Ziggs ARAM Build and Guide
Updated for patch 26.21. Ability details come from Riot’s official game data for this patch; ARAM balance numbers come from the League of Legends Wiki’s champion data.
Our Ziggs ARAM build is a long-range poke path: Blackfire Torch, Horizon Focus, Rabadon’s Deathcap and Void Staff on Sorcerer’s Shoes. He bombs the enemy from far away, zones with Hexplosive Minefield and takes turrets with Satchel Charge. ARAM hits him hard, though: 87% damage dealt and 120% damage taken.
The build follows his kit (no win rates).

How is Ziggs changed in ARAM?
| ARAM modifier | Ziggs |
|---|---|
| Damage dealt | 87% |
| Damage taken | 120% |
These are among the bigger ARAM nerfs. He loses 13% of his damage and takes 20% more, which makes any diver who reaches him far more dangerous. The reason is obvious once you play a game: a mage who throws a bomb every 4 to 6 seconds, mines the lane and destroys turrets from range has a free shooting gallery on a single lane. So Riot turned him down. He’s still good, just a lot squishier than he looks on paper, and a single assassin or diver who reaches him now finishes the job much faster than on the Rift.
Why does Ziggs fit the Howling Abyss?
One lane, constant poke, and turrets close together. His patch 26.21 kit:
- Short Fuse (passive): every so often his next attack deals bonus magic damage, and casting abilities brings that sooner.
- Bouncing Bomb (Q): a bomb that bounces forward for magic damage. Cooldown 6/5.5/5/4.5/4.
- Satchel Charge (W): knocks enemies away (and Ziggs, unharmed) and hexplodes vulnerable turrets. Cooldown 20/18/16/14/12.
- Hexplosive Minefield (E): scattered proximity mines that slow and damage, with less damage from repeated mines on one target. Cooldown 16.
- Mega Inferno Bomb (R): a bomb hurled an enormous distance, strongest in the primary blast zone. Cooldown 120/95/70.
Bouncing Bomb has a short cooldown, so in a long ARAM poke war he throws far more bombs than anyone can dodge. Hexplosive Minefield on a narrow bridge covers most of the walkable space. Satchel Charge is both a disengage and a siege tool, and with turrets so close together, a low outer turret can fall to it in seconds. Then Mega Inferno Bomb from across the map. What’s the catch? The 120% damage taken, which means a single engage that lands on him usually ends with Ziggs grey-screened (it happens a lot).
What should a Ziggs ARAM build focus on?
Ability Power, Ability Haste for more bombs, and penetration. That’s it (survival comes from staying far back, not from items).
Blackfire Torch first. Baleful Blaze adds bonus magic damage over 3 seconds after each damaging ability, and Blackfire grants 4% Ability Power for every enemy champion currently burning, so a Bouncing Bomb into a group scales up quickly. It also has 20 Ability Haste and 600 Mana.
Horizon Focus second, a good fit for his range. Hypershot reveals champions he damages from 600 range or more for 6 seconds, and Focus reveals other enemies near them, which helps the whole team find targets. Third comes the big multiplier, Rabadon’s Deathcap, worth 30% more total Ability Power through Magical Opus.
Void Staff closes the core with 40% Magic Penetration against tanks building Magic Resist. Sorcerer’s Shoes give flat Magic Penetration. Honestly, Zhonya’s Hourglass is worth considering when assassins keep reaching him, given his extra damage taken.
How should you position in teamfights?
- Stay at maximum range. With 120% damage taken, every diver is a big threat.
- Throw Bouncing Bomb on cooldown; it’s back every few seconds once ranked up.
- Mine the lane before fights. Hexplosive Minefield slows and damages anyone walking through.
- Keep Satchel Charge for knocking away an engage, or for finishing a vulnerable turret.
- Throw Mega Inferno Bomb into the centre of a group, since the primary blast zone deals more damage.
What do no-recall shopping and Mark mean for Ziggs?
Shopping happens only after a death. Blackfire Torch first, and Mana components are welcome, because constant bomb spam drains Mana fast. Health relics are his only healing, and with his extra damage taken, they matter a lot.
Hitting a snowball with Mark opens a dash to the target. For Ziggs, that’s a bad idea almost every time; jumping into the enemy team is the last thing a fragile artillery mage wants. Summoner spells are fixed for the game. Take Flash and something defensive. Funny enough, Satchel Charge already works like a second Flash.
Is Ziggs a strong ARAM champion?
He’s good, but less than his kit suggests. The nerfs are heavy, and teams with strong engage can kill him quickly. With a front line to hide behind, his poke and siege are still among the best in the mode.
Facing him in bot lane on Summoner’s Rift? The Ziggs counters guide covers it. Full item stats are in our item database, and his bomb-themed skins are on the Ziggs skins page.
Long story short, the Ziggs ARAM build is Blackfire Torch, Horizon Focus, Rabadon’s Deathcap and Void Staff, played from maximum range with Satchel Charge saved for escapes and turrets.
FAQ
What are Ziggs’s ARAM modifiers?
Damage dealt 87% and damage taken 120%, according to wiki data for patch 26.21.
Why Horizon Focus on Ziggs?
Hypershot reveals champions damaged by his abilities from 600 range or more, and Focus reveals other enemies near them.
Can Ziggs destroy turrets on the Howling Abyss?
Yes. Satchel Charge can hexplode vulnerable enemy turrets, which is useful with the turrets so close on the Howling Abyss.
Why is Ziggs nerfed in ARAM?
Riot’s ARAM modifiers lower his damage dealt and raise his damage taken; his long-range poke and siege are very strong on a single lane.
Should Ziggs take Mark?
Rarely. The snowball’s dash pulls a fragile mage toward the enemy team, and Satchel Charge already gives him mobility.