Ziggs Champion Guide

Ziggs Champion Guide

Role: Mage

Lane: Botlane

Last update: Patch 15.4.1

Tier C

Abilities

Short Fuse
Bouncing Bomb
Satchel Charge
Hexplosive Minefield
Mega Inferno Bomb

Summoner Spells

Guide Author

Rest API User

Ziggs Runes

rune_table Sorcery

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rune_table Inspiration

rune
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shard
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Champion short description:

Ziggs – The Hexplosion Expert is an artillery mage who can deal a large amount of area damage from a distance and make any minion wave disappear with a flick of his finger. Ziggs is one of the few brilliant waveclear champions in League of Legends and therefore always has a place in the rift. He can also be played as a mage alternative in the bot lane as well as in the mid lane. He is characterized by the fact that he can defend 2 minion waves or 2 towers at the same time by using his Q W and E on the lane he is currently in and defending the adjacent lane(s) with his ultimate. He is also a beast at reducing enemy structures to rubble. More on this in the guide!

Ziggs’ passive is “Short Fuse”. His normal attacks periodically deal level-dependent bonus magic damage that scales 50% with his current ability power value. This damage is boosted by 150% against structures and scales 125% with his ability power against them. The more AP you gain with Ziggs, the more absurd his ability to push becomes. This passive has a cooldown of 12 seconds, which is reduced by 4-6 seconds (depending on Ziggs’ level) by the abilities used.

With Q – Bouncing Bomb, Ziggs throws a bouncing bomb into the selected area, which bounces off the ground up to 2x and continues bouncing. The distance of each bounce depends on the initial throwing distance. If the bomb hits an enemy champion or minion/monster, it explodes and deals magic damage to all nearby enemy units.

W – Explosive Charge is an explosive charge that Ziggs can throw in the selected radius, revealing their surroundings upon arrival and exploding after 4 seconds or reactivation. When the charge explodes, it deals magic damage and pushes all nearby enemy units up to 250 units (cf. Sivir attack range 500) away from the explosion center. If Ziggs himself is hit by the explosion, he lies 500 units away and suffers no damage. This ability should be canceled to throw champions that you want to capture and kill towards you alone or with your team, or to separate distance between Ziggs and enemies that are about to get to him. Be careful with reactivation as you don’t want to accidentally catapult yourself into enemies.

The explosive charge has another cool effect that is absolutely unique to League. If you place it on an enemy tower that has 25% of its total health or less when it explodes (at ability level 1), it will explode with the explosive charge. With additional points in the ability, this value increases up to 35% of the total life. No structure is safe when Ziggs is in play, well… at least enemy structures!

Hexplosive Minefield is Ziggs’ e-skill. Ziggs equips the selected area with 11 mines, which remain in place for up to 10 seconds. The base cooldown of the ability is 16 seconds, but this can be reduced by your items to a point that allows you to have 2 minefields active for a short time, or at least to be able to place one constantly. On contact with enemy or neutral units (Jungle), the mines explode, slowing units in contact with them for 1.5 seconds and causing individual magic damage. Enemies that have already taken damage from a mine will only take 40% of the initial damage from additional mines. This ability scales brilliantly with ability power and can cover small zones, cutting off your opponents.

Prepare for a gigantic explosion, because with R – Mega Inferno Bomb, Ziggs blasts halfway up the lane from up to 5000 range units (10x Sivir range). His ultimate is as big as the entire Baron Pit! When activated, Ziggs uses his ultimate creation, the Mega Inferno Bomb, which he hurls towards the selected target area. It also provides visibility in a 350-unit radius when in flight. Enemies hit take magic damage, targets in the epicenter receive 50% more damage, which scales to 110% of Ziggs’ ability power.

Skill Order

Skill Priority

Bouncing BombQ
Hexplosive MinefieldE
Satchel ChargeW

Skill Order

Bouncing BombQ
Bouncing Bomb
Satchel ChargeW
Satchel Charge
Hexplosive MinefieldE
Hexplosive Minefield
Mega Inferno BombR
Mega Inferno Bomb
Short FuseP
Short Fuse

Mostly best

1
4
5
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9
2
14
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18
3
8
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6
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16

Description Skill Order:

When playing Ziggs, prioritize your skills as follows: R whenever possible(6/11/16), Q>E>W.

For the first 4 levels there are 2 good options to use your level ups.

Option 1: Q-W-E-Q. In an all-in situation or if you want to clear the minion wave and aim for your first recall, this is the best skill order.

If the lane is less interactive and your plan is to land longer, then option 2 is better for your mana budget.

Option 2: Q-W-Q-E. The damage of Ziggs’ Q increases by 50 damage per level-up of the ability, but only costs 55>50 mana compared to the first skill point, while an E, which lives off its scaling and mainly serves as a slowdown for fights with the enemy champions, would cost another 70 mana and will cause significantly less damage to the minions than a level 2 – Q.

From level 5, prioritize Q>E>W whenever possible.

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Items you can put on Ziggs buy

Description of the build path:

Ziggs is a classic Artillary Mage, which means you want to fight from a long distance. This type of champion definitely needs at least one mana item to be able to cast many spells. Of course, we also need AP and ability speed. Later (as the third or fourth item), magic penetration will also become important.

Gameplay und Laning

Laning Phase

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