Enhances his next attack to deal an additional 20 (+30% AP)
Shurt Fuse's cooldown is reduced by 4 seconds when Ziggs casts an ability.
Deals 150% damage to structures.
Flings an explosive charge that can be detonated within 4 seconds to deal 70 / 115 / 160 / 205 (+50% AP) magic dmage to enemies and knock them away. Ziggs is also knocked away without taking damage.
Damages turrets and demolishes them if they are below
15% / 20% / 25% / 30% Health.
Scatters proximity mines that deal 50 / 105 / 160 / 215 (+35% AP) magic damage on contact and slow by 35% / 40% / 45% / 50% for 1.5 seconds.
Enemies detonating multiple mines take 40% damage from subsequent mines. Mines last 5 seconds.
Ziggs is a control mage champion. He is a mid-lane champion that uses his abilities to control a team fight, wave clear, and burst down the enemies. He also excels in team fights, using his bombs to control the enemies and get a huge Mega Inferno Bomb to change a team fight in an instant. He doesn't do too well in the early game as he doesn't have a lot of mobility to escape situations and you need time to scale and get your core items.
Ziggs can also be played in the Duo lane, make sure to check the alternative build at the top of the page! When playing Ziggs in the Duo Lane the build is the same as mid lane, there is not really much else that is different in terms of playstyles, build etc. The only thing to keep in mind is matchups.
Ziggs does great with most ability power items. His main source of damage is from all his abilities. Luden's Echo is a very unique item for Ziggs. With Ziggs you will be moving a lot throwing your bombs and doing a lot of poke damage. Ludens' passive grants stacks when moving and casting abilities, and at 100 stack your next ability deals bonus magic damage. This allows you to stay back, keep throwing bombs and doing a lot of damage. Rabadon's Deathcap and Void Staff are 2 great Ability Power items to build after Luden's Echo that gives Ziggs a lot of damage.
With runes, we have the following:
With Ziggs you can use all your abilities from really far away to poke down the enemies. Aery gives you that extra bit of poke damage every so often.
One thing Ability Power mages struggle against is bruisers and tanks that like to build a lot of health and magic resist. Giant Slayer helps you do more damage vs champions that are building health.
Nullifying Orb is a great rune that gives Ziggs a shield that absorbs incoming damage when he drops low on health. This will help you survive that little bit longer so you can escape to safety or go in for the killing blow.
Ziggs will always be involved in team fights and she will get a lot of takedowns. After every unique takedown, Ziggs gets Ability Haste so he can use his abilities more often.
Ziggs is a champion that needs time to get his core items and get levels to scale into the late game. During the laning phase, the best thing you can do is to use your abilities to clear the wave and poke down your enemy. Pushing the wave also benefits Ziggs because this means that the enemy mid-lane doesn't have an opportunity to engage. You can use your Satchel Charge underneath yourself and use it to jump and escape enemies if they are jumping onto you.
The later the game goes, the stronger Ziggs becomes! You want to stay with your team at all times, making sure you are right at the back so you can keep using your spells and not worry about any enemies jumping onto you. Make sure you do not get caught out by yourself, you don't do well at all in a 1 vs 1 situations and you die very fast. You can use your Hexplosive Minefield to slow down enemies and zone them away from your team.
If you want a champion that can stay back, use his abilities to control team fights and can farm and push waves pretty safely in the mid lane then Ziggs is a perfect champion for you.
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