Max Skill 1 first, your main tool for wave clear and poke, then level Skill 3.
Ziggs Strengths
✓Fast tower-taking siege power
✓AoE poke from long range
✓Wide map support with a long-range Ult
Ziggs Weaknesses
×Every skill is a skillshot and depends on aim
×Very fragile once enemies close the gap
×No self-peel once Skill 2 is down
Ziggs Early Game
Shove the wave from range with Skill 1's bouncing bomb. Hit the enemy with it too and keep up the pressure. At the same time, use the Passive-empowered Skill 1 on the tower to chip plates early. That is Ziggs's basic pattern.
Ziggs Mid Game
Skill 2 destroys a tower outright once its HP is low enough. Move around the map and control the siege. When allies start a fight far away, drop Ult on it right away to pick up kills and assists.
Ziggs Late Game
Late in the game, your wave clear turns you into a fortress defending towers. In standoffs before objectives, keep throwing bombs from a safe distance. The goal is to chip their HP before they can engage.
Ziggs Teamfights
Ideally, fight in narrow spots like the jungle where enemies bunch up. The moment your team lands CC, center Ult on them and take a large chunk out of the whole group.
⚠️ Common Mistakes
Wasting Skill 2 (Satchel Charge) just for poke damage
Ziggs's Skill 2 is your only self-peel: it knocks enemies away and launches you to safety. It is also the key tool for finishing off low-HP towers. Throwing it out casually for poke leaves you helpless when an assassin comes for you. Keep it for self-defense at your feet, or for the final blow on a tower.
Ziggs Combos
Basic Poke
Box them in with the minefield from Skill 3 and the charge from Skill 2, then land Skill 1.
3▶
2▶
1
Ziggs Skills
Passive
Short Fuse
⏳ 24s
Zigg's abilities deal 24% damage to turrets. Empowers Bouncing Bomb to deal 20 bonus magic damage (20 + 15%AP) and 32% damage to turrets. Short Fuse's cooldown is reduced by 4 second(s) whenever Ziggs casts an ability.
Skill 1
Bouncing Bomb
⏳ 5.5s
Throws a bouncing bomb that deals 70 magic damage (70 + 65%AP).
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
5.5
5
4.5
4
Cost
55
60
65
70
Base Damage
70
135
200
265
Skill 2
Satchel Charge
⏳ 18s
Flings an explosive charge that can be detonated within 4 seconds to deal 70 magic damage (70 + 50%AP) to enemies and knock them away. Ziggs is also knocked away without taking damage.
Damages turrets and demolishes them if they are below 20% HP.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
18
16
14
12
Base Damage
70
115
160
205
HP% Damage
20%
22.5%
25%
27.5%
Skill 3
Hexplosive Minefield
⏳ 15s
Scatters proximity mines that deal 50 magic damage (50 + 35%AP) on contact and slow by 35% for 2 seconds.
Enemies detonating multiple mines take 40% damage from subsequent mines. Mines last 5 seconds.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cost
70
80
90
100
Base Damage
50
105
160
215
Slow
35%
40%
45%
50%
Ult
Mega Inferno Bomb
⏳ 85s
Catapults the Mega Inferno Bomb an enormous distance to the target location. The bomb explodes upon arrival, dealing 270 magic damage (270 + 85%AP) to enemies in the blast zone. When auto-aiming, the ability automatically selects and hurls the bomb at a target within range (based on Targeting Priority settings).
Ziggs works by keeping bombs on the ground constantly rather than by landing one big hit. The AP ratio on his empowered Short Fuse damage comes down, but shorter cooldowns on Bouncing Bomb and Hexplosive Minefield mean he simply gets to cast more often. A fully built Ziggs hits a little softer per cast, while poking behind a shoved wave and denying ground before a fight both get easier.