Win 50.3% • Pick 3.1% • Ban 0.3%
Win 53.9% • Pick 0.7% • Ban 0.3%
Win 57.5% • Default build
Best runes for the selected Ziggs build:
Items vs heavy AP team
Items vs heavy AD team
Ziggs's basic attacks periodically deal additional damage to structures. Every time Ziggs uses an ability, Short Fuse's cooldown is reduced.
Ziggs throws a bomb that bounces to a target area, exploding when it hits an enemy or terrain. The bomb can bounce two times and deals magic damage to nearby enemies.
Ziggs throws an explosive charge which explodes when reactivated or after 4 seconds. The charge deals magic damage and knocks back surrounding units. Ziggs can use it to hop a distance.
Ziggs creates a field of mines which slows down and deals magic damage to enemies that go over them. Enemies can only take 40% damage from additional mines after the first.
Ziggs throws a bomb within a large target range which grants sight to the area as it travels. It deals magic damage to all enemies nearby its landing, dealing 50% increased damage near its epicenter.
Another basic trading combo.
Use your E on the closest minions and then Q them afterwards.
A basic trading combo.
Auto attack the enemy whenever your Passive is up for an empowered auto attack.
Poke the enemy as much as you can before a team fight occurs. But, do not run out of mana.
Keep pushing the wave and use your Satchel Charge
on the tower when it is low. Towers can be destroyed when they’re as low as 25%.
All this information will be available in the brand new "Guide" tab.
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