Ziggs Mid Lane Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Summoner Spells

Spell 1
Flash

Spell 2
Barrier
How to play
Clear waves and poke from range Use your 1st ability to throw bouncing bombs at minions and enemies while staying outside their reach.
Keep your satchel for an escape Place your 2nd ability beside you, then cast it again to blast yourself away when an enemy gets close.
Turn a won fight into tower damage Your 2nd ability can destroy a low-health tower. Push with your minions after winning a fight, then place and detonate it beside the tower when the execute marker appears.
Guide author
Royal
Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.
Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.
Strengths
- Huge range and wave clear let him out-poke most mids and shove fast enough to siege towers or zone objectives safely.
- A 5,000-range ultimate can swing distant dragon, Herald, and side-lane fights, while his passive melts towers.
- His minefield and satchel layer so much zoning that clean all-ins are hard and chokes become dangerous to cross.
Weaknesses
- One satchel hop is his only escape, so any assassin or skirmisher who closes the gap runs him down.
- All his damage is skillshots with wind-up, so missed bombs leave him a squishy mage with nothing to fight back with.
- He has almost no reliable lockdown, so his poke pressures but rarely converts into clean kills on its own.
Ziggs Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Ziggs Mid Lane, including items, runes, summoner spells, and skill order.
STARTING ITEM

Early ability power, since his bombs are his waveclear and his poke at once.
BOOTS

Magic penetration keeps his siege hurting once the enemy buys magic resist.
CORE BUILD

Fixes his mana and adds echo splash to his Q (1st), so the same cast shoves the wave and chunks whoever is near it.

His bombs land from artillery range, so the reveal and amplification trigger on the poke he was already throwing.

Multiplies his ability power, which turns poke that chipped half a health bar into bombs that delete carries.

Cuts the magic resist teams stack against his siege, keeping his bombs lethal late. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Crits against low health targets, which turns the slivers his bombs leave into kills.
SITUATIONAL ITEMS

His bombs and minefield keep the burn applied on everyone holding ground, so the stacking bonus stays near its cap.

His chip never stops, so the max health burn applies to anyone holding ground against his minefield.

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help when his siege anchors a teamfight. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.
Build this when the enemy heals through his chip damage. Buy Oblivion Orb early, since the anti-heal works from the component.

Build this when shields absorb Ziggs's siege. A safe bouncing bomb (1st) can apply the reduction before his minefield, satchel, or ultimate lands on the same position.

Build this against assassins, since stasis survives the all-in one satchel hop cannot. Buy Seeker's Armguard early for the armor and ability power.

Build this when the enemy has a hook or point-and-click stun, since that is how every dive on him starts.
RUNES
KEYSTONE

His minefield and satchel both slow, so the target cannot dodge Comet when his bomb follows.
PRIMARY

His siege pattern casts constantly, so more mana is directly more bombs per push.

His range means he should be at high health through a siege, which is when this pays out.

His poke is a bomb and back off, and Scorch adds damage to that trade.
SECONDARY

His bombs grind through health bars, so bonus damage against high health targets suits the frontline holding his siege back.
SITUATIONAL RUNES

Take this over Cut Down against assassins who can reach Ziggs and stop his siege pattern.

Take this over Cut Down in safer lanes when repeated siege pressure is the plan. Shorter Bouncing Bomb (1st) and Satchel Charge (2nd) cooldowns help Ziggs keep poking while recovering his disengage tool sooner.
SUMMONER SPELLS
MAIN SPELLS

Flash
Must take. He is immobile once his satchel is used, and the satchel is usually spent shoving a wave or repositioning for damage.

Barrier
He wins by holding the longest range in the lane, which means the only way he loses is to the champion who reaches him. Surviving that opening burst leaves all of his poke on the board.
SKILL ORDER
Skill Priority Order
- 11st Ability
Q - 23rd Ability
E - 32nd Ability
W
Ziggs Mid Lane Wild Rift matchups and counters
Wild Rift matchup guide for Ziggs Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Veigar
Your bombs pressure him from outside Event Horizon (3rd), and your waveclear forces him to spend time farming instead of setting up a cage. Do not try to Satchel Charge (2nd) through the cage wall: touching it still stuns you.

Vex
Her kit is built to punish dashes, which you barely use, so the part of her that terrorizes other mids does little to you, and your range beats her gloom poke.

Syndra
Neither her sphere poke nor her stun setup reaches as far as your bombs, so she has to walk into a siege and pay for it. Her point-and-click ultimate is the only real threat.

Mel
An artillery standoff you win: your minefield and siege out-zone her volley, and the snare that is her only peel does not stop your satchel hop. Her reflect only punishes a telegraphed committed cast.
Ziggs Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Fizz
His pole-vault sidesteps your bombs and minefield in one untargetable hop, then he lands on top of you. You cannot out-poke a champion who erases the poke, and his item spike makes every catch lethal.

Katarina
Dashes and resets carry her through the minefield that should zone her, landing on your immobile frame before the bombs connect. If she snowballs off a pick, the lane is lost.

Yone
He walks through your poke behind his shield and bridges the gap with a knockup that ignores your spacing. One satchel hop buys a single disengage, and he wins every duel after two items.

Zed
His shadow swaps dodge your bombs, and his ultimate deletes you the moment it comes online, since one satchel hop rarely buys enough distance to survive the burst.

Ahri
Her three dashes and charm carry her through the bombs and minefield you use to keep distance, and one landed charm sets up a burst your immobile frame cannot survive. Her mobility outpaces your single satchel hop.
Ziggs Mid Lane Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Ziggs Mid Lane, from early lane control through mid and late game map play to final teamfights.

