Diggie is one of the few support heroes in Mobile Legends who genuinely changes how the enemy team has to draft. His ultimate, Time Journey, strips all crowd control from nearby allies and gives them a shield and CC immunity for several seconds. That single ability makes him a direct counter to heavy engage compositions built around heroes like Atlas, Tigreal, and Minotaur. When those teams expect to land a full combo and lock down four people, Diggie just cancels it entirely.
What makes him more interesting than a one-trick anti-CC pick is everything else he brings. His bombs provide persistent map pressure, vision on jungle paths, and consistent poke damage from a safe distance. His Reverse Time skill punishes overextension and creates kill setups for his carries. And when he dies, he does not actually leave the fight. His egg form keeps him moving, scouting, and disrupting until he revives.
He is currently an S-tier roam pick sitting at around a 53.9% win rate. If the enemy team has two or more heavy CC ultimates, Diggie becomes one of the strongest picks in the game. This guide covers the best Diggie ML build, emblem, battle spell, skills, combos, and strategy to help you get the most out of him in ranked.
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Diggie ML Skills
Passive: Young Again
When Diggie dies, he transforms into an egg instead of respawning at base. In egg form he cannot be targeted or damaged, he can move freely around the map, and he deals True Damage with a separate set of egg skills. He revives at his current location after a short duration.
| Key detail | What it means |
|---|---|
| Untargetable in egg form | Enemies cannot attack or CC him while he is an egg |
| True Damage from egg skills | Interrupts recalls, Regeneration spells, and base healing |
| Revives on the spot | If he died in a good position, he revives right there |
| Enemies can see his death timer | They know when he will revive and can wait to re-kill him |
The most underused tool in Diggie’s kit: Dying on purpose near the Lord or enemy jungle is a legitimate tactic. As an egg, Diggie can scout objectives, track enemy movements, and interrupt key actions with True Damage without putting himself in danger. If there is a Lord dance happening and your team needs information, being the egg in the area is genuinely useful.
Skill 1: Auto Alarm Bomb
Diggie throws an owl alarm to a target location. The alarm stays stationary until an enemy enters its range, then chases them and explodes on contact, dealing Magic Damage and applying a slow. Multiple bombs can exist at the same time. Each bomb that hits an enemy hero builds Dangerous Sparks stacks, increasing subsequent bomb damage.
| Key detail | What it means |
|---|---|
| Multiple bombs can be active | Stack several in one area to zone or force trades |
| Bombs chase the first nearby enemy | Placement near choke points is more reliable than aimed throws |
| Dangerous Sparks stacks increase damage | More hits over time means more damage per bomb |
| Half stacks lost on death | Re-stack quickly in egg form, since bombs still hit while you are an egg |
Skill order: Level this at level one. It is your primary poke tool from the start of the game and the skill you will be throwing constantly throughout every phase of the match.
Skill 2: Reverse Time
Diggie marks a target enemy hero for up to four seconds. When the duration ends, the target is pulled back to the location where they were standing when Diggie cast the skill, taking Magic Damage and a slow. The pull triggers immediately if the marked hero moves too far from the starting point.
| Key detail | What it means |
|---|---|
| Pulls them back to the cast location | If they walk forward, they get yanked back. This is a hard punish for overextension |
| Four-second mark duration | Gives time to set up bombs at the cast location before the pull lands |
| Triggers early if they move far enough | Aggressive enemies who dive forward get pulled back instantly |
| Does not break on Flicker | The mark and pull still land even if the target blinks away |
The correct combo: Cast Reverse Time on a target, then immediately throw Auto Alarm Bombs at the location where they were standing when you cast it. When the pull triggers, they land right on top of your bombs. This is Diggie’s core damage pattern and the reason he can be threatening even without a dedicated mage build.
Max this last. The base utility of the pull does not change much with levels. Skill 1 and Skill 3 are more important.

Ultimate: Time Journey
Diggie activates a time machine that creates a field around himself. Nearby allied heroes receive a shield, full crowd control immunity, and bonus movement speed for several seconds. Diggie himself is also protected. Critically, this skill can be cast even when Diggie is stunned or otherwise crowd controlled.
| Key detail | What it means |
|---|---|
| CC immunity for all nearby allies | Completely nullifies atlas ultimates, Tigreal combos, and most engage chains |
| Castable while stunned | You do not need to act before the CC lands. Activate it mid-stun |
| Shield scales with Magic Power | A full tank build gives a smaller shield; a hybrid build gives a larger one |
| Synergizes with Revitalize | Extra healing on top of the shield makes the protection significantly stronger |
| Flask of the Oasis procs on cast | The shield trigger counts as a heal trigger for Flask |
The most important habit on Diggie: Do not use Time Journey the moment you see an engage coming. Wait for the enemy to actually land their CC skill first, then activate it. Using it early wastes the immunity window before the crowd control even lands. The exception is when you are about to be burst down before you can react, in which case activating it preemptively is the right call.
Upgrade this whenever available. Getting Time Journey at level four and again at level eight significantly extends the immunity duration.
Skill Order
| Priority | Skill | Reason |
|---|---|---|
| Level 1 | Skill 1 (Auto Alarm Bomb) | Primary poke and vision tool from the first minute |
| Upgrade when available | Ultimate (Time Journey) | Longer CC immunity window directly improves team fight value |
| Max first | Skill 1 (Auto Alarm Bomb) | Damage, slow, and stack buildup all scale with level |
| Max second | Skill 2 (Reverse Time) | Pull utility stays consistent; damage is secondary |
Diggie ML Best Build 2026
Diggie is built around one goal: being alive and nearby when Time Journey matters. That means durability first, with items that also reduce his ultimate cooldown so he can cast it more often in extended fights.
Best Diggie Item Build in Mobile Legends 2026
| Order | Item | Role |
|---|---|---|
| 1 | Tough Boots (Encourage) | Boots enchant buffs nearby allies’ movement and attack speed, giving constant value just from roaming |
| 2 | Flask of the Oasis | Boosts shield and healing effects, procs on Time Journey’s shield for immediate value, and provides early sustain to stay on the map longer |
| 3 | Fleeting Time | Reduces ultimate cooldown by 30% each time an ally or enemy dies nearby, which is central to casting Time Journey more frequently |
| 4 | Dominance Ice | Reduces nearby enemy attack speed and movement speed, while giving Diggie physical defense and mana |
| 5 | Oracle | Increases shield and HP regen effectiveness, which directly boosts Time Journey’s shield and stacks on top of Flask |
| 6 | Immortality | Second life, especially important if the enemy team has burst assassins who can reach Diggie |
Situational swaps for Item 6:
| Swap to | When |
|---|---|
| Antique Cuirass | Enemy team has multiple physical damage heroes diving Diggie frequently |
| Athena’s Shield | Enemy team has two or more mages with heavy magic burst |
| Guardian Helmet | Long drawn-out games where sustained HP regen matters more than a second life |
Recommended Emblem Build for Diggie
Recommended Emblem Build for Diggie
Support Emblem
| Tier | Talent | Why |
|---|---|---|
| Tier 1 | Agility | Extra movement speed helps Diggie rotate faster and stay within Time Journey range of his carries |
| Tier 2 | Rupture | Increases magic penetration on skill hits, giving Diggie’s bombs and Reverse Time more damage against tankier targets |
| Tier 3 | Focusing Mark | Tags enemy targets hit by Diggie’s skills and increases all allied damage dealt to them by 6%. This directly amplifies your whole team’s damage when Reverse Time lands or a bomb connects |
Why Focusing Mark over other options:
Diggie is consistently applying his skills to targets throughout every fight, which means the Focusing Mark amplification is almost always active on at least one enemy. It turns his bombs and pull combo into a team damage multiplier rather than just a poke tool, and it synergizes directly with how Diggie creates kill windows for his carries.
When to swap Tier 3:
| Swap to | When |
|---|---|
| Pull Yourself Together | You are running Revitalize and want faster spell uptime, or the enemy team is focusing Diggie down and you need shorter cooldowns to stay effective |
Recommended Battle Spell
Revitalize is the standard spell for Diggie in most games.
| Why Revitalize works for Diggie | Detail |
|---|---|
| Synergizes directly with Time Journey | The healing zone activates at the same time as the shield, giving allies both protection and recovery simultaneously |
| Continues healing after the immunity window | Even after Time Journey ends, the Revitalize zone keeps providing value |
| Flask of the Oasis trigger | Revitalize procs Flask on top of Time Journey’s shield, stacking multiple layers of healing |
| Area-of-effect healing benefits the whole team | Same positioning requirement as Time Journey. If you are close enough to cast the ult, you are close enough for Revitalize |
When to consider Flicker instead:
If your team already has another hero running Revitalize and you need a personal escape option, Flicker lets Diggie reposition to reach allies who are out of his usual range or escape a dive before he can activate Time Journey.
Diggie Gameplay Tips and Strategy
Early Game: Roam and Poke
Diggie starts in the gold lane with the marksman until level two or three, then transitions into full-time roaming. His job in lane is simple: throw bombs toward the enemy laner to push them off the wave, and use Reverse Time on any hero who overextends for an easy poke trade.
Key habits from the start:
Keep at least one bomb active near the river entrance at all times. This gives your marksman early warning on incoming ganks and forces the enemy jungler to either avoid that path or take damage and give away their position.
Do not sit in lane once you hit level four and have Time Journey. Your value as a roamer starts the moment you have your ultimate. Rotate to mid or jungle immediately and look for opportunities to set up kills or protect your jungler.
When buying your first back, prioritize getting Tough Boots with the Encourage enchant as early as possible. The movement speed buff you provide to nearby allies just by walking near them is free, passive value that stacks up over a full game.
Mid Game: Protecting Carries in Team Fights
Once you have Fleeting Time completed, Diggie’s ultimate becomes much more available. This is when his impact on team fights increases dramatically. Your positioning in every skirmish should be within Time Journey range of your most important carry at all times.
Target priority for Reverse Time:
| Priority | Target | Why |
|---|---|---|
| 1st | Enemy diver closing on your carry | Pulls them back and creates distance immediately |
| 2nd | Backline mage or marksman | Forces them into your team’s range for follow-up damage |
| 3rd | Enemy support trying to reposition | Disrupts their ability to follow up on engages |
| Avoid using on | CC-immune heroes mid-ultimate | The pull still lands but does nothing during the immunity window |
After Reverse Time lands, throw bombs at the pull location immediately. The enemy is yanked back into your bombs and slowed, giving your team a clean window to follow up.
Rotating for objectives:
After a won team fight, rotate directly to Turtle or Lord. Diggie’s bombs provide zone control around objectives, and Dominance Ice slows enemies who try to contest. Use the egg form tactically here. If Diggie dies during a Lord attempt, his egg can scout the area around the objective and report whether the enemy team is coming to steal.
Using Time Journey Correctly
The single biggest mistake Diggie players make is activating Time Journey too early. An early activation burns the CC immunity window before the enemy engage skill lands, which means the combo goes through anyway.
When to activate:
Wait for the enemy to land their CC. If Atlas pulls your carry with Sea Tornado, activate Time Journey immediately after the pull connects. The immunity will cancel everything that follows in the combo chain. The exception is when you see a hero like Kaja diving directly onto your carry with no time to react. In that case, preemptive activation is correct.
Fleeting Time and reactivation:
With Fleeting Time, each nearby kill or death reduces the cooldown of Time Journey. In active team fights, Diggie can often cast it twice in the same fight. The first cast protects your team from the initial engage; the second cast covers the follow-up if the fight keeps going.
Combo Guide
Standard Poke Combo
- Throw Auto Alarm Bomb to a bush or choke point the enemy must pass through
- Cast Reverse Time on an enemy who walks into the bomb’s range
- Throw a second bomb at the pull location before the mark expires
- The enemy gets pulled back into the bomb zone, taking both the pull damage and the bomb explosion
Team Fight Combo (defending carry)
- Stay within range of your most important carry at all times
- When an engage hero dives, immediately cast Reverse Time to pull them back
- Throw bombs at the position they were pulled back to
- Activate Revitalize
- Activate Time Journey the moment enemy CC lands on your team
Egg Form Disruption
- When Diggie dies during a fight, immediately move his egg toward the nearest recall or healing enemy
- Use egg skills to deal True Damage and cancel their recovery
- Position the egg so that upon revival, Diggie is back in range of his carries
Combo Summary Table
| Situation | Skill Order | Goal |
|---|---|---|
| Lane poke | Auto Alarm Bomb then Reverse Time then second bomb | Punish overextension and stack Dangerous Sparks |
| Protecting carry from diver | Reverse Time then bombs at pull location then Revitalize then Time Journey | Pull diver back and shield your team |
| Egg form after death | Move egg to nearest recalling enemy, use egg skills | Cancel recalls and stay relevant while dead |
Understanding Diggie’s Counters
Hero Counters
| Counter Hero | Why they are a problem | How to play around it |
|---|---|---|
| Helcurt | His ultimate silences all enemies globally, preventing Diggie from activating Time Journey | Activate Time Journey before Helcurt’s ultimate silence lands if you see him charging in |
| Natalia | Silences prevent skill activation entirely. If she silences Diggie, he cannot cast Time Journey | Stay near teammates, never walk alone into bushes, buy detection items early |
| Ling / Aamon | CC-immune during their own ultimates, so Time Journey cannot affect them | Focus Time Journey on your carries, not on the diving assassin. Protect the victim, not the attacker |
| Kagura | High burst that can kill Diggie before he reacts, and her Yin-Yang mechanism lets her avoid Reverse Time | Preemptively cast Time Journey if Kagura goes all-in rather than waiting for CC |
| Lancelot | His ultimate makes him briefly invulnerable and he can burst through Diggie’s shield quickly | Same as above. Protect the carry rather than trying to survive Lancelot’s dive directly |
The Helcurt counter is the most critical one. If you see Helcurt in the enemy draft, communicate with your team that you need to activate Time Journey before his ultimate silences everyone. The window is tight, so you need to be watching for his engage signal, not reacting after the silence is already applied.
Item Counters to Watch For
| Enemy Item | Effect on Diggie | Your response |
|---|---|---|
| Winter Truncheon | Physical immunity for 2 seconds. Reverse Time damage is negated during the window, though the pull still lands | Wait for Winter Truncheon to expire before committing to a full combo |
| Purify | Removes Reverse Time’s mark on activation, canceling the pull entirely | Wait for Purify to be on cooldown before casting Reverse Time on high-priority targets |
| Sea Halberd | Reduces healing received, which weakens the Revitalize component of Diggie’s support package | Build Oracle to partially offset the healing reduction on your team |
Conclusion
If you are just starting out on Diggie, focus on one thing first: stop activating ULT the moment you see an engage coming. That single habit is what most Diggie players get wrong. Wait for the CC to land, then press it. Once that timing feels natural, everything else starts clicking.
From there, the next thing to drill is the Reverse Time and bomb combo. Cast Reverse Time, drop a bomb at the mark location, and let the pull do the work. It sounds simple but it takes a few games before your hands do it automatically under pressure.
The egg form is the last piece most players ignore. When you die, you are not out of the fight. Move the egg, cancel recalls, provide vision. Treat it as a second life with a different job, not dead time.
Diggie rewards players who are always thinking one step ahead. If you are watching the map, positioning near your carry, and holding Time Journey for the right moment, you will feel the difference immediately.
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