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Diana Build Guide by Oontzie

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League of Legends Build Guide Author Oontzie

A New Moon: Diana Mid [S6]

Oontzie Last updated on June 19, 2016
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Ability Sequence

1
3
7
8
9
Ability Key Q
2
4
10
12
13
Ability Key W
5
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
1/
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0



Threats to Diana with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Karthus Probably the easiest matchup. He has low-mobility, squishy, and his slow doesn't do anything against your combo.
Guide Top

Introduction

Hello everyone! My name is Oontzie and I am an avid Diana player. I thought I should make a guide on how I play Diana, and other ways I've seen her done too! This guide is open for improvement, so any tips or advice you wish to share will always be appreciated!


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Pros / Cons

Pros

+ High damage
+ Flexible playstyle
+ Easy farming
+ Mobile
+ Low CDs
Whether you go Assassin Diana or AP/Def. Diana, you'll have an amazing amount of damage output. Your passive makes it easy to farm early, and your other abilities allow for easy wave clear later on. Her ability allows you to gank other lanes and for some cool escapes.
Cons

- Vulnerable before 6
- Low mana pool
- Reliant on landing Q for damage output and ult resets
- Low CC
- Questionable teamfighting
Diana pre-6 is very weak. Don't expect to get any kills before this. Since her R is her only mobility spell, she's very vulnerable to ganks early on. Her low mana pools also makes it so you pretty much have to back after a kill or 2.


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Masteries

Depending on your playstyle and/or team comp, your masteries will change.

Bursty Assassin Diana:

Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/5
1/1
5/1
1/1

Sorcery is your standard first masterie for any AP laner. Feast allows sustain in lane, but can be swapped out for Double-Edged Sword if you want more of a damage output. I choose Natural Talent over Vampirism since you are going to be an assassin and shouldn't fight for too long.

Savagery helps with farming, but you can swap this out for Wanderer if you trust your farming skills and want to roam more. I recommend sticking with Secret Stash since it does restore mana and helps with sustain in lane again, but Assassin is still a good mastery if you want more damage. Merciless is great since Diana will usually be able to get someone low in lane, but I recommend Meditation if you're going against an unfavourable lane in which you have to use Crescent Strike to farm. Precision is IMO better to take than Intelligence , but you can swap between the two depending on your style. Thunderlord's Decree is the best way to get your burst out.


AP/Def. Diana:

Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/1
1/5
5/1
1/5

On this page, I chose Vampirism over Natural Talent since you are going for a more fighter style Diana, and will be trying to stay alive as much as possible during fights.

The Resolve tree is pretty flexible except for a couple things. Runic Armor helps with your Pale Cascade, and increases the heal coming from Vampirism . Strength of the Ages is probably your best keystone, since Grasp of the Undying got nerfed, and you can only really proc it after 6.


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Items

When and Why:



Core Items:

With the recent mage update, Rod of Ages got a really nice buff. With the cheaper price, you're allowed to get it earlier, allowing you to get health, mana, and ability power.

This one's pretty self explanatory. Magic resist, and its passive is really good. The only time you wouldn't get this is if they had all AD champions. Instead, you would get Void Staff.

This item is pretty much a must-have. Even if there aren't any AD champions, the active alone is worth it.


This item gives you CDR and helps you with your burst. It's passive can be proc'd after every spell, so make sure you use this to the full extent. The only time you wouldn't get this is if you're getting Iceborn Gauntlet.

Boots:

Good if you're roaming a lot and you're already very ahead.


I usually get these for the early CDR plus the summoner spell CDR.


Get these if you want magic penetration.

Non-Core Items:

This item is good against AD heavy comps and you want to go more defensive. The passive still makes you weave AAs in your combos. (Do NOT get this if you have Lich Bane)

Nashtor's Tooth A really good item if you can sustain in fights and want to be more DPS than burst.

You usually want to get this instead of Abyssal Scepter if they don't have any APCs.


This item is good for health, and is a good counter against mobile champions. It allows you to slow enemies, and lets you get closer to ult them.


You usually only want this if the game goes into late game.


This item is really good if you're roaming a lot and they have squishy targets.


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Skill Sequence

Ability Sequence Order


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >
Her Q, Crescent Strike, is her main damage output. Its passive also allows for Lunar Rush's cooldown to be reset, and maxing this ability first allows more resets more quickly. Her W, Pale Cascade gives her a shield for sustain, but also deals aoe damage and is good for both harass and staying safe in lane. Her E, Moonfall is a great AOE slow and knock-up, but costs a lot of mana and has very little use early on.


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Spells


Ignite is good if you want to go aggressive or if your going against laners who have some sort of healing ability. Good if you want that early kill pressure, but I personally never take it.

Teleport on the other hand gives you global map pressure, and allows you to back early. All around a better summoner since you can already guarantee an early kill with your early burst damage.


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How to use abilities/spells

During laning

During laning, you have to play pretty safe pre-6. Using Crescent Strike to farm is great if you need to play safe. Try to align it so you can both farm and poke. If you need to walk up to farm minions, but are afraid of getting poked, using Pale Cascade will give you a shield so you can just walk up to the minions and farm.

If you're facing another melee champion, you can also auto minions twice, and while they're walking up to minions, auto attack them to get your passive off, use W, and Q, but be warned this is very mana costly.

When level 5, you can back early for a Doran's Ring, Total Biscuit of Rejuvenation, and Boots of Speed, and then use Teleport to get back into lane. This will get you back to full health and mana, and give you more AP for your burst.



Mid/late game farming

Diana in the mid/late game has great waveclear. The basic way to wave clear is to Q all (or as many as possible) minions, W in the middle of all of them, and clear the rest with your passive. A great use of your ult would be to ult into a wave of minions to get to the center.


Strategies

Diana is very mobile with her Q>R combo. If a target is fleeing, or if you need to escape, you can Q>R to enemy minions, or neutral jungle monsters. Remember that if you don't connect your ult because they flash or dash away, your ult does NOT reset.

Diana's Q also reveals all non-invisible units. You can use this to check brush, check the fog-of-war, or keep an enemy revealed while chasing.

Diana's E is a knock up. This is great for canceling channels like Katarina's Death Lotus. It also bring enemies into you, so use it for enemies trying to escape. Also, because it is a knock up, you can use it to help trigger Yasuo's Last Breath.

If you dive turret, remember you can also use your ult on minions to get out of turret range after.


Combos

Q>R>W>AA


This is your basic burst combo. Before performing this though you want to charge up 2 auto attacks, so your 3rd auto attack will be on them. A tip also, when you use your Q, and you know it'll land, use your ult immediately. It'll reset immediately.

Q>R>AA>W>AA>E>AA


This is your Lich Bane combo. Identical to your basic combo, but weaves in more AA between spells for higher damage output.


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Team Work

Team Fights

Being a bursty champion, you want to prioritize their carries. You can usually delete them pretty fast. If not, your Q from the back lines still does a lot.

Diana can also initiate fights with her Q>R>E combo. You want to Q and Ult into the middle of their team, and slow them with your E. You usually only want to do this if you have Zhonya's Hourglass so you can activate that after so you're not focused down immediately.


Roaming

Before roaming, remember to always push your wave up so your enemy laner has to chose between clearing wave or following you.

When ganking a lane with some sort of dash (Lucian's dash, Tristana's rocket jump, ect..), try to save your ult for after they use their dash. If you get close enough to them, you can actually cancel their dash with your E ability.


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Summary

I hope to see more Diana's out there!
Thank you for reading my guide, and any feedback is appreciated.