Diana Build Guide by HELLM4ST3R
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.
Burst Diana JG
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
|Elise||Has very little that she can do to stop you other than a skill shot stun, will get bursted down extremely fast.|
Hi, so this is my first guide..... as such don't expect too much of a review on this, but hopefully it's helpful to everybody that sees it. I made this guide pretty much because i've been using this build for about a week now on Diana JG and just demolishing people left and right. Let me know of any improvements i can make to the guide please. :)
I chose these runes for a pretty simple reason. Attack speed quints to get the most out of her passive early game that i could possibly abuse with it. Attack Damage marks can be argued but i took them because of the fact that 99% of Diana's early game will be using her passive and auto attacks on the neutral monsters until you have a little bit of cooldown and use her skill combo's to burst them down. Flat armor seals for the added survivability in the jungle in the early game.
So im sure my masteries will have the 21/9/0 nazis coming after me, but hear me out. Diana can be made to destroy everything in two hits or to be a solid tanky mage. I prefer the higher output bursty assasinlike Diana. I went 22/5/3 so that i was capable of having all of the Ability scaling damage masteries a little survivability in the Defense Column and the added movement speed helps to chase down during ganks and move around the jungle quicker for faster clear.
Well, the combo i use on Diana may differ from others and its entirely situational. If i am able to burst them in 2 or 3 skills then i'll lead with R then E,W, and Q when they try to flash or if they stay there to finish it off for overkill. If you are jumping into a much tankier opponent then i will generally lead with Q then R into them W, E them back into me Q again R. If they are still alive just continue to chase with a Q,R combo so that you always have your R up.
I chose smite and ignite for Diana because most of the time you don't need an escape with her when bursting people down in ganks. If an escape is needed i typically just run back towards minions and E the enemy to me for a slow then R to whatever neutral monster or minion is closest to escape. Ignite is very helpful in bursting down champs that have healers nearby or are difficult to kill because of there lifesteal gain.
Pros / Cons
Quick Jungle Clear
Strong AoE Dmg
Good Gap Closer
Non Reliant on buffs by mid game
Has several counters
Early ganks shut her down in jungle
No true escape mechanic in lane
Diana's true burst doesn't happen till 6. The spike in damage is pretty high when you hit 6 and her ganks become a lot more devastating. The reason being is because if you mark someone with your Q it resets your ult when used on someone who has been marked with your Q. For those who are new to Diana hitting someone with your Q marks them with Moonlight. So instead of your ult being consumed when used it consumes the moonlight and resets your ult. So when someone is marked with moonlight you can use your ult twice. If used without someone being marked your ultimate will go on cooldown.