Diana Build Guide by Shinu

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.

League of Legends Build Guide Author Shinu

Diana in da Jungle

Shinu Last updated on August 8, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 15

Honor Guard

Defense: 15

Strength of Spirit

Utility: 0

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Hey there guys !

My name's ShinĂ¼, and this is my first guide on, featuring Diana, The Scorn of The Moon.

I am a 1300 ranked player and normal ~500 wins and have been playing LoL for almost a year now (not that much, considering)

Anyways, I've decided to make this guide since I've seen Diana on PBE, and tested her out.

I found her simply amazing. She reminds me of Akali, who's my favourite champion in this game, and was basically the first 6300 champion I said I would buy right away on her day out (Today :D).

If you have any questions and whatnot about the guide or Diana, feel free to PM me.

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+ Awesome / - Workable

What's Awesome

Great Chaser
Low cooldown on Ultimate
Quick Assassin (Great damage output)
Has a ******* shield that damages :D
Fun Q skill
Features the Moon (Awesome imo)

What can be worked out

Slow movement champ
Needs practice on Q
Very Blue dependent, specially on low levels

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For Runes on Jungle

Greater Mark of Alicrity x9

Why: Atk speed procs your passive alot faster, which is basically what lets you clear camps alot easier.
With x9 Runes + your passive you get 35% Atk.Speed at level 1 (with no masteries)

Greater Seal of Resilience x9

Why: Armor will let you jungle safer, and with my build, buying boots right away with pots is in my opinion the best way to start. This helps you do exactly that, getting 13 armor at level 1 (again, no masteries included), is basically the same as buying a Cloth Armor at level 1.

Greater Glyph of Force x9

Why: Alot of people go for Magic Resist/level or even flat AP glyphs. In this champion, I disagree. AP/level gets you 0.17 per rune, which with a simple math, will be the same as flat runes at level 7 (7*0.17=1.19). You will need AP during the entire game, and you get to level 7 really quick, even if you gank alot.

Greater Quintessence of Potency x3

Why: Here I could have the same argument and go for AP/level but the fact is, AP/level Quint will only be worth after level 13, and 15 AP at level 1 is both a greater bonus to you Passive and W + Q.

Other acceptable runes are Magic Pen Marks, Movement Speed Quints, and Magic Resist Glyph's

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Here's where the guide's probably gonna be different from some other guides.

I am going 15/15 for jungling.
Why? I really think those are the points to spend, I mean, most people go 21/9 and get useless masteries in my opinion. Maybe not useless, but theres better places to spend points at.

An example is Blast, at level 4/4 it gives 1 AP per level (18 AP at level 18).
It's a useful mastery for a full AP assassin if you would like to play Diana like that, but I tend to build every jungler tanky so it becomes more helpful team related.

For a full AP kind of assassin champ, you can still go 21/9/0 getting Executioner and all the AP masteries.

About Offense Tree:

I get AP masteries plus:

Alacrity: Why? Simple - Passive. The faster you get that third atack, the better.

Summoner's Wrath: -10 Magic Resist and Armor in is very useful when ganking. Plus, if you go + , you still get +5 AD / AP

Butcher: This point can really go anywhere, I just put it here so it makes it easier to clear camps at lower levels on the jungle. Any other available space is useful for some reason, really.

About Defense Tree:

Here I go for the Armor and Magic Resist masteries, plus Tough Skin, and , which makes you counter damage on jungle and receive alot less damage from mobs, which again makes jungling alot easier and faster.

Summoner's Resolve: You basically get 10g extra every 60 seconds, granted you use smite on Cooldown, after you get your blue.

Initiator: Diana is very strong both 1vs1 and in teamfights, but to gank, you always need something important, speed, which she kinda lacks a bit. Every item (example on that early Lich Bane) and mastery (this one) is a must if you wanna gank correctly.

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Core Items:

Start with Boots of Speed and 3 Health potions so you can roam fast around the map and can gank other lanes very soon (level 2 / 3).

The potions also give you awesome sustain when jungling, until you want to go back to base again.

Lich Bane. This item is simply perfect for her. It gives Diana AP, and the necessary Movement Speed to catch your opponents, plus, if you can combine the item's passive with Diana's passive, you will get a great hit on your enemy. (This can also be used to take turrets down, it deals TONS of damage ahaa).

After this item, I either decide to go Giant's Belt to later build Rylai's, or go straight Rabadon's (you can max your boots before building this 2, or in the middle, depending on what gold you have).

Other stuff you can get:

Depending on how the game goes, you can go defense or offense, that's up to you:

For Offense, you can build Abyssal Scepter and Will of the Ancients.

For Defense, you can go Force of Nature and Zonya's Hourglass Zonya's Hourglass.

For Atack Speed Build:
I HAVEN'T TESTED THIS ONE OUT YET: After Lich Bane, you could go Malady, Nashor's Tooth, and Will of the Ancients for a great atack speed boost (which will proc your passive insanely) and give you alot of health back with WOTA.

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Skills and few explanations

R>Q>W>E that's how you should max it.

Pale Cascade (W): It's the skill you want to start with, for jungling. At level 1, it gives you a small shield which will protect you from the jungle, and also gives you 3 orbs that will damage the creeps, allowing you to clear camps faster.

Lunar Rush: Obviously, max this awesome Ultimate at level 6, 11, and 16 :D

Crescent Strike: Learn this at level 2, but max it first by level 9. This skill is the one that gives you the most output on damage (aside from Ultimate), and is great to initiate a gank. Make sure you hit.

Moonfall: This is a AOE slow + drawback, which means the skill is gonna push every enemy in a AOE area back to you, and slow them. Very useful at ganking, learn this at level 2/3, but max it last, as at even level 1, it gives a decent slow.

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Summoner Spells

Smite: Jungler Spell ;)

Exhaust: I use Exhaust because it slows your opponent, reducing it's resists, making it easier to get a clear gank. Which means I prefer it over Ignite.

You can also use:

Ignite: Also useful on Jungle, it has a bit lower cooldown than Exhaust (180vs210), and deals True Damage.

Heal: Never used this on Jungler position, but it could be useful on teamfights.

Flash: This is like the best summoner spell for general purposes. Lets you flash over a wall or simply a great distance enabling you to (sometimes :D) get away from a gank.

Other summoner spells are useless as a jungler, IMHO.

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Team - What am I doing here?

Diana is an assassin. This is a fact.

When you start the game, make sure you gank soon. Early ganks are very useful. Get those early kills and you get your team up to the top.

On team fights, you're the team's assassin, so your priority is to eliminate that (possibly) Fed AD carry as quickly as possible. Focus him and don't let him get away, as Diana excels at chasing opponents.

Try and protect your team mates, specially those who can deal alot of damage.

More important than anything, don't get killed too fast, do not initiate a fight if you don't have to, and DO NOT get caugh out of position.

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Diana is a very fun champion to play, as I have said before.

In the next few weeks / months, we will surely see if she fits the meta game.
She can be used as a Jungler, Mid or Top champion, which makes her very useful in teams.

If you like AP kind of Assassin and or Tanky champs, get her now ;)

This was my first guide and I am sure there will be a few mistakes to be corrected, plus alot to be added. I will be paying attention to any comments and will, from time to time, edit the guide if I see anything fit to be added.

Oh and BTW, the moon is not the only thing that rises (waaa?) :D

Have fun ingame, with Diana or any other champ