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Diana Build Guide by Tyson HD

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League of Legends Build Guide Author Tyson HD

Diana Freelo: Jungle, Season 6 [Patch 6.19]

Tyson HD Last updated on September 22, 2016
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Ability Sequence

2
3
5
7
8
Ability Key Q
1
9
10
12
13
Ability Key W
4
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

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
1/
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0



Threats to Diana with this build

Threat
Low
High
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Threat Champion Notes
1
Skarner
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Introduction


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.


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Runes

Runes

Greater Mark of Attack Speed
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
3

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.


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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

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.

TL;DR

Everything fine = W > Q > Q > E > Q > R > Max Q > Max W > Max E

or

Danger of invade = W > Q > W > E > Q > R > Max Q > Max W > Max E


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Pros / Cons of Diana with this build

Pros:
[*] 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


Cons:
[*] 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


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Coming soon

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.


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Update log

[23/09/16] Initial draft uploaded