[Tutorial] Ziggs Adc, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode 5V5)
Champion Info (Ziggs adc 5v5 )
Attack: 55
Defense: 4
Magic: 9
Difficulty: 4
Health: 606
Move Speed: 325
Armor: 21
Range: 550
Health Regen: 6.5
Critical Strike: 0
Attack Speed: 0.656
Ziggs
the Hexplosives Expert
Mage
Ziggs 5v5 mid
Ziggs 5v5 adc
Ziggs 5v5 support
Ziggs 5v5 top
Ziggs 5v5 jungle
ADC
- Tier: C
- Win: 51.16%
- Role: 57.07%
- Pick: 1.22%
- Ban: 0.38%
- Games: 9623
- KDA: 2.47
- Score: 53.27
With a love of big bombs and short fuses, the yordle Ziggs is an explosive force of nature. As an inventor's assistant in Piltover, he was bored by his predictable life and befriended a mad, blue-haired bomber named Jinx. After a wild night on the town, Ziggs took her advice and moved to Zaun, where he now explores his fascinations more freely, terrorizing the chem-barons and regular citizens alike in his never ending quest to blow stuff up.
Ziggs Tips (Ally)
- Even if you're far from a fight you can still help from afar with Mega Inferno Bomb.
- Slowing your enemies with Hexplosive Minefield makes it easier to land other abilities.
- Knocking yourself over walls with Satchel Charge can be great when chasing after or escaping from enemies.
Ziggs Tips (Enemy)
- Don't step on Ziggs' mines! They'll slow you and make it much easier for him to hit you with his other abiltiies.
- Many of Ziggs' abilities have long cooldowns. Try catching him just after he's used his abilities.
- Ziggs' ultimate, Mega Inferno Bomb, deals more damage in the center of the explosion.
Summoner Spells
Consumable: 0 Cooldown: 300 Range: 425 Teleports your champion a short distance toward your cursor's location. |
Consumable: 0 Cooldown: 360 Range: 25000 After channeling for 4 seconds, teleports your champion to target allied structure. Upgrades to Unleashed Teleport at 10 minutes, which teleports your champion to target allied structure, minion, or ward. |
Ziggs Masteries
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Damaging a champion with an ability hurls a comet at their location, or, if Arcane Comet is on cooldown, reduces its remaining cooldown. Cooldown: 20 - 8s Cooldown Reduction: Single Target: 20%. Area of Effect: 10%. Damage over Time: 5%. |
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana. After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds. Cooldown: 15 seconds |
Gain bonuses upon reaching the following levels: Level 5: +5 Level 8: +5 Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%. |
Your next damaging ability hit sets champions on fire dealing 20 - 40 bonus magic damage based on level after 1s. Cooldown: 10s |
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Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 2 mins, until 6 min. Biscuits restore 8% of your missing health and mana. Consuming or selling a Biscuit permanently increases your mana cap by 40. Manaless: Champions without mana restore 12% missing health instead. |
You get free Slightly Magical Footwear at 12 min, but you cannot buy boots before then. For each takedown you acquire the boots 45s sooner. Slightly Magical Footwear grants you an additional |
+9 |
+9 |
+10-180 Health (based on level) |
Ziggs Starting Items (PROBUILD)
BUY: 400 SELL: 160 |
BUY: 50 SELL: 20 |
BUY: 0 SELL: 0 |
Ziggs Recommended Items (PROBUILD)
BUY: 2900 SELL: 2030 Gain a Shot Charge every few seconds. Damaging Abilities consume all Shot Charges to deal an additional magic damage to the target and one additional nearby target per charge. If there are insufficient targets in range, for each remaining shot, repeat the damage on the primary target. |
BUY: 1100 SELL: 770 |
BUY: 2900 SELL: 2030 Gain Ability Power equal to your bonus Mana. Strike a target with an Ability to consume a charge and gain bonus Mana. Grants a maximum of 360 Mana at which point this item transforms into |
BUY: 3000 SELL: 2100 Dealing damage with Abilities causes enemies to burn. For each second in combat with enemy champions, gain increased damage. |
BUY: 2900 SELL: 2030 Dealing 35% of a champion's maximum Health within a short duration applies After a few seconds, strike the target, dealing magic damage. If the target dies before the strike, it detonates immediately, dealing damage in a large area and grants bonus gold. |
BUY: 3200 SELL: 2240 |
BUY: 0 SELL: 0 |
BUY: 500 SELL: 200 |
Ziggs Active Abilities
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Q | Q | Q | Q | Q | ||||||||||||||
W | W | W | W | W | ||||||||||||||
E | E | E | E | E | ||||||||||||||
R | R | R |
Passive | Q | W | E | R |
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Periodically, Ziggs' next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability. |
Cooldown: 6/5.5/5/4.5/4 Consumable: 50/55/60/65/70 Range: 850 Ziggs throws a bouncing bomb that deals magic damage. |
Cooldown: 20/18/16/14/12 Consumable: 80 Range: 1000 Ziggs flings an explosive charge that detonates after 4 seconds, 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. |
Cooldown: 16 Consumable: 70/80/90/100/110 Range: 900 Ziggs scatters proximity mines that detonate on enemy contact, dealing magic damage and slowing. Successive mine detonations on the same target deal reduced damage. |
Cooldown: 120/95/70 Consumable: 100 Range: 5000 Ziggs 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. |