Wild Rift: ZIGGS Build Guide

ZIGGS Wild Rift
B
BUFFED
112
51 010
16 Feb 2025
Damage
Toughness
Utility
Difficulty

League of Legends: Wild Rift ZIGGS, role - Mage. Use the guidelines to take your ZIGGS Wild Rift champion play style to the next level. Study in detail the build of items, runes, spells, skills that need to be developed in the first place. In order to find out what position ZIGGS is in the rating table, go to the - Tier List page.

attackdamage 52 (3.6)
heal 630 (120)
healthregeneration 8 (0.7)
attackspeed 0.75 (0)
mana 460 (73)
mpreg 16 (0.9)
movementspeed 345 (0)
armor 34 (4)
magicresistance 36 (1.2)
criticalstrike 175 (0)


SHORT FUSE
P

(PASSIVE) SHORT FUSE

Zigg's abilities deal 24% damage to turrets.

Empowers Boucing Bomb to deal 20 magic damage (17 + 3 perlevel + 20% abilitypower) and 32% damage to turrets.

Short Fuse's cooldown is reduced by 4 (-1s per 5 lvl) seconds whenever Ziggs casts an ability.

BOUNCING BOMB
Q

(Q) BOUNCING BOMB

6/5.5/5/4.5s 55/60/65/70

Throws a bouncing bomb that deals 70 magic damage (70/135/200/265 + 65% abilitypower).

SATCHEL CHARGE
W

(W) SATCHEL CHARGE

18/16/14/12s 65

Flings an explosive charge that can be detonated within 4 seconds to deal 70 magic damage (70/115/160/205 + 50% abilitypower) to enemies and knock them away. Ziggs is also knocked away without taking damage.

SATCHEL CHARGEDamages turrets and demolishes them if they are below 10/15/20/25% Health.

HEXPLOSIVE MINEFIELD
E

(E) HEXPLOSIVE MINEFIELD

18s 70/80/90/100

Scatters proximity mines that deal 50 magic damage (50/105/160/215 + 35% abilitypower) on contact and slow by 35/40/45/50% for 2 seconds.

Enemies detonating multiple mines take 40% damage from subsequent mines. Mines last 5 seconds.

MEGA INFERNO BOMB
R

(R) MEGA INFERNO BOMB

85/75/65s 100

Catapults the Mega Inferno Bomb an enormous to the target location. 

The bomb explodes upon arrival, dealing 270 magic damage (270/375/480 + 85% abilitypower) 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).

Build Counters Counter Items Tips Con Game Plan Power Spikes

Mid ZIGGS Build items and runes

The information below will help you get familiar with the game on the Mid Line ZIGGS. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

Key items

TIPS: Start your build with Amplifying Tome Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Amplifying Tome Wild Rift
Amplifying Tome

Amplifying Tome

+25 Ability Power

500

Core
Luden's Echo Wild Rift
Luden's Echo

Luden's Echo
Abilities deal bonus damage

+85 Ability Power
+7% Magic Penetration
+300 Max Mana
+20 Ability Haste

Discordic Echo: Moving and casting abilities builds Discord. At 100 Discord your next damaging active ability or empowered attack deals 110 (+ 10% AP) bonus magic damage to your target and up to 3 nearby enemies.

3000

Boots of Mana Wild Rift
Boots of Mana

Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration

+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration

Magic Break:  +8% Magic Penetration.

1400

Infinity Orb Wild Rift
Infinity Orb

Infinity Orb
Abilities deal bonus damage

+85 Ability Power
+7% Magic Penetration

Destiny: +5% Move Speed.
Balanced:  +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.

3200

Infinity Orb TIPS: This item increases damage to enemies with low health. Indispensable for mages and assassins with magical damage type.

Boots/Enchant
Boots of Mana Wild Rift
Boots of Mana

Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration

+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration

Magic Break:  +8% Magic Penetration.

1400

Stasis Enchant Wild Rift
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Stasis Enchant TIPS: Good against assassins and burst damage.

Е
Protobelt Enchant Wild Rift
Protobelt Enchant

Protobelt Enchant
Small dash

Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. (60s Cooldown)
If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage.

500

Protobelt Enchant TIPS: Buy this when you need to close the gap to get on to the enemy.

Е
TIPS: Finally, for your items, you should build Luden's Echo Luden's Echo (Abilities deal bonus damage) as your first item, followed by Boots of Mana Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Infinity Orb Infinity Orb (Abilities deal bonus damage).

Maybe now it's time to think about upgrading your boot, invest in Stasis Enchant Stasis Enchant (Turn invulnerable). You may want to replace it with Protobelt Enchant Protobelt Enchant (Small dash), it all depends on your playstyle and the situation on the battlefield.

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Luden's Echo Wild Rift
Luden's Echo

Luden's Echo
Abilities deal bonus damage

+85 Ability Power
+7% Magic Penetration
+300 Max Mana
+20 Ability Haste

Discordic Echo: Moving and casting abilities builds Discord. At 100 Discord your next damaging active ability or empowered attack deals 110 (+ 10% AP) bonus magic damage to your target and up to 3 nearby enemies.

3000

Boots of Mana Wild Rift
Boots of Mana

Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration

+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration

Magic Break:  +8% Magic Penetration.

1400

Infinity Orb Wild Rift
Infinity Orb

Infinity Orb
Abilities deal bonus damage

+85 Ability Power
+7% Magic Penetration

Destiny: +5% Move Speed.
Balanced:  +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.

3200

Infinity Orb TIPS: This item increases damage to enemies with low health. Indispensable for mages and assassins with magical damage type.

Rabadon's Deathcap Wild Rift
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+100 Ability Power
+7% Magic Penetration

Overkill: Increases Ability Power by 20-45%.

3400

Rabadon's Deathcap TIPS: A huge power spike for champions with high AP ratios to increase AP by 20-45% and significantly increase their damage. Most effective against enemy teams that lack magic resistance or have squishy targets.

Liandry's Torment Wild Rift
Liandry's Torment

Liandry's Torment
Abilities deal bonus damage

+250 Max Health
+75 Ability Power
+7% Magic Penetration

Torment: Damaging abilities or empowered attacks  deal 20 + 0.5%0.4% of enemy's max Health as bonus magic damage over 3 seconds.

3000

Liandry's Torment TIPS: Liandry's is good against tanks. Pick it up when the enemy consists of multiple tank champions.

Crown of the Shattered Queen Wild Rift
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Morellonomicon Wild Rift
Soulstealer Wild Rift
Oceanid's Trident Wild Rift
LoL Wild Rift Crystalline Reflector
Magic damage reduces enemy healing
Crown of the Shattered Queen Wild Rift
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.

Morellonomicon Wild Rift
Morellonomicon

Morellonomicon
Magic damage reduces enemy healing

+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste

Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2500

Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.

Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Takedown increase Movement speed an reduce cooldowns
Liandry's Torment Wild Rift
Liandry's Torment

Liandry's Torment
Abilities deal bonus damage

+250 Max Health
+75 Ability Power
+7% Magic Penetration

Torment: Damaging abilities or empowered attacks  deal 20 + 0.5%0.4% of enemy's max Health as bonus magic damage over 3 seconds.

3000

Liandry's Torment TIPS: Liandry's is good against tanks. Pick it up when the enemy consists of multiple tank champions.

Soulstealer Wild Rift
Soulstealer

Soulstealer
Takedown increase Movement speed an reduce cooldowns

+150 Max Health
+65 Ability Power
+7% Magic Penetration
+20 Ability Haste

Soul Hunt:  +15% Magic Penetration.
Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks.

3000

Soulstealer TIPS: Kills and assists steal movement speed and ability haste from defeated enemies until they respawn. Useful if you're a frequent kill-getter.

Kills and assists steal movement speed and ability haste from defeated enemies until they respawn. Useful if you're a frequent kill-getter.
Anti-Shielding
Crown of the Shattered Queen Wild Rift
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.

Oceanid's Trident Wild Rift
Oceanid's Trident

Oceanid's Trident
Anti-Shielding

+200 Max Health
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste

Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.

2600

Oceanid's Trident TIPS: If you're an mage-assassin and the enemy has a lot of shields, pick this item up to make destroying their shields easier.

If you're an mage-assassin and the enemy has a lot of shields, pick this item up to make destroying their shields easier.
Reduce physical damage and deals magic damage back
Crown of the Shattered Queen Wild Rift
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.

LoL Wild Rift Crystalline Reflector
Crystalline Reflector

Crystalline Reflector
Reduce physical damage and deals magic damage back

+200 Max Health
+45 Armor
+60 Ability Power
+7% Magic Penetration

Mirroed Force: Each ability cast grants a mirror shard that lasts 3 second(s). The shard blocks 8-25 incoming physical damage from enemy champions and deals magic damage equal to 10 + 3% AP + 1% bonus Health to them. Shard durations do not stack.

3000

Crystalline Reflector TIPS: A great item for a mage assassin, it will increase survivability against champions with a physical damage type. It also reflects physical damage back to the attacker as magical damage.

A great item for a mage assassin, it will increase survivability against champions with a physical damage type. It also reflects physical damage back to the attacker as magical damage.

Summoner Spells

If you want to use this ZIGGS Mid build, you should take Flash Flash (Teleport a short distance) and Barrier Barrier (Gain a shield) as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Barrier Wild Rift
Barrier

Barrier

Gain a shield that absorbs 120 (120–560 ) damage for 2.5 seconds.

Cooldown: 100s

Ignite Wild Rift
Ignite

Ignite

Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.

Grievous Wound reduces the effectiveness of Healing and Regeneration effects.

Cooldown: 100s

Runes BUILD

For runes, you should pick Arcane Comet Arcane Comet (Damaging a champion with an ability hurls a comet at their location. When a comet hits an enemy champion, the next comet's damage increases.) as your keystone, followed by Scorch Scorch (Deals bonus damage to champions on ability hit.), Mark of the Weak Mark of the Weak (After an ability damages an enemy champion, causes them to take increased damage.) and Eyeball Collector Eyeball Collector (Gains Adaptive Force after champion takedowns.) in the primary tree, as well as Transcendence Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) in the secondary tree. Below you can see possible options for replacing runes.
Arcane Comet Wild Rift

Arcane Comet
Poke, Stack Amplification

Damaging a champion with an ability hurls a comet at their location. When a comet hits an enemy champion, the next comet's damage increases.

Damage: (23 to 100) + (3 x total hits on enemy champions) + 35% bonus + 20%.

Cooldown: 16-8s ()

Arcane Comet
Poke, Stack Amplification
Damaging a champion with an ability hurls a comet at their location. When a comet hits an enemy champion, the next comet's damage increases.
Scorch Wild Rift

Scorch
Poke

Damaging an enemy champion with an ability burns them, dealing 28-42 bonus magic damage () after 1 seconds.

Cooldown: 8s

Scorch
Poke
Deals bonus damage to champions on ability hit.
Mark of the Weak Wild Rift

Mark of the Weak
Increase damage taken

Using abilities to deal damage to enemy champions will mark them as weak, increasing damage taken by them by 4-7% (). The mark disappears after they take ability damage 3 times, or after 7s have passed.

Cooldown: 15s

Mark of the Weak
Increase damage taken
After an ability damages an enemy champion, causes them to take increased damage.
Eyeball Collector Wild Rift

Eyeball Collector
Adaptive Force

Gains 1 or 2 after each unique enemy champion takedown, stacking up to 10 times.

At 10 stacks, gain bonus 10 or 20.

Eyeball Collector
Adaptive Force
Gains Adaptive Force after champion takedowns.
Transcendence Wild Rift

Transcendence
CDR

Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 6, gain bonus 6 Ability Haste;
at level 11, after Basic Ability hit the target, redue 15% the ability's cooldown time.

Cooldown: 8s

Transcendence
CDR
Grants more Ability Haste the higher your level is and also returns ability cooldown duration.

Skills Order

For the skill order, you want to stick with (Q) (E) (W). You can learn more about abilities order at all levels by studying the diagram below.
BOUNCING BOMB

(Q) BOUNCING BOMB

6/5.5/5/4.5s 55/60/65/70

Throws a bouncing bomb that deals 70 magic damage (70/135/200/265 + 65% abilitypower).

(Q) BOUNCING BOMB
















SATCHEL CHARGE

(W) SATCHEL CHARGE

18/16/14/12s 65

Flings an explosive charge that can be detonated within 4 seconds to deal 70 magic damage (70/115/160/205 + 50% abilitypower) to enemies and knock them away. Ziggs is also knocked away without taking damage.

SATCHEL CHARGEDamages turrets and demolishes them if they are below 10/15/20/25% Health.

(W) SATCHEL CHARGE
















HEXPLOSIVE MINEFIELD

(E) HEXPLOSIVE MINEFIELD

18s 70/80/90/100

Scatters proximity mines that deal 50 magic damage (50/105/160/215 + 35% abilitypower) on contact and slow by 35/40/45/50% for 2 seconds.

Enemies detonating multiple mines take 40% damage from subsequent mines. Mines last 5 seconds.

(E) HEXPLOSIVE MINEFIELD
















MEGA INFERNO BOMB

(R) MEGA INFERNO BOMB

85/75/65s 100

Catapults the Mega Inferno Bomb an enormous to the target location. 

The bomb explodes upon arrival, dealing 270 magic damage (270/375/480 + 85% abilitypower) 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).

(R) MEGA INFERNO BOMB
















Mid ZIGGS Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Mid ZIGGS. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

ZIGGS Wild Rift

Threats

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Synergies

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Mid ZIGGS Counter Items

We have prepared a list of items and spells that will help counter Mid ZIGGS in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Magic Resist

Items with magic resistance can help you to survive against ZIGGS combo.
Mercury's Treads Wild Rift
Mercury's Treads

Mercury's Treads
Reduces Magic Damage

+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.

Dissolve: Reduces magic damage taken by 7-12% ().

1350

Spirit Visage Wild Rift
Spirit Visage

Spirit Visage
Increases healing and shielding received

+350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste

Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%.

2800

Spirit Visage TIPS: It is a strong item to amplify in-build sustain (to increase healing and health regeneration). It's good against magic damage champions who deal sustained damage like Vladimir and Swain; against burst mages like Syndra and Veigar to survive their initial burst and heal up quickly.

Force of Nature Wild Rift
Force of Nature

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+55 Magic Resistance

Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.

2750

Force of Nature TIPS: Tank item which is recommended in situations where: 1) enemy team has a lot of magic damage; 2) you need increased movement speed. Effective against champions like Syndra, Brand, etc.

Maw of Malmortius Wild Rift
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.

3000

Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
Stasis Enchant Wild Rift
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Stasis Enchant TIPS: Good against assassins and burst damage.

Е
LoL Wild Rift: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3150

Edge of Night TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.

Crown of the Shattered Queen Wild Rift
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.

Gain a Shield

Gives you a shield that increases your chances of survival against ZIGGS.
Maw of Malmortius Wild Rift
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.

3000

Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.

Locket Enchant Wild Rift
Locket Enchant

Locket Enchant
Area of effect magic shield

Locket (Active):  Grants a shield to yourself and nearby allied champions that each absorbs 60-330 damage for 2.5 seconds. (60s cooldown)

This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.

500

Locket Enchant TIPS: Is great on tanks who are good in team fights.

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Stoneplate Enchant Wild Rift
Stoneplate Enchant

Stoneplate Enchant
Shield

Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 10% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end. 

500

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Mid ZIGGS Tips

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Mid ZIGGS Strengths and Weaknesses

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Mid ZIGGS Strategy and Tactics

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Mid ZIGGS Power Spikes

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Wild Rift ZIGGS Ability and Tips

SHORT FUSESHORT FUSE
P
BOUNCING BOMBBOUNCING BOMB
Q
SATCHEL CHARGESATCHEL CHARGE
W
HEXPLOSIVE MINEFIELDHEXPLOSIVE MINEFIELD
E
MEGA INFERNO BOMBMEGA INFERNO BOMB
R

(PASSIVE) SHORT FUSE

SHORT FUSE

Zigg's abilities deal 24% damage to turrets.

Empowers Boucing Bomb to deal 20 magic damage (17 + 3 perlevel + 20% abilitypower) and 32% damage to turrets.

Short Fuse's cooldown is reduced by 4 (-1s per 5 lvl) seconds whenever Ziggs casts an ability.

Ability Tips

Coming soon..

This section is currently empty, but we assure you that we are working tirelessly to fill this section!

Video

(Q) BOUNCING BOMB

BOUNCING BOMB

6/5.5/5/4.5s 55/60/65/70

Throws a bouncing bomb that deals 70 magic damage (70/135/200/265 + 65% abilitypower).

Ability Tips

Coming soon..

This section is currently empty, but we assure you that we are working tirelessly to fill this section!

Video

(W) SATCHEL CHARGE

SATCHEL CHARGE

18/16/14/12s 65

Flings an explosive charge that can be detonated within 4 seconds to deal 70 magic damage (70/115/160/205 + 50% abilitypower) to enemies and knock them away. Ziggs is also knocked away without taking damage.

SATCHEL CHARGEDamages turrets and demolishes them if they are below 10/15/20/25% Health.

Ability Tips

Coming soon..

This section is currently empty, but we assure you that we are working tirelessly to fill this section!

Video

(E) HEXPLOSIVE MINEFIELD

HEXPLOSIVE MINEFIELD

18s 70/80/90/100

Scatters proximity mines that deal 50 magic damage (50/105/160/215 + 35% abilitypower) on contact and slow by 35/40/45/50% for 2 seconds.

Enemies detonating multiple mines take 40% damage from subsequent mines. Mines last 5 seconds.

Ability Tips

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Video

(R) MEGA INFERNO BOMB

MEGA INFERNO BOMB

85/75/65s 100

Catapults the Mega Inferno Bomb an enormous to the target location. 

The bomb explodes upon arrival, dealing 270 magic damage (270/375/480 + 85% abilitypower) 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).

Ability Tips

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Video

Wild Rift ZIGGS Skills Combo

🥇HARD 🥈MEDIUM 🥉EASY

Ziggs Surprise All-In

Execution

W1
F
W2
R
E
Q
eAA

Use this combo to quickly close the distance and burst a target.

(W1) SATCHEL CHARGE between you and your target. FLASH towards the end of the explosive charge and immediately (W2) to close the distance. Quickly use (R) MEGA INFERNO BOMB, (E) HEXPLOSIVE MINEFIELD, and (Q) BOUNCING BOMB one after another mid-air to burst down the enemy. Finish with AA once you land.

Combo Video

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Join our community and unlock the all Combos + Video!
Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!

Join our community and unlock the all Combos + Video!
Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!

ZIGGS Change history

 ADJUSTED 09 JAN 2025 (PATCH 6.0)

BASE STATS
Base Health: 570 → 630.
Health per level: 105 → 120.
Base Armor: 30 → 34.
Armor per level: 3.5 → 4.
Base Magic Resist: 30 → 36.
Magic Resist per level: 0.8 → 1.2.
BUFFED 01 FEB 2024 (PATCH 5.0A)

(PASSIVE) SHORT FUSE
Damage to turret: 15% → 24%.
Empowered damage of Bouncing Bomb to turret: 20% → 32%.

(Q) BOUNCING BOMB
Damage: 65/130/195/260 + 65% Ability Power → 70/135/200/265 + 65% Ability Power.
Cooldown: 7.5/6.5/5.5/4.5s → 6/5.5/5/4.5s.
 ADJUSTED 04 JAN 2024 (PATCH 4.4D)

(PASSIVE) SHORT FUSE
[Removed] Enhances Ziggs’ next attack to deal an additional 30 + 30% Ability Power ~ 170 + 50% Ability Power magic damage. The enhanced attack deals 150% damage to turrets.
[New] Passive: all of Ziggs’ abilities can deal 15% damage to turrets.
[New] Enhanced Bouncing Bomb, deal 17+ 3 per level + 20% Ability Power additional magic damage, 20% to turrets.

(W) SATCHEL CHARGE
[New] The icon indicator to demolish turrets will be visible on the whole map, as well as in the Fog of War.
[New] Will now display an execution line on turrets when they can be demolished.
[New] The charge can be detonated while in the air.

(R) MEGA INFERNO BOMB
[Removed] Mega Inferno Bomb will deal (300/450/600 + 105% Ability Power) magic damage to enemies in the center blast zone, while enemies outside of the center take 66.7% damage.
[New] Mega Inferno Bomb will deal (270/375/480 + 85% Ability Power) magic damage to enemies in the blast zone.
[New] Smart cast expands the range of searching targets to the full range of the ability.
 ADJUSTED 25 OCT 2023 (PATCH 4.4)

BASE STATS
Movement speed: 340 → 345.
BUFFED 28 JUN 2023 (PATCH 4.2B)

(PASSIVE) SHORT FUSE
Base damage: 20~160 → 30~170.

(W) SATCHEL CHARGE
Cooldown: 21/18/15/12s → 18/16/14/12s.

(E) HEXPLOSIVE MINEFIELD
Movement speed reduction duration: 1.5s → 2s.
 ADJUSTED 25 MAY 2023 (PATCH 4.2)

BASE STATS
Base movement speed +10.
Crit damage rate:200% → 175%.
 ADJUSTED 10 MAY 2023 (PATCH 4.1C)

(Q) BOUNCING BOMB
Magic damage: 75/135/195/255 → 85/145/205/265.

(W) SATCHEL CHARGE
Demolition threshold: 15/20/25/30% → 10/15/20/25%.
BUFFED 16 NOV 2022 (PATCH 3.5)

BASE STATS
Base mana: 435 → 460.
Base mana regeneration: 12 → 16.
NERFED 25 MAY 2022 (PATCH 3.2A)

(E) HEXPLOSIVE MINEFIELD
Cooldown: 16s → 18s.
Mine duration: 7s → 5s.
NERFED 23 MAR 2022 (PATCH 3.1)

(E) HEXPLOSIVE MINEFIELD
Mine duration: 10s → 7s.
NERFED 02 DEC 2021 (PATCH 2.6)

BASE STATS
Health per level: 115 → 105.
Health at level 15: 2180 → 2040.
Base Mana: 480 → 435.

(Q) BOUNCING BOMB
Mana cost: 45/50/55/60 → 55/60/65/70.

(R) MEGA INFERNO BOMB
Cooldown: 80/65/50s → 95/80/65s.
 Изменение от 14 OCT 2021 (PATCH 2.5)

(PASSIVE) SHORT FUSE
Base damage: 20/30/40/50/60/70 /80/90/100/110/120/ 130/140/150/160 → 20/25/30/35/43/51/59/67/79/91/103/115/130/145/160.
NERFED 27 JUL 2021 (PATCH 2.4)

(W) SATCHEL CHARGE
Tower execution threshold: 20/25/30/35% → 15/20/25/30%.
NERFED 30 JUN 2021 (PATCH 2.3B)

BASE STATS
Armor: 35 → 30.
NERFED 02 JUN 2021 (PATCH 2.3)

(PASSIVE) SHORT FUSE
Passive Damage to Structures: 200% → 150%.
NERFED 28 APR 2021 (PATCH 2.2B)

(Q) BOUNCING BOMB
Cooldown: 6/5,5/5/4,5s → 7,5/6,5/5,5/4,5s.
NERFED 16 MAR 2021 (PATCH 2.1B)

(W) SATCHEL CHARGE
Tower destroy threshold: 25/30/35/40% tower HP → 20/25/30/35% tower HP.
BUFFED 16 MAR 2021 (PATCH 2.1B)

(R) MEGA INFERNO BOMB
Outer AoE size radius: 4 → 5.
Inner AoE size radius: 2 → 2,5.
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