Friday, July 18, 2014

ZIGGS BUILD GUIDE


Introduction


Spamhappy little guy that dishes out harsh poke and harass, and has one of the coolest ults in the game! Incredible AOE waveclearing and teamfight potential, especially in small spots and places on the map. Ziggs is a very good champion and can dish out horrendous turmoil and chaos for your enemies. Incredibly adorable too, if you like that kind of thing. :D

Pros:
  • Consistent Damage
  • Amazing Waveclear
  • Wtf burst if you land everything correctly.
  • Long range ult nuke(literally) that can kill enemies from afar, or steal baron/dragon if timed right.
  • Constant poke that in my opinion rivals the old AP kog'maw
Cons:
  • Runs out of mana easily
  • Not so reliable escape
  • Can lose a lot of damage in teamfights if you miss his skills
  • Lacks heavy CC outside of I guess a stun from the knockback of his satchel
  • Easy to dodge ult if not point blank.

 

Summoner Spells


    Flash Great for escaping or repositioning for throwing more bombs to blow peoples faces off. What its regularly used for on almost everyone.
    Ignite Self explanatory for most ap mages, that little extra burst to kill your opponents, or to reduce healing of certain champs, like Swain/etc.

Only other summoner spell I would even think of considering is Teleport, on the rare cases you find that Ignite wouldn't be of use or you could live without it.

    Teleport to protect turrets or to gank/cleanup other lanes from wards in bushes, great way to have control around the map if you know how/when to use it properly.

 

Skills



 
 Passive: Short Fuse
Every 12 seconds, Zigg's next basic attack deals an additional (20 / 49.75 / 79.5) (+35% of ability power) magic damage. Zigg's abilities reduce this cooldown by 4 seconds.

Explanation:
Amazing for your combo's, throw in an auto then everything else, and by using your cd's of spell causes this to proc faster and you can throw in another with your next autoattack.
Also good for last hitting, if you had the chance of missing on at tower or if they were stalled in the middle.


 
Q: Bouncing Bomb
Ziggs throw a bouncing bomb that deals (75/120/165/210/255) (+65 % of ability power) magic damage.

Cost: 60 / 70 / 80 / 90 / 100 mana

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

Range to First Bounce: 850

Explosion radius: 250 (estimate)


Explanation:
The source of your poke and harass, and for sieging of turrets.
You always will max this first, since its your main source of damage.

Even if the opponent is not in the radius of where you can throw it, if shot correctly can still hit on the second or third bounce.


 
 W: Satchel Charge
Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals (70 / 105 / 140 / 175 / 210) (+35% of ability power) magic damage to enemies, knocking them away.

Ziggs is also knocked away, but takes no damage.

Cost: 65 Mana

Range: 1000

Cooldown: 30 / 27 / 24 / 21 / 18 seconds

Explosion radius: 300 (estimate)


Explanation:
This can be used offensively or defensively-
  • Offensively, use it to knock your opponents back into your minefield, or to keep them from escaping.
  • Defensively, If you need a getaway from a melee opponent drop it right on top of you to try and close the distance blasting you forward and them back, or to knock back ranged opponents if you are losing a fight.

Can also be used to go over small walls, to make an even better escape, a few walls you can jump over with this are listed in the image below-


 
E: Hexplosive Minefield
Ziggs scatters proximity mines that detonate on enemy contact, dealing (40 / 65 / 90 / 115 / 140) (+(0.3 per ability power point)) magic damage. Enemies hit are slowed by (20 / 25 / 30 / 35 / 40)% for 2 seconds.

Enemies triggering a mine take half damage from additional mines. Mines disarm automatically after 10 seconds.

Cooldown: 16 seconds

Range: 900

Cost: 80 / 90 / 100 / 110 / 120 mana

Magic Damage from First Mine: 40 / 65 / 90 / 115 / 140 (+30% of ability power)

Magic Damage from Additional Mines: 20 / 32.5 / 45 / 57.5 / 70 (+15% of ability power)


Explanation:
Great in combo to satchel charge, knocking them back into it.
Has enough width to block off paths, forcing them to not go through unless they want the consequence of taking damage and being slowed, can also be used to make opponents easier to hit with q and satchel charge.


 
R: Mega Inferno Bomb
Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take (250 / 375 / 500) (+90% of ability power) magic damage. Enemies further away take 75% damage.

Cost: 100 mana

Cooldown: 120 / 105 / 90 seconds

Range: 5300

Primary Magic Damage: 250 / 375 / 500 (+90% per ability power)

Secondary Area Magic Damage: 187.5 / 281.25 / 375 (+67.5% of ability power)


Explanation:
I cannot tell you how much this reminds me of Rumble's ult, and I love it.
Can snipe enemies from afar, cause DEVASTATION in teamfights with its horrendous AOE, and great in synergy with his slow and knockback forcing them to be blown up in it.

Always make sure to use this spell to hit as many people as possible in teamfights, with the help of an initiator or jungler is when you most want to use this. Or use it to force someone important out of the fight. Places like the jungle or baron/dragon pit are very good spots to have fights with ziggs, the tight spaces means he lands most of his bombs and especially his ult.

With it's awesome range and damage, it can even be used to steal buffs or greater monsters, like dragon or baron. So always make sure to keep an eye out if the opportunity arises.

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