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Diana Build Guide by kaennish

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Not Updated For Current Season

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League of Legends Build Guide Author kaennish

Diana - Cooler Than Leona (Solo Top) WIP

kaennish Last updated on November 27, 2012
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 23

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 6

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 1


Guide Top

Introduction

Hello and welcome to my newest build/guide here on MobaFire for the new and exciting champion Diana! Diana is a very strong champion, she plays a bit like akali. Being an AP melee with a spammable gap closer ultimate. She excels at staying on her target and doing great damage, but this can be somewhat difficult at times because of her lack of survivability other than the shield on her W. Also she has no built in escape unless you can ult a far away minion. This is why I build her somewhat tanky but with loads of AP. That way you can play like a bruiser/assassin, staying on people or forcing them to go head to head with you. And ALWAYS coming out on top. But without further ado lets get down to it and start the guide!


Guide Top

Pros / Cons

Pros

+Diana is cooler than Leona!
+Great magic damage output.
+Excels at chasing. (Able to R everytime you Q, which has low CD)
+Good Initiator.
+Very fun to play.
+Can Harass with Q.
space
Cons

-No built in escape mechanism. (Unless you ult to a far away hostile creep)
-People will QQ, (Melee with great harass usually get QQ)
-Leona is Hotter than Diana. (Not Sexiness)


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Runes

Runes

Greater Glyph of Ability Power
5

Greater Glyph of Magic Resist
4

Greater Seal of Ability Power
5

Greater Seal of Armor
4

Greater Quintessence of Ability Power
3

Greater Mark of Magic Penetration
9
Runes are designed to have enough Magic Resistance and Armor to play offensively early game. But still retain a good amount of AP to deal damage.

Greater Quintessence of Ability Power X3 Greater Seal of Ability Power X5 Greater Glyph of Ability Power X5 Greater Mark of Magic Penetration X9
These runes make you hit hard.

Greater Seal of Armor X4 Greater Glyph of Magic Resist X4
These runes make you not get hit hard.


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Masteries

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

Diana's best at dealing loads of damage, that's why I use offensive masteries. Resistance and Hardiness are for some extra Armor and Magic Resistance to help you stay offensive, where Diana excels. Alacrity is to attack faster and therefore get more passives off. The rest is self explanatory, it makes us hit harder. Obviously Summoner's Wrath is to make our Surge and Ignite stronger. More on this semi odd choice of summoner spells later.


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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

R>Q>W>E
Max R when you can, as your ultimate its naturally your best spell. Q will be maxed first, its your main nuke and source of moonlight. Also it can be used to farm faster. Next max your W. The orbs do AoE damage, making it easy to land all 3 hits on who you want. WHICH IS EVERYONE! lol Also the shield is nice. Last I level my E, the only perk to leveling your E is the increased slow, which is nice. But I mainly take a point low level to bring enemies close.


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Summoner Spells


Surge
Surge gives you AP and AS, which are both great stats for Diana. Both are increased by a good amount, you'll actually notice a good damage increase. This is the best offensive summoner for Diana.

Ignite
Ignite helps get in extra damage, but mainly it's to prevent healing. Most use this to kill escaping targets, but as Diana there's no such thing as an escaping target. The only way people will live through you with surge up is heals, and this will prevent that from happening. Exhaust isn't needed because like I said, people can't escape as is. You may grab Exhaust however if you find yourself having trouble with those hard hitting melees that go head to head with you, but from personal experience nobody will be able to go head to head with you if you pop Surge and Ignite. They will get melted.

Most people don't like Surge and most people always get either Flash or Ghost. I don't think you need Ghost or Flash simply because you won't have to use them to chase. I usually get them on champions that I could use them to chase or escape on, they are good summoners because you can use them in multiple ways. But not on Diana. And as for Surge just try it, if you pop it at good moments you will do insane damage.

BUT REMEMBER, Summoner Spells are all preference, if you want to use something else go for it. Just make sure to change your masteries to reflect your choice in Summoners.


Guide Top

Items

Starter Items


Doran's Ring is the best starter item you can buy. You'll have good AP and HP with it, with a little bit of MP Regen to boot!

Boots of Speed make you faster, so you can dodge/escape/chase easier. This is both an offensive and defensive item. Which makes it great!

Giant's Belt will give you a good burst of much needed health. HP makes you tankier to all types of damage, even true damage! This will make you stronger against everyone!

The last 2 items Chain Vest and Chalice of Harmony give you some armor and magic resistance. After all these starter items are bought you'll be tanky enough to stay offensive. Which is where Diana truely shines. She has a DPS kit, which means she does continuous damage and survivability will help keep you alive to continue doing said damage. Glass cannon builds are typically for burst champions and although diana has decent burst... She is not a burst champion.
Core Items
Mercury Treads

BOOTS - Ionian Boots of Lucidity are usually my go to boots, because CDR is amazing. But if you run into an all AP team or a very heavy CC team get Mercury Treads. And if you run into an all AD team get Ninja Tabi.

Rylai's Crystal Scepter this item will give you a tad more HP, which is good. And some much loved AP, which is great. But it will also make your abilities slow your target. Which makes escaping nearly an impossible feat for your enemies.

Athen's Unholy Grail will give you practically infinite mana, which means you can use your abilities to farm faster. Also this item brings MR and AP. So you'll be more tanky and do more damage!

Zhonya's Hourglass gives you a little boost in armor and a great boost to AP. But what really makes this item shine is its activate ability. When you activate this item you'll become untargettable, and therefore immune to everything for 3 seconds. Which can be gamechanging.

Note all your core items gives you a LITTLE bit more tankiness, and A LOT more damage. Which is perfect for Diana.

Late Game Items
Rabadonn's Deathcap

Rabadonn's Deathcap This item will give you an ENORMOUS boost to your AP. Causing you to do ridiculous damage, and melt face.

Sustain Item - Will of the Ancients Gives you more damage through AP, but Hextech Gunblade gives you lifesteal as well as Spell Vamp. So your sustain is a little better. Basically if you have other APs on your team, get the Will of the Ancients the aura will help your team more overall. But if your the only AP go ahead and get Hextech Gunblade you won't lose much damage at all, especially considering it has an activate that does damage.

The only time you should be the only AP on your team will be in 3v3 or other custom games. So most of the time your favored item will be Will of the Ancients And thats why its the one shown in the build at the top of this page.


Guide Top

Combos/Rotations

The Burst Combo!
Q-R-R-W This combo of spells gets out the most amount of damage in the shortest amount of time. Use this whenever you think your going to die, or to finish someone off.

The DPS Rotation
Q > R > W This one isn't necesarrily a combo but a priority system. Always Q before you R, that way it stays off cooldown and overall you get the most damage out possible.

The Initiate Combo
Q-R-E-W-Q-R-R This combo causes you to charge one person, typcally someone in the middle of their team. Then you pull them all close and AoE them. You'll notice the end of the combo has 2 Lumar Rushs. So with this combo we obviously favor burst, because as an initiator we'll probably be focused down and killed quickly.

The first 2 combos don't mention your E ability because it is only used as a small gap closer/slow. Use it wisely to help stay on your enemies, or to help your teammates stay on your enemies.


Guide Top

Laning

In lane Diana has an excellent kit that when used correctly will give very satisfying results. First off you need to know what your up against. For example, your only harass ability is your Q. Because of this some champions have better harass, and you want to avoid harass trading. However other champions may have worse or no harass at all, in which point you can utilize it to get your enemies low before initiating and going in for the kill. If you fight against a burst champion just remember they usually have rather long CDs, and after they use there abilities they are vulnerable to attack for a while.

Against champions with worse harass spam your Q. Stay at your Q's maximum range, and back off even further when its off cooldown. Play it safe and harass your enemy down, eventually you'll get them low enough. At which point you use your burst combo to finish them.

Against champions with better harass than you, try and dodge skill shots and utilize bushes so they cant target you with more than one long range atack at a time. This way they only hit you once longrange, and you can do the same with your Q. Successfully trading with them, but right afterward your close the gap and fight them head on with your DPS rotation. This strategy is about getting to them without losing unnecessary health. Then doing the most damage possible overall.


Guide Top

Teamfights

For teamfights, Diana can serve many rolls. An initiator, an anti-carry, or an AP-carry. It is your job to determine what role would better suite your team, and change up your playstyle depending on which role you choose.

Initiators charge into the action first, and make it easier for their team to start there attack. A lot of the time the initiator will get focused down, being the first one into the group. You'll want to start with the initiate combo, but if you notice them not focusing you instead of finishing your combo with to ult's before you die. Start off with Q-R-E-W then move into your DPS rotation. But this is only when you know you won't die quick, if you think you'll die get off that burst before you do!

Anti-Carries wait for another teammate to initiate then jump on the squishy in the back of the enemy team. These squishies are usually the biggest damage dealers and end up carrying their team if someone isn't there to stop them. Not an easy job for most, but for Diana its like a walk in the park. Try to come from the behind somehow and surprise the squishy ranged carries with the DPS rotation. This is so your Ult stays off cooldown so when said carry gets away, which is bound to happen with the tank and support trying to save them, you can just R and jump right back on them.

AP Carries try to come into the fight last so there is a lower chance for them to be focused. Don't overextend to there ranged carries, instead attack whoever can be attacked safely. Use your DPS rotation to get in the optimal damage possible over the course of the fight. Stay alive and do a lot of damage. That will make you a successful AP carry.