3 Ziggs combos explained key by key: in which order to cast the abilities, when to use them and what each step does. The main combo is Q › AA › E. Further down: every ability's cooldown, cost and range, and the skill max order measured over ranked games.
Ziggs combos
Written guide · based on the official ability texts
Harassment
Q›AAAA›E
When: An enemy is within range.
Bouncing Bomb deals damage, your attack benefits from the passive bonus, Hexplosive Minefield slows.
The exit
W›E
When: An enemy dives you.
Satchel Charge knocks back the enemies and you (no damage to you); place mines behind you to slow.
The siege ultimate
R›Q›W
When: Enemies are grouped or a turret is vulnerable.
Mega Inferno Bomb is thrown from very far away: more damage in the main impact zone; use Satchel Charge to destroy vulnerable turrets.
Common mistakes
Casting the ultimate without aiming at the main impact zone.
Wasting Satchel Charge with no plan.
Placing mines with no strategic placement.
Cooldowns, costs and ranges
A combo only comes back once its abilities are off cooldown: these values (rank 1 to max rank, in seconds) tell how long to wait between two combos. Source: Data Dragon 16.19.1.
Ability
Cooldown (s)
Cost
Range
Q · Bouncing Bomb
6/5.5/5/4.5/4
50/55/60/65/70 Mana
850
W · Satchel Charge
20/18/16/14/12
80 Mana
1000
E · Hexplosive Minefield
16
70/80/90/100/110 Mana
900
R · Mega Inferno Bomb
120/95/70
100 Mana
5000
Official ability descriptions
PassiveShort Fuse
Periodically, Ziggs' next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability.
QBouncing Bomb
Ziggs throws a bouncing bomb that deals magic damage.
WSatchel Charge
Ziggs 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.
EHexplosive Minefield
Ziggs scatters proximity mines that detonate on enemy contact, dealing magic damage and slowing. Successive mine detonations on the same target deal reduced damage.
RMega Inferno Bomb
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.
Skill order
Max order: Q > E > W46.2% · 39 games
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Q
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W
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E
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R
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The order shows which abilities reach rank 5 first; the grid shows the most-played level-up sequence with that order (measured over 57 games).
Riot's official tips for playing Ziggs
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.
How to play around Ziggs's combos
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.
Frequently asked questions
What is Ziggs's main combo?
Harassment: Q › AA › E. An enemy is within range. Bouncing Bomb deals damage, your attack benefits from the passive bonus, Hexplosive Minefield slows.
Which ability should I max first on Ziggs?
The most-played max order is Q > E > W (39 games, 46.2% win rate).
What is the cooldown of Ziggs's ultimate?
Mega Inferno Bomb has a 120/95/70 second cooldown depending on its rank.