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Diana Build Guide by LucubrateIsh

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.


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League of Legends Build Guide Author LucubrateIsh

Cruel moon, bring the End. Dawn will never rise again.

LucubrateIsh Last updated on August 8, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
2/
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Welcome to my Diana Build Guide.
This is currently a jungle Diana build guide but I fully intend to expand it outwards and upwards into a general-purpose Diana guide.

Please, leave comments, argue with me. I'd love to hear other opinions and test other directions.

If you don't like what I have up top, please don't downvote until you've looked through. Diana has some options, and I shall try to ensure they are visible here.

-- GUIDE IS CURRENTLY VERY MUCH EARLY AND IN PROGRESS ---


Guide Top

Runes

There are a few options on the rune page
I tend to like a fairly traditional Mage style, but there are certainly some other options:
Marks:
Greater Mark of Magic Penetration
This is a traditional mage choice. It is, of course, useful on Diana.
OR
Greater Mark of Attack Speed
This is a less traditional choice, but very much viable. It works very well with Diana's Passive Moonsilver Blade

Seals:
Greater Seal of Armor

Glyphs:
Greater Glyph of Ability Power
I prefer this - runes are all about early game
OR
Greater Glyph of Scaling Ability Power


Quint:
Greater Quintessence of Ability Power
Ability Power is what you do. I don't see much option here.


Guide Top

Masteries

Diana seems to have a number of options in terms of Mastery page setup. However, it is going to come down to some form of 21/X/X because your job is to deal AP damage.
If you want some extra survivability? 21/9/0
If you want those buffs to last a little longer? 21/0/9
If you're really feeling creative, create something in the middle.

So far, I've preferred a 21/9/0 setup to make that jungle clear even easier.


Guide Top

Summoner Spells

You're going to use
Smite
This is a jungle build

For your second slot:
Flash
There is a reason that it's nearly universal. It's the best Summoner Spell.


Guide Top

Skill Sequence

Her skill sequence is not entirely as straightforward as some other champions.

Some of the time
R > W > Q > E

Other times
R > Q > W > E

The certainty is that in the jungle, you need to start with
Pale Cascade -> Crescent Strike -> Pale Cascade

After that, your path becomes a little more open.
Moonfall needs a rank for ganking, so it is a strong choice at level 4.
However, Crescent Strike will help you if your lanes are pushing or you otherwise feel you need to spend more time clearing up jungle creeps rather than Champions.

Level 5 would be whichever you didn't take at level 4.

Of course, like every other champion ever, the Ultimate has priority. Pick up Lunar Rush

From here on, your prioritization between and may vary depending on what you need.
is going to get you more damage, a solid decrease in its cooldown.
will still net you solid damage, with a shield to boot.


Guide Top

Starting Items

and
Speed and survival. Any jungler who can should shoot for this.

and 5x
Feeling a need to play safe? Hard to go safer than this


Probably not wise, but viable


Guide Top

In-Progress Items

Philosopher's Stone and
Health, Health Regen, Mana Regen and Gold? These are spectacular things to have. This will provide you some extra gold to buy Wards and for all that time you may spend transiting or waiting in bushes for that gank opportunity.

Kage's Lucky Pick is also a strong choice. It just means you're going to build a Deathfire Grasp instead of an Abyssal Scepter and provides some ever-delightful Ability Power.

Boots

Mercury's Treads are pretty well near always a solid choice
Sorcerer's Shoes are also a solid option. Particularly if you are using the Attack Speed Runes and desperately need some Magic Penetration.


Guide Top

Full Build

You have to start making choices here. All of these items are very good on Diana, but which order you want to purchase them in? Tremendously dependent on what's going on in your particular match.


Health!
Ability Power!
Slow!
How can you go wrong with this?

Ability Power champion. This is effectively required.

Tons of Ability Power. A bit of Invulnerability. A little Armor. Very good to have.
OR
Deal with that Magic Resistance they've been building to try to survive your presence.

Deal with that Magic Resistance they've been building to try to survive your presence.