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Ziggs - Bombs Away
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Mandatory wall of text introduction ^^
Ziggs was born with a talent for tinkering, but his chaotic, hyperactive nature was unusual among yordle scientists. Aspiring to be a revered inventor like Heimerdinger, he rattled through ambitious projects with manic zeal, emboldened by both his explosive failures and his unprecedented discoveries. Word of Ziggs’ volatile experimentation reached the famed Yordle Academy in Piltover and its esteemed professors invited him to demonstrate his craft. His characteristic disregard for safety brought the presentation to an early conclusion, however, when the hextech engine Ziggs was demonstrating overheated and exploded, blowing a huge hole in the wall of the Academy. The professors dusted themselves off and sternly motioned for him to leave. Devastated, Ziggs prepared to return to Bandle City in shame. However, before he could leave, a group of Zaunite agents infiltrated the Academy and kidnapped the professors. The Piltover military tracked the captives to a Zaunite prison, but their weapons were incapable of destroying the fortified walls. Determined to outdo them, Ziggs began experimenting on a new kind of armament, and quickly realized that he could harness his accidental gift for demolition to save the captured yordles.
Before long, Ziggs had created a line of powerful bombs he lovingly dubbed “hexplosives.” With his new creations ready for their first trial, Ziggs traveled to Zaun and sneaked into the prison compound. He launched a gigantic bomb at the prison and watched with glee as the explosion tore through the reinforced wall. Once the smoke had cleared, Ziggs scuttled into the facility, sending guards running with a hail of bombs. He rushed to the cell, blew the door off its hinges, and led the captive yordles to freedom. Upon returning to the Academy, the humbled professors recognized Ziggs with an honorary title - Dean of Demolitions - and proposed that he demonstrate this new form of yordle ingenuity in the League of Legends. Vindicated at last, Ziggs accepted the proposal, eager to bring his ever-expanding range of hexplosives to the greatest testing grounds in the world: the Fields of Justice.
“Ziggs? Unpredictable, dangerous, yes yes. But quite brilliant!”
Ziggs is an insanely powerful AP carry who specialises in lane control through use of 2 CC moves and high-range/high-damage spells, and a passive that means he's not useless when his moves are on CD!
Credits to jhoijhoi for the template, which you can find here.
+ Strong AP ratios (at the moment. I'm going to go out on a limb and say pre nerf). Means he does insane damage.
+ Long range
+ Great feeling when you steal baron with a well timed ulti
+ Can save teammates/yourself with your W and E
+ He's a yordle. With bombs.
+ WITH BOMBS!1!!!11!11!1
- Mana problems early game
- Long cooldowns on Satchel Charge early game
Flash: Teleports your Champion to your cursor.
Ignite: Applies a DoT to your target that decreases healing
I cant stress how important these are. With a smart flash and ignite at level 6, combined with your ult, even against a smart opponent you have an almost guaranteed first blood due to the sheer burst damage Ziggs has along with the extra sureness that Ignire gives you.
PASSIVE: A mini lich bane. This is why (as i'll explain later) you want blue buff as often as possible on Ziggs. Increased CDR = More moves available to spam sooner = more damage on your auto attacks more often.
ABILITY ONE (Q): This bomb bounces 3 times, with each subsequent bounce making it move slower and thus making it easier to dodge. If it either hits something or bounces 3 times, whichever comes first, it will then explode dealing damage in a radius around it. This move extends well over the edge of the circle it shows, and can be used to hit people who think they're safe under their towers. It's your main nuke short of your ulti and you need to learn how to use it.
ABILITY TWO (W): Satchel Charge is your "I AM A GOD" move that you use to escape hilariously over a wall or knock back enemies to save your teammates. You place it down (it's deceptively long ranged) and it will either explode 4 seconds later or when you trigger it again. It only effects YOU or enemies (including minions). The closer the target (be it you or your enemies) is to the center, the more powerful the jump. For this reason, if you're using it to knockback enemies, try letting them get just onto the actual satchel charge visual before detonating, but try and make sure they're on the right side; if they've crossed the center, you'll be knocking them towards you. Doh o.o IMPORTANT: The satchel charge gives sight!! Use this to check bushes, Baron, over walls, anything you need ^^
ABILITY THREE (E): Hexplosive Minefield is so good. A Bouncing Bomb followed by a Hexplosive Minefield will clear all caster minions and most fighter minions in a lane. BUT THAT'S NOT ALL! Whilst it deals relatively low damage compared to the rest of your moves, the slow is crucial. Early game, if you're being ganked, through this down ahead of the jungler, then a satchel charge to knock them back for a double whammy save!
- ABILITY FOUR (R): Your ultimate. The big one. This bomb radius is huge (im not sure but it seems to actually hit slightly further than the graphic shows. The further away you place it, the time taken to travel there is exponentially longer as it seems to arc in the air. As soon as you get this at level 6, think quickly if you can combine it with a well times flash/ignite to secure a kill. Also, mid-game and onwards try using it to steal buffs from the opposing team. This move has insane range; if either side lane starts a fight you believe you can help with, move into the jungle up to the nearside of red or blue buff and you should be able to hit most of the lane with your ulti. Remember to pre-empt where the enemy will be walking due to travel time. Most of this you will learn with experience though ^^
This is an expensive build. But in my experience, you've either won the game by the time you start building your Rabadons, or you haven't and continue building until you can carry your team to victory ^^
For reference, i take the Catalyst 2nd to give Ziggs more lane staying power. The longer you can farm, the more gold you'll have to buy items. I frequently find I only need to go back twice if that before 20 minutes, and by the second time, i can buy both my sorcs, finish my RoA and be onto my WoTA as well as ganking side lanes.
- Sorcerer's Boots: Pretty standard. Alternatives could be Merc Treads if you're struggling with CC or AP damage, or Ionian Boots of Lucidity. The CDR can be extremely helpful at times.
: Gives you a bit of everything you need. You need to get this pretty quickly (so farm farm farm) to get the most out of it.
: Gives you AP and lifesteal, as well as giving your team a lesser amount. If someone else on the team gets one too (Kennen top, im looking at you) then the benefits pull you up to 40% spell vamp. This has saved my life countless times ^^
: More AP. A lot more AP. This makes you more of a beast ^^
: By this point, your AP will mean this makes your auto's hit like a truck, and that's on top of your passive. Downing turrets is like a hot knife through butter ^^
So there you have it ^^ My relatively loose guide on how to play ziggs succesfully ^^
Credits to jhoijhoi for the template, which you can find here.