Wild Rift Guides

Ziggs Mid Lane Wild Rift Guide

Ziggs mid lane counters include Fizz, Katarina, and Yone. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.

How to play

  • Clear waves and poke from range Use your 1st ability to throw bouncing bombs at minions and enemies while staying outside their reach.
  • Keep your satchel for an escape Place your 2nd ability beside you, then cast it again to blast yourself away when an enemy gets close.
  • Turn a won fight into tower damage Your 2nd ability can destroy a low-health tower. Push with your minions after winning a fight, then place and detonate it beside the tower when the execute marker appears.

Strengths

  • Huge range and wave clear let him out-poke most mids and shove fast enough to siege towers or zone objectives safely.
  • A 5,000-range ultimate can swing distant dragon, Herald, and side-lane fights, while his passive melts towers.
  • His minefield and satchel layer so much zoning that clean all-ins are hard and chokes become dangerous to cross.

Weaknesses

  • One satchel hop is his only escape, so any assassin or skirmisher who closes the gap runs him down.
  • All his damage is skillshots with wind-up, so missed bombs leave him a squishy mage with nothing to fight back with.
  • He has almost no reliable lockdown, so his poke pressures but rarely converts into clean kills on its own.

Build Snapshot

Rune Setup

Summoner Spells

Ziggs Mid Lane Counters

Who counters Ziggs Mid Lane in Wild Rift (WR)? These champions beat Ziggs in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Fizz: His pole-vault sidesteps your bombs and minefield in one untargetable hop, then he lands on top of you. You cannot out-poke a champion who erases the poke, and his item spike makes every catch lethal.
  • Katarina: Dashes and resets carry her through the minefield that should zone her, landing on your immobile frame before the bombs connect. If she snowballs off a pick, the lane is lost.
  • Yone: He walks through your poke behind his shield and bridges the gap with a knockup that ignores your spacing. One satchel hop buys a single disengage, and he wins every duel after two items.
  • Zed: His shadow swaps dodge your bombs, and his ultimate deletes you the moment it comes online, since one satchel hop rarely buys enough distance to survive the burst.
  • Ahri: Her three dashes and charm carry her through the bombs and minefield you use to keep distance, and one landed charm sets up a burst your immobile frame cannot survive. Her mobility outpaces your single satchel hop.

Champions Ziggs Is Strong Against

Ziggs's best matchups in Wild Rift. Ziggs holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.

  • Veigar: Your bombs pressure him from outside Event Horizon (3rd), and your waveclear forces him to spend time farming instead of setting up a cage. Do not try to Satchel Charge (2nd) through the cage wall: touching it still stuns you.
  • Vex: Her kit is built to punish dashes, which you barely use, so the part of her that terrorizes other mids does little to you, and your range beats her gloom poke.
  • Syndra: Neither her sphere poke nor her stun setup reaches as far as your bombs, so she has to walk into a siege and pay for it. Her point-and-click ultimate is the only real threat.
  • Mel: An artillery standoff you win: your minefield and siege out-zone her volley, and the snare that is her only peel does not stop your satchel hop. Her reflect only punishes a telegraphed committed cast.

Early Game

Establish early that the lane belongs to your range. Land Bouncing Bomb (1st) on the enemy whenever it lines up with the wave so you chip and push at the same time, and use Satchel Charge (2nd) on the casters when you need a hard shove. The minefield is your safety net: drop it between you and the enemy so walking up costs them health, and save some for the jungle paths once you suspect a gank, since you have no clean way to run. Check the enemy jungler before every aggressive bomb, because a Ziggs caught mid-cast with his satchel down is the easiest kill on the map. You will not solo kill many people early, but a poked-down laner cannot contest the wave or trade back.

Mid Game

This is where the artillery pays off. Your bombs out-range almost everyone, so shove the wave and choose: crash it and siege the tower with your passive, or hold priority and walk to river to bomb the enemy jungler at scuttle. Your ultimate is the big swing tool now, so watch the Dragon lane side of the map and drop Mega Inferno Bomb (Ult) onto a dragon fight your team is taking without you. Once your first item is done the poke genuinely hurts, and a tower that falls to your passive opens the map for your jungler. Remember that mid is where you are safest: only roam with the wave shoved and a teammate watching for the flank that kills you.

Late Game

By late game, clear side waves from range and return before Baron or Elder can be contested. In objective setups, stay behind your frontline and place Hexplosive Minefield (3rd) across the entrance the enemy must use. Mega Inferno Bomb (Ult) can finish a low target or damage several enemies grouped in a pit, but account for its travel time. Preserve Satchel Charge (2nd) when a flank is possible, because it is Ziggs's only way to create distance after an enemy crosses his range.

Teamfights

Make the ground hostile before anyone commits. Lay the minefield across the choke or the objective pit so the enemy frontline has to walk through hexplosives to reach you, then lob bombs into the cluster from a range their carries cannot answer. Open from max distance and keep your satchel for the diver, since its knockback can push an assassin off you or knock an enemy back into your team. Mega Inferno Bomb (Ult) can start the fight or end it: drop it on a clumped backline to open, or save it for whoever tries to limp away. You bring zoning and damage, not lockdown, so position behind everything and keep the bombs coming.

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