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Ziggs · Mid 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.

Game plan
Early game
0 - 15 min
Ziggs is Weak

Your goal throughout the laning phase is to poke and harass the enemy in lane. You have a lot of poke, so try to poke the enemy down as often as you can.

Play safe for the first few levels while you land poke on the enemy with your Bouncing BombQ. Once they’re low enough, you can commit to an all-in.

Once you’ve hit level 6 and purchased key component items, look to harass and constantly push the enemy into their tower. This will allow you to earn turret plating and increase your gold income.

Mid game
15 - 25 min
Ziggs is Average

After your bot lane has moved to the mid lane, rotate to the bot side of the map or somewhere else on the map so you can continue to farm and gain XP.

Try and siege objectives with your team during the mid-game. You have strong poking tools which will allow you to siege objectives with ease. Try to poke the enemy down as much as possible while your team tries to take towers (or the Dragon or Baron).

Delay team fights for as long as possible while you harass the enemy and poke them down with your Bouncing BombQ.

Late game
25+ min
Ziggs is Strong

Stick with your team in the late game. Do not split up or walk away from them otherwise the enemy may try to pick you off or initiate a 4v5 fight when you’re away from your team.

Look for picks with your abilities. Picking someone off and then collapsing on them to take them down is a great way of winning a team fight and ending the game. Look for picks on isolated targets if possible.

Keep a constant eye on you and your allies positioning. You need to poke the enemy down with your Bouncing BombQ and delay fights in the late game, but you need to watch your positioning as you move forward to harass. Do not get picked off by trying to harass and poke the enemy down.

Power Spikes
Early game0 - 15 min

Ziggs' first component will give him a damage and mana pool boost. It will allow him to frequently use his Bouncing BombQ to keep poking the enemy and forcing them to recall abruptly.

level 6 is a massive power spike for Ziggs as he gets access to a finishing ability that is AoE in nature. He can also use it to help teammates finish off targets while roaming around.

His Bouncing BombQ is really obnoxious, and it just becomes more potent as he keeps adding points to that ability. This will allow him to burst enemies quickly, and he will push the wave in quickly. This will let him siege his enemy laner's tower.

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. Another thing that he can do is displace enemies with his Satchel ChargeW to prevent them from reaching the neutral, objective pit. 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. This is quite beneficial in the mid-lane, especially when he is up against a melee matchup.

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 massive amounts of damage in a huge area during team and objective fights. Fighting in clumped areas will give a tremendous advantage to Ziggs as well, especially when it comes to Dragon and Baron fights.

Ziggs is quite good at taking towers quickly, but as he gets more items, he will completely decimate them with his Passive empowered auto-attacks. After that, he can just chunk the building out with his Satchel ChargeW, which means that the enemy can't do anything to defend their tower. This is quite beneficial if Ziggs' team is losing and he wants to split push.

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