Ziggs Build Guide

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Ziggs: Bombs? You Want It? Its Yours My Friend!

written by TheMonacleSpy

Ziggs Build

Table of Contents

  • Introduction

    Ziggs is an amazing champion. One that I have had more fun than any other on release week. After several successful bouts I feel the need to write a guide on how to become a successful hexplosive expert.

    Whats that? You don't own Ziggs yet?

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  • Pros / Cons

    -Powerful turret pusher early through late game
    -Has two zone control abilities
    -Can set up powerful ganks with proper placement of his abilities
    -High damage nuke with incredible range

    Choose Ziggs if your team...
    -needs an AP carry or champion that can push lanes very fast
    -needs someone to take advantage of multiple CC (Amumu/Galio/Jarvan ults)
    -needs a good mid laner with lots of zone control

    -Very low base armor and health and no MR/level (AKA squishy)
    -All of his abilities are AoE and can be dodged
    -He uses up a ton of mana and is item-dependant for his damage to be significant
    -Requires lots of patience in lane in order to play properly

    Do not choose Ziggs if your team...
    -has 2 or more AP champions
    -has no hard CC such as a stun or root on any champion

    And most of all do not pick him if you cannot land his skills properly. Practice in Coop vs. AI before going for normal/ranked games!

  • Masteries + Runes + Summoner Abilities

    9x Greater Mark of Insight
    9x Greater Seal of Clarity
    9x Greater Glyph of Clarity
    3x Greater Quintessence of Insight

    These are the runes that I use to play Ziggs. He is in need of a lot of mana in every stage of the game for his bouncing bomb and various other skills. You will need a steady supply of mana throughout the game which is why clarity runes are a must.

    The insight runes are for his ultimate and his passive. Early game your harassment with your explosives is very powerful. Magic penetration will give you more damage early game then AP will and it will allow you to deal more damage late game with your abilities as well.

    For masteries, go 9/0/21 taking mana regen, extended buff duration, and maxing cooldown reduction. Late game the cooldown on your bouncing bomb will be 3.2 seconds meaning you will deal even more damage and distribute more zone control than without any cooldown reduction.

    Flash is your friend. Never start a game without it.

    Exhaust is your friend also. Melee champions are your most dreaded opponents and should always be dealt with using this spell.

  • Abilities

    Short Fuse
    Every 12 seconds, Zigg's next basic attack deals (20 / 49.75 / 79.5) (+(0.35 per ability power point)) bonus magic damage. Zigg's abilities reduce this cooldown by 4 seconds. These values are not correct as it will deal much more base damage late game as you level up.

    Your main tower pushing ability early through late game. NEVER USE IT TO HARASS! This will surely be the death of you if you waste it on a champion. In auto-attack range you will get killed, your team will hate you, and you will be rolled the rest of the game. Don't do this.

    Instead use it on the turret as much as possible, every hit will double your damage output against the turret and will eventually be its demise. And don't forget to spam your abilities to lower that cooldown timer to zero!

    Late game with Lich Bane and enough AP you will destroy turrets in 15 seconds. 15!

    Bouncing Bomb
    Ziggs throws a bouncing bomb that deals (75 / 120 / 165 / 210 / 255) (+(0.65 per ability power point)) magic damage. The bomb has a range of 850 and will bounce when it reaches its maximum range. The length of the bounce depends on the distance thrown and can be bounced up to 1150 range using this mechanic.

    Your main harass tool. The range is actually very good for an AoE ability and the edge of its AoE goes beyond the range of Lux's Lucent Singularity. You can overshoot with this ability though so be careful when tossing the bomb at close range.

    Satchel Charge
    Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals 70/105/140/175/210 (+0.35) magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage. The distance you are knocked back increases depending on how close you are to the center.

    This skill is annoying to use but powerful when planning an escape route or gank. It has the tendancy to either knock your enemy away or towards you depending on where it is placed. The same is applied to you which sucks because it has caused many accidental deaths in the jungle.

    However, while this is a good escape tool you can use this in conjunction with your minefield to surprise your enemies. Knocking them into the minefield using this skill takes practice but should be learned by all Ziggs players as it will nab you and your team kills.

    Hexplosive Minefield
    Ziggs scatters proximity mines that detonate on enemy contact, dealing 40/65/90/115/140 (+0.3) magic damage. Enemies hit are slowed by 20/25/30/35/40% for 2 seconds. Enemies triggering a mine take half damage from additional mines. Each mine will detonate in a tiny AoE which can hit multiple enemies. Mines disarm automatically after 10 seconds.

    You main zoning skill and what makes you the lord and master of zone control. It lasts 10 seconds. 10 SECONDS! This in conjunction with your ultimate in team fights makes you a threat even after you have left the battlefield.

    Use it to cut off escape paths that the enemy will use. Use it to zone off a tower so the enemy has to walk around it to escape. The uses are limited only by your imagination which is why I recommend using it whenever you get the chance to block an enemy's path.

    Mega Inferno Bomb
    Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take 250/375/500 (+0.9) magic damage. Enemies further away take 75% damage. If you use this from very far away the targeting reticule will only appear 1 second before the ultimate goes off much like Grand Skyfall

    This is your ultimate. The big one. 5300 range and able to decimate champions with its massive base damage and 0.9 AP ratio. I call it the Morshu bomb because of how hilarious it is to watch someone get killed by this long range nuke.

    If you want to use this effectively with a high rate of success then use it at short/medium range. I've only killed a grand total of two champions at long range with this skill and it is very difficult to predict enemy movement at that range. Therefore I recommend you use it at short/medium range only for your first couple of games as Ziggs.

  • Item Build

    For the start of the game I would highly recommend starting with Doran's Ring on SR or Prospector's Ring

    For boots always pick Sorcerer's Shoes. Never settle for Mercury's Treads because you are too slow and squishy to effectively use them.

    Here's a list of what I feel makes a good Ziggs godly. Good items on Ziggs are as follows from most important to least important:

    1. Rod of Ages

    A very useful item on Ziggs throughout the game. This will give him a huge amount of health and mana as well as bonus AP for late game. Its also highly cost efficient and will be very useful to you in every stage of the game. Get it first, cherish it, live by it. You won't need another starting item.

    2. Morello's Evil Tome
    [item_icon=Morello's Evil Tome]

    You are cooldown dependent and mana dependent. The one item that satisfies both these respects and gives you AP is the evil tome. I have won plenty of lanes with this using the harass and zone control to its fullest potential. A great late game item for Ziggs and everyone should have it if they follow the above criteria.

    3. Rabadon's Deathcap

    No AP champion guide is complete without the cap. Your AP will skyrocket with this item, giving your abilities even more damage than before. But without cooldown reduction the damage they deal won't be as consistent, making this number three on my list. If you feel like stomping some pubs you can rush it first but its not as good as all the sexy the above two items give you.

    4. Zhonya's Hourglass

    You will love everything about this item late game if you become the main target of the enemy's frustration. 2 second invulnerability shield on a minute and a half cooldown. The AP and armor the item yields is also cost-effective so you may as well grab it if you are fighting a bunch of melee champions.

    5. Lich Bane

    This is a great item on Summoner's Rift. It also has its uses on Dominion but I prefer to this item in that map mode. It gives you a very reliable turret pushing damage, and by that I mean power beyond measure. Always start with the sheen when getting this item to aid in your turret demolition. Since its use is more relegated for late game pushes I usually get this item last.

    6. Rylai's Crystal Scepter
    Rylai's Crystal Scepter

    Slowing is a great asset to some AP champions (Vlad for example) but I just don't feel the same way for Ziggs. He's not the type to chase his opponent down and he certainly isn't going to get into melee range to fight you. I only get this if the enemy team has a champion that can escape very easily from fights. Its still an okay option in my book.

    7. Deathfire Grasp

    This is not as good as the evil tome on Ziggs. I hate to say it but you won't have a ton of opportunities to use this item when its cast range is as pathetic as your other abilities. The remaining stats are okay but just no. There are better items you could be getting.

    8. Archangel's Staff

    Not a very good starting item to build into. The tear is good for champions that rely on mana for their abilities (Ryze) or that spam low cost abilities that make use of the tear passive (Nidalee/Karthus). Ziggs has a lot of high cost abilities and only one is on a 4 second cooldown at level 5. Don't build towards this early game if you want to get kills.

    9. Abyssal Scepter

    For obvious reasons you aren't within range to use the passive often. Also, you can get a lot more AP for a cheaper cost by not building towards this item. If you fear you aren't survivable enough late game get Guardian Angel instead.

    10. Moonflair Spellblade

    No, just no. I've had enough of this. It does nothing but lower CC duration. If you get CC'd you are already dead, period the end. Getting this is a surefire way to prove to everyone else that you have just given up entirely on your champion.

  • Skilling Order

    Prioritize: > > >

    If you want, and I would certainly recommend it, you could take ranks into Hexplosive Minefield instead of Satchel Charge early for more damage with a lanemate. I usually go this route if I have a support to back me up.

  • Thanks for reading my guide

    Please comment below on the success of my guide or add anything you would like to add to it. I am open to improvement and constructive criticism is welcome.