Boots > Rush Nashors Tooth > Finish Boots
Oh, you had an ADC?
Don't Forget These!
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.
Threats to Diana with this build
Hey, im Tyson HD and this is my guide for Jungle Diana as an AP/Attack Speed assassin. I play on the EUW server and am currently in Gold IV and climbing. I know you may think that isn't the most impressive rank but rest assured i've carried games with Plats/Diamonds in it using this build. I played Jungle Diana as my main for the entirity of Season 5 and the beginning on Season 6, i'd estimate ive played 300+ games as Diana.
I'll continue to add to this guide as I find time and experiment with new items. I will shortly add a guide for Diana mid lane, and then Diana top lane.
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Ability Power
No need to go over this too much, basic Armor seals x9 and Magic Res. glyphs x9 for your standard defense runes.
AP Quints for your damage and Attack Speed marks for quicker jungle clear and more objective damage.
It's important to start W, especially if you're starting at Krugs as this will provide you with a shield to minimize the damage coming in from the starting camp.
Second, take Q, this will help you lay down some extra damage.
If you feel like theres a good chance you're going to get invaded or if you've taken more damage than intended then take W again to minimize the risk, if not and everythings going fine then put your third point in to Q. After that you wanna take your E fourth.
The reason we don't take E third is because it's more of an engage/gap closer that pulls enemies in to you, and since Diana doesn't have much gank potential pre-6 it's best to just go with the extra point in your Q or W.
After this, put your fifth point in to Q and obviously we wanna take R at level six. From then on max Q then W then E, putting points in to R when available.
Everything fine = W > Q > Q > E > Q > R > Max Q > Max W > Max E
Danger of invade = W > Q > W > E > Q > R > Max Q > Max W > Max E
Pros / Cons of Diana with this build
[*] Excellent burst damage
[*] Strong initiate
[*] Great jungle camp clear and high objective/turret damage
[*] Good at killing isolated targets or people out of position
[*] Moonlight passive from Q gives vision
[*] R is a great gap closer
[*] R has no cooldown if used on a target affected with Moonlight, allowing for recast if target flashes away after E
[*] Vulnerable if caught with a stun/root/slow
[*] No escape if there isn't a jungle camp or enemy minions to R to
[*] Weak pre-6 gank potential
[*] Early invades can f*** you up
Keep checking this guide as I will shortly be adding builds for Diana mid lane, Diana top lane as well further details for each build as well as some fun builds to try in normals.