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Diana Build Guide by zigui98

AP Carry The moon will rise, the night will last forever!

AP Carry The moon will rise, the night will last forever!

Updated on August 29, 2014
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League of Legends Build Guide Author zigui98 Build Guide By zigui98 23,470 Views 8 Comments
23,470 Views 8 Comments League of Legends Build Guide Author zigui98 Diana Build Guide By zigui98 Updated on August 29, 2014
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1
zigui98 (3) | August 29, 2014 1:18pm
Orpheus_31 wrote:

This helped me a lot when I started playing with Diana :D. Thanks a lot, really good guide. Keep the good work ;).
Btw, in your core items, what do you build first and when : Zhonyas HourGlass or Rabadons ?
Thanks !!


I'm glad this helped :D

To answer your question, I usually start with Rabadon's Deathcap for the burst when I'm ahead. When the lane is even I start with Seeker's Armguard and then buy the Deathcap.
The armor from seeker's will help you gank bot more safely and that means getting an advantage over your lane opponent, while it still gives you the AP to increase your burst. And let's be real, Ad carries are squishy and you won't need much AP to burst them down...

The only situation where I build Zhonya's Hourglass first is when I'm facing an AD mid like Zed and he's winning against me. If you are losing against an AP champ you should go for Abyssal Mask instead as it'll help you survive the respective burst damage.
1
Orpheus_31 | August 29, 2014 1:04pm
This helped me a lot when I started playing with Diana :D. Thanks a lot, really good guide. Keep the good work ;).
Btw, in your core items, what do you build first and when : Zhonyas HourGlass or Rabadons ?
Thanks !!
1
zigui98 (3) | August 28, 2014 9:39am
Quoted:

It's no problem :) As long as I've helped out fellow guide writers, I'm happy~

If anything, the Magic/Hybird pen marks would help you out with last hitting a lot more than additional attack speed, lol. It'll reduce the armor/magic resist of minions, making your autoattacks do more damage, which in turn allows for greater leniency as to when you're hitting the minions.

Diana's base attack speed is about 0.625, which then scales by 2.25% per level. Let's assume that you're currently level 6, so 0.625 * (1.0225)^6 gives you approx 0.714 attack speed. The 10% attack speed would give you 0.712 * 1.1 = 0.785 total attack speed. It may scale really well late game, but early game is when runes have the most impact, and this doesn't increase it by much :/

I guess you can tell I'm a sucker for Maths lol. What can I say? I'm a nerd and I'm proud of it~



Yes you are right there, but my problem with last hitting is not leaving them with 1 HP, it is choosing between 2 minions on which one I should kill (lool I know, there are spells, but this usually happens when they are on cooldown, because it's when I use them that this situations arise...)

It also helps pushing towers, and not just my first tier 1 mid tower (which will allow me to roam sooner), but the other lanes' turrets. This is extremelly useful when other lanes are behind and will allow everyone to converge on mid sooner, which in turn will result in another turret down on mid. This is usually how I win game when my other lanes are behind, if I help them push and tell them to push my lane later, it'll increase our map pressure hugely and make it harder for the opponent to react.
1
Emi (218) | August 28, 2014 9:25am
It's no problem :) As long as I've helped out fellow guide writers, I'm happy~

If anything, the Magic/Hybird pen marks would help you out with last hitting a lot more than additional attack speed, lol. It'll reduce the armor/magic resist of minions, making your autoattacks do more damage, which in turn allows for greater leniency as to when you're hitting the minions.

Diana's base attack speed is about 0.625, which then scales by 2.25% per level. Let's assume that you're currently level 6, so 0.625 * (1.0225)^6 gives you approx 0.714 attack speed. The 10% attack speed would give you 0.712 * 1.1 = 0.785 total attack speed. It may scale really well late game, but early game is when runes have the most impact, and this doesn't increase it by much :/

I guess you can tell I'm a sucker for Maths lol. What can I say? I'm a nerd and I'm proud of it~
1
zigui98 (3) | August 28, 2014 9:06am
Quoted:

Hi! This is a really nice guide you've got so far! However, I'd like to point out a couple things I think you could improve :)

For one, I think Magic/Hybrid pen marks work a lot better than attack speed. If you're building Diana as a bursty assassin, then you simply won't have the time to make use of your passive, which is what I'm sure those AS marks are meant for. You need to be able to kill targets as quickly as possible, and that is done through your instantaneous burst through Q-R-W. I would only ever run attack speed if I'm going to splitpush the entire game.

Enchanted Armor may seem like a good choice because of Zhonya's and GA, but it even then doesn't give all that much. Especially since you're not running any armor/MR runes, the mastery early game doesn't give you any advantages. In fact, it doesn't even really become noticeable until you get GA, which will be nearly 30-35 minutes into the game. Block and Unyielding will protect you for a lot more, especially early game when you are at your weakest.

math


You could mention the few scenarios in which you take W at level one instead of Q. Even though you can't leash for your jungler, this is especially nice against enemy melee champions who need to be in range to get CS. When they go up for the last hit, pop your W for the burst and the shield will prevent you from taking too much damage in return. Even though this will push the lane fairly quickly, junglers usually can't gank level 2, or they risk losing their own buffs.


Wow, thanks a lot for the feedback :O

Regarding the runes, I will keep the attack speed marks. The reason for that is mainly because I tend to strugle quite a bit with last hitting without attack speed and it helps me A LOT!! Also, when there are no enemy minions in lane and I somehow catch the opponent out of position I usually throw some auto attacks while I wait for the cooldown on my Q to come up again for a second ulti round.

For the masteries - I'll change them right now!! thank you for the Maths, it really makes sense when you put it like that. Would you mind if I quoted you on that? I have no idea how to explain it now without outright copying you XD

Lastly, I was going to add the pick W at level 1 thing in the matchups but I just realised - it is nowhere near finished yet... I'll make a note on the skill section, thanks for the heads up
1
Emi (218) | August 28, 2014 8:04am
Hi! This is a really nice guide you've got so far! However, I'd like to point out a couple things I think you could improve :)

For one, I think Magic/Hybrid pen marks work a lot better than attack speed. If you're building Diana as a bursty assassin, then you simply won't have the time to make use of your passive, which is what I'm sure those AS marks are meant for. You need to be able to kill targets as quickly as possible, and that is done through your instantaneous burst through Q-R-W. I would only ever run attack speed if I'm going to splitpush the entire game.

Enchanted Armor may seem like a good choice because of Zhonya's and GA, but it even then doesn't give all that much. Especially since you're not running any armor/MR runes, the mastery early game doesn't give you any advantages. In fact, it doesn't even really become noticeable until you get GA, which will be nearly 30-35 minutes into the game. Block and Unyielding will protect you for a lot more, especially early game when you are at your weakest.

math


You could mention the few scenarios in which you take W at level one instead of Q. Even though you can't leash for your jungler, this is especially nice against enemy melee champions who need to be in range to get CS. When they go up for the last hit, pop your W for the burst and the shield will prevent you from taking too much damage in return. Even though this will push the lane fairly quickly, junglers usually can't gank level 2, or they risk losing their own buffs.
1
zigui98 (3) | August 28, 2014 5:36am

Hi Arrizen! I have to admit this is a veeery good guide, it shows you made a good effort and spent a lot of time on it. I you made it look pretty and atractive and let me tell you that is something difficult to make!
You will see, I´m another fan and Diana lover and that image you made from her <3, oh I felt in love jajaj, I wish I could make something like that and if it doesn´t bothers you only tell me how you done it plz!!!
Well, about the content I think it has very wide info and it looks complete, I can´t wait to see the match-ups section!
So that´s all, keep doing a good job and try to make this guide shine because you are in the right path

NOTE: in the summoner spells section, when you explain teleport you can see an extra "[/b]" jaja.

Well hope this encourages you, and thanks for hearing! bye :)


Thanks a lot :D

It means a lot to have feedback like this on my first guide.

About the picture it was actually very easy, I can send u the psd on a pm if you want ^^
1
jumapiloco1 (6) | August 27, 2014 6:00pm
Hi Arrizen! I have to admit this is a veeery good guide, it shows you made a good effort and spent a lot of time on it. I you made it look pretty and atractive and let me tell you that is something difficult to make!
You will see, I´m another fan and Diana lover and that image you made from her <3, oh I felt in love jajaj, I wish I could make something like that and if it doesn´t bothers you only tell me how you done it plz!!!
Well, about the content I think it has very wide info and it looks complete, I can´t wait to see the match-ups section!
So that´s all, keep doing a good job and try to make this guide shine because you are in the right path

NOTE: in the summoner spells section, when you explain teleport you can see an extra "[/b]" jaja.

Well hope this encourages you, and thanks for hearing! bye :)
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