Diana Build Guide by CC Diana

League of Legends Build Guide Author CC Diana

Death is the best kind of CC

CC Diana Last updated on August 3, 2016
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 12

Dangerous Game

Cunning: 18

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

Threats to Diana with this build

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Threat Champion Notes
Katarina Your Q does more damage than her Q. She shunpos on you. You shield. You outtrade her in almost every way. Your E also stops her ult.
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Diana is an AP caster mage and assassin who lacks mobility, but then gets mobility and kills people. Oh, she also likes to auto attack. Now, that's a pretty interesting combination. Luckily it also means shes pretty fun to play! Diana is for those who like high-risk, high-reward play styles and enjoy being in the middle of a fight... even if it means dying (lol). Let's get started!

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Pros / Cons

+ High burst damage
+ High mobility post 6
+ AOE vacuum and slow
+ Fairly low cooldowns
+ High skill ceiling (if mastered)
+ Ult reset

- No escape
- No mobility pre 6
- Weak pre 6
- Relatively squishy
- Very binary (if played at the basic level)
- Feast or famine (useless if behind)
- Lowest base AD of all melee champions
- High mana costs in relation to her total mana pool

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Summoner Spells

Exhaust: It's not the most standard midlane summoner spell, but it scales much better than ignite. It can also help you snowball which is something Diana desperately needs to do in order to stay relevant in the mid-late game. In case the enemy spirals out of control, exhaust may mean the difference between getting back in the game and losing.

Teleport: This is a popular option to take and it greatly increases your roaming capabilities. Take teleport against champions that have a lot of map pressure such as Twisted Fate and Taliyah.

Flash: Diana lacks an escape so this is an absolute must.

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Sorcery : Since you're taking a lot of attack speed in your runes it's important not to ignore the strengths of your abilities. Sorcery will help you deal that little bit of extra damage.

Double Edged Sword : Taking an extra 1.5% damage is never favorable - especially when you're a weak early laner like Diana. However, the extra 3% bonus damage from Double Edged Sword will help you poke and burst your opponent down.

Vampirism : This mastery is pretty bad, but I put two points into it because some life steal is better than none.

Natural Talent : Like Vampirism , this mastery isn't very good. I put three points into it because Diana has no innate life steal nor does she build it so the effects from Vampirism are really lackluster.

Oppressor : The 5% bonus damage from Bounty Hunter is nice, but it relies on you roaming and killing five unique enemies which can sometimes be harder that it's supposed to be. Oppressor is strong because it's much more reliable by giving you an additional 2.5% damage from the moment you use Moonfall which can help you snowball into the mid and late game.

Tough Skin : Since Diana's melee, shes going to be up close to her enemy to deal damage. This most likely means that she's going to draw quite a bit of minion and champion aggro so it's a good idea to protect yourself as much as you can.

Savagery: Diana doesn't have the easiest time farming against some champions and she needs all the help she can get. The boost from this mastery isn't much, but it's better than nothing.

Secret Stash : The Total Biscuit of Rejuvenation is good for your lane sustain. Diana's mana costs are quite high for the mana pool she's given so the regeneration from the biscuits gives you more opportunities to poke down your enemy and/or grab CS.

Merciless : I really wish I could take 5 points in this and 5 points in Meditation . Both are pretty good masteries for Diana, but Merciless allows your kill potential to be more consistent since you'll normally ult your enemy when they're close to or below 40% health anyway. Meditation is mainly just good for the early laning phase and gives Diana more opportunities to harass whereas Merciless is good all the time.

Dangerous Game : Due to Diana's "get in and stay in" play style, it's good to get as much survivability as you can while committing yourself to a fight.

Precision : While the extra CDR from Intelligence is nice, it's not that necessary on Diana because her cooldowns are already faily low and an extra 5% isn't going to make much of an impact. Precision gives you just a little more of that "umph" to your damage.

Thunderlord's Decree : Thunderlord's Decree fits Diana very well because her kit basically allows her to proc it off of one ability. Each orb on her shield acts as a separate spell which can be used to activate Thunderlord's Decree instantaneously. If you're starting the laning phase with your shield and are fighting Zed (example), a level 1 trade is capable of taking away 1/3 of his HP which can help you get more creeps early on. Aside from the shield, Diana's basic combo also procs Thunderlord's Decree. Remember, Diana executes an auto-attack right after she ults so the standard Q -> R will automatically call the lightning bolt down on your enemy.

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Alternative Masteries

Feast: Feast is strong, but if you are afraid of taking too much damage at early levels, Feast is a good alternative as it can provide you with a little bit of health as you CS.

Unyielding : Diana is pretty squishy as it is - especially compared to other initiators. Unyielding is a pretty good mastery to take to offset the negatives of taking Double Edged Sword . While Unyielding will not completely counter Double Edged Sword as Double Edged Sword forces you to take a flat extra 1.5% damage and Unyelding only buffs your armor and magic resist, the benefit it gives is still quite handy and can mean the difference between living with 1 HP and dying. Think about it this way, taking 1% extra damage is better than taking 1.5%. The difference is small, but it's there.

Tough Skin : Taking Recovery will help you sustain in lane. It's a good choice against matchups that will poke you out at early levels like Ziggs, Heimerdinger, Lux, and Brand.

Explorer : This will make it easier to get to other lanes for ganks.

Tough Skin : Since Diana's melee, shes going to be up close to her enemy to deal damage. This most likely means that she's going to draw quite a bit of minion and champion aggro so it's a good idea to protect yourself as much as you can.

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Greater Quintessence of Attack Speed: Diana's strongest asset is her passive. Every 3rd strike deals bonus magic damage that scales with 80% of your AP. This is huge and you don't want to ignore it. The standard QR combo wont always kill and once you have dedicated yourself to killing an enemy there's no way out other than finishing them off as quick as you can.

greater mark of hybrid penetration
greater mark of hybrid penetrationgreater mark of hybrid penetration
greater mark of hybrid penetrationgreater mark of hybrid penetrationgreater mark of hybrid penetration
greater mark of hybrid penetrationgreater mark of hybrid penetration
greater mark of hybrid penetration
greater mark of hybrid penetration: These give you some nice split damage which is pretty helpful early on. Hybrid penetration marks will make it slightly easier to farm and you only lose about 2% magic pen in exchange for 8% armor pen.

Greater Seal of Scaling Health: Gives you extra survivability when initiating fights and in lane.

Greater Glyph of Ability Power: Gotta get that extra damage ya'know?

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Rod of Ages: RoA is a nice item because it's incredibly gold efficient and offers you some nice tank stats that can help you survive when you engage. Additionally, if you play Diana as a split pusher this item can be a life saver as it makes your 1v1 potential much deadlier. The main downside to RoA is that it takes 10 minutes to stack so try getting it by the 13 minute mark. If you feel that you are getting bullied out of lane and won't finish it quickly it may be better to go for an item like Morellonomicon which is another extremely gold efficient item and provides some raw stats that can help you early.

Morellonomicon: Morellonomicon is not standard on Diana, but it provides you with 100 AP, 20% CDR, and 400 mana which is massive. This item gives you so much for what it costs especially compared to items of similar price. Chances are, you're going to be up against someone on the enemy team who has some sort of heal such as Swain which makes morellonomicon all the more important. The grievous wounds will help and could even net you the kill against a constant health-regenerating enemy.

Nashor's Tooth: This item is mainly for the mid-game when you're taking down towers. It provides you with some nice AP and CDR, but those may become useless as the game drags on. If the game does extend for longer than usual I occasionally replace this item with something like Luden's Echo or Void Staff. Reason is that if the game has dragged on for 40+ minutes I know I deal enough damage on my passive to take down objectives extremely quickly and do not need the extra help from Nashor's so I just scrap it for some extra damage.

Zhonya's Hourglass: I hate this item. I hate buying it. I hate using it. But I still get it. Zhonya's Hourglass is considered a core item on Diana because of her "rush in and kill something or die trying" play style. Since Diana lacks an escape, you needs as many tools to survive as possible and Exhaust + your shield may not be enough. Before coughing up 2,900 gold for this item, first analyze the teams and the current situation and decide whether you really need it. In actuality I'd really only get this item against Zed to make him even more useless. Paying 2,900 just for an active effect is a lot of gold potentially wasted.

Lich Bane: The classic. Lich Bane skyrockets your burst potential because Diana executes an auto-attack as soon as she finishes her dash from Lunar Rush. Lich Bane basically allows your burst to go from the ol' one-two to the one-two-three. Remember, Nashor's Tooth is a good item but it is not a replacement for Lich Bane.

Rabadon's Deathcap: It's deathcap. It's good on every AP mage. Get it. But don't rush it since there are other stats Diana wants more. AP is nice, but getting CDR, attack speed, and utility should not be ignored. Get Void Staff first if the enemy is stacking magic resist.

Berserker's Greaves: Another non-standard Diana item. By now you should know that Diana's greatest strength is in her passive. The more attack speed you have the better. Ionian Boots of Lucidity were the go-to choice of footwear for Diana, but since the mage item changes, your CDR will be capped out once you get Morellonomicon and a couple cheap Fiendish Codexs. Berserker's Greaves also help out immensely early on since you'll be putting more pressure on those objectives. Also, if you choose to sell Nashor's Tooth later on in the game, your attack speed will still remain quite high.