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ZIGGS BUILD GUIDE BY RE4XN

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CHEAT SHEET

Caffeine-Addicted Squirrel
ZIGGS BUILD
Standard Rune setup. I would like a note about when you use heal over barrier though.

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Mark of Magic
Penetration
Seal of Scaling
Health
Glyph of Magic
Resist
Glyph of Scaling
CD Reduction
Quint of Ability
Power
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I'M GOING, I'M GOING! FUSES BURNING...
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Up Your Arsenal! Ziggs
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x2
Doran's Ring Health Potion Warding Lost Chapter Needlessly Seeker's Ziggs, The Balloon Throwe
Totem Large Rod Armguard Epic AP]
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MUST HAVE MOAR HEXPLOSIONS

Morellonomico Sorcerer's Luden's Echo Lich Bane Void Staff Rabadon's


n Shoes Deathcap

CALCULATED HEXPLOSIONS LOOK WHERE YOU THROW I wouldn't really consider Liandry's to be a defensive option. Additionally, you
Should go into further detail about when it's good to itemize liandry components
(e.g. after morellos?)

Banshee's Veil Liandry's Zhonya's Control Ward Elixir of Farsight


Torment Hourglass Sorcery Alteration

LET'S BLOW THIS JOINT!

Morellonomico Luden's Echo Sorcerer's Zhonya's Void Staff Rabadon's Farsight


n Shoes Hourglass Deathcap Alteration

ABILITY SEQUENCE
I think some pros started maxing W 2nd on ziggs for lower CD. Thoughts?

1 3 5 7 9

4 14 15 17 18 Ziggs
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2 8 10 12 13

6 11 16 TOP ZIGGS GUIDES

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MASTERIES
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FEROCITY CUNNING RESOLVE BY CHURCHIE

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5/5 5/5
Up Your Arsenal! Ziggs
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Ziggs, The Balloon Throwe


Epic AP]
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5/5 5/5

5/5

THREATS TO ZIGGS WITH THIS BUILD

THREAT LOW HIGH SHOW ALL

THREAT CHAMPION NOTES


Ziggs
2 Karthus *** WILL BE ADDED AT A LATER DATE *** MORE GUIDES

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Epic AP]
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Table of Contents Ziggs


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Introduction Before battle Gameplay Conclusion
About me Masteries Ziggs' Abilities Credits
About Ziggs Runes Items Changelog
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Pros & Cons Summoner Spells Early game My other guides


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Roaming
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Up Your Arsenal! Ziggs
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Ziggs, The Balloon Throwe


Epic AP]
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About Me
Hey there!, my name is Re4XN (pronounced Rex) and I want to welcome you to my Ziggs
guide! This is currently my 3rd guide on MOBAFire and I hope I can provide you with
an easy to read experience. I've been playing League of Legends since the end of Season 4 and
I like to think I know a few things when it comes to playing the game :)

Ziggs was the first Mid Laner I ever bought when I started playing League. Although tricky to play, I
always found him an extremely fun and addictive champion, growing fond of him and his maniac
personality/playstyle over the years.

About Ziggs
In a team, Ziggs' role is to blow everyone up that of a poke mage/sieger.
He can dish out big amounts of damage to several members of the enemy
team thanks to his AoE kit. However, lacking any meaningful means of escape
and/or Crowd Control , Ziggs is susceptible to all-ins by enemy divers,
heavily relying on good positioning to survive.
Without further ado, let's jump straight into the guide. Warning: it is quite Ziggs
extensive as it explains pretty much everything you need to know about
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Ziggs. If you wish to tell me I did a good job, an UPVOTE would be truly
appreciated. If you have any questions, feel free to post it in the comments!
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[Patch 7.1]
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Pros Cons
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+ High burst damage! - Mana junkie... BY RE4XN
+ High (effective) range! - Immobile...
+ Everything's AoE! - Everything's a skillshot... Ziggs, The Balloon Throwe
+ Strong waveclear! - Squishy... Epic AP]
+ Semi-global ultimate! - Lack of crowd control... BY QUADRADOWN

DETAILED EXPLANATION

Masteries
Seems good so far

Ziggs
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Ziggs, The Balloon Throwe


Epic AP]
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Masteries for Ziggs are very simple to figure out. 18 in Cunning allows you to get Precision and
Thunderlord's Decree , both very strong and unrivaled choices. Meditation is a personal preference, purely
because it allows you to loosen up your mana management a bit. Merciless is a perfectly good alternative for
a more aggressive approach. Secret Stash is also a viable substitute to Assassin .

With the remaining 12 points, you must choose between Ferocity and Resolve. I prefer the former because it
nets me a greater damage output thanks to masteries like Sorcery , Natural Talent and Double-Edged
Sword . Feast is also a great choice for that extra bit of sustain. However, you may prefer to go for a
survivability approach and assign the remaining 12 points in the other tree, which is fine too ( Insight being
exceptionally helpful). Although please consider that Ziggs' laning phase, as I mentioned earlier, is pretty
safe and unless you are a noob afraid that the enemy is going to seriously dominate lane, those 12 points are
better served in Ferocity.

Runes Ziggs
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GREATER MARK OF MAGIC PENETRATION

Most, if not all of your damage is magic. Therefore, taking these marks will help you maximize TOP ZIGGS GUIDES
the damage output of all of your abilities, passive included.
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Nine of these seals will grant you 216 extra health at Level 18. For a squishy champion like
Ziggs, thisCREATE
is hugeGUIDE BUILDS make
and will definitely & GUIDES CHAMPIONS
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an AD opponent
you should take Greater Seal of Armor, as it'll allow you to mitigate some of their damage. Up Your Arsenal! Ziggs
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GREATER GLYPH OF SCALING COOLDOWN REDUCTION Ziggs, The Balloon Throwe


With these glyphs you'll get 10% CDR at Level 18, which means moar hexplosions! It is a Epic AP]
fantastic stat on Ziggs mainly because it drastically cuts the time you have to wait between BY QUADRADOWN

each Mega Inferno Bomb, allowing you to more frequently help your team mates.

GREATER GLYPH OF MAGIC RESIST

You'll be facing some form of magic damage every single game and these will help you cut that
down a bit, especially early game.

GREATER QUINTESSENCE OF ABILITY POWER

There really isn't a whole lot of choice when it comes to quintessences. These will give you 15
AP from the get go, increasing your overall damage output.

Summoner Spells
Decent explanation of SS. You don't talk about TP on ziggs, which is probably OK, since it's something I personally don't quite like and also hard to use

These two summoner spells are what I most often run on Ziggs. Flash speaks for itself, being THE spell of
League of Legends. With your rather low mobility, it is invaluable for escaping, chasing and dodging key abilities.

Despite being a purely defensive spell, Barrier is nevertheless a great tool to add to your arsenal. It allows
you to block big chunks of damage which often means the difference between dying a shameful death and
escaping without looking back at the explosion. It is very effective against burst champions like Syndra or
LeBlanc.
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[Patch 7.1]
These are the alternatives, presented in descending order of relevance from left to right. The immediate BY ZTK412
alternative to Barrier is Heal. On paper it might even seem better, given that it permanently restores part
of Ziggs' health and grants a burst of movement speed which can be used to escape. Moreover, it can be used Ziggs, The bot lane destro
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Heal is severely affected byCREATE GUIDE


Ignite, BUILDS
which is the & GUIDES
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of your opposition,
cutting the healing in half. It is also affected by Morellonomicon's Grievous Wounds passive, again cutting the Up Your Arsenal! Ziggs
healing factor. On top of this, it has a cooldown of 240 seconds as opposed to Barrier's 180. It also heals for BY RE4XN
less than what Barrier blocks. Despite all this, Heal remains as the best alternative and is a more useful
spell during team fights. Ziggs, The Balloon Throwe
Epic AP]
Second alternative is Exhaust, which reduces incoming damage by 40% and slows the enemy by 30%. This is BY QUADRADOWN

amazing at countering high burst/high mobility champions like Zed or Yasuo, denying them a key part of
their combo and giving you valuable seconds to escape.

Ignite is a viable, although very questionable choice. It increases your kill potential in lane (which, I might
add is not great) while leaving you prone to all-ins yourself. It is great at countering healing factors however,
proving a good choice against champions like Vladimir or Swain.

Finally, we have the super situational Cleanse. It should only be taken when you absolutely, positively have to
dodge (failing miserably) that incoming enemy Crowd Control or you die to their burst. Fortunately for you,
there aren't a whole lot of situations like these where Barrier doesn't prove superior. However, it still is a good
alternative against someone like Ahri, whose Charm may dictate your sentence in a matter of seconds.

Abilities
Ziggs
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Epic AP]
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Also note that your AA will only be empowered if shor


Ziggs has an amazing Passive. Every 12 seconds, his next basic attack will be empowered, dealing extra
fuse is off CD before you attack. If short fuse becomes
magic damage that scales with levels and Ability Power. Not only this, but Short Fuse also deals 100%
active while an AA is mid flight, it won't be used
bonus damage to structures, allowing Ziggs to quickly demolish towers/inhibitors during sieges.

This ability is an amazing source of extra poke in lane that only requires you to click on the enemy, so you Like Orianna's clockwork wind-up, exactly when
should take advantage of this whenever possible. in a team fight is it suitable to be in range to auto-attack
your opponents?
If you have difficulty farming ( Ziggs isn't known for his amazing base Attack Damage), you can use Short
Fuse on minions in order to be sure you'll get them, particularly the Cannon Creep.

NOTE: Short Fuse's cooldown is reduced by 4/5/6 seconds whenever Ziggs uses an ability. This is
extremely important during sieges, allowing you to take towers faster by rotating between Bouncing Bomb
(Q) and Hexplosive Minefield (E). Save Satchel Charge (W) to either hexplode the tower or escape.

(Q)
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Ziggs, The Balloon Throwe


Epic AP]
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What is the max range for bouncing bomb? I'd


Good range and Area of Effect damage make Bouncing Bombs an effective poke tool. Combined with Attatch a screenshot showing 'sweet spots' that
Short Fuse, it'll be the source of your early game burst, allowing you to easily proc Thunderlord's Decree
emphasize the max AoE of bouncing bomb, to showcase
with a swift AA + Q + AA combo.
how easy it is to harass your opponent if they're standin
Don't even bother trying to hit a 3-bounce bomb while laning. The odds of hitting it are rather slim and so is near the minion wave. I'd also like a brief description of h
your mana pool. What you should be doing instead is either throwing it in their face or taking advantage of its
you can position yourself in lane (when you're being push
AoE, aiming at the minions while the enemy champion is near them, hitting both in the process.
in, or when you're pushing them in to tower) so that you c
Honestly, Bouncing Bombs are somewhat of a telegraphed ability. To avoid wasting precious mana, you
should be constantly moving around the lane, throwing bombs from several different angles, forcing the enemy
pressure your opponent to stand closer to the minion wave
to do some math in order to avoid them. Make them work out, do what Ziggs does best: be an annoyance. more frequently.
These bombs are also the source of your amazing waveclear! After you complete one item, two Bouncing
Bombs are enough to clear a wave of caster minions and in conjunction with Hexplosive Minefield (E), you
can easily clear an entire wave. You won't be getting a lot of kills in lane, so do your best to out-farm the
enemy, because you have the better tools for the job. On a final note, Ziggs' waveclear is so good that you
can stall games indefinitely by repeatedly clearing minions under tower. Unless the enemy team is really far
ahead, this'll buy you enough time to scale and possibly turn the tides.

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Ziggs, The Balloon Throwe


Epic AP]
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In trades, talk about how you use satchel charge to


Being the only ability you can use to escape sticky situations and having a ridiculously long cooldown, knock your opponent back into your ulti and/or hextech
Satchel Charge should be used with extreme consideration. It can be used to Crowd Control the enemy mid minefield. Perhaps show some common escape routes
laner, but failing to kill them or force them out of lane will make you a sitting duck for 24 seconds, which is
if you end up getting ganked either near the middle of y
more than enough time for the enemy jungler to show up. Think twice (or thrice) before committing to use
Satchel Charge. Nevertheless, this isn't to say you should abstain from using it if an opportunity rises or if your lane, or you get pincered between a tower.
ADC needs peel during a team fight, for instance. Use your brain, it'll help you tremendously.
Also discuss how the distance you 'dash' depends on
An important thing to take note of is that Satchel Charge knocks back/forward enemies and Ziggs
himself. The most effective way of escape is when you and your pursuer are on opposite edges of the Area of where on the satchel charge you're standing when it
Effect. After the detonation, the distance between both of you is maximized this way. It is also important to detonates
mention that you (and enemies) can fly over walls thanks to this ability, allowing you to use Satchel Charge
quite creatively.

There is a myth surrounding Ziggs' W + Q combo that goes: throwing a Bouncing Bomb mid-air will
extend its effective range. This is false, since Bouncing Bomb's range stays the same whether you are
grounded or airborne. HOWEVER, detonating Satchel Charge will bring you closer to fleeing enemies a little
bit faster than if you chased them on foot, allowing you to throw a Bouncing Bomb that will hit them well
within its original range.

The last piece of advice regarding Satchel Charge use is its "passive". It will hexplode towers that fall below
a certain health threshold, making Ziggs an invaluable asset during pushes (and split-pushes). You should be Ziggs
walking back-and-forth hitting towers with Short Fuse while rotating your abilities as previously mentioned
and watch for the little icon ( ) that'll appear above a tower when it becomes structurally unsound, giving you MORE GUIDES
green light to hexplode it to kingdom come. It is also frequent that Ziggs can sneakily blow them up on his
own without minions, because the tower is already in this weakened state.
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NOTE: Throwing Satchel Charge inside a bush will give you vision! Also remember that displacement cancels
Ziggs Mid - "Bombs for Da
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Ziggs, The Balloon Throwe


Epic AP]
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(E)

Talk about how hexplosive minefield acts as an AoE


Hexplosive Minefield is a priceless ability you can use to clean up waves, zone enemies, block choke-points zone, similar to the likes of a Veigar E; How can you
or deal insane amounts of AoE damage and Crowd Control during team fights. Its slow allows you to easily maximize this zone control when pushing opponents
chain the remainder of your abilities, often resulting in huge bursts of damage.
into a tower?
A quick E + Q combo is often times enough to clean up a minion wave with Ziggs (after you buy one item).
This allows you to exert a great deal of pressure mid lane and with some help from your jungler (or a noob
enemy team) you might take first tower and second, and third and inhibitor AND THE FVCKING NEXUS TOO
thanks to Satchel Charge and Short Fuse.

NOTE: Hexplosive Minefield will give you vision inside bushes if an enemy detonates a mine.

(R)
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Ziggs, The Balloon Throwe


Epic AP]
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The most satisfying ultimate in the game, not only because it deals a ton of damage (with its incredible 1.1 AP The time it takes to land depends on your distance.
scaling) and has an extremely long range, but also because it is a huge f*cking hexplosion; you don't even have What is the min/max time that the bomb needs to land?
to look at it to know you'll be making someone's day miserable when you throw it.
If this spell is easy to dodge, how do you make the mo
You can use Mega Inferno Bomb to single-handedly win team fights by landing it on as many people as you it if an opponent laner tries to all-in you?
yordle-ly can (which is easily accomplished thanks to a generous hit box), clear minion waves that are
threatening allied towers, steal important objectives like Dragon and Baron Nashor or simply to make
picks on a lonesome target. It's a multi-tool, much like a pocket knife or the word kurwa in Poland.

The ultimate's main drawbacks are its long delay (which increases with distance) and damage reduction on the
periphery of the blast zone. Unless they are CC'd (which is the main reason Ziggs has so much synergy with
champions like Amumu or Sejuani), landing an accurate shot on someone is nearly impossible thanks to
the amount of existing abilities/spells they can use to dodge the central area.

Items
Doran's Ring and 2x Health Potions is arguably the best start on Ziggs. The ring
provides him with 15 AP, slightly boosting his damage, 60 health points that help with early
survivability and 50% base mana regeneration. Additionally, it restores 4 mana on kill, which
Ziggs
ensures Ziggs is able to maintain a stable mana pool for quite a while.
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The new Morellonomicon is core on Ziggs because it gives him everything he wants: 100
AP to skyrocket your damage output, 20% CDR allows for moar hexplosions and 400 mana, in
conjunction with the passive, pretty much fixes your mana addiction. The icing on the cake comes TOP ZIGGS GUIDES
in the form of Grievous Wounds, which is tremendously helpful against healing factors.
Ziggs Mid - "Bombs for Da
By far the best boots a mage can have. 15 magic penetration is yuuuuge and will help you [Patch 7.1]
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Void Staff and Greater Mark of Magic Penetration, these boots are devastating to anyone BY CHURCHIE
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The AP cousin of the Statikk Shiv, Luden's Echo is a weapon you'll definitely want to add to
BY RE4XN
your arsenal, as it increases your damage output tremendously thanks to the 100 AP and a
fantastic passive that allows you to instantly burst squishy targets (or clear minion waves). 10%
Ziggs, The Balloon Throwe
movement speed is also very helpful for a low mobility champion like Ziggs. Epic AP]
BY QUADRADOWN
Although uncommon, Lich Bane is a great item on Ziggs. It increases his burst quite
significantly, not only against enemy champions, but mainly against enemy structures, often
times allowing you to destroy them in 2-3 Short Fuse empowered attacks. Its main drawback
is that you have to be in AA range in order to fully take advantage of it.

The enemy is stockpiling magic resistance? Don't worry, just get a Void Staff and you're
settled for the rest of the game, as it helps you penetrate those thick enemy skins and it scales
with enemy magic resistance, meaning that the more they build it, the more damage you deal to <- not technically accurate
them. And if they are fools who don't stockpile MR, you'll pretty much deal a load of true damage.

Rabadon's Deathcap is the ultimate fvck you damage item. It provides you with nothing but a
ton of pure ability power and is priced accordingly. Excellent for dealing with weak targets such as
AD Carries or other Mid Laners (or people who, once again, don't pile up magic resistance). Note
that if the enemy IS building some MR, Void Staff is a vastly superior (and cheaper) choice.

Banshee's Veil is a great item that combines offense and defense. It excels at dealing with
pesky mages who might be kicking your yordle arse as it provides you with 60 magic resistance
and a spell shield that will block the next incoming ability, potentially disrupting a sure-kill combo.
If you are being focused by enemy Crowd Control , this item is often a must.

Tank-killing-business proving difficult? Liandry's Torment's got your back! In addition to great
stats that give you extra damage and survivability, the passive is the reason why you'll buy this
item. It burns enemy champions for 6% of their current health each time they take magic
damage. Last I checked, Ziggs was a mage, so... burn baby, burn!

One of the few anti-AD items mages are able to build, Zhonya's Hourglass is a must if you're
facing an attack damage oriented team. 45 armor is invaluable against the likes of Zed or
Talon and the stasis effect WILL save your life if you use it. 10% CDR and 70 AP are very nice
supplements, but ultimately not the key reason for purchasing this item.

Early game Ziggs


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Before you even start playing, think. Who are you going to face and what are their strengths? Is it a burst mage
like Syndra, who can 100-0 you in the blink of an eye if you misstep? Is it an immobile champion like
TOP ZIGGS GUIDES
Karthus, whose bones should hexplode with little effort? You might be thinking right now: "I'll figure it out as I
go!", except you see kid, by the time you realize you've made a mistake and didn't build that Seeker's Ziggs Mid - "Bombs for Da
Armguard against Zed because you thought he's a f*cking Silver V noob, or because you thought throwing [Patch 7.1]
Short Fuses at Talon was fun until he gutted you, it'll be too late. No no no, you must think about your game BY ZTK412
plan in the loading screen.
Ziggs, The bot lane destro
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A reasonable early game plan should sound something like this: "I'll walk into lane, throw a
couple CREATE
Short GUIDE
Fuses and/or BUILDS & GUIDES
Bouncing Bombs at theCHAMPIONS
enemy and look TIER LISTS
at their reaction.COMMUNITY
Then I
play accordingly." Easy! By their response alone you'll be able to figure out what kind of trouble Up Your Arsenal! Ziggs
you're in for. Are they trading back? Don't poke as hard and focus on farm. Are they unskilled BY RE4XN
apes? Keep poking them, but with one eye open. In some match-ups, you don't even need a
complex plan. If the champion is super mobile like Yasuo or LeBlanc, you stay the f*ck Ziggs, The Balloon Throwe
away and farm! You won't out-trade them, so focus on where the money's at: creeps. Epic AP]
BY QUADRADOWN

You've now learned how to discern whether you're facing apes or real people in lane. But what should you do in If the focus is being a farmbot, why not run TP?
each case, you might be wondering. I'll be honest with you: Ziggs' kill potential against real people is
mediocre at best, and early game isn't his forte. You should focus on farming creeps and getting money and
b*tches, because your time to shine is yet to come. This isn't to say that you shouldn't poke them when you see
an opening. AA + Q + AA is a very effective poke tool Levels 1-3; you can use it to harass or zone your
opponent from your own minions. Your Bouncing Bombs might be hard to hit, so your best bet is to throw Caster minions? Or melee minions? It's actually an importa
them directly in the enemy's face when he's coming for farm, or throw them slightly behind a creep so that it hits Distinction
both with the bomb's AoE.Show us the bomb's AoE

Depending on your opposition, you'll want to position yourself accordingly and manipulate the minion waves in
your favor. However, every match-up is different and I can't cover everything you need to do in every single one
of them. That is something that'll come to you with experience (and a lot of common sense). So, I am going to
generalize and say that usually the lane is down to skill. In this case, you should always strive to hit Level 2 first.Level 2 is hit with HOW many minions?
With abilities such as Short Fuse and Bouncing Bomb this is easily accomplish-able and will give you a
tremendous advantage in lane, allowing you to ASSUME DIRECT CONTROL play the lane on Ziggs' terms. It
takes seven minions to level-up, meaning that you must clear the entire first wave and kill an additional creep.<- Nice
The way you're going to win this race is simple: as soon as you walk into lane you're going to start attacking the
creeps and pushing the wave. If the enemy laner tries to contest, remember to throw your early game combo on
them and walk away to take off minion aggro. If you reach Level 2 before your opponent, stop pushing How do you stop your opponents from freezing? How do you
immediately and proceed to last-hit only (the act of prolonging suffer... killing creeps only when they are about to quickly identify whether your minion wave is going to push
die). This will allow you to control the minion waves and zone your opponent, denying them valuable gold and to tower? Is there technically a way to guess - with the amo
experience. There are several advantages to doing this and I could write an entire guide on it. Instead, I'll leave of melee/caster/cannon minions on your side vs opponent sid
you with this small video by an Asian (believe me, those guys know what they're up to): of lane - about how long it'll take for this minion wave to cra
into your opponent's tower if he's only last hitting?

GJ including Dong's video - rather informative, and one of my favorites


Ziggs
He still doesn't answer some of the questions i've answered above though.

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[Patch 7.1]
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Ziggs, The bot lane destro


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How to Freeze, control


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Ziggs, The Balloon Throwe


Epic AP]
BY QUADRADOWN

Hold on a second... what if the bonobo I'm facing has the same plan as myself and has a champion better suited
for the job, say for instance, Zed or Fizz? Well, in that case, it is still possible to attain early lane
dominance, although you are bound to lose it eventually (often times when they hit Level 6). If you see you're
not able to out-push them or that you are losing the trade wars, the better choice is to back off. Remember what
I said earlier about Ziggs having a safe laning phase? It wasn't bull! These champions might try to zone you,
but you will not lose significant gold and experience because you can safely keep up in farm with Bouncing
Bombs. Don't be afraid to use them in such manner, although your mana pool will take a hit, your life will not.

The final scenario you might encounter is this: you walk into lane, start pushing. You decide to test the waters by
throwing an AA + Q + AA combo at the enemy Karthus. The guy takes it all like a man and miserably misses
every single Lay Waste. You think to yourself "Wow, this guys sucks!". Does the above mentioned plan
change? NO! You still try to out-push him and zone him from farm, except this time, you have an extra source of
gold: the enemy champion. Ziggs excels against immobile, squishy targets and our friend Karthus is but
one example. They cannot really dodge your abilities if you're good at aiming them and evading their abilities
means you'll be effectively kiting them: dealing damage while avoiding it yourself. It'll come to a point where the
difference between your health pools is so significant that you can safely all-in them. The way to do this is
simple: press that f*cking TAB button you never use and look at who the hell the enemy jungler is and how well
he's doing. Second, take a look at the bloody map and check if your surroundings are warded. These two factors
are super important because they will decide what you do with your Satchel Charge. If you have no wards, Ziggs
don't even think about using it offensively (except if you're comfortable to part ways with Flash, Barrier or
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both) and if the enemy jungler is fed/mobile/Faker you better think twice about using it. So, hexploding people!
You start by throwing Short Fuse at them and immediately throw Hexplosive Minefield (with some luck the This block of text is too late in this section IMO.
enemy will find themselves in the middle of the field). Next, you'll want to throw a Satchel Charge slightly in This is one of the more important parts of
TOP ZIGGS
the GUIDES
guide, and
front of them, so that when you detonate it they will be knocked towards you (and dragged across the remainder readers who didn't get this far in the guide will be missing
of the minefield). Lastly, you can finish them off with Bouncing Bomb and another Short Fuse. If you have out on this valuable information Ziggs Mid - "Bombs for Da
Mega Inferno Bomb and they are still alive, do not hesitate to hexplode them! If you killed them, awesome! [Patch 7.1]
BY ZTK412
If you did not, you've most likely forced them out of lane, so push the hell out of the remaining minion wave and
either back off, take their tower or roam.
Ziggs, The bot lane destro
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Roaming Up Your Arsenal! Ziggs


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So, you and your opponent are both standing mid lane, idly farming and (maybe) poking each other from time to
Ziggs, The Balloon Throwe
time until the enemy says "F*ck it!" and goes base. Either because they were low on health thanks to your
Epic AP]
outstanding performance with Bouncing Bombs and Short Fuses or because they felt like it. Either way, BY QUADRADOWN
you are healthy and your mana pool is by no means depleted. You're left alone in lane, what should you do?

About how long does it take to walk from mid to a side


First thing you're going to do is take a look at the enemy tower to check its health and
Lane: Without boots, With boots, With t2 boots, and/or
assess whether you'll be able to single-handedly take it down. If the answer is yes (and
with scuttlecrab speed buff.
it should be if the tower is around 40-50% health), the second thing you're going to do
is, you guessed it, press that bloody TAB button and look at the f*cking map, because
Let your reader know about the side-wave your roaming t
we don't like cheesy junglers and we're also scared sh*tless of the dark. Save
Satchel Charge for the final nail on that tower or to escape if you see the jungler
and whether a minion wave will hit a tower by the time th
coming. Shove the hell out of the minion wave (if there is one remaining) and start roam so that you can have an optimized 'gank' / 'dive'
whittling down that tower with Short Fuses. Remember to rotate between
Bouncing Bombs and Hexplosive Minefields to proc your passive more often, as it
Emphasize the importance of first tower blood more. You g
deals 200% damage to structures! Got the tower? Congratz, you just brought your
team one step closer to victory! a shit ton of gold for it

But what if you can't take the tower alone and your idiot Lee Sin refuses to help? If this is the case, you have
two choices: shove the wave and go base to up your arsenal or roam (the latter option only being feasible after
Level 6). The enemy champion will waste around 30 seconds getting back to lane (or more if you hexploded
them) which is more than enough time to get Ziggs near the Dragon pit and throw a Mega Inferno
Bomb Bot Lane. This can help your team tremendously if someone dies or wastes summoner spells. Don't stop
with Mega Inferno Bomb however! The odds of you hitting the enemy and killing them with it alone are slim.
If you throw it and see the enemy bot out of position, don't be afraid to go down there in person. Go from
behind, throw a Hexplosive Minefield slightly behind them (so they have to go around/through it). Look. At.
The. F*cking. Map. If the coast is clear, throw down a Satchel Charge and knock someone back towards you
or your team mates. Short Fuses and Bouncing Bombs should finish them off. And if not, you just made
their life miserable and that's worth a few points already. Good job!

When roaming, there is but one thing you must acknowledge. Well, two actually, the first being DON'T FORGET
to look at the bloody map. I know I'm pressing on the same key over and over and over again, but map
awareness is what makes or breaks good players. And I want you to succeed while making other people question
their poor life game choices! The second thing to know is that YOU'RE NOT F*CKING RAMBO! You can't take a Ziggs
bazooka shot to the chest or an arrow to the knee and keep fighting like it's but a scratch! You're playing
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Ziggs, a bloody squirrel on way too much coffee who decided that strapping a ticking bomb to his back'd be a
good idea. You can't take 9999 damage and carry on fighting. You need to be smart about your choices. Don't
force roams if the enemy is entrenched in a good position. Don't force roams if your team mates are not able to TOP ZIGGS GUIDES
back you up. Don't f*cking throw maximum range Mega Inferno Bombs, hoping to snipe that Caitlyn; not
only will your bloody ultimate travel ~3 seconds, she'll spit on your face after using 90 Caliber Net and Ziggs Mid - "Bombs for Da
[Patch 7.1]
running away unscathed. You have a brain, don't be afraid to use it.
BY ZTK412

Another I need to mention about roaming. Enemy roams. What if you were the one pushed against your tower
Ziggs, The bot lane destro
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(Lord knows how this happened, since you are playing Ziggs and shoving people is your job) or what if you BY CHURCHIE
CREATE
were the one who went base GUIDE
and the BUILDS
enemy decided & GUIDES
it'd CHAMPIONS
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Remember COMMUNITY
the #1
rule: look at the map. If the enemy decides it's a good idea to roam, more often than not it means someone on Up Your Arsenal! Ziggs
your team is balls deep in enemy territory or out of position. By looking at the map, you'll be able to figure out BY RE4XN
the most likely target, top or bot lane. After you realize which lane is the most likely to be ganked, you do but
one thing, you spam the sh*t out of the danger ping on your team mates' lane. After you're done with that, you Ziggs, The Balloon Throwe
are allowed to spam M.I.A.'s on your own lane. People can be f*cking blind sometimes, and that is why pinging Epic AP]
DANGER! on their lane is far more effective than pinging enemy is missing on yours. Next order of business, BY QUADRADOWN

should you follow your laner? Short answer is, no. However! You are always able to assist your team mates from
across the map with Mega Inferno Bomb and if it'll help them escape or turn the gank around, don't even
hesitate using it! Aside from that, do not bother following the enemy. You will be leaving the safety of your lane
and might be ambushed, you will lose gold and experience and potentially your tower. It is often not worth it. If
the enemy roams, you push the wave and attempt to take their tower, forcing them to lose gold and experience
What part of the "river" near these neutral objectives is
themselves. That is how you'll be helping your team.
it most favorable for ziggs to fight in?
Last, but not least, objectives. They may seem small and insignificant, but if you
look closer, they are rather nice to grab if you have the opportunity. I am of course
talking about Jinx's brea... the enemy towers, Dragon and Rift Herald. If
your roam is successful, take a look at your collective health, glance at the map
and figure out if you are able to take an objective, anything that will help your team
get an edge over the enemy is tremendously helpful in the long run. Thanks to
Short Fuse, taking towers with Ziggs is incredibly fast and usually no one is able
to contest them in a 3vs1 situation. If your jungler is nearby and the enemy bot
lane is dead/base, don't hesitate to take a free Dragon !

Grouping
When grouping with his team, Ziggs shines the brightest. He is able to deal loads of damage from a safe
distance, he is invaluable during sieges and can frequently save people's lives with his limited Crowd Control .
After the laning phase is over, your team should group up in order to repeatedly contest objectives because in an
ideal scenario, what they want is a victory. If they won't come to you, it's your job to come to them. Ziggs'
only goal in this game is to blow everything that belongs to the enemy team up. You can seldom accomplish such
a task on your own, force your team to help you!

I've already explained what you should do in order to take down towers as Ziggs, but to reiterate once more,
you walk back-and-forth while chuckling Short Fuses at the structure, rotating between Bouncing Bomb Ziggs
and Hexplosive Minefield to reduce your Passive's cooldown. When you're laying siege together with your
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team and the enemy is defending, try to use these two abilities as zoning tools and avoid landing them. The
reason for this is to avoid tower aggro. Also, if the enemy is getting defensive, take a step away from them, stay
behind your team and poke them until they go away. Rinse and repeat until you hexplode that tower to kingdom TOP ZIGGS GUIDES
come with Satchel Charge.
Ziggs Mid - "Bombs for Da
[Patch 7.1]
Avoid face-checking bushes as Ziggs or you're in for a world of pain. This is the reason you should get
BY ZTK412
Farsight Alteration Level 9, it'll make traversing the map a lot safer. When in the jungle, remember that you are
able to block choke-points and narrow passages with Satchel Charge (which, also allows you to jump walls)
Ziggs, The bot lane destro
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and Hexplosive Minefield, so if you or your team mates are ever in a sticky situation, try to block the BY CHURCHIE

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Up Your Arsenal! Ziggs
We now come to the topic of team fights. How exciting! There is one single thing you must remember and BY RE4XN
surprisingly, this time it's not to look at the bloody map, but to stay the f*ck away from the enemy team. Your
poor caffeine-addicted squirrel bones will not withstand the damage output of a 5-man team. No, you stay the Ziggs, The Balloon Throwe
hell away from them. Remember: you have the range advantage, it's not worth putting your life on the line if Epic AP]
there is a safer solution that accomplishes the same goal. BY QUADRADOWN

So, aside from staying away from bad people, what else should you do as Ziggs during a team fight? The The core points are there, but your sassiness is
answer is once again simple! Before the fight starts you press that bloody TAB button that's probably broken getting in the way of effectively conveying the message
from so much mashing (/s) and take a look at the enemy team composition. Do they have divers like Zed or
for team fights.
Renekton? Are there any fed champions? How beefy is their vanguard and how much Crowd Control does
it have? After you mentally take note of the answers to all these questions, you must decide how you will position
yourself when the fight starts. They have a Zed? Either he's going for you or your ADC, so better be prepared Identify threatening abilities (death mark, CCs)
for that Death Mark and have your finger on Zhonya's Hourglass. Even better, stay the hell away from him,
stay the fuck safe from those abilities
because you have no idea whether his Flash is operational or not. Don't die, for Christ's sake, that's half your
and go hard when they're on CD
job! Is there a Zed and he's fed? Well, guess what, the stay the f*ck away distance just increased! Seriously,
against super mobile champions who can 100-0 you, often times it is better to not even risk getting caught. Just Attack priority targets if you can, but don't endanger
walk away and force him to put abilities on cooldown, letting your own vanguard peel them away from you. When yourself while doing so.
they realize that they wasted key abilities, you can turn around and hexplode them to bits. If they're going for
the ADC, remember that you can hinder them with Hexplosive Minefield. Restrain from using Satchel
TBH a vod of this would look REALLY nice in the guid
Charge, unless it will (and by will, I mean 100%) save someone's life, yours included. Next question, the enemy
vanguard is too strong for you to attempt to kill their carries? Well, you have but one option, which is attack the
closest person to you without stepping in the you're dead/CC'd distance. It is the best thing you can do, as it
ensures you stay safe behind your team's tanks and are still able to deal constant damage.

Million dollar question, when do you use Mega Inferno Bomb? I am so glad you asked! There are three
scenarios you must consider in order to get a full answer: our team is ahead, their team is ahead, both teams
are even.

Our team is ahead - give the enemy a false sense of security by using it after they have seriously
committed to the fight. This way you maximize the number of people hit;
Our teams are even - in this situation you can either throw it preemptively to force the enemy to
retreat (if you fear odds are against you) or use the strategy from the bullet point above;
Their team is ahead - if the fight is going to happen and you have no way to disengage, use it
preemptively to try and scare them off, otherwise save it for clearing strong minion waves under
Ziggs
the inhibitor towers;
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The above bullet points are a generalization and should be taken with a grain of
TOP ZIGGS GUIDES
salt, because they do not trump the power of common sense! Again, use your
brain, if the enemy Jinx has no magic resist, is 12/5/8, full build but sitting at Ziggs Mid - "Bombs for Da
40% health, throw that Mega Inferno Bomb directly at her booty, because you [Patch 7.1]
are Ziggs and don't give a single sh*t about front lines. This ability alone allows BY ZTK412
you to overcome that obstacle effortlessly, ensuring you take out priority targets
like the one mentioned above without ever having to get close. Ziggs, The bot lane destro
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Ziggs, The Balloon Throwe


Epic AP]
BY QUADRADOWN

Outside of all the life saving advice given above, use your abilities to their best according to the situation you're
in. If that Orianna is in range of your Hexplosive Minefield + Bouncing Bomb combo, throw it. You deal
tons of damage and she'll most likely be taken out of the fight, either in a coffin or on a hammock. Spam the
sh*t out of your abilities, trying to hit them on more than one person and remember to stay safe. If that Jax
is coming for your yordle fur, start retreating. If he's coming through the jungle, block his path with
Hexplosive Minefield or Satchel Charge. And never forget the golden rule: GO FOR THE EYES! This means go
for whoever's weakest, be it that immobile Orianna or that useless Teemo who has used up his Flash
and is now trying to run away. You have the tools, all that remains for you to do is use them.

That was my Ziggs guide, if you read all this way down, congratulations! I really hope I taught you something
valuable in the midst of so much obscene language and hexplosions. A very big THANK YOU for clicking this
guide! If you realized after reading this that Ziggs is not your type of champion and you'd much rather prefer
a 'balls deep' approach, take a look at my exquisite Pantheon guide: >> Click Here << Ziggs
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SPECIAL THANKS TO: BY ZTK412

* Everyone who clicked this guide, I hope my experience with Mid Lane furthered your skills and I also hope you Ziggs, The bot lane destro
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have as much fun playing Ziggs as I do. For a caffeine-addicted squirrel thingy he's a blast! BY CHURCHIE
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* jhoijhoi for her amazing Guide On How To Make a Guide! Up Your Arsenal! Ziggs
BY RE4XN
* My gay roommate (you know who you are if you're reading this) who pushed me forward with the idea of
writing a Ziggs guide, unlike my other gay roommate who did the opposite. Thank you very much! Ziggs, The Balloon Throwe
Epic AP]
BY QUADRADOWN
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