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Ziggs · Bot Guide

Mage

Mage

Easy

Power Spike (Early, Mid, Late)

Playstyle

Damage Type

95% AP

5% AD

Top
Jungle
Mid
Bot
Support
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Ziggs Strengths & Weaknesses
Strengths

Tremendous wave clearing potential with a lot of poke built in his kit. His Bouncing BombQ alone can force the enemy to recall back to base if they keep getting tagged by it.

Can displace enemy units into his Hexplosive MinefieldE by using his Satchel ChargeW. This can act as a really good finishing move against low health enemies, or it can be used to pull off an escape when necessary.

Is a menace to recall against as one bad recall can allow him to take the enemy tower really quickly due to his Passive and Satchel ChargeW.

Weaknesses

Vulnerable when his Satchel ChargeW is down as he has no other escape ability left in his kit. The same applies for when he is too pushed up in the lane.

His Bouncing BombQ can be dodged quite easily if the enemy is standing at some distance from him. It is his main form of poke damage, so without it he will be useless.

Level one Ultimate Mega Inferno BombR does very little damage if the enemy is away from the epicenter of the blast. It cannot be used as an effective finishing move unless Ziggs has items or two points in that ability.

Game plan
Early game
0 - 15 min
Ziggs is Weak

Keep poking the enemy with your Bouncing BombQ and use the lane brushes to get a massive advantage on the enemy. Try to hit both the wave and the enemy at the same time.

Poking out the enemy will be your top priority. Killing them doesn't matter but ensure that you don't let them respond to any fights happening in the river.

Neutral objective fights will be easily won by you if you use your Bouncing BombQ and Satchel ChargeW carefully. Ensure that the choke points are covered up and chunk the enemies out.

Mid game
15 - 25 min
Ziggs is Average

Swap to the mid-lane as quickly as you can. This will allow you to get a lot of map control, and your ability to siege will be pretty respectable as well.

Once you get your core items, you should be able to dish out a lot of damage in a brief moment. If you manage to catch someone out with your Satchel ChargeW and Hexplosive MinefieldE, they are as good as dead.

Utilize your Satchel ChargeW and Hexplosive MinefieldE properly when trying to fight for a neutral objective. Your Bouncing BombQ can easily be spammed by you, so use it regularly.

Late game
25+ min
Ziggs is Strong

During the late game, you will function mainly as a siege-based mage. Focus on taking towers quickly and open up the map. This will make it really easy for you to control the game state.

Being full build will let you blow up enemies with ease. All you need to do is combo them properly with your Satchel ChargeW, Hexplosive MinefieldE, and Ultimate Mega Inferno BombR. This strategy is best used in neutral, objective fights.

Use the fog of war to catch enemies off-guard. You can work with your Support and the Jungler to set up death brushes for the enemies.

Power Spikes
Early game0 - 15 min

His Bouncing BombQ is his foremost poke ability, and it is pretty reliable, so adding more points in it will directly boost his overall damage in the lane. It will let him decimate his opposition, primarily when he uses the ability from a brush.

The first item component will allow him to spam his abilities consistently due to his increased mana pool. It will also increase his overall damage, which will enable him to completely take over the lane as his waveclear is impeccable.

Ziggs is relatively weak early on when compared to other ADCs. This is because he is ability reliant than traditional ADCs who are auto-attack reliant. This can cause him to run out of mana quickly and be useless in the lane. To compensate for this, he should use the lane brushes to zone enemies off. It isn't necessary to use the abilities as the threat is enough to keep enemies at bay.

Mid game15 - 25 min

Ziggs is really in good team fights as it will allow him to thoroughly poke his opposition out with his Bouncing BombQ. He can even do it from the fog of war for maximal effect.

At level 9, Ziggs' Bouncing BombQ will be maxed out. That ability has a huge hitbox, and he can easily keep poking and sieging the enemy out of the lane.

At level 11, Ziggs will have two points in an Ultimate Mega Inferno BombR. This will give him a massive boost in his overall burst damage and catch enemies off-guard quite easily. It will also allow him to snipe kills from far away.

Late game25+ min

As Ziggs gets more items, he will be causing a lot of mayhem in terms of damage. This means that Ziggs can easily poke enemies out to make the team fights massively unfair for the enemy.

Once Ziggs gets three points in his Ultimate Mega Inferno BombR, he will deal a massive amount of damage in a huge area during team and objective fights. Fighting in clumped areas will give a tremendous advantage to Ziggs as well.

Ziggs is quite good at taking towers quickly. Still, as he gets more items, he will completely decimate them with his Passive empowered auto-attacks. After that, he can just chunk the tower out with his Satchel ChargeW, which means that the enemy can't do anything to defend their tower.

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