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All Guides Ziggs Guides Your Friendly Neighborhood Explosion Manager [7.10]
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1 year ago
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Ziggs Statistics for iTzGriffiN

Author's performance with Ziggs compared to the ranked average.

Value
Average
Games Played
128
7
Win %
59
46
Kills
5.6
6.2
Assists
7.5
8.0
Deaths
6.4
6.4
KA:D Ratio
2.0
2.2
Gold Earned
12.5K
12.3K
Creep Score
192.3
176.6
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Pretty obvious - Use in 100% of games to secure kills/leave dangerous situations.

21.pngMy personal favorite paired with flash - With the low cooldown of 180s, this summoner spell lets you go a little harder in early game skirmishes and can be used to outplay the enemy who normally doesn't realize you have it until it's too late. Very effective if used correctly to get its full potential. 

3.pngWith the newer nerfs, exhaust has lost it's skirmishing power on Ziggs and should only be used in matchups with insane burst such as 238.png157.png134.png etc.

6.pngWhile usable, I don't think it is needed because of the built in cc on Ziggs's ziggsw.png and ziggse.png

7.pngWhile usable, compared to barrier it has a longer cooldown and heals for less than barrier shields. Further, if you're in a situation that requires you to use summoners you're most likely going to have to recall soon. In addition, since you're on your own in the midlane you won't get the added benefit of healing others in the laning phase.

1.pngI don't recommend this because if you get cc'd then you're most likely screwed regardless, just take barrier to negate the opponents damage and hope for the best.

14.pngI don't recommend this because Ziggs is designed to be maneuvering around the map taking towers and clearing minions, not taking on 1v1s. 

12.pngI don't recommend this because in the current meta ~80% of top laners take it and having two isn't that effective in my opinion. Also, with Zigg's waveclear and a defensive summoner you should be the one recalling 2nd, and teleporting back to lane wouldn't be effective. Further, teleporting to other lanes and getting any kind of followup is a shot in the dark for most elos, even with decent communication. 

New Runes Back to Top

Masteries Back to Top

I think that 12-18-0 is the most effective use of masteries on Ziggs


Ferocity
Sorcery - Obvious, you need to do more damage with your spells rather than aa faster.

Fresh Blood - I could argue using any of the 3 here, however, with Zigg's passive coming up frequently you should be auto attacking the enemy as much as you can, therefore I think that this best suits Ziggs's playstyle. 

Natural Talent - Obvious, stack that AP.

Battle Trance - Double-edged sword is trash in my opinion because in almost every skirmish you take it will last 3 seconds and you won't have to take an additional 1.5% health. Also, with Ziggs's playstyle you aren't necessarily going solely for kills, and Bounty Hunter takes a while to stack up unless you're Faker.

Cunning
Savagery - You're rarely out of combat with Ziggs so just last hit those minions

Assassin - While you could take biscuits here, pushing your laner out of lane is what you're trying to do and Assassin is just better at that in my opinion. 

Merciless - If you took flat Mana Regen runes like I told you to you wouldn't have mana problems. Also, this lets pack more punch with those long range ults for the guy that survived the fight and is running away.

Dangerous Game - Best of the 3 in my opinion, bandit could be useful but I like Dangerous game better.

Intelligence - Cooldowns are everything on Ziggs, that extra 5% can and will save your life. 

Thunderlord's Decree - Don't even think about taking anything else.

Abilities Back to Top

Q
W
E
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
7
9
W
2
14
15
17
18
E
3
8
10
12
13
R
6
11
16

Your Q is your bread and butter. Use it to harass, waveclear, and zone enemies. 

W can destroy towers below 25% health at level 1, which translates to 875 health on the tier 1 turrets. Use this and your passive to your advantage and you should be able to take your tower extremely early in the game.
E can be used to zone enemies off of objectives or used defensively to slow down those chasing you.
Your ult has really long range, but takes longer to hit the target the further you are away. Use sparingly and the more people you hit the better. 

Items Back to Top

Starting Items

    Start this every time

Core Items

    Get this first every time
    This is my most common 2nd item, great for pushing waves and with added movement speed to maneuver the map faster.
    Great against AD champs like Zed or Talon, buy 2nd if against AD, buy when you think it's appropriate if not.
    Pretty obvious, More AP = More Damage
    Buy these every time
    Buy this earlier if they build MR, later if they dont

Situational Items

    Buy this if youre getting screwed by an enemy AP champ
    Buy this if youre really far ahead early and want to go full damage

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

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