Introduction
Ziggs is among the top when it comes to both poking, spamming, long range zoning and pushing towers. In this guide I hope you will get some more insight when it comes to playing
Ziggs in an effective way.
If you already know how to build
Ziggs when it comes to items, masteries, etc, I advice you to skip straight to Fighting Champions in the Mid Lane to see how to fight the different champions you'll face while you're playing
Ziggs as a mid champion.
The first thing I need to warn you about: The playstyle I use for
Ziggs doesn't involve
Will of the Ancients early, so he's not going to get any forms of spell vamp.
Second: This build is a glass cannon build. You sacrifice all survivability for damage(Save
Zhonya's Hourglass). This guide will therefore focus heavily on the team aspect of
Ziggs.
Last but not least:
Ziggs doesn't have a high skillcap, but since all his abilities are aimed / skillshots, you need a few "practice laps" just to get the hang of him. The most important ability you need to learn is
Mega Inferno Bomb, and more precisely, how to aim it correctly.
Pros / Cons With Ziggs
General Pros
- Has a ridiculously high damage output early and lategame
- All he does is AoE, share the pain!
- One of the safest pokers -
Bouncing Bomb bounces quite far
- Thanks to
Hexplosive Minefield you can escape or kill people easier
-
Satchel Charge is like a second flash and also knocks back enemies slightly
-
Mega Inferno Bomb truly works miracles in teamfights
- Split pushing GOD if you have
Teleport,
Lich Bane and
Destruction
-
Rylai's Crystal Scepter combined with
Hexplosive Minefield = Awesome CC
- Low learning curve and also a high damage curve
- You're a tiny gremlin with two lit bombs in your hands
General Cons
- Suspecible to early ganks (Unless you rank up
Satchel Charge at lvl 1-2)
- Managuzzler
- Only one "hard" (knockback) CC -
Satchel Charge
- It's all skill(shots)
- That obvious skull that appears before
Mega Inferno Bomb hits
High Damage Build
Pros
- Unrivaled damage early on
- Allows you to beat any ADC with good aim and timing
- Early team fights are a stroll with
Rabadon's Deathcap rush
- Lacking CC is made up for through slow
- Don't need to gank in person (
Mega Inferno Bomb hits ~400 early)
-
Zhonya's Hourglass makes it harder for you to get dived
- You have an advantage when someone is in your face (
Lich Bane + kiting)
- Landing abilities does considerably more damage than the other build
Cons
- Doesn't fix mana problems, but may make them worse
- If you are denied blues, you will struggle hard
- You can't outsustain anyone (HP or mana wise)
High Sustain Build
Pros
- You don't really need to recall after you have
Hextech Revolver and
Chalice of Harmony
- After
Athene's Unholy Grail you no longer need blues, and can spam at will
- Your three first items make you deal good damage and sustain forever in team fights
- You should be able to 1v1 most mids that don't run a similar build (No MR, no sustain)
- If you want, you can farm with
Bouncing Bombs and still never go below 20% mana
- Without a doubt the best build to build up farm early with
- You won't ever have mana issues
- If I didn't mention it above 5 times, you won't have mana issues ever again
- Tied best spammer
Cons
- Lacks damage early on
- Giving up defensive items for sustain items
- Not getting assists or kills cripples you in team fights due to mana costs
- Not having an hourglass will turn you into a cookie in team fights
- You can't combat people in your auto attack range as good compared to the damage build
- Farm dependant early, since having a
Rabadon's Deathcap is not guaranteed early
- Lacks quite some sustain and some damage by the first team fight
Team Fight Build
Pros
- Best for 5v5 rankeds without a doubt
- No one should beat you in damage and usefulness
- Similar advantages to the sustain build
- Similar advantages to the high damage build
- The most unique passives of all the builds, which again gives you the most team fight perks
- Tied best spammer
Cons
- Relies on team to peel for you in most situations
- Shines late / once you have all items
- Requires a team that can stall the game, or you have to get Rylai's before Dcap to sacrifice dmg
Single Target Build
Pros
- Split pushes and pushes better than
Twisted Fate if you pack
Teleport
- Crushes towers in seconds
- Smashes one face instantly if they don't have
Flash or similar abilities up
- Allows you to catch people off guard and instagib them
- With an ally with CC, you can kill ANYONE on their team with correct timing
- If a lone target tries to stop you from split pushing, you can kill him in 9/10 1v1s
- Best 1v1er of all the builds
- Turns 5v5s into 5v4 if a target strays too far away
- Easiest to carry rankeds because it gives you one less target before a team fight in most cases
- Highest single target damage
Cons
- If you don't manage to hit all abilities, you won't always take down your target
- Forgetting to use DFG will cripple your damage
- By far the worst spammer
- Highest risk, highest reward in terms of hitting abilities and split pushing
- Low team fight usefulness compared to other builds, unless theire all tanks or your team has 0 dmg
Which Build Is Best For Me?
High Sustain Build
- Will fit most people, it's highly noob friendly with high payoff low risk
- Doesn't rely on blues, at all
- Allows you to re-engage with full health and mana
- If you get focused you are dead quickly
- Doesn't rely too much on team
- Hard to kill the tankiest of the tanks (MR stacking tanks)
The High Damage Build
- Is meant for advanced players, because it has no mana regeneration at all
- Has the most damage at any stage of the game
- Allows you to engage in close combat a lot more efficiently
- Relies on having a blue if you want to re-engage for a new fight
- Even if you get focused, you still have hourglass to keep you alive
- Relies a lot on team
- Hard to kill the tankiest of the tanks (MR stacking tanks)
- Still somewhat viable in ranked due to
Lich Bane allowing for 1v1 duels with most champions
Team Fight Build
- Is best used for 5v5 rankeds
- Because it requires coordination with team, it's bad in solo queues
- Still viable, but can't face most people 1v1
- Must use ultimate in a 1v1 situation if you wish to win the duel
- By far the best builds in most cases, but lacks the best (health) sustain and 1v1 capabilities
Single Target Build
- Is the best lone wolf build
- Lacks almost all unique and useful team fight passives
- Has no survivability if caught off guard or by CC
- Might be hard to pull off due to 0 CC
Ziggs
- Isn't the most advanced build, but still quite high skill cap
- Not forgiving, therefore not noob friendly in any manner
- No mana regen leaves you mana starved before and after team fights
Keep in mind, none of the cons or pros weigh the same. This means that the builds are completely equal in their own sense. Everything really relies on three things when it comes to the builds:
1.
Your team!
- Are they squishy or bruisy?
- Do they have any peels? (Abilities to keep people off ADC and APC)
- Is your team AD centered, AP centered or balanced?
- Are they all complete nitwits that need to jump on your back to get carried to victory?
2.
Their team!
- Same as your team basically, with a few exceptions
- Do they have any hard CC?
- Is anyone aiming for you in the team fights, if so, are they using target or skillshot abilities?
3.
Your aim!
- If it sucks you can only blame yourself. Try practicing in normal games!
- If you can't hit a thing 1v1 or in team fights, go for the single target build
- If you hit EVERYTHING you can go straight for AP items and ignore
Lich Bane if they lack CC
Summoner Spells
Main picks
Flash! Your best friend
After poking someone for too long, you're gonna see that they all have a habit of running to the nearest tower and start recalling. To prevent low HP targets from escaping and to prevent your own death, I suggest you take
Flash at all times.
Forgot to lit the fuse? Well..
Ignite it then!
One of the better summoner spells while playing
Ziggs. This is a good call because it halves healing from say..
Sorakas ultimate:
Wish. It also deals some damage, which is always good for when your enemy barely makes it away, and only needs slightly more damage to die (This issue could also be solved by
Mega Inferno Bomb unless you already used it, or don't want to use it). This is not a 100% necessary summoner spell to use, but as said - it helps secure kills and halve heals, nothing more, nothing less.
Possible alternatives:
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Kind of useless now, used to heal more - Barrier is a much better alternative because it shields more. Allows you to stay in lane longer, but I question whether it's viable or not.
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If you're REALLY good at aiming Satchel Charge, you can actually replace Flash with Ghost. Due to the changes (World Championship Hotfix) to Satchel Charge, Satchel Charge is not a lot more reliable as an escape mechanic because of the increased range. Flash allows you to go 1/2 over a wall, and still get over, but Satchel Charge NEEDS you to get 100% over. All in all, Ghost is still viable, but replacing Flash with Ghost would take a lot of skill to master. Flash + Ghost however, would allow you to chase and flee better than anyone, but leave you without the uniqueness of any other summoner spell.
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Allows you to combat even the most fed of AD carries. Not to be underestimated; This is about the best spell to pick if you want to carry your team. In solo / duo ranked queues, this helps a tremendous deal. It allows you to take down their biggest threat alone. Only take this if NO ONE on your team has it or there are more than one AD carry on the enemy team. Versus a mid champ, the effect of Exhaust is dimnished because most mid champions deal magic damage, not physical damage. The only use for Exhaust 1v1 mid is to prevent him from escaping and to help slightly turn a battle in your favor.
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Ever seen a Twisted Fate with Teleport going mid? Ziggs is almost the same, but with better split pushing. Because you can combat / slow / outrun anyone in the league simply by running through jungle, you are an excellent choice for split pushing. This also allows you to recall and not lose any experience, which is a plus. This is a GOOD choice in a 5v5 premade or 5v5 ranked, because it allows you to distract the enemy team, and split push TWO LANES AT THE SAME TIME, if not ALL! How? Mega Inferno Bomb alone, allows you to push two lanes by being in one and spamming Bouncing Bombs, and then toss your ult to another lane. Teleport allows you to get to the third lane, and save your ultimate as well. Great spell with multiple advantages that are hard to exploit alone, with an uncoordinated team.
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If you need this summoner, I would reccomend Barrier instead. The CC time is probably at least 0,5 sec due to reaction time (might be lower), and Barrier let's you turn the fight around. It can be viable if their team is all about CC, such as Amumu, Galio and alike. Keep in mind this doesn't work against Warwick and Malzahar suppression.
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Leave it for supports. Keep in mind this actually gives a bigger heads up about your Mega Inferno Bombs than the skull marker from the bomb itself. Works wonders when it comes to stealing barons, dragons and buffs efficiently though, even if it still gives a heads up.
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With the 40% mana restore buff, this spell no longer falls off at any point of the game. If you have mana problems, please buy Chalice of Harmony instead, it helps so much more. Clarity is only good for players that are new to Ziggs in my opinion. The reason you're better off buying a chalice rather than having Clarity is because the other summoners are a lot more viable.
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Very viable! This is quite nice against some mids, where you know it's a stale, or when you know they can finish you off ( Lux / Ezreal / Karthus). This is actually better than Ignite if you compare the two. Barrier blocks all the damage, and then some more, making you very strong in 1v1 situations. This doesn't help you get kills, but it helps you survive, which is the sole reason I go for Ignite most of the time instead. Keep in mind that it might be good versus Kassadin or LeBlanc if you don't want to buy MR items, even though MR items probably are more efficient at that job.
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Why Exactly Those Runes?
My Picks:
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Greater Mark of Magic Penetration
9
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Greater Seal of Scaling Mana Regeneration
9
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Greater Glyph of Scaling Ability Power
9
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Greater Quintessence of Ability Power
3
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Greater Mark of Magic Penetration - Even though you already have Magic Penetration through both
Sorcerer's Shoes and
Void Staff, it never hurts anyone but your enemy to have more. Without a doubt best in slot, unless you're up against an AD mid, but even then you should have armor runes in any other slot but this one.
Greater Seal of Scaling Mana Regeneration - The immense drain of mana shows its impact really early on, but in my opinion, you do not need to spare it a thought before mid / late game. Having these increases your total MP/s by 2 by lvl 18, which turns into twice that with a
Chalice of Harmony, meaning that you have an even bigger resistance to ever going out of mana 100%. These can be avoided for AP/lvl instead in my opinion, but I prefer using them for mid and late game impact.
Greater Glyph of Scaling Ability Power - Does not give an early game advantage, but will give you more oomph than flat AP will after mid game. I would take these over flat any day, due to
Ziggs being a weak finisher untill he actually has his ultimate, when the flats by then are only 1 AP ahead of the AP/lvl ones. This makes them the best obvious best (AP) in slot for
Ziggs.
Greater Quintessence of Ability Power - Gives you the extra AP at the start, which usually makes or breaks the average midgame. These break even with AP/lvls by lvl 12, which is TOO LATE in my opinion. These have an impact from early to late-mid game, which make them worth it more in my opinion. If you know your team is a late game team, I would reccomend going AP/lvl instead though, but it's all about taste.
Other viable options:
Marks: There are some options that you could go for, but sacrificing the spell penetration just does not make me feel like it pays off at all.
Seals:
Greater Seal of Mana Regeneration is a good option, because it provides you with spamability early on, but flats out after mid game.
Greater Seal of Armor works if you are not the spammer-type
Ziggs player. Use these if you are against a counter such as
Talon or
Pantheon.
Greater Seal of Scaling Ability Power give you a 16 AP increase at lvl 18, so this is not a bad option if you itemize mana or feel like you don't need regen.
Glyphs:
Greater Glyph of Scaling Magic Resist, a valid option if you get chewed up by AP casters late ingame, but
Greater Glyph of Magic Resist is better for your early game advantage, because it gives you better trades.
Greater Glyph of Ability Power works nicely early game, but flattens out slightly before mid game.
Greater Glyph of Cooldown Reduction is adviceable if you got the excess mana at all times, but with
Ziggs I personally feel excess mana is a luxury and not a common thing.
Quintessences:
Greater Quintessence of Scaling Ability Power is a great option lategame, but you tend to need the extra AP early on.
If you feel an extra need for armor, MR, CDR, gold, MS, you name it; you can always replace the Quints, but I highly advice you to stick with AP quints.
Possible Alternatives to Masteries
Total mastery rework as of 05/12/2012 with the new patch.
In the utility tree: If you don't build a
Tear of the Goddess, there is no need for the extra mana from
Expanded Mind
.
Mastermind
however, reduces the CD of
Flash down to 255 seconds like it usually was before 3rd season patch, which is quite neat.
Ignites cooldown also goes down to 189, which is 9 seconds more than it was pre patch.
In the offense tree you can choose to sacrifice points from
Mental Force
or
Havoc
or
Sorcery
to use in either
Destruction
or
Spellsword
. I find
Sorcery
and
Havoc
slightly less useful than
Mental Force
,
Spellsword
and
Destruction
, due to the mere 1% to CDR, 0.66% dmg loss (the gains are greater than the losses in terms of damage).
Some might argue that
Ziggs hardly needs
Spellsword
, but even as a long range caster, you'll find yourself in situations where you need to face your opponents quite close.
Short Fuse also compliments this mastery, as well as it helps last hit and harass early.
Item Explanation
I can understand some of the hate on the itembuild, but this is only one of many combinations for
Ziggs. This guide is centered to players whom excel at early game and become the greatest damage source late game.
Yes, I always choose this item after my
Boots of Speed because I always fare well with my playstyle. Usually I never die before I even get it, but if that happens, I may change item sequence (Which i will give more alternatives to later on).
I don't see
Ionian Boots of Lucidity as a viable option, because you don't want to overspam before you get any MP/5 or mana.
Sorcerer's Shoes however, are viable through the entire game because they help remove your greatest enemy: MR.
It's crucial you get this quite early, if not even first, as
Ziggs. This is because you will be the biggest threat in teamfights, and
Zhonya's Hourglass can save you from multiple ultimates at a time.
or
This comes down to whether you like to 1v1 people or if you like to kite and help your team. Don't get me wrong,
Deathfire Grasp helps tremendously in fights to kill off that fed
Olaf jolting for your carry (seeing as slows and stuns don't do anything).
Rylai's Crystal Scepter is an item you should consider because it gives great CC and allows you to slow their entire team at once.
Because of the
Deathfire Grasp nerf,
Rylai's Crystal Scepter is now better in 9/10 situations. Only pick up
Deathfire Grasp if you know you'll be going 1v1 all the time / they have an
Olaf that only goes for you / your carry. CDR re added to DFG, but they removed even more of the damage. It now deals 15% of max health instead of 15% of current health however, and has a 20% amplification AP damage debuff for 4 seconds on target. This has made it a "so-so" item which as mentioned, is meant purely for 1v1 fights and tankbusting.
Grabbing this first is a complete waste, unless the enemy team decides stacking MR runes or MR items is a good way to counter you. Always get this item, as it improves your damage output way more than you think.
Thanks to
Ziggs's passive, you really shred towers when you combine
Lich Bane with
Short Fuse. This item also synergizes extremely well with
Ziggs strong point; Spamming. You dish out about 400 extra AP damage because of
Lich Bane, which can make you even rival AD carries because of the combo of your spells and massive autoattack AP damage. Combine this with
Nashor's Tooth for an extremely potent combo (and unorthodox).
Situational Items
As
Ziggs is quite the squishy type, you may want to get
Zhonya's Hourglass first. This is simply because it yields a huge advantage when people try to towerdive you as early as you'll have it. However don't even think of this before you die or before you're feeling toyed with.
With the rest of the build, you can change the order pretty much as you like. Even though this build focuses on an early game advantage from excessive AP, always look at what you're facing and what the enemy team is purchasing.
The Cruel Start
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Why cruel you may ask? Due to the preseason patch, you no longer have a real need for boots as a starting item. Even against people you need to dodge against ( Karthus, Gragas, Cassiopeia) you can totally ignore boots. Starting with Crystalline Flask allows you to use the last 130 gold for what you wish (more pots, wards, Faerie Charm if you buy potions instead). This build is better against "Equal" champions such as Ziggs, Lux or Xerath due to similar range. If you are bad at dodging, this start is without a doubt the best. This is also the best start if you know you're going to push, as the extra ward will help you out. The reason I don't run this most of the time is because you don't gain much from it, unless you chug a lot of potions throughout the game (Which you will, if you build 0 sustain). This works wonders against Ryze and similar champions however, because you can't use boots to dodge their spells. Then again, you shouldn't be anywhere near them, and if they attempt to zone you; your jungler can come in for an easy kill.
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Anti-AD Mid
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Due to the changes made with Zhonya's Hourglass, it now needs Cloth Armor to be completed. It also contains Seeker's Armguard, an item that stacks 30/30 AP/armor, which is quite decent, and with the added passive armor it has, even better! This means that even if you don't go for Zhonya's Hourglass late game, you still get an item which is useful for the entire duration of your laning phase, and probably even further. Against Talon, Kha'Zix, Lee Sin, Pantheon, AD-casters / AD-assassins or AD mid champions in general, this is without a doubt the best strategy to stay one step ahead in farming. It prevents you from getting bursted, as well as giving you a neat advantage, without really sacrificing too much.
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MR items
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Lich Bane is a perfect item if you find yourself swarmed by MR stackers, as well as giving you an edge in 1v1 thanks to Lich Banes proc and its statincreases. I hardly feel getting anything except Lich Bane is useful, but it all comes down to what your enemy decides to do, not what you do.
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If you need extra survivability, stick with either of these items, but keep in mind Banshee's Veil usually does the trick. It gives you more hp, mana and MR - as well as the biggest combo breaker passive in the game. Brand and LeBlanc are two of your biggest enemies, which this item works great against.
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Athene's Unholy Grail fits perfectly into the role of ANY AP / Galio type champ (Pusher/Roamer). It offers an immense MP5 because of its unique passive that grants you percentage mana back on assists / kills, while still giving the X increased MP5 for X missing mana percentage. This item is THE BEST if you're having problems with mana and casters at the same time. An early Chalice of Harmony is good to have early because it solves mana problems and helps you combat the stronger AP casters. I would deem this a very fitting replacement for Lich Bane if you want to increase your sustained damage and lower your burst potential. Keep in mind this is only SOMEWHAT situational, but most of the time you are stuck with an early Chalice of Harmony you can't risk selling. 9/10 times it's a lot better getting this over Lich Bane, because it allows you to spam forever.
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Nerfed beyond recognition in terms of aura range. 600 range doesn't compliment ANY of your "reccomended ranges". By reccomended; I mean that you shouldn't ever be in auto attack range of your target, unless you are out of mana. That said; This is a good item, but it's useless for any long range mage such as yourself. Ask someone on your team to pick it up, because it still benefits the entire team if the tank stays in the cluster of enemies. If you like being up close and personal (going for Short Fuse and Lich Bane procs), you can get this item yourself, but being that close it not what Ziggs was designed for. Even if he still has the high damage (higher with his passive and Lich Bane), he was not meant to take too much damage, and is better left behind everyone while chucking tons of bombs at his targets.
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Armor items
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The only item I've ever used is Zhonya's Hourglass because it fits perfectly into the role of anti-AP and anti-AD skillshots. Zhonya's Hourglass, if used correctly, allows you to dodge several ultimates at once and therefore it's an unique and priceless item to have.
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Guardian Angel is a good choice if you don't posess quick fingers or forget that you have Zhonya's Hourglass. Also good if the enemy team is mixed with AP and AD, as it provides both armor and MR.
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Good against that fed Tryndamere, but you aren't the best carrier of this item, seeing as you don't have enough HP. A Rammus for example has both enough HP, and has abilites that synergize with this item. This means that enemies that only auto attack will commit suicide. On Ziggs, you have the potential to deal 0,3*1800=540 damage. This can turn the tide on a 1v1 fight, don't get me wrong, but other items give you AP, which this guide is all about. Also, this item is inferior to Frozen Heart, because it ONLY provides tank beneficial stats (You DON'T want to be in the line of fire, hence the passive is wasted on you).
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Costs slightly more than Thornmail, with a lot more beneficial stats. If you are being shredded by AD champs, this item will do just great. CDR is never wasted on Ziggs, and neither is mana. The passive is just an added bonus if no one on your team already has it. Personally, I would prefer Guardian Angel over this item, just because of GAs passive. Frozen Heart however, increases your damage output.
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Close combat items
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Lich Bane is far from weak, but if you combine it with Nashor's Tooth, it's devastatingly effective. This combo used to be a lot more potent, but because of recent nerfs (preseason 3), you no longer deal AD damage, but instead deal AP damage while using Lich Bane. However, it's still viable due to Ziggs's somewhat spam-related nature, and boosts his weak close quarters abilities.
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Nashor's Tooth is an item that you rarely see anymore, but combined with Lich Bane you get both lowered cooldowns, and also an amplified attack speed. These items synergize quite well because of that. Getting Nashor's Tooth is a highly reccomended and fun sidestep from my guide, as it really helps your damage output, no matter what the enemy goes for. With this as well as your passive Short Fuse, you can hit 100+400+200 damage, which consists of 100 AD and 600 AP. Because both the passive and Lich Bane benefit from spamming, this is truly an unique combo and a very powerful one too, however this leaves you oom very quickly and makes you rely on burst. This is the only reason why it doesn't work too good in ranked, because you need to hit all the time and you need to have a good amount of tanks / CC to allow it to work.
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Other AP options
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Only buy this item if you are TRULY doing well, and you are adept at dodging death, which most Ziggs players are constantly haunted by.
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Used to be a much better item in terms of passive bonuses, but Morellonomicon has been reworked to be useless, to being slightly more useful since. Now it functions as a somewhat hardcounter vs Swain and Dr. Mundo. It's not a bad item, but the problem is that other items are better. Using it against say Vladimir or Ryze isn't all that bad either, but against any mid laner who doesn't have regenerative abilities or Will of the Ancients / Hextech Gunblade its passive goes to waste. Against any of the four champions listed, it's highly adviceable to get it unless you go Ignite or never have the cooldown up.
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Archangel's Staff works pretty well because of its mana solving aspect. The only reason I don't get this is because of the lost AP and the lost stats from other items, but it's definately worth a thought / a try to test it out if you feel low on mana 24/7. Second note as of preseason 3 patch: Turns into Seraph's Embrace after you fully stack it up to 750 extra mana. Whether or not the activate function (25% current mana as shield) is worth it or not, is completely up to you to decide. IMO it's only worthwhile to get Archangel's Staff if you intend on getting Tear of the Goddess very early, and if theres a say; Karthus on the other team. 25% of your current mana is quite a small amount after a teamfight, say 400 max, 100 shield - so there's a small chance Requiem will not kill you. This is VERY situational indeed, but just the passive stats you gain are quite good, and with a neat lifesaving activate.
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Deathfire Grasp has been reworked and is now very.. weird in my opinion. They first had a very cost efficient item, build from a GP5 item, which was kind of ridiculous. Then Riot decided to nerf it by removing almost all the damage and up the AP scaling, so a 1k AP veigar would get more out of it. At the same time they removed the CDR which made it useless. Now it deals 15% flat max HP of your enemy, instead of the usual "current" hp. This is quite good, but because it has a 20% increased damage for 4 seconds, you should still use DFG before anything else. This item is sadly not as viable for Ziggs anymore as it was. It works miracles in 1v1s, don't get me wrong, but because it has such a low damage compared to what it had before, you actually have to land way more of your skill shots to actually kill a target. Nonetheless, you should consider picking it up late, but if someone on your team already has it, don't. The 15% max hp dmg is neat, but the 20% damage amplification works for everybody. You should pick up Rylai's Crystal Scepter instead of DFG, even if DFG has considerably higher damage output. I don't buy this much anymore because of the cost: 3k gold (before it was around 2,5k, as well as having a GP5 item in it to lessen the burden of gaining gold) and because of the low damage it does compared to what it did before. If you want to have this, consider the following: Would you like to have 15% max hp removed from your enemy, 20% amplification of magical damage for a short time for your team, OR do you want 500 hp and a unique slow that helps your entire team at all times?
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Rylai's Crystal Scepter works miracles because of its slowing passive and has no real downside. The scepter is good, but because you already have Hexplosive Minefield, you can rely slightly on chokepoints to make your slow work. Unfortunately, Ziggs has no singletarget spells (except Short Fuse passive), which would've made the slow slightly more useful 1v1. This is the one of the better choices in most situations, without sacrificing any passive AP.
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Will of the Ancients benefits Ziggs a huge lot, but the problem with this item is that it most likely won't benefit you as much late as it would've early. With this build I tend not to favorize spell vamp at all, because you have better alternatives such as Lich Bane. It would also have been more ideal if Ziggs had one ability that was a single target spell, because AoE spells have reduced spell vamp. However, this item fits well into a high sustain build, but my main build favorizes damage over health and mana sustain. The secondary build focuses on keeping both mana and health high at all times.
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See what I wrote in MR items (It's a neverending source of mana in fights, as well as having MR and some AP as well).
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You get what you pay for, this item is hard to describe because it has all the stats you need, but it's not unique once you hit lvl 18 (losing the "level up = mana + HP" unique). It's underestimated early, but there are items with lower survivability and higher damage to swap it out with lategame, which is the only reason I don't use this. I find it better to use it on high risk / up close and personal champions such as Malzahar.
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This item got overhauled by a huge margin! It now deals 6% damage, regardless of the spell cast being AoE or single target. Back when it was half damage on AoE spells, this was completely useless (IN MY OWN OPINION) on Ziggs because he couldnt take advantage of it without Rylai's Crystal Scepter and Void Staff. With those two items, Liandry's Torment deals significantly much more damage. It deals aproximately 11,5% of the current health your enemy has (12%, but by each tick, health is reduced by 2%, resulting in a lower number), if the target is slowed. I personally still don't like using this item on Ziggs, but ONLY because he lacks a damage over time spell. It is in no manner a bad item for him, but this is a personal preference like I said the last time I reviewed this item. A normal build you go is: Boots, Dcap, Void, Rylai's, then you can decide the last two items. Athene's Unholy Grail is usually my second last item, then you can pick between these four: Lich Bane, Zhonya's, DFG or Liandry's. I often land on Zhonya's because I feel it helps me more than Liandry's. This is because most quick witted enemies will try to engage as quickly as possible, and not stand idly watching bombs hit then in the face. Cassiopeia and Malzahar are two champions who can really abuse this item in my opinion, because they both have DoTs, which makes them benefit a lot more from Liandry's compared to other casters.
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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.
This is a helping hand to your poking and last hitting. This is an underestimated passive, but it really works well with
Ziggs's extensive spamming, because its cooldown is reduced every time you cast a spell. It should also be taken into account that at lvl 18 and you're maxed out with this build; you're landing at 282 EXTRA damage for a single autoattack. This might not seem like much, but it sure helps to both last hit and poke before teamfights. Combine with
Lich Bane if you like combining AP and AD into a violent mixture.
Bouncing Bomb - Ziggs throws a bouncing bomb that deals magic damage.
Cost: 50 / 60 / 70 / 80 / 90 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 your main source of damage and your main source of poking and damage. Because of the low cooldown and the rather high mana cost, I advice you to get the blue buff as soon as possible if your intentions are to spam this spell.
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 is both used for utility and for damage, but mostly for utility because of the
Flash effect
Satchel Charge has. If placed correctly, it can also hinder enemy movement and knock them slightly towards their inevitable death. Remember to use this spell to get away and to keep enemies off you and your friends. Also keep in mind that advanced
Ziggs players also use this to charge at their enemies, often combined with
Hexplosive Minefield to prevent escaping.
Hexplosive Minefield - Ziggs scatters 11 proximity mines in a circular area nearby. Each will detonate on enemy contact, dealing magic damage and slowing them for 1.5 seconds. Enemies who have already hit a mine will take 40% damage from additional mines. The mines are visible to all players and last for 10 seconds.
Cost: 70 / 80 / 90 / 100 / 110 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: 16 / 26 / 36 / 46 / 56 (+12% of ability power)
Slow: 20 / 25 / 30 / 35 / 40 %
If you use
Hexplosive Minefield, make sure you have enough mana for two additional spells. Namely:
Bouncing Bomb and
Mega Inferno Bomb. A combo of E, Q then R is usually devastating to any enemy when you hit lvl 6. If this doesn't kill your enemy, you didn't poke them hard enough.
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)
As stated before; This ultimate is truly unique and is about the best ultimate when it comes to heavy hitting AP in a huge radius. If you aim
Mega Inferno Bomb correctly, you will see people losing up to half their life if you hit them dead center. You should practice using this ultimate, and it requires you to have a certain insight when it comes to figuring out how people tend to dodge.
Damage lists
With 547 AP, no MR
No AP, no MR
Teamwork - A Crucial Part
Ziggs potential only comes to light if you have a good team around you! The jungler is the main source of help through your game, but because you have
Zhonya's Hourglass it's also a huge advantage to have a few teammates hanging around to scare people off. If you don't plan on using runes that give mp/5, you're going to need your second or third blue because of your expensive poking.
Mega Inferno Bomb can also be a pain to aim at certain times, all depending on how close you are and how twitchy / alert your enemies are. Therefore it's a huge advantage if you time your ultimate with your allies's CCs.
Ziggs is about useless without his team, so you need your team with you as the mid game starts. Staying behind your team is the keyword here.
Also, remember - The jungler is not the only person that is allowed to gank! Pushing out mid and then running bot or top, can really help them overcome challenges in the laning phase. Whether you use your ultimate or actually show up, it still helps - in most cases the outcome is an alert lane if you fail, which allows your allies to farm more efficiently. Any gank that results in your team burning their
Flash or ultimates, is a successful one. Getting a kill or assisting in a kill is an added advantage, and keep in mind you should try to ultimate gank at least once a game, unless you play against a good pusher that can clear, then chase you. Having pressure on the lane by minons pushing is critical for not being seen or chased by the enemy mid.
Farming
Ziggs has three possible ways to farm (as I see it):
The first is to simply last hit creeps, which is the most mana efficient way to farm.
Short Fuse will aid you quite a lot when it comes to last hitting, but keep in mind that you can always click the creep and check their HP, and attack when theire below the amount of AD you have.
The second way is the least mana efficient way, which consists of wasting all of your spells, save your ultimate. This way is if you really need to get farm fast, and you're in range of a big enough crowd of creeps. I advice you to use this method ONLY if you plan on a recall or ganking, because this will lead to a push. Make sure that you've got enough mana to actually perform a gank, before wandering either bot or top. Your ganks are pretty potent, and with your
Mega Inferno Bomb, you work a lot like
Twisted Fates
Destiny gating or a
Karthus's
Requiem, because you have the ability to pick up and assist in kills. However your presence in the lane is not as easily noticed as any of those two, so you are a lot stealthier (
Requiem gives a heads up,
Destiny too, but your ultimate gives only 1.5 sec to spot), giving the enemy no time to think.
The third is actually not too bad when it comes to mana, but is not adviced to do unless you really have to or you really have nothing more productive to do.
Mega Inferno Bomb at rank two deals enough damage to clear an entire group of caster creeps, but not melee or siege creeps. Using this farming tactic is not going to be anything but frowned upon, because you litterally throw away the most important cooldown at your disposal.
Early, Mid & Late Game
Early game
If you're playing solo, you should immediately ask for the second or third blue from your jungler. Run down to protect him against any possible invades aswell.
Bouncing Bomb is your main poking source, so you should start poking as early as possible, but you should retain at least over half your mana, so you're always ready for the jungler to come in and gank mid. Remember that
Hexplosive Minefield has a too big delay for you to just "lay it on top of him". Get the jungler to notify you of when he's coming in for a gank, so you can setup a
Satchel Charge in order to close the distance between the target and you, THEN lay down
Hexplosive Minefield to prevent him from escaping. The more you've harassed him before your jungler comes in, the more likely it is that you're going to get a kill.
Just as you get enough gold, recall to get your
Needlessly Large Rod. It's very important that you rush it, because
Ziggs relies on AP heavily, even though he has the slow from
Hexplosive Minefield and his slight knockback from
Satchel Charge.
As a side note; You may want to purchase some
Sight Wards to prevent ganks, but this depends on your map awareness and the jungler.
Mid game
As mid game starts, you already have either
Zhonya's Hourglass or
Rabadon's Deathcap depending on what champion you came up against. You'll also have your
Sorcerer's Shoes that yield spell penetration and additional movement speed.
When the teamfights start, you should always stay behind your team and spam
Bouncing Bombs. The first thing you do is use
Hexplosive Minefield in a location you see fit; Either in chokepoints in the jungle, or between you and the enemy team. Remember that you should always start poking before the teamfight erupts, but keep in mind that you're useless when you have less than half your mana, so keep a safe threshold.
Mega Inferno Bomb can be used in three ways in a teamfight:
1. Use it as the teamfight starts, to maximize the damage when the enemy are clustered
2. Use it on 1 or more fleeing enemies, to ensure they wont escape
3. Use it slightly before the teamfight, to push a lane
The first choice is the most safe and gives your team some leeway / makes it easier for your team to fight a team with less health.
The second one is best to use when you need gold yourself, but is seen as an egomaniac move, unless you're sure that your team will win the teamfight.
The third alternative is extremely risky, but it pays off if you know that your team will win the teamfight with ease. It's by far the worst and most stupid of the three alternatives however.
Remember that
Satchel Charge is your best bet of escaping from the enemy, combined with
Hexplosive Minefield, you should have no troubles escaping. However, if you are escaping when the enemy are already at your toes, your best bet is to use
Zhonya's Hourglass to give you and your allies time to think / for your allies to come to your rescue.
Late game
Depending on what the enemy team are stacking, you have or haven't gotten
Lich Bane and / or
Void Staff. Late game either makes or breaks you, depending on if you have balanced your items properly with what the enemy team are getting. There is not much new things to add late game because
Ziggs doesn't evolve too much from early --> late. This is because AP simply makes him stronger in every way, but doesn't make his role any different, his role is always to deal damage.
The last thing you need to remember, is that if your carry is being focused and killed every team fight, get
Rylai's Crystal Scepter.
Deathfire Grasp is good if you have few tankbusters and your team lacks damage, but
Rylai's Crystal Scepter keeps the enemy team off your carry.
Fighting Champions in the Mid Lane
Usually every single mid starts with either:
or
+3x
or 5x
+4x
+2x
or
+4x
+2x
+
You should check out which your enemy bought, because
Doran's Ring means you can harass freely, unless the champion has any sort of regenerative abilities or items such as:
Doran's Shield (Oddchoice) or
Vladimirs constant life drain.
Boots of Speed +
Health Potions however means that you have three options:
1. Poke through the
Health Potions over time.
2. Have one solid burst where you just kill the enemy champion, or force him to back.
3. Get the assistance of your jungler to down him quickly without any issues from the
Health Potions.
The latter is the best and most effective way to cripple the enemy champions leveling process and it will make your enemy more passive, and less suspecible to poke you, because they become afraid to overextend. Because
Ziggs is a poker before he gets all his abilities, I advice you to only poke with auto attacks, with excess mana or when the enemy champion decides to poke you.
If their mid laner decides to start with 9 potions and two wards, you can't really do much without your jungler. Either passively farm, or poke if you know your jungler is prioritizing mid, but keep in mind 9
Health Potions are equivalent to 1350 health, so it takes a very long time to burn through them all. Same about the
Faerie Charm + 6 pot + ward start, it's also quite hard to force someone out of lane with that build. Against both builds I can really only give one good advice if you want to force them away: Wait for level 3 or 4, (When you have Lvl 2 Q, lvl 1 W and/or E), then start poking hard with Q, and try to go for a kill using
Ignite. Even if you don't get the kill / have no chance at getting the kill, it will most likely burn a
Flash, allowing your jungler to get a "free" kill for the downtime of the
Flash. If you know your opponent wins 1v1, this however, is not even close to an option. Harassing however is a valid option, but it's just a lot less effective before level 6, because your Q's start to hit 150 dmg by their 3rd level.
I'll list the oddchoices / items that are special to each midder. When you are going mid: expect two of the above combinations of items, unless it's for example
Ryze, because he will most likely start out with
Sapphire Crystal + 2x
Health Potion. If I don't write an oddcombo, then it's one of the normal combos (I can't predict which). All the details are in the spoilers, only the names and pictures are visible.
There are also some tactics here, which aren't listed in the next chapter, so you should read carefully, and pick up what you can. Remember that most mid champions have the same goals / abilities that do about the same, so I don't mention things over and over again.
Please keep in mind!
The ratings of how hard the different champions are to lane against also depend on their "usefulness" when a gank comes in. This means: How easy they can escape and also how easy they can keep you from escaping. Another factor is how obvious their trapping is and how long cooldowns their CC / escape methods have. And unfortunately, there are no ways I will / can / should add a TL;DR section to each champion. This is mainly because half of them are "Dodge, win." type champs. The other half is mainly "Don't get close, stack MR, lie back", which is the thumb rule for any game (Which doesn't work 100% of the time either).
Second thing to keep in mind: Because this is pre-6, I assume you'll be standing close to farm with auto attacks. If you get a
Chalice of Harmony fast, you can literally just farm using
Bouncing Bombs, making more than 90% of the champions
easy like hell. However, because you want to stay in lane a long time, you will more than 90% of the time farm with auto attacks instead. The only times you should ever farm with Q is versus
Lux,
LeBlanc,
Xerath or
Ziggs if you are losing heavily, or you get bursted too fast (pre-6). Farming with Q is also good as a second, quick auto attack, but it obviously leads to pushes.
Ahri

Spoiler: Click to view
Difficulty before level 6:
Medium-
Hard
Tactics:
Ahri has a single sustain spell, which is her passive
Essence Theft. This ability will not do her much good, seeing as she needs to damage too many creeps -> Push. It's only good in dire situations, but it's not that effective early on. She has one spell that you need to dodge:
Charm.
Charm might not seem so harmful, but that's wrong, because it never comes alone! It makes you walk towards her in a straight line, so
Orb of Deception can hit you clearly and
Fox-Fire just adds more damage. Even though
Orb of Deception needs to be dodged, you won't die after a single one, but
Charm can be used with all her spells at once, including:
Ignite and/or the jungler coming in to assist her.
Dodging
Charm is as easy as standing behind creeps, so you shouldn't worry too much about it. The only thing you need to keep in mind is that you need to move between attacks to dodge a sudden
Orb of Deception launched at you. Erratic movement often helps, don't make a dance routine out of dodging, it's supposed to be random, so you cannot foresee your next move. As long your pokes hit
Ahri, you'll do fine.
The reason I marked
Ahri hard, is because when she suddenly decides to push or
Flash at you, you're usually dead within a second or two if she has the assistance of a jungler or uses
Ignite. Just remember to stay at full health, because nuking you from 100% to 0% is highly unlikely. If you have in the room of 25-75% however, you should be more careful. The closer to 25%, the faster you should drink a
Health Potion or simply recall.
Playstyle:
She can 1v1 you at level 6, so you should not try to gank other lanes, unless you manage to harass her out of lane. If you have a
Chalice of Harmony and she doesn't, then that's your que to push constantly. When she's drained for mana / busy last hitting at tower, that's a good opportunity to actually sneak off and try to gank other lanes. If you dominate the lane, then you should take down the tower quickly and just roam or try to take the dragon with your team.
Counter itemization:
Abyssal Scepter is a good item, most
Ahris will probably buy it themselves, but it gives you a good chunk of MR.
Rylai's Crystal Scepter - health is always good. Remember that
Orb of Deception deals true damage.
Rod of Ages, hey if you're losing that badly, why not.
Zhonya's Hourglass Q aimed, W can be stopped mid air / flies at anything, E aimed, R can be stopped mid air, but won't stop the entire effect. Remember that this requires godlike timing.
Akali

Spoiler: Click to view
Difficulty before level 6:
Medium
Special itemcombo: No longer needs any special items or runes to proc
Twin Disciplines passive.
Tactics:
Akali is a strong anti caster melee/AP type, but she only excels at fighting against them when she has gotten herself a
Hextech Revolver and is at or above level 6. This is because
Shadow Dance allows her to get close enough to deal damage, as well as
Shadow Dance dealing a ton of damage.
What most people do wrong when they play as or against
Akali is for the
Akali player, to use
Twilight Shroud in random spots by minons, and for the
Ziggs player to go close to the
Twilight Shroud while
Akali is inside it. When
Akali uses
Twilight Shroud, you can't be sure to hit with anything except
Hexplosive Minefield, so that's the only ability you're ever going to use into the shroud. NEVER approach the zone, because this is a poor excuse for
Akali to harass / try to kill you with
Mark of the Assassin and perhaps even
Ignite if she's going for a kill.
Akali lacks proper harass early on, because proper
Ziggs players don't allow her to come close enough for a melee attack after she threw a
Mark of the Assassin at you. So you should take advantage of her weak harass early on, and force her to back away from her oh-so-precious-farm. An underleveled and
Hextech Revolverless
Akali is your biggest friend when she hits level 6.
Remember that
Twilight Shroud is mostly deployed by towers, so you can't finish off most pro
Akali players by towerdiving them, because you can't land your abilities.
Akali can also use the shroud as a slow! That's about the only thing you have to worry about when there's an enemy gank incoming before level 6. Use
Hexplosive Minefield to slow the champion with the best CC / most dangerous CC or use
Satchel Charge to knock him back, if you don't use it to launch yourself away.
Playstyle:
Bad wave clear means you should push all day long after lvl 6. Harassing her pre 6 is vital to keeping her down and under CSed.
Satchel Charge jumping at lvl 6 is highly effective versus
Akali because it blows her away from you, while you gain a formidable distance.
Barrier strangles any of her potential for her to kill you straight up. Bring a
Vision Ward for those times she decides to become unseen for 10 seconds, and screw her over. After 6 you should be able to roam, but if she follows you, you should turn around and run back to lane, because she can and will be able to 1v1 you without
Barrier.
Counter itemization:
Abyssal Scepter is a high priority item against her, due to the dumb amount of damage her lvl 6 instant Q-R-E-R-R-W-Q combo has the potential to do.
Warmog's Armor League of warmogs always wins. Seriously though, if you're losing EXTREMELY HARD, this works wonders, if not, pick up a
Rod of Ages and (/or) a
Rylai's Crystal Scepter, theire a lot better in most cases.
Anivia

Spoiler: Click to view
Difficulty before level 6:
Easy-
Medium
Tactics:
Anivia could possibly be one of the easiest champs to mid against for
Ziggs. I say possibly, because it all depends on the
Anivia and
Ziggs players. If the
Anivia player misses
Flash Frost all the time, this is going to be a walk in the park against her.
Anivia relies heavily, if not 100% on
Flash Frost to hit you, if she wishes to deal damage or escape.
Rebirth is her only defensive option, and she NEEDS to die by the tower if she wishes to survive.
Crystallize and
Flash Frost are not considered defensive in my option, because
Crystallize is more of an utility spell, and doesn't show its glory before late game.
Flash Frost on the other hand, can be used defensively and aggressively, but when you're going for the kill, you're going to
Flash over it, so she can't stun you (Side note: Moving sideways may also dodge
Flash Frost).
What if she lands
Flash Frost? This may be the end of your pitiful life, because if she does that means at least one of these things are going to happen: 1.
Frostbite damage (HIGH!) 2. Possible
Crystallize to prevent you from escaping 3. You're getting
Ignited 4. Their jungler is coming in to finish you off. But seriously, landing
Flash Frost is hard if you follow the simplest rule of all: MOVE SIDEWAYS, NOT BACKWARDS / FORWARDS.
Pretty straight forward fight - Poke, dodge, poke dodge, and so on. Getting a gank from your jungler will ensure a kill,
Anivia is quite fragile at the early part of the game. Just make sure she goes into
Rebirth before she gets to the tower, or else you may lose your kill.
Playstyle:
She pushes about as good as you do at 6, farmfest! Her movement speed is baaaaaaaaaaad, so you should be able to gank other lanes at certain times. Remember that
Satchel Charge knocks her ultimate out of channeling.
Counter itemization:
Banshee's Veil works against her, because R doesn't proc it, meaning you can block a high nuke E, or the slow from Q (It hits once, when she uses Q again, it stuns you).
Zhonya's Hourglass works sometimes, but this requires timing, and is only usable 1v1 when she decides to use Q, this is not the best choice, but if you only have one defensive item, I would pick this one.
Annie

Spoiler: Click to view
Difficulty before level 6:
Medium
Tactics:
Because
Annie doesn't have any type of long range harass, you can toy her around as much as you please. However, she does have a pretty decent damage output due to the low cooldowns on
Disintegrate. She also has
Pyromania, which you should watch out for. If she walks towards you, go back so she can't hit you, but remember to toss a
Bouncing Bomb her way, so she learns to stay away.
Due to the
Pyromania passive she has, she can pretty much
Flash in, stun and then lie back as her jungler comes in to finish you off. Even though the stun just lasts for 1.75 seconds, that's more than enough for say a
Maokai to charge and immobilize you. Even if
Annie is alone, she will most likely hit you for 200 damage easily even before level 3. Even though she deals a lot of damage, she cannot close the distance as easily as
Ziggs can.
Ganking and harassing her should be loads of fun. She's rarely picked unless the one who plays her, really knows how. If you are up against a good
Annie, you will most likely struggle to get any good ganks in. Keep in mind that when she charges at you for
Pyromania,
Hexplosive Minefield can slow her down on the way back. If she hits the mines, that's also a good time for your jungler to strike.
Playstyle:
Her pushing is modest at best. You should be able to roam at any stage after 6. 1v1 if she gets close by
Flashing or walking, you are pretty much screwed, but
Barrier would save you. Pre-6 you have a better chance at harassing her if you hit Qs.
Counter itemization:
Rod of Ages allows you to survive her burst,
Rylai's Crystal Scepter and
Banshee's Veil would also do the trick.
Brand

Spoiler: Click to view
Difficulty before level 6:
Medium-
Hard
Tactics:
Brand is what I'd like to call a "Combo reliant nuker". His abilities deal massive damage, and he can even stun. That is, if he can chain them together for his
Blaze passive to kick in.
Sear is the spell that contains the stun. The easiest way to avoid is to simply standing behind your creeps, because he will have a hard time to even get a clear shot. On fire? Juke it. When he wants to kill you and you're on fire, make sure that you juke by going back for a split second. This might sound dumb, but his damage relies on two skillshots:
Pillar of Flame and
Sear, which both are hard to aim if move erraticaly.
A good
Brand will most likely try to hit creeps with a spell, then use
Conflagration on them, so you should avoid standing next to your own creeps. You should also not that he moves faster than you, so you should keep your distance to him, unless you plan on ganks or harass. The worst thing you can do against him is standing still / walking straight when you run away from him, because it makes you an easy target.
You should get your jungler to gank him early, before he gains enough damage and sustain through a possible early
Hextech Revolver. Ganking him shouldn't be hard, unless he manages to get a
Sear in. He does overextend a lot to chain together his abilities, so your jungler should attack when he sees
Brand use one of his spells. Just remember that
Brand is one of the harder champions to lane against because of his damage. His range is not as long as
Ziggs's, but if he gets anywhere close, he can chain together loads of damage.
Playstyle:
His pushing requires a ton of mana, and by pushing, he blows his W and E in most cases, which is a good time for you to poke him. If he doesn't run a
Chalice of Harmony, you can pretty much push and roam when you feel like it.
Counter itemization:
Zhonya's Hourglass works to a certain degree. His Q is aimed, his W is aimed, his E is not and his R is aimed, but has a travel time. This means that if he smashes QWER, then you should get it, if not, buy a
Banshee's Veil.
Cassiopeia

Spoiler: Click to view
Difficulty before level 6:
Medium
Tactics:
Cassiopeia is possibly the best spammer in the game, due to
Deadly Cadence which keeps her spell costs down the more she spams. Harassing her is easy if you dodge
Noxious Blast, and it's even easier if you harass between level 1-2. This is because she will only have one DoT,
Miasma or
Noxious Blast to use in conjunction with
Twin Fang.
Twin Fang are one of the most painful spells i can think of, that's why you need to dodge her
Miasmas and
Noxious Blasts. Both of these are relatively easy to dodge, with the exception of
Noxious Blast, because of the small delay and the low cooldown. You should never stop moving between attacks, because if you do so
Cassiopeia will most likely defeat you extremely easily.
Cassiopeia has no abilities to help her escape directly, with the exception of
Noxious Blast, but only if it hits a champion. When your jungler comes in for ganks, keep this in mind.
Miasma does heavy damage because it both slows and deals damage over time, so don't run into it. As i mentioned earlier, try to poke her as much as possible before she gets both of her DoTs, because that will make everything so much easier.
As she hits level 6, beware of
Petrifying Gaze. If she suddenly
Flashes at you, you should face the other way or use your own
Flash, just to prevent her from using her ultimate directly at your face (Stun fails, applies slow instead). Other than that, you will pretty much be equal before level 6. After however, it all depends on who "won" the laning phase.
Playstyle:
You are about as good pushers, she might even be better. She's drained very fast for mana, but a
Chalice of Harmony allows her to keep a permanent 5 stacked passive and never run out of mana. 1v1 you lose HARD after 6. lvl 1, you win HARD, lvl 2 you LOSE, if she lands
Twin Fang on you and you aren't poisoned, keep harassing / sticking to her, because this allows you to win 1v1. After lvl 6, don't walk up to her, harass her before you even try. You should proably not roam, but be aware that she is good 1v1 and is one of the fastest AP mids to kill both dragon and baron.
Counter itemization:
Quicksilver Sash /laugh /laugh /laugh. This item screws her over like you wouldn't believe. It removes her ultimate stun, as well as Q and W poison (unless you stand in W poison...), which messes up her
Twin Fang spamming.
Seraph's Embrace is viable against her, due to the fact that you can 1v1 her a lot more easily. It should prevent a huge amount of her damage if you activate it, while boosting your own mana and damage output.
Cho'Gath

Spoiler: Click to view
Difficulty before level 6:
Easy
Tactics:
Cho'Gath might not seem hard to lane against, but he has a massive sustain thanks to
Carnivore. You should start harassing him as he enters the lane, because he's reliant on farm to become a tanky AP caster late game.
Cho'Gath has an ability called
Vorpal Spikes which hits behind his main target, and you should probably watch out for this, even though it only hits 20-30 damage early on.
Rupture is the most dangerous ability
Cho'Gath has because of its uses. He can use it simply to deal damage by tossing you up in the air, then
Feral Scream for more damage. Or he can use it to slow you down while his jungler comes in to gank you. Whichever of these he chooses, you should be careful when you see the ground trembling / you see dust.
As i mentioned, harass
Cho'Gath early on. If you don't do this, he's going to get both farm and lane sustain. He has to play aggressively or extremely defensive to keep him from dying. Keep him away from creeps by saving your mana strictly for him, then stick to last hitting when he's not in range. You shouldn't count on getting any kills on him alone or with a jungler, because he rarely overextends unless he's laning against a weak / melee champion. If you harass him all the way from the start,
Cho'Gath will be easy. Last but not least,
Rupture is dangerous, and that's how
Cho'Gath nets himself and his jungler kills.
Playstyle:
He pushes a lot more effectively than you, but has higher mana costs to boot. You outroam him, and he's fragile pre-6 and newly 6. Because he is melee, buy wards early and just harass him away from farming. Each CS gives him about half an auto attack in health, so keep pressuring him. At 6 most decent players will try to reach 6 feast stacks ASAP, but some might also try to all out and kill you, which should be easy enough to counter, by jumping away with your W, or staying away at 6.
Counter itemization:
Warmog's Armor I'm actually serious about it this time, it works wonders. 1k health is a HUGE deal against him, seeing as his
Feast won't automatically make you a meal, and his Q and W harass won't really affect you that much.
Banshee's Veil messes with his QW combo, allowing you to escape most situations 1v1 or 2v1.
Diana

Spoiler: Click to view
Difficulty before level 6:
Medium
After level 6:
No Q no kill - Avoid
Crescent Strike and you won't get comboed down in a second. In a 1v1 fight
Diana is hard for
Ziggs because of the low cooldown (6sec + CDR = 3,6 sec) on both her Q and R.
Tactics:
Like a semi-
Kassadin, this champion is easy if you swarm her first in fights.
Diana is rather easy on her early levels, but like
Akali and
Kassadin, she gains most of her power after level 6.
Crescent Strike is her main harass, and only comes from one side, so it should be easy to dodge. You outrange her by far, but if she gets close you're almost dead already.
Moonsilver Blade has a way too huge damage output, and does not require consecutive hits on the same target. Combined with
Ignite,
Crescent Strike and
Pale Cascade she deals ~300 dmg at.. lvl 2. At level 3 she can actually close the distance by using
Moonfall to drag you back. This is devastating because of the slow, and the fact that you don't have any real damage yet. I advice you to go ahead and get
Satchel Charge at level 2 to avoid this.
Pale Cascade allows her to absorb some of your harass, but not all of it. The key to winning fights against her pre lvl 6 and after, is to harass her thoroughly because your burst is not even close to hers. She also tends to get a lot tankier than you, but a
Void Staff will fix that problem to a certain degree.
Last tips against her: She is not unbeatable at all, but she's about the hardest mage for
Ziggs at the moment. When you flee from her, make sure you don't have "Moonlight" from her
Crescent Strike applied to yourself. Moonlight grants vision and allows her to chase you with
Lunar Rush. If this happens to you at low HP, you might as well realize that you're screwed and try to fight back. She doesn't have any hard CC (Excluding the minimal drag time of
Moonfall) to stop you from dealing damage, but she has a high damage output up close. Last advice;
Abyssal Scepter rushing against her is godly, and 100% needed to sustain her damage.
Playstyle:
Harass hard pre-6, when she can't really get close to you. She shouldn't be too hard, even if her Q does hit quite a lot. If you see her following you when you want to roam, don't do it, she'll screw you over 1v1 after 6. You outpush her untill about lvl 9, depending on her build. W works wonders to disengage from her.
Counter itemization:
Warmog's Armor, only if you are losing heavily to stop her burst.
Abyssal Scepter because she will be up in your face 24/7, making it an effective item against her.
Quicksilver Sash could work, but you'd have to use it the instant she lands her Q, so you screw up her Q-R-W-R-E combo, making it easier to escape her, but I would avoid this item unless they have multiple CCs.
Elise

Spoiler: Click to view
Difficulty before level 6:
Medium
Tactics:
The worst thing you can do against
Elise is to harass without your minion wave. You need to have the minion wave to block two of her spells, namely:
Cocoon / Rappel (stun) and
Volatile Spiderling / Skittering Frenzy (Spiderling). Both of these seek out ANY target, minions are therefore essential to keep you from being caught. You want to avoid a straight up 1v1 fight, because she will win unless you kite and / or harass.
Her pokes have a bad potential to deal damage if you stick with your minion wave, but remember that she still has
Neurotoxin / Venomous Bite (human form), which deals ~10% of your health before MR if you are at full health.
Ziggs outranges her by far, which means you can punish her for trying to harass, or simply try to push her out of the lane using
Bouncing Bombs.
If you are losing your lane, don't hesitate to clear it fast, then gank other lanes.
Elise is not a good pusher, because she uses too much mana for it to be reasonable.
Ziggs uses a lot of mana as well, but if you are losing your lane, you should get
Chalice of Harmony which will counteract the loss of mana, and also some of her damage output.
All in all, this fight comes down to your ability to stay out of her range, and harass her efficiently. You should be fine, because when you hit ~50% hp, you can just back away safely by the tower. Just remember to back away and keep yourself from overextending - her
Cocoon / Rappel (stun) is very good to setup ganks, but she lacks any forms of slow, even if she has
Cocoon / Rappel (Spider) to charge at you, but it's quite obvious.
Playstyle:
You outpush her, but you can't hope to 1v1 her if she knows how to rappel quickly and correctly. Try to roam against her.
Counter itemization:
Abyssal Scepter is the only viable item I can think of against her. Sure health items would work, but because of her Q initiate / execute move, it is a lot less effective due to the % damage.
Fiddlesticks

Spoiler: Click to view
Difficulty before level 6:
Medium-
Hard
Tactics:
One of the worst champions you ever come against is
Fiddlesticks. Not only does he have a massive health sustain through
Drain, but it also deals huge amounts of damage. You should keep away from him at all times, try to harass him, but only if you wish to drain his mana to some extent.
Terrify are one of the ways
Fiddlesticks can almost ensure he flees safely /
Drains you for all your life without resistance. It has a low range, but
Flash will fix that easily for
Fiddlesticks. He can also cripple your ways to escape by using
Dark Wind, which silences your spells and also your
Flash in the process.
Getting a gank on
Fiddlesticks is crucial to keep him from growing out of hand. He's very weak when his
Drain is on cooldown, because he lacks all his damage before he gets
Crowstorm. It should also be noted if he goes missing, keep an eye on your buffs and look for
Dread, this means
Fiddlesticks is less than 1000 range away from you. 1000 range is about the range on your
Bouncing Bombs on max range + the extra bounces.
Everything here depends on the
Fiddlesticks player, not so much on you. A good
Fiddlesticks will be able to shut down all your escape tools by fearing / silencing you the longest time. A bad one however, will most likely rush into 1v1 without thinking about your
Satchel Charge interrupt. The reason he's marked hard is because he can escape easily and he can hinder your escaping easily too.
Playstyle:
You outpush him by far, but his roaming is a lot scarier than yours, to say the least. You can potentially 1v1 him at any stage in the game, if you time your W well, but his
Drain cooldown goes lower the higher lvl he is. You shouldn't roam unless he just went back or is stuck at his tower, because his utility combined with his damage is devastating if his jungler comes to assist.
Counter itemization:
Zhonya's Hourglass screws with his entire existence if you manage to press it quickly after his ultimate, but is hard to pull off. Combined with
Banshee's Veil and you will guarantee yourself to pull it off, due to the fact that his Q is instant and his E isn't, meaning theres a bigger chance you'll be able to press it in time.
Morellonomicon actually works quite well against this guy, because you won't need your W or
Ignite to take him down.
Abyssal Scepter works like a charm. He needs to be close, and it prevents his passive and stops some damage.
Fizz

Spoiler: Click to view
Difficulty before level 6:
Easy-
Medium
Tactics:
Depending on your ability of staying out of
Fizz's range and your health percentage,
Fizz should be easy to handle.
Urchin Strike is what closes the distance between you and him, but it also helps him to apply
Seastone Trident bleeds as well as
Playful / Trickster damage.
A good
Fizz player can dominate mid lane versus a ranged champion, but a bad one will most likely die a lot from overextending. Because of
Playful / Trickster,
Fizz can dodge any killing blow if he times it correctly. This doesn't mean harassing is bad against him, but it means that getting kills on him may be hard - all depending on your and
Fizz's ability to hit/dodge.
As he hits level 6, be careful of overextending because of his
Chum the Waters. If you
Flash or dodge it, you will most likely survive, if not you're most likely dead. It scales 1:1 on AP and also has a stun / slow with it.
Playstyle:
You outpush him by far, and the instant he decides to use it E to push, you should poke him. Put pressure on him early, because he can and will 1v1 you at 6. You don't cannot roam too much, due to the fact that he can counterpush to some degree, as well as his ability to dodge skillshots screws with your entire existence. Maxing E could be wise, because it allows you to kite him with ease, around your very own shield.
Barrier screws him over, because it blocks a huge percentage of his damage.
Counter Itemization:
Zhonya's Hourglass counters a surprising amount of AP mids! His R is negated if you use it before it decides to chomp you, as well as his E is negated. This chunks away about 50% of his potential damage, leaving you with an easier foe.
Gragas

Spoiler: Click to view
Difficulty before level 6:
Medium
Tactics:
Gragas used to be the hardest champion I fought against, but only because I didn't discover ONE thing. He doesn't have the damage you think he has. Early he has
Barrel Roll, sure it deals a ton of damage, but it has such a long cooldown that it's practically useless alone / at the first ranks.
Gragas is an excellent harasser thanks to his
Barrel Roll, which you should try to dodge (Huge range unfortunately).
Weaknesses? If you play defensively against
Gragas, he has none.
Happy Hour keeps him full of HP and
Drunken Rage keeps him full on mana. Offensively? Whole different story, because then he can't farm effectively when he's in melee range. He's still able to push and to farm through
Barrel Roll, but he will most likely stop trying to harass you at the same time.
As
Gragas reaches level 2,3 or 4, he should have gotten himself
Body Slam, which is the only ability I find undodgeable unless you
Flash. This is the ability he will use to slow you down and to go for a kill. It also charges him close enough for his
Drunken Rage to be effective, with the dmg reduction and the AD increase he gets.
All in all he should be a simple fight if you've played him before, or if you know about his high cooldowns.
Gragas fights 1v1 can be rather hard, but if you poke him enough, he's not going to dare to go 1v1, which is advantageous for you.
Playstyle:
Play aggressive pre-6, he can't really do much about it besides try to farm. You don't outroam him after 6, because he clears faster and is way more mana efficient than you. He's also hard to poke down when he gains health, due to his passive, but keep in mind you can harass him and still get him below 50% health.
Counter itemization:
Zhonya's Hourglass seems to work against him. All his abilities are aimed, and if manage to clutch activate it, you block off all his damage in one go. Keep in mind his R is quite fast, but you should be able to pull it off.
Rod of Ages or
Rylai's Crystal Scepter early is good against him.
Heimerdinger

Spoiler: Click to view
Difficulty before level 6:
Medium-
Hard
Special itemcombo: Rarely
and 2x
Tactics:
Not to be underestimated,
Heimerdinger has a passive health regeneration aura aura. This aura is called
Techmaturgical Repair Bots (read it), and as you can see - it's not too shabby to be a passive. This will keep him in lane forever combined with his annoying
H-28G Evolution Turret(s). If he purchases anything that has MP5 / has runes with MP5, he will not back away from you before level 6 / when he needs to purchase something.
Hextech Micro-Rockets is probably what
Heimerdinger gets first against a
Ziggs, because it helps him to keep you away from him. Harassing him is close to futile, because of his passive, and he shouldn't lose all of his mana, at least not before he kills you. Your safest bet when playing against
Heimerdinger is to ignore poking him, unless your jungler comes to gank within 1-5 minutes. If he levels up
H-28G Evolution Turret, you should gank him before level 5, because then he can put down 2 of those evil turrets.
He has no real escape mechanics, except for his
CH-1 Concussion Grenade, but direct hits are rare if you move sideways /
Flash over them when you're ganking him. If you're planning a gank against him, make sure you harass his
H-28G Evolution Turrets, and not him! Why? If he leveled up turrets first, they deal significantly more damage than he does, and he can't spam them the way he can spam his other abilities.
Grab every opportunity your jungler gives you to gank
Heimerdinger. One thing i found out, is that you should try to pretend you're ganking him, in an effort to force his
Flash to remove his only escape tool. Be aware that he's also going to be overextended a lot, because he doesn't have to fear you unless you suddenly lunge at him. NEVER DIVE HIM, that's the last advice you need to keep in mind, because at level 6
UPGRADE!!! is significantly increasing the speed (therefore the direct hit ratio) of his
CH-1 Concussion Grenade and the speed of his
H-28G Evolution Turrets, as well as giving them a nasty slow.
Playstyle:
Try not to approach his turrets. Your auto attack range is higher than them, use this! His sustain is high, his pushing power isn't too high, unless he decides to stay in lane all day long. Remember this his turrets is his only real pushing tool. You can 1v1 him easily if he decides to follow you when you roam, which means roaming is key against him.
Counter itemization:
Nothing in general. You shouldn't die to him. If you do, then run health based AP items, or perhaps even a WotA to cope with his long range W poke.
Karthus

Spoiler: Click to view
Difficulty before level 6:
Easy-
Medium
Special itemcombo: Rarely
+ 2x
Tactics:
Karthus is an easy champion to both play as, and play against if you have learned how to dodge / bought
Boots of Speed first. All you need to know when it comes to dodging, is that when
Karthus raises his staff: he most likely just cast
Lay Waste somewhere. It's not guaranteed you will spot it immediately, so just keep moving between attacks.
The second thing you have to beware of is
Wall of Pain, because it slows you down and takes away some of your MR and armor - so you're more suspecible to getting hit by
Lay Waste. Because he has this ability, you should also take note that it's a lot better to run around it or jump over it with
Satchel Charge.
Third of all:
Defile DOES NOT DAMAGE YOU SEVERELY! The first level deals 30 dmg and a good
Karthus levels this ability up last. If you are going for a kill, keep this in mind, but if he's dead (
Death Defied), run away from that unnecessary damage.
Last, but not least: Don't towerdive him!
Death Defied will nearly always grant him revenge. Try to get the killing blow with
Bouncing Bombs if he stays in lane, if not; go ahead and try to towerdive if your
Satchel Charge is ready.
Playstyle:
Keep up the pressure! He is easily harassable, easily forced out of lane. Starting 9 potions and 2 wards ensures you won't die from overextending. You outroam him, but he can outpush you if he spams Q or last hits effectively enough for his E to give him mana. Interrupt his R with your W if possible.
Counter itemization:
Zhonya's Hourglass means you won't ever die 1v1 to him, unless you really screw up. Use it to prevent his
Requiem from dealing damage to you. (
Barrier would also do the same trick in most cases)
Seraph's Embrace COULD work, but if your mana is too low, the active won't give you enough health to survive, making it quite a risky / gimmicky item to use and have.
Kassadin

Spoiler: Click to view
Difficulty before level 6:
Medium-
Hard
After level 6:
Close to unbeatable! -
Riftwalk makes
Kassadin close to unbeatable 1v1 for
Ziggs!
Tactics:
Luckily,
Kassadin is easier 1-6 than he is once he gets his
Riftwalkeven if he still has a silence, huge damage and a slow. Before
Kassadin levels up and gets himself new items, he's okay at best, but after his first back / When he hits level 4/5, you're already screwed.
Null Sphere scales 0,7 dmg / 1 AP, which means that he's dealing a ton of damage while he silences you.
Nether Blade allows him to stay in lane for infinity, if he bought
Hextech Revolver or sufficient
Health Potions.
Force Pulse just dooms you even more than you're already doomed.
Hexplosive Minefield and
Satchel Charge tactics prove rather useless against
Kassadin, as you're already silenced --> dead within the silence ends.
The best tip I can give you against
Kassadin is to play offensively when you can: Level 1-3. Poke more than you've ever poked before and whine / nag your jungler for assistance till his ears start bleeding, because you can't ever hope to best
Kassadin when he gets over level 6. The best thing you can do is deny his farm for as long as possible.
After he's level 4, i would reccomend staying way back at all times. Not only does he have unlimited mana by this point, but he also has the means to kill you outright if he has the correct runes and has
Ignite. I would consider purchasing
Banshee's Veil extremely fast, instead of rushing
Rabadon's Deathcap.
Abyssal Scepter will also do the job quite nicely, but this is more of a personal choice.
Playstyle:
He can't push, he can't retalliate well before level 6. At lvl 6 he can push using his R (if he's dumb or desperate enough). He 1v1s you easily after lvl 6, but before that, you should try to deny him farm. You cannot hope to outroam him, unless he goes top or bot, but then you can choose to push mid and go for the turret; OR you could go to the opposite side. You could also try to help out said lane with your ultimate, but you should only do so if you believe it will end up with a kill (or else it would be a wasted effort).
Counter itemization:
Abyssal Scepter works good against all the melee range AP assassins you face mid lane for some reason. Pick up the
Negatron Cloak early, then upgrade it later.
Katarina

Spoiler: Click to view
Difficulty before level 6:
Easy-
Medium
Special itemcombo: Rarely goes
Tactics:
Katarina has bad, okay and decent players, so the difficulty will vary a big deal. As you probably already knew,
Katarina are one of the few AP characters that do not use any resource to cast spells, except cooldowns that limit spamability. This means that you will get constant
Bouncing Bladess thrown your way, if you stand close to your minions that is.
Bouncing Blades shouldn't be a problem if you stay far enough from your minions, but you still need to farm. This ability will not damage you severely, but when you're at say 50% health,
Katarina may think it's a good idea to
Shunpo to either you or a close creep to finish you off. You should therefore always chug
Health Potions when hit by ~2-3
Bouncing Bladess in quick succession, with the rework, you do not have to worry about "Killer Instincs" from her
Bouncing Bladess, but only her
Death Lotus debuff.
There are very limited strategies for you and
Katarina to utilize, but poking her is a must, or you have to face
Bouncing Bladess getting thrown your way all the time. There are no real ways to keep her from escaping, except stuns and silences, because
Shunpo can be used to jump to a nearby creep, champion or ward. This basically means that you should have a jungler that has a stun of some sort, so you can slow her down before she gains
Hextech Revolver, which will keep her in lane forever.
If you're facing a good
Katarina, there's a good possiblity you may lose heavily. The easiest way to counter this, is to bait her to use
Shunpo to deal damage to you, preferably closest to your tower. This allows your jungler to jump in without her having any escape mechanics, but remember that you should do it 2-3 times before your jungler shows up. The more she thinks you're a bad
Ziggs player, the better. I found out that it's really easy to die this way, even though I lucked out 2/2 times when my jungler ganked for me. Do this only if you have more than 75% hp,
Katarina can easily
Shunpo, Q then
Ignite you to death if you have low hp.
Hexplosive Minefield should also be placed on top of you, or near her escape route.
With the mid august patch,
Katarina has been reworked. She has gotten a higher burst potential, and because "Killer Instincs" has been removed, her
Shunpo now grants her 20% damage reduction for 3 seconds. This means that you can't see if she's about to attack you, because there are no telltale signs anymore.
Sinister Steel helps her to keep up with you even through your
Hexplosive Minefield. In return, her cooldowns have been increased at lower levels, and the flat damage on her abilities have been lowered. However, she's a lot stronger in a 1v1 after level 6 than she was before. Much thanks to all her abilities dealing damage, and she doesn't rely too heavily on
Death Lotus to deal all the damage.
Playstyle:
She will outpush you all the time, due to her not expending any mana, and her W being "OP" as a pushing tool. You can 1v1 her if you time your W perfectly and you have one MR item or health item. If not, you shouldnt try. She might not seem like a poker, but she pokes very good if she gets in range. Poking her is easier before she gets her jump, for obvious reasons. Maxing E could be smart, seeing as it denies her from effectively engaging on you.
Counter itemization:
Abyssal Scepter is a must,
Zhonya's Hourglass doesn't work good against her, due to her W having 0 cooldown, and her R not being all "that" powerful, because you can interrupt it.
Will of the Ancients could be a good item to have if she decides to jump on you, use Q and W; then back off to harass.
Kennen

Spoiler: Click to view
Difficulty before level 6:
Medium
Special itemcombo: Most likely
Tactics:
Kennen nearly has the best sustain mid, but only after he gets his
Hextech Revolver, feeding health from his endless pool of energy. You should try to deny his farming from the start, so he doesn't get
Hextech Revolver too fast, because poking him then is hard. He has decent poking capabilities himself, but only because he has unlimited energy.
Kennen can poke a single time with
Thundering Shuriken, but can also combo his pokes with
Lightning Rush and then use
Electrical Surge. This combo will most likely stun you, so you should take the chance and poke him as he uses
Lightning Rush, and then use
Satchel Charge or
Hexplosive Minefield to fend him off.
1v1
Kennen will win if he remains unpoked, because of his passive
Electrical Surge and if he has
Hextech Revolver, he will crush you even harder. You will probably never kill
Kennen during the laning phase, unless you get a gank, a lucky
Hexplosive Minefield or he is simply a bad
Kennen. Chasing him is futile unless he used
Lightning Rush to charge at you.
The most important thing is to stay behind creeps to dodge his
Thundering Shurikens. They aren't that powerful by themselves, but because of
Mark of the Storm, you can become stunned and therefore an easy target. You should play passive if you are playing against a good
Kennen, but staying behind creeps usually does the trick.
Try to call for an early gank, because most
Kennen players tend to get
Lightning Rush at level 2 or 3. This makes him an easy target because he cannot combo his
Mark of the Storm stun, as well as he's crippled because he cannot escape without using
Flash or
Ghost. Poking
Kennen early is key to winning mid lane, but don't overextend or get more than two
Mark of the Storms, because then you might get ganked or killed.
LeBlanc

Spoiler: Click to view
Difficulty before level 6:
Medium-
Hard
Tactics:
LeBlanc is not a hard champion to come up against, but that's only if you don't die to her early. In ranked games, you'll probably see more decent players than in normals, so the game may become rather hard, but in normals, they might be easy as pie. Get your jungler to gank her at least once in the laning phase in an attempt to shut her down.
Distortion is her only escape mechanic, but it fulfills its role very well. You should bait her to poke you if your jungler is coming, just to burn her
Distortion.
You should always use
Bouncing Bomb as
LeBlanc goes in for a poke with
Distortion /
Sigil of Silence/
Ethereal Chains. You will most likely win the trade, but only if you hit before her
Sigil of Silence is triggered. The best thing you can do is to stand behind creeps, so she never lands
Ethereal Chains to prevent you from running.
Pushing all the time is quite viable / smart against
LeBlanc due to low AD at the start of a game. This means she can't farm as good as you can, thanks to her lack of AoE spells and the necessity of
LeBlanc having her all her cooldowns ready.
Ziggs on the other hand, has both his passive and his Q to help him farm, so if the
LeBlanc decides pushing is smart, let her, but keep in mind you should punish her a lot for doing so by harassing her.
If you ever become lower than 50% hp, you should recall behind the tower, because
LeBlanc is a master assassin / towerdiver when it comes to taking down low hp targets. She is no real threat early on, unless she gets really fed and late she is close to no threat to you at all. Having
Zhonya's Hourglass eliminates her as a threat, because if you time it right, you dodge some of the spells she needs to combo up.
Lissandra

Spoiler: Click to view
Difficulty before level 6:
Medium
Tactics:
Strange, yet perfect mix of
Zhonya's Hourglass and
Karthus with CC at level 6. Before however, a lot less useful in comparison. She has 0 potential to 1v1 kill you (Unless you play recklessly), due to the fact that she has nothing to lock you down, without being obvious.
Lissandra can engage on you very easily at level 2 or 4, but she only gets the chance to lock you down at level 4. This is due to her
Ice Shard not being effective to slow you enough for jungle ganks, due to your
Satchel Charge. She needs
Glacial Path(OBVIOUS ENGAGE!) to come close to you, and she needs
Ring of Frost to lock you down effectively enough.
As mentioned
Satchel Charge is 100% key to winning this matchup.
Lissandra has a burst potential, but it is weakened against
Ziggs, because even if she decides to use
Glacial Path +
Flash, she still isn't in range of your beautiful face.
Satchel Charge usage makes or breaks this lane. If you use it too late, you might die to a gank, or get slowly traded down to 0 health. Key to winning this lane is to harass her between levels 1-3, when she can't retaliate properly. She can however, use
Ice Shard through creeps and deal noticeable damage. It doesn't deal too much damage, but it adds up, so don't stand too close to her, use your range!
So you're low on mana? This is where
Lissandra gains the upper hand. You really need a
Chalice of Harmony versus her, due to her
Iceborn passive. This makes her mana pool "Semi-undrainable", due to a free spell every 18 seconds. This might not seem like much; but it adds up to 4 mana per second, even if she decides to use her lowest mana cost spell! You need to rush a
Chalice of Harmony just to make sure your
Satchel Charge can be used at all time. Keep a simple thing in mind!
Lissandras
Glacial Path has 24 second cooldown, compared to your
Satchel Charge with 26 seconds, wait those extra crucial seconds, to make sure your satchel charge is up. She cannot catch you without her
Glacial Path, but you need to be careful when your
Satchel Charge is down.
Lux

Spoiler: Click to view
Difficulty before level 6:
Medium
Tactics:
Lux is a champion that is like
Ziggs, at least when it comes to his main aspect; Poke and you will do well. Games depends on how well
Lux manages to hit you with
Lucent Singularity or
Light Binding. If it's a good
Lux, she probably also manages to get in some
Illumination auto attacks too.
Illumination is like a "weak" version of
Short Fuse, because it doesn't deal as much damage, but it can hit more often if you land spells. Just make sure to stay out of her spells and you will most likely win all the fights.
Running away from her is not an easy task at all; seeing as she has both
Lucent Singularity to slow you and
Light Binding to hold you still. The easiest way to get away is to poke while you run (if high on HP) with
Bouncing Bombs, or use
Satchel Charge (when low on HP) to simply jump away. In 1v1 situations everything relies on whom hits the most, and whom dodges the most. Some dumb
Lux players may waste both spells at the same time, but good ones wait for
Light Binding to hit, before using anything else. Remember that she has
Prismatic Barrier which effectively gives her 160+ HP if you destroy one shield before it returns.
While being adept at poking,
Lux is no match for the almighty
Ziggs, because
Light Binding requires you to leave the "two minion" thick wall you have in front of you. Spamming
Bouncing Bombs however, is best used standing behind that minionwall, which will give you an advantage. If she decides to harass you; she will toss
Lucent Singularity at you, which happens to hit minions too - resulting in a push. Just remember that she is weaker than you in both health and poking, but you need to hit with your
Bouncing Bombs in order to make the farming phase easier.
Flashing to dodge
Light Binding is also favorable in 1v1 situations, or situations where she gets ganks.
Malzahar

Spoiler: Click to view
Difficulty before level 6:
Easy-
Medium
Tactics:
Malzahar has poses no real threat to you before level 6, due to the fact he only has one target poke:
Malefic Visions. Even though he has his
Summon Voidling passive, you shouldn't worry too much about it, because you usually just flee to the tower to get rid of it.
The only thing you should take note of are his two skillshots:
Call of the Void and
Null Zone. Both of these are extremely potent if used in conjunction with a gank.
Call of the Void cripples your ability to jump away with
Satchel Charge and
Null Zone just deals a ton of damage if you keep standing in it.
If you manage to flee from any pokes or ganks, don't hesitate with backing as soon as possible. This is because
Malefic Visions can finish you off quite easily, and teamed with
Ignite you'll die for sure. Other than that, he's an easy fight.
The hardest thing to keep him from doing is last hitting with his
Summon Voidling /
Malefic Visions combo. You could kill the voidling, but that's a decision you need to make yourself, because he'll continue doing it for as long as he's in the lane. Harassing him away would be the best way to go, just make sure you don't get caught in
Call of the Voids.
Protip:
Quicksilver Sash shuts him down / makes it impossible for him to ever use his
Nether Grasp on you.
Mordekaiser

Spoiler: Click to view
Difficulty before level 6:
Medium
Special itemcombo:
+ 1x
or 5x
+
+ 1x
Tactics:
Mordekaiser is an incredibly hard champion to come up against, but only if you don't know how to counter him! First of all; Never allow him to come in melee / his cast range. It's okay that he uses spells on minions, but not you. Remember that
Mace of Spades is not a spell you want to hit you when you're alone.
Creeping Death is used by some
Mordekaisers to serve as their harass, but it's an easy ability to dodge and it's easy to spot if put on a creep. If he puts it on himself, it's very likely he's moving in for farm or to hit you with
Siphon of Destruction.
You should always auto attack him when he comes into range, even if his
Iron Man shield is maxed. This is because he still uses the health he has "underneath" his
Iron Man is still being used as his resource, instead of the shield itself.
If you don't get any ganks in on
Mordekaiser before level 6, you're going to have a hard time killing him later in the game. And the more you let him farm (keep those pokes up!), the more gold he's going to have towards his already decent sustain in lane. He's not a bruiser before he gets any items that makes him one, so keep that in mind. The only thing that makes him a bruiser is if he has any nearby enemies to buff him with the
Iron Man shield.
The cap to
Health Potions and
Mana Potions were an INDIRECT nerf to
Mordekaiser, eliminating his "core" start of 9x
Health Potion and 2x
Sight Ward 10 min "infinite sustain and farm" start.
Morgana

Spoiler: Click to view
Difficulty before level 6:
Medium-
Hard
Tactics:
Morgana are one of the few champions that are futile to harass, due to her
Soul Siphon. She only needs to use
Tormented Soil on creeps, and her life is full from one poke, even though this means she's going to push.
The worst thing you ever do is leave the cover of creeps against
Morgana, because of
Dark Binding, which litterally can take you from 100% hp to 75% / 50% if you get hit by
Ignite +
Tormented Soil.
You should get your jungler to help gank
Morgana as early as possible, due to her
Black Shield absorbing magic damage and making CC attempts fail. Usually a good
Morgana will take one and two ranks in either
Dark Binding or
Tormented Soil, and
Black Shield at level 4. This means you should have gotten a gank in on her by level 4, before she's semi invincible to ganks and spells.
Best tip against
Morgana would be to simply harass with auto attacks only, and dodge
Dark Binding as good as you can. Remember that most
Morganas know how useless harassing is against them, and will therefore act accordingly. If in ranked,
Heal should be a considered summoner spell to use against her, even though it seems like a waste. This is because
Heal prevents fast ganks from being successful, while
Flash allows for a fast getaway.
AP Master Yi

Spoiler: Click to view
Difficulty before level 6:
Easy
Tactics:
If you find him hard, you simply don't know how to counter
Master Yi properly. Having
Satchel Charge at level 2 is a must and starting the convential way with
Boots of Speed is not needed.
Meditate will make him unkillable (Right...), unless you use
Satchel Charge for such an occasion. You stomp him early in lane by keeping him away from farm, and you remain safe while you zone him, by going
Satchel Charge as early as level 2 or 1 to jump away from jungle ganks.
Avoiding to use spells on minions is favorable to deny him XP. Starting with
Health Potions,
Mana Potions and a
Sight Ward is VERY favorable to deny him the early stages of the game. This allows you to dominate quite hard even from the start. He doesn't have any real burst damage 1v1, and he has nothing to stop you from running away from a jungle gank.
Getting a gank on him before level 6 is easy, because he can still be slowed, and after using
Alpha Strike to farm, he is very vulnerable. If he decides to push, make sure that you try to freeze the lane, and don't push back. This is one of the few lanes where pushing is bad, due to
Master Yi gaining experience and gold he wouldn't have gotten without a push.
After level 6
Still struggling against him? Buy
Zhonya's Hourglass if you struggle in team fights or
Abyssal Scepter if you struggle 1v1. Why Abyssal? Because
Master Yi is one of the few champions it works miracles against. You shouldn't EVER die 1v1 to
Master Yi, just drop a
Hexplosive Minefield at your feet and kite him. Even with his ultimate, it will deal noticeable damage even though it doesn't slow him. Because you have a knockback for his
Meditate, with a lower cooldown than him, you can actually finish him off in most situations.
Orianna

Spoiler: Click to view
Difficulty before level 6:
Medium
Tactics:
Orianna are one of the few that really just can't be harassed safely. If she decides to hide behind creeps, you will never hit your
Bouncing Bombs, and she can harass you through
Command: Attack. The easiest way to shut
Orianna down is by being aggressive early, because she doesn't have her
Command: Protect or
Command: Dissonance to prevent damage.
You have a lot more damage than her, but she has a lot more denial. This makes the fight between the two of you a lot more stale than most other champions. Because she can poke you behind your own creeps thanks to her annoying ball; make sure she pays when she moves in close.
Hexplosive Minefield helps damage and slow her, while you get in the most damage you possibly can. Just remember that you NEED to win exhanges by attacking her with
Short Fuse and
Bouncing Bombs.
Compared with
Ziggs,
Orianna has more safe harass and less risk involved in her general playstyle. The only thing you really need to care about is the fact that she will most likely harass you. Easiest way to counter that is simply to let her try, then do what I stated above. She doesn't possess your awesome range,
Command: Attack has 825 range, your
Bouncing Bombs have an estimated 1400 range, so there's a huge difference. She has a greater sustain than you do; so don't try to towerdive her unless you really want a kill, or know shes out of
Ignite,
Flash and mana.
Getting ganks in on her is quite easy if you make
Orianna use her
Command: Dissonance to harass you instead of using it to get away. She is easily crippled by slows and stuns when her
Command: Dissonance doesn't help her, simply because it's the sole escape mechanic she has.
Command: Shockwave is not gotten until lvl 6, hence she is only mediocre at best before that. Last but not least; you deal a lot more damage than she does that early, and you deal a heck lot more late.
Banshee's Veil helps a lot against her, and so do
Health Potions and
Mana Potions if you're struggling.
Ryze

Spoiler: Click to view
Difficulty before level 6:
Easy
Special itemcombo:
+ 2x
Tactics:
Ryze is an incredibly weak champion before he gets his
Tear of the Goddess, because he only has one mana item:
Sapphire Crystal. The reason he's weak is because he doesn't skill up a single skill, but rather 1 point in each till lvl 3. This is because he needs to stack up
Tear of the Goddess as fast as possible.
Ryze really doesn't pose a threat to you, as long as you don't push and avoid getting ganked. The only real threat he can become, is when he uses
Rune Prison to hold you still while his jungler comes in.
When comparing
Bouncing Bomb to
Ryzes
Overload, your harass is clearly superior this early. This is because
Ryze relies way too heavily on mana, even in early game.
It's nearly worthless to try to gank him alone, but you can poke him fairly well - and even try to go in for a kill, but i advice you to team up with your jungler, because he can just
Rune Prison you. Your jungler should have some sort of CC (Stun is most favorable, or silence) to keep him from escaping.
Swain

Spoiler: Click to view
Difficulty before level 6:
Medium
Tactics:
Poor
Swain, he never really was the best early mid laner.
Swain is not weak, not even a little! The only problem about him is that your poking power truly puts him aside. I rarely see someone counterpicking
Ziggs with
Swain, because
Swain has to go all the way up to your face; in order to put in a
Decrepify to guarantee
Nevermove hits.
You can force him out of lane if you manage to hit all your
Bouncing Bombs. Once he gets himself a
Hextech Revolver, he will no longer be forced to back away. The only real threat he poses to a long range champion as
Ziggs, are the rare
Nevermove hits. If you dodge
Nevermove, you can run back and harass him at the same time. If you don't dodge it however - followups include:
Decrepify to increase his harass time,
Torment to increase harass damage and the good old autoattacks. The magic damage (at rank 1 in all) alone does ~250 dmg, and his autoattacks will hit you for around 100 total.
In other words:
Swain is far from weak, but if he can't hit
Nevermove, he can't harass at all, which is why you win. You will win trades because your abilities are more potent (That is; if you hit).
Hexplosive Minefield prevents most people from even reaching you if they get some CC in on you. Remember that you win 1v1 even if he manages to hit you with
Nevermove (before lvl 6), because you have
Short Fuse and a huge lot of damage. The only way to lose 1v1 versus
Swain is to miss, nothing more, nothing less.
Everything above in mind;
Swain is close to unkillable for
Ziggs, because it's hard getting a good gank on him, because of his slow and his immobilize.
Swain will most likely play passively, something a
Ziggs player might find it hard to do; because
Ziggs can gain more farm by combining auto attacks with
Bouncing Bombs to serve as a creep killer.
Syndra

Spoiler: Click to view
Difficulty before level 6:
Medium
Tactics:
Everything about
Syndra screams "average before level 6!". She poses no real threat to you 1v1 until lvl 6. Even if she stuns you with her
Scatter the Weak, she can't do much, because her damage is miniscule until she gets
Unleashed Power. Pretty similar to
Malzahar in gameplay in my opinion; Play passive and roam after lvl 6. She should be an easy match, but because of her
Scatter the Weak stun and her
Force of Will (Obvious slow, has to grab a target, then toss), she can be a threat if they have
Maokai or something jungle.
All you have to do in order to win this matchup is to play either ridiculously aggressive to get
Bouncing Bombs in, or you play as passive as she SHOULD. Keep in mind that almost every newly launched champion is played wrong. This means; Someone might mistake her of a close-range-high-dmg-nuker, which she is not, at all. Punish
Syndra for even trying to get close to you. Her only reliable poke is
Dark Sphere.
You should deny her from ever leaving the lane pre-6. This is because she has two amazing abilities for assisting in kills.
Scatter the Weak is a pushback and a stun at once, while
Force of Will is a slow. Having these abilities is what I think makes her similar to
Malzahar, but in a different way. Both of them have a great potential after lvl 6, but only due to the fact that they have both damage and CC at that point.
You should be able to beat her straight up 1v1 at ANY stage of the game. Having
Zhonya's Hourglass will make you win all the fights by simply dodging. All of her abilities (Saves
Unleashed Power) are skill shots. However,
Unleashed Power has a travelling time, which makes it easy to dodge. She is a very potent team player, not a duelist / poker like
Ziggs is. She is easily countered by long range and consistent damage, both of which you have.
Twisted Fate

Spoiler: Click to view
Difficulty before level 6:
Medium-
Hard
Special itemcombo: Perhaps
, but only if he's AD and needs survivability
Tactics:
If
Twisted Fate went AD (Check stats, you won't notice any extra AP from runes), you're in luck.
Twisted Fate has a bigger advantage early as AP, because of his
Wild Cards hitting for more damage. He still has
Pick A Card though, and
Stacked Deck doesn't hit too low without AP. Stay out of his auto attack range is the only special advice against AD
Twisted Fate.
However, a
Twisted Fate that has gone AP is nothing to smirk at. His
Wild Cards hit for quite a lot as he levels it up. You should be able to dodge it with ease, but if you don't: you're looking at a hard time playing against him. If you cannot dodge the
Wild Cards, you can't stay in lane for too long, and should consider buying
Health Potions when you go back. Remember that even though he can poke badly, you can too! Keep poking him at all times, because he's really fragile early game.
Pick A Card has three different cards:
Gold Card,
Red Card and
Blue Card. You don't want to be close to
Twisted Fate under any of these cards. The reason is because:
Gold Card indicates a possible incoming gank or
Wild Cards (Massive damage either way).
Red Card often indicates he wants to harass you with
Wild Cards and some auto attacks and seldomly indicates a gank.
Blue card indicates that he wants mana, but often
Twisted Fate is indifferent with whom he tosses it at, but it deals the most damage of all his cards, so wait till it hits a creep.
Flash +
Gold Card = Gank.
Twisted Fate may waste his flash just to get close enough for a
Gold Card to hit you: So keep your eyes peeled and your finger ready on D / F (Whichever you have
Flash on). You never want to die to an AP
Twisted Fate, because most likely he'll rush
Hextech Revolver or
Sheen. Both will give him an advantage over your early
Needlessly Large Rod.
Twisted Fate however has a very limited health pool, and unless he brought
Health Potions, he's easy to force out of lane. Keep in mind he's just like a regular caster, even though he has
Gold Card. This means that you should be able to get at least one easy kill on him alone or with the help of your jungler. The best time to launch an attack is straight after he tosses a card from
Pick A Card, because then you will have 6 seconds before he can pick a new one.
Veigar

Spoiler: Click to view
Difficulty before level 6:
Medium-
Hard
Special itemcombo: Rarely goes
+ 2x
Tactics:
Ziggss mana costs are huge; no doubt, but
Veigar is the ultimate mana guzzler because of his
Baleful Strike. This ability is the core of playing
Veigar. His entire game relies on him to farm
Baleful Strike from the very start. This is where your long range shines; Keep him from his precious minion farm as much as you can.
Dark Matter has an obvious black spot marker where it lands. You should be able to dodge this with ease; unless he decides to put down
Event Horizon. To dodge any spells inside
Event Horizon, wander around inside it or simply
Flash out if there is a gank incoming. You should always have your
Flash ready against
Veigar if you intend on pushing your lane or staying over the middle.
Veigar has
Equilibrium, a passive that feeds him mana the lower his mana pool is. The trick is to keep him low at all times; even if he gets his mana back, he cannot do anything except farm his
Baleful Strike or disrupt your harass. Your best bet is to harass him from the start and try to make him waste mana on other things than his
Baleful Strike.
Ganks are almost ALWAYS fails because of his
Event Horizon, but your jungler can always stay and wait, because it has a high cooldown, or you can starve him for mana - then dive him near his tower. Remember that his
Event Horizon also makes it very hard to dive him, but because of its high cooldown, he most likely will play passively after he has used it. Remember that
Satchel Charge charging through
Event Horizon will result in you getting stunned, but takes you away a formidable distance.
Viktor

Spoiler: Click to view
Difficulty before level 6:
Medium
Tactics:
Viktor is a pretty strong duelist after he reaches lvl 6, due to his
Power Transfer being a royal pain in the back. Before lvl 6 however, he doesn't see his full potential yet.
Power Transfer deals too little damage to give him a shield exceeding 50 hp if used against a champion. This allows you to use
Bouncing Bombs to harass him as much as you wish, without the fear of it being to no use.
Death Ray however, becomes stronger because he can augment it with
Augment: Death, which causes it to deal 30% more damage over 4 seconds. This is also his main poking tool - strong, but not as strong as
Bouncing Bombs range, but
Death Ray has a bigger damage. This is the real reason
Viktor is set to
medium difficulty, because it all comes down to whether or not he hits
Death Ray.
What makes
Viktor a real threat and an extremely potent foe, is his
Gravity Field. This is a slow and stun combined into one, which makes escaping really difficult unless you waste
Flash or use
Satchel Charge to get away. This is going to be one of your main concerns, because this allows his jungler to close the distance easily.
Keep in mind; The ONLY augment I've ever seen used is
Augment: Death, because all the other ones aren't really doing anything with his damage. The two other augments are for a better chasing speed with
Power Transfer and for a longer range on
Gravity Field, both which emphasize on chasing and in general just catching up to your target. None of those are really good in a teamfight, because his teammates most likely have better chasing power than his.
Vladimir

Spoiler: Click to view
Difficulty before level 6:
Medium
Tactics:
This is a likely stalemate fight. None of you really got the burst damage to do anything crazy, and no one really has a good anti-escape mechanic.
Vladimir loses a significant percentage of his health if he ever uses
Sanguine Pool, but it may allow him to get away from danger. Remember that once you hit level 6, he can dodge
Mega Inferno Bomb. That's why you should always force him to back away by USING
Sanguine Pool, then use your ult.
Transfusion is his main poke and his main sustain. This allows him to stay a long time in the lane, but paired with
Hextech Revolver, forever. He might try to go up to you in an attempt to harass you. This is when you use your
Bouncing Bomb and show him that despite your size, you're not a harmless critter.
Vladimir may also just use this ability to last hit better, then lunge at you has he becomes level 6 himself.
Tides of Blood may seem harmless in the beginning, but it stacks up for a massive 100% damage increase, which is not something you want to be a part of. He has to get close, which is why this easy to dodge. However, he may use
Sanguine Pool then go straight at you, in an attempt to kill you or poke you. This is when you use
Satchel Charge, jump away, then turn for a split second to toss a
Bouncing Bomb at him. Remember that
Hexplosive Minefields are dodged as he's inside his pool, but as he comes up, he may stumble on them on the way back if you put them on top of the pool.
All in all - stalemate battle before level 6. This is one of the more even matches for
Ziggs, but it relies a lot of
Vladimirs
Sanguine Pool usage, and how ofted you manage to hit your abilities. Don't be afraid to ask for 1v1s against friends or randoms in an attempt to improve your games. Most often you will find that they have one or more things they find annoying about X champ, which will help you figure out their strenghts and weaknesses.
Xerath

Spoiler: Click to view
Difficulty before level 6:
Medium-
Hard
Tactics:
The king of poking,
Xerath. Why? He has the longest INITIAL RANGE on his Q and R. Initial? Yep, your
Bouncing Bombs even outrange his Q and R by a few units. This allows you to exploit a huge weakness; which is the fact that he has to use
Locus of Power to anchor himself down to a certain point in order to gain his massive range. His range is still terrifying, because your bombs aren't as fast as his Q and R.
Arcanopulse doesn't deal too much dmg, but because it's a long range spell, it's still potent when it hits. You shouldn't have any problem beating him in a 1v1 poke fight however, as your
Bouncing Bombs have a one second lower cooldown and a higher damage output.
Why is he
hard when he's so easy to 1v1 for
Ziggs? Because of his long range, his
Mage Chains is really fearsome. This allows him to stun you from a great distance as his jungler comes in for a gank. Most junglers will also be attracted to his lane, because of the fact he has a stun. This also makes it hard for your jungler to get in his CC before he gets stunned.
Flashing to the side is the easiest way to dodge his followup
Arcanopulse and foil the
Mage Chains stun.
Ziggs

Spoiler: Click to view
Difficulty before level 6:
Easy or
Evenly matched
Tactics:
The only way you can truly understand how to counter
Ziggs is to play him yourself. The most important thing is to maximize the range between him and you, and stay behind creeps to keep
Bouncing Bombs from hitting you. Remember that he most likely has the same setup as you do, so you need to play smart.
The best thing you can do is force him to use mana, by harassing him a lot. Even though you harass him, he might just do one of the farming techniques I listed (tossing
Bouncing Bomb from afar), but this will drain his mana. Ultimately that means you will be versus a mana starved
Ziggs. Just keep in mind that you should avoid pushing, since you don't want to overextend.
By hitting the enemy
Ziggs with only your passive
Short Fuse / auto attacking, you save lots of mana, which you can use to harass him even more. If you completely dominate the lane, you're in luck, because that means you can farm with precision. Keep in mind that he will most likely try to get you ganked by his jungler.
To get a really big advantage, you may want to buy additional
Health Potions and perhaps some
Mana Potions on any future trips back. The reason you will want to do this is because
Ziggs's greatest enemy are people that don't lose mana nor health. Also check his runes, because if he has MP/5, he's going to stay longer in lane.
Zyra

Spoiler: Click to view
Difficulty before level 6:
Medium-
Hard
Tactics:
Zyra is essentially a weaker
Heimerdinger with some extra CC and range. She can zone a lot more easily than you can, but relies heavily on her
Rampant Growth seeds. This allows you to harass her heavily early on, and make her struggle. You push easier than she does, but because of her
Grasping Roots and her vine lashers, you should really restrain yourself from doing so.
Once her seeds are down, go wild.
Zyra is a caster that really needs to have her seeds up, so she can kite you and deal damage to you. This allows her to get a kill on you even if she dies.
Rise of the Thorns hits true damage, which hurts a ton when you're already low on health. This is about the only danger of facing her 1v1 early.
She's not hard to 1v1, but she can't be taken down too easily either, seeing as she can hold you in place with
Grasping Roots and kite you all day with vine lashers and damage you with thorn spitters and
Deadly Bloom. Late game, you will most likely beat her in every single 1v1.
Stranglethorns is like an obvious version of
Malphites
Unstoppable Force. You can
Flash out,
Satchel Charge out or simple use your
Zhonya's Hourglass against it. The only reason I can find to call her hard, is both her passive that secures kills and her
Grasping Roots that prevent and allow ganks.
I'll keep filling in more details and champions as they are changed and added. There will be rough descriptions on how to fight them however. There might be some bad info, because I can't say I've played 100 games against each and every one of them. This leads to loads of personal opinions; So please tell me if there are some wrong info above!
(Also tell me if you feel I've missed any champions!)
Why so few
easy champions?
Ziggs is not able to do good without farm, compared to others *COUGH* (
Ahri,
Kassadin) champions early on. He relies heavily on hitting his pokes to do well. Others have high damaging pokes that only need to be hit once to do significant damage. Some also have pokes that line up a second poke (stuns, immobilizes, charms, taunts, CC in general). The last, and perhaps best reason, is that the build I use gives you a MASSIVE advantage after level 6.
Rabadon's Deathcap allows you to easily get tons of quick farm because of the increased damage, and also allows you to 1v1 most people on your level. In general,
Ziggs scales massively with farm, which is why he can be considered semi-hard. If you die often early game, you will be lagging behind most of the time, but in the end you are still going to finish your build and catch up with massive damage. The biggest advantage
Ziggs has is that he's not easy to deny farm, and whether or not you like it, when he gets his
Rabadon's Deathcap he becomes an instant threat to everyone.
What If?...
This chapter will describe some situations you might face as
Ziggs in any of your games, and their solution! Take note that some (mana problems) problems may occour ALL your games, in which case, always take that into consideration.
There are also TL;DR for lazy people like me.
To start off with the most common problem:
I'm out of mana...

Spoiler: Click to view
This is the most common problem for any
Ziggs player. The possiblities about WHEN you run out of mana, however, varies. If you never get the blue buff / have an
Amumu or so in your team;
Chalice of Harmony is an excellent choice. This item was made for psycho-spamming-Q-crunching-AP-mids. In other words; The lower mana you get, the more regeneration you gain. If you are struggling from the start to keep up with mana costs, the best thing to do is build this way:
Boots of Speed 3x
Health Potions --> 2x
Doran's Rings. I hate to do this, but it's an underrated strategy, because it mainly tightens the grip of ownage that you already have or are going to get, by buying two of them.
Mid game, you should have gotten a blue buff or two, but if that doesn't help the least; Get
Tear of the Goddess after your two
Doran's Rings. Not only does it give you a bank to extract mana from, but as you fill it up, you can upgrade it into a
Archangel's Staff for more damage. Take into account that if you have a problem with mana one time in the game, it usually just continues to be there throughout the game.
If you are still having issues with mana this late, you should think about getting
Athene's Unholy Grail. Not only does this badboy vastly improve your MP5, but it gives you X % of your mana on kill / assist, which is ridiculously awesome. If I were to swap any of my build items out with the grail, it would be
Lich Bane, to be able to keep the CC from
Rylai's Crystal Scepter. The
Tear of the Goddess swaps with
Rylai's Crystal Scepter. Keep in mind that
Athene's Unholy Grail should be enough, and if you swap out
Rylai's Crystal Scepter you miss out on CC and survivability, but if you swap out
Lich Bane you miss out on single target damage.
TL;DR - Buy 2x
Doran's Rings at first trip back early.
Tear of the Goddess for mid game.
Chalice of Harmony for entire game,
Athene's Unholy Grail for late sustain.
My item build doesn't fit you?

Spoiler: Click to view
No worries, I didn't expect everyone to be satisfied with the way I build
Ziggs, but remember there are other options! Look at the "Situational Items and Item Order" section for more information. The items I would reccomend swapping out, it would be
Deathfire Grasp and
Lich Bane, I also listed
Guardian Angel as a replacement to
Zhonya's Hourglass. As I have explained in some sections; The way I build
Ziggs is PURE glass cannon and the most practical way to gain the most damage.
TL;DR - Swap out
Lich Bane,
Deathfire Grasp or
Zhonya's Hourglass with other items.
$.$ It's raining money? (You're getting fed and/or have a huge CS lead) $.$

Spoiler: Click to view
This is the situation you will face a lot during mid game.
Ziggs clears waves so ridiculously fast it's generally not even worth going mid anymore, because you clear the wave in about 2 seconds. The first thing you want to have, is a
Rabadon's Deathcap, then you can pretty much eat the other mid lane alive (most of them anyways..). After killing your mid lane (or simply pushing if you couldn't), you should head bottom or top. Pushing out mid keeps pressure up, but make sure you ward behind you, so you can check if the champion tries to follow you. If you are heading bottom, make sure you didn't use
Mega Inferno Bomb. If you are heading top, there are no real precautions, except the enemy has a
Sight Ward placed somewhere. Bot lane mostly has them placed, but you can always try to sneak in from the lane or from the tri-brush. Helping other lanes by doing this is key to success, unless their lanes are already winning. You can also permanently roam by taking down the mid turret. Keep in mind that this may take some time and is hard to do unless the champion you are playing against, is losing, or has no real pushing power. Against a
Twisted Fate you should never leave your lane, for a simple reason;
Destiny. Keep the sides warded (where he's going out to reach the range) so you can intercept him.
Satchel Charge can also knock him out of the gate channeling, to keep him from teleporting to another lane. When the tower is down however, you are pretty much free to roam as much as he will.
TL;DR - Gank other lanes, it improves your teams overall advantage, and nets you more gold in the process. Keep in mind to ward to prevent being counter-ganked.
I'm losing my lane

Spoiler: Click to view
If you look in the "Strategies & Clever Tricks" section, the first tip is about how to stay in lane, even if you are getting chewed up. The best way to stay alive versus say
LeBlanc, is to build an early
Banshee's Veil to ruin her combo damage. If that doesn't work, or you figure you don't want to waste your money on MR, you should constantly keep pushing out mid, and going other lanes. Pushing for
Ziggs doesn't require you to actually run up to the minions, so this doesn't arouse suspicion if you leave the lane, unless your enemy has warded. This allows you to run top or bot in order to get them fed, while you are climbing your way upwards to your
Rabadon's Deathcap or
Banshee's Veil to regain the advantage. Keep in mind you should always ward or counter ward if you plan on doing this, because it allows you to notice if their mid is following you or not.
TL;DR - Lie back, farm with Q or lie back, push with Q, then gank other lanes. Remember to ward your route to prevent being ganked by their mid.
Help me improve this section by commenting if you think it lacks something, and I will try to add it in the near future.
Finishing Up - Strategies & Clever Tricks
There are pictures in the spoiler boxes with descriptions in them - related to the headlines of course.
All pictures shown in the spoiler boxes are PURELY taken in custom games with only me in them; they are there to help people understand HOW to do or WHERE place things.
The spoilers are added to decrease the total length of the guide, and make it easier to see this chapter as one, rather than having a cluster of pictures.
Being Harassed Out of Lane?
Fear not!
Bouncing Bomb can be used as an expensive way to last hit when you cannot reach your target. It can also be used to harass him back, but keep in mind that as he's most likely overextended, so getting your jungler to help isn't such a terrible idea.
NEVER OVEREXTEND!
Ziggs doesn't posess any nifty abilities that immediately frees or removes him from danger.
Satchel Charge is pretty close, and so is
Hexplosive Minefield, but both of those abilities really require you to run through jungle, or have a tiny amount of leeway to set up. Remember that if you have a single
Vision Ward or
Sight Ward, you can just camp one of the brush sides - which is the safe way to overextend, because then you know there is no risk involved.
Where to ward for both teams and sides.

Spoiler: Click to view


The wards that are circled with yellow and have the number two next to them are for the purple / top team, and the ones with red and the number one, are for the bot / blue team. I would always reccomend staying on the side closest to your wraiths, because it's the easiest side to escape from for
Ziggs, while giving the best ward placement
Satchel Charge isn't as reliable as
Shacos
Deceive or
Ezreals
Arcane Shift, but it's a cheap / okay way to gain a lead or chase people over walls. The only thing you have to keep in mind is positioning yourself correctly with it.
Useful places to deploy your
Satchel Charge for jumping from mid lane

Spoiler: Click to view


These work equally on both sides, whereas the thick wall is harder to jump over than the thin one (obviously). This is also why i choose to stay on the side closest to my tower and with the thin side.
Escaping from baron / dragon

Spoiler: Click to view


The second picture is if you have
Flash ready, to be able to increase the distance to your enemy even furter. Both baron and dragon have the same landscape, but this is shown with baron.
The
Hexplosive Minefield is often used to create a shield, or "zone" that the enemy doesn't want to go through, because of the immense damage. This ability can also be used offensively if you combine it with a well timed
Satchel Charge jump towards your enemy. Without
Satchel Charge, you don't have enough time to deploy
Hexplosive Minefield because of its time delay.
Teamfights In the Jungle
Ziggs may not seem like the best champion to even enter the jungle with, but thanks to
Hexplosive Minefield, you can block off a single chokepoint or a single exit / entry point for teamfights. This doesn't just only damage the fleeing enemies, but it also slows them down for such a high amount, that there shouldn't be a problem for anyone in your team to chase them down.
Preventing people from reaching dragon and stealing baron from the jungle

Spoiler: Click to view


The first picture shows where you can place
Hexplosive Minefield while your team are killing dragon. The second one shows how you can prevent baron from being stolen, or have enough vision to know if someone are attempting to steal it.
Bomb Vision - BV
Ziggs has an unique "passive" to all of his abilities (Excluding
Short Fuse and
Bouncing Bomb) that grants him vision of where his abilities land. As for
Satchel Charge, you have vision for as long as it lasts - 6 seconds.
Hexplosive Minefield only gives vision when theire placed or tripped, but keep in mind; the latter is easy to spot. His ultimate
Mega Inferno Bomb gives vision as it moves, but also on the point of impact.
Useful locations to use BV

Spoiler: Click to view
Because of
Ziggs amazing zoning capabilities, he's adept at guiding people to places they might not want to go. This allows him to lead the enemy a different route to the jungle by laying down
Hexplosive Minefields and/or
Satchel Charges. Not only can you lead people away from you, but you can also lead them to your allies (
Blitzcrank or
Urgot for example) to allow them to grab and/or deal damage to them. This also works outside of the jungle, but doesn't hinder your enemy as much although it still works.
Stealing buffs safely

Spoiler: Click to view


By placing
Hexplosive Minefield as shown on the first picture, you can steal the buff safely, but keep in mind that the two locations on the minimap with yellow cirles. These are locations that the enemy may come from instead, and should be warded. The second picture shows the range of his ultimate, which coincidentally is more than long enough to hit the enemies' blue. This means that you can toss a
Mega Inferno Bomb to steal it. Keep in mind that if you ward it or you get a
Clairvoyance at their blue, your success rate goes up.
Sound easy enough? Wrong. I've actually racked up quite a few misses by aiming exactly where my target was immobilized. I found out that you can miss pretty easily if you aim dead center, even if a jungler like
Warwick keeps your target still with his ultimate
Infinite Duress. The thing you need to keep in mind is this: Does your target have
Flash? If the answer is yes: Aim the ultimate so the radius barely touches your target, because he's going to waste that
Flash to help you deal full damage with your
Mega Inferno Bomb. It's a reflex to get as far away from one danger, so you often don't think of the huge skull appearing on the ground, because you wouldn't expect it where you
Flashed, but rather where you flashed from. Either place you decide to use
Flash (Forwards or backwards), you're still dead.
Satchel Charge knocks back, which is a known fact, but what most people don't remember to do in teamfights and in 1v1 situations is to use this to your advantage. Earlier I said
Fiddlesticks was hard to lane against, but is he really that hard to lane against? The answer is both yes and no. I labeled him as hard because his
Drain has an extremely low cooldown compared to your
Satchel Charge. 1v1 bursts (when you're at lvl 4 or lvl 6) you have no problems beating him because you can interrupt his
Drain while getting away from his
Crowstorm because of
Satchel Charge knocking the both of you back. Just remember to time your
Satchel Charge correctly and it can interrupt a ton of spells. To mention some:
Requiem,
Wish,
Mega Inferno Bomb,
Drain,
Grand Skyfall and more. Remember that this requires timing, and you should consider if it's worth tossing away your free semi-
Flash spell to interrupt certain abilities.
By moving out of mid lane for about 5-10 seconds, you can deal massive damage to either bot lane or top lane, by tossing a
Mega Inferno Bomb into an ongoing gank or fight. You can also use this strategy to finish off an already wounded target if you're either too slow, or top / bot lane tells you to finish off anyone that escapes. Keep in mind;
Clairvoyance is both your friend and enemy here. It's your friend because it gives you vision, but it's your enemy because it gives a massive heads up compared to
Mega Inferno Bombs skull. Sometimes it can be worth it to shoot with a blindfold, sometimes it's best to CV, because you never know how far back they go to recall.
Where to stand in advance of ganks

Spoiler: Click to view


The first one is for top lane, the second one is for bot lane. Keep in mind you don't have to range into the very end of the map, only about 1/2 into the brush, because of the radius your
Mega Inferno Bomb has.
Helping other lanes
Yes, you should, could and need to do this most games. If you are failing mid or winning mid, it doesn't matter. Failing mid only means that you have a bigger reason to try to feed off of other lanes. Playing passively and saving mana, then using a lot of mana to push mid is the way to go. Doing this results in a push, which gives you enough time to go help top or bot with your
Mega Inferno Bomb (ping / alert your allies / ask them before you do this) or perhaps even show up in person.
Ziggs has too many abilities centered around ganking to be wasted.
Hexplosive Minefield is an awesome spell if placed correctly, because it allows you and your team to pick up easy kills.
If you lay down a
Satchel Charge slightly ahead of yourself, you can
Flash into it and immediately explode it after you use
Flash to effectively jump 400 (Flash) + 700 (Satchel) range; Meaning you can catch people off guard by instantly jumping 3x
Flash lenghts. This works exceptionally well if your enemy thinks he's safe when using
recall
by his own tower. It can also be used defensively, but in most cases you find yourself putting it close to yourself, so you can knock the enemy back up to 500 range (slightly more than a
Flash lenght) and yourself forwards by up to 700 range. In most defensive cases, it's most favorable to use it close to yourself while keeping
Flash unused. For agressive uses however, this tactic works like a charm.
Good or Bad Guide?
Leave a comment on what I should improve please! Negative or positive critics are welcome, as long as you give me feedback. I do realize that this is probably not the best
Ziggs guide, but it is a guide that teaches people that are new to him, how to play properly. The item build shouldn't be followed too strictly either, because it would leave the already fragile
Ziggs in shattered pieces.
Remember to point out anything you feel like I'm missing at the discussion page. If there's something that's missing, I will try to add it to the guide.
Thanks for your time!
Ratings and comments are appreciated, whether negative or positive!
Changelog
7/3/2012 - Made the guide, some info missing on chapters
14/3/2012 - All chapters finalized, more chapters coming
30/3/2012 - Started the "Fighting Champions in the Mid Lane" chapter
29/7/2012 - Actually added a changelog...
29/7/2012 - Slow progress, but "Fighting Champions in the Mid Lane" is done (Zyra Patch)
29/7/2012 - Added some pretty columns, to make things easier and more clear to view
1/8/2012 - Re-evaluation of
Thornmail compared to
Frozen Heart (I completely overlooked it somehow)
7/8/2012 - No changes to
Ziggs in this patch,
Diana the pain in the "moon" added, a semi-kassadin, but without silence although with more damage (Added page for her in 1v1 section).
15/8/2012 - Added more info about team play and farming, involving ganking top or bot from mid, general tips on how to do it added as well in tip section
22/8/2012 - (
Rengar patch) No real changes to the mid lane, except for the ultimate renaming of
Luxs "Finales Funkeln" to
Final Spark to prevent.. uh.. griefing? I don't know, random much IMO. Also some tweaks to
Katarina, but
Katarinas "1v1 mid lane" guide has already been changed, look there for changes
26/8/2012 - Added a "What if..." chapter, that contains solutions for some situations you might face while playing
Ziggs
14/9/2012 -
Syndra patch, 1v1 added. Slight buff to
Ziggs
Mega Inferno Bomb now deals 80% minimum, up from 75%, which basically just means you hit harder in teamfights.
Diana slightly nerfed, which IMO was deserved.
Evelynn buffed, making her even more viable as a mid roamer (you outdo her late thanks to damage, but early she's better at roaming,
Vision Wards shut her down however).
19/9/12 - World Championship Hotfix upcoming; This patch increases
Satchel Charge by a significant amount, allowing you to jump over walls you couldn't jump over before, and therefore making it a lot more reliable than it used to be (range wise, not wall hug wise).
1/10/12 - Removing
Morello's Evil Tome as an alternative, it's not viable for anyone (Maybe supports, but even there it's pretty bad), unless you meet a
Dr. Mundo, but in which case you have 2<
Ignites on team anyways.
Rylai's Crystal Scepter is much more viable in terms of helping your team
26/10/12 -
Elise / Shadow Isles patch. Small nerf to
Evelynn, small buff to
Syndra, nothing mentionable.
Elise 1v1 mid added. Huge
Deathfire Grasp nerf, making it unviable unless you have 1k< AP, because they also removed the CDR - essentially making it inferior to
Rylai's Crystal Scepter unless you are a burst type champion. (
Ziggs is long range burst / poke, hence it's better if he has rylais to make follow up shots easier)
13/11/12 -
Ziggs gains 150% more damage done to turrets through
Short Fuse whether this was needed or not is debateable, but it sure is awesome for pushing early.
Brands
Pyroclasm has been fixed, it no longer bounces above 5 times. Slight
Kassadin buff, slight late game
Katarina nerf,
Veigar now restores 1% each 1% mana missing, up from 0.75%. Any buffs to other champions than these, and including these are quite hard to notice, because they are all but huge.
05/12/12 - Preseason 3 patch! Huge changes to everything; except mid lane. I have not yet tried out the patch, although Riot deemed this patch to be a good one in terms of jungle news. The jungler should now be less prone to ganking, and you can't leash anymore, so say;
Shaco is substantially weaker because it takes more effort to clean the jungle, but the rewards are higher.
Surge disabled, probably going to be removed, as it's utterly useless on most champions. New items, going to jot down some verdicts, probably change the build a bit -
Deathfire Grasp has been reworked into needing a large rod, don't know whether that's a good or bad thing, but it lacks power early, and you lack spending power to buy it early. Magic Pen runes also nerfed.
06/12/2012 - Re-evaluation of some items, some that were nerfed a while ago, some that were nerfed newly. The reason I didn't notice most of them were because they were either "silent" nerfs or small ones that needed testing and trial before I could say anything about them.
08/12/2012 - Added pros and cons to the two different builds I have, high sustain vs high damage.
27/12/2012 - Re-added Morello's Evil Tome (Now known as "Morellonomicon") as a viable, yet highly situational item. Re-evaluation / new text to Lich Bane after "nerfs/buffs" - AP dmg instead of AP, higher damage with 200 > AP, lower with 200 < AP.
05/01/2013 - Added a new start alternative in the "Situational Items" page due to boots only giving 25 movespeed. Added
Liandry's Torment as a questionable addition to the build under the "Situational Items" page. Added a vs page for AP
Master Yi
21/01/2013 - Added more builds, new text to cons / pros, including the new builds. Also updated some outdated information and fixing flawed / false information regarding some summoners and items. Added
Barrieras an alternative. Slight re-evaluation of masteries
27/01/2013 - Added extended captions for runes to further explain why exactly THOSE runes are my personal favorites, and if they at all can be replaced. Also added a new tip in the "Strategies & Clever Tips" section.
01/02/2013 -
Annie is now OP. Nawh, she only got a reskin. No real changes to mid lane, except the new item called
Seeker's Armguard, which makes
Cloth Armor and 5
Health Potions a viable start against AD mids.
03/03/2013 - No real changes coming with this patch. Some small nerfs and buffs here and there; nothing gamebreaking. All you need to know is that
Quinn was released today, and that the league of Warmogs is totally normal, like it always has been. Adding more info to 1v1 section, as well as changing some opinions, tactics, all based on previous patches. Maybe adding some "counter itemization", playstyle etc, making it easier to understand, in due time.
20/03/2013 - Reworked my own take on
Liandry's Torment, buffs made it slightly more viable in my eyes, but it is still more effective on DoT champions, that can abuse the damage more IMO.
12/04/2013 - 1 month later, actually started doing what I said I would do in due time! Opinions changing on some champions, maybe going to change some opinions on itemization on ziggs as well, but that'll be later.
23/04/2013 - removed
Meki Pendant from the build. Took its sweet time to say the least. Also took into consideration of the new "9 pots + 2 wards - new meta"-start that every mid laner goes for nowadays, as well as the
Faerie Charm, 6 pots, 1 ward start.
29/04/2013 - Rumors arise concerning the recent
Health Potion stacking, seemingly Riot is remoing this entirely, by putting a 5 in one stack cap (1 stack total, not unlimited stacks of five), thus making
Ziggs incredibly more viable compared to what he was before.
Elixir of Fortitude is made costlier, which again is an indirect buff to all lanes who rely on poking to win (That's you!).
29/04/2013 -
Lissandra has been added! New mid laner, will add her to the 1v1 mid section soon! Also trying to finish up new champion opinions, as well as counter-itemization and playstyle on the others. Potion stacking no longer "allowed", only 5x of each type of potion, mana or health in your pockets at any given time, so 5x health and 5x mana tops.
06/05/2013 - Slow goings.
Lissandra has been added to 1v1 mid lane, still need more time when it comes to counter-itemization and playstyle for the rest of the champions.
18/05/2013 - What is progress? I don't know. I'll be making more progress after May or June I suppose. Been busy a lot lately, no idea when to update lackluster or bad info, but once I continue where I left off, I'll rehaul a lot of opinions and add more info to 1v1 mid chapter.
Small grammar changes will not be listed here, because they don't impact the guide in any meaningful way. Any patch after 29/7/2012 will be reviewed shortly here, if it has any huge impact on the mid lane.