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Ziggs Build Guide by andrekotinha

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author andrekotinha

Ziggs - explodes everything !!

andrekotinha Last updated on February 9, 2012
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Ability Sequence

1
3
4
8
10
Ability Key Q
7
13
15
17
18
Ability Key W
2
5
9
12
14
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Intes Purchases

Purchase the Doran's Ring at the beginning of the game but after you sell in order to buy the Archangel's Staff


Guide Top

Pros / Cons

+ Tons of AoE damage
+ Semi-global Ultimate
+ Can deny an area with explosive Minefield
+ Unique skills
+ That grin....

Cons

- Squishy
- Positioning of Ziggs and his skills can make or break him
- Mega Inferno Bomb has a warning indicator


Guide Top

Unique Skills

Short Fuse (Passive) - Every 12 seconds, Ziggs' next basic attack deals 13 + (7 x level) (+35% of ability power) bonus magic damage. This cooldown is reduced by 4 seconds whenever Ziggs uses an ability.



Bouncing Bomb - Ziggs throws a bouncing bomb that deals magic damage.
Cost: 60 / 70 / 80 / 90 / 100 mana
Range of First Bounce: 850
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Magic Damage: 75 / 120 / 165 / 210 / 255 (+65% of ability power)

This is the skill you will use to poke with. With the new bounce mechanic, this skill can travel a very long distance. You can also toss this over minions and champions to hit someone behind them. The farther the initial throw is the farther the bomb will bounce before exploding.



Satchel Charge - Ziggs flings an explosive charge that detonates after 4 seconds, 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.
Cost: 65 mana
Range: 1000
Cooldown: 30 / 27 / 24 / 21 / 18 seconds
Magic Damage: 70 / 105 / 140 / 175 / 210 (+35% of ability power)

This ability has a lot of uses. It can be used for purely the damage, to knock an enemy away from their team/turret, knocking yourself away from an enemy to escape, and to split up a team during a team fight. You can even blast yourself over walls. Saving this ability for the right moment separates the good Ziggs' from the great.



Hexplosive Minefield - Ziggs scatters 11 proximity mines in an area, each that detonate on enemy contact, dealing magic damage and slowing.
Cost: 80 / 90 / 100 / 110 / 120 mana
Range: 900
Cooldown: 16 seconds
Magic Damage of First Mine: 40 / 65 / 90 / 115 / 140 (+30% of ability power)
Magic Damage for Additional Mines: 20 / 32.5 / 45 / 57.5 / 70 (+15% of ability power)
Slow: 20 / 25 / 30 / 35 / 40 %

Another great utility skill. Great for denying areas and can even block some paths in the jungle. Each mine has its own proximity and its own explosion, but champions take less damage from each mine after the first.



Mega Inferno Bomb (Ultimate) - 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 further away.
Cost: 100 mana
Range: 5300
Cooldown: 120 / 105 / 90 seconds
Primary Magic Damage: 250 / 375 / 500 (+90% of ability power)
Outer Area Magic Damage: 187.5 / 281.25 / 375 (+67.5% of ability power)

This ability does have a ground indicator much like Pantheon's ult. If you are mid, using this to assist in a gank, bot or top, is a very effective way of using this skill. Also try using this after a team fight has started. Enemy players will be less likely to notice the indicator. The time between use and hit is longer or shorter depending on the range you deployed it. If used at max range, your enemy has more time to get out of the indicator.


Guide Top

Ranked Play

ANOTHER REMINDER: The descriptions below are an explanation of how most games will go. Depending on how well you last hit and kills you get or give to the enemy team, the game could go completely different. Remember that a good player does not blindly follow these guides and adapts to each and every game.


Early Game
As Ziggs you are going to want to grab a and head to mid or bottom lane. If you don't have a jungler, feel free to go top. If you are laning against an enemy that uses skillshots, you can get and x3 to help you dodge their harass. Poke your enemy with Bouncing Bomb and don't forget to throw in an auto attack when your passive is ready. Try not to spam your abilities though because Ziggs does have a bit of a mana issue early game. Once you get their health low, dropping your Hexplosive Minefield behind your enemy before going in for a kill can block his escape and can even earn you an easy kill. If you think your enemy still might escape, toss your Satchel Charge behind them and quickly detonate it to knock them back into range.

At around 7:20 see if the jungler will help you get blue buff or just go grab it yourself. Remember to go back and get it every 5 minutes or as soon as possible. This will help a great deal with your mana problems and will help you use Mega Inferno Bomb a lot more often.

On your first trip back you will want to get your and another or 2 if you went with as your first item. Once you hit 6 either try for a kill in your lane or assist in a gank on bot or top with Mega Inferno Bomb. Wait for one of your teammates to lockdown an enemy before sending it in to help guarantee a direct hit.





Mid Game
By the beginning of mid game you should have your and should have your and be working towards your . Follow your Deathcap with to give you and any other AP teammates a bit of sustain.

Team fights will begin breaking out in mid game. Make sure to position yourself at a safe distance and focus one of the enemy carries. Drop Mega Inferno Bomb once the enemy begins to cluster followed by Hexplosive Minefield to slow any enemies that try to escape. Continue lobbing in your Bouncing Bomb whenever its off cooldown, mixing in auto attacks when passive is active. As the fight progresses you will have a few options for how to use Satchel Charge. If you become focused, use it to rocket yourself away from your enemies. If not, you can use it to separate the enemy team or knock an enemy back into your team. Knowing when and where to use Satchel Charge is key to being a good Ziggs.




Late Game
By late game you should have quite a large amount of AP and you should be building your to counter being focused. Try and grab blue buff as much as possible to shorten your cooldowns and continue to aid in team fights. If the game has lasted this long you will be grabbing your final items, which is ususally the most situational. is a great item to build during late game to counter the MR the enemy team is building. If the enemy is not building much MR you can get instead. For your last item in most games you will want to further increase your damage. A defensive item such as would be a good replacement if you find yourself taking a lot of damage.