A
2026年9月 · Patch 7.2d
Mage · MID · DRAGON

Ziggs Wild Rift カウンターガイド

Ziggsは、彼が爆弾を配置する前に距離を詰めてくるdiveや素早いgap-closeチャンピオンに対して無防備です。高mobility構成は彼のスキルを容易に回避します。彼自身にmobilityが欠けているため、突然のengageに対して脆弱になります。

★ MID · DRAGON Tier A
ダメージ
UTIL
TANK
DIFF
Win 48.2% #80 · ↓2pt
Pick 5.9% #10
Ban 2.3% #59

Ziggs Wild Rift カウンターガイド ★ カウンターシート

マッチアップ一覧
マッチアップ 判定 有利度 勝率 ピック率
Yone ハードカウンター +2 51.8% 5.3%
Akshan ハードカウンター +2 51.5% 1.1%
Ahri ハードカウンター +2 51.5% 5.1%
Kassadin ハードカウンター +2 50.1% 1.5%
Aurora ハードカウンター +2 49.8% 3.8%
Zed ハードカウンター +2 48.9% 3.8%
Yasuo ハードカウンター +2 48.9% 10.8%
Diana ハードカウンター +2 48.7% 1.4%
Fizz ハードカウンター +2 48.6% 2.0%
Akali ハードカウンター +2 45.0% 2.5%
Irelia ハードカウンター +2
Zyra 不利なマッチアップ +1 51.6% 2.9%
Morgana 不利なマッチアップ +1 51.2% 6.1%
Galio 不利なマッチアップ +1 51.1% 11.3%
Orianna 不利なマッチアップ +1 50.8% 4.9%
Viktor 不利なマッチアップ +1 50.5% 3.5%
Ekko 不利なマッチアップ +1 50.5% 2.9%
Zoe 不利なマッチアップ +1 48.6% 1.0%
Katarina 不利なマッチアップ +1 48.6% 1.7%
Jayce 不利なマッチアップ +1 47.7% 1.3%
Corki 不利なマッチアップ +1
Pantheon 不利なマッチアップ +1
Talon 不利なマッチアップ +1
Varus 不利なマッチアップ +1
Syndra スキル次第のマッチアップ ±0 53.3% 13.3%
Vel'Koz スキル次第のマッチアップ ±0 50.6% 3.5%
Kennen スキル次第のマッチアップ ±0 49.6% 1.5%
Lux スキル次第のマッチアップ ±0 48.7% 5.6%
Mel スキル次第のマッチアップ ±0 46.3% 7.9%
Kayle スキル次第のマッチアップ ±0
Malphite スキル次第のマッチアップ ±0
Seraphine スキル次第のマッチアップ ±0
Swain 有利なマッチアップ −1 52.8% 4.6%
Twisted Fate 有利なマッチアップ −1 52.5% 6.8%
Brand 有利なマッチアップ −1 52.0% 9.4%
Taliyah 有利なマッチアップ −1 51.9% 2.8%
Heimerdinger 有利なマッチアップ −1 50.6% 1.3%
Vladimir 有利なマッチアップ −1 49.4% 4.9%
Annie 有利なマッチアップ −1 49.3% 2.2%
Ryze 有利なマッチアップ −1 48.8% 2.9%
Lissandra 有利なマッチアップ −1 48.8% 4.1%
Vex 有利なマッチアップ −1 48.6% 2.2%
Veigar 有利なマッチアップ −1 47.4% 9.4%
Kai'Sa 有利なマッチアップ −1
Karma 有利なマッチアップ −1
Pyke 有利なマッチアップ −1
Rumble 有利なマッチアップ −1
Teemo 有利なマッチアップ −2 50.8% 1.6%

Edge: Wild Rift Core canonical verdict (−3 to +3), shown from the point of view of the champion named in the row. Win rate and pick rate: the opponent's own rate in this role — Wild Rift CN · Challenger, Patch 7.2d. Not a head-to-head win rate.

ハードカウンター

11

これらのチャンピオンは、こちらのビルドやプレイスタイルを真正面から上回る構成を持ち、レーン戦のコントロールとファームを極めて難しくする。彼らのスキルはこちらの主要な強みを無効化し、いつも通りのプランを実行しようとした瞬間に手痛い反撃を受けさせてくる。こうしたマッチアップでは、ミスを最小限に抑え、正面からの対決以外で解決策を探すことが重要になる。

Akshan

Akshan+2

early killroam freedom Akshan completely dictates this midlane matchup because of his aggressive mobility. Your biggest issue is that Ziggs lacks any instant, reliable crowd control to interrupt his Heroic Swing mid-flight. If you misuse your Satchel Charge offensively or to clear waves, Akshan will immediately exploit this window, using his grapple to fly directly onto you for an unavoidable, lethal all-in trade. Akshanのビルド → 詳細を見る
Akshan

理由

Akshan completely dictates this midlane matchup because of his aggressive mobility. Your biggest issue is that Ziggs lacks any instant, reliable crowd control to interrupt his Heroic Swing mid-flight. If you misuse your Satchel Charge offensively or to clear waves, Akshan will immediately exploit this window, using his grapple to fly directly onto you for an unavoidable, lethal all-in trade.

レーン戦への影響

This structural mismatch forces you into a highly defensive posture where you must surrender early wave priority. You cannot step up to use your Short Fuse enhanced auto-attacks on minions without entering the threat range of his Avengerang and grapple. Every time you throw a Bouncing Bomb, you risk being counter-engaged, meaning you are constantly pushed under tower and unable to assist your jungler.

立ち回り方

To survive, you must treat your Satchel Charge as a life insurance policy, never casting it unless Akshan has already committed to his Heroic Swing. Keep your distance and farm exclusively from max range using Bouncing Bomb. If he attempts to dive you under turret, drop Hexplosive Minefield directly on his landing path to slow his retreat, then use Mega Inferno Bomb to secure farm from safe distances when forced to recall.

チャンピオン詳細 → Akshanのビルド →
Fizz

Fizz+2

easy targetdive threat Your safety in this matchup is entirely illusory. While you want to poke from afar, Fizz possesses the ultimate gap-closer. The moment he throws Chum the Waters, you are forced to react. If you place Satchel Charge to blast him away, Fizz simply activates Playful to become untargetable, ignoring your knockback entirely. He lands right on your head, delivering fatal damage with Urchin Strike and Rending Wave without taking a single scratch. Fizzのビルド → 詳細を見る
Fizz

理由

Your safety in this matchup is entirely illusory. While you want to poke from afar, Fizz possesses the ultimate gap-closer. The moment he throws Chum the Waters, you are forced to react. If you place Satchel Charge to blast him away, Fizz simply activates Playful to become untargetable, ignoring your knockback entirely. He lands right on your head, delivering fatal damage with Urchin Strike and Rending Wave without taking a single scratch.

レーン戦への影響

This interaction completely paralyzes your laning phase. You cannot step up to use Short Fuse on the wave or tower, as getting within Urchin Strike range means instant death. You are forced to throw Bouncing Bomb from maximum distance, bleeding mana and losing priority. If you get shoved under tower, Fizz can easily dive you because Playful drops turret agro after he bursts you down.

立ち回り方

To survive, you must treat Satchel Charge as a tool that you never cast proactively. Only throw it directly under your feet after Fizz has completed his Playful descent, never before. Use Hexplosive Minefield to zone him away from your caster minions, forcing him to use his gap-closers just to farm. If he misses Chum the Waters, use that exact window to clear the wave with Mega Inferno Bomb from your tier-one tower and immediately retreat.

チャンピオン詳細 → Fizzのビルド →
Yone

Yone+2

dodge skillshotsdive potential Yone's mobility completely neutralizes your ranged advantage. Whenever you throw Bouncing Bomb, he can easily slip sideways using the bonus movement speed from Soul Unbound, rendering your main poke useless. Once he closes the gap with his spirit form, you are highly vulnerable. If your Satchel Charge is already on cooldown, Yone will effortlessly run you down with Mortal Steel thrusts and execute you. Yoneのビルド → 詳細を見る
Yone

理由

Yone's mobility completely neutralizes your ranged advantage. Whenever you throw Bouncing Bomb, he can easily slip sideways using the bonus movement speed from Soul Unbound, rendering your main poke useless. Once he closes the gap with his spirit form, you are highly vulnerable. If your Satchel Charge is already on cooldown, Yone will effortlessly run you down with Mortal Steel thrusts and execute you.

レーン戦への影響

This matchup forces you into a permanent defensive posture under your turret. You cannot step up to use Short Fuse on the wave without putting yourself in range of Yone's Mortal Steel tornado. Consequently, Yone dictates the wave tempo, using Spirit Cleave to shrug off your minor poke. This denies you any chance to pressure his tower with Satchel Charge, leaving you starved of priority.

立ち回り方

Your absolute rule is to hold Satchel Charge strictly for self-peel. Never use it to clear waves. When Yone initiates with Soul Unbound, immediately drop Hexplosive Minefield directly on his physical body's anchor point to punish his return, while positioning yourself to blast backward if he commits his Fate Sealed. Farm purely from maximum distance using Bouncing Bomb, accepting lost minions rather than risking close combat.

チャンピオン詳細 → Yoneのビルド →
Diana

Diana+2

divepoke dodge Diana completely neutralizes your defensive zoning because Lunar Rush lets her ignore the slow of Hexplosive Minefield entirely. If she clips you with Crescent Strike, she gains a reset that allows her to jump straight onto you, bypassing your minefield. Once she closes the gap, her Pale Cascade absorbs your Short Fuse retaliation, while Moonfall pulls you in for an unavoidable, lethal burst combo. Dianaのビルド → 詳細を見る
Diana

理由

Diana completely neutralizes your defensive zoning because Lunar Rush lets her ignore the slow of Hexplosive Minefield entirely. If she clips you with Crescent Strike, she gains a reset that allows her to jump straight onto you, bypassing your minefield. Once she closes the gap, her Pale Cascade absorbs your Short Fuse retaliation, while Moonfall pulls you in for an unavoidable, lethal burst combo.

レーン戦への影響

This matchup forces you into an extremely defensive posture where using Bouncing Bomb to harass becomes highly risky. Once Diana reaches level five, her Moonfall threat means you cannot step past the midpoint of the lane. If you get chunked, you are forced into bad recall timings that cost you plates, drastically slowing down your scaling while allowing her to roam freely.

立ち回り方

You must absolutely hold Satchel Charge as your sole survival tool; never throw it offensively. If Diana casts Crescent Strike and misses, that is your only safe five-second window to use Bouncing Bomb on the wave. Should she successfully land her mark and dash, wait for her to commit her Lunar Rush before detonating Satchel Charge under your own feet to blast her away. If she freezes the lane, clear safely from deep tier-one range using Mega Inferno Bomb.

チャンピオン詳細 → Dianaのビルド →
Aurora

Aurora+2

all inartillery The lane becomes incredibly oppressive once Aurora unlocks Between Worlds. Ziggs has no reliable way to escape this dimensional arena. If you attempt to blast yourself away using Satchel Charge, you will simply bounce off the boundary wall back into her range. This confinement makes you a sitting duck for her Twofold Hex recast and the burst healing from Spirit Abjuration. Auroraのビルド → 詳細を見る
Aurora

理由

The lane becomes incredibly oppressive once Aurora unlocks Between Worlds. Ziggs has no reliable way to escape this dimensional arena. If you attempt to blast yourself away using Satchel Charge, you will simply bounce off the boundary wall back into her range. This confinement makes you a sitting duck for her Twofold Hex recast and the burst healing from Spirit Abjuration.

レーン戦への影響

Before level five, you can safely harass with Bouncing Bomb and proc Short Fuse. However, the moment Aurora gets her ultimate, you lose all lane priority. You are forced to farm from extreme range to avoid being trapped. This constant threat of her jumping out of Across the Veil prevents you from safely casting Mega Inferno Bomb to impact side lanes.

立ち回り方

You must absolutely hoard Satchel Charge and never use it to clear minion waves. If Aurora initiates with Across the Veil, immediately retreat toward your turret and throw Hexplosive Minefield directly in front of you. If she traps you inside Between Worlds, do not panic-cast your explosive jump; instead, walk micro-circles in the center to dodge Twofold Hex until the zone expires.

チャンピオン詳細 → Auroraのビルド →
Irelia

Irelia+2

gap closeall in Irelia completely neutralizes your defensive zoning tools. While you want to block her approach with Hexplosive Minefield, she can use Bladesurge to jump through your minefield by targeting low-health minions, completely bypassing your slow. Once she closes the gap, her Ionian Fervor stacks quickly stack up, and she can easily land Flawless Duet to stun and execute you before you can react. Ireliaのビルド → 詳細を見る
Irelia

理由

Irelia completely neutralizes your defensive zoning tools. While you want to block her approach with Hexplosive Minefield, she can use Bladesurge to jump through your minefield by targeting low-health minions, completely bypassing your slow. Once she closes the gap, her Ionian Fervor stacks quickly stack up, and she can easily land Flawless Duet to stun and execute you before you can react.

レーン戦への影響

This structural mismatch forces you into a passive posture from the very first waves. You cannot step forward to land Short Fuse on her because any low-health minion in your wave becomes a deadly launchpad for her Bladesurge. Missing a single Bouncing Bomb allows her to freeze the wave, denying you gold, or dive you under tower using Vanguard's Edge to lock you down.

立ち回り方

To survive, you must manage your waves with extreme caution. Use Bouncing Bomb strictly from maximum range to thin out incoming minions before they reach critical health, reducing her Bladesurge reset targets. Always keep Satchel Charge ready; never use it to poke or farm. If she dashes onto you, immediately throw Satchel Charge at your feet to blast yourself backward and interrupt her follow-up Flawless Duet before she can secure the stun.

チャンピオン詳細 → Ireliaのビルド →
Yasuo

Yasuo+2

wind wall valuegap close Yasuo directly shuts down your entire spell rotation with a single ability. His Wind Wall completely dissolves your Bouncing Bomb and can even intercept the impact zone of your Mega Inferno Bomb if he reacts quickly. Because his Sweeping Blade allows him to constantly dash through your minion wave, you cannot easily space him out, while his Way of the Wanderer shield absorbs your passive Short Fuse harass. Yasuoのビルド → 詳細を見る
Yasuo

理由

Yasuo directly shuts down your entire spell rotation with a single ability. His Wind Wall completely dissolves your Bouncing Bomb and can even intercept the impact zone of your Mega Inferno Bomb if he reacts quickly. Because his Sweeping Blade allows him to constantly dash through your minion wave, you cannot easily space him out, while his Way of the Wanderer shield absorbs your passive Short Fuse harass.

レーン戦への影響

This matchup severely cripples your wave clear and structural pressure. Whenever you try to thin the wave, a well-timed Wind Wall stops your Bouncing Bomb, leaving you unable to prevent him from shoving you under tower. You are forced to surrender lane priority, meaning you cannot roam to secure river vision, while his constant mobility puts you at risk of being dove once he charges Steel Tempest for Last Breath.

立ち回り方

To survive, you must play defensively and bait his defenses. Never throw Bouncing Bomb directly at Yasuo while his Wind Wall is available; instead, aim it to the side of the wave to farm. Pop his Way of the Wanderer shield with a basic attack before committing any mana. Most importantly, never use Satchel Charge offensively. Save it exclusively to blast yourself backward the moment he uses Sweeping Blade to close the gap on you.

チャンピオン詳細 → Yasuoのビルド →
Kassadin

Kassadin+2

mobilitypunish poke Before level five, you can harass Kassadin, although his Void Stone passive constantly softens your Bouncing Bomb poke with magic shields. The real crisis occurs the moment he unlocks Riftwalk. Ziggs lacks any instant, reliable self-peel to stop a blink. Once Kassadin can bypass your Hexplosive Minefield entirely, he will effortlessly close the gap to unload Null Sphere and Nether Blade directly onto you. Kassadinのビルド → 詳細を見る
Kassadin

理由

Before level five, you can harass Kassadin, although his Void Stone passive constantly softens your Bouncing Bomb poke with magic shields. The real crisis occurs the moment he unlocks Riftwalk. Ziggs lacks any instant, reliable self-peel to stop a blink. Once Kassadin can bypass your Hexplosive Minefield entirely, he will effortlessly close the gap to unload Null Sphere and Nether Blade directly onto you.

レーン戦への影響

Initially, you can push aggressively to trigger Short Fuse on his turret. However, after the level five threshold, the lane dynamic flips completely. You are forced to abandon your aggressive posture, as stepping past your river-side wall invites an immediate Riftwalk engage. This pressure limits your roaming potential and forces you to use Mega Inferno Bomb defensively just to clear waves from extreme safety.

立ち回り方

Never throw Satchel Charge offensively once Kassadin reaches level five; you must save this explosive solely to blast yourself backward when he initiates with Riftwalk. If he blinks onto you, instantly drop Hexplosive Minefield directly under your own feet to slow his physical pursuit while you retreat. When he roams, do not follow him blindly through the fog of war; use your long-range Mega Inferno Bomb to clear his waves or assist side lanes from absolute safety.

チャンピオン詳細 → Kassadinのビルド →
Zed

Zed+2

dive targetdodge skillshots Zed completely neutralizes your defensive tools because your safety net, Satchel Charge, cannot reliably create distance against his shadow displacement. When Zed initiates with Living Shadow or dives you with Death Mark, throwing Satchel Charge to blast yourself away is easily countered. Zed can simply swap places with his active shadows or time his reappearance to match your displacement, instantly closing the gap and executing you. Zedのビルド → 詳細を見る
Zed

理由

Zed completely neutralizes your defensive tools because your safety net, Satchel Charge, cannot reliably create distance against his shadow displacement. When Zed initiates with Living Shadow or dives you with Death Mark, throwing Satchel Charge to blast yourself away is easily countered. Zed can simply swap places with his active shadows or time his reappearance to match your displacement, instantly closing the gap and executing you.

レーン戦への影響

This mobility gap forces you to play exceptionally far back, sacrificing your ability to consistently trigger Short Fuse on his tower. You cannot step up to guide Bouncing Bomb past the minion wave without risking a deadly Living Shadow combo. Consequently, Zed easily maintains wave control, leaving you trapped under turret while he roams free, threatening your side lanes with high-damage dives while you struggle to clear safely.

立ち回り方

Never throw Satchel Charge proactively; you must hold this ability strictly to disrupt Zed's landing position after Death Mark. Place Hexplosive Minefield directly beneath yourself when he targets you to slow his immediate pursuit. When clearing waves, use Bouncing Bomb from maximum range and accept losing some gold rather than stepping up. If Zed uses Living Shadow to farm, only then can you briefly step forward to pressure him with Short Fuse.

チャンピオン詳細 → Zedのビルド →

その他のマッチアップ

不利なマッチアップ

13

これらのチャンピオンは、マッチアップ自体を絶望的にするわけではないが、対面で優位に立ちやすいツールを持っている。射程が長かったり、攻撃を受け止める力が高かったり、エンゲージへの対応手段が豊富だったりする。アプローチを調整し、戦闘を受け入れるタイミングを慎重に選ぶ必要がある。

Talon

Talon+1

dive threatwave clear Talon's lethal threat lies in how easily he bypasses your zone control. While you rely on Hexplosive Minefield to block his direct path, Talon uses Assassin's Path to vault over mid-lane walls and flank you from unexpected angles. This renders your standard defensive spacing useless, forcing you to reactively burn Satchel Charge to disrupt his Noxian Diplomacy jump before he triggers Blade's End. Talonのビルド → 詳細を見る
Talon

理由

Talon's lethal threat lies in how easily he bypasses your zone control. While you rely on Hexplosive Minefield to block his direct path, Talon uses Assassin's Path to vault over mid-lane walls and flank you from unexpected angles. This renders your standard defensive spacing useless, forcing you to reactively burn Satchel Charge to disrupt his Noxian Diplomacy jump before he triggers Blade's End.

レーン戦への影響

Because you must hold your defensive spells, you cannot use Satchel Charge aggressively to secure early turret plates. Talon will use Rake to clear waves quickly and disappear into the fog of war. This forces you into a stressful dilemma: either match his roam timings and risk getting ambushed in the river, or stay to push with Bouncing Bomb while pinging frantically.

立ち回り方

Never stand near the side walls where Assassin's Path can catch you off guard; hug the exact center of the lane. Always keep Satchel Charge available; if Talon dashes with Noxian Diplomacy, detonate it under your feet to knock him back. When he roams, shove the wave immediately using Short Fuse and Bouncing Bomb, then impact his skirmish from afar with Mega Inferno Bomb.

チャンピオン詳細 → Talonのビルド →
Ekko

Ekko+1

squishydive Ekko thrives on closing the gap, and your main disengage tool is highly vulnerable. While you can poke him from afar, his Phase Dive allows him to instantly bypass your Hexplosive Minefield. If you use Satchel Charge offensively or miss-time it, you lose your only reliable self-peel. Without it, Ekko can easily trigger Z-Drive Resonance with Timewinder, leaving you completely defenseless against his heavy burst damage. Ekkoのビルド → 詳細を見る
Ekko

理由

Ekko thrives on closing the gap, and your main disengage tool is highly vulnerable. While you can poke him from afar, his Phase Dive allows him to instantly bypass your Hexplosive Minefield. If you use Satchel Charge offensively or miss-time it, you lose your only reliable self-peel. Without it, Ekko can easily trigger Z-Drive Resonance with Timewinder, leaving you completely defenseless against his heavy burst damage.

レーン戦への影響

This threat forces you into a defensive posture. You cannot safely step up to use Short Fuse on the minion wave or his turret without risking a deadly trade. If Ekko casts Parallel Convergence from the fog, you must retreat immediately, forfeiting priority. Wasting your displacement mine means giving up wave control entirely, forcing you to farm passively from extreme range using Bouncing Bomb while Ekko roams freely.

立ち回り方

To survive this lane, you must absolutely hoard Satchel Charge and never use it to clear waves or poke. Keep it reserved solely as a reactive tool to blow yourself backward when Ekko initiates with Phase Dive. Position yourself near your tower and use Hexplosive Minefield to slow his approach. If he dives you under tower and uses Chronobreak to escape, time your Mega Inferno Bomb on his shadow's return location to punish him.

チャンピオン詳細 → Ekkoのビルド →
Katarina

Katarina+1

all indodge skillshots Ziggs's safety relies entirely on keeping Katarina at a distance, but her instant mobility completely neutralizes your range advantage. The matchup hinges on a single, unforgiving interaction: if you misplace Satchel Charge, you have no way to escape her Shunpo all-in. While Bouncing Bomb can poke her from afar, Katarina can easily dodge your skillshots using Preparation and immediately blink onto you, turning your range into a liability. Katarinaのビルド → 詳細を見る
Katarina

理由

Ziggs's safety relies entirely on keeping Katarina at a distance, but her instant mobility completely neutralizes your range advantage. The matchup hinges on a single, unforgiving interaction: if you misplace Satchel Charge, you have no way to escape her Shunpo all-in. While Bouncing Bomb can poke her from afar, Katarina can easily dodge your skillshots using Preparation and immediately blink onto you, turning your range into a liability.

レーン戦への影響

Because of this constant threat, you cannot freely shove the lane with Bouncing Bomb without exposing yourself. If Katarina drops a dagger via Bouncing Blade or Preparation near your minions, you must concede that space. Missing your Satchel Charge forces you to retreat immediately, giving up wave control and allowing her to roam freely with Voracity resets or dive you under tower with Death Lotus if your health is low.

立ち回り方

To survive, you must absolutely hold Satchel Charge as a defensive tool; never use it to clear waves or poke. Stand far behind your own minions, using the maximum range of Bouncing Bomb to farm. If Katarina initiates with Shunpo, immediately drop Satchel Charge under your own feet to knock yourself back and push her away, then scatter Hexplosive Minefield between you to prevent her from following up with Death Lotus. If she roams, punish her by executing her tower with Short Fuse.

チャンピオン詳細 → Katarinaのビルド →
Varus

Varus+1

range battleall in opportunitydodge heavy Varus wins the direct trades because his Chain of Corruption roots you in place, stripping away your safety. Once immobilized, you cannot deploy Satchel Charge to blast yourself away in time, leaving you completely vulnerable to a massive burst of Blighted Quiver stacks detonated by Piercing Arrow or Hail of Arrows. Ziggs relies on keeping distance, but Varus's ultimate turns any positioning slip-up into a fatal lockdown. Varusのビルド → 詳細を見る
Varus

理由

Varus wins the direct trades because his Chain of Corruption roots you in place, stripping away your safety. Once immobilized, you cannot deploy Satchel Charge to blast yourself away in time, leaving you completely vulnerable to a massive burst of Blighted Quiver stacks detonated by Piercing Arrow or Hail of Arrows. Ziggs relies on keeping distance, but Varus's ultimate turns any positioning slip-up into a fatal lockdown.

レーン戦への影響

This matchup forces you into a strictly defensive wave-clearing role. You cannot safely step up to poke with Bouncing Bomb or use Short Fuse on his tower, as entering his ultimate range is suicidal. If you let the wave bounce back to his side, Varus will freeze and threaten you with a deadly Chain of Corruption setup, locking you out of farm and giving him total mid-lane priority.

立ち回り方

Keep the minion wave permanently thinned or shoved from maximum distance. Use Bouncing Bomb and Hexplosive Minefield to clear incoming waves before they reach your tower, preventing Varus from gaining roam priority. Never use Satchel Charge offensively; save it exclusively to escape or disengage. If Varus misses Chain of Corruption, that is your cue to safely use Short Fuse on the wave or poke him down, but immediately retreat once his cooldowns return.

チャンピオン詳細 → Varusのビルド →

その他のマッチアップ

スキル次第のマッチアップ

8

このマッチアップは何よりもまず実行力の勝負であり、両者ともに優位を取れる現実的な手段を持っている。重要なスキルを一つ避けられるか、エンゲージを正しく読めるか、あるいはたった一つの位置取りのミスが、勝敗を分けることもある。マッチアップを理解し、行動すべき瞬間を見極める力がとりわけ重要になる。

Kayle

Kayle±0

pokewave clear This matchup is defined by how your range interacts with Kayle's slow early scaling. By constantly lobbing *Bouncing Bomb* into the wave, you force her to retreat. This relentless pressure denies her the space to safely stack *Divine Ascent* through normal basic attacks, forcing her to rely on the active range of *Starfire Spellblade* just to secure last hits under her own turret. Kayleのビルド → 詳細を見る
Kayle

理由

This matchup is defined by how your range interacts with Kayle's slow early scaling. By constantly lobbing *Bouncing Bomb* into the wave, you force her to retreat. This relentless pressure denies her the space to safely stack *Divine Ascent* through normal basic attacks, forcing her to rely on the active range of *Starfire Spellblade* just to secure last hits under her own turret.

レーン戦への影響

Because Kayle is pinned under her tower farming with *Starfire Spellblade*, you dictate the wave state entirely. However, because you are constantly pushing, you are highly vulnerable to ganks. If Kayle uses *Celestial Blessing* to speed up and *Radiant Blast* to slow you, you can easily get caught out in the long lane before your wave fully crashes against her turret.

立ち回り方

To dominate safely, stand near the river brush but always keep *Satchel Charge* ready to blast yourself backward if Kayle tries to engage. Use *Hexplosive Minefield* behind her caster minions to further restrict her movement, forcing her to take damage if she steps up to farm. If she activates *Divine Judgment* to dive you or survive your poke, immediately retreat and use *Mega Inferno Bomb* to clear the incoming wave from a safe distance.

チャンピオン詳細 → Kayleのビルド →
Kennen

Kennen±0

wave cleardodge skillshots This lane is a pure battle of ranges and mobility. Your primary tool, Bouncing Bomb, allows you to match Kennen's waveclear from a safe distance while avoiding his Thundering Shuriken poke. However, Kennen relies on Lightning Rush to close the gap and trigger Slicing Maelstrom. Because your safety relies entirely on using Satchel Charge as a disengage, wasting this specific displacement tool immediately invites a lethal all-in from his Mark of the Storm stuns. Kennenのビルド → 詳細を見る
Kennen

理由

This lane is a pure battle of ranges and mobility. Your primary tool, Bouncing Bomb, allows you to match Kennen's waveclear from a safe distance while avoiding his Thundering Shuriken poke. However, Kennen relies on Lightning Rush to close the gap and trigger Slicing Maelstrom. Because your safety relies entirely on using Satchel Charge as a disengage, wasting this specific displacement tool immediately invites a lethal all-in from his Mark of the Storm stuns.

レーン戦への影響

The lane revolves around constant minion pressure. By constantly shoving the wave with Bouncing Bomb and Short Fuse, you force Kennen to use Thundering Shuriken to farm under turret rather than poking you. This limits his ability to roam with Lightning Rush. However, if you fail to control the wave and let it bounce back, Kennen can easily freeze and run you down the long lane if Satchel Charge is on cooldown.

立ち回り方

Never use Satchel Charge offensively unless Kennen's Lightning Rush is on cooldown. Instead, rely on Bouncing Bomb and Hexplosive Minefield to shred incoming waves from maximum range. If he attempts an aggressive charge, drop Satchel Charge directly under your feet to propel yourself backward while knocking him away. Should he manage to bypass your defense and activate Slicing Maelstrom, use Mega Inferno Bomb immediately on the wave to secure a quick reset and prevent him from taking your tower plates.

チャンピオン詳細 → Kennenのビルド →
Lux

Lux±0

pokewaveclearartillery This matchup is a pure battle of distance and lane pressure. While your Bouncing Bomb allows you to match Lux's Lucent Singularity in clearing waves from safety, the lethal threat differs. Lux relies on landing Light Binding to trigger Illumination and burst you down with Final Spark, whereas your strength lies in spreading area-of-effect damage with Hexplosive Minefield rather than single-target execution. Luxのビルド → 詳細を見る
Lux

理由

This matchup is a pure battle of distance and lane pressure. While your Bouncing Bomb allows you to match Lux's Lucent Singularity in clearing waves from safety, the lethal threat differs. Lux relies on landing Light Binding to trigger Illumination and burst you down with Final Spark, whereas your strength lies in spreading area-of-effect damage with Hexplosive Minefield rather than single-target execution.

レーン戦への影響

Because both of you can vaporize minions instantly, the mid lane becomes a high-speed shoving contest. If you fall behind on wave clear, Lux will pin you under tower and fish for Light Binding coordinates. Conversely, securing priority allows you to chip her health down and pressure her tier-one structure with Satchel Charge executes, forcing her to burn mana on Prismatic Barrier rather than offensive pushes.

立ち回り方

Stand constantly offset from your own minion wave so Lux has to choose between aiming Lucent Singularity at you or the wave. Never use Satchel Charge offensively unless her Light Binding is on cooldown; you need this displacement to interrupt her combo or escape her zone. If she misses her snare, immediately throw Hexplosive Minefield behind her caster minions to block her retreat and retaliate with an empowered Short Fuse attack.

チャンピオン詳細 → Luxのビルド →

その他のマッチアップ

有利なマッチアップ

16

これらのチャンピオンは、こちらの主要な強みに効果的に対応するのが難しく、より自由に対面を組み立てることができる。プレッシャーをかけて有利な交換を引き出す手段は複数あることが多い。相手が態勢を立て直す時間を与えるのではなく、この優位を活かして主導権を握ろう。

Swain

Swain−1

dodge skillssustain under pressure Ziggs's massive range advantage completely shuts down Swain's win condition. You can effortlessly clear minion waves and poke Swain down using Bouncing Bomb from a distance that entirely neutralizes Demonic Ascension. Since Swain cannot get close enough to drain you, he cannot trigger his ultimate's healing or easily proc Ravenous Flock, leaving him unable to stack his passive health. Swainのビルド → 詳細を見る
Swain

理由

Ziggs's massive range advantage completely shuts down Swain's win condition. You can effortlessly clear minion waves and poke Swain down using Bouncing Bomb from a distance that entirely neutralizes Demonic Ascension. Since Swain cannot get close enough to drain you, he cannot trigger his ultimate's healing or easily proc Ravenous Flock, leaving him unable to stack his passive health.

レーン戦への影響

This range dynamic dictates absolute wave control. Swain is forced to step up to use Death's Hand for waveclear, which consistently forces him to walk into your Hexplosive Minefield. By keeping him shoved under turret, you can safely chip away at his tower plates using Short Fuse and Satchel Charge, forcing him to waste Vision of Empire just to secure farm.

立ち回り方

Maintain your maximum range and never step into the return trajectory of Nevermove. If Swain attempts to engage with Demonic Ascension, do not panic; immediately use Satchel Charge to blast yourself backward while knocking him away, then drop Mega Inferno Bomb directly on his slow, lumbering form to punish his lack of healing targets.

チャンピオン詳細 → Swainのビルド →
Teemo

Teemo−2

dodge skillshotsshove pressure Teemo relies on close-range poison poke, but your immense range advantage renders his Toxic Shot useless. You naturally outpush him using Bouncing Bomb to clear waves from afar. Furthermore, Teemo's signature defensive setup with Noxious Trap is completely neutralized, as you can safely detonate his invisible mushrooms from a distance by spreading your Hexplosive Minefield over his usual hiding spots. Teemoのビルド → 詳細を見る
Teemo

理由

Teemo relies on close-range poison poke, but your immense range advantage renders his Toxic Shot useless. You naturally outpush him using Bouncing Bomb to clear waves from afar. Furthermore, Teemo's signature defensive setup with Noxious Trap is completely neutralized, as you can safely detonate his invisible mushrooms from a distance by spreading your Hexplosive Minefield over his usual hiding spots.

レーン戦への影響

Because Teemo lacks wave clear, he is constantly trapped under his turret. This neutralizes his passive Guerrilla Warfare since he cannot safely stealth in lane. You gain permanent priority to pressure his tower, using your passive Short Fuse and Satchel Charge to demolish his plates early. Teemo cannot roam to poison other lanes, forcing him into a defensive farming role where he is highly ineffective.

立ち回り方

Keep your distance to ensure Teemo never lands Blinding Dart or Toxic Shot. Constantly shove the wave with Bouncing Bomb. Once he reaches level six, do not walk blindly into the side bushes; instead, toss Hexplosive Minefield into the choke points to trigger and clear his hidden Noxious Trap safely. If he activates Move Quick to run at you, immediately deploy Satchel Charge to disengage and preserve your range advantage.

チャンピオン詳細 → Teemoのビルド →

その他のマッチアップ

Ziggs対策アイテム

これらのアイテムを購入すると、このチャンピオンの影響力を抑えられます。

Banshee's Veil
Banshee's Veil
Edge of Night
Edge of Night
Stasis Enchant
Stasis Enchant
Mercury's Treads
Mercury's Treads
Maw of Malmortius
Maw of Malmortius

このチャンピオンへの対策

カウンターアングル

Ziggsの爆弾を避けることだけが対策じゃない。彼のキットが厄介な原因である、ウェーブコントロール、ゾーン設置、オブジェクト前のポーク、そしてWでのタワー破壊といったリズムを崩すことこそが真の目的だ。彼に対して有利なマッチアップは、このルーティンを阻止できるものだ。Wのミスを誘えば直接キルできる相手もいれば、側面から到達したり、Eを置く前に下がらせることができる相手もいる。キルは難しくても、優先度を争ったり、ポークを吸収したり、ウェーブクリアをマッププレッシャーに変えさせないことで彼を妨害できるチャンピオンもいる。Ziggsが最も苦しむのは、生存かプレッシャー維持かの選択を迫られた時だ。

パッチの文脈

Ziggsは、彼のレンジを無効化できるチャンピオンに弱い。Wを使わせるアサシン、ウェーブを互角にできるメイジ、あるいは予測不能な角度からのエンゲージは、ZiggsがEを設置しRを準備する時間を奪う。正面からの攻撃ばかりなら防御は固く見えるが、敵が2段階で攻撃してくると脆くなる。まずプレッシャーでWかFlashを使わせ、次にエントリーして仕留める。したがって、彼のシージを直線的に受け止めるのは鍵ではない。

クイックリード

  • オブジェクト前にZiggsにWを防御的に使わせろ。そのツールなしでは、彼は以前と同じシージポジションを維持できない。
  • 特にリバーやjungleの入り口付近では、正面からEを突っ切るのではなく、側面から攻撃しろ。
  • 彼に対してタワー防衛が遅すぎるのはやめろ。HPの低い構造物は、ZiggsにWでの即時変換を許してしまう。

カウンターの原型

ダイレクトエントリーアサシン

これらのチャンピオンはZiggsが維持しようとする距離を大幅に縮めるため、彼を罰する。Ziggsはウェーブを準備し、入り口にEを置き、エンゲージを拒否するためにWを残しておきたい。1つのウィンドウで脅威となれるアサシンは、彼をはるかに後方にプレイさせる。もし彼がポークやタワープレッシャーのためにWを使ったなら、彼の最良のリポジショニングツールを失うことになる。このマッチアップは、純粋なダメージというより忍耐が重要になる。彼のキーとなるスペルを待ち、彼を後退させ、それから彼のゾーンがすでに崩壊した時に戻ってくるのだ。

チャンピオンの適応方法. Ziggsは、WとFlashを維持するために、いくらかのプレッシャーを失うことを受け入れなければならない。彼は、アサシンに対して、ウェーブだけでなく、自分とアサシンの間にEを置くべきであり、エントリーの脅威がまだ示されていないなら、攻撃的なアルティメットを避けるべきだ。

ウェーブとレンジを争うミッドレーナー

Ziggsは、ウェーブを無料で取れない状況では、はるかに息苦しくなる。彼のレンジに対抗できるメイジやコントローラーは、彼があらゆるプッシュをビジョンやタワープレッシャーに変えるのを防ぐ。彼らはまた、次のオブジェクトを準備する代わりに、彼にスペルを防御的に使わせることもできる。このタイプのマッチアップは、必ずしも彼を素早くキルするわけではないが、彼の最も一貫したアドバンテージ、つまり相手が常に遅れて到着するリズムを作り出すのを減らす。

チャンピオンの適応方法. Ziggsは、単にQをウェーブに投げ込むのではなく、角度を探すべきだ。彼は壁、茂み、リセットタイミングを利用して、相手のmidが自身のゾーンコントロールで対応する前にダメージを与える必要がある。

サイドエンゲージと側面からのプレッシャー

Ziggsは正面から近づくチームに対して非常に強いが、エンゲージが側面から来るようになると、はるかに快適ではなくなる。彼のEは1つの経路をうまく制御するが、マップ全体を制御するわけではない。敵がリバー、jungle、あるいはウェーブの後ろから脅威を示した場合、Ziggsはポークをセットアップする前に後退しなければならない。これらのチャンピオンは、必ずしも彼を一人でキルする必要はない。彼らの主な目的は、彼のシージを破り、Wを使わせ、それから残りのチームが3サイクルの爆弾を食らわずに前進できるようにすることだ。

チャンピオンの適応方法. Ziggsは、厳格なサイドビジョンを持ってプレイし、情報なしで早期にシージをセットアップすることを避ける必要がある。もし側面からのエンゲージが暗いなら、一時的にポークを減らしても、短いポジションを維持すべきだ。

優先度の高いマッチアップ

Zed

Zedは、Wを使ったZiggsの規律を直接試すため、編集上の優先度が高い。Ziggsが、Zedがエントリーウィンドウを持っている間に、サッチェルチャージをポーク、プッシュ、またはタワー破壊に使用した場合、レーンは即座にスイングする可能性がある。したがって、このマッチアップは、単純なウェーブクリアよりもクールダウン管理が重要だ。Ziggsは、レンジからウェーブを維持し、アクセスを遅くするためにEを置き、Zedがオープンなスペースではなく、準備されたゾーンにエンゲージするように強制することを受け入れなければならない。

Fizz

Fizzは、爆弾の軌道をより信頼しなくし、スペーシングの管理ミスがあれば非常に高速な実行を脅かすため、Ziggsにとって危険だ。Ziggsはこのマッチアップを無料のポークレーンとしてはプレイできない。まず、Fizzが侵入しようとするスペースを制御する必要がある。重要なのは、早すぎるWを使わないことだ。もしFizzが完全にコミットせずに最初の後退を強いたなら、Ziggsは再配置し、ウェーブをコントロールし続け、サバイバルツールを費やす前に実際のエンゲージがコミットされるのを待つべきだ。

対面時のよくある間違い

対面時のよくある間違い

  • dragonの前でチョークポイントをグループで歩くこと。それはまさにZiggsがEを置き、Rを脅かす場所だ。
  • HPの低いタワーを防御すること。Ziggsに対して、遅すぎる防衛は、構造物とキルの両方を失う可能性がある。
  • WかFlashを使わせずにZiggsにエンゲージすること。彼はエントリーを拒否し、チームが後退している間にポークを続けることができる。
  • 彼のmidへのローテーションを罰せずにプッシュさせること。誰もビジョンを争わなければ、彼はあらゆるウェーブをオブジェクトプレッシャーに変えるだろう。
  • 戦闘終盤のRを軽視するな:画面外からでも、Ziggsは体力の低い敵を倒したり、敵の連続キルを阻止したりできる。

コーチングノート

  • Ziggsに対しては、「捕まえなきゃ」と考えるだけでなく、「セットアップを阻止しなきゃ」と考えろ。この違いがリバーでの立ち回りを根本から変える。
  • Ziggsに対して前に出るべき絶好のタイミングは、Q/Eサイクルをミスした後やWを使った直後であることが多い。それ以前は、最も強力なゾーンに踏み込むことになる。

FAQ

レーンでZiggsに勝つには?

ウェーブだけを意識した立ち回りは避けろ。Ziggsはプッシュし、距離を取り、タワー下での防衛を強いるのが好きだ。彼に勝つには、Wを追跡し、サイドの角度を争い、彼がウェーブにスペルを使った瞬間を罰しろ。彼を倒せなくても、midの優先度を視界、プレート、またはローテーションに変えるのを阻止することで、彼の価値を制限することはできる。

Ziggsを見たらすぐにエンゲージすべきか?

必ずしもそうではない。W、フラッシュ、Eがすべて揃っている状態で正面からZiggsにエンゲージすると、戦いが始まる前に負けてしまうだけだ。まずは相手に防御ツールを使わせるようなプレッシャーをかけ、それから別の角度から戻る方が良い。Ziggsは、彼のゾーンがすでに崩されているか、撤退するかタレットを諦めるかの選択を迫られたときに、はるかに脆弱になる。

なぜアサシンはZiggsに強いのか?

アサシンがZiggsに強いのは、彼らの真の弱点であるセットアップ時間を攻撃するからだ。Ziggsは危険が来る前にゾーンを準備したい。Zed、Fizz、またはAkaliのようなアサシンは、迅速な反応を強要し、彼のWを必須にし、彼が自分のペースで包囲するのを止めることができる。これはZiggsが自動的に負けるという意味ではないが、クールダウンと視界に関して、はるかに規律を持ってプレイする必要がある。

Ziggsに対してオブジェクトを争うにはどうすればいいか?

Ziggsがゾーンを完全にセットアップする前に到着する必要がある。リバーに遅れて入ると、すでに体力が低い状態でE、Q、Rの脅威の中を歩くことになることが多い。最善の計画は、側面をコントロールし、Ziggsを後退させるかWを使わせ、それからオブジェクトに向かうことだ。彼に対して直線で争うことは、特にタレットやdragonがすでに取られている場合、良い戦いになることはめったにない。