Guide Ziggs League of Legends S6

Short Fuse

(Innate): Every 12 seconds, Ziggs' next basic attack deals 13 + (7 × level) (+0.35 per ability power) bonus magic damage. This cooldown is reduced by 4 seconds whenever Ziggs uses an ability.

 

Tips :

A very useful passive that will give you additional damage on your next attack. Thanks to this passive you can win your trades more easily against an opponent.


Bouncing Bomb (Q)

(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.

  • Range to First Bounce: 850
  • Maximum Range: 1400
  • Explosion Radius: 150
  • Initial Throw Speed: 1700
Tips :

The Bouncing Bomb will be your main damage and harass spell. Thanks to the range of this spell (up to 1400) you can easily reach enemies far away.


    Cost: 50 / 60 / 70 / 80 / 90 mana

    Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds

    Magic Damage: 75 / 120 / 165 / 210 / 255 (+0.65 per ability power)

Satchel Charge (W)

(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.

  • Cost: 65 mana
  • Range: 1000
  • Explosion Radius: 225
  • Maximum Knockback Distance:
    Tips :

    The Satchel Charge can be used to add damage to your combo, to zone your opponents or to escape. Thanks to the size of the spell, you can easily block an access path for a drake etc. Also the big range of the charge will often let you escape a tricky situation. 


      Cooldown: 26 / 24 / 22 / 20 / 18 seconds

      Magic Damage: 70 / 105 / 140 / 175 / 210 (+0.35 per ability power)

    Hexplosive Minefield (E)

    (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.

    • Cooldown: 16 seconds
    • Range: 900
    • Diameter of Minefield: 500
    • Diameter of Activation: 150
    Tips :

    Thanks to his mines, Ziggs can zone his opponents a bit more. Thanks to the slow on the spell, enemies will be less keen on adventuring into the path of the mine, letting you do an objective more easily.


      Cost: 70 / 80 / 90 / 100 / 110 mana

      Magic Damage from First Mine: 40 / 65 / 90 / 115 / 140 (+0.3 per ability power)

      Magic Damage from Additional Mines: 16 / 26 / 36 / 46 / 56 (+0.12 per ability power)

      Total Possible Single Target Magic Damage: 200 / 325 / 450 / 575 / 700 (+1.5 per ability power)

      Slow: 20 / 25 / 30 / 35 / 40 %

    Mega Inferno Bomb (R)

    (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 75% of that damage.

    • Cost: 100 mana
    • Range: 5300
    • Diameter of Primary Explosion: 550
    • Diameter of Secondary Explosion: 550-1100
    • Diameter of Sight: 700
    Tips :

    Ziggs' ultimate lets you deal magic damage at long range, so you can have an impact without having to move to another lane. However you should always take care with the time the spell takes to travel, which is quite long, or it could end in failure if it is badly aimed.  


      Cooldown: 120 / 105 / 90 seconds

      Primary Magic Damage: 250 / 375 / 500 (+0.9 per ability power)

      Secondary Area Magic Damage: 187.5 / 281.25 / 375 (+0.675 per ability power)

    Pros

    A very good champion at burst

    His ultimate lets him make kills in the jungle or the other lanes

    He has a good escape thanks to his explosive charge

    Cons

    Ziggs is very weak

    He has no hard CC, only a slow and a slight bump

    His ultimate is easy to dodge outside of teamfights