Diana Build Guide by eariocylla
Champion Build: Diana
| Health | 2888 |
| Health Regen | 21.4 |
| Mana | 2150 |
| Mana Regen | 17.8 |
| Armor | 143.49 |
| Magic Resist | 82.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 102 |
| Attack Speed | 102.864 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 555.65 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 30% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello I'm Eariocylla and welcome to my
Diana guide! I will be mainly focussing on Jungling with her but will also be working on how to lane with her!
Note!
As im still new to her, this build will be a work in progress and will be updated as much as possible on when I learn more tricks and tips :) As time goes on I will update her gear, build and general tips that I learn and also gain from the community. Any suggestions you have feel free to comment or message me as i'd love to hear them! Please do not down vote if you have a bad game with her, she takes time and you will see some really positive results! Keep slugging!
The Basic's
Diana, The Scorn Of The Moon.
Mage, Melee, Fighter.
Cost; 975
or 6300

Currently available with one skin, Dark Valkyrie Diana.
Basic & Max Level Stats
Level 1:
(+Per Level)
Health.............438 (+90)
Health regen...... 9 (+0.85)
Attack damage..... 48 (+3)
Attack speed.......0.625 (+2.25%)
Mana...............230 (+40)
Mana regen.........7 (+0.6)
Armor..............16 (+3.6)
Magic resistance...30 (+1.25)
Range..............150
Movement speed.....320
Level 18
Health.............2058
Health regen...... 10.04
Attack damage..... 105
Attack speed.......1.1434 (+20% 1.372)
Mana...............960
Mana regen.........916
Armor..............80.8
Magic resistance...52.5
Range..............150
Movement speed.....320
Lore
An unyielding avatar of the moon's power, Diana wages a dark crusade against the sun-worshipping Solari. Though she once sought the acceptance of her people, years of futile struggle shaped her into a bitter, resentful warrior. She now presents her foes with a terrible ultimatum: revere the moon's light, or die by her crescent blade.
Though she was born to the Solari, Diana's inquisitive nature set her apart from her brethren. She had always found solace and guidance in the night sky, and questioned the dominance of the sun in her society. The Solari elders responded to her challenges with only derision and punishment. Diana remained convinced, however, that if she could find evidence of the moon's power, the elders would listen to reason. For years, she studied Solari archives in solitude until she discovered an encoded message hidden in an old tome. This clue led her to a secluded valley on Mount Targon where she unearthed the hidden entrance to an ancient, sealed temple. Inside, among aging relics and faded murals, she found an ornate suit of armor and a beautiful crescent blade, both inscribed with sigils of the moon. Diana donned the armaments and returned to the Solari elders that night. She declared that the artifacts proved others had once worshipped the moon as she did. Her discovery of evidence challenging Solari dominion shocked the elders. To Diana's horror, they pronounced her a heretic and condemned her to death. As the elders prepared her for execution, Diana's anger and sorrow overwhelmed her desire for acceptance. She lifted her gaze to the sky, calling upon the moon for strength. Lunar power surged within her and she shattered her bindings. Raising her relic blade, she turned and slaughtered the elders. With the temple in ruins behind her, Diana resolved to destroy all those who would deny the power of the moon.
"The sun does not reveal truth. Its light only burns and blinds." - Diana
Pros / Cons
Pros
- Incredibly fast jungler.
- High Burst damage!
- Great Mobility In group fights with Her ultimate,
Lunar Rush. - Hard hitting and tough to escape ganks with her slow,
Moonfall. - Nice shield ability that also damages foes.
Pale Cascade - Very Useful passive ability,
Moonsilver Blade.
Cons
- Requires a lot of mana, but can be compensated with blue buff.
Crest of the Ancient Golem
- Hard to gank and damage if
Crescent Strike is not used propperly. - Poor use of ultimate can cause unneeded deaths.
Masteries
This Mastery tree is 21/9/0. In the offence tree I take the vital talents to maximise
Mastery Breakdown
Offense
-
Brute Force
- Extra 3 Attack damage to jungle faster throughout the game. -
Mental Force
- 4 Extra Ability Power is a great. -
Sorcery
- 4% Cool-down Reduction is good for faster jungling and ganks. -
Arcane Knowledge
- 10% Magic Penetration, Nice Damage increase for just one point. -
Blast
- Stacking AP increase per level, 4 points in here gives us 18 extra AP at level 18. -
Archmage
- 4 Points in here gives us an extra 5% AP! great! -
Executioner
- 6% extra damage on targets below 40%, always take this.
Defence
-
Hardiness
- Last three points for and extra 3 armor. -
Tough Skin
- Great option for early jungling, saves health and less need for Health pots! -
Durability
- 4 Points in here gives us 6 extra health per level. -
Veteran's Scars
- 1 point in here gives us a extra 30 hp.
Some Feel that you could take out the 3 Points in
Runes
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Ability Power 9 |
Greater Quintessence of Ability Power 3 |
||||||||||||
9 x
9 x
9 x
Quintessence - These combined with MP marks and masterys will give you a high amount of early game ability power which will be good for farming and harassing your opponents.
Marks - Theese are used to bypass a percentage of the enemys magic resist to do more damage. Theese will also work on minions and neutral camps.
Seals - Some extra armour on
Glyphs - These give a welcome boost to your AP, some like to use the scaling AP glyphs but these help more early on.
Other Options
I feel that although these are the best runes to use, there are a few alternatives that are viable.
Other notes For those below level 20, i suggest you save your ip to buy tier 3 runes at level 20.
Summoner Spells
Deals 445-870 true damage (depending on champion level) to target enemy minion or pet. 70 second cooldown.[/color] This is a must have for jungling, this is to help you kill Blue/Red buff but can also be used to secure kills on The Dragon and also Baron Nashor.
Exhausts target champion, reducing their Movement Speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 2.5 seconds. 210 second cool-down. This with its speed reduction and AD/AP damage reduction is a great spell to use if you feel you have a greater battlefield awareness and Dont need flash or ghost!
Your champion ignores unit collision and has 27% increased Movement Speed for 10 seconds. 210 second cooldown. Another good escape spell, not as good as flash but for some its easier to use then flash! We all know when we've failed our flash and got a Roundhouse kick from lee sin!
Ability Explanation
Skill Sequence
I tend to max out my Crescent Strike] first then to my [[Pale Cascade then
Jungle Route
1. Start at
2. Clear Wolves
3. Clear Wraiths
4. Clear Double Golems
5. Clear The
From there its rinse and repeat, depending on health you can clear wraiths again
and maybe even wolves again and head for a level 4 Gank at top or bottom depending on which side your at.
Red Buff and Blue Buff both last for 2:30, 3:00 if you have
Wolves: Spawn time - 1:40 Respawn time - 1:00
Wraiths: Spawn time - 1:40 Respawn time - 0:50
Golems: Spawn time - 1:40 Respawn time - 1:00
Golem: Spawn time - 1:55 Respawn time - 5:00
Lizard: Spawn time - 1:55 Respawn time - 5:00
Dragon: Spawn time - 2:30 Respawn time - 6:00
Baron: Spawn time - 15:00 Respawn time - 7:00
Ganking
My general ability combo for ganking is usually
Crescent Strike followed by your ultimate,
Lunar Rush. Then I will use your slow,
Moonfall followed by another blow with
Lunar Rush.
This combined with auto attacks and fellow players should be very lethal!
Items
I like to start off with
I finish my boots into
I then start on
Situational Items
Some items that can be exchanged for others depending on your situation.
Berserker's Greaves - These could be used instead of magic penetration boots if you feel you need more attack speed.
Mercury's Treads - These could also be used if you find your being CC'd frequently or if the enemy team has a lot of AP casters.
Zhonya's Hourglass - This could be used instead of
Rabadon's Deathcap if you feel that you want more armor and have enough AP.
Team Work And Group Fights
Some Tips and general musts in group fights.
- Try to hit as many with
Crescent Strike as possible, but focus it on the enemys AP/AD Carrys. - Always allow your tanks to engage first so you can avoid focus and quickly eliminate the enemy's damage dealers.
- Whilst jungling, 1v1, Group fights or fighting Baron Nashor or Dragon, Keep your
Pale Cascade Up for more damage and some protection! - Using
Lunar Rush will allow you to quickly eliminate fleeing opponents but make sure you keep close to your team to avoid being jumped upon. - Spare 75 gold when you've gone back? Buy a ward or two and help your teams understanding of the map!
Warding
Using
Yellow: Vital to protect the jungler on your team
Blue: For protection depending on which lane you're on
Red: To guard Dragon and Baron
Orange: In order to Counter-Jungle
Consumables
These are some items that can great improve your performance and also your teams understanding of their surroundings.
Wards
Sight Ward - Price 75
: Click: Places an invisible ward with 1100 range. Lasts 3 minutes, Max: 5 Stacks.
Vision Ward - Price 125
: Click: Places an invisible ward with 1000 range Magical Sight (see invisible units). Lasts 3 minutes, Max: 5 Stacks.
Elixirs
Elixir of Agility - Price 250
: Grants 12-22% Attack Speed, based on champion level, and 8% Critical Chance for 4 minutes. Stacks 3 per item slot.
Elixir of Fortitude - Price 250
: Click: Grants 140-235 Health (based on champion level) and 10 Attack Damage for 4 minutes. Stacks 3 per item slot.
Elixir of Brilliance - Price 250
: Click: Grants 140-235 Health (based on champion level) and 10 Attack Damage for 4 minutes. Stacks 3 per item slot.
Oracle's Elixir - Price 400
: Click: Grants 750 radius stealth detection to champion until death. Stacks 1 per item slot.
Summary
Diana is such a fun champion to play, her jungle speeds are amazing and ganks deadly.
With time to practise her you can be such a high threat and help your team to no end! Like all champions she will take time to learn but will definitely be worth it.
Id you liked this guide please comment and let me know, also if you had any problems or suggestions then feel free to comment any suggestions and improvements!
If your having a hard time with Diana please Dont down vote because of it, instead any problems or issues you have message me and I'll see what I can do!
Thanks
Thanks to Jhoijhoi for her Guide on guides and all the work thats been put in!
Thanks to AresVII to the Respawn times information.
& Thanks to you for reading this far! ^_^
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