Ziggs Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Ziggs Mid Lane

Ziggs Mid Lane Guide

Updated for Patch 7.3E
B Tier

Ziggs Mid Lane Wild Rift overview and best build snapshot

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.
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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

Amplifying Tome

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

BOOTS

Spellslinger's Shoes

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

CORE BUILD

Luden's Echo

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

Horizon Focus

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

Rabadon's Deathcap

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

Void Staff

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.

Infinity Orb

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

SITUATIONAL ITEMS

Blackfire Torch

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

Liandry's Torment

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

Cryptbloom

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.

Morellonomicon

Build this when the enemy heals through his chip damage. Buy Oblivion Orb early, since the anti-heal works from the component.

Oceanid's Trident

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.

Zhonya's Hourglass

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.

Banshee's Veil

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

RUNES

KEYSTONE

Arcane Comet

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

PRIMARY

Manaflow Band

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

Absolute Focus

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

Scorch

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

SECONDARY

Cut Down

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

SITUATIONAL RUNES

Bone Plating

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

Legend: Haste

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

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

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

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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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.

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.

Early Game

Levels 1-8
Establish early that the lane belongs to your range. Land Bouncing Bomb (1st) on the enemy whenever it lines up with the wave so you chip and push at the same time, and use Satchel Charge (2nd) on the casters when you need a hard shove. The minefield is your safety net: drop it between you and the enemy so walking up costs them health, and save some for the jungle paths once you suspect a gank, since you have no clean way to run. Check the enemy jungler before every aggressive bomb, because a Ziggs caught mid-cast with his satchel down is the easiest kill on the map. You will not solo kill many people early, but a poked-down laner cannot contest the wave or trade back.

Mid / Late Game

Levels 9+
This is where the artillery pays off. Your bombs out-range almost everyone, so shove the wave and choose: crash it and siege the tower with your passive, or hold priority and walk to river to bomb the enemy jungler at scuttle. Your ultimate is the big swing tool now, so watch the Dragon lane side of the map and drop Mega Inferno Bomb (Ult) onto a dragon fight your team is taking without you. Once your first item is done the poke genuinely hurts, and a tower that falls to your passive opens the map for your jungler. Remember that mid is where you are safest: only roam with the wave shoved and a teammate watching for the flank that kills you. By late game, clear side waves from range and return before Baron or Elder can be contested. In objective setups, stay behind your frontline and place Hexplosive Minefield (3rd) across the entrance the enemy must use. Mega Inferno Bomb (Ult) can finish a low target or damage several enemies grouped in a pit, but account for its travel time. Preserve Satchel Charge (2nd) when a flank is possible, because it is Ziggs's only way to create distance after an enemy crosses his range.

Teamfights

5v5 Combat
Make the ground hostile before anyone commits. Lay the minefield across the choke or the objective pit so the enemy frontline has to walk through hexplosives to reach you, then lob bombs into the cluster from a range their carries cannot answer. Open from max distance and keep your satchel for the diver, since its knockback can push an assassin off you or knock an enemy back into your team. Mega Inferno Bomb (Ult) can start the fight or end it: drop it on a clumped backline to open, or save it for whoever tries to limp away. You bring zoning and damage, not lockdown, so position behind everything and keep the bombs coming.
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