Wild Rift Guides
Ziggs Mid Lane Wild Rift Guide
Who counters Ziggs in Wild Rift? The toughest Ziggs mid lane counters are Fizz, Katarina, and Yone. Full Ziggs Mid Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Ziggs is an artillery mage who controls the lane with explosives. Bouncing Bomb arcs in from a range most mids cannot match, his minefield covers the ground in zoning hexplosives, and Satchel Charge both clears waves and launches him out of bad spots. He sits at the back, lobs bombs, and makes standing anywhere near him cost health. He wins on poke and pressure rather than kills and roams. Shove the wave, chip the enemy laner every time they step up to last-hit, and turn mid priority into objective control. Mega Inferno Bomb is a true global that lands real damage, so he can swing a dragon or herald fight he never walks to, and his passive shreds towers, which makes him a siege threat the enemy cannot ignore. The catch is the usual artillery problem: no mobility and no answer to getting jumped. Outside of one satchel hop he has no escape, so any assassin or skirmisher who gets past the minefield lands right on top of him. His games come down to spacing, respecting the gap-closers in the lobby, and staying alive while everyone tries to kill the artillery first.
Strengths
- Huge range and wave clear let him out-poke most mids and shove fast enough to siege towers or zone objectives safely.
- A true global ultimate swings dragon and herald fights he never has to walk to, and 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 arc in from outside his cage, and your satchel hops out of the stun he needs to start anything. He only becomes a real threat if his late-game scaling arrives intact.
- 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 on the enemy whenever it lines up with the wave so you chip and push at the same time, and use Satchel Charge 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 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 you are a long-range siege weapon the enemy has to deal with before they can group. Sit behind your frontline and carpet the choke they have to walk through, since a full minefield in a doorway is a fight nobody wants to start. Your ultimate finishes low targets across walls and from fog, so hold it for the runner or the kill confirm rather than spending it on poke. The whole game becomes a positioning test: stay at the very back, let the bombs do the work, and remember one satchel hop is your only way out if a flank reaches you. An alive Ziggs zones half the map; a dead one wasted the best siege tool on the team.
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 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.