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Ziggs Build Guide by QuadraDowN
Ziggs, The Balloon Thrower [S5 Epic AP]
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Threats & Synergies
LeBlanc is very strong versus Ziggs. She can miss Bouncing Bomb easy with Distortion and chain him with Ethereal Chains. *dead*
Talon, he is one annoying ****. He can easily cut you off with Cutthroat and finish you with Noxian Diplomacy. Talon can slow you very bad with Rake and makes harder to run from him + can come from nowhere with Shadow Assault. Very bad counter!
Syndra is something like Copy Paste of Ziggs. She throws annoying Dark Sphere like bombs, so watch out around them or you will be target of Unleashed Power. Syndra also can make you blind with Scatter the Weak + can steal your Blue buff easy with Force of Will. Annoying!
Brand. If he can plays, you are dead. He deals very stong DPS with Blaze and high DMG with Pillar of Flame. When he hits level 6, watch to don't be around when he uses his ultimate Pyroclasm. He can stun you with combo of Conflagration > Sear.
Kassadin can easily miss your ultimate Mega Inferno Bomb with his ultimate Riftwalk. Hard laning with his Silence and slow [Null Sphere and Force Pulse]. I don't think that there is much to worry about his Nether Blade, but be careful anyway.
Zed have very annoying spamable spell Razor Shuriken and the bad is that Zed have Energy. Watch carefully when he uses Living Shadow, because he can spawn on it and ult you with Death Mark + little bit hard slow with Shadow Slash.
Akali is very OP if she get fed, so this means you will need to play carefully in the lane. She have Energy too and can spam on you her Mark of The Assassin spell and can farm with her Crescent Slash. When she get level 6, she will have her ultimate Shadow Dance. Its very easy to catch up to you with this spell + it deals not this small DMG. She can always slow you with Twilight Shroud and can hide in there.
And our hated champion, Fizz. He got nerfed but its still OP. He can easily miss spells with Playful and jump around with Playful and Urchin Strike. Seastone Trident gives his basic attacks something annoying like Ignite. His ultimate Chum the Waters have bad CC and High Damage. Careful when he throws it.
Gragas is Tanky and High DMG Dealer champion. You must watch to don't stay in the mark of his Barrel Roll because it deals strong DMG and slows. Drunken Rage deals percent of your health and reduces damages to him. Body Slam will always be with him to jump wherever he wants. His ultimate Explosive Cask deals pretty much high DMG and throws you away, so this is a bit big problem.
Azir gets countered by Ziggs. If Azir throws his soldiers from Arise! spell, you can throw Azir back with Satchel Charge and he will not be able to control the soldiers. His ultimate Emperor's Divide is no problem for Ziggs, because he can throw his Bouncing Bomb over the wall of soldiers + Azir is Squishy and will be hitted by more DMG that other champions.
Karthus is pretty squishy champ, but he deals DMG with his Lay Waste and Defile. You will need to run around to miss his Lay Waste, but in early levels he runs out of mana too fast and you will have the chances to kill him, but he will stay alive for 7 more seconds because of his passive Death Defied and you will need to run cause his spells don't need mana for those 7 seconds and he will be able to spam them. Wall of Pain will reduce your Magic Resist so watch to don't go trough it. His ultimate Requiem can feed him if kill targets with low health so if you can see him when he casts the ult, you can cancel it by pushing him back with Satchel Charge or kill him.
Well, Lissandra is one of the annoying types of champion, because she can spam Q trough creeps and for some reason dealing too much DMG + her passive gives her free spell every 15 sec. If you are vs her watch to don't stay behind the creeps and try to poke her, but stay out of her ranges.
Pretty idiotic because of his Passive and W is hard to poke him. Watch to stay out of his Tornado Q and don't stay around minions, because when he jumps with E, Yasuo can Q again and makes AOE DMG and if Q is stacked, throws you in the air.
Kati. Watch out when she jumpes around with E and when casts Q move away from creeps to don't hit you. When she jumps and ults simply E her to stop the ult. Sadly because E can easily avoid your Q and R.
Pff. Watch out from her Q, because on the way back, the ball deals True DMG and will **** you up. Watch to stay behind something or move around when she casts E [charm]. If she ults, try to use your W on her to slow and E to run away.
Didn't played vs her.
Another child like you. Stay away from her when her Passive is ready and watch to don't stay around Tibbers, because deals small range AOE DMG. She can spam Q so poke her again.
Didn't played vs him.
This girl can easily kill you with E so watch to don't hid you with poisons like Q and W. When she start to ult [you will here a starting scream before hits] if you have fast reflexes try to be with your back, because if you are staying with face vs her, the ult will stun you and you are dead.
Didn't played vs her.
Ez will spam Q to farm and W to poke you. Try to poke him too, but if he jumps in with E try to miss his Q and W. Try to miss and his R, because on AP Ez deals alot of DMG with R.
Didn't played vs him, but try to poke him even if he have magic resist.
Didn't played vs him.
Karma is annoying. When she cast Q try to avoid it or you will need to go back more often. Her E [shield] gives her movement speed and might try to use W on you [reveals you and after 3 sec snares you] so throw W to slow her and maybe E to jump away or throw her.
Veigar will try to stack his Q whenever he can so poke him to stay away. If you get in 1v1 battle with him, try to stay away from stuns and his R will deal 80% of you AP in DMG, so just Q him and maybe R him if he is low.
Welcome to the build for
Ziggs the Hexplosive Expert
390 (+80 per level)
5.25 (+0.6 per level)
250 (+50 per level)
6.75 (+0.6 per level)
51 (+3.1 per level)
12 (+3.3 per level)
0.656 (+2% per level)
30 (+0 per level)
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!''
Oh well. My name is Galin aka. idowhatiwant Long time wasn't on mobafire so if you see any mistakes in the guide, don't hesitate to say it in the discussion.
Final Build 1
Final Build 2
Final Build 3
Greater Mark of Hybrid Penetration Greater Mark of Hybrid Penetration x9
Greater Seal of Armor x9
Greater Glyph of Scaling Ability Power x9
My Greater Quintessence of Ability Power are also very streamline in their nature. All of our AP really starts to come after level 6, so this is a nice buffer until then. However, movement speed quints like Greater Quintessence of Movement Speed are very nice because you can chase/run away much more efficiently. Also, Greater Quintessence of Magic Penetration is now viable. The 2.2 magic pen, along with reds, will give you 15 magic pen flat. With sorc shoes that's 35 MP flat. Very nice against someone who is not using mr blues, you will basically be doing true damage.
For my marks I pack Greater Mark of Hybrid Penetration. I go in-depth in the mastery section as to why buffing up Ziggs's auto attacks is a really good idea, but for now here's the short answer; You poke a lot because you have a long range compared to other mages, meaning that the armor pen will help you deal more damage in lane than a tiny bit more magic pen.
Greater Seal of Armor are taken mid as core to help with auto-attack trades. The armor will also help you survive jungle ganks, creep attacks, damage from adcs in team fights, jungle creeps, and tower shots. Over all these runes will never fall out of use and should always be taken mid.
After a lot of testing, trial, success and failure, I have come to the conclusion that scaling mr is the best glyph for Ziggs. Greater Glyph of Scaling Ability Power gives you additional damage (quite a bit in all honesty) but extra damage is no where near the worth of the added survival you receive from the mr. Look at it this way; Ziggs is a burst mage who doesn't NEED any more damage than he has from his spells. The extra AP will end up being overkill. You'll get around 100-200+ from these runes end game, but if you take the MR blues you will receive 25 mr. 25 mr absorbs a tremendous amount more magic damage than 100-200, thus why I feel this is a superior choice.
Keep in mind that there are good and bad times for when to push. For example, you have blue buff and you are fighting a Veiger Veigar. You have one side of the river warded and you are wining the lane. You should push that kid to the tower all day every day. Why? You will force him to miss last hits, you will not miss ANY last hits (Your aoe, if used correctly, will 100% let you take every minion and not miss a single one if you have blue buff.) and you will allow yourself to be able to take wraiths or wolves, gank other lanes, take dragon, the benefits are HUGE! Just keep your lane warded and this will give you a ridicules lead.
Well when is a bad time to push, you may be asking? Alright, so here's the deal. You are fighting an Akali (ER-MAH-GAWD, A COUNTER PICK... WITH A DASH!), you are losing lane, and the enemy team has a Lee Sin jungle. This is worst situation to push I can possibly imagine. Why? If you push the lane, you won't be near the turret. This means that you are open to ganks from a jungler who has a slow and a knock back ganking for a mid, like Akali, who can follow up a gank VERY well with her ult. If you do die to one of these ganks, say bye-bye to your tower or dragon or a buff or two!
You will also risk killing her tower, meaning Akali can roam and feed the other lanes, take dragon and buffs, and further advance her lead. Not only that, Akali can last hit under the tower really well with her Q, so pushing her to her tower won't actually deny any notable amount of cs.
As a final note, please do not get into the mentality of "Oh, i'm winning the lane, I should push," or "Damn it, I am losing lane, better let the enemy mid shove me to the tower." Your decision to push or not should be based solely on the enemy champion pick and their jungler, nothing else. I base it off of how good the enemy jungler is at ganking and how good the enemy mid is at last hitting under the tower.
For instance, it's pretty likely that you are going to die to a LeBlanc in lane due to her amazing kit that is solely designed for killing APCs. But, as i'm sure you are aware, Ziggs is one of the best farmers in the game, LeBlanc is one of the worst. She, and I am not exaggerating, can not last hit under the tower to save her soul. Even when losing, you should always push a poor last hitter to his/her tower, period. The same can be said for someone who is good at last hitting under the tower. Not a huge point in shoving an Anivia to her tower, she can get all 6 pretty reliably.
So, how do I know if i'm doing ok on CS?
Good question, here is some time frames for you to see if your keeping up on CS.
You should have 50-75 CS by now
You should have 100-125 (if you're just farming like a boss you can hit 150, but this is rather unlikely as you will miss some while harassing/running from a gank/ganking)
By now you can be around 175 CS, and at 25 if you stayed in lane long enough hiting 200+CS will be no big deal.
Please remember that this CS is only obtainable if the enemy mid isn't letting you kill them all game or you aren't being ganked. In a lot of ranked games you will end just farming by your side of the lane, as all mids are fearful of ganks. In a lot of normal games you may end up having 3 or so kills but being behind around 50 CS. Just add 15 CS for every kill you have. That is your total CS.
1 Great harass in lane.
2 Spammable ability with low mana costs for pushing towers in.
3 High burst damage.
4 Can zone well with his Hexplosive Minefield.
5 Can escape bad situations with his Satchel Charge.
1 His mobility and crowd control ability are the same spell so you may get caught off guard due to it's high cool down.
2 Can be focused down easily in team fights if he doesn't save his Satchel Charge for enemies attacking him.
3 Completely based on skillshots, so his damage can be avoided.
4 Positioning is key with Ziggs and it can be easy to get caught due to his low mobility.
26/04/2014 - Changed the spells style
3/05/2014 - Added new part for chapter "Final" with Views
6/05/2014 - Fixed the introduction for Me
8/05/2014 - Just got CurseVoiceBeta [SeFarrMet]
19/08/2014 - Last update, maybe...
8/10/2014 - Changes on: My description, counters and removed Chapter "Friends"
17/10/2014 - Fixed it up and now needs to dont have any mistakes ^^
12/1/2015 (16/1/2015) - Fixing up everything for Season 5
13/1/2015 - Removed counters because of the new feature "Vs. Champions"
14/2/2015 - More "Vs. Champions" and removed some not needed things in 1st chapter
26/4/2015 - Changed the Deathfire Grasp (R.I.P) to Luden's Echo
30/11/2015 - Updated for Season 6
Thank you for reading my Guide, hope it helps you with Ziggs and thank you again for making my guide on 2nd place in Top Ziggs GuidesThank you all and Good Game! And if this Guide helped you, dont forget +Rep! ^^