League of Legends Review: Ziggs, the Hexplosives Expert.

BWAHAHA!  About time I did a review for this maniacal little furball.  And yes, I hate yordles with all the hate I can muster.  But this guy…dis guy.  Oh boy.  MWAHAHA!

Oh, where to begin on this high yield champ.  And yes, you’ll have to deal with all my ‘explosive’ puns.  What do I like about this champ?  EVERYTHING HE DOES HAS TO DO WITH BOMBS.  Everything.  His passive.  His abilities.  His jokes.  His taunts.  His dance my not, but who DOESN’T like a little yordle as a mime?  Well, aside me.  If he wasn’t a yordle, my gonad’s would have exploded.  Since he is a yordle, only one did.  I can still reproduce and spread doom to this world.

Ziggs is an AP caster, and he’s about as hard of an AP caster as you can get.  Rushing rabadon’s on this bad boy is all it takes for you to start BANGING out those doubles and triples all day long.  But hey, let’s see why we should be busting out that cap.

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.  Essentially, it’s a miniature lich bane proc that rewards you for spamming those spells.  Nifty.  Be sure to save those attacks for the opposing champs in lane, just like you do with Cait’s passive.

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.

Quite possibly ziggs second most annoying ability.  This thing will land where you target it, and then if it doesn’t hit anything, will bounce three times (including the initial hit) before exploding.  Because of that bounce, this guy can out range a Karthus, maybe even Viktor.  Summoners be warned, this thing hits like a bombshell.  Hehe, get it?  Cuz it’s actually a bomb?

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.  Just to show you the range…

Yeah.  That far.  The damage isn’t too great, and the ratio isn’t great, but it’s really good for one thing: Positioning.  You can use it to move opposing champs, or to get yourself over a wall.  And considering every ability except Ziggs’ passive can be thrown over a wall, I’d say that’s a great maneuver to practice.  Also, it has one other purpose.  This:

WEEEEEEEEEEEEEE!!!!!!!!

E: Hexplosive Minefield: Ziggs scatters proximity mines that detonate on enemy contact, dealing (40/65/90/115/140) (+30% of ability power ) 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).

Hands down Ziggs’ most annoying ability, and probably one of his most effective.  The cumulative damage on this thing is huge.  Even at rank one, this ability has the potential of hitting your enemy for well over 200 damage.  And the slow…ugh, I could spout off and explode about this ability for hours.  Point is, this ability is great.

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).  Soooo…let’s get this range thing down.  5300.  FIFTY THREE HUNDRED.  Here’s that displayed TWO different ways on the map:

Yup.  Dat range.  Boy, what an ultimate it truly is.  It may take a while to get there, as you’ll inevitably find out when you burst forth and buy this champ, but it’s a powerful little sucker.  Aptly named, too.  Oh, and let’s not discuss the cooldown on this thing.  Because, you know, it’s not really low or anything.  OH WAIT.  Yeah, I’ve gone games where I’ve used this every two minutes starting at level six.  And actually, it wasn’t even every two minutes.  Go ‘lolsy’ and build cooldown reduction in Deathfire Grasp and Elixirs of Brilliance, and you’ll be spamming this thing like no tomorrow.  It can REALLY turn the tide in a team fight, specially if you’ve got a great initiator like Amumu or Sejuani (Sejuani you say?  Didn’t I just do a review and discussed what a great ultimate that was?  =D).   KABOOM!!!

I think it’s safe to say that Ziggs packs one powerful punch.  Going mid lane is definitely where it’s at (though I’ve heard nuclear wind about him going as a support down bottom lane, damn effective trolls).  Leveling his Bouncing Bombs will ensure that you can out damage your opponent quickly and keep your passive up often.  Grabbing minefield at level two will also ensure that the opposing jungler will have one hell of a time ganking you mid lane.  Unless it’s a level six gank by warwick or nocturne, I think you’re pretty safe.  Oh no!  The jungler!  *lays minefield, proceeds to spam Shift + 4*.  Gank over, unsuccessful.  Conversely, if your jungler wants a gank, hey, free slow!  And lots of damage! …….and death!  YAY!

Like I said at the beginning of this article, going typical caster bundle (21/0/9 masteries, caster runes, though I could see more ability power runes run on this bad boy, flash/ignite) and stacking doran’s for survivability early game and rushing rabadon’s deathcap is THE way to go.  Oh, and before I forget to mention this, Ziggs is OP for another silly reason.  If your jungler can manage without blue, Ziggs can walk over and take it around level four.  Yeah, you heard me.  LEVEL.  FREAKING.  FOUR.  Turns out, like I said above, dat minefield is incredibly stupid.  And so is the AI for golem.  Throw Q, lay mines, kite golem over ALL OF THEM.  Basic attack with passive, throw Q, and he should be incredibly close to dead.  Also, if you care to, build up a Deathfire Grasp before Rylais or Zhonyas, just to nuke harder. YES!  I GET TO MAKE UNINTENTIONAL PUNS TOO!  ZIGGS ROCKS!

And with that aftermath, I give you this as my solemn farewell (from this guide at least):

So beautiful. Like watching the sun set on the French Polynesian Islands. *content sigh*

Oh, and before I forget: One thing you MUST do with Ziggs when you play him.  SPAM THE HELL OUT OF SHIFT + 4.  Kinda of like singed.  But more menacing.  And maniacal.  BWAHAHA!!!!!

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About TheScourgeXV88

Scourge is an ambitious gamer who loves single player FPS and tower defense games. He will eventually realize his love/hate relationship with both people and LoL simultaneously. Aside from the obvious, he is also an avid Magic: The Gathering player, and has been to college for Computer Sciences, Physics, and soon to be Business. View all posts by TheScourgeXV88

One response to “League of Legends Review: Ziggs, the Hexplosives Expert.

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