League of Legends champion profile: Ziggs, the Hexplosive Expert

League of Legends. Photo courtesy of Riot Games.
League of Legends. Photo courtesy of Riot Games. /
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Snowday Ziggs. League of Legends.
League of Legends. Photo courtesy of Riot Games. /

Ability Description

Passive (Short Fuse) – Ziggs’s basic attacks will periodically do bonus magic damage, doubled when that attack hits a structure. The cooldown on his passive is reduced when Ziggs uses an ability.

You can play around this passive in lane to win some nice trades early, because that proc’ed auto will hurt. However, you really want to be using this against the enemy turret, especially in lane to get that sweet tower plating.

Q (Bouncing Bomb) – Ziggs throws a bomb to a target area, which explodes on the first enemy or terrain hit. If it does not hit a target on landing, it will bounce up to two times.

This is one of Zigg’s basic damaging abilities. It’s a skillshot, so you’ll have to learn how much to lead your target and how far it can bounce, but it’s range is very long (850 minimum cast range, longer than most ADCs can auto attack from) so it’s a good tool to harass your opponent with. It’s also got a low cooldown and you’ll max it first, so if you need to spam a spell to proc your passive, it should be Q.

W (Satchel Charge) – Ziggs throws down a charge which detonates after a few seconds (or earlier if Ziggs recasts the ability). Enemies within range of the charge will be knocked back away from the charge. If used next to a tower at low health, the charge will instantly destroy it.

This ability is Zigg’s main escape ability, since he can use it to knock himself away from enemies and over some walls. He can also use it to kite away enemies and knock them away from him. Preferably, you want to do both at the same time.

One tip to know is that the distance you’ll bounce is determined by where you are in relation to the charge. So if you’re close to the center, you’ll be knocked straight up, but if you’re right at the edge you’ll be knocked a bit a ways. Play around with the charge to get a feel of how big a boost you can get!

E (Hexplosive Minefield) – Ziggs scatters a cluster of proximity mines in a circular area that damage and slow all enemies that step on them.

This is Zigg’s main area of control ability. Since the enemy can’t walk through the mine without taking damage, you can use it to zone them or block them from an area unless they take some damage.

The Minefield is also a great tool for clearing waves and holding sieges since it will basically cover an entire wave once they stack up into formation. However, be careful about just putting it in front of a wave, because minions will walk in a straight line through it. Since each mine disappears after an enemy steps on and detonates it, you might have a bunch of mines left over that don’t get trampled.

R (Megan Inferno Bomb) – Ziggs fires a massive bomb into a large area, which explodes on landing doing damage to everything in it.

This is Ziggs’ nuke ability, simply put. It allows him to pick off targets that just barely escaped or farm a wave from a decent distance.

Generally, you would rather use it in a fight than to farm, but the range on it is so long (like a quarter of the map long) that it gives Ziggs freedom to semi-roam towards another lane, fire a bomb, and walk back to his lane. Try to use it that way early, then later in the game focus more on using it in team fights.

Types of Scaling

Passive – AP
Q – AP
W – AP
E – AP
R – AP

Crowd control

Knock-up/knockback on his W
Slow on his E