ZIGG REWORK!!!!!! Maybe Concept Alberto & Ramon Bernard

THEOFOOL·2/17/2016, 4:23:10 AM·2 votes·771 views
http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Ziggs_5.jpg

Ziggs is one of my favorite champions. Thematically he's explosive, but he has fallen from grace. Ziggs is stuck in that grey area of champions that are good but never actually get any play time. I blame the meta shifting to favor a much quicker and snowball oriented game play. With these changes, we hope to make him a champion that takes skill and foresight to play correctly. Reworking his passive, W and E but left his iconic Ultimate the same. all this to try make him more viable and consistent to what an explosives expert would have in his arsenal. We wanted to make it so that he would have ways to combo and control his surroundings, while still requiring a great degree of skills when it comes to landing his shots. Landing auto attacks will be more important than ever because they also interact with his abilities: enhancing them in one way or another. He's still a high damage mage, but now he has some tools to better deal with ganks and all ins. We tried to keep his theme in mind when working on this.

We think that these changes would help bring him back into the limelight.

Passive- Hextech charges

Zigg Auto attack places 1 Charges up to 3 charges per auto attack. On the 4th auto Zigg deal an extra 20% as magic Damage. Charges last up for 3 seconds.

“Q” Bouncing Bomb Zigg Throw a bomb that bouncing up to three times before exploding. 65/115/165/215/260 (+60% Ability Power)magic damage.

If the enemy has Hextech charges the Bomb will stick to them and explosion after 1.5 second. Dealing an extra 20/30/40% damage and all near by enemies for half the damage.

Cost: 50/55/60/65/70 mana Cooldown: 6/5.5/5/4.5/4 seconds Range: 850

**“W” Stachel Mine. ** Zigg can stork 3 -5 mine at at time. Zigg can throw and place the mines that go invisible after .5 sec. enemies that walk over the mince trigger it and take 70/105/140/175/210 (+0.35*AP) Damage. If an enemy has charges place on they when they trigger the mine they take bonus magic damage and are knock alway form Ziggs. 100 units with 1 charge, 150 with 2 and 200 with 3 charges

Ziggs can run over the mines and trigger it setting him on fire. Giving him 40% movement boost for 2.5 sec…. Ziggs take no damages.

Cost: 50/55/60/65/70 mana Cooldown: 26/24/22/20/18 seconds Range: 1000

“E” Hextench Fire bomb Ziggs throws a container of liquid fueled to a target location. Its blow up dealing 40/65/90/115/140 (+0.30AP) of magic damage on impact and leaving a burning field for 4 sec. Enemy units that walks into the field catch fight Fire and take 10/45/70/105/130 (+0.30AP) in magic damage for 2 second. If an enemy Champion touch another enemy unit they catch on fire.

The enemy burn for an additional 0.5 second for each charges they had place on them. max of 2 extra seconds

Cost: 70/80/90/100/110 Mana Cooldown: 16 seconds Range: 900

“R” Mega Inferno Bomb Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take 250/375/500 (+0.9*AP) magic damage. Enemies farther away take 80% damage. Minions take double damage.

If an enemy get hits while having charges place on them this ability ignores 15 to 45% of their Magic resist

Cost: 100 Mana Cooldown: 120 second Range: 5300

1 Comments

AHarmlessTaco2/17/2016, 10:14:55 PM1 votes

Really hard to say on this one without bias. I am a HUGE fan of Ziggs as he is currently. Every ability on current Ziggs feels good to me and when I read this I don't feel as good about it. Your new passive would require Ziggs to auto attack a lot which is very brutal on him. I like the current passive and its interactions with spell casts. It lets you periodically hit hard, especially with Lich Bane, without making you work super hard all the time for it. Also, reading these abilities I think ZILEAN Q, JIHN W, CORKI E, and a near global ult that requires you to have auto attacked people... which defeats the whole goal of it being a global ult.

If you are going to rework someone, look at what they REALLY need. Take into account the current playstyle of the champion, their strengths and their weaknesses before you go changing too much. Right now Ziggs is a zone control siege caster, but your rework makes him into an auto attack based flaming guy that blows things up... which is too much for me. The only thing I got from this that couuuuld be pretty interesting is leaving flaming trails, but again that's a Corki/Rumble thing.

I blame the meta shifting to favor a much quicker and snowball oriented game play.

Don't change a good champion just because of a meta shift. Every champion needs their time to shine and changing everyone to suit a meta isn't the best course of action. Again, you hit me on a sore spot because I really like the current Ziggs design.

He's still a high damage mage, but now he has some tools to better deal with ganks and all ins.

As a siege mage, Ziggs is supposed to be weak to all ins and ganks, utilizing only his range to prevent these from happening. ALTHOUGH, Ziggs is special in that he has his Satchel Charge, which is a very powerful tool with a high cooldown because it patches his major weakness. You want to be careful giving him any more power in this area because it is a highlighted weakness that is nicely done right now IMO.