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Choose Champion Build:
- Ranked Games (With Athene's)
Introduction
seconds, snipe people from across the map, or simplely create chaos and mayhem,then Ziggs is your man. Still not convinced? Watch this.
Why he is so good:
1.He has EXPLOSIONS!
2.A rather good chase/escape skill set
3.Has a ton of AOE damage
How he is balanced
1.His ultimate has a long delay if shot from far away and it gives off a warning before it lands.
2.Takes some time to learn his W
3.All of your spells can be dodged if used poorly
1.He has EXPLOSIONS!
2.A rather good chase/escape skill set
3.Has a ton of AOE damage
How he is balanced
1.His ultimate has a long delay if shot from far away and it gives off a warning before it lands.
2.Takes some time to learn his W
3.All of your spells can be dodged if used poorly
Marks
For my marks I packGreater Mark of Insight. This is rather standard as all AP carries (which Ziggs is) need magic pen and I would not recommend using any other marks.
Seals
For my build seals I pack mana seals because you must do good farm and ziggs is not so good to farm with hits, so i choose mana seals for spell farm.For my classic nuke build i pack http://www.mobafire.com/league-of-legends/rune/greater-seal-of-force-255Greater Seal of Force, because you need some AP at 18 LvL to deal some more damage and never leave your lane!
Glyphs
For my glyphs I pack Greater Glyph of Force, because is the most important runes for all the AP caries, for example Greater Marks of Potency give 0.59 Ability Power and Greater Glyphs of Force give 1.2 Ability
Power.There is a huge difference between them!!!
QUINTESSENCE
For my Quintessence I pack Greater Quintessence of Potency is not so important for Ziggs, also very nice for Ziggs is Greater Quintessence of Swiftness
For my marks I packGreater Mark of Insight. This is rather standard as all AP carries (which Ziggs is) need magic pen and I would not recommend using any other marks.
Seals
For my build seals I pack mana seals because you must do good farm and ziggs is not so good to farm with hits, so i choose mana seals for spell farm.For my classic nuke build i pack http://www.mobafire.com/league-of-legends/rune/greater-seal-of-force-255Greater Seal of Force, because you need some AP at 18 LvL to deal some more damage and never leave your lane!
Glyphs
For my glyphs I pack Greater Glyph of Force, because is the most important runes for all the AP caries, for example Greater Marks of Potency give 0.59 Ability Power and Greater Glyphs of Force give 1.2 Ability
Power.There is a huge difference between them!!!
QUINTESSENCE
For my Quintessence I pack Greater Quintessence of Potency is not so important for Ziggs, also very nice for Ziggs is Greater Quintessence of Swiftness
OFFENSIVE TREE EXPLANATION
1/1 Summoner's Wrath
Increases Ability Power and Attack Damage by 5 while on cooldown?This can(and will) take a foe's life.
3/4 Sorcery
All the AP carries want 3% cooldown!
4/4 blast
Are you kitting me, it gives 1 ability per level (18 LvL 18 AP+)
1/1 Arcane Knowledge
Some magic penetration is not hurt your health :D
3/3 Havoc
Increases your damage by 2% look ziggs' passive here to understand: http://leagueoflegends.wikia.com/wiki/Ziggs
1/1 Spellsword
Your basic attacks deal bonus magic damage equal to 5% of your ability power.Let's farm!!!
3/3 Mental Force
I pick this up because who doesn't like flat AP.
4/4 Archmage
There is no excuse for not taking this spell. Passing on a 5% AP boost? That's like saying "No I don't want an ultimate, thanks anyway!"
1/1 Executioner
The coup de grace of the offencive tree, this specialization will make sure that they don't get away. Also, if you are ever firing off your ultimate and someone low wanderers in, this is the extra kick in the balls needed to finish the job.
UTILITY TREE EXPLANATION
1/3 wanderer
Think you are running to get away from the foe and you don't have this mastery and the enemy was lucky and catch you! But if you have this mastery you can save your life in a game!
3/3 Meditation
This mastery is for spell farm!
1/3 Expanded Mind
Τhere's no reason why I got this mastery just wanted to go to the next and I did not have to choose
2/2 Artificer
This is only for the Hourglass.
1/1 Runic Affinity
If you want to take e.g. the ancient golem you can keep it more s OOM!
1/1 Improved Recall
This can(and will) save a whole game if you are a little bit good!
1/1 Summoner's Wrath
Increases Ability Power and Attack Damage by 5 while on cooldown?This can(and will) take a foe's life.
3/4 Sorcery
All the AP carries want 3% cooldown!
4/4 blast
Are you kitting me, it gives 1 ability per level (18 LvL 18 AP+)
1/1 Arcane Knowledge
Some magic penetration is not hurt your health :D
3/3 Havoc
Increases your damage by 2% look ziggs' passive here to understand: http://leagueoflegends.wikia.com/wiki/Ziggs
1/1 Spellsword
Your basic attacks deal bonus magic damage equal to 5% of your ability power.Let's farm!!!
3/3 Mental Force
I pick this up because who doesn't like flat AP.
4/4 Archmage
There is no excuse for not taking this spell. Passing on a 5% AP boost? That's like saying "No I don't want an ultimate, thanks anyway!"
1/1 Executioner
The coup de grace of the offencive tree, this specialization will make sure that they don't get away. Also, if you are ever firing off your ultimate and someone low wanderers in, this is the extra kick in the balls needed to finish the job.
UTILITY TREE EXPLANATION
1/3 wanderer
Think you are running to get away from the foe and you don't have this mastery and the enemy was lucky and catch you! But if you have this mastery you can save your life in a game!
3/3 Meditation
This mastery is for spell farm!
1/3 Expanded Mind
Τhere's no reason why I got this mastery just wanted to go to the next and I did not have to choose
2/2 Artificer
This is only for the Hourglass.
1/1 Runic Affinity
If you want to take e.g. the ancient golem you can keep it more s OOM!
1/1 Improved Recall
This can(and will) save a whole game if you are a little bit good!
Let's talk bout spells now you must know how to use the spells and some strategy so see this video.
Ziggs' spells:
PASSIVE
SHORT FUSE
cooldown:12
Every 12 seconds, Ziggs' next basic attack deals 13 + (7 × level) (+ 35% AP) bonus magic damage. This cooldown is reduced by 4 seconds whenever Ziggs uses an ability. Short Fuse deals 50% bonus (150% total) damage to enemy structures.
Bouncing Bomb
Range: 850
Cooldown: 6 / 5.5 / 5 / 4.5 / 4
Cost: 50 / 60 / 70 / 80 / 90 Mana
Active: Ziggs throws a bomb to a target area. If the bomb doesn't hit any enemy in the area, it will bounce up to three times, or until it hits an enemy. The bomb will explode and deal magic damage in an area upon hitting an enemy or after bouncing three times. Each bounce will be shorter than the last, and the bomb will bounce further depending on how far it was originally thrown. The bomb will only explode when it hits the ground.
Magic damage: 75 / 120 / 165 / 210 / 255 (+ 65% AP)
Maximum Range: 1400
Explosion Radius: 150
Initial Throw Speed: 1700
Satchel Charge
Range: 1000
Cooldown: 26 / 24 / 22 / 20 / 18
Cost: 65 Mana
Active: Ziggs flings an explosive charge to a nearby target area that will detonate after 4 seconds or when the ability is activated again. The explosion will deal magic damage to enemies knocking them away slightly. Additionally, if Ziggs is caught in the explosion, he will be knocked away a greater distance, without taking any damage. The knockback distance is longer, depending on how close to the center the target is.
Magic damage: 70 / 105 / 140 / 175 / 210 (+ 35% AP)
Explosion Radius: 225
Maximum Enemy Knockback Distance: 500
Maximum Self Knockback Distance: 700
Diameter of Sight: 400
Hexplosive Minefield
Range: 900
Cooldown: 16
Cost: 70 / 80 / 90 / 100 / 110 Mana
Active: 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.
Magic Damage from First Mine: 40 / 65 / 90 / 115 / 140 (+ 30% AP)
Magic Damage from Additional Mines: 16 / 26 / 36 / 46 / 56 (+ 12% AP)
Total Possible Single Target Magic Damage: 200 / 325 / 450 / 575 / 700 (+ 150% AP)
Slow: 20% / 25% / 30% / 35% / 40%
Diameter of Minefield: 500
Diameter of Activation: 150
Mega Inferno Bomb
Range: 5300
Cooldown: 120 / 105 / 90
Cost: 100 Mana
Active: Ziggs deploys the Mega Inferno Bomb, hurling it an enormous distance to a target area. Enemies in the center of the explosion area will take a great amount of magic damage, while enemies away from the primary blast zone will take 80% of that damage.
Primary Magic damage: 250 / 375 / 500 (+ 90% AP)
Secondary Area Magic Damage: 200 / 300 / 400 (+ 72% AP)
Diameter of Primary Explosion: 550
Diameter of Secondary Explosion: 550-1100
Diameter of Sight: 700
I think you understand.
Ziggs' spells:
PASSIVE
SHORT FUSE
cooldown:12
Every 12 seconds, Ziggs' next basic attack deals 13 + (7 × level) (+ 35% AP) bonus magic damage. This cooldown is reduced by 4 seconds whenever Ziggs uses an ability. Short Fuse deals 50% bonus (150% total) damage to enemy structures.
Bouncing Bomb
Range: 850
Cooldown: 6 / 5.5 / 5 / 4.5 / 4
Cost: 50 / 60 / 70 / 80 / 90 Mana
Active: Ziggs throws a bomb to a target area. If the bomb doesn't hit any enemy in the area, it will bounce up to three times, or until it hits an enemy. The bomb will explode and deal magic damage in an area upon hitting an enemy or after bouncing three times. Each bounce will be shorter than the last, and the bomb will bounce further depending on how far it was originally thrown. The bomb will only explode when it hits the ground.
Magic damage: 75 / 120 / 165 / 210 / 255 (+ 65% AP)
Maximum Range: 1400
Explosion Radius: 150
Initial Throw Speed: 1700
Satchel Charge
Range: 1000
Cooldown: 26 / 24 / 22 / 20 / 18
Cost: 65 Mana
Active: Ziggs flings an explosive charge to a nearby target area that will detonate after 4 seconds or when the ability is activated again. The explosion will deal magic damage to enemies knocking them away slightly. Additionally, if Ziggs is caught in the explosion, he will be knocked away a greater distance, without taking any damage. The knockback distance is longer, depending on how close to the center the target is.
Magic damage: 70 / 105 / 140 / 175 / 210 (+ 35% AP)
Explosion Radius: 225
Maximum Enemy Knockback Distance: 500
Maximum Self Knockback Distance: 700
Diameter of Sight: 400
Hexplosive Minefield
Range: 900
Cooldown: 16
Cost: 70 / 80 / 90 / 100 / 110 Mana
Active: 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.
Magic Damage from First Mine: 40 / 65 / 90 / 115 / 140 (+ 30% AP)
Magic Damage from Additional Mines: 16 / 26 / 36 / 46 / 56 (+ 12% AP)
Total Possible Single Target Magic Damage: 200 / 325 / 450 / 575 / 700 (+ 150% AP)
Slow: 20% / 25% / 30% / 35% / 40%
Diameter of Minefield: 500
Diameter of Activation: 150
Mega Inferno Bomb
Range: 5300
Cooldown: 120 / 105 / 90
Cost: 100 Mana
Active: Ziggs deploys the Mega Inferno Bomb, hurling it an enormous distance to a target area. Enemies in the center of the explosion area will take a great amount of magic damage, while enemies away from the primary blast zone will take 80% of that damage.
Primary Magic damage: 250 / 375 / 500 (+ 90% AP)
Secondary Area Magic Damage: 200 / 300 / 400 (+ 72% AP)
Diameter of Primary Explosion: 550
Diameter of Secondary Explosion: 550-1100
Diameter of Sight: 700
I think you understand.
Here is some pentakills i found see it and say to me which is the better in discussion to keep only 1
1.
2.
3.
4.
Please say which is better to keep only 1
Now let's see another videos
Here is some skins I found see it and say to me which is the better in discussion to keep only 1
1.Snow Day Ziggs Skin
2.Pool Party Ziggs Skin
3.Major Ziggs Skin
4.Mad Scientist Ziggs Skin
Please say which is better to keep only 1
Now let's see another videos
Here is some escapes I found see it and say to me which is the better in discussion to keep only 1
1.See it until 0:50!
2.
3.
4.
That's all the rate videos please rate and then see if you have right.
1.
2.
3.
4.
Please say which is better to keep only 1
Now let's see another videos
Here is some skins I found see it and say to me which is the better in discussion to keep only 1
1.Snow Day Ziggs Skin
2.Pool Party Ziggs Skin
3.Major Ziggs Skin
4.Mad Scientist Ziggs Skin
Please say which is better to keep only 1
Now let's see another videos
Here is some escapes I found see it and say to me which is the better in discussion to keep only 1
1.See it until 0:50!
2.
3.
4.
That's all the rate videos please rate and then see if you have right.
How to don't do fails with it:
If you are trying to snipe a player with it when they are low, the longer you wait the more likely they have juked you out.
You should use it when you have a good chance of landing it. Use it after that Jarvan IV Cataclysm's or after Taric stuns someone who is low
This spell can steal dragon and Baron.
Most importantly of all, do not be afraid of using it pre-maturely in a fight. I mean, don't open with the thing, but going back to rule one, using it early with a guaranteed hit will be more likely to kill someone then trying to pick them off as they run.
and the most important video for this ultimate:
If you are trying to snipe a player with it when they are low, the longer you wait the more likely they have juked you out.
You should use it when you have a good chance of landing it. Use it after that Jarvan IV Cataclysm's or after Taric stuns someone who is low
This spell can steal dragon and Baron.
Most importantly of all, do not be afraid of using it pre-maturely in a fight. I mean, don't open with the thing, but going back to rule one, using it early with a guaranteed hit will be more likely to kill someone then trying to pick them off as they run.
and the most important video for this ultimate:
The hit farm with Ziggs is not the easiest, you must know how to do good spell farm and is very hard because all the day you must be OOM that's the reason i choose seal of mana and mana masteries because if you don't have them, all the day you must say sorry no mana B!!!!
Very annoying, so practice to spell farm and do economy with mana !!!!!!!!!!
That's all with the farm.
Very annoying, so practice to spell farm and do economy with mana !!!!!!!!!!
That's all with the farm.
When you play a ranked game just do def and don't be offensive !!!For the ranked games the most important is the farming, so see the farming up and learn.Because you must keep your elo 1200 the less, don't go 900-100 elo!!!!!!!!!
Please when you have time see a whole game don't play only!!
Please when you have time see a whole game don't play only!!
You must use your ult when the monster has around 30% health! This is key due to travel time, and the fact that they will try to burst Baron/dragon before your ulti lands. If you launch it 30%, by the time it lands it will be around 5%. So it will be a battle of their junglers reactions with smite and your damage.
Be as close as possible in order to be the most accurate.
Most of all, don't be afraid to try! You will never get better if you don't!
You see he knows when he must do ultimate :D
Be as close as possible in order to be the most accurate.
Most of all, don't be afraid to try! You will never get better if you don't!
You see he knows when he must do ultimate :D
The new item with the darius patch is Athene's Unholy Grail.
Which take the name by a player and is my friend (Athene), because he is very good and he is from Greek (Athens). So I know him and i want to saw you a vido who made himself for the Athene's Unholy Grail!!!
Athene's Unholy Grail
80 Ability Power
36 Magic Resist
15 mana regeneration per 5 seconds
15% cooldown reduction
Unique Passive: Restores 12% of your max mana on kill/assist and increases your mana regeneration by 1% per 1% mana missing
Which take the name by a player and is my friend (Athene), because he is very good and he is from Greek (Athens). So I know him and i want to saw you a vido who made himself for the Athene's Unholy Grail!!!
Athene's Unholy Grail
80 Ability Power
36 Magic Resist
15 mana regeneration per 5 seconds
15% cooldown reduction
Unique Passive: Restores 12% of your max mana on kill/assist and increases your mana regeneration by 1% per 1% mana missing
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