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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Ziggs

the Hexplosives Expert

Mage

League of LegendsPatch 26.16BotRanked Solo/DuoEmerald+NA43,037 gamesSample data

Role snapshot (Bot)

CTier
47.2%
Win Rate
8.4%
Pick Rate
3.0%
Ban Rate

43,037

Games

High

Confidence

Matchup map (Bot) — level 1–18

40%60%
≥ 60%
Nobody in this lane sits here.
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

19,797 games

47.6%Win Rate

FlashIgnite

Reliable build

14,202 games

46.3%Win Rate

FlashTeleport

High observed win rate

5,164 games

49.7%Win Rate

FlashExhaust

Runes

Primary: Resolve

  • Guardian
  • Font of Life
  • Second Wind
  • Overgrowth

Secondary: Inspiration

  • Magical Footwear
  • Triple Tonic

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Short Fuse

    Periodically, Ziggs' next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability.

    Passive — never cast

  • Bouncing Bomb

    Ziggs throws a bouncing bomb that deals magic damage.

    Cost 50/55/60/65/70 ManaCooldown 6/5.5/5/4.5/4sRange 850

  • Satchel Charge

    Ziggs flings an explosive charge that detonates after a delay, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage. Ziggs can use the Satchel to hexplode vulnerable enemy turrets.

    Cost 80 ManaCooldown 20/18/16/14/12sRange 1000

  • Hexplosive Minefield

    Ziggs scatters proximity mines that detonate on enemy contact, dealing magic damage and slowing. Successive mine detonations on the same target deal reduced damage.

    Cost 70/80/90/100/110 ManaCooldown 16sRange 900

  • Mega Inferno Bomb

    Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take more damage than those farther away.

    Cost 100 ManaCooldown 120/95/70sRange 5000

Scaling — level 1–18

ZiggsBot average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Ziggs

  • Dodge the primaryits rotation is one skillshot; sidestep it and the rest is chip

  • Punish the cooldownZiggs is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 4/10, so a practised player gets more out of it than the average

  • Trade on your termstake the fight where its damage lands on nobody

ARAM performance

S+
53.8%
Win Rate
0.9%
6.8%
Pick Rate
5.6%
1.5%
Ban Rate
0.9%
Damage dealt
105.9%
Damage taken
97.1%
Healing
95.4%
Shielding
97.6%
Ability Haste
+7

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now-0.2
  2. 26.14Sample win rate across this patch+0.5
  3. 26.11Sample win rate across this patch+0.6
  4. 26.08Sample win rate across this patch+0.7
  5. 26.05Sample win rate across this patch+0.5

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.