
Mage / Artillery
Beginner Rule
Don't stand still against Ziggs — most of his damage comes from skillshots.
Ziggs is an artillery mage who excels at long-range poke, waveclear, and objective pressure. He wants to wear enemies down from a distance before finishing towers and objectives with his explosive damage. Many beginners become impatient and walk into Ziggs' poke range repeatedly.
Level 6 – Ultimate adds massive long-range burst.
First Item – Poke becomes much harder to handle.
Mid Game – Exceptional tower pressure.
Constant poke
Satchel Charge displacement
Long-range ultimate
Tower destruction
QWhat it does
Throws a bouncing bomb dealing magic damage.
How to play against
The bomb bounces unpredictably based on terrain. Watch the full bounce path.
WWhat it does
Flings an explosive charge that detonates after a delay or on reactivation. Also knocks Ziggs himself backward.
How to play against
He can use W as an escape jump. The detonation can destroy low-HP turrets. Watch for turret explosions near minion waves.
EWhat it does
Scatters proximity mines dealing damage and slowing. Dashing through them triggers explosions and stuns.
How to play against
Never dash through his minefields — the stun is brutal. Walk around them.
RWhat it does
Deploys the Mega Inferno Bomb at any distance on the map dealing damage in a large area.
How to play against
A map-wide AoE bomb. Centre deals maximum damage. Move off the outer ring as soon as it appears.
Q → Poke
Core lane pattern.
E → Zone → Q
Controls movement.
R → Finish Targets
Secures kills from range.

Short Fuse: periodically his next basic attack deals bonus magic damage and has extended range. His empowered auto has extended range — respect the longer range poke.