Diana Build Guide by Fluctua
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.
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.
Hey! I'm Fluctua a LoL player from England (So any americans don't complain about my spellings (like armour as opposed to armor) because i just don't care). But this is my first Guide to one of my favouite champions - Jungle Diana.
Pros and Cons of Jungle Diana
[*] Very Mobile and Versatile Champion
[*] Effective Counter Jungler due to quick clear time
[*] Effective Scaling Passive (Focus of this build)
[*] Also Effective Mid Champion
[*] Incredable Ganking Potential due to gap-closer and slow
[*] Decent AP Ratios in late game
[*] Very Strong Attack
[*] Glass Cannon Build
[*] Gets Focused down in team-fights
[*] Combo-Based Champion (countered by Banshee's Veil)
[*] Countered by Fighters: (Off-Tank Brusiers (like Fizz or Rengar)
[*] Not very mana efficient early game (this is why you get Blue Buff first)
The Intuition behind the build.
As with many Season 3 jungle builds, a Hunters Machete and 5 health potions is an effective starting build for most junglers. This also bulids into Spirit of the Spectral Wraith so it is very much worth picking up early on.
Diana's Passive (Moonsilver Blade) deals, potentially, huge DPS every third basic attack making, on this build, AS very applicable meaning an early Nashor's Tooth benefits Diana greatly.
Boots of Mobility, with a Homeguard enchantment, helps Diana get back into the jungle around 10 seconds as the enchantment cut out healing times AND give a MASSIVE movement speed boost.
Lich Bane also adds a large boost to Diana's autoattack damage output as her cooldowns are short to begin with; using her abilities between autoattacks will also increase her damage output.
With a Rylai's Crystal Sceptre Diana can easily slow her victims when ganking in lanes. It also provides valuable health for Diana.
A Rabadon's Deathcap Greatly increses, not only damage output, but also the strength of the Pale Cascade's shield.
Summoner Spells and Masteries
Flash for ganks/securing kills or escaping counter-ganks and ambushes
Smite pretty much essential for any jungler, and with Summoner's Resolve provides a useful gold boost on use.
Take Attack Speed, AP and Magic Penetration Masteries in the Offense Tree
Take Summoner's Resolve, Monster Reduction and Bladed Armour Masteries, as well as Health and Armour Masteries in the Defense Tree. Also take Tenacity and 'Legendary Armour' Masteries for extra Durability
9 x Greater Runes of Attack speed
9 x Greater Runes of Armour
9 x Greater Runes of Scaling Ability Power
3 x Greater Runes of Flat Ability Power
These Masteries and Runes provide deceptive durability for Diana as she needs to take as little damage as possible (as with any jungler) in order to gank effectively, with enough damage to take out any high priority targets (such as AD Carrys)
Strategy & Tactics
At level 1 put a point into Pale Cascade, as it will negate most of the damage from monster camps and be able to deal damage to the entire monster camps.
Use Moonfall to draw monsters into range of Moonsilver Blade in order to damage all the monsters and increase your jungle clear time.
Use Cresent Strike followed by Lunar Rush to quickly close gaps and get Moonsilver blade stacks early, before the enemy has any time to retaliate.
Use Moonfall to slow fleeing enemy Champions, or if retreating with more health than a teammate with low health with pursuing enemy champions, dont be afraid to use Moonfall to pull enemy champions away from your team or into your turrets range.
Use Cresent Strike followed by Lunar Rush to quickly traverse the jungle and improve your clear time. Or to escape enemy Champions.
Don't worry if not all of your Pale Cascade orbs detonate after clearing a monster camp. But REMEMBER to activate it everytime it is off cooldown when clearing monster camps to prevent all incoming damage especially at lower levels.
Cresent Strike is a powerful zoning tool (especially after level 6), use it to force enemy champions back towards their towers.
Moonfall's pull is a form of hard CC so it can stop channeled abilities.
If in lane stay so that the minion wave is on Diana's right this means that when she casts Cresent Strike it will hit ALL the minions in the enemy's wave and can easily rack up CS and harass enemy champions.
After hitting an enemy with Cresent Strike you can Lunar Rush in, deal Damage, them quickly Lunar rush out to a nearby enemy minion to avoid retaliation.
Blue Golem (Smite)
Red Lizard (Smite)
Wolves OR Gank Mid OR Jungle Invade (if health is reasonable or you have remaining potions)
Diana is a fast, agile champion and if played right, can kill an enemy without much risk of retaliation. Lunar Rush in combination with Cresent Strike is a combination of skills that is not only effective but also heavily damaging.
Personally, I love to play Diana in the Jungle with Moonfall providing a slow allowing you to stick on enemies and bring them down quickly, and Pale Cascade shielding you from damage and if enemies come too close, getting a nasty surprise. Overall Diana is a powerful presence in the jungle, and, if carried well can pull a team back from defeat or steamroll another to victory.