Ziggs Skill Build Items Rune Spell Tips Wild Rift Champion
"Best Guide and Build for Ziggs Wild Rift, Blast Opponents with Deadly Bombs. Here is the guide and build for the best Ziggs Wild Rift"
Ziggs is a Champion who is actually less popular in Wild Rift, but he has tremendous damage, coupled with his long attack range.
So, for those of you who might have a hard time playing this Champion, so you can't use suitable items, here are the best Ziggs Wild Rift builds and guides.
Ziggs Wild Rift Skills
PASSIVE SHORT FUSE
Periodically, Zigg's next basic attack generates bonus magic damage. This cooldown will decrease when Ziggs uses his abilities.
Skill 1 BOUNCING BOMB
Ziggs throws a bouncing bomb that deals magic damage.
Skill 2 SATCHEL CHARGE
Ziggs throws a time bomb which explodes after 4 seconds or when this ability is activated again.
The explosion will produce magic damage to the opponent and push him back.
Ziggs is also pushed away, but takes no damage. Ziggs can use Satchel to detonate unprotected enemy turrets.
Skill 3 HEXPLOSIVE MINEFIELD
Ziggs scatters a landmine that explodes when the opponent touches it, dealing magic damage and slowing down the enemy.
Consecutive mines blasting at the same target deals less damage.
ULTIMA MEGA INFERNO BOMB
Ziggs took out his masterpiece, the Mega Inferno Bomb, and threw it into a very remote location.
The enemies that were in the center of the explosion took more damage than those who were further away.
Ziggs Build items
Luden's Echo
For the first item, you can use Luden's Echo. This item makes Ziggs strong enough in the early game thanks to an increase in 80 ability power, 10% cooldown, and 300 mana.
As for the passivity, Luden's Echo gives Ziggs an additional 100 bonus magic damage if he manages to collect 100 discords (stack) (moving or removing abilities will give additional discords)
Ionian Boots of Lucidity
For shoe selection, you can use Ionian Boots of Lucidity with an additional 10% cooldown effect for Ziggs.
This additional cooldown is really useful for mages, especially Ziggs class, which does have a deadly combo of the skills it has.
Infinity Orb
The next item we can buy is Infinity Orb. This item allows Ziggs to get an additional 60 ability power and 200 HP.
For passivity, Infinity Orb gives Ziggs 5% movement speed and 15 magic penetration.
Another passive is to give 20% bonus critical damage to opponents who have HP below 35%.
Morellonomicon
You can buy Morellonomicon after Infinity Orb. This item provides an additional 70 ability power and 300 HP - making you a little thick and difficult to kill.
Morellonomicon is also useful against opposing Champions relying on lifesteal for teamfight thanks to the Grievous Wounds effect - an effect that reduces the opponent's HP increase when they regen or lifesteal.
Rabadon's Deathcap
So that your opponent can't move, you can get a large additional ability power through an item called Rabadon's Deathcap.
Even though the price is quite expensive, it is very worth buying thanks to the additional 130 power abilities.
Not to mention that he also has a passive effect in the form of an additional 40% ability power (from your current ability power).
Even tanks will have a hard time withstanding the attacks you take out thanks to the extra massive ability power from Rabadon's Deathcap.
Void Staff
The next item you can buy Void Staff. This item is very much needed in the late game because the average tank user already has magic resist, so the damage given is difficult to penetrate. Talking about the advantages of Void Staff, this item gives you 70 power abilities with an additional passive 40% magic penetration.
Upgrade Ionian Boots of Lucidity: Stasis Enchant
His name is a mage, definitely vulnerable to be killed, especially if he becomes the target of terrible assassins like Master Yi and Zed.
Therefore, you can upgrade the Ionian Boots of Lucidity towards Stasis Enchantment. This effect will make you unable to attack and be attacked for 2.5 seconds.
Rune Ziggs Wild Rift
Electrocute
As a mage, Ziggs really really needs burst damage to knock your opponent down very quickly, therefore you can use Electrocute to become the Keystone in the runes.
By attacking your opponent three times (basic attack and power ability), a lightning bolt will appear which gives your opponent 30-184 (based on level); (40% bonus attack damage); (25% ability power)
Champion
Because of Ziggs' massive damage, you can take advantage of the Champion as a Domination rune. This rune will increase the status of damage from Ziggs to the Champion by 10%, but has the side effect of reducing the damage by 5% every time Ziggs dies until the bonus is gone.
Regeneration
The next rune, you can use Regeneration to make Ziggs sustain in the lane.
Because of the passivity of this rune regenerate 2% HP or mana Ziggs every 3 seconds (based on percentage when low)
Manaflow Band
The last rune, you can use the Manaflow Band which gives Ziggs a maximum of 30 mana (can reach 300 mana) when he manages to attack a Champion using abilities or empowered attacks.
The Ziggs Wild Rift spell
Flash
Flash is the spell of a million people. Almost all Champions will use this spell to chase or run away from opponents. However, the cooldown spell is quite long, which is 150 seconds.
Ignite
The use of the Ignite effect greatly benefits Ziggs to fight with opponents.
You can use Ignite when your opponent's HP is already low, because it can burn your opponent with 60-410 true damage (based on level) for 5 seconds - preventing your opponent from surviving when teamfight exits.
Ziggs Wild Rift Combo
Ziggs doesn't have a combo that is so difficult as an assassin. He also actually doesn't really depend on combos because he is a type of Champion who relies on poking damage.
However, you can use this basic combo to provide maximum damage to your opponent.
Hexplosive Minefield (3) -> Bouncing Bomb (1) -> Mega Inferno Bomb (Ultimate)
Ziggs Wild Rift Tips
Use Satchel Charge (2) to destroy the turret quickly - use it when the turret's HP is below 25%;
The damage from the Mega Inferno Bomb (Ultimate) will be maximal if the opponent is hit by the center area. So, give your best shot;
You can use Satchel Charge (2) to escape or pass through walls.