Main
▾
Traits
Current



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



Alt Build 5



Toss a bomb at target, dealing 180/270/450/535 (
) magic damage. 3 mini-bombs fly out, dealing 80/120/180/240 (
) magic damage to random enemies.
Current



Become energized and heal 848/1106/3142 (
) over 2 seconds. While energized, deal 120/180/1000 (
) magic damage to a nearby enemy each second. Afterwards, deal 77/139/1247 (
) magic damage to all enemies within 2 hexes.
Experiment Bonus: Gain max Health. On each takedown, gain more max Health.
Current



Alt Build 1



Throw a canister at target, dealing 100/200/1000 (
) magic damage to them and releasing 4/4/8 monstrosities. Monstrosities attack 5 times and deal 36/55/100 (
) magic damage per attack.
Current

Blast target for 230/345/550 (
) magic damage. Every third cast, splash miasma to 2 enemies within 3 hexes, dealing 160/240/385 (
) magic damage to each.
Alt Build 1


Jump to a nearby hex and web all enemies within 2 hexes, Stunning them for 2/2/8 seconds and dealing 120/180/1200 (
) magic damage. Heal 400/450/2000 (
).
Current



Briefly gain 40% Durability and summon a massive claw, dealing 160/240/800 (
) magic damage to the most enemies in a line. The 4 closest enemies take 25% more damage and are pulled towards Mordekaiser.
For the next 10 seconds, gain 30% Omnivamp, +1 Attack Range, and replace every attack with a slam that deals 330/500/3000 (
) magic damage to target and 85/125/1500 (
) magic damage to all other enemies within 2 hexes.
For the next 10 seconds, gain 30% Omnivamp, +1 Attack Range, and replace every attack with a slam that deals 330/500/3000 (
When to Play
Artifacts
Strategy
Tips & Tricks
- Generally do not play Ziggs unless you can get him for “free” (you have an augment like Caretaker’s) or you have Manazane.
Openers
Dominator Watcher





Strong Conditions
Items

Augments


Item Priority

Spear of Shojin

Jeweled Gauntlet

Guardbreaker

Nashor’s Tooth
Economy Strategy
- Level to 4 if you have upgrades and a good item to place on one of those upgrades.
- Level to 5, unless on 3 loss streak.
- Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
- Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
- Level to 7 if you can stay above 30g, otherwise stay level 6.
- Level to 7.
- Level to 8. Roll for desired comp until stable. “Stable” changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
- If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
- If you are low HP and haven’t 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
- If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can’t afford to go 9 this game, roll every turn for upgrades.
- Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
- For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.