Diana Build Guide by NapoleonBre
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Awesome Diana !
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.
Diana is a versatile champion that can be devastating when played well. She has solid AoE damage through Moonsilver Blade, Pale Cascade, and even Crescent Strike. Moonfall also helps you deal your AoE damage by drawing enemies in and slowing them. Even with all her AoE she still have one of the highest single target bursts in the game. She farms pretty easily and snowballs HARD. She also scales very well into late game. You must be careful though, getting a few kills early in the game will make you the other team's number one priority.
In team fights, she has the potential to single combo most squishies. Because of this, Diana is more or less an "all-in" champion and has virtually no real escape potential besides summoner spells. She can lock on to her targets fairly easily with Lunar Rush and nuke them fast but the moment you get focused or CCd your going to drop. You must play diana conservatively in team battles, her shield is great but it wont do much when an ADC or APC is focusing you. Always let your tank initiate and make sure someone else has their attention and then jump in and blow **** up.
Moonsilver Blade !!!
Diana gains 20% bonus attack speed. In addition, every third basic attack cleaves nearby enemies for 20 / 25 / 30 / 40 / 50 / 65 / 80 / 95 / 110 / 125 / 140 / 155 / 175 / 195 / 215 / 240 / 265 / 290 (+ 60% of ability power) additional magic damage.
Crescent Strike !!!
ACTIVE: Diana unleashes a bolt of lunar energy that travels in an arc. Crescent Strike deals magic damage and afflicts enemies struck with Moonlight, revealing them for 3 seconds.
MAGIC DAMAGE: 70 / 110 / 150 / 190 / 230 (+ 70% AP)
Pale Cascade !!!
ACTIVE: Diana creates three spheres to orbit her that last up to 4 seconds and detonate on contact, dealing magic damage to all nearby enemies.
MAGIC DAMAGE PER ORB: 20 / 34 / 48 / 62 / 76 (+ 20% AP)
MAXIMUM MAGIC DAMAGE: 60 / 102 / 144 / 186 / 228 (+ 60% AP)
She also gains a temporary shield that absorbs damage. This shield is refreshed if all three spheres detonate.
SHIELD STRENGTH: 55 / 80 / 105 / 130 / 155 (+ 40% AP)
ACTIVE: Diana draws in all nearby enemies and slows them for 2 seconds.
SLOW: 35% / 40% / 45% / 50% / 55%
Lunar Rush !!!
ACTIVE: Diana becomes the living embodiment of the vengeful moon, rushing at an enemy and dealing magic damage.
When used to teleport to an enemy afflicted with Moonlight, Lunar Rush's cooldown is refreshed. All enemies will also have the Moonlight debuff removed.
MAGIC DAMAGE: 100 / 160 / 220 (+ 60% AP)
Marks - Magic pen: A very important stat for Diana, especially since enemies will build MR if you start doing well.
Glyphs - Flat ability power: Gives Diana that extra kick early game giving her better kill and bully potential even before you get your deathcap
Flash: A must have in every game for managing your position. Allows you to make more aggressive plays and also often used to escape.
Ignite: Finishes people off, reduces healing taken on your focus target, supplements your burst. A must have on an assassin.
When u see chanse for double,triple or quadra kill use E,W,Q,R... When enemy run use Q,2R,E,W... In early game for example level 3 use Flash W,Q and for end Ignite..:))