Play in tower-threshold waves: once a crash plus Short Fuse puts turret HP in Satchel range, stop treating the lane like a poke lane and cash the tower, because Ziggs separates himself from comparable bot mages by how often those waves turn into missing outers and first tower
Ziggs lane is a hand check on direct or minion-clipped Qs plus cheap passive autos, so aim bombs where the ADC has to last-hit and only weave Short Fuse when they are occupied or already pushed off balance
Good Ziggs games keep asking the next tower the same question before 30 minutes, because his best window is the 20-30 minute siege stretch and the pick loses a lot of bite once the game settles into longer dodge-heavy fights
Use W the moment the lane is about to change state, not the moment you happen to have spare mana. In lane, that usually means one of three things: the tower is low enough that this wave plus passive cashes it, the enemy engage has finally committed and you need the knockback to break the play, or your support has already locked someone long enough that the displacement is guaranteed value. If none of those are true, keep it. The bad W is the casual chip toss that leaves you without peel and without tower execute. The good W either removes the tower, removes their window, or removes their escape.
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.