Throw Q at the spot the opponent has to stop for—cannon last-hits, ranged minions, or tower defense positions—and look for the passive auto right after, because Ziggs’ lane pressure comes from making one bounce plus Short Fuse tax both HP and plates
Keep count of tower threshold and treat W as demolition, not filler poke; when a shove sticks or the enemy mid leaves, Ziggs is one of the few mids who can turn that window directly into an early tower break with Satchel instead of just “getting pressure”
Set E on the path people actually have to cross, then use R to finish a target or split a fight that is already bending, because Ziggs’ best games come from fighting on ground he prepared and cashing that control in the midgame before the map drifts late
Follow when the wave is already crashed or can be cleared in one quick spell cycle, and the fight is close enough that you arrive before it is decided. River skirmishes around crab, grubs, or a contested jungle entrance are the cleanest examples, especially if your R can land while you are still moving. If the enemy mid leaves on a long roam and you would arrive late through fog, stay, shove hard, and take the plate or tower damage your wave bought you. On Ziggs, a late follow that saves nothing usually costs more than it gains because you gave up the part of the kit that actually punishes movement.
Periodically, Ziggs' next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability.
Ziggs throws a bouncing bomb that deals magic damage.
Ziggs flings an explosive charge that detonates after a delay, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage. Ziggs can use the Satchel to hexplode vulnerable enemy turrets.
Ziggs scatters proximity mines that detonate on enemy contact, dealing magic damage and slowing. Successive mine detonations on the same target deal reduced damage.
Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take more damage than those farther away.