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Spells:
Flash
Ignite
Ability Order
Short Fuse (PASSIVE)
Ziggs Passive Ability
The guide.
Introduction
Hello people of Mobafire! I am Iordania and this will be my guide for YOU, on the new champion



PENTAKILL!
P.S!You will be my best friend if you give me feed back thanks!Props to TheCaveman710 for this
epic video make sure to Support him!
Also, props to jhoijhoi for the template, which you can find here.

Pros / Cons
[/h2]spaaaaaaaaaaaaaace |
Pros
![]() + Extremely long range abilities + High damage slow + A harass that can bounce over minions + Good farmer + Very high damage output + Small, cute and very fun to play! |
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Cons
![]() - ![]() - ![]() - ![]() - ![]() - ![]() - Focused down in team fights |

Masteries
I prefer to go with the 21/0/9 masteries. Because







Runes
Greater Quintessence of Ability Power: It's a no brainer.
Ziggs is a AP champion and helps early and mid game damage. Stacks with
Rabadon's Deathcap
Greater Mark of Magic Penetration: Because the Item build is not magic pen. heavy this helps killing players who stack magic res.
Greater Glyph of Scaling Ability Power: Great for late and mid game damage. Gives
Ziggs lots of AP and stacks with
Rabadon's Deathcap
- greater seal of replenishment:Helps for early game harass and allows
Ziggs to stay in lane longer. I found that just a merki pendant won't be enough mana regen to keep spamming
Bouncing Bomb to farm and harass. I find a must need for early game CS and to keep constantly harassing.

Summoner Spells
Summoner spells I recommend.
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Other Choices.


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Ability Explanation

Short Fuse is very good for harass, last hitting, and turret destroying.
Short Fuse allows
Ziggs next basic attack to deal 13 + (7 × level) (+0.35 per ability power) bonus magic damage. This cooldown is reduced by 4 seconds whenever
Ziggs uses an ability. Alowing him to put out contant high damage auto attacks. But I wouldn't really worry about your passive until you have built your
Lich Bane because it's scaling is very poor.


- Range to First Bounce: 850
- Explosion radius: 250 (estimate)
- Cost: 60 / 70 / 80 / 90 / 100 mana
- Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
- Magic Damage: 75 / 120 / 165 / 210 / 255 (+0.65 per ability power)
Here is a picture of the total range of all three bounces. Bouncing Bomb is your bread and butter. It has a very low cooldown and deals very high damage. It can be thrown over minions to champions hiding behind them. Can be thrown through thin terrain. Use this to harass and farm with out taking any damage. A really fun and useful ability.


- Cost: 65 mana
- Range: 1000
- Explosion radius: 300 (estimate)
Maximum knockback distance: - Enemy: 250 (estimate)
- Self: 400 (estimate)
Cooldown: 30 / 27 / 24 / 21 / 18 seconds
Magic Damage: 70 / 105 / 140 / 175 / 210 (+0.35 per ability power)
Satchel Charge When in the air can be stopped by abilities like
Alistars
Pulverize. You can hop over walls with it, create a HUGE gap between you and a enemy champion. It can also close a large gap between you and an enemy champion. It grants a small area of vision around it so you can scout a bush if your life depended on it. Has a high cooldown therefore must be used at the right time. Very useful but can also cause your demise if not used properly.


- Cooldown: 16 seconds
- Range: 900
- Minefield radius: 400 (estimate)
- Activation radius: 75 (estimate)
- Cost: 80 / 90 / 100 / 110 / 120 mana
- Magic Damage from First Mine: 40 / 65 / 90 / 115 / 140 (+0.3 per ability power)
- Magic Damage from Additional Mines: 20 / 32.5 / 45 / 57.5 / 70 (+0.15 per ability power)
- Total Possible Magic Damage: 240 / 390 / 540 / 690 / 840 (+1.8 per ability power)
- Slow: 20 / 25 / 30 / 35 / 40 %
Hexplosive Minefield Is a very unique ability. It is very easy to dodge at long range due to the speed it travels. Has a moderate cooldown. Deals very high burst damage. slowes for 40%. I don;t know what more can you ask from a single ability, It has moderate utility and very high damage output. One of
Ziggs best abilities in my opinion. .


- Cost: 100 mana
- Range: 5300
- Primary explosion radius: 250 (estimate)
- Secondary explosion radius: 750 (estimate)
- Cooldown: 120 / 105 / 90 seconds
- Primary Magic Damage: 250 / 375 / 500 (+0.9 per ability power)/color]
- Secondary Area Magic Damage: 187.5 / 281.25 / 375 (+0.675 per ability power)

The Range of

Mega Inferno Bomb is one hell of a hexplosive. It has a short cooldown for an ultimate and can be used in almost every team fight. Works much like
Pantheons
Grand Skyfalldeals heavy damage. Super long range. Just amazing, the name speaks for its self.

Ability Sequence Order
I like to max out




Item Explanation

-
: Why
Archangel's Staff first you might ask? Well
Archangel's Staff works much like
Rod of Ages where it takes time to get its full effect.
Archangel's Staff works well with this build because most of the items benefit form it.
-
:
Tear of the Goddess is much like
Rod of Ages when it takes a decent amount of time to have full effect. Because
Tear of the Goddess takes longer to max out than
Rod of Ages I like to buy it fist. Additionally you rarely run out of mana once you have it. Hint: You do NOT lose your stacks when you buy
Archangel's Staff. I find a good way to start off the game, and it gives exceptional mana sustainability which will help you farm until your bombs turn into gold!
-
:
Sorcerer's Shoes are situational. If you find the enemy team is stacking magic resist, they are a must buy. Even if they enemy gets
Mercury's Treads you should get these boots. But if there are no signs of any magic resist, you should buy
Ionian Boots of Lucidity for the faster
Hexplosive Minefield and an even shorter
Bouncing Bomb cooldown.
-
: This is a MUST! No questions asked. It gives you AP, Mana, and Health. This benefits from your
Archangel's Staff and
Rabadon's Deathcap, it also gives you so much more survivability and sustainability in lane.
-
: Very good item, has a very strong passive and lots of AP. Not much else I can say but that I strongly recommend this item.
- Void: Extremely good end game.
Void Staff penetrates 40% of you enemies magic resist. So lets say it has been a really long game going into its 50th minute. The enemy team notices they need to counter you because of your extreme amounts of burst aoe damage would be the best time to buy this Item. Magic resist wont really be affective until 160 so don't get worrisome if the enemies have around 100.
-
: Last but not least
Zhonya's Hourglass. You should get
Zhonya's Hourglass if they enemy team has
Tryndamere or a
Master Yi, generaly any AD carry, you should buy
Zhonya's Hourglass. It will save your life countles times over and score a kill on a fed AD carry. Gives you some decent armour and 100 AP!. I dont know what more you can ask for from a single item. You want to buy it later on in the game though when AD carries become more dangerous of just 2 hitting you.

Ability Effectiveness
Always Lead your Target

If you look at almost every player they all have their own way of moving, and they do that for almost all their games. This makes almost all players very predictable and after a couple of minutes, easy to hit.
Tip #2
Try not to "Over shoot" Your Target
Try not to "Over shoot" Your Target

It is really easy to overshoot your target. If you place it to close to them the bomb will bounce right over their heads, so be careful.
Use it on Champions Only
If you use


Tip #2
Create an Area of Denial

Creating an area of denial can do many things for your team and your self. It will force the enemy player into a certain spot whether that be a bush with 4 teammates in it or right into a


Save it, Save it, Save it!
Don't use it unless:
- To save your self or a teammate.
- To secure a kill.
- To check bushes.
- To set up a kill.
Tip #2
Use Abilities Mid-air

Yes. You can use abilities mid air! use this to your advantage, while in air, put down a




Farming
Middle Lane
Quick Tips
- Farm,Farm,Farm,Harass. Deny your enemy experience by constantly throwing you balls of doom at them.
- Try to get your opponent down to around 50% Health by the time you are level six. At this time place a
Satchel Charge in between you and your opponent. Jump towards you target using the blast from the
Satchel Charge. Place a
Hexplosive Minefield where your target will be. Through a
Short Fuse and a
Bouncing Bomb. if they aren't already dead, use your
Mega Inferno Bomb to finish the kill.
- Make sure to ward the bush closest to the red buff.
- When you come back into the lane try to gank your opponent and get some damage done.
- Don't become over committed. It is ok if you dont get the kill and make 'em recall. Farm as much as you can and get some shots on the tower to get ahead of your enemy.
Bottom or Top Lane
Quick Tips
- You can be more agressive in top and bottom lane more than middle.
- Use the bushes and your
Satchel Charge to your advantage.
[*}Don't chase around the turret, you move too slowly... just use yourMega Inferno Bomb instead.
- Ward all three bushes
- Deny any melee champs experiance. Constantly through bombs and keep them away. Because you should have all three bushes with sight wards in them, you should be safe from any gank.
Solo Top LaneQuick Tips- Don't go solo top unless it is absolutely necessary.
- If you happen to go solo top then farm/last hit minions with
Short Fuse and
Bouncing Bomb.
- Punish enemy champions with
Hexplosive Minefield and
Bouncing Bomb.
- Never over extend. Don't go for the turret if its 2v1. Wait for your jungler to gank and then you may go attack the turret.
Teamfights
Your roll asZiggs in a team fight is to kill everybody. Once your tank initiates, right away put down your
Hexplosive Minefield right after that toss out a
Satchel Charge at one of the escape routes, then start tossing out
Bouncing Bombs in their faces. Now for our ultimate in team fights. You must use it at the right time. If you don't your team will easily lose the fight.
When To Use Your Ultimate in Teamfights:
Senario #1: Your team is losing the fightNunu & Willump just got off a full
Absolute Zero on three of you teammates... This is when you want to use your
Mega Inferno Bomb with your combo breaker. (explained above). This will even out the odds and with a good
Crescendo your team will with the fight with ease.
Senario #2: Your team has killed one enemy champion with blitzcrankssRocket Grab and are beating down on the rest of the team getting them on the run... This is when you want to save your
Mega Inferno Bomb to kill any runners, get the ace or a double kill.
If you use it too early you will most likely miss because they start to run away.
Summary
Over all this tiny guy is much more deadly than you would expect! I found him so much fun to play and his spells are so much fun to use! Please upvote my guide if you liked and downvote if you really fell like its a really bad guide and it needs work. Also if you do down vote please leave a comment saying why, so I can learn from my mistakes.
I hope you have fun playing the new championZiggs! Now... GO BLOW **** UP!
Credits to jhoijhoi for the template, which you can find here.
P.S A +rep would be the best! we would be BFF's if you do that ;D
02/08/2012
02/08/2012
02/08/2012
02/09/2012
- Guide Published
02/08/2012
- Added the "How to be effective" section
- Remade the "ability Explanation" section
- Added more pictures of games and tips.
- Changed to a better build.
02/08/2012
- Doing more tests on different builds. Might change the build a bit but not much.
02/09/2012
- Added
Tear of the Goddess to the "Item explanation" section
- Remade the build
- Added on the "Runes" section mainly seal of replenishment.
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