Ziggs Build Guide by wetrolllol
Not Updated For Current Season
Not Updated For Current Season
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Welcome to my Ziggs guide! Here you will find a guide on how to operate my favorite yordle Ziggs!
Ziggs is a ranged AP mage that has 100% AoE skills. Not only can he cause a lot of damage to the entire enemy team, but also has very versatile abilities to help tilt situations into his favor.
This guide is currently and will always be under construction in order to keep it up to date and as informative as possible. Thank you to everyone who has voted and supported this guide so far!!!!
Pros / Cons
+ Tons of AoE damage
+ Semi-global Ult
+ Can deny an area with Hexplosive Minefield
+ Unique skills
+ That grin....
- Positioning of Ziggs and his skills can make or break him
- Mega Inferno Bomb has a warning indicator
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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.
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 the skill you will use to poke with. With the new bounce mechanic, this skill can travel a very long distance. You can also toss this over minions and champions to hit someone behind them. The farther the initial throw is the farther the bomb will bounce before exploding.
Satchel Charge - Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.
Cost: 65 mana
Cooldown: 26 / 24 / 22 / 20 / 18 seconds
Magic Damage: 70 / 105 / 140 / 175 / 210 (+35% of ability power)
This ability has a lot of uses. It can be used for purely the damage, to knock an enemy away from their team/turret, knocking yourself away from an enemy to escape, and to split up a team during a team fight. You can even blast yourself over walls. Saving this ability for the right moment separates the good Ziggs' from the great.
Hexplosive Minefield - Ziggs scatters 11 proximity mines in 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
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 %
Another great utility skill. Great for denying areas and can even block some paths in the jungle. Each mine has its own proximity and its own explosion, but champions take less damage from each mine after the first.
Mega Inferno Bomb (Ultimate) - Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance, Enemies in the primary blast zone take more damage than those further away.
Cost: 100 mana
Cooldown: 120 / 105 / 90 seconds
Primary Magic Damage: 250 / 375 / 500 (+90% of ability power)
Outer Area Magic Damage: 187.5 / 281.25 / 375 (+67.5% of ability power)
This ability does have a ground indicator much like Pantheon's ult. If you are mid, using this to assist in a gank, bot or top, is a very effective way of using this skill. Also try using this after a team fight has started. Enemy players will be less likely to notice the indicator. The time between use and hit is longer or shorter depending on the range you deployed it. If used at max range, your enemy has more time to get out of the indicator.
ANOTHER REMINDER: The descriptions below are an explanation of how most games will go. Depending on how well you last hit and kills you get or give to the enemy team, the game could go completely different. Remember that a good player does not blindly follow these guides and adapts to each and every game.
As Ziggs you are going to want to grab a and head to mid or bottom lane. If you don't have a jungler, feel free to go top. If you are laning against an enemy that uses skillshots, you can get and x3 to help you dodge their harass. Poke your enemy with Bouncing Bomb and don't forget to throw in an auto attack when your passive is ready. Try not to spam your abilities though because Ziggs does have a bit of a mana issue early game. Once you get their health low, dropping your Hexplosive Minefield behind your enemy before going in for a kill can block his escape and can even earn you an easy kill. If you think your enemy still might escape, toss your Satchel Charge behind them and quickly detonate it to knock them back into range.
At around 7:20 see if the jungler will help you get blue buff or just go grab it yourself. Remember to go back and get it every 5 minutes or as soon as possible. This will help a great deal with your mana problems and will help you use Mega Inferno Bomb a lot more often.
On your first trip back you will want to get your and another or 2 if you went with as your first item. Once you hit 6 either try for a kill in your lane or assist in a gank on bot or top with Mega Inferno Bomb. Wait for one of your teammates to lockdown an enemy before sending it in to help guarantee a direct hit.
By the beginning of mid game you should have your and should have your and be working towards your . Follow your Deathcap with to give you and any other AP teammates a bit of sustain.
Team fights will begin breaking out in mid game. Make sure to position yourself at a safe distance and focus one of the enemy carries. Drop Mega Inferno Bomb once the enemy begins to cluster followed by Hexplosive Minefield to slow any enemies that try to escape. Continue lobbing in your Bouncing Bomb whenever its off cooldown, mixing in auto attacks when passive is active. As the fight progresses you will have a few options for how to use Satchel Charge. If you become focused, use it to rocket yourself away from your enemies. If not, you can use it to separate the enemy team or knock an enemy back into your team. Knowing when and where to use Satchel Charge is key to being a good Ziggs.
By late game you should have quite a large amount of AP and you should be building your to counter being focused. Try and grab blue buff as much as possible to shorten your cooldowns and continue to aid in team fights. If the game has lasted this long you will be grabbing your final items, which is ususally the most situational. is a great item to build during late game to counter the MR the enemy team is building. If the enemy is not building much MR you can get instead. For your last item in most games you will want to further increase your damage. A defensive item such as would be a good replacement if you find yourself taking a lot of damage.
Tips & Tricks
DISCLAIMER: The names of these tips & tricks are random stuff that spilled out of my head and should not be held against me if they suck :P
Lead Your Opponent
If you plan on using the bounce mechanic of Bouncing Bomb to keep yourself at maximum range, lead your enemy. Aim for where you think your enemy is going to move next rather than were they are currently standing. This applies to all skillshot abilities, but since the bomb moves so slow, it is much more important to be able to read your enemies movements.
Ziggs, like most AP carries, is very squishy which means you want to keep your distance to avoid unnecessary damage. Luckily, Ziggs abilities all have a very long range, so make sure to use that to your advantage in both lane and during team fights. NEVER be the first one running into a team fight, that is the tanks job.
An easy way to catch your enemy off guard is to "rocket jump" at them by using your Satchel Charge and while in mid air throw down Hexplosive Minefield behind them to block their escape path. Unload on them and finish them off with Mega Inferno Bomb if they get behind their tower. This is a great way to gank your opponent without having to waste your Flash.
If you find yourself a bit too extended when the enemy jungler comes in for a gank, this trick could save your life. Immediately drop your Satchel Charge in front of you and use it to "rocket jump" towards your tower. While in the air, drop your Hexplosive Minefield behind you to block the enemy from chasing or at least slow them down. If you still feel threatened, burn your Flash.
While it might not be as easy as Body Slaming through a wall with Gragas, it is very possible to jump over almost any wall with your Satchel Charge. To do this, you must place the Satchel Charge near the wall you intend to hop, but make sure to leave enough room for you to get between the middle of the AoE indicator and the wall. Once your are in position, detonate or wait for the timer to expire and you will now be on the other side of the wall. Like I said before, it takes quite a bit of practice to do this well enough to be used mid battle or to escape, but it can get you through the jungle a tad faster.
NOTE: I will continue to add more tips and tricks as I uncover them while playing Ziggs.
that was is if u got a question ore somting u want to chance in this build just react and vote up PLZZ 0=]