- The Heimerdinger guide has been released! I'd love to hear your thoughts on it. You can find it here: http://solomid.net/guides.php?g=15052
- Thank you everyone for the wonderful support. It's much appreciated, and I'll do my best to be consistently updating the guide.
This is a release day guide. Unfortunately this means that I don't have much experience with Ziggs. What experience I have had, though, I have greatly enjoyed and it has inspired me to make this guide for all of you. Now, with the other guide I'm working on ( Heimerdinger) I have literally hundreds of games played with that champion. Here, I have only a few. Even so, I want to provide my take on Ziggs and offer some advice to players who may not understand his kit or his build options very well. Also, as far as I can tell all of the other Ziggs guides on solomid so far seem to be a bit... underdeveloped, let's say. I hope this offers a reasonable explanation of Ziggs' abilities and playstyle.
This is a release day guide, and so it will change over time as I become more familiar with the character. I'll be adding new content every day for at least the first week or two. Check back often and you'll see more and more.
Now, without further ado!
Ziggs is an amazingly fun champion. Everything about him is absolutely enjoyable to use. All of his mechanics are fun, and long range skill shots (coming from a Lux and Ezreal player) are very very entertaining. If your question is, "Will I enjoy this champion" the answer to that is a very strong yes. He's hilarious. He just jumps around throwing bombs at everyone and taking them down from an amazing range.
He also has no targeted abilities, which means that you can cast your abilities whenever and wherever you want. This also means you can attack stealthed champions if you have a good idea of where they are. You can even lay down a minefield at where they stealth and then you can judge where they are by the bombs that they blow up.
- Excellent farming ability
- Excellent pushing ability
- Very responsive and high damage dealing autoattack
- Has an interrupt to deal with pesky malzahars, warwicks, and katarinas
- Very short cooldowns on his main nuke, and decent cooldowns on his other abilities
- Strong AOE slow
- Excellent zone control
- Super fun to play
- Ult radius somewhat smaller than expected
- Doesn't do as much damage as in the spotlight, but still does quite a bit.
- Slightly lower ratios compared to some other AP mages.
The Pros far outweigh the Cons. I think Ziggs is quickly becoming one of my favorite champions in the game. I can not stress enough just how fun it is to walk around throwing bombs everywhere. The cons that do exist are typical of AP casters or are not all that big of a deal. He's a bit on the slow side movespeed wise, but taking boots early fixes this and his slow and interrupt deal with enemies that try to escape very well.
Note: I'm using a UI mod called "Perb UI". That's why some of the screenshots might look weird.
MasteriesThere are a couple of very viable mastery options that you have with Ziggs. The first has a little bit of extra MR, but sacrifices a small amount of mana regen (3Mana/5) but more importantly, loses you the 20% neutral buff duration. Now, when starting out I used the 21/9/0 page. This allowed me to come out the gate with 49 MR in conjunction with my runes. In the games I played with Ziggs, I ended up getting blue buff very often and it helped quite a bit. In the end I decided I preferred the 20% increased buff duration to the 6 magic resist, which was all I was really making use of in the defense tree. Lately I've been playing with the 21/0/9 page.
The masteries I've chosen for this page are attempting to increase Ziggs' damage output but also help his early laning. He doesn't need help with his early laning, but if you arrange it this way he can totally dominate the lane. The way I've got him set up he does a lot of damage but is also able to take a little bit in return, and is able to stay in lane for longer with a bit more health regen and defenses.
I considering going for a 9/0/21 build that I do for some other casters, but if you look at some of the masteries in the Utility tree it makes far more sense to focus on Offense instead. The Utility masteries seem a bit unfulfilling in the sense that they provide some bonuses to your character's movement and regen, but it doesn't feel like most of those masteries are really helpful in having your character fight.
In the offense tree I took the appropriate masteries for an AP Caster. The other masteries in the Offense don't actually make very much sense seeing as they are mostly intended for AD champions.
A lot of people have mentioned that they prefer taking the Utility tree for the mana regen over the defensive tree. It definitely is a viable way to build him and it may even be preferred if you don't take mana regeneration runes.
If you end up taking mana regeneration seals, the extra bit of mana from this mastery really won't help very much. It will probably be worth taking it though just to keep the 20% buff duration. It's really up to you.
In the image above I've included the possible runes I feel are good on Ziggs.
My personal rune combinations is listed earlier. For reference, though, I like to use
- 9x Magic Pen (Flat) Marks
- 9x Mana Regen (/Level) Seals
- 9x Magic Resist (Flat) Glyphs
- 3x AP (Flat) Quintessences
I've set up this rune page with the intent of good laning phase. Phreak's straight AP page makes for some very strong damage, but I still will do roughly the same amount of damage as his Ziggs while also being able to withstand the magic damage harass from my opponent. With these runes and masteries I will come out of the gate with 43 Magic Resistance (49 with 21/9/0 page), leaving me well equipped to take some harass from my opponent while still delivering tons of damage.
Cooldown glyphs are also worth paying attention to to make you even more spammy, but I personally don't think they help enough in order to justify using them very often. I include them as a very viable alternative.
People have been questioning the wisdom of taking mana regen yellows and magic resist blues. They prefer instead to focus on AP/Level. That's a perfectly viable build, but I don't like it quite as much. They argue that because you have such long range, you won't really be in need of much defense to begin with. This is generally true, but it's not really something you can count on. Taking AP/Level runes is up to you. You're allowed to do it. I don't, for four very specific reasons: Leblanc, Fizz, Ahri, and Kassadin. There has been a trend in League of Legends lately toward creating more mobile characters. these characters will laugh at your range and put you to tears if you build as a glass cannon. There's not really much you can do to stop them from getting in range. With magic resist runes (and optionally the 21/9/0 page) I'm well equipped to fight my enemies. If you've ever fought a LeBlanc at 30 MR vs. 49 you'll know how amazing the difference is. By being tougher, I can also increase my offensive capabilities by being far more aggressive and getting away with it, because they simply can't harass me as much as I can harass them.
AP Carry Mode
Flash & Ignite
- Flash and Ignite are an excellent combination for maximizing your damage output and killing potential.
- Flash, in particular, is probably the best summoner spell in the game right now. You can use it to escape from ganks that a Satchel Charge alone wouldn't save you from, and you can also use it to position yourself in range of an ignite or other spells.
- Keep in mind that if you want to use flash to escape, it is far better to walk to a wall and then flash rather than flashing and then walking around a wall.
Alternatives(in Alphabetical order, not order of viability)
- This spell actually may help you set up your Ultimate which is why I use it on Lux, but I feel like it has less of a use on Ziggs. Because your grenade covers a wide area instead of a very thin, specific line you can usually guess where to throw it fairly decently. If you take it I'm not going to yell at you, but you probably shouldn't.
- Cleanse can be invaluable if you use it correctly. Having it up at that one point where you need it can turn the tide of a teamfight. With the amount of damage you do and the displacement you have, this could be the thing you need to break away from their damage and start having a role in the fight again.
- If you take cleanse, remember to use it. I think one of the funnier things in LoL is that a lot of people new to this spell will take cleanse and then totally forget they have it. I did this myself when I first took it. When you become trapped ask yourself "Self, could I do something great if I were free?" If the answer is yes, press the damn button :).
- If you intend to take exhaust, you should swap out ignite for it. The nice thing about Exhaust is that it can be used both offensively and defensively. You can use it to slow down someone trying to escape, but you can also use it to greatly decrease the damage of someone who is fighting you and give you an edge in duels.
- Surge, I feel, is kind of like exhaust except that it can only really be used offensively. That being said, because you are a very strong AOE mage you might prefer Surge over Exhaust or Ignite, both being single-target spells. Personally I just don't like Surge as a spell. It's probably perfectly viable on him, I'm just really not the biggest fan of it. I think ignite would help you more, especially for early game kills.
- Teleport is a favorite of many League of Legends players. Like flash, teleport can be used both offensively and defensively. It provides an extreme amount of map control
- I remember a game I was playing with Heimerdinger where we had them pushed to their nexus turrets but got more or less killed. It was me and one other person against their entire team. They went off to do Baron Nashor. Seeing this, I teleported to their base and took down both of their nexus turrets and their nexus to win the game.
- I also remember in that same game the crazy number of times my friends or I would teleport to one of our own towers to defend against a wave. There's little more frustrating to an enemy than having a large minion wave that they push out to your tower only to have it crash against your champion and do almost no damage to the tower.
Ziggs the Hexplosives Expert
Highlight the skill pictures to see a detailed explanation of what they do. Most guides on solomid feature the numbers, but I find that to be a bit unnecessary. You can highlight the picture and see the exact same content on the tooltip. Why be redundant?
This is the usual skill order. Your Bouncing Bomb is your shortest cooldown and your main source of damage, so you tend to focus that before anything else. Your next skill focus should be your minefield. Why minefield over Satchel Charge? Because while they both increase damage upon leveling, the minefield also gets an increased slow factor while your Satchel Charge only gets a shorter cooldown. The shorter cooldown is helpful, sure, but I don't find myself using the skill enough to make the shorter cooldown that big of a deal. This may change as I play the character more.
For Ziggs, you should take your ultimate at levels 6,11,and 16. Phreak would say "like every champion" but I don't think that's accurate For certain champions the ultimate isn't actually worth that much. On Heimerdinger for example I don't even bother taking the first level of his ultimate until I'm 10+.
Passive: Short Fuse
I really enjoy this passive. When your passive is ready you will glow red and your next autoattack will do extra bonus damage to your target. It will also throw a big glowing red bomb instead of the normal black one. What's wonderful about this is that you can use this passive on anything! This passive applies not only to champions and minions, but to towers and inhibitors as well. I was very happy when I realized this. When pushing, you can cast skills at minions or in the open to shorten this passive by 4 seconds per spell.
Comboing with your passive
In teamfights and for taking down enemies quickly, pay attention to your spells in order to increase the amount of times your passive activates. This will increase your total damage output. Your passive activates every 12 seconds, and spells lower that time by 4 seconds. So from looking at it it seems like you can autoattack once with your passive, cast three spells, and then your passive will be up again instantly. This is true, but casting your three spells takes time, which means that that last spell is clearing less than 4 seconds, and so is slightly less efficient. When trying to combo with Ziggs, it would be much better to only use two spells and then just wait out the 2 more seconds it would take to activate the next passive (roughly 2 seconds are left after the auto animation and two spell casts). If you cast a third spell to refresh your timer at this point, you're not using your passive to its full potential. This means it takes you slightly longer to kill things, but you will save mana and cooldowns doing so.
autoattack -> bomb -> minefield -> autoattack -> charge -> bomb -> autoattack -> ultimate -> bomb, etc.
Spreading out your spells will also work much better in conjunction with Lich Bane, which can only activate every so often.
Finishing off Enemies
Finishing off enemies with Ziggs can be a bit difficult. His only hard CC is his Satchel Charge, and a well timed Flash will allow enemies to dodge most of your spells. The number one thing you can do to finish off an enemy is make sure they've already wasted flash. Bait them in to doing it earlier by suddenly becoming very aggressive and having them think that you're about to unleash your combo on them. Dropping land mines and moving in is sometimes all it takes.
Once you've got them decently low, lead with your mines or your charge. This will make your bouncing bomb easier to hit and give you time to get close to them. Remember to autoattack and proc Short Fuse as often as you can while you're doing this.
If you're really having trouble finishing people off, consider conserving your mana and waiting until level six. Once you have your ult your combo becomes devastating. Even if they flash and run away, you can still catch them with the inferno bomb. .
Finally, don't forget that you have a jungler. Ask for ganks. A jungler with hard CC along with Ziggs can destroy an enemy mid. They stun, and you CC them to hell while also doing damage. It's basically the nautilus effect (originally the fiddlesticks effect) and IMO is the main reason those champions can be viable mids. You have the same thing going for you (although yes, to a lesser extent).
Q: Bouncing Bomb
Bouncing Bomb is Ziggs' main damage skill and is also one of the most unique skills in the game. The skill, unlike most skills, first behaves like a lob-type skillshot (similar to Heimerdinger's grenade) and it then bounces forward after that, if it did not hit a target in the initial strike. So in a way, the skill really has two ranges.
Keep in mind that the range of the bounce only really goes that far if you cast it at the maximum range of the skill.
Note that if you cast it on top of yourself, it will bounce at your own location (unlike your next skill, Satchel Charge which will launch you even farther in a given direction.
Another important thing to keep in mind is that your Q doesn't pay attention to walls, either in its initial lob or its bounce. This means that you can damage dragon or baron from outside their pits. This also means you can make shots in to areas where you don't have vision. Unfortunately the bomb will not grant you vision. If you want to steal dragon, it may be worthwhile to place a satchel charge over the wall to get vision and then estimate the time to toss your bouncing bomb. But only use Satchel Charge for this for very important and rare circumstances like dragon, baron, or picking up a kill you wouldn't otherwise.
Satchel Charge is your escape/dive and one of your crowd control abilities. You should cast it in front of escaping enemies to knock them back toward you, or cast it in your path so that once you walk over it you can use it to knock yourself forward, and possibly even knock your pursuer back.
This skill also gives vision for as long as it is placed, but it is a bad idea to use it purely to give vision on the target (unless that's all you need for Caitlyn to click on them for an ult, or something). It's too valuable of an escape/displace to use it for something as arbitrary as that. You also have my permission to use it to get vision on dragon/baron close to the end for an attempted steal. Don't waste it for no good reason, though.
In the champion spotlight, Phreak mentioned that if you stand closer to the charge, you jump further. This is technically true, however the extra distance is only the difference between your current location and the edge of the ring. What I'm trying to say is, no matter how far away from the charge you are when it explodes, you will still be launched to the same place. This hasn't been confirmed in a red post and it may be a bug, but from my testing with this skill it doesn't matter how far away you are, you will still end up at the same point.
You can also use this skill to jump over walls. However, if you do that, there's a common mistake that you should watch out for when attempting this trick. If you place the charge too close to the wall, you won't be able to get between the charge and the wall, and you won't be able to jump over it.
Here's an example of an attempted walljump:
I will place the charge at the location. This should work, right?
That, my friends, is the closest I could get to being between the charge and the wall. There simply wasn't enough distance for me to be on the other side of the Satchel Charge. I tried to get as close as I could, but it wasn't enough. When the charge exploded, it launched me in the direction of the arrow.
How to properly wall-jump
Leave space between the wall and the center of the charge, like so:
Now, walk over and stand in the room that's been left over
And now the charge will explode you over the wall!
Make sure you get the hang of it before you have to rely on it in a real game. Failure will likely cause your death.
The minefield is a strong slow and AOE damage ability that can be used for trapping, zoning, scouting, or farming.
Note that a mine does significantly less damage if the opponent recently blew up a mine. The timer for this effect lasts roughly 2 seconds or so, judging by the approximate timing of my friend and I. However, you don't really have much control over this effect so you shouldn't really worry about it. Just know that it exists if you are doing less damage than you expect.
The minefield gives vision in the area that it is originally cast in, and then briefly gives vision on any enemies that blow up a mine. As far as I can tell, if someone walks through a partially blown up minefield but doesn't walk on another one, they won't be shown.
Trapping. To trap an enemy champion all you have to do is place the field in their path of travel. In this way, you can cut off their escape with a slow and damage field. If they walk through it, that will make your Bouncing Bomb that much easier to land. If they go out of their way to avoid it, that can also make your Bouncing Bomb easier to land because you have forced them to go around the minefield, which means you can get closer and you can predict their path, so you can land your skillshot more easily.
Zoning. Zoning is the more general form of Trapping. Instead of only cutting off their escape routes, you can place the minefield in a place where you don't want the enemy champion to go. This way, they will either have to take damage and be slowed, or go in a different direction. In lane, for example, you could place the minefield between the minion wave and the enemy champion as the enemy is going in to farm. That way they are forced away from the wave and lose precious gold. If someone is coming toward you to attack you, you can place the field between them and yourself, forcing them to either get slowed, allowing your escape, or walk around the long way also allowing your escape.
Scouting. When you are unsure of the enemy location and are putting yourself in a vulnerable position (let's say you're taking dragon) then you can place the minefield in one of the paths that the enemy could take. That way if they try to attack you, you will have a warning of their arrival and they will be in a bad position, having just been slowed.
Here is an example of a scouting position. The mines are effective at revealing and slowing enemies that attempt to come at you through that path. The wards in the bot-bush and the bush closest to dragon give vision in those directions. Your team now has vision on every point of entry for the enemy. Of course, this is assuming you are blue team. If you are purple team, you may be more interested in laying bombs in the blue tribush, or in the triple walkway that goes to wraiths, mid lane, or dragon (the ramp going up to the blue side near the small bush next to dragon).
Mega Inferno Bomb
I love this skill. It is on a long cooldown, but it does so much damage that I think it's worth it. It also doesn't knock back enemies, so that makes it even better for AOE fights because that way you won't disrupt the AOE damage your teammates are doing.
The range on this skill is absolutely insane. 5300 is... *happy manly tears*. That's 53 teemos! Here's a LoL in-game reference: From the exact middle of midlane, I can lob this grenade to either of the two inhibitor towers. That is the range on this ultimate. It's crazy. I love it.
The range of Ziggs' ult
The timing on it is also relatively easy to pull off. The time it takes for the bomb to land varies depending on the distance that it travels. From what I can tell, a bomb at zero range takes roughly 2 seconds, while a bomb at max range takes roughly 4 seconds (maybe 3.5?) to land. Make sure to account for this when predicting where to throw the bomb. These numbers are not once it finishes channeling, these include the channeling time. The number is from as soon as you click to launch the ability to the point at which the bomb explodes.
The radius of the bomb itself is excellent. The range indicator is shown here:
The middle ring is the area in which the bomb deals its full damage. If an enemy is caught within the outer ring, they take 75% damage from the skill.
This skill has two main uses.
First, you can use it to catch and kill runners (people who escape from a teamfight with low health). This is a bit risky, though, and takes a lot of practice.
Second, you can use it in the middle of teamfights to do a LOT of AOE damage. Whenever you're in a teamfight you should be watching to see if the enemy team ever clusters together. If they do, you should cast your bomb on them. It will help the teamfight a lot. You might even burst someone down straight to death from that. Make sure, though, that the teamfight has actually been engaged and people are fighting each other intently. If they're not, they'll be paying too much attention to your ult and might get out of the way in time.
I think the second is a much better use for the ult. Use it whenever either situation presents itself, but don't ever hesitate from using it to turn the tide of a team fight because you're worried you might need it to catch people running away.
Starting Items: or
Explanation: I personally will almost always prefer boots of speed and three health potions. I am a very aggressive player, and I think that Ziggs is absolutely beautiful for encouraging aggressive play. Boots will also allow you to dodge skillshots that will be coming your way. As a mid champion, there are likely to be a lot of them. Boots help you catch your opponents, dodge their skillshots, and be more mobile in general. The only time I won't get boots is if I'm facing a laner who I probably won't be able to kill and instead I want to farm against. It may also be worthwhile taking against champions who I will likely need damage more than I'll need mobility to fight, such as Heimerdinger. Against Heimer, for example, I would focus more on preventing his zone control, which means doing as much damage to his turrets and his champion as quickly as possible.
First Back: or
Explanation: If you have enough gold, you should buy a Needlessly Large Rod. This will be an extreme boost to your laning presence and to your ganking and roaming, which you should be doing about now. If you can't afford a rod, you should buy up to two Doran's Rings and then return to lane to farm until you can afford a rod.
If you have enough money to buy a rod but not the wards, don't worry about the wards. If you're buying a doran's ring, buy two wards over a second doran's ring. That lane security will help you quite a bit. With the two side bushes warded you will be well prepared for incoming ganks. However, the huge boost in damage from the rod is worth the loss of wards.
Explanation: This item build is your core. This is what you should be getting every single game with very few exceptions. To that end, I've kept it small. Why? Because the rest of Ziggs items depend heavily on your playstyle and the specific circumstances of the enemy team. I'll go through the other AP options in detail in just a second.
Luxury (Bulk up):
Luxury (Bulk up):
Banshee's Veil (BV/Banshee's)
- BV is an excellent defensive item for any carry. The spell shield it provides is excellent for both mechanical and psychological effect.
- Be aware that the spell shield has a fair amount of time (40 seconds) before it returns. Try to still avoid enemy skills. Don't eat spells because you can.
- The extra health and magic resist (along with the shield) make you far less burstable.
- If you are facing a Karthus and are thinking about getting a Banshee's because of his ultimate, don't. Get Zhonya's Hourglass instead. It is far more reliable.
- Heart is an excellent item for you. Every single stat it gives is useful for you.
- There is almost 100 armor here. That's absolutely amazing.
- 20% cooldown reduction is a significant amount. You are a champion that can greatly benefit from some CDR. Frozen Heart also conveniently supplies an increased mana pool for you to support your more frequent casting with.
- Lich Bane encourages a very risky playstyle. Ziggs definitely has a focus on his autoattack, but for much of the time this can be left to a focus on the early game. With Lich Bane, he is required to focus on it throughout the game. That isn't to say that you shouldn't autoattack without Lich Bane, I'm just saying that if you do get Lich Bane you absolutely need to or you'll be wasting your gold. The problem with this is that sometimes, getting in to autoattack range is dangerous.
- If done properly, Lich Bane can increase your damage output by a fantastic amount.
- Don't get this item if it is very dangerous for you to get in close range (close for Ziggs that is).
Morello's Evil Tome
- I find the tome to be a very noob-friendly item. It gives you cooldown reduction, which can help you fix mistakes.
- It also gives you mana regeneration which will help with your mana troubles. Ziggs doesn't have that many many issues, but if he spams (as most new players tend to do) then he will quickly deplete his mana.
Rylai's Crystal Scepter
- The most interesting part of Rylai's is the slow. Unfortunately you have only AOE spells, so you will only be able to take advantage of the 15% slow. However, when considered in conjunction with the other benefits that Rylai's offers you, it becomes a good item.
- It is one of the strongest AP providing items in the game (80 AP).
- The health that you get from Rylai's will greatly increase the durability of your character. Along with the 15% extra slow from spells, you might just be uncatchable.
- Considering how much CC you already have from your innate abilities, you should only buy Rylai's if you are in need of the bulkiness it provides.
- Buy void staff if multiple members on the enemy team have roughly 100+ magic resistance.
- No seriously, buy it.
- What are you waiting for?
- Oh, they don't have 100 MR? Nevermind then.
Will of the Ancients (WoTA)
- WoTA makes Ziggs more fun to play (didn't know that was possible). It's very entertaining receiving health from the damage that you do.
- With the amount of AOE Ziggs has, you can quickly heal off of minion waves. Multiple points of damage FTW.
- WoTA is a strong item in its own right with the amount of AP it gives. If you have another mage on your team or just champions that could benefit from the spell vamp like amumu, galio, or jax you should definitely consider getting it.
- Note: If you want spell vamp, you should buy and leave it there. IIRC, WoTA was just nerfed by 5 spell vamp to only have 20% now. The revolver itself has 15%. You might as well just leave the revolver where it is until lategame when you have nothing else to spend the 900 gold to upgrade it on.
- Zhonya's is one of my favorite items in the game. On most AP characters, I will get this item immediately after my deathcap.
- It is the second strongest item in terms of AP given in the entire game
- The active is absolutely wonderful for avoiding damage at specific points.
Rod of Ages (RoA)
- Rod provides an excellent amount of AP, Mana, and Health. However, it takes time to charge and so is only really viable as a rush item. I don't particularly like rushing RoA. It leaves Ziggs feeling very weak until later in the game. His base damage isn't very impressive, so I feel like Ziggs needs to build as much AP as he can as soon as he can.
- Abyssal is good on paper and has decent utility as well, but from looking at it more closely the range of the aura seems to be smaller than the range of your abilities. This means that the MR passive that you have on the item won't really apply, making the item much less useful.
- If you are the only mage or if the enemy team has multiple members with 100+ magic resist, then this item won't help you very much. Get a Void Staff instead.
Archangel's Staff (AA)
- Same reason as above for rod
- The mana problems you might have with Ziggs go away at higher levels and with more careful play. I have been kind of pubstomping though, it's possible this may change as I experiment more.
- Delays very useful items until much later
Deathfire Grasp (DFG)
- DFG is useful on two character classes: super-bursters such as Veigar and LeBlanc, and supports such as Soraka and Sona. You are neither of these. You do consistent damage.
- DFG would basically end up being a couple of your spells but on a much longer cooldown. There's no point to the active.
- DFG also builds out of a Kage's, that Riot expects players to hang on to for a little while. Kage's is one of the incentives for getting a DFG. You have no need of Kage's.
- Mediocre in every way. Tempting, but the numbers just aren't there.
- You have two CC skills, one of which is a jump, and you're squishy. If they had enough CC for spellblade to be useful, you would have gotten away anyways. If they had so much CC that you couldn't have gotten away, a spellblade wouldn't really have helped you much anyways.
- Nashor's seems very good on paper except for that attack speed.
- The cooldown reduction is wonderful, the AP doesn't hurt, and the mana regeneration is a nice little cherry on top.
- However, you are still paying for the attack speed which isn't very useful on you. Maybe if your passive's reload time was affected by autoattacks the item would be much more useful. Unfortunately, this isn't the case.
Final Thoughtsohmygodthischampionissofunwhydidn'theexistearlierilovehim *mansquee*.
On a more serious note, Ziggs is a very interesting champion. I'm happy he has a place in the League. He is an AP mid mage who focuses on building Ability Power as much as possible, and as early as possible. Why? Because his base numbers aren't very good, but his scaling is respectable. It's not amazing (except for his ultimate. .9 ratio motherfuckers), but it's very good for easy to hit AOE damage spells.
Because he has excellent zoning and poke abilities, he makes for an amazing laner. I'm a huge fan. I've got a feeling he could best Heimerdinger, Cassiopeia, and some of the other best laners.
The autoattack based passive is something I'm very pleased about. Most AP mid players don't focus on the autoattack nearly as much as they should. Maybe Ziggs players will carry their newfound autoattacking skills elsewhere and make my life more... interesting :).
The range on all of his abilities is definitely something to write home about.
tl;dr: Ziggs is awesome. You should play him.
Please leave any comments (positive or negative) to the guide. I look forward to hearing from all of you :). I've put hours in to this guide and I really hope people enjoy it. If you do have a negative comment to make, please also include how I could improve the guide. I'd love to do anything I can to make it even better than it is.
Thank you for your time, and happy playing!
F.A.Q.What is the UI mod that you're using / How did you get those health/ability/item bars?
- That is the fault of the wonderful "Perb UI" mod over at leaguecraft. I've used it for months and I really enjoy it. Props to Perb. We can't link things in solomid guides (rargh), but here is the url: (http://leaguecraft.com/uimods/56-perb-ui-0-43-installer.xhtml). Enjoy!
What does F.A.Q. stand for?
- Frequently Asked Questions
ChangelogChanges (from most recent to oldest)
- F.A.Q. Editing
- Added comboing information
- The great "writing the heimer guide" blackout.
- Removed Abyssal as an alternative to Void Staff
- Removed announcements section.
- Added announcements section. Not sure if I like it or not. It might go away soon.
- Updated F.A.Q.
- Added "when to use ult" paragraphs.
- Adding details on whether or not skills give vision
- Added a F.A.Q.
- Cleaned up writing in various places
- Modified WoTA advice
- Added Ult timing details
- Changelog started from 02/03/2012 (U.S. Date Format)