Diana Build Guide by tumbalumba
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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.
Both builds have been tested not just by me by my friends as well. Windmother, Wakizza, Belasin, Throatraper, Kigami and my dear pal DiIdo.
They all agreed that Fits better than
And that her early game dirability is just splendid due her runes and masteries a good starting AR/MR and Damage output.
The actual STATS and their expanation of the Balanced Diana build
This Chapter is only for her actual stats cus rabs and some runes and masteries aint showing their stats above and a bit of explanation of those stats.
185 AR Examples:
25 armor → ×0.8 incoming physical damage (20% reduction).
100 armor → ×0.5 incoming physical damage (50% reduction).
So 185 AR would reduce around 75% of incoming AD
161 MR Examples:
25 magic resistance → ×0.8 incoming magic damage (20% reduction).
100 magic resistance → ×0.5 incoming magic damage (50% reduction).
So 161 MR provides around 60something % reduction of incoming AP
30 MPEN (40 on the Exhausted target)
This is calculated like this
Flat magic resistance reduction
Percentage magic resistance reduction
Flat magic penetration
Percentage magic penetration
440 AP well you all know what this means obviously. Just the passive and the mastery are included in this stat and arent included above
40% CDR (pot is included without it youll have 34% CDR) same here I guess
It reduces the cooldown on your abilities
3008 HP (pot included youll have 2783 without the pot) the green line on top of your champion that you may not alow to disapear :D
1675 MP the blue thingy
115 Damage (pot included 105 without it)
1.51875 AS well you get this from your and your passive and its really good because of your and its going to proc more and deal way more damage
418 MS the bonus is from and
The actual STATS and their expanation of the Glass Canon Diana build
This build sux
80 AR SQUISHY
140 MR Good
49 MPEN +theres another 50% MPEN(59 on the Exhausted target if youre useing exhaust insted of Ignite)
668 AP (with the pot)
0% CDR (10% with the pot)
2558 HP (2782 with the pot)
102 Damage (112 with the pot)
0.9sth AS (1.1sth with the pot)
Main Summoner Spells and other viable Summoner Spells
Why Ignite? Does True damage and when on CD gives you 5APAD Bonus
Why Exhaust? She doesnt realy have an escape mechanism so this comes handy and gives you 10ARPEN MPEN cus you added 1 point into Summoners WrathSummoners Wrath now you will have a total of 20 MPEN
Could come in handy but most of people playing LoL isnt expirienced in useing Surge.
Your champion ignores unit collision and has 27%(35% if you took Summoners Wrath increased Movement Speed for 10 seconds. 210 second cooldown.
Its a good ganking or escapeing or split pushing tool. Coordinate with your team for this!
Cleanses all the CC from you and reduces the future aplied CC on you by 60%. A good spell if you know how and when to use it but no for that we have which is enough.
Skill Sequence and Ability Details(Innate): Diana gains 20% additional attack speed. Every third strike cleaves nearby enemies for 20 / 25 / 30 / 40 / 50 / 65 / 80 / 95 / 110 / 125 / 140 / 155 / 175 / 195 / 215 / 240 / 265 / 290 (+0.6 per ability power) additional magic damage.
A very usefoul ability for farming, jungling and pushing lanes.
Moonsilver Blade's magic damage will affect turrets, inhibitors, and the nexus, but the inhibitor and nexus will only take the magic damage if you are close enough (Closer than your AA range).
Deals only 50% damage to towers.
Moonsilver Blade's counter will reset after 3.5 seconds of not auto-attacking, there is no counter displaying the amount of auto attacks until the passive proc.
All targets hit by the cleave will take the magic damage, including Diana's main target.
Diana unleashes a bolt of lunar energy, dealing magic damage in an arc. Crescent Strike afflicts enemies struck with Moonlight, revealing them for 3 seconds.
Cost: 55 mana
Range to center of AoE: 400min, 800max (estimate)
Radius of AoE: 50 (estimate)
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power)
Crescent Strike pops spell shield. However, if a target is protected by a spell shield, Crescent Strike will fail to mark the target with Moonlight.
Crescent Strike has a brief channel time upon cast before it activates.
Crescent Strike will grant vision of enemy units hit, but it does not reveal stealthed units.
Good for passing walls and ambushing your enemy.
Diana creates three orbiting spheres that last up to 4 seconds and detonate on contact with enemies, dealing magic damage in an area. She also gains a temporary shield that absorbs damage. This shield is refreshed if her third sphere detonates.
Cooldown: 10 seconds
AoE radius of sphere damage: 200 (estimate)
Cost: 60 / 70 / 80 / 90 / 100 mana
Shield Strength: 55 / 80 / 105 / 130 / 155 (+0.4 per ability power)
Magic Damage per Orb: 20 / 36 / 52 / 68 / 84 (+0.2 per ability power)
Maximum Magic Damage: 60 / 108 / 156 / 204 / 252 (+0.6 per ability power)
If any of these spheres come into contact with an enemy unit, they will explode, dealing magic damage in an area around that unit. Additionally, if all three spheres explode, the absorption shield is refreshed and it will protect Diana for another 4 seconds. Pale Cascade has no casting time and does not interrupt any of Diana's previous orders.
Diana draws in all nearby enemies and slows them for 2 seconds.
Cost: 70 mana
Effect radius: 250 (estimate)
Cooldown: 26 / 24 / 22 / 20 / 18 seconds
Slow: 35 / 40 / 45 / 50 / 55 %
The slow is aplied after the units are pulled to her. Black Shield will negate the pull and the slow.
Diana becomes the living embodiment of the vengeful moon, teleporting to an enemy and dealing magic damage.
Lunar Rush has no cooldown when used to teleport to an enemy afflicted with Moonlight.
Range: 800 (estimate)
Cost: 50 / 65 / 80 mana
Cooldown: 20 / 16 / 12 seconds
Magic Damage: 100 / 160 / 220 (+0.6 per ability power)
Lunar Rush is a single targeted dash ability that causes Diana to move to her target's location and deal magic damage. If Lunar Rush is used on a target marked with Moonlight, Lunar Rush has no cooldown. Whenever Lunar Rush is used on a target marked with Moonlight, any and all Moonlight debuffs on all units are consumed.
If Diana is next to her target, Lunar Rush will place her behind her target.
I prefer to build her items like an AD Bruiser just using AP instead of AD
Start with and X2 and a
Afterwards buy for extra MPEN and start buying items for buy or depending on your game style.
2nd time base finish your and Start buying Rabadons Deathcap or Catalyst the Protector buy a or Needleusly Large Rod size25 1st depending on your Gold
3rd time base Finish Rabadons Deathcap or now you will do heavy damage by having around 250 AP(Only if you finished you rabs) total and 40 MPEN(most of the champs have 30 MR so your 40MPEN is excelent)
4th time base Finish or Rabs depending on what youve finished last time you were base
5th time home buy a or depending on the opsite teams champions if theyre more AD go Wardens Mail if not just buy a Blasting Wand
6th time base If you have enough gold finish or buy a if you havent before
7th time base Finish and buy all the bonus stats pots
23/6/1 Maxing and Hardness in the defensive tree (Now you will have total bonus 30AR/MR on 18 and will start with 15 Flat AR/MR on lvl 1
Taking and as well as Summoners Wrath in the offensive tree rest is like a tipical APCarry Shes lousy at last hitting thats why Butcher and Brute force
And taking Summoners Insightin the Ultility Tree for a reduced Flash CD
I think that this is perfectly balanced since she already deals high damage due her AP scalings
A good jungler due her passive
A good laner due her passive
A good harraser due her low mana cost and CD on
A good farmer due her passive
Very good burst potential from her kit
Good scout can reveal bushes and non visible terrain
A Shield which means more sustain and durability
An AoE CC extremly good in teamfights and for ganking
Her passive just rocks!
Has a good Gap closer her ult that resets its CD if you previously used
Shes squishy early on
Leaks Mana early and mid game
Her Q is easily countered
Shes allways focused 1st cus shes a new champion
Takes a while to get used to her combo
Takes even more time to master her
Very team depandent
Jungling and crep spawn and respawn time
You can start with :
and 3x Since you have the bonus AR from your runes and masteries
This guy has a splendid route for Diana and is really good at jungling
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
Jungling Runes, Masteries, Summoner Spells and ability sequenceThe rune planer got bugged so just do the folowing
Runes are the same just instead of MPEN take AS
There you go :D
For summoner spells take and
Shortly wait for the tank to initiate and then step in and attack their AD carry hes usualy a big squishy and youre not and you will be trading damage with him and you will win cus you wont be a squishy with the items you have. Your main task is to disrupt their carry 1st afterwards the rest of the enemy team.
Allways reveal bushes with your Q that would stop your enemies ambushing you unprepared. You can scout Baron and Dragon as well use it in you advantage.
Try landing E on as many enemies as posible cus it will disposition them and slow them as well giveing your team some extra time and HP cus they wont be attacked by the enemie for a sec or two.
Sometimes its better that you use your R only after you used Q it will increse you damage output but at a cost of more mana and a bit longer duration
Why survivability insted of a Glass Canon Diana
Well in teamfights the important thing is who stays longer alive and deals more damage not talking the burst damage. Lets say that your enemy will target you and use his burst on you and leave you with lets say 60% of you HP you will stay ALIVE and you will be able to kill him in the next few seconds while his Bursting abilities are on CD
All credits go to
The people that posted on League WIKI it was really helpfoul in making this and the rest of my guides
This sites creators and owners
And finaly to the member of this site that improved everyones day by making his guide Making a guide Jhoijhoi
And im sorry for my grammar mistakes im only a serb after all :D