PShort Fuse
Periodically, Ziggs' next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability.
the Hexplosives Expert
Few mid laners project power across the map quite like Ziggs. As a low-difficulty artillery mage, he controls the lane by seeding it with explosives and pushing opponents into fights on his own timing. Bouncing Bomb is the core of his damage: a lobbed projectile that ricochets, letting him harass over minion waves and around corners. Short Fuse adds bonus magic damage to his next basic attack on a timer, and casting abilities shortens that timer.
Satchel Charge is the most inventive part of the kit. The explosive can be set to go off after a delay or detonated by hand, knocking enemies back while sending Ziggs himself away from danger without taking damage. Because it works as a disengage, a wall-hop, and a repositioning tool, it gives a champion with little natural mobility a real way out. Hexplosive Minefield lays proximity mines that deal damage and slow anything crossing them, letting him hold chokepoints and pull divers off his carries during teamfights.
Mega Inferno Bomb is what makes him dangerous in teamfights and during sieges. Its range is enormous, and it hits hardest at the center of the blast, so grouped enemies take the worst of it. Paired with his passive, which lets his auto attacks chew through towers quickly, Ziggs is at his best when sieging, clearing waves, and breaking open stalled games from far away.
His weaknesses come from the same design. Nearly all of his meaningful damage is skillshot-based, so mobile champions who sidestep bombs or dive onto him can punish him, and Satchel Charge is his only real panic button. Ziggs is a good fit for players who like long-range area denial, patient siege play, and making whole regions of the map feel unsafe to stand in.
PPeriodically, Ziggs' next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability.
QZiggs throws a bouncing bomb that deals magic damage.
WZiggs flings an explosive charge that detonates after a delay, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage. Ziggs can use the Satchel to hexplode vulnerable enemy turrets.
EZiggs scatters proximity mines that detonate on enemy contact, dealing magic damage and slowing. Successive mine detonations on the same target deal reduced damage.
RZiggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take more damage than those farther away.
| HP | 606 |
| HP per level | 106 |
| Mana | 480 |
| Resource per level | 23.5 |
| Armor | 21 |
| Magic Resist | 30 |
| Attack Damage | 55 |
| Attack Speed | 0.656 |
| Move Speed | 325 |
| Attack Range | 550 |
| HP Regen | 6.5 |
| Resource Regen | 8 |
Imported from op.gg · updated every 48 hours.
Win rates are Ziggs's results against each champion, imported from op.gg.
Ziggs is usually played in Mid.
Ziggs is classified as Mage and uses Mana as a resource.
Short Fuse (Passive), Bouncing Bomb (Q), Satchel Charge (W), Hexplosive Minefield (E), Mega Inferno Bomb (R).
Yes — current Ziggs builds are listed above.
APA, Boy Wonder, Ceros.

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