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Diana Build Guide by Wazzle

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 Wazzle

Diana - Burst AP Jungle

Wazzle Last updated on November 30, 2012
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Diana

Ability Sequence

2
8
10
12
13
Ability Key Q
1
4
5
7
9
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 12

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Diana is an AP melee jungle, which can have a really high burst with small items.
She's a really quick jungler and got great gank potential, with her Ultimate + E Spell.


Guide Top

Items

Start up with Boots of Speed and 3x Health Potion
Try to get Heart of Gold philosopher's stone and kage's lucky pick fast.
Rush for Mercury's Treads after to be faster when ganking and avoid the cc from lanes or the enemy jungler.
Now you have 2ways to go, Tank or Burst. I prefer the tanky way, because you still have a decent amount of damage and you can engage perfectly without droping instant.

Rushing Rylai's Crystal Scepter is a good choice. You can gank really good, because you can slow with your q and burst with Lunar Rush + Pale Cascade

If you play against a most likely AD-team, you go for Frozen Heart after rylais. It makes you incredibly tanky and gives you a good amount of cdr which is helping you to burst carrys down.
If you play against an AP depended team, go for Abyssal Scepter. The reason should be obvious.

I go for Deathfire Grasp after frozen heart or abyssal to have an incredibly high burst against carrys.
If you went frozen heart first, get an abyssal after your dfg. If you went abyssal first, get an frozenheart now.

It depens on your last item. I would go for Guardian Angel most of the time to be even more tanky. But, you can also go for:
Lich Bane if you need more burst
Randuin's Omen to reduce more attackspeed, and be more adorable against AD's
Banshee's Veil go have more tankyness against AP's
Zhonya's Hourglass sometimes it's a good choice aswell. But i never use it.


Guide Top

Runes

Quintessences:
Greater Quintessence of Ability Power for some early damage

Marks:
Greater Mark of Attack Speed you will have your passive up faster, and so you can clear junglecamps much faster

Seals:
Greater Seal of Armor to survive in the jungle

Glyphs:
Greater Glyph of Scaling Ability Power gives you the decent amount of damage you need in lategame.


Guide Top

Masteries

Going 9/12/9 may be confusing you, but the reason is simple:
9 in offense gives you good damage for clearing jungle and doing some early ganks.
12 in defense will help you to clear the jungle faster and saver
I take 9 points in utility to be a bit faster when ganking and because of the 10% buffholding ofc.


Guide Top

Summoner Spells

Flash Best Escape skill. Good for chasing aswell.
Smite Obviously needed when jungling
Ignite Diana needs her flash to burst some people down sometimes, and to escape.
Exhaust Same explanation as i used for ignite.


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Crescent Strike (Q): Important skill for chasing people and bursting people down. Helps you getting kills if good used.
Pale Cascade (W): Well, i max it first because of the incredible damage it does when ganking, and it gives you a really good shield.
Moonfall (E): Explains itself. It pulls all enemys to you and slows them.
Lunar Rush (R): Perfect gapcloser, and high damage.


Guide Top

Pros / Cons

PROS:
- High burst with small items
- Good sustain in jungle, with her shield
- Perfect carrykiller
- Good ganks
- Pretty tanky


CONS:
- No Escape
- Can get kited pretty easy


Guide Top

Jungle Route

Wolves -> Ancient Golem -> Wraiths -> Lizard Elder -> Mini Golems -> Wolves -> Wraiths -> Shop -> Gank Top -> Gank Mid


After that route you should normally have your Philosopher's Stone, if there are no issues while you are jungling.
Ganking Top is very easy with Diana because you can easily go around the tribush and just pull the enemy into you and your teammate with Moonfall. It's the same thing with the Midlane.
Ganking Botlane is a bit more difficult with Diana, because she is to slow to just come around when its warded. The easiest way to gank botlane is, telling your botlane to push and just do a ninjagank.


Guide Top

Lategame mechanics and play's

Your job in the lategame is to focus the carry's. You need to jump on the carrys immediatly when starting a fight. The reason why Diana has to do it, is simple. Diana got an easy 100 to 0 Burst with Crescent Strike + Lunar Rush + Deathfire Grasp + Pale Cascade + Lunar Rush.
You can do this even more easy, when u have your Guardian Angel, because you won't drop instant if the tanks try to defend their carrys.


Guide Top

Summary

All in All Diana is a kinda strong jungler.
She has great gankpotential, high burst and doesn't fall off in lategame.
She has some points to critize(She doesn't have good mobilty, for example) but thats not a big deal in my opinion.
I loved to play her since she was released, because her mechanics are really fun to play imo.

I hope this guide may help you playing Diana.
Comment & Rate please.

Peace.