CHAMPIONSZiggs
Ziggs
CHAMPION · MID

Ziggs

Verified across 3 sourcesLast updated · 2026-05-26
midA5 src
01

Overview

last updated 2026-05-26
Editor's pick · most-quoted
You know, you do have a lot of damage. Um, again, kind of like Brand, Ziggs doesn't really have any ways of escaping outside of like his satchel charge, which sometimes can help you, but sometimes can be pretty difficult to try and escape enemy champions. So, you can get dove on very easily by assassins or bruisers, and sometimes Zigs can't do uh enough damage.
itzstu4rt · patch 7.1b · (52:03)
Open questions (4)
  1. 01~~Build path~~ — answered for 7.1e in [[#Build (WR Meta, 7.1e)]] (2026-05-26)
  2. 02~~Rune setup~~ — answered alongside builds above (2026-05-26)
  3. 03Power-spike timings
  4. 04Specific matchups
02

Tier history

5 entries · 3 sources · 3 patches
PatchSourceRoleTierΔDateNotes
7.1ehellsdevilmidA=2026-05-19
7.1eroyalmidS+22026-05-17
7.1ditzstu4rtmidB·2026-05-08
7.1droyalmidA·2026-05-08
7.1hellsdevilmidA·2026-05-08
03

Builds

1 source
WR Metaaggregator statspatch 7.1e
WR49.30%PR6.52%BR2.12%
Items (in order)
Luden's Echo
Luden's EchoAbilities 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.

2900 gold
Boots of Mana
Boots of ManaAbility Power, Magic Penetration, Mana Regeneration
  • +15 Ability Power
  • +100% Mana Regeneration
  • +45 Move Speed.

Magic Break: +8% Magic Penetration.

Equilibrium: Champions without Mana gain 50% bonus health Regen.

Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.

900 gold
Soulstealer
Mejai's SoulstealerTakedowns increase AP
  • +70 Max Health
  • +25 Ability Power
  • +7% Magic Penetration

Glory: Gain up to 30 stacks of Glory after a champion takedown. Melee champions gain 3 stack(s) for each kill and 2 stack(s) for each assist; ranged champions gain 4 stack(s) for each kill and 2 stack(s) for each assist. You lose 10 stack(s) on death.

Fear: Gain 5 AP for every stack of Glory you have. At 10 stack(s) of Glory and above, gain 10% bonus Movement Speed.

1800 gold
Stasis Enchant
Stasis EnchantTurn invulnerable

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

1000 gold
Infinity Orb
Infinity OrbAbilities deal bonus damage
  • +80 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.

Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 () plus 10% to nearby enemies.

2900 gold
Rabadon's Deathcap
Rabadon's DeathcapBoosts Ability Power
  • +100 Ability Power
  • +7% Magic Penetration

Overkill: Increases Ability Power by 20-45%.

3400 gold
Runes
Arcane Comet
KeystoneArcane Comet
Arcane CometKeystone

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: 18 - 95 + (3 x total hits on enemy champions) + 35% bonus Attack Damage + 20% Ability Power. Cooldown: 16-8 seconds.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Botanist
BotanistMinor · Sorcery

When you destroy a plant, gain 25 gold and empowered plant effects. Soulflowers near the turrets also grant additional bonuses. Soulflowers: Grant 100% bonus gold. Honeyfruit: Heal is increased by 20% when consumed. Scryer's Bloom: Vision granted lasts 20% longer when destroyed. Blast Cone: Gain 40% Movement Speed for 2.5 seconds after the knockback.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Transcendence
TranscendenceMinor · Sorcery

Gain a bonus when reaching the following levels: -Level 1: Gain 6 Ability Haste. - Level 5: Gain an additional 6 Ability Haste. - Level 9: After a basic ability hits the target, reduce 10% of the ability's cooldown. (8s cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Scorch
ScorchMinor · Sorcery

Dealing ability damage to a champion deals an additional 21-49 magic damage after 1 second. Cooldown: 8s

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Bone Plating
Bone PlatingMinor · Resolve

Blocks damage from the next triggering champion attack and 2 more attacks.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Skill priority
QEW
Spells
FlashFlashGhostGhost

Source: [[Sources/web-pages/2026-05-26-wrmeta-ziggs-build-7.1e|WR Meta]] · sampling: Diamond / Master / Challenger (Legendary tier).

Situational item swaps (explicit):

  • Bandle Fantasy — vs grouped enemies needing trap control
  • Horizon Focus — vs long-range vulnerable targets
  • Liandry's Torment — vs high-HP tank teams
  • Oceanid's Trident — vs shield-heavy enemy teams
  • Morellonomicon — vs healing-dependent opponents
04

Commentary

verbatim creator quotes
itzstu4rtauto· Auto-extracted commentary (iTzSTU4RT, 7.1b)
patch 7.1b

Generated by /wr-extract from iTzSTU4RT's patch 7.1b video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1b analysis (iTzSTU4RT) sections above. Mid "You know, you do have a lot of damage. Um, again, kind of like Brand, Ziggs doesn't really have any ways of escaping outside of like his satchel charge, which sometimes can help you, but sometimes can be pretty difficult to try and escape enemy champions. So, you can get dove on very easily by assassins or bruisers, and sometimes Zigs can't do uh enough damage." (52:03)

itzstu4rtauto· Mid
patch 7.1b·mid

You know, you do have a lot of damage. Um, again, kind of like Brand, Ziggs doesn't really have any ways of escaping outside of like his satchel charge, which sometimes can help you, but sometimes can be pretty difficult to try and escape enemy champions. So, you can get dove on very easily by assassins or bruisers, and sometimes Zigs can't do uh enough damage.(52:03)

05

Recommended runes

creator-cited rune picks
ScorchScorchSorcery · 2 mentions
  • *"I'm going to gathering storm, right? A lot of the times you want to go scorch so you can have a better laning phase so you can get to your late game, right? The you have to think about it like that as well. like you're not taking uh you're not taking for example let's say that you're playing I don't know
Eyeball CollectorEyeball CollectorDomination · 1 mention
  • *"A lot of the times you want to go scorch so you can have a better laning phase so you can get to your late game, right? The you have to think about it like that as well. like you're not taking uh you're not taking for example let's say that you're playing I don't know
Zombie WardZombie WardDomination · 1 mention
  • *"A lot of the times you want to go scorch so you can have a better laning phase so you can get to your late game, right? The you have to think about it like that as well. like you're not taking uh you're not taking for example let's say that you're playing I don't know
Bone PlatingBone PlatingResolve · 1 mention
  • *"A lot of the times you want to go scorch so you can have a better laning phase so you can get to your late game, right? The you have to think about it like that as well. like you're not taking uh you're not taking for example let's say that you're playing I don't know
Absolute FocusAbsolute FocusSorcery · 1 mention
  • *"Like Velcro,
Gathering StormGathering StormSorcery · 1 mention
  • *"At 21 you're going to get 52, but 21 minutes the game should be over in like 90% of cases or the winner has already been decided and that 12 AP won't make a big difference. So I'm not a big believer in Gathering Storm because it's kind of u I I feel like in most cases Scorch will actually be better for most laners. However, for junglers obviously where you're not really proing scorch, gathering storm is the answer. But on
First StrikeFirst StrikeCross-path keystone · 1 mention
  • *"Synra can build this sometimes. Oriana can build this sometimes. uh pretty much any champion that can do damage from usually afar and tend to really proc runes like electrocute and doesn't really benefit like usually champions that go arcane comet will either go first strike or arcane comet right that's kind of their decision but most of them they're ranged and they don't get the full benefit of first strike for the gold u so it kind of becomes this question of can you do all of your burst right away like Syndra can, then first strike might make more sense, right? She uses her Q, we al all within first strike, so she gets full value. But someone like
GuardianGuardianCross-path keystone · 1 mention
  • *"So, every 3 seconds, you're going to be going for another attack. Next up, we have one of their newer rooms, and that's guardian. Guard allies within 350 units of you, and allies you target with abilities for 2.5 seconds. While guarding, if you or the ally take more than a certain amount of damage, both of you gain a shield for 1.5 seconds. So um guardian is kind of like the old protector's vow right the passive protector's vow it's kind kind of like lock it gives like a big shield which has a very long cool down right 40 to 20 second the problem with the guardian is that it can be kind of procked before a fight starts so a champion like
06

Patch notes

mentions of Ziggs

No patch-note mentions parsed yet.