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Diana Build Guide by Deadmanwalks

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 Deadmanwalks

Diana as a Hybrid AD/AP champion

Deadmanwalks Last updated on March 31, 2013
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 23

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 7

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


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Introduction

Welcome to my first guide ever. Today we will be discussing one of my new favorite champs, Diana. Personally I like her because she isn't your run of the mill mage pusher, she's a true hybrid, gaining benefits from both AD and AP and benefiting from both Life Steal and Spell Vamp. So without further wasting of time, here we go


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Pros / Cons

Pros
- Crescent Strike hits in an arc which ignore's LOS and can hit targets that aren't in a straight line[]
- short c/d's on everything
- Moonfallhas a great snare for chasing targets and can pull targets back to her
- puts out some really nice damage really quickly
- very strong end game

Cons
- easily countered by tank classes and characters with massive HP pools and high MR
- Moonfall has a very short range
- not a lot of HP early on so kind of a glass cannon
- Crescent Strike is easily avoided by moving around a lot
- Pale Cascade doesn't absorb an insane amount of damage and can be blown thru quite quickly by most high DPS champs.


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Masteries

Masteries
4/1
4/5
4/1
1/1
3/5
1/5
4/1
4/
1/
1/5
3/1

Self explanatory to get good AD and AP as well as a little bit of armor and MR. Thought about a full Offense build but didn't like the lack of armor from the masteries. feel free to let me know what you think of it.


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Runes

x9 Greater Seal of Defense x9 x9 x3

With this being a hybrid build, I decided AD, AD, armor, and MS to be the most important aspects of this character. being that the runes I selected increase over time, your stats will adjust as they need to to overcome the runes which give you more early on but fall short in the end game. Greater Mark of Scaling Attack Damage is my first selection as it gives a good solid amount of AD early on and with 2.43AD at 18 per rune, your getting an increase of 21.87 AD increase overall, that's a good amount of damage when you think of how Diana attacks. next up is Greater Glyph of Scaling Ability Power, our AP builder rune. You get an initial of 0.17AP at first level becoming 3.06 at 18th which x9 of that will give you 27.54AP all together, not bad of an increase, which will boost all of your abilities quite nicely and also boost your auto attack every 3rd attack thanks to her passive, Moonsilver Blade, which gets a 60% boost of your AP to the damage, which with this build would be 274.524 damage increase. Add that to the 163.87 damage you already do and you got a nice burst of 435.394 damage every 3rd strike, not to mention higher on a crit (double to be exact). and lastly, with how your armor and health are significantly lower than your average fighter, I decided that armor and speed were best to finish it off so I went with Greater Seal of Defense for 48.6 additional armor at 18 and Greater Quintessence of Movement Speed for a steady 4.5% increased movement giving you a movement of 407, not too bad when you look at most champs.


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Summoner Spells

now on to the selection of summoner spells.

and , two spells that are invaluable to any melee type and definitely a powerful combination when chasing a target. Also nice for when you get jumped as you can flash away to safety.

is a good one for Diana as you can run away or get the gank very nicely with this spell.

, leave this to the support and heavy caster types.

, excellent for solo laning, but if you don't have a jungler in the group, don't bother with it.

, great for jungling, useless for laning, your choice.

, nice boost for getting that extra edge on targets with high attack speed like Master Yi

, good for getting away as it can get rid of some nasty CC's, but I presonaly don't use it.

, nice for lane assisting, use at your own discretion.

, support spell

, not recommended due to long c/d

, leave it to a support type.


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

With this build you will start off with Pale Cascade. This is a great starter skill due to the fact that it has offense as well as defense and the shield will recharge itself if you are near targets and the energy balls all detonate within the time limit of the ability. This gives you a nice span of time with limited damage intake and a nice little damage burst too. This skill will be continued at levels 8, 10, 12, and 13.

For levels 2, 4, 5, 7, and 9, you will be leveling Crescent Strike. This is your main attack ability and has a short range arc that can be fired point blank to hit a couple of close range minions/champions or fired at max range for a good spread or to assist in chasing down a target and then teleporting to them with lunar push.

At levels 3, 14, 15, 17, and 18, you will level up Moonfall, your crowd control ability. This will enable you to essentially lock down a pesky runner quite easily. one of the best combo's I've used so far is to hit the target with Crescent Strike and follow up with lunar push and then use Moonfall for the added slow and then repeat as necessary.

Lastly at 6, 11, and 16, your Ultimate, lunar push. I don't think much explanation of this skill is necessary, however I feel the need to note that you should not use this skill without your target being affected by moonlight (given by Crescent Strike) as this will cause no c/d of the skill (amazing if you ask me).


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Items

Item builds for Diana can be kinda situational depending on what your doing/what your enemies are building up for. For now I want to talk about going pure AD/AP hybrid.

x2

Typical starting items for anyone.

now for the fun

Core Items

kage's lucky pick
The reason why I picked these particular items has to do with the fact that you need to build your AP first. Ionian Boots of Lucidity not only increase your movement speed but reduces your cooldown which allow for faster use of your skills. Granted, Diana doesn't have a lot of long c/d's, but being able to use moonlight more often is always a good thing. Hextech Revolver gives you ability power and spell vamp which helps keep you alive and do more damage with your skills. kage's lucky pick not only gives you an increase in gold generation, but it also gives you more AP, which is sooo much beter than Philosopher's stone and cheaper too (although if you need the mana/health regen then I suggest going with that instead).

End Game Items



for the finale and building up your end game build, first and foremost get yourself a Needlessly Large Rod. this will accelerate getting your Rabadon's Deathcap as well as give you a much needed AP boost. next finish off either the Abyssal Scepter or Hextech Gunblade depending on if you need a major AP boost or the life steal. Next you want to get your Rabadon's Deathcap and finish off with getting your Abyssal Scepter/ Hextech Gunblade and Void Staff at the end. Also if you need some defense at the end, go with Thornmail instead of Void Staff so you get some Armor and a damage reflection as well.


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Summary

Being that this is a first time guide for me, I hope you enjoy it and leave me some comments on how to improve it and/or add some more interesting coding (just started learning bbcode). Thanks and please leave some constructive feedback.