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General Information
TitleThe Hexplosives Expert
Real NameZigmund
Release DateFebruary 1st, 2012
Cost4800 BE 880 RP

536 (+ 92)

6.5 (+ 0.6)

480 (+ 23.5)

8 (+ 0.8)


54 (+ 3.1)

0.656 (+ 2%)


22 (+ 3.3)

30 (+ 0.5)
Developer Info
DDragon KeyZiggs
Integer Key115
External Links
Game Info Wikileagueoflegends.fandom.com

Ziggs is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
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? Unpredictable, dangerous, yes yes. But quite brilliant!"

- HeimerdingerSquare.pngHeimerdinger


Okay, Zaun. I’m here, I’m fuzzy, and I’m ready to explode stuff.

All that time up there in Piltover serving high-quality pyrotechnics to ungrateful snoots, Heimerdinger making me hide behind that dumb glamour, never allowed to do what I want... It’s left me with a thirst for KA-BOOM!

But was Jinx right? Is the gloomy, stinking undercity teeming with whizz-bang potential?

Let’s see what we’ve got here. What am I looking at? Nondescript building, nondescript building, slightly bigger nondescript building, an explosives factory, another nondescript building, nondes—WAIT, WHAT?

Explosives factory?! Dreams can come true!

I’m not crying. That’s just the Zaun Gray gettin’ all up in my eyes.

Man, the things they must have in there... But it looks so normal. Dull, even. No flashing lights, no sparkling signs... just a rundown pile of bricks and ironwork. It’s like no one even cares how bombs are made. And it’s quiet... GASP! They must have it soundproofed because of all the live bomb testing! I’ve gotta get in there! Ooh, I bet there’s a super secret passageway or maybe you have to blow the front wall off or—

Oh, wait, there’s the door.

Hang on, what’s this?


You’ve gotta be kidding me! Why? How? How could this sacred place no longer be in use? How could anyone be so disrespectful of the creation of lovely explosives and shut it down forever and—what is that noise?

Huh, I’m pretty sure locks aren’t supposed to be all mangled like that. Looks like this door’s been busted open. Let me poke my head around...

I appear to be looking at a pair of disgruntled young humans. Not bombs. Humans. In an empty room. I may be losing interest. They haven’t seen me, at least.

“This sucks,” one of them says. He looks as disappointed as I feel. “You said this place was full of bombs. Well, we’ve searched every corner, and there’s nothing here!”

Stop it now, kid. This hurts.

The other one kicks over an empty crate. “How was I supposed to know they cleared it out?!”

Did neither of them read the sign? I swear, humans never look—

“Whatever,” the first one sighs. Whoa. I wasn’t done thinking my thought. Rude. “I’m bored. Let’s go.”

Not before me—I’m not ready to have my fur ruffled today. See ya, kids!

Man, I can’t believe this. My first venture out in the undercity and I find a bomb factory! Entirely committed to making bombs! That could’ve been home. But no, instead it was the home of shattered dreams.

I’ve gotta do something about this. Yeah. Yes. That’s it. It’s the right thing to do. It’s what it was made for...


Oh, hey! Welcome to my lab. Well, Jinx’s lab. She’s letting me crash here while I find my feet in Zaun. She thinks I only exist in her head, so I guess I’m not taking up too much room. Besides, with all her scrap heaps and bits of junk everywhere, I’m pretty sure I’m not the only thing with fur running around this place.

What, these? Just some hexplosives I’m working on. My own design, of course.

These bad boys are gonna give that old factory the send-off it deserves. Let it go out with some dignity.

I can’t leave it as I found it earlier, waiting for another innocent incendiary enthusiast to come along, get them all excited, and then rip their heart right out without so much as a spark. It was a real emotional rollercoaster.

No, I’ll spruce the place up with my own devices, and then they’re gonna go off one after the other like little fireworks. Flash! Bang! Tssss! Flash! Bang! Tssss! Over and over until the whole place crumbles down in a huge explodey mess.

I call them “Chain Smokers”.

Almost done. I just take this bit here, and this thing here, and... Perfection.

Let’s go blow stuff up!

Okay, I’m back in the building. Come on, “KEEP OUT” sign, you had one job.

My little Chain Smokers are all laid out, ready to show their papa what they can do.

But Ziggs, I hear you say, how are you going to appreciate the products of all your talents if you can’t see them in action? My thoughts exactly. So I’ve got an extra treat for us all: I’m gonna blow the front wall off first!

This big one here’s the Party Popper, and it’s going to create the ultimate peephole!

Alrighty, time to push the button! Three... two... one... Big baddaboom!

...in sixty seconds.

What? I’ve gotta get out of here first—I don’t want to blow myself up!

Come on, come on, come on, I’m ready now! Got this nice pile of junk to hide behind. Perfect viewing distance. And... explode!

Nope. Forty seconds left. Turns out crossing the street doesn’t take that long.

Hey, why did the yordle cross—Oh no, what’re those kids doing back here?! They’re gonna get themselves a faceful of wall if they don’t move soon. Move. Move!

They’re not moving. They’re spray painting the wall. For the love of...

“Hey!” I call from behind the junkpile. “You kids! Get away from there!”

Yeah, that got their attention. A real Ziggs, out in the wild. They’re still standing there, though.

“What? You never seen a yordle before? Seriously, though, you need to move! You’re gonna get hurt!”

Are they...? They are! They’re laughing at me! Well, maybe I’ll just leave them to get exploded, after all! Jinx sure would.

Ohhhhhh, right. Jinx is a psychopath.

Ah! Ten seconds!

And I’m running. I’m running straight at those little sump-punks. Better to be tackled by a yordle than crushed by a building. That’s what I always say.

They’re not laughing anymore. The bigger one’s opening its mouth. “What’re you do—”

“No time! Move!”


We hit the other side of the street just as the wall goes up.

Yes! Bombs away!

Flash! Bang! Tssss! Flash! Bang! Tssss!

It’s mesmerising. Little lightning bolts striking every surface. Bricks tumbling down. Smoke pouring out, clouding all the locals who’ve come out to watch.

Flash! Bang! Tssss!

Wait, why are all these people staring at me instead of my art?

Flash! Bang! Tssss!

The roof is now completely caved in. It’s magical. No, I told you before, it’s the Gray! I’m not crying.

Flash! Bang! Tssss! Flash! Bang! Tsssssssss.

Haha! Yes! I can’t help it. I’m doing my happy dance. That was perfect!

Those two kids are looking at me like I just slapped their grandmother. I guess Zaunites are more used to collapsing buildings than gleeful furballs.

Whatever. I’m going in for a closer look.

My Chain Smokers performed just as they should; what was once a solid structure is now a blackened heap of rubble. That useless “KEEP OUT” sign is poking out from under a smashed roof tile. I’m gonna pick it up, a little souvenir for the lab.

Flash! Bang!

Gah! One of those sneaky little hexplosives waited for me to have a front-row seat. I think I’m on fire but—


—I’m flying through the air—


—trailing smoke—

“Oh, it burns! And tickles! But mostly burns! Hahahahahaha!”

—and all eyes are on this furry rocket.

“See, kids? Now that’s how you make bombs!”


Short Fuse.png Short Fuse [Passive]

Active: Every 12 seconds, Ziggs' next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability. When Ziggs' target is a structure, his attacks deal 250% damage. Magic Damage: 20 - 160 (+50%)
Cooldown Reduction: 4 / 5 / 6 seconds
Bouncing Bomb.png Bouncing Bomb [Q]
Cost: 50 / 55 / 60 / 65 / 70 Mana Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds Range: 850 to 1400 Area of Effect: 150

Active: Ziggs throws a bouncing bomb that deals magic damage. Magic Damage: 85 / 135 / 185 / 235 / 285 (+65%)
Satchel Charge.png Satchel Charge [W]
Cost: 65 Mana Cooldown: 20 / 18 / 16 / 14 / 12 seconds Range: 1000 Area of Effect: 325

Active: Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is reactivated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.

Satchel Charge will hexplode structurally unsound towers below a Health threshold.

Magic Damage: 70 / 105 / 140 / 175 / 210 (+50%)
Tower Health Threshold: 25 / 27.5 / 30 / 32.5 / 35%
Hexplosive Minefield.png Hexplosive Minefield [E]
Cost: 70 / 80 / 90 / 100 / 110 Mana Cooldown: 16 seconds Range: 900 Area of Effect: 325

Active: Ziggs scatters proximity mines that detonate on enemy contact, dealing magic damage. Enemies hit are slowed for 1.5 seconds.

Enemies triggering a mine take 40% damage from additional mines. Mines disarm automatically after 10 seconds.

Magic Damage: 30 / 70 / 110 / 150 / 190 (+30%)
Subsequent Mine Damage: 12 / 28 / 44 / 60 / 76 (+12%)
Slow: 10 / 20 / 30 / 40 / 50%
Mega Inferno Bomb.png Mega Inferno Bomb [R]
Cost: 100 Mana Cooldown: 120 / 95 / 70 seconds Range: 5000 Area of Effect: 550

Active: Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take magic damage. Enemies farther away take two-thirds damage. Max Magic Damage: 300 / 450 / 600 (+110%)
Min Magic Damage: 200 / 300 / 400 (+73%)

Patch History[]

Patch 10.16

Passive bonus damage ratio now flat; maximum damage to structures increased.

Bumping up this bombing bud to better bonk down buildings and, more importantly, to bring an artillery mage into the meta.

Short Fuse.png Passive - Short Fuse

BONUS DAMAGE RATIO : [0.3/0.4/0.5 ability power (levels 1/7/13)]
0.5 ability power

Patch 10.2 Q base damage increased. W enemy knockback increased. E slow increased.

We're giving Ziggs a stronger way to disrupt opponents and encourage a greater presence in the early game.

Bouncing Bomb.png Q - Bouncing Bomb

DAMAGE : [75/120/165/210/255]

Satchel Charge.png W - Satchel Charge


Hexplosive Minefield.png E - Hexplosive Minefield

SLOW : [20/25/30/35/40%]

Patch 9.16
W AP ratio increased; cooldown decreased early. R cooldown decreased late.

Ziggs isn't doing so hot right now, so we're buffing up one of his less potent abilities and letting him access his ultimate more frequently.

Satchel Charge.png W - Satchel Charge

RATIO : [0.35] 0.5 ability power
COOLDOWN : [24/21/18/15/12]

Mega Inferno Bomb.png R - Mega Inferno Bomb

COOLDOWN : [120/105/90]

Patch 9.12

We completely overhauled Ziggs' VFXs, focusing on showing the actual size of the his AoEs and bringing him up to modern standards.

BASIC ATTACK : New sparky missiles and hit effects
SHORT FUSE : Empowered hits are more explode-y; missiles are more sparky
BOUNCING BOMB : More sparks, new missile, and the explosion now leaves a crater that shows the size of the AoE
SATCHEL CHARGE : New explosion that leaves behind a crater; new upward movement to reinforce the knock-up feel; new hit effects; adjusted AoE indicators to match hitbox
HEXPLOSIVE MINEFIELD : Subtle trail on the missiles and range indicator on the mines. Also leave small craters on impact. And of course, more sparks!
MEGA INFERNO BOMB MUSHROOM CLOUD AND MORE SPARKS! : New cast, indicators, missile, AoE, and hit effects.
MAD SCIENTIST ZIGGS : Now with more bubbles and green goo
POOL PARTY ZIGGS : Cleaned up the noise on his abilities and adjusted to better match the rest of the skin line
SNOW DAY ZIGGS : Cleaned up the noise on his abilities and added some warmth to his missiles and explosions
ARCANIST ZIGGS : Added the crater in his ultimate and updated the indicator to match the base skin's
ODYSSEY ZIGGS : Added the crater in his ultimate

E base damage increased at later ranks.

Ziggs could use a bit more oomph as the game goes on. We're not looking to up his poke damage, but when he does commit to a fight, we think he needs a bit more boom. Ziggs also got mana changes as part of our mage mana refactor, so check out that section above.

Hexplosive Minefield.png E - Hexplosive Minefield

BASE DAMAGE : [40/65/90/115/140]

25 mages have more mana regen and base mana, but less mana growth. 5 other mages have more mana regen.

We’re increasing mana regen on the champions most affected by the changes to Doran's Ring and Last Chapter. Mages are also getting some changes to their mana pools and their mana growth. Overall, they’ll be up a bit of starting mana and mana regen, but be substantially down on mana per level.


HEALTH : [524.4] 536

W cooldown reduced.

Due to its long cooldown, Satchel Charge tends to see more use as an escape tool than a catch tool. We think both cases are valid and interesting, so we're giving Ziggs more chances to fish for offensive cases.

Satchel Charge.png W - Satchel Charge

COOLDOWN : [26/24/22/20/18]
24/21/18/15/12 seconds

E mines check for collision more frequently.

If you dashed through Ziggs Minefield, sometimes you wouldn't get hit. This wasn’t a super-common occurrence, but it felt weird when it happened. So, we’re making Hexplosive Minefield do what you’d expect.

Hexplosive Minefield.png E - Hexplosive Minefield

DETONATE TIMER : [checks every 0.25 seconds] checks every 0.1 seconds

More bugfixes!

Bouncing Bomb is already unique among skillshots, thanks to its defining bounce mechanic. This gives Ziggs some neat plays (bounce a bomb over a frontline to explode a squishy target), but also leaves room for some really wonky visuals when fighting bigass monsters. We’re cleaning up the bounce’s detection to help Ziggs take these objectives without feeling cheated by his bomb casts (and before you ask, yes, six-stack Cho’Gath is basically an objective).

Bouncing Bomb.png Q - Bouncing Bomb

BUGFIX : Bouncing Bomb will now more consistently explode when bouncing near large units such as Baron, Dragon, and six-stack Cho'Gath


What would Ziggs do? The answer should almost always be “blow everything up,” but for an impulsive demolitionist, Ziggs spends a lot of time protecting turrets with his waveclear rather than knocking them down. Dialing back on his multi-lane wave clear lessens his ability powerto stall out games and drives more interactive gameplay with his opponents. In exchange, we’re giving the Hexplosives Expert the to bring the boom to his enemies’ turrets, chunking them down with Short Fuse procs before hexploding them with Satchel Charge when they’re vulnerable. Let no turret be left standing!

Short Fuse.png Passive - Short Fuse

RATIO : [0.25/0.3/0.35 ability power (at levels 1/7/13)] 0.3/0.4/0.5 ability power (at levels 1/7/13)
COOLDOWN REDUCTION ON ABILITY USE : [4 seconds at all levels] 4/5/6 (at levels 1/7/13)

Satchel Charge.png W - Satchel Charge

BOOM : Can now be used on turrets below 25/27.5/30/32.5/35% of their maximum health to instantly destroy them

Mega Inferno Bomb.png R - Mega Inferno Bomb

COOLDOWN : [120 seconds] 120/105/90 seconds
MINION HATE No longer deals double damage to minions

R sweetspot damage increased.

Folks aren't contesting objectives like they used to, meaning Ziggs' poking and sieging strengths have gone largely unnoticed in 2016. We don't want thing to go back to the '1v1 Mid Ziggs Only 50 Minutes' stall-fests of the past, so we're ratcheting up his hexplosive power to punish teams out of position.

Mega Inferno Bomb.png R - Mega Inferno Bomb

BASE DAMAGE : [250/375/500] 300/450/600
RATIO : [0.9 ability power] 1.1 ability power
OUTER-RADIUS DAMAGE FALLOFF : [25% less damage] 33% less damage
LOOK OUT BELOW Warning indicator updated to clearly show the sweet-spot radius

Passive damage to structures up.

Ziggs is a champion whose performance is tied intrinsically to the pace of the game, blooming when late-game sieges are common and wilting against speedy tower pressure. We’re going easy on the changes as we suss out the systems surrounding game flow, but wanted to send him off with an extra boom for when he’s trying to push an advantage.

Short Fuse.png Passive - Short Fuse

damage TO STRUCTURES : [50%] 100%


In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary.


The following champs have +50 base mana and -3 mana scaling (net -1 mana at level 18):

Q cost down.

"Hoo boy. Ziggs buffs. Long since the poster-child for stalling games and siege stand-stills, this lovable lunatic hasn't been able to keep up his special brand of madness against the top players in midlane for a while. Thanks to the season's changes making mana regeneration weaker, we feel comfortable adding some fuel to the fire and letting him get back to bombarding as usual. "
  • Bouncing Bomb.png Q - Bouncing Bomb
    • COST : 50/60/70/80/90 mana 50/55/60/65/70 mana

Less bombs in the late game

"By increasing the late game cooldown of Mega Inferno Bomb, Ziggs will have to think harder about whether he uses his R for wave clear or if he should save it for an important team fight."
  • MegaInferno Bomb.jpg R - Mega Inferno Bomb
    • COOLDOWN 120/105/90 seconds ⇒ 120 seconds at all ranks


  • Short Fuse.jpg Passive - Short Fuse
    • SHORTER FUSE: Fixed a bug where Satchel Charge wasn't properly reducing Short Fuse's cooldown

Ziggs moves slower and his bombs got skinnier.

"Right now we see Ziggs as having a unique strategic fit in the game (stalling out to let his teammates ramp up in strength), but he's a little too safe in lane and still has a lot of explosive power to carry his team to a win when he gets ahead. Adding on these strengths, Ziggs is also a well-rounded, consistent champion who can do a lot of things at once, so we're looking for ways to add more risk or unreliability to his kit."

  • General
    • MOVEMENT SPEED: 330 ⇒ 325
  • Bouncing Bomb.jpg Q - Bouncing Bomb

Ziggs' attack range has been reduced.

"Ziggs has a super safe laning phase, even when he's constantly harassing his opponents with abilities and auto attacks. This change is to add a little more risk to Ziggs when he goes in for a hit."

  • General
    • ATTACK RANGE: 575 ⇒ 550

v4.2 Hexplosive Minefield will deal less damage to minions as they hit successive mines. Short Fuse’s base damage and AP ratio were both reduced at lower levels.

Our changes to Ziggs in patch 3.13 turned him into monster when it comes to pushing and counterpushing. While we like the philosophy behind the change, Hexplosive Minefield is a little too good as a wave clear tool, letting Ziggs play passively without any repercussions. The Short Fuse change has a bunch of numbers, but the TL;DR is that it’s just a small nerf to Zigg’s early game harass.

  • Short Fuse.jpg Passive - Short Fuse
    • BASE DAMAGE :: 20/27/34/41/48/56/64/72/80/88/96/105/114/123/132/141/150/160 (20 +7 at levels 1-5 / +8 at levels 6-11 / +9 at levels 12-17 / +10 at level 18) ⇒ 20/24/28/32/36/40/48/56/64/72/80/88/100/112/124/136/148/160 (20 +4 at levels 1-6 / +8 at levels 7-12 / +12 at levels 13-18)
    • RATIO :: 0.35 at all levels ⇒ 0.25 ability power at levels 1-6, 0.3 at levels 7-12 and 0.35 at levels 13-18
  • Hexplosive Minefield.jpg E - Hexplosive Minefield
    • MINION DAMAGE :: 100% from all mines ⇒ 40% damage for each mine they hit beyond the first

Summary: We’ve slightly increased the damage on Short Fuse. Bouncing Bomb can now be cast at targets outside of max range but will only travel the set distance. Satchel Charge's radius has been increased. Hexplosive Minefield and Mega Inferno Bomb are both more effective against minions, with minions no longer taking reduced damage from multiple hits of Minefield and Mega Inferno Bomb dealing double damage to minions.

Context: We've improved Ziggs in terms of general utility while also trying to more effectively carve out his niche as a pushing /counter-pushing champion. Bombs away!

  • Short Fuse
    • Max damage increased to 150 (from 139) (now scales non-linearly)
  • Bouncing Bomb
    • Bouncing Bomb will now cast when targeted outside of its maximum range (will fire to the maximum range in the targeted direction)
  • Satchel Charge
    • Radius increased to 325 (from 275)
  • Hexplosive Minefield
    • No longer deals reduced damage on multiple hits to minions
    • Damage radius per mine increased to 150 (from 135)
  • Mega Inferno Bomb
    • Now deals double damage to minions

v3.09 We wanted to make it easier and more rewarding for Ziggs to use Satchel Charge offensively, whether by detonating it immediately or leaving it as a threat on the battlefield to zone opponents. We also wanted to make Satchel Charge noticeably easier to use for players with moderate to high latency.

  • Satchel Charge
    • Can now be reactivated while in flight, causing the Satchel Charge to detonate on landing
    • Missile speed increased to 1750 from 1600
    • Increased knockback distance to 400 from 350
    • Cooldown now starts when Satchel Charge is cast, not when it detonates


  • Hexplosive Minefield
    • Fixed a bug where the sound effect for triggering a mine would not play
  • Short Fuse is no longer consumed when attacking wards


  • Short Fuse
    • The cooldown indicator now more accurately shows when Short Fuse is available.


  • Base Movement Speed increased by 25.


  • Short Fuse now deals 150% damage to structures

September 18th - World Championship Hotfix

  • Satchel Charge
    • Knockback range on Ziggs has increased
    • Knockup height on enemies has increased
  • Mega Inferno Bomb secondary damage increased to 80% from 75%


  • Satchel Charge's timeout tone will now play properly


  • Satchel Charge cooldown reduced at earlier ranks to 26 / 24 / 22 / 20 / 18 seconds from 30 / 27 / 24 / 21 / 18


  • Bouncing Bomb mana cost reduced to 50 / 60 / 70 / 80 / 90 from 60 / 70 / 80 / 90 / 100


  • Fixed a bug where Ziggs' passive would not trigger when silenced.


  • Fixed a bug where Hexsplosive Minefield's slow effect was displayed higher than intended.


  • Hexplosive Mines
    • Mana cost reduced to 70 / 80 / 90 / 100 / 110 from 80 / 90 / 100 / 110 / 120
    • Slow duration reduced to 1.5 seconds from 2
    • Damage from 2nd and subsequent mines reduced to 40% from 50%
  • Fixed a bug where Ziggs' Mad Scientist skin was leaving particles on the map (Hotfixed 2/21)

ZiggsSquare.pngZiggs released

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