Timekeeper
Updated Apr 15, 2026
Diggie is not a support you pick because you like playing support. He is a veto button drafted into the game specifically to cancel the enemy team's ultimates, and if their draft has nothing worth cancelling, you have wasted a slot. The ban rate tells you everything: ten percent banned, two tenths of a percent picked. Teams ban him so they do not have to play against him.
Win Rate
53.49%
Pick Rate
0.19%
Ban Rate
10.84%
Recommended Build
Core Items
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, use Diggie's 1st Skill to poke the enemy. If an enemy tries to initiate, pull them back with his 2nd Skill. If a teammate gets CC'd or takes too much damage, use Diggie's Ultimate to save them.
Diggie is not a default roam. He is a counter-draft. Look at the enemy team's CC investment before locking him. If their engage is Atlas plus Tigreal, or Franco plus Kaja, or Khufra plus Aurora, Diggie turns their entire win condition into a 2-second shield animation. If their engage is Gusion plus Lancelot plus Natalia, you have picked a hero whose ultimate removes debuffs from a team that does not take debuffs.
The test is specific: can you name at least two enemy ultimates that Time Journey hard-cancels? If yes, lock Diggie and their draft is already bleeding. Hard-cancel means the ultimate is useless against a CC-immune shielded target: Fatal Links (Atlas), Implosion (Tigreal), Bloody Hunt (suppression from Franco), Ring of Order (Kaja suppress), Bouncing Ball chain (Khufra), Light of Dawn (Aurora freeze combo). If the answer is "one hero, maybe," Estes or Mathilda is the correct pick instead.
The second test is your own draft. Diggie has no dash, no hook, no reliable kill pressure. Your team needs a hypercarry his ult can keep alive: Karrie, Lesley, Wanwan, Claude. Drafting Diggie with a Hanabi or Brody who does not need protection turns the 650 (+300% TMP) shield into paint. And do not pick Diggie with an Esmeralda on your own team, ever. Her passive converts received shields into HP. Time Journey casting the shield onto Esmeralda hands it directly to her personal shield pool, which she was going to build anyway. You have helped nobody.
Diggie is an enemy ultimate censor. Atlas spends his entire laning phase scaling up for one Fatal Links cast that should win a fight. Diggie spends 130 mana and 0.5 seconds pressing R, and that Fatal Links did nothing.
Every piece of the kit is built around making that moment possible. Time Journey removes debuffs on cast, which means it does not just prevent new CC, it cleanses CC already landed, so the timing window is generous. The 2-second Control Immunity window is long enough to absorb the full animation of almost any chain CC ultimate in the game. The 650 (+300% TMP) shield on top means the target is not just uncontrollable for those two seconds, they are nearly unkillable. Auto Alarm Bomb exists so Diggie has something to do in the 76 seconds between ults: stack Dangerous Sparks up to a 60% damage bonus, bully enemies off objectives, zone the river. Reverse Time pulls dive heroes out of their commit. The egg passive means even killing Diggie does not remove him from the fight, which is why the question enemies always have to answer when they want to dive your carry is "have you killed Diggie yet, and where is the egg right now."
The hero is not a peeler in the Estes sense and not a setup tool in the Tigreal sense. He is a composition-canceller, and the correct way to play him is to wait for the opposing team to commit their biggest spell, then press R on top of it.
Note
If the enemy runs Purify on their carry, your Reverse Time is a 15-second cooldown that does almost nothing. Plan the fight around S1 zoning and Time Journey shielding instead, and save S2 for a non-carry target (their jungler, their support, anyone who cannot cleanse).
Diggie does not spike on an item, he spikes on an item pair: Fleeting Time plus Dominance Ice, typically around the 10-to-12 minute mark.
Fleeting Time's Timestream passive shaves 30% off your ultimate's cooldown on every takedown. Time Journey's base 76-second cooldown becomes a roughly 40-second cooldown in an active teamfight. The moment Fleeting Time is online, Diggie stops being a one-ult-per-fight hero and starts being a hero whose ultimate can come back before the fight ends. If you cast it to save your carry at the start of a skirmish and pick up two assists during the fight, the ult is up again for the collapse. That is the actual power spike: the frequency of Time Journey, not the strength of any single cast.
Dominance Ice is the second half because it layers two aura debuffs onto the enemies attacking your shielded carry: 30% attack speed slow (Arctic Cold) and 50% reduction to shield and HP regen (Lifebane). Against a team that thought they could just DPS through your ult shield with Claude or Karrie auto-attacks, Dominance Ice's attack-speed aura actively extends the 2-second immunity window by slowing their damage output. Against heal-heavy lineups, Lifebane cuts Estes and Floryn's healing in half while you are standing near the fight.
Before this spike you are a slow, squishy utility bot. After this spike you are a 40-second-cooldown unkillable bubble that also debuffs any enemy stupid enough to stand near you.
The reflex when you see Tigreal wind up Implosion is to cast Time Journey the moment you see the animation. That reflex is wrong and it will cost you fights all season.
Time Journey lasts 2 seconds. Tigreal's Implosion has roughly a 1-second cast animation and a delayed pull. If you ult the instant you see the animation, the CC-immunity window expires right as the pull stun actually lands, and the cleanse portion is wasted because no debuff has been applied yet. You have spent your 76-second cooldown on a pre-flinch.
Three positioning rules that actually matter:
If your carry is a Wanwan or Lesley whose ultimate already has an immunity window, save Time Journey for the second engage instead of stacking immunities. Do not let two CC-immunity effects overlap on the same target when they could have covered separate fight phases.
The locked slots are Demon Boots, Fleeting Time, and Dominance Ice. Boots give the mana sustain needed to spam S1 in the early rotations. Fleeting Time is the ult-cycling item. Dominance Ice is both the anti-heal and the attack-speed debuff that layers with your ult shield. Skipping any of these three breaks the hero.
The remaining three slots are situational:
The weakest common default is trying to build Clock of Destiny or Holy Crystal as a "damage" item. Diggie's damage is the 60% Dangerous Sparks stack bonus, which scales with repeated S1 hits, not with TMP. He does not benefit from mage stat sticks the way a Lylia or Pharsa does. Every slot you give to damage is a slot you do not give to utility, which is the only reason you picked him.
Tip
Listen for the audio cue before you press R. Atlas's Fatal Links, Tigreal's Implosion, Franco's Bloody Hunt, and Kaja's Ring of Order all have distinct sound effects that fire on the cast, not the hit. Train your reactions to the sound, not the visual, and the two-second window lines up perfectly.
Note
Egg-form S1 "Disdain" still builds Dangerous Sparks on hit, up to one stack per hit. Dying loses you half your stack count, but aggressive egg-form usage during respawn can recover 5-10 stacks before you revive. This is the only hero in the game where feeding your own death back into damage is a real mechanic.
Tip
Reverse Time's 4-second window is also the perfect length to delete a dive. When a Chou or Hayabusa commits into your backline, mark them with S2 on the dive, let them waste all their dashes trying to kill your carry, and then watch the pull yank them back to their entry point with nothing to show for it. Their entire ultimate cycle is gone, and you have used one skill on a 15-second cooldown.
Warning
Diggie's ultimate does not block true damage, percent-HP damage, or damage-over-time that ignores shields. Karrie's True Damage Buildup, Lesley's late-game crit through flat reduction, and Cici's bleed still apply through Time Journey. The shield absorbs raw damage but the hero is not invulnerable. Position like the enemy can still deal some damage, because against those specific kits, they can.
Upon death, Diggie reverses time and turns back to egg form, in which he can continue to move around and gains a new set of skills. He cannot be targeted in egg form and will revive after a period of time.
Diggie flings an owl alarm to the target location that remains stationary for 25s or until it reacts to the first enemy in range, chasing them and exploding upon collision. The explosion deals 350 (+100% Total Magic Power) Magic Damage to enemies hit and slows them by 30%. Diggie gains 2 stacks of Dangerous Sparks each time an enemy hero is hit by the explosion (up to 60 stacks), each stack increasing the skill's damage by 1%. He loses half the stacks upon death, but can gain 1 stack of Dangerous Sparks each time his skill hits an enemy hero when in egg form. Up to 5 owl alarms can exist at the same time.
Diggie marks the target enemy hero for 4s and pulls them back to their previous location after the duration ends, dealing 150 (+100% Total Magic Power) Magic Damage and briefly slowing them by 80%. If the enemy moves out of the circle, the pull will be triggered early.
Diggie removes all debuffs on nearby allied heroes (including himself) and grants them a 650 (+300% Total Magic Power) shield and Control Immunity for 2s. He also gains 50% Movement Speed for 0.5s.
In teamfights, use Diggie's 1st Skill to poke the enemy. If an enemy tries to initiate, pull them back with his 2nd Skill. If a teammate gets CC'd or takes too much damage, use Diggie's Ultimate to save them.
In the laning phase, use Diggie's 2nd Skill to confine the enemy to their location, then toss an owl alarm at them with his 1st Skill.
These heroes have the highest win rates against Diggie in ranked matches. Pick any of them for a statistical advantage in draft.

Yin outscales Diggie in the late game, turning team fights in your favor as the match progresses.
51.6%

Sun outscales Diggie in the late game, turning team fights in your favor as the match progresses.
46.6%
Diggie performs well against these heroes. Consider picking Diggie when you see them on the enemy team.
Diggie is most vulnerable in the early game, where counters average a 56.5% win rate. As the match progresses, Diggie becomes harder to shut down (54.7% mid, 50.7% late). Prioritize early aggression and ganks to build an advantage before Diggie can scale.
Diggie is vulnerable here
Diggie is vulnerable here
Even matchup phase
Flicker
Heroes that synergize well with Diggie in team compositions.




Diggie is the Timekeeper, a peculiar owl scholar who stumbled upon the secrets of temporal magic and accidentally fractured his own timeline. As a result, Diggie exists in a perpetual loop. When slain in battle, he is reborn moments later as a harmless egg before hatching back into his full form, making him functionally immortal. His time bombs detonate in delayed bursts that stun enemies, and his ultimate ability cleanses all crowd control from nearby allies, resetting the flow of battle. Diggie's cheerful, somewhat absent-minded demeanor belies the profound cosmic power he wields, and his allies have learned to trust the odd little owl whose mastery of time has saved them from countless defeats.
Famous quotes from Diggie
“Tick-tock! Time waits for no owl!”
- Diggie
“Past, present, future - I've seen them all!”
- Diggie
“You can't cage time, and you can't cage me!”
- Diggie
“Your time has run out!”
- Diggie
“Time Journey - REWIND!”
- Diggie