This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Smite
Clairvoyance
Items
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Before We Begin
Please try out my build.
Please leave your comments.
I am not here to tell you how to play.
I don't need you to tell me how to play.
I will give my opinion.
I will make suggestions.
I will present my own ideas.
If you don't like something, don't use it.
My delicate sensibilities won't be hurt, I promise.
The Drunkards Walk, By Leonard Mlodinow
The Art of War, Author Unknown (Sun Tzu commonly credited, however this is historically unverifiable.)
Freakonomics, Steven D. Levitt and Stephen J. Dubner
Also consider the Wikipedia article for Game Theory
Other influences include:
Chess Traps: Pitfalls And Swindles, By I. A. Horowitz
The Fabric of the Cosmos, By Brian Greene
A LOT. I do not list these to give credence to some strategic pedigree. They are just books or articles that I have read concerning complex systems, and offer unique perspective. They are all thought provoking reads.
Q: What does any of this have to do with League of Legends.
A: League of Legends is a Zero Sum game, where skill level per game can be graded on a curve.
An idea that exists in Chess or Physics might have no correlation to League of Legends. On the other hand, it just MIGHT have a deep connection. This build stems from a lot of ideas borrowed from other areas.
Some of these are:
- Temporal Progression
- Statistical Probability
- Mathematical Models For Strategic Decision Making
- Psychology Of Decision Making
- Concepts of Value and Significance
I find that these are generally not considerations to the average player in a typical game.
Rather, they follow basic guidelines that were developed with these ideas in mind.
Therefore, most players are using imperfect copies of winning stratagems because they do not understand the underlying principles.
With that in mind, please consider this.
There are ideas concerning progression, timing, and resources tightly woven into this build.
I may not have explained them well, if at all.
That does not mean they are not present or do not work.
Without a solid understanding of what it tries to accomplish, it probably won't feel right.
If you try this build, it likely will not work the first few times through.
I highly suggest a few trial runs against bots.
Get the feel for it, the flow, the rhythm.
Give it a shot.
Try my build.
Tweak it, play with it.
Change it as you need to and make it YOUR build.
If you give it a chance, explore what it can do, and really LEARN how powerful it can be, I doubt you will automatically dismiss the ideas presented. You might even learn something you didn't know before.
That is the whole reason I took the time to create this thing.
Some of the things you may notice:
- Four abilities that scale with Ability Power(AP), including her Passive .
- Three Area of Effect(AoE) Damage Abilities and an AoE Snare .
- is on a short Cooldown(CD) and synergizes with her .
- She is a Melee Champion and has an excellent Shield .
- is a unique Skillshot, with a curved path.
- is amazing Gap Closer .
Looking at these together, I see an AP Jungler.
- She has an awesome, reusable Gap Closer and an AoE Crowd Control(CC) Ability .
- She has the sustain and AoE to clear out Jungle Creeps quickly.
- She likes to close distance and chain low CD abilities to generate kills.
However, she also has some glaring weaknesses.
- She is an AP Mana user, and is dependent on Blue Buff.
- She has no escape tools and low overall mobility.
- She has no Gap Closer until hitting Level 6.
Thematically:
AP Melee Bruiser.
Get in, Get Kills, Be The Last One Standing.
Goals and Objectives:
- Build enough AP/Cooldown Reduction(CDR) to quickly and efficiently secure kills.
- Prioritize enough defense to be sustainable in melee engagements.
- Increase overall mobility to improve tactical options.
I set goals and made compromises to achieve my goals.
I think the final product is extremely aggressive and well designed.
Pro's Increased Mobility Accelerated Progression Improved Damage Mitigation |
|
|
Con's Diffuse Stat Allocation Low Impact Before Level 6 Poor Scaling Past Late Game |
There are so many ideas crammed into this build that I sometimes have a hard time keeping them straight.
This is an idea, I have not fully explored it, therefor I could be wrong.
That being said, a direct snippet from the comments section.
Also, don't take this section as proof that Clairvoyance is good.
Clairvoyance is limited, and while I like it, it may not be for everyone.
---
Flash is only about ~1/3rd as effective on Diana as it is on other champs.
Let's look at the sample space.
1. Flash is used to close a gap and get a kill.
2. Flash is used to create a gap and negate a kill.
3. Flash is used to counter Flash.
The other reasons for it's use are a minority and I will ignore them in this formula, however I recognize that they exist and are a minority.
1. Not very useful considering the mechanics of Lunar Rush.
2. This is useful on Diana, no argument there.
3. Again, not as useful because of Lunar Rush.
There are some very rough assumptions with this logic, but I think it is sound.
Diana is a Flash counter innately. She does not need it, nor is it very effective against her.
It is likely that a BETTER pick exists.
First pick at Level 1 for sustain while Jungling. Use it any time you are about to take damage or want to add damage to a Lunar Rush. Try to use all three charges to amplify the shield.
|
> > > .
Bonuses include: Improved Summoner Spells and Buffs.
Note - The increased level gain is used to augment her natural level scaling, enabling you to become more powerful faster. This increase can be exponential, as Diana can easily snowball.
You must be logged in to comment. Please login or register.