[2.4] Ziggs Guide - ZIGGS FULL In-depth MID LANE GUIDE
Best Build Guide for Ziggs
Item Build Description
Additional information on the items
Sapphire Crystal to safely farm up for the first recall items without having to back for low mana. You don't need a lot of damage in the beginning.
Full damage: Lost Chapter for early AP damage (more poke potential)
Defensive: Catalyst of Aeons if enemy has multiple tanks or if you are under high lane pressure/unable to sustain in lane.
FULL DAMAGE BUILD:
§ Luden's Echo provides a larger mana pool to work with and a large ability damage buff early on. Excellent for high poke damage and forcing lane opponents under tower. Always rush this item if you are going full damage.
§ Ionian Boots of Lucidity into [stasis enchant]. Ability haste as well as increased roam potential. [stasis enchant] provides some safety for those ganks or over extended moments as well as a late game safety mechanism.
§ Lich Bane decent power spike. Auto attack between abilities for maximum damage(see passive). Increases your mana pool as well as more ability haste for faster combos.
§ Rabadon's Deathcap huge power spike. Combined with your previous items, your abilities will be doing crazy amounts of damage. Excellent for one shoting squishy enemies or killing multiple low health targets with Mega Inferno Bomb
§ Morellonomicon grants healing reduction to enemies[essential due to the high healing in wild rift] provides health, ability power as well as magic penetration for more sustain and damage output.
VS TANKS BUILD:
§ buy Tear of the Goddess to start stacking but don't finish Archangel's Staff until you buy Rod of Ages . Once you have Tear of the Goddess rush Rod of Ages to start stacking its passive. That way you can upgrade Tear of the Goddess into Archangel's Staff and have both of their passives at max stack at roughly the same time.
§ Ionian Boots of Lucidity into [stasis enchant] or Teleport Enchant . Ability haste as well as increased roam potential. [stasis enchant] provides some safety for those ganks or over extended moments as well as a late game safety mechanism. Teleport Enchant will allow you to get to fights faster and potentially surprise enemies in teamfights.
§ Liandry's Torment the no.1 tank melter in Wild Rift. At this stage enemies will have decent/high amounts of health and 2 or 3 finished tank items. Liandry's Torment will allow you to shred through tanks like your favorite cake!
§ Rabadon's Deathcap huge damage increase. Combined with your previous items, your abilities will be doing crazy amounts of damage. Excellent for one shoting tanks if they haven't built many magic resistance items.
FLEXIBLE ITEMS/LAST ITEM:
§ Infinity Orb will work solidly on both build comps. Magic penetration for enemies who built MR. Its passive means your Mega Inferno Bomb has the potential to one shot multiple low hp targets for satisfying multi - kills.
§ Awakened Soulstealer excellent if you snowball early game and get multiple kills. Overall ability haste as well as a massive ult cool down reduction.
§ Teleport Enchant excellent for catching your opponent roaming or getting to an objective fight. You can push lane then teleport to their roam. I.E ASOL is roaming dragon lane. You can meet him there and help your teammates.
Best Runes for Ziggs
Consistent damage output build:
Aery: consistant damage output
Brutal: early damage boost for Electrocute and wave clear. Armour penetration
Hunter Titan: helping in enemy takedowns provides decent health boost as well as tenacity(slow resistance)
ManaFlow Band: mana and HP regen (perfect for ziggs)
VS assassins/lane pressure
Electrocute: easy to proc with ziggs and decent damage
Brutal: early damage boost for Electrocute and wave clear. Armour penetration
Spirit Walker: early hp boost
Hunter genius: early ability haste as well as more late game ability haste if you contribute to enemy takedowns.
Learn how to maximize the champions potential
This is an all in surprise attack
If you are a small distance from an enemy or enemies. Place Satchel Charge and run in the direction of your enemies (staying in your charge circle). This will throw you towards and onto your enemies. Proceed to spam Hexplosive Minefield , Mega Inferno Bomb , Bouncing Bomb and proceed to auto attack.
With the correct build you can one shot a tank or multiple squishy/low health enemies.
You need to practice your Satchel Charge and make sure you know the throw distance.
You do not take damage from Satchel Charge
Ziggs Matchups & Counters
Detailed information on how to play matchups and counters
Keep your distance. You have twice the ability range. Just keep poking him and be aware of his roams. Buy Teleport Enchant to further force him out of the game by nullifying his attempted roams. Wouldn't be surprised if you make him rage quit.
Just dodge the yellow card out of Pick A Card . You obviously have more range and can poke him into submission. Remember Teleport Enchant is your best friend because he will try to use Destiny to roam. Meet him there and frustrate him even more.
She has decent range but no escape and only her ult has CC. It will be hard for her to kill you unless you walk straight into all her spells. Poke to win.
You have more range however if she lands Charm you are most likely dead. Stay behind your minions or keep your distance.
While she has no range compared to you. You should be careful. After lvl 5 she can use Shuriken Flip and Perfect Execution to engage from a distance. stay behind minions or under tower to avoid Shuriken Flip
Again no range compared to you. After lvl 5 watch out for flash + Summon: Tibbers . Just keep your distance and poke her. Buy Quicksilver Enchant to negate her stun effect and use Satchel Charge to disengage.
Can one shot you after lvl 5.
Stand behind minions to reduce his Razor Shuriken damage.
Avoid his W+E+Q combo by keep your distance. If he starts getting closer he's probably trying to throw his Living Shadow to combo you.
Buy [stasis enchant] or Guardian Angel to avoid his one shot ult combo.
Can dodge all of your abilities with Wind Wall and Sweeping Blade . Only engage when you have no friendly minions(he can heal] or if he has no windwall. If you get to close then I hope you enjoy Grey screens and a countdown timer.
Like zed can one shot you after lvl 5.try to Avoid Chum The Waters and buy [stasis enchant] ASAP
Can dodge all your abilities with [fizz:3]. Keep your distance and poke him.
If you get hit with Light Binding you need to use everything to evenly match her trade.
She has roughly the same range but has cc and a shield. It's going to come down to who hits and who misses their abilities.
Mistress of mid lane. Queen of despair and poking. She has the same range, CC and a shield. Her pokin is insane and can catch you off guard with her ball.
You need to push the lane faster and poke her to win. Again it's down to who hits their abilities. If you miss and she doesn't, it's a guarantee you will lose lane.
Refer to my match-ups page to ensure you are prepared for every mid laner.
Notes: you have the most ranged abilities next to Oriana. Use your range and damage to fully utilize ziggs and win your lane. Poke, poke, poke. Forcing your lane opponent to back means you can slowly poke down their tower. You don't have high mobility so remember to use Satchel Charge .you can throw it down to disengage a fight and force enemies back.
Early Game: you don't have anything special early on except range. Use auto attacks and Bouncing Bomb to poke opponents and clear waves. Use Hexplosive Minefield in front of your tower to kill incoming minions so opponents don't have a chance to poke you under tower or get damage onto it. Play safe, farm up and wait for ganks.
First Dragon: help your team by poking down enemies or preventing escapes by throwing down Hexplosive Minefield . You can use Mega Inferno Bomb then throw in Satchel Charge if the enemy starts dragon first. This will allow your team to burst them down since they've just taken a lot of damage and been thrown away from dragon.
Laning Phase: If you are struggling in lane don't try to roam. The enemy will read you like a book and cut you off or to will lose tower which means your team loses a Frontline safety point. You are the most important tower to defend. Farm under tower and call for ganks.
Mid Game: depending on how your early game went you might have a few kills or assists. If you are confident in your lane then buy Ionian Boots of Lucidity and Teleport Enchant to roam and help your allies lanes. You should be dealing decent damage by now. Remember to keep your distance and don't get caught out of position.
Late Game: you've got 3 or 4 items now. You are dealing loads of damage and should be able to burst down enemies with your teammates in a few seconds. Keep your distance. Poke and support you teammates with high damage output. You're a support mage for reason.
Pro's and Con's
§ Long range abilities and a global ultimate ability
§ Low mobility
§ easy to fall behind if you die multiple times
§ Requires in-depth game knowledge, assute tactical awareness as well as good positioning
§ Skillshot oriented
§ Mana hungry champ
Tips and Tricks
§ you can use Satchel Charge to jump over walls
§ your Bouncing Bomb always bounces 3 times unless it hits something. Use this for long range snipes or damaging opponents under towers.
§ Satchel Charge will instantly destroy a turret under 40% health. Use this to quickly melt turrets.
§ take advantage of Short Fuse for increased turret damage.
Wild Rift Glossary
A few league terms explained:
Item Synergy: how well an item works with your champion to maximize damage, ability power and roam potential.
Champion synergy: how well champions complement each other's abilities. Example Malphite and Yasuo. Ashe and Braum or Lulu and Jinx.
Obj: objectives AKA neutral objectives such as Dragons, rift herald or Baron Nasher
Gank: when you or one of your teammates goes to a lane and surprise engages the enemy using cc or pure attack damage to kill the enemy with your teammates. You can also let one of your teammates bait an enemy into following them then surprising them from a bush to kill them.
Roam potential: how quickly you can move across the map to a specific area or lane.
Map control: the ability to control fight outbreaks or enemy roams. Example: stopping the mid laner or jungler from roaming to your dragon laners to group attack them.
Roaming: leaving your lane or jungle to team fight other lanes. Example: yasuo leaves mid and roams to baron to group on enemy baron laner to kill them.
Remember more cc = more GG
Why Listen to me?
My name is TG NV1S and I play for Tactical Gaming's Wild Rift division. https://tacticalgaming.net/
We have multiple competitive League of legends teams, all with highly experienced players and staff.
I personally have 5 years of league experience peaking diamond.
I work closely in conjunction with my [CO] XIERNAS and my [INSL] Berrymonkey to bring you the very best and up-to-date guides.
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