

Ziggs vs Diana Counter Pick
Matchup Summary
What the Data Means
Range readings of 550 against 150 suggest a comfortable poke matchup. The record says otherwise: Ziggs holds 44.7% over 123 games on patch 16.13.1, computed as Hard. Diana closes that gap with tools that make the raw number irrelevant.
- Lunar Rush is a dash onto an enemy with no cooldown when the target carries Moonlight from Crescent Strike, so one arcing bolt converts 400 units of separation into melee contact.
- Base move speed of 345 to 325 means Ziggs cannot simply walk away afterwards, and his only repositioning tool is the self-knockback from Satchel Charge.
- Diana carries 640 health and 31 armour at level one, rising to 2,493 and 104.1, against 606, 21 and 2,408. She survives the burst meant to stop her.
The damage profile compounds it. Diana is listed as mixed damage, split between Moonsilver Blade cleaves and her ability rotation, so one defensive item rarely covers both, and Pale Cascade layers a shield over the same exchange. The workable plan for Ziggs is wave control and turret plating, because Moonfall punishes any fight taken beside allies. With 345 move speed and 57 base attack damage she also wins anything that reaches melee contact, so the mine field is better used as a fence than as a damage source. Both champions are rated 4 for execution, which puts the deficit in the kits rather than in the hands of the players.
FAQ
No — current data marks this as a counter matchup: Diana has the statistical edge. Ziggs wins 44.7% of the recorded games.
44.7% from Ziggs's perspective, measured on patch 16.13.1.
123 ranked games at Emerald rank and above, across all regions.
The current Ziggs build — items, runes and skill order from the same data set — is on the Ziggs build page.