[2.3] Ziggs Guide - Ziggs: Blastin' Makes Me Feel Good
Ziggs: Blastin' Makes Me Feel Good
Pros
- Deal bucketloads of damage.
- Turrets crumble before you.
- Bring hell to every teamfight from the backline.
Cons
- Made entirely of wet paper bags.
- Earlygame is very dangerous.
- Escape options are few.
Ziggs Build
Best Build Guide for Ziggs
Item Build Description
Additional information on the items
The key items of this build, to me, are Rod of Ages , Liandry's Torment , and Rabadon's Deathcap . Especially Liandry's. These three items cover your three Ziggs needs: A bit of extra health, a mana boost, and enough damage to send the enemy team running.
Rod's important to pick up as early as possible to start getting Veteran stacks, and Liandry's is a great second pickup; that % health DOT really racks up thanks to the constant amount of firepower Ziggs can put out and the movement-hindering effects of
Satchel Charge
and
Hexplosive Minefield
. Deathcap is self-explanatory; a sheer AP boost is a sheer AP boost. Luden's Echo works wonders later-game, if you time how you use it well.
For Boot enchantments, Stasis is the popular recommendation, but I prefer Mercury; that added boost to escape CC and be able to book it out of an enemy's gank is great for survivability while having a relatively low cooldown. Ionian Boots of Lucidity is generally the way to go; Ziggs likes to be able to toss out his abilities as often as possible.
After picking up his core items and boots, Ziggs can work well with a handful of other Magic item choices;
Infinity Orb
is good for finishing off runners, something Ziggs is weak at.
Awakened Soulstealer
can let him use his ult even more often, which is always nice.
Void Staff
is good lategame to keep up his damage output against foes who built magic resist, and
Rylai's Crystal Scepter
's slow helps a little in teamfights, chasedowns, and proccing that extra Liandry's damage.
Ziggs Runes
Best Runes for Ziggs
This runeset is the go-to for any aspiring Ziggs. Summon Aery is both good for that extra chip of damage and for helping your teammates from the backline. Brutal is great for that extra bit of penetration and early-game damage edge, though Gathering Storm is also a solid option. Bone Plating is a godsend for surviving getting dived and combo'd on. Manaflow Band is self explanatory; Ziggs loves any drop of mana he can get to keep up the wave of firepower.
Skill Order
How to distribute skill points
Summoner Spells
When to take which summoners
Combos
Learn how to maximize the champions potential
An odd thing about Ziggs is his lack of a proper combo setup; there is no recommended order to toss out his abilities, as they don't chain off of each other unless you are either very skilled, or very lucky. (I.E. using
Satchel Charge
to knock someone into
Hexplosive Minefield
).
However, something very important to remember is
Short Fuse
. Always, always use that empowered attack before you start throwing out other abilities whenever you can, so that you can use it again faster. Vital boost for lanepushing.
Ziggs Matchups & Counters
Detailed information on how to play matchups and counters
Annie's Pyromania is spooky, but only if you don't play carefully. They lack the range to do any super consistent damage, and even the dreaded Summon: Tibbers stun is thwarted with a good Satchel Charge . Still, be wary of Molten Shield chipping you down, and any Annie worth her salt can still try and flash-stun you.
General Strategy
Ziggs has two main aspects that define his playstyle. He is fragile, and he is very good at outputting damage from long range. Ziggs is at his best when he's behind the charge; surrounded by teammates, hiding behind them as he lobs bombs onto the enemy from the edges. To get caught out, ganked, or focused as a Ziggs is to perish quickly. Out without a bang, which is a terrible fate. He suffers from not being able to escape combat easily;
Satchel Charge
is an okay option, able to launch you over walls and decent distances while knocking the enemy back, but a botched or panicked placement can make it useless or even seal your fate to be smashed by that Darius over there.
When Ziggs is safe, however, whether under a turret or behind a teammate, he is a nightmare.
Bouncing Bomb
is spammable as hell, and
Satchel Charge
and
Hexplosive Minefield
are great CC and AOEs. It's hard as hell to push turret on a Ziggs who knows what they're doing, and it's even harder to defend a turret from one. Let's get a bit in-depth, shall we?
Laning Phase Tips
Ziggs is a master of the lane; there are few other champs quite so good at both defending a turret, and shredding one to rubble when given the chance. However, Ziggs is also very weak indeed in the earlygame. So how does one little yordle survive the harsh world of midlaning, with nothing to their name but large amounts of heavy explosives?
1. Play It Safe.
This is *incredibly* important. Ward the river as often as possible. Don't try to push turret before it's defenses lower. Never too get close to the enemy midlaner. An uncautious Ziggs is a Ziggs who feeds. If you think you're in an unsafe position, keep your Satchel Charge ready to use as an escape. Never chase for kills, either; Ziggs sucks at it and you'll just find yourself walking into danger.
2. Conserve Mana.
It's veeeery tempting to toss all your abilities out constantly at the enemy midlaner and at minion waves, but with Ziggs, mana is a precious resource. Until you pick up
Rod of Ages
and get some of those sweet Veteran stacks, be sparing with your abilities and how you use them, moreso
Satchel Charge
and
Hexplosive Minefield
then
Bouncing Bomb
. Use Bouncing Bomb and
Short Fuse
to waveclear and chip at the enemy, and reserve your other two abilities for escape options unless you're guaranteed to hit the champion with them. Heading back early because you ran out of mana gives your foe a chance to get the edge.
3. Try Not To Roam
I know, I know, the Midlaner is supposed to roam and help out in Top and Bot lanes after a bit. Ziggs, however, really, really needs gold, and trekking through river to try and hop in on a fight is also not playing it safe. Until you get Liandry's Torment , try to stick around and farm instead of roaming, with the exceptions of dragons or maybe rift herald. Do, however, take advantage of Mega Inferno Bomb 's stupid huge range to blast at ongoing fights where you can without stepping too far away from safety.
Teamfight Phase Tips
Now this is the good part. Ziggs, when it comes down to it, does not care about kills. What he cares about is dealing so much damage the enemy turns tail and runs before they get close to the fight.
1. Don't Touch Em With A Ten Foot Pole.
Zigg's main advantage in a fight is his range; you have no business getting within melee range of an enemy, ever. Short Fuse deals good damage, but don't sacrifice your safety to land it unless the enemy is clearly preoccupied. Satchel Charge and Minefield are great for keeping anyone who looks ready to stab you away, and just spam Bouncing Bomb constantly.
2. CC The Hell Out Of Them.
Zigg's capacity for crowd control is oft overlooked, but his 2 and 3 are powerful stuff. Use them without hesitation to keep enemies off turrets, allies, and epic monsters, to throw wrenches in their positioning, and to keep racking up that sweet sweet Damage. Remember that Satchel Charge can hang around for a second or two before exploding; it's a good deterrent to keeping someone off a particular spot if you don't detonate it right away.
3. Atomize Turrets.
If you aren't joining on a turret push, then you aren't using your Ziggs power to full capacity. You are a siege's worst enemy. Remember to toss around your 1 and 3 to recharge
Short Fuse
faster when trying to mow down a turret, and place your
Satchel Charge
a little bit before the turret hits the 'can be instantly wrecked' threshold to blast it as soon as possible. If you think you can be sneaky about it, use the jungle as a route to get to low-health turrets and obliterate them with your 2 without having to push that lane solo.
4. Use Your Ult.
Ziggs'
Mega Inferno Bomb
is powerful. Very powerful. When should you use it? Literally every chance you get and you think you can hit somebody. Tossing it in a teamfight is a surefire way to turn the tides of the battle. It's also, if you're good at predicting movements, a great finisher on recalling foes. Or even just a way to scare the enemy team off a spot for a second.
5. Stay With Your Pals
With the exception of the aforementioned 'sneak up and bust up low health turrets', Ziggs should not be traveling alone, ever. Stay with the team, or in a tight spot where your inhibitor turrets got destroyed and it's risky to leave the nexus alone, stay back and defend. No matter how much damage Ziggs can do, he can't really win a trade with no backup and no turret. You are a force multiplier, but on your own you might as well be bait.