Ziggs
Diana
VS

Ziggs vs Diana Counter Pick

Mid 44.7% Win Rate (Ziggs) 123 games Patch 16.13.1 Hard for Ziggs

Matchup Summary

Perspective
Ziggs
Opponent
Diana
Role
Mid
Type
Diana counters Ziggs
Win Rate
44.7% for Ziggs
Sample Size
123 ranked games
Patch
16.13.1
Source
op.gg ranked data · refreshed every 48h

What the Data Means

A 550-to-150 range edge looks like a free poke lane on paper. The sample tells a different story: Ziggs sits at 44.7% across 123 games on patch 16.13.1, and the tool rates that matchup as Hard. Diana’s kit closes the gap in ways the raw range figure doesn’t capture.

  • Lunar Rush lets Diana dash to an enemy with no cooldown while the target is marked by Moonlight from Crescent Strike. A single curving bolt turns 400 units of distance into melee range.
  • Ziggs moves at 345 base speed, dropping to 325, so he can’t just kite away after being caught. His only way to reposition is the self-knockback from Satchel Charge.
  • At level one Diana has 640 health and 31 armour, growing to 2,493 and 104.1. Ziggs starts at 606 and 21, and reaches 2,408. Her durability lets her live through the burst that is supposed to end her.

Her damage mix makes things worse. Diana deals mixed damage, with Moonsilver Blade cleaves sitting alongside her ability combo, so a single defensive purchase seldom answers both threats, and Pale Cascade adds a shield into the same trade. For Ziggs, the practical approach is to control the wave and protect turret plates, since Moonfall penalises any fight he enters next to his team. He has 345 move speed and 57 base attack damage, which is not enough to win once Diana reaches melee, so his mines work best as a barrier rather than a source of damage. Both champions carry an execution rating of 4, meaning the difficulty comes from the kits themselves more than from how the players handle them.

FAQ

No — current data marks this as a counter matchup: Diana has the statistical edge. Ziggs wins 44.7% of the recorded games.

EN — English