges her Q. Be careful when she has her passive ready & watchout for Flash R. Other than that this is an easy matchup.
Literally the only thing you have to worry about is her Q since that's how she heals herself. She's easy to poke down & she can't stop your pushing.
Things to watch out for are his Q slow & his R roams. His resiliency to poke works for you since you can just get paid by hitting him. And if he uses W to run away, knock him towards you with his buddy.
His only threat is E + Flash. Poking him is easy. Pushing against him is easy. And having him blow his resources is easy.
This matchup can be very hard since a great Thresh will make plays happen when you least expect it. Also, pushing him under tower to prevent his roaming can be difficult since he can pull his jungler in to gank. Sieging against him is hard too. Only look to punish him if you know he doesn't have Q.
Her W has a cast time so interrupting her dash requires timing. She's really safe & can be hard to punish. Also she is going to look at you as a free reset in most of the mid & late game so be cautious.
His notoriety for a weak laning phase makes him easy to push in & keep down. You just have to watch out for his roams & ping MIAs if he isn't accounted for.
Lethal Weapon Varus got nerfed so the current on-hit version is not that threatening since he needs those items. His low mobility is punishable & as long as you don't get snared by R you should be fine.
She has a lot of mobility with her Q & she is good at fighting or chasing you. She has no reliable wave clear until her Shiv. Stay away from walls & you should be fine!
I may be a bit biased here because I mastered Vel'Koz, but if he never hits you with his spells, he isn't a threat. Interrupt his R with your W if you can. And if you can damage him, you can win this lane.
She is in my opinion the most balanced marksman in the game. Her R can dodge all of your stuff, but she has no mobility. Watch her feather placements and don't get snared.
He isn't going to QWQ your wave since his partner might get mad at losing CS. His E has a big speedup & his R can let him revive teammates... or actually let him suicide bomb you with a self-cast QW then flash into a thrown bomb then R. I call that the ALLAHU AKBAR! combo on Zilean.
It's not very difficult to play against her "Free dps" kit, but your spells make it difficult to clear them. So long as you don't get hit by her CC, she isn't an issue due to her lack of mobility, utility, & tankiness.
This matchup can be difficult. Her Q blind makes landing skillshots almost impossible. Learn her E range and respect it when she has it available. WARD WARD WARD! If she roams with her R, ping mia!
She has only one real spell to watch out for. If you get hit by her W missile, she can dash right on top of you & kill you and your carries. Familiarize her Q rain range and disengage if she uses her E to run towards you.
Pyke can be challenging to lane against with his chargeable hook, camouflage speed, dashing stun, and execution ultimate. If you can, keep dealing damage to him to prevent grey health healing. And ping your ? if he goes MIA.
Until she gets Tiamat, her wave clear is not very high. You want to save your W for when she jumps onto you or your partner. As long as you can get your dash off, you should be fine even if she stuns you. She usually plays a kill lane with an aggro support so try to push the wave & ward for ganks/roams from the enemy team.
His W blocks everything except your ultimate. And as long as he has a minion wave to dash to, hitting him with spells will be a real challenge. He usually plays a kill lane with an aggro support so try to push the wave & ward for ganks/roams from the enemy team.
You might actually want to let him push lane for the first few levels if you can coordinate a gank with your jungler. Otherwise he has no long range threatening damage & no crowd control. Usually paired with a Blitz or Thresh.
Swain is very easy to poke and kite. He has a lot of self healing and disruption if you aren't careful. If you get hit by hard CC, he will yoink you near him. His W has exceptionally long range but is easy to walk out of. If he uses his ult, try to use W to knock him away from your team.
Historically, Ziggs usually beats the Dong since Ziggs can just bomb his turrets. Try not to take damage when trying to destroy them. You may need to put 2 points in Q for the lane phase. Poke down the Donger, destroy his towers, and fight pushing with pushing.
Fiddle's kit is very conflicting with yours. He has point-click CC on 2 abilities that fear or silence. Poking him down can be troublesome since he can just use W to drain & heal. And if he goes MIA for more than 5 seconds, ping ? all over jungle and mid and maybe top. Vision control is especially important against a Fiddlesticks. If you see him channel his R, either use W to cancel the channel or knock him away when he blinks in or knock yourself away.
Shen is easy to lane against, but difficult to macro against. What I mean by that is the early game laning phase is simply pushing, zoning, & respecting his E-Flash combo. Once he hits 6, skirmishes become dangerous since if you try to split, a 1v1 or 1v2 can become a 1v2 or 1v3. You can't deny the shield but you can use W on him to stop his blink... and his dash.
OMFG BAN THIS FAT BASTARD! As long has he has E, R, or Flash, or all 3, you are never at a safe range. If you are in range to poke him with your abilities, you are in range to get engaged on. NEVER approach him for a basic attack if he has E or R ready. You can cancel his dash, but he could just flash on you. If you are skilled enough, you can have your satchel knock you out of his ult.
Free healing? Check. Untargetability that makes him immune to your entire kit? Check. Good wave clear? Check. The ability to press R & nuke your whole team? BIG CHECK. Poking him out of lane is almost impossible. Most times it's better to W yourself over Vlad since he can just pool. Stay safe & hope you can force him under tower.
Kayle should not be able to reach you. She can heal and speed up herself or her lane partner. And she has brief invulnerability. But that's pretty much it. Everything else is business as usual.
Another hook champion means another high priority threat to watch out for. He has very high base damages and CC on every ability. And with a point-click hard engage, if he picks you to ult, you are almost guaranteed dead. He does less damage with his shield down. His mana pool is much lower than yours. And he's easy to punish if his Q is on cooldown.
This is somewhat of a "Happy Feet" matchup. Be mindful of where he presses R so you can cancel it (if he's alive). And if you don't get slowed by his W, you can juke most of his kit.
By himself, he isn't much of a threat since you can poke him down & dodge his E. If his support CC's you, then you are going to get stunned by his W. Before he upgrades his item he's easy to lane against.
His Q & W are fairly easy to dodge, but you can't hop out of his E. Definitely take Cleanse instead of Ghost. And don't stay in lane with less than 30% HP if he has Flash+R.
Even though he is a short ranged marksman, he has some long ranged burst damage. And if you are low enough, he can R snipe you. Play this lane carefully & out of his reach.
His Sheen upgrade as well as W are great for damaging towers. Plus he can be independent in lane while you roam.
Ah, the 2 smartest Yordles with a genius strategy of endless wave pushing. With both of you pushing & zoning, getting 1st tower is very likely unless they send 4-5 bot. And his R can help any situation.
Auto push on CS, W & R for self peel, plus the QE combo wreck towers. Everything you would want in a partner.
Ah, the 2 most cunning Yordles with a genius strategy called "Operation: Death Cage" that is sure to secure lane victory. If he traps an enemy with E, then you just toss W to knock them on the wall & both of you throw everything at the stunned target.
In past seasons, this used to be seen as trolling. Now, you get a strong pushing lane with easy hard engage. His R is very easy to setup with W & follow up with R.
She has good wave management. Her E is amazing for getting vision in blind spots. Her poke with basic attacks + W are both nice. And her R can setup your R or stall out chasers.
Brand had very good mana sustain and absurdly high burst damage. If his Q gets a stun, look to blow up that target. With him with you, people won't mess with you.
Both of you have long range, good poke, & tower damage. Lethality & his passive are both good for tower taking.
Her lethality items help wreck towers & her laning power is oppressive with Q & E.
When both of you can land long ranged poke and clear waves with ease, sieging is really easy.
No hard engage or ally utility for him sucks. But he is strong enough to win lane by himself. Just poke & Zone. Also your ults can combo for snipes.
She can get excited very frequently when the two of you take towers and make long range plays.
She has really good hybrid damage, You can provide her with easy backline access by landing a long ranged W.
Consistent DPS with E & Q is amazing! He is sleeper OP and definitely worth pairing.
Great wave clear, her E can block for you, & R has multiple purposes. Her item timings are long, but rewarding if they come through.
She has great poke, her W is good for siege, & has an overall strong early game.
Her R can be a life saver. But other than that, she can suffer from your lack of utility & hard engage.
His play style encourages up close fighting, which is something you shouldn't try for. But he can R waves.
He can "Yoink" the people you CC'd but that's about all the synergy you have.
She has a self peel R that is nice to have, but she can function better with some utility or an initiator or both (Like Rakan).
His on-hit effects do not damage towers. Plus he has a heavy reliance on peel & utility, Try to avoid this combo if possible.
The two of you are the opposites in what you want in a partner. He wants a melee initiator & you want a lane dominant self-reliant (preferably ranged) carry.
His laning sucks & he likes to roam. You can't help him survive lane & he can't help you win it.
His laning is good. His Q poke, W on-hits, & E heal reduction are nice for having a strong early game. Your R's can combo but he really needs peel.
She has no waveclear & is a hypercarry with a bad lane phase where she gets pushed under tower... which is where you never want to be.
+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
This Ziggs Support & Bot guide is my first written guide and is part of my "Wrecking Crew" guides. This guide was written with a focus on primarily having Ziggs as a support with an extra emphasis on how I would play him as a bot laner. There's a lot of basketball references here. I am going to write guides on other champions to fit the crew based on tower siege. I came up with a team name and called them "Wreckers" because that's pretty much what they do to towers.
The team consists of Tristana as the Point Guard, Ziggs as the Shooting Guard, Karma as the Small Forward, Rammus as the Power Forward, and Galio as the Center.
I will constantly continue updating this guide with more information, statistical data, and other good stuff. Matchups will be updated more as I encounter more opponents. This guide is up to date with the current patch right now. I will update the guide with more stats, strategies, and more as I continue with further experiments.
I have to give big props to Aqua Dragon A.K.A. the wacky off-meta guy! This guide was heavily influenced by his Orianna Support & Vel'koz Support guides. You can check them out for some good quality content.
I also have to shout out to IcyPhoenix. He made a video on youtube on what items are effective against towers as well as tower mechanics. A lot of what makes this build possible came from this video. Here is a link to the video.
This new video by Blitz eSports is very informational about minion wave manipulation. This is a very important concept that shapes the basis of this intended style of play.
Using a similar build to what I have, Youtube content creator Youmuu's has a video on just how strong a Tristana/Ziggs Bot lane can be and how devastating it can be to play against.
23 Feb 2018: Guide updated to Patch 8.4 major changes to AP Items. Xayah moved to S-Tier.
1 Mar 2018: Due to some unexpected complications, the guide has been re-published with the correct information. More information on 8.4 will be added after additional testing.
7 Mar 2018: Guide updated to Patch 8.5 minor changes. Nothing big like last time. Banner + Baron Siege minions are less OP but still very powerful. Keep getting Banner. I added a reasoning for why I don't get Lost Chapter & updated lots of stuff too.
14 Mar 2018: After testing some matches, I changed USB to the primary recommended keystone rune. Kleptomancy is still good to have in matchups where you can easily abuse range to get money. Glacial Augment is still acceptable as an alternative as well.
26 Mar 2018: Guide updated to Patch 8.6 major changes. Shurelya's has replaced Twin Shadows in the item section. GLP-800 is now valid as a situational buy. Rakan has moved up higher in difficulty to play against. Kai'Sa added to the S-Tier group in the synergy & matchup sections.
5 Apr 2018: Guide updated to Patch 8.7 minor changes. Lux moved up higher in difficulty to play against with her buffs. Changes to Manaflow Band actually gives a reason to go Sorcery primary. Siege minions (aka Cannons) got more HP scaling and are worth more gold.
25 Apr 2018: Guide updated to Patch 8.8 major changes. Ziggs is unaffected by these changes. The nerfs to defensive supports like Braum & Tahm Kench have made utility supports come back into the meta. Ziggs can perform well against Janna, Lulu & Morgana. Rakan is still a high priority ban.
5 May 2018: Guide updated to Patch 8.9 changes. For a "minor" patch, Riot has thrown in several adjustments!
25 May 2018: Guide updated to Patch 8.10 changes. Literally nothing new.
31 May 2018: Guide updated to Patch 8.11 changes. Oh man I knew this day would come. There are lots of things to cover so check this out.
13 June 2018: Guide updated to Patch 8.12 major changes. Banner is gone & I'm sad about that. Shurelya's is back in the item build. I added a spoiler about Raptor Cloak and its upgrades in the item section. Draven & Lucian moved to difficulty 6. Pyke added to difficulty 8.
7 July 2018: Guide updated to Patch 8.13 major changes and hotfixes. Oh man! The meta has changed! Mages & Fighters in the bot lane! ADC junglers like Graves, Kindred & Twitch are OP! Funneling/Boosting is popular! What a time to be alive! There's a lot to cover since it's been a while so I left it all in a spoiler.
23 July 2018: Guide updated to Patch 8.14 changes. Nothing has really changed for Ziggs or the items/runes/sums, etc. The Teleport nerf doesn't affect Ziggs because its a swap when using USB. I am brainstorming a possible new item build utilizing either Sorcery/Resolve or Inspiration/Resolve to revisit some Demolish based builds. I'm thinking a build with RotWatchers, Sorcs, LB, Shurelya, Morello, Void. Stay tuned for more updates.
1 August 2018: Guide updated to Patch 8.15 changes. Since Spellthief's Edge is now 400g, you can start a control ward if you don't want to buy 2 potions since you get free sustain from biscuit delivery. I have another alternate tactic in the item section. This is the only big change this patch.
16 August 2018: Guide updated to Patch 8.16 changes. This is another patch with no major changes to Ziggs in general or runes / items he uses. Due to many nerfs to other runes, you could say he's slightly better.
11 September 2018: Guide updated to Patch 8.17. I am doing something different this time. There are no major changes to Ziggs kit, but I will be changing the runes / items he uses. Due to many nerfs to damage runes and the changes that happened to Inspiration tree, I have changed the runes to Sorcery/Resolve (Ancient One) from Inspiration/Sorcery (Stargazer). The old Runes and Items are still good alternatives so I left them in a second build up top.
25 September 2018: Guide updated to Patch 8.18. I have added Zz'Rot Portal into the build. Tristana is back into S-Tier as a lane partner while Brand drops to A-tier. I was playing a lot of Odyssey & so I changed the skin to Odyssey Ziggs. Youmuu's uploaded a game of Ziggs Support using a similar rune & item build. I added that video up top.
26 September 2018: Guide updated to Patch 8.19. The only thing I need to mention is that Liandry is a better situational item with the increase in percent HP burn from 1% > 1.5% & 2% > 2.5% against CC'd targets.
11 October 2018: Guide updated to Patch 8.20. With the Dark Harvest nerf, MF is in the #5 spot on the S-Tier partner list. Other than that, this was a really small patch with no notable changes.
15 October 2018: After further testing, MF has traded places with Ezreal in the synergies. Ezreal is now S-Tier after his updated Essence Flux gives him more tower damage.
25 October 2018: Guide updated to Patch 8.21.
7 November 2018: Guide updated to Patch 8.22.
20 November 2018: Guide is basically updated to Patch 8.23. I will be doing some additional changes in the upcoming days. This preseason patch is very favorable for Ziggs in general. I need to do a lot of testing in order to fully optimize for Season 9.
10 December 2018: Guide updated to Patch 8.24.
10 January 2019: Guide updated to Patch 9.1. After a looooong time off from this guide, I am coming back to do some more potential edits. The only Ziggs specific change in 9.1 is that you can ping whether the Mega Inferno Bomb is within range or not. I am considering changing this guide to Bot Lane Ziggs or adding in an alternative build for Bot Lane. Thanks to all who supported me last year! And I hope this one will be great too!
17 January 2018: Guide rewritten to include an option for bot lane as an alternative. As far as the support side, I changed the runes to Resolve/Sorcery with Grasp as the Keystone. The Bot build uses the same old Sorcery/Resolve with Comet as the Keystone. Look for the updated runes and item sections. Just a reminder, the "Threats & Synergies" for both builds are on the Support tab.
On another note, Nautilus Mid has been iceboxed. MR Tank Galio Mid is the new "Center" and even if (or when) he gets nerfs he will still be more relevant than Nautilus atm.
1 February 2019: Guide updated to Patch 9.2. Nothing Ziggs specific like usual. Since my item builds prioritize getting lots of CDR, Absolute Focus is Absolute Trash right now after the nerfs. I wouldn't recommend getting it on any champion if you know you are going to have 40% CDR from items and Transcendence and scaling CDR. They used to equal each other's values but now you get more AP than Focus.
That's all. I won't be doing any testing on the support build for a few weeks since I will be experimenting with bot lane. Thanks for reading this guide as always!
6 February 2018: Guide updated to Patch 9.3. Other than crit changes, nothing new as usual.
14 February 2018: Guide updated to Patch 9.3 Hotfix. Because of the changes to the Spellthief line, we now full upgrade the Frostfang so you don't miss on gold generation when doing solo stuff like split pushing or warding.
14 March 2018: Guide updated to Patch 9.5. After a long hiatus from the game I'm back. No new changes as usual, just updating some things and cleaning up some fluff. On the next patch I will be archiving all of the Season 8 patch updates.
gives you the best siege tool in the game. Taking towers is easy.
- Peel for your team with a 6.6s cd AoE displacement cc + self leap ability.
- Strong undeniable 4s of vision with the satchel, plus some sight on E & R.
- Moves quick; difficult to catch out while warding.
- Easily racks up assists; plentiful gold for items.
- Usefulness is relevant at all stages of game.
- Deals less damage to champions due to lacking AP.
- Has a 4 skill-shot kit unlinke most support champions who have 1 or 2.
- As an artillery, Ziggs is very frail and can be blown up.
- Can become mana hungry early-game if spamming spells.
- Only hard-CC is a skill shot and your mobility. Difficult to use both.
- No direct team utility. Only damage, CC, self mobility & tower bombing.
Rito Pls Make a Half-Court Ziggs Skin!
Support Ziggs is a ranged artillery support, one of the best in class due to his massive aoe & tower damage that allows him to deal ridiculously high tower & objective damage on a budget.
Figuring out which items to place in that budget to maximize minion, champion, and tower damage is the tricky part. There's two foundational principles behind the choices.
First, Ziggs is not a mid-range burst mage, or at least shouldn't be played as one. There are a wealth of better mid-range burst supports if that's the intended pathway (Brand, Zyra, etc.). Ziggs excels best when poking at a massive distance, with only a secondary consideration on the burst and follow-up empowered basic attacks.
This means that Ziggs is especially interested in maximizing CDR as fast as possible, in order to deal more raw poke damage through more Bouncing Bombs as well as have more opportunities to make use of Satchel Charge. This philosophy of 40% CDR is reflected heavily in the runes.
Second, damage efficiency is the name of the game; not to be confused with gold efficiency.
Gold efficiency only tells you how much gold an item theoretically costs while ignoring AP scalings, true damage, and damage patterns. This makes it a decent tool, but we can do better.
In an example from the Vel'Koz Support guide, we have this calculator. By using a calculator Aqua Dragon created for Vel'koz, it is possible to find the total damage of any set of spell casts, which is divided from the gold spent. The Gold Spent For Each Point of Damage, also known as Gold/DMG, also known as damage efficiency.
This metric is significantly more useful; Rabadons may give the most raw damage, but it is also an insane amount of gold. What if Sorc Shoes provide half the damage at a third of the cost? Then Sorcs would be the better bang for buck.
This gold/dmg metric is what distinguishes his Vel'koz guide as well as my Ziggs guide from the others.
Here is a more in-depth description on the "Wreckers" team I mentioned earlier. When I announced the starting lineup, you might assume that the lane assignments from top to bottom were Galio > Rammus > Ziggs > Tristana > Karma based on standard expectations. However, my guides are not "standard" and so I switched the order around from top to bottom to be Rammus > Karma > Galio > Tristana > Ziggs.
Tristana Bot Lane is essentially the Point Guard. I had imagined that usually the ADC is generally a good shot caller.
Ziggs Support would be the Shooting Guard on the starting lineup. The long range shots are what he's all about.
Karma Jungle would be the Small Forward. Her versatile and adaptable team utility is the glue that keeps the crew together.
Rammus Top would be the Power Forward. His strength is his ability to constantly split push and draw aggro.
Galio Mid would be the Center. Being the big tank in the center of the map helps him wave clear and roam... plus he's huge!
As the Shooting Guard for whatever team you are on, your positioning tactics are key to your survival. Ball handling skills are essentially vision control skills. And you also have to assume some PG responsibilities too. Sometimes you have to be the "General" to guide the team. And also, it's very important you study the game to be able to recognize the weaknesses of the defense & strengths of your offense. And directing plays is also important as well. These basketball analogies are a great representation of what you should expect to be doing as not just Ziggs Support, but usually support in general.
RAP GOD IS GOOD!
I got the skills to seal the deals to pay the bills! Secure the kills and keep it real!
Auto fills don't give me the chills cause I got grills to spill some thrills and pop some pills!
I write with quills on windowsills that all my grills done painted teal with that Gold Seal!
I grill my veals on diamond grills with 20 grills while we still watch Netflix & chill!
Mad rhyming rap skills aside, there is a few things that Ziggs does and does not do that your typical champion in a support position would generally do or not do.
For some strengths, Ziggs has high damage potential. However, most of it is better used on wave clear than champion damage. Unlike most support champions, Ziggs has an AoE displacement CC on a short cooldown (Think Alistar Q but with range and more frequent). He also has some mobility with a self leap.
He does have weaknesses too. No direct team utility in his kit means he isn't a healer, shielder, buffer, etc. None of his spells interact with ally champions in any way. Also, he is very weak defensively and he can't tank hits and live to tell about it in most scenarios.
However, his tower execution is the unique skill he has that no other champion in the game has. And here is a secret technique you may not find on some other Ziggs guides on Mobafire, Proguides, etc. Ziggs can execute towers without the need for minion waves. This is very important information because some people did not already know that towers take reduced damage when there are no enemy minions in it's range to prevent backdoor attempts.
Ziggs does not need to wait on a minion wave to secure a tower take down. Whenever you see the bomb icon over the tower, throw your satchel and walk away like a boss as the announcer says "Your team has destroyed a turret!"
Because of Ziggs having these unique skills, he can be very valuable in a team composition that is based on sieging towers and objectives with long range poke and benefitting from good disengage. Ziggs has all three of those qualities.
Gotta go fast to juke on the court!
Flash is a standard that is usually mandatory for most champions. I take flash when I'm the bot lane carry.
Ghost seems like an odd choice to have on Ziggs Support, but makes more sense when you consider the previous analysis.
As with most artillery champions, Ziggs is generally very far from fights. This makes close-range spells like and fairly ineffective. As the game goes on, Ziggs begins having trouble being close enough to use the summoner spells optimally.
Heal would seem like the next best choice for support, but it suffers in utility from Ziggs's fragility. Because Ziggs dies in a very all-or-nothing way (usually on a suicide kamikaze mission like a true bomber), Heal becomes useless for surviving against bursty gap-closers. This means Heal would be mostly for teammates, but that forces Ziggs into suboptimal positioning to stay in range to actually use Heal at all. Ziggs is an extremely selfish support. Heal is better used when you are the carry.
On the other hand, Ghost amplifies Ziggs's kiting power to absurd levels and provides indirect utility by being able to reach teamfights or teammates more quickly. Ghost doesn't have as much utility during the laning phase, but this is made up by his safety-by-distance approach to harass, which requires no trading. It does make the laning phase more unforgiving, but Ziggs can be an unforgiving champion in the first place.
Exhaust is a summoner spell I don't usually take when I play artillery style supports like Vel'Koz, Lux, & Xerath. However, since I've changed to using Grasp as a keystone, the shorter range needed to proc the HP gain has altered how I play the laning phase. Use your Exhaust only when you need to try and prevent
If considering taking other sums, these are the other summoner spells you should consider:
Barrier is usually not recommended, but should only be considered if the enemy team sees you as more of a threat than your carries and they are trying to commit everything to burst you.
Cleanse is something to consider starting in a 2v2 matchup or having later in the game where one crucial CC could mean losing a lot of hp, lane pressure, or just dying.
Smite is not an important one to take, but it can be helpful if you need it to help secure objectives. Also, it's an amazing start to super leash your jungler and smite cannons. With the increasing popularity of Rift Scuttler skirmishes, Smite is good for executing those crabs for gold, experience, & team vision/speed.
Teleport is one you could take to use after your first or second back. Usually you will want TP to get back into lane or to go top or mid if their enemy outer towers are low.
Clarity is one I highly recommend you take in ARAM. If you don't need to go all out aggressive & threaten with exhaust or ignite, getting more mana is amazing! If it was available outside of ARAM I would always take this.
These New Runes are the BOMB!
Season 9 changed how runes give stats. There are no more awesome Trait names that are based on your rune choices for Primary/Secondary. Instead, you get to choose your stats in 3 areas: Offense, Flex, and Defense. For this Ziggs build, I put emphasis on mid and late game strength more so than early game dominance.
Scaling CDR, Flat AP, and Armor
A standard package that also uses Transcendence to turn scaling CDR into scaling AP.
The Offense spot will be scaling CDR because of the synergy with Transcendence. The Flex will be Adaptive so you can start with some AP. And Defense will be scaling HP because Demolish uses your health total to deal damage.
This paragraph explained my reasoning for taking Inspiration/Sorcery.
The big rune is preferred. The lesser ones are optional
Rito PLZ Make Arcane Comet Look Like a Basketball! (Bot Lane)
For AC, Bouncing Bomb is a near-guaranteed hit. Even if it doesn't hit, adding ample harass damage with your Short Fuse passive is how you acquire some lane dominance over your lane opponents.
For PR, one of the best benefits is using your Satchel Charge in a 3-hit combo to make it out of most bad situations. With a WEQ combo mid air, you can put some distance between your pursuer.
SA is good for shielding allies when you apply CC to enemies & heal them with FoL.
Transcendence helping you reach 40% CDR is too important for poking and sieging to pass up. Celerity & Focus delay reaching it by pushing CDR further down the build, which ironically hurts poking and sieging.
It's Always Calm Before the Storm (Bot Lane)
Gathering Storm for better mid/late game poke and siege. Scorch's damage gets split between both opponents, which creates underwhelming poke.
Dying to Catch These Hands! (Support)
This is the rune to take to help you win lane better than the other options. Both alternatives have issues with proper utilization and jeopardize positioniong.
Demolish has a condition that Ziggs easily meets. The others have worse payoffs.
Getting Over Growing Pains
This rune helps better than the other options. The alternatives have higher restrictions on their payoff (Unflinching) or isn't absolutely necessary (Revitalize).
I'll blow you away with these mad skills!
This skill sequence is optimal in the early game for securing that first tower. By taking 3 points in W , you can execute the first tower (which has 3500 HP) if it is at or below 1050 HP (30% max HP) in one hit. At level 5. With very little or even no AD or AP required. Q increases in mana cost per rank so it is better used for pushing and poking for gold in the early game. Around the mid game is when the poke becomes more prevalent. E is useful as a one-point wonder since you only really need it for more wave clear and slowing enemies.
I will follow up on the previous paragraph with an example. To give you a good comparison of doing 1050 damage to a tower in one hit, let's assume you are a level 13 Ziggs with Short Fuse doing 100 + 50% AP on-hit damage. And since it is doubled against structures, it would be 200 + 100% AP. Add Lich Bane for an extra 50% AP. Along with base AD added that is 200 + 150% AP magic damage to structures. In this specific scenario, to do 1050 damage in one attack to a tower with both Short Fuse & Lich Bane, you would need about 567 AP at level 13... which is usually about 20 minutes into the game. This is not accounting for penetration & resistances either. To pull that off, you need to be uber fed!
And I could use other examples like a Nasus with 500 Siphoning Strike stacks + Trinity Force + Sterak's Gage + Demolish. That's about as much damage you can do to a tower with just W and no AP required.
You could consider taking an extra point in Bouncing Bomb at level 4, but mana can be problematic. The benefit of not maxing Q first is that you are less likely to run out of mana. Most other Ziggs players who complain about mana issues early game do so because they max Q & E which have increasing costs per rank. Because you don't have this issue, managing mana is easier. Thus, this makes certain mana options excessive, redundant, and unnecessary. (Like Manaflow Band)
Does he ball so hard with a Wilson? Or a Spalding?
Extensive scenario testing and number crunching has revealed this to be the optimal damage efficient build path. Allah would be proud for the destruction you will bring to the enemies' structures.
Health potions are for people who get into range to be hit. By not buying potions, you essentially give yourself a 25-100g lead against the enemy support. This allows you to upgrade with less gold. You can start with a control ward and/or red trinket for more vision control.
If you want to go for a high risk high reward early game play, you can buy only the and try to invade the enemy bot side buff. Your goal is to throw Qs into the buff bushes or river bushes near max range and get some tribute gold. If you are able to proc all of your tribute stacks and/or clear a ward and get the gold, you can back and buy the charm.
You know you can back for the if you have 130g before minions spawn. Buying potions is up to your discretion. It's not mandatory to have, but can be useful in a
→ → → → → → →
While a controversial opinion, Ziggs doesn't necessarily need to upgrade to , but only if ample control wards are being bought. I personally don't build it and almost always prefer → , but I also buy an enormous amount of control wards that make up for it, while also liberally using totem ward charges. Unless you are particularly adept with warding and scouting with Q/W/E, you should build Eye of the Watchers. Especially since the 200 HP lets you deal more damage with Demolish.
This is the standard build I came up with. Getting all of the necessities costs a little over 9000g. With Void as a last item, full build only costs about 12k gold. Add a Sorcery Elixir or 2 plus some wards, it will be about 13k gold or a little more.
Elixir of Sorcery is the most efficient item in the game for damaging towers... and
dealing poke damage too. Comparing it to Amplifying Tome, you get 150% more AP for only spending about 15% more gold as well as having mana regen & bonus true damage.
Deciding when to buy Sorc Pot depends on the state of the game. I would recommend purchasing one after you finish LB. If your team is snowballing in the mid game, this is definitely a good way to get an even bigger gold lead & close out a game early.
Here are some alternative options for 5th or 6th item selections:
- Zz'Rot Portal can auto push a lane & set you up for an easy hexplosion on a tower. It is especially useful when you want to control a lane while your team groups to fight a 5v5.
- Shurelya's Reverie is good as a CDR option and has other benefits like the passive & active speed boosts. Plus you can get more AP with the Transcendence rune. Along with the 200 HP it offers, your Demolish will deal more damage.
- Twin Shadows will also get the Transcendence boost if you get it's Codex component. It's good for scouting & setting up picks. The passive speed boost can be helpful for dodging skillshots as well as moving around the map.
- Morellonomicon offers flat penetration that is good at dealing more damage to towers, champions without much MR, and minions... plus the Grievous Wounds is nice to have against multiple champions who can sustain through poke or heal their allies.
- Banshee's Veil should only be considered if you or your team is ahead and you can afford to buy the spell shield to make sure you don't throw the game because you got picked off. Or if for whatever reason the enemy sees you as the biggest threat & you need to protect yourself from a crucial CC or damaging ability.
Choosing whether to get ZZP, SR, TS or MNC depends on if you really need that penetration & GW or the movement speed modifiers for your allies or enemies. When considering these for a 5th or 6th item, expect them to usually be unlikely to be completed unless you happen to be sitting on a lot of gold. If going for this route, only finish the component for speed ( Raptor Cloak), for CDR ( Kindlegem or Fiendish Codex), or penetrations ( Oblivion Orb) for the stats and passives. DO NOT BUY EXTRA COMPONENTS! That 6th slot is reserved for control wards. Situational items can be very expensive but can be very beneficial for poke damage & other utilities. In addition to that, you can get even more AP from . Whatever item you pick is a high risk, high reward payoff. So if you go for it, commit to it!
These are all suggestions to forego buying wards to fill the 6th item slot:
- Void Staff increases all of your magic damage from spells, basic attacks, on-hit effects & items. The penetration hits towers but not inhibitors/nexus.
- Rabadon's Deathcap will give you an increase in AP for your damaging attacks, spells, runes, and items that scale with AP. This will also let you get more value out of the Sorcery runes Transcendence and the Gathering Storm rune post 40 mins.
- Luden's Echo will give you more mana, CDR, AP & bonus AP from Trans. The Echo effect can also be applied from your Protobelt bolts.
- Banshee's Veil can be a situational if you didn't choose it as your 5th.
- Liandry's Torment can do some good damage to high HP enemies as well as amplify your damage output. Also the 300 HP is good for procs.
95% of the time you should get Void Staff. I recommend only buying it as a completed item since 20 or 40 AP is not worth giving up vision on demand. Because of issues with item slots, you can only pick one of these. And usually the decision will be Void. And that is because it will always outperform in damage due to percent penetration. If you absolutely need the utility more than damage, you can buy a ZZP for a portal placement before selling it if you haven't aready bought one. Else, default to Void.
For poking & tower damage, Void has the best damage efficiency, then Luden's & Cap.
For burst damage, Void, Luden's, & Rabadon's all have roughly equal damage efficiency.
However, Luden's Echo offers more mana & CDR. Consider buying only if you have the gold to cover the sale of an item & pickup. Rabadon's Deathcap offers more raw damage, but is more expensive. Liandry's Torment should be considered if you are relegated to a poking role and need to deal with tanks. If you happen to have an abundance of gold just lying around, sell Shurelya (if bought) and buy Morellonomicon only if you could get the complete item. And after that, sell EoF/RotW and choose Luden's Echo or Rabadon's Deathcap. Choose the item based on the necessary immediacy of speed or power.
Having the right tools for the right job can be challenging to accomplish. But is worth it in your quest to ball so hard that a MF has to fine you for a bounty.
It makes the dream work!
Some bot lane partners work well with your pushing & sieging style while others aren't as great. This list is subjective to my opinion based on game experience and compatibility with strengths, weaknesses, kit synergies, etc.
Usually the best partners I find to pair with are bot laners with decent early game laning power, wave clear built into their kit, and a tendency to build items that can increase damage to towers (penetration, spellblade, etc).
In this tiering list, I will list champions in a sequence of highest to lowest in the standard S,A,B,C,D rating. This list is a general compatibility rating to see which champions are good to work with:
S-Tier: Very easy to win lane with. You cover each other's strengths & weaknesses.
- Tristana: Auto push on CS, Rocket Jump & Buster Shot for self peel, plus Rapid Fire & Explosive Charge wreck towers. Everything you would want in a partner.
- Yasuo: In past seasons, this used to be seen as trolling. Now, you get a strong pushing lane with easy hard engage. His Last Breath is very easy to setup with W & follow up with R.
- Veigar: Ah, the 2 most cunning Yordles with a genius strategy called "Operation: Death Cage" that is sure to secure lane victory. If he traps an enemy in Event Horizon, then you just toss a Satchel Charge them on the wall & both of you throw everything at the stunned target.
- Heimerdinger: Ah, the 2 smartest Yordles with a genius strategy of endless wave pushing. With both of you pushing & zoning, getting 1st tower is very likely unless they send 4-5 bot. And his UPGRADE!!! options can help any situation.
- Ezreal: His
as well as Essence Fluxare great for damaging towers. Plus he can be independent in lane while you roam.
A-Tier: Great laning partners. They can help you access the tower by poking.
- Miss Fortune: Her lethality items help wreck towers & her laning power is oppressive with Double Up & Make it Rain.
- Jhin: Both of you have long range, good poke, & tower damage. Lethality & Whisper are good for tower taking.
- Brand: Brand had very good mana sustain and absurdly high burst damage. If his Sear gets a stun, look to blow up that target. With him with you, people won't mess with you.
- Ashe: She has good wave management, Hawkshot is amazing for getting vision in blind spots, her poke with basic attacks + Volley are nice, & Enchanted Crystal Arrow can setup your Mega Inferno Bomb or stall out chasers.
B-Tier: Good to lane with. They can function well. Even with your zero utility.
- Draven: You don't have hard cc initiations or ally utility for him to take advantage of. But he is strong enough to win lane by himself if you assist him by poking down the enemy laners and zone away any divers. And his Whirling Death can combo with your Mega Inferno Bomb for long range snipes.
- Sivir: Really good wave clear, her Spell Shield can block for you, &
has multiple purposes. Her item timings are long, but rewarding if they come through.
- Kai'Sa: She has really good synergy with
, deals hybrid damage, and her item variations puts her in a good spot. You can provide her with easy backline access with your Satchel Charge.
- Jinx: She can Get Excited! very frequently when the two of you take towers and make long range plays.
C-Tier: Great laners, but not great partners. Synergy is not that good.
- Lucian: His play style encourages up close fighting, which is something you shouldn't try for. At least The Culling clears waves.
- Kalista: Her Fate's Call can be a life saver. But other than that, she can suffer from your lack of utility & hard engage.
- Caitlyn: Great poke, her Yordle Snap Trap makes a great sieging tool, & overall strong early game.
- Xayah: She has a very well-rounded, balanced kit that is good at just about everything. Her self peel ultimate is nice to have, but she can function better with some utility.
D-Tier: Typically weak laners. They tend to suffer from your lack of utility.
- Varus: His lane power isn't bad. His Q poke, W on-hits, & E heal reduction are nice for having a strong early game. Plus, Chain of Corruption can setup your Mega Inferno Bomb.
- Vayne: You can make up for her lack of wave clear & help her get cs. She is a decent partner for laning with, but it takes 2 items for her to start to become a threat.
- Twitch: His laning power is not that good and he'd rather roam for picks than siege towers. His monstrous late game is no joke though. Spray and Pray gives him more AD & lets him outrange towers.
- Kog'Maw: His on-hit items (
) & Bio-Arcane Barrage do not affect towers, he has a heavy reliance on peel & enhancements, and he plays to not lose lane. Because of that, you will spend most of your time on your side of the river. Try to avoid this combo if possible.
When you run suicide drills without the squad!
Now, I know it may seem awkward to make a claim for split pushing, but there are a few qualities that Ziggs has to make him viable as a split pushing threat:
- Tower Damage: With a maxed
, the enemey team cannot ignore you in a side lane since you will get a tower if it's low. Split pushers in general tend to have some tower threatening damage. Since you can execute them without much effort, you become a threat they have to deal with.
- Vision Control: Since you have wards, you can set up vision where the enemy is likely to intercept you. Another thing to note is that your
can give vision. Part of being a good split pusher is having knowledge of enemy positions.
- Escape Mechanisms: With a combination of Point Runner bonus speed,
, and your
CC, running away from people becomes more reliable. Another part of being a good split pusher is knowing how to waste the enemy's time chasing you.
- Fighting Power: Even without a lot of AP, this Ziggs build has magic penetration from Sorcerer's Shoes and the occasional Oblivion Orb. Penetration makes your damage strong against carries without magic resistance. If you completed Morellonomicon or Liandry's Torment, tanks and fighters are susceptible to your poke & burst as well. Having some kill pressure increases your threat as a split pusher.
- Wave Clear: All of Zigg's spells are AoE. This makes it easy to push waves. And his
can clear most waves with its really high base damage & AP scaling. Plus, with
, you can clear waves without spending mana. Being able to shove waves into towers makes split pushing effective.
- Team Assistance: Since your
has ridiculous range, you can contribute damage to a team fight or defend against a siege by not even being present. Or you can make sick objective steals on Dragon or Baron & make Thug Life highlights and say #DealWithIt in all chat.
Something I need to point out is just because you have the ability to split push doesn't necessarily mean you should do it. There will come times when you need to stay grouped with your team or with a few members.
You get more value out of split pushing when you can occupy attention of a key member of the enemy team. Your team doesn't need you to team fight. But if their top laner is their main front line, they would need him/her.
1st Quarter: Laning Phase (Game Start to ~10 mins)
In the laning phase, your goals are to
- Ball on enemies and minions with
- Avoid spamming other spells unless necessary.
- Keep the area thoroughly warded.
By starting with Spellthief's Edge + Faerie Charm, you're all set to spam some Qs. However, don't just shoot air balls and bricks. Aim with purpose. Square up little yordle! Every time you shoot, think to yourself: did I hit their wave and their laner? Did I force another potion? Did I push away their support?
On that note, keep an eye on your Short Fuse cool down. If it's 4 seconds or less away from recharging, you may want to hold the Bouncing Bomb trigger finger until you use that empowered attack. You can use that attack on a minion if hitting a champion is too risky.
You absolutely should not be getting hit. Ziggs has that 3-point range while other standard supports can only dunk or layup or shoot free throws. That means damage is very likely to be avoidable. Be aggressive with pushing and poking. The idea here is to never take a hit to get off a hit. Make the lane as one-sided as possible.
Remember that if you press Q, sometimes it will bounce over a small area while it's in mid-air flight.
Your kill potential pre-6 isn't terribly massive. Don't be too aggressive until then. That means saving Satchel Charge instead of trying to hit the enemies with it. Your job is to push the wave under the enemy tower, poke them with spells and your passive on-hit, and try to chip down the tower. Saving your W and knowing when to use it is very important since it has a very long cool down until level 10 and 40% CDR.
Avoid using Hexplosive Mine Field for poke! Your mana regeneration can only barely regenerate the mana drain of your bombs, so adding E on top of that will get you oom quickly. You should largely use it only when helping clear waves or when the enemies have committed to a fight.
Once you have your ult, you can almost one-shot squishy laners. This is the time when you can be very forward about landing your Satchels & pulling off some combos with your other spells for an easy kill. If you notice incoming help, use the speed from Ghost to setup an opportunity for , though watch out for any incoming CC.
2nd Quarter: Early Game (10 to ~20 mins)
In the early game, your goals are to
- Look to group in other lanes with low towers for 1st tower gold.
- Set up vision near big neutral objectives like Dragon & Rift Herald.
- Roam around and look for picks.
With an early Frostfang + Sheen, you're able to almost indefinitely spam Bombs. Pushing should be a bit easier with more mana & regen & AP. And with the Spellblade passive as well as your Short Fuse passive, you can chunk towers down easier.
Try to call for ganks from the jungler, roams from mid, or TP's from top. With some coordination, getting that first tower should be fairly easy.
By this time you should have stacked up. Ziggs can walk in the river and press R to get that half-court shot on the enemy mid laner and/or their wave. You can get assists mid & pressure bot lane at the same time.
Remember that your tower execution power increases with each W rank.
By the time you hit level 9, you should typically have , , and completed. Also, is an optional condition depending on how much gold you have. This is usually around 13-15 minutes. When you have these items, you have completed your early game power spike. At level 10, you get the extra CDR from Transcendence to bump it up to 40%. Your peeling power is stronger with that 7.2s W cooldown. Also, Gathering Storm gives you 8 AP at 10 minutes.
3rd Quarter: Mid Game (20 to ~30 mins)
As all of the laning phases & early games end, you will start roaming more and helping around the map. Objectives include:
- Continue maintaining strong vision control of the map.
- Try to be near areas of potential conflict to ult enemies from downtown!
- Use Ghost to kite and chase better during teamfights or escape chasers.
- Chase down lonely opponents and kill them.
Your role before fights remains straightforward. Your mana regen is also now sufficient to spam wildly. Don't intentionally miss. We don't like air balls! Usually it's often sufficient to just present the threat of Bombs even if you don't hit it. By the time you hit level 13, each spell cast will take 6s off of your passive cool down. Watch the timings of the Short Fuse & Lich Bane passives so you can use them optimally... especially when hitting towers.
When enemies get closer, get yourself farther. Try to stay close to the tip of your spell's range and make sure the areas around you are warded well.
Don't be afraid to use Ghost to arrive to fights several seconds earlier. It's on an impressively short cool down, especially if you have . So try to get creative with its various uses.
Keep an eye on your carries and see if you can help them out against melee enemies by using Satchel Charge. It can interrupt most leaps & dashes with it's knock back. Be careful when using it. Depending on how you angle it, you can use it to knock people away from your team and/or use it to knock people towards your team.
Your ult is on a relatively short cool down. You can probably get the best use out of it for clearing waves in side lanes to build up waves. It's also good at defending against pushes since destroying minion waves helps stall their siege.
By the time you hit level 13, you should typically have completed Lich Bane and maybe a Hextech Protobelt-01. Also, you might have finished an optional component like maybe Raptor Cloak or maybe even Kindlegem if fed enough gold. Situational items are also good based on circumstances. These item completions usually happen around 23-27 minutes. This is generally your mid game power spike. At 20 minutes, Gathering Storm will give you 24 AP. Really good value. That's about 450g worth of free AP.
4th Quarter: Late Game (30 to ~40 mins & higher)
This is usually where the game is looking to be over soon... for better or for worse. The role remains largely similar
- Less vision at this stage makes warding tough. Be cautious.
- With its low cooldown, you should have Ghost ready for every teamfight.
- Prioritize protecting the caries over throwing out damage.
Though you do impressive damage, so do your carries. The difference is that they are just as fragile and usually have more gold. If they need some protection, give them some peel while throwing the longer-range spells into team fights.
Try to save your ult until the enemies have gotten busy with the rest of your team. Using it much earlier will almost certainly be a wasted opportunity.
In some niche scenarios, when time is absolutely critical, consider using your ult on barons/dragons as you're taking them so you can get out as quickly as possible.
By the time you hit level 16, you should typically have completed either Zz'Rot Portal or Void Staff. And that happens around 33-47 minutes. This is usually your late game game power spike.
A typical full build should look something like .
At 30 minutes, Gathering Storm will give you 48 AP. 80 AP at 40 mins, 120 at 50, and 168 at 60. If for whatever reason you couldn't end the game, you should be able to at this point with your power.
Overtime: Super Late Game (50 mins & higher)
Okay, so someone threw a lead, a big come back happened, the game got stalled out, etc. Something happened (or didn't happen) 15 minutes ago, and the game is still going, what now? Here's some things to take note of:
- Don't get caught out & don't go warding alone. Death Timers are really long.
- Buy less elixirs & stockpile money to buy AP items
- Keep prioritizing protecting the carries over throwing out damage.
At this stage of the game, gold leads & deficits have less meaning as everyone approaches full builds & max levels. This is usually when Gathering Storm really kicks in. As gold becomes more abundant, You should look to sell your gold generating items. If selling your vision tools can win you a fight with more damage, the trade off is worth it.
A new full build should look something like . With this new build, you are no longer a "Support" since you got rid of your vision tool. You have the damage output of a mid lane Ziggs and should be feared as one. With all of that AP as well as bonuses from other sources like , Blue buffs, Dragon buffs, Baron buffs, , etc. getting over 1000 AP becomes easier as the game gets longer.
Becoming more of an offensive damage threat can help close out the game. If the enemy has towers still, focus on getting them. But try not to suicide for them. Your biggest priority is staying alive. Taking towers, peeling for the team, pushing waves, throwing out poke, etc. isn't as important when it comes to just surviving.
Similar to basketball games, that "Sudden Death" feeling starts to happen. Anxiety might build up & it could affect your performance positively or negatively. Try to keep a calm head and consider your win conditions as well as your loss conditions. One team will win because they played better than the other team... or one team will win because mistakes were made on the other team.
Use your infinite scaling wisely and have good decision making. Smart decision making skills as well as vast game knowledge are requirements to make this work. Use these tactics with your item selections to make them work for your intentions and you can figure out what steps to take to get that win!
Thank you for reading & stay tuned for updates!
Rasta La Vista Baby!