Diana Build Guide by tehAsian
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| Health | 2218 |
| Health Regen | 21.4 |
| Mana | 1200 |
| Mana Regen | 23.8 |
| Armor | 143.49 |
| Magic Resist | 52.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 429.94 |
| Gold Bonus | 4 |
| Attack Damage | 102 |
| Attack Speed | 0.864 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 592.54 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 10% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hey! Welcome to my
Diana guide! :D
Diana is a melee assassin that is VERY similar to
Akali, being able to 'tag' targets, jump to them (several times if necessary), and instantly burst them down.
She can also be built Tanky DPS because of her VERY high base damages, and using her skills as utility rather than damage, but I prefer to build her as an Assassin as it utilizes her high base damages and ratios better at the cost of survivability, as well as snowballing better in the hell known as Solo Queue xD
I play
Diana in the Mid Lane and Jungle, but this guide will be focused more on Mid Lane. After playing
Diana, I found out that while her kit is based on Jungling, it can be abused more easily in a lane against squishies. Mid was the perfect place.
Pros and Cons
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+Very high base damage +High base stats +AoE Pull +Difficult to kill with +Snowballs very well |
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-No mobility until 6 -Naturally pushes lanes -No real escapes - -Somewhat item dependant |

Conquering your Cons
No mobility until 6
This is actually a big issue with
Naturally pushes your lane
Intentionally pushing your lane is good, unintentionally doing it, especially if they have a strong ganking jungler like
No Real Escapes
See first paragraph in this section. This can be solved, however, by maxing
Practice practice practice ^_^ Really, it only takes a few custom/bot games to get the hang of the curve and all the cool tricks you can do with it.
Somewhat item dependant
Farm farm farm ^_^ Learn to last hit well, or face the consequences. Again, it only takes a few custom or bot games where you wholeheartedly learn to last hit to really get the hang of it.
Runes
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Marks
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Greater Mark of Attack Speed 9 |
Greater Mark of Magic Penetration 9 |
Greater Mark of Hybrid Penetration 9 |
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M A R K S |
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M A R K S |
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Seals
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S E A L S |
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S E A L S |
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Glyphs
| Runes | |||||||||||||||
Greater Glyph of Scaling Magic Resist 9 |
Greater Glyph of Magic Resist 9 |
Greater Glyph of Scaling Ability Power 9 |
Greater Glyph of Ability Power 9 |
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G L Y P H S |
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G L Y P H S |
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Quints
| Runes | |||||||||||||||
Greater Quintessence of Hybrid Penetration 3 |
Greater Quintessence of Ability Power 3 |
Greater Quintessence of Spell Vamp 3 |
Greater Quintessence of Movement Speed 3 |
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Q U I N T S |
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Q U I N T S |
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fillerExplanation
As an Assassin, I prioritize damage and mobility in my runes. However, I run Flat Armor runes because
I use movespeed quints because extra speed is always helpful for staying in range, or
Masteries
Laning
Um, they're Masteries. o_o
As an assassin, I want to prioritize damage in my masteries, going 21/0/9. The increased AP and
I take
Summoner Spells
Always Take!
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O |
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O |
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Viable
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O |
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O |
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O |
This is great against a lot of CCs, but I'd rather get |
O |
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O |
Sticking power on a 3 minute cooldown. It's a good replacement for |
O |
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O |
If you're jungling, only if you're jungling, and ALWAYS if you're jungling. The risk of losing Baron or Dragons is NOT worth having an |
O |
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Do Not Take
OR
While at first glance both of these may be good, other Summoner Spells are way better as their utility is better, and these Spells fall off hard late game.
Ability Explanation
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O | Bonus Attack Speed and additional cleave damage every third hit. Timer resets every 3 seconds. Scales very well with levels AND AP. |
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- The AoE is kind of short, but it is wide. Position yourself properly so that you don't accidentally push your lane too hard. Hitting 1 or 2 extra minions early on won't hurt, so don't fret too much.
- Before you
Lunar Rush someone in lane, try to stack up this passive so that you have extra burst right off the bat, instead of having to wait 1-2 auto-attacks for that proc. - Timing this with
Sheen or
Lich Bane will allow it to have a 1.6 AP Ratio and deal absolutely tremendous damage. - The cleave portion will not apply on-hit effects such as
Lich Bane,
Sheen, or
Trinity Force procs, it will only apply the damage.
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O | Curved AoE skillshot. Ranged harass. Part of your 'stickiness'. |
What you can do with the curvefiller
- Practice with this skillshot and get used to how the curve curves. This is a MUST.
- Try to aim with the curved portion of your skillshot rather than the circular end portion. The area is bigger and you will still be able to hit people when they move slightly to your left.
- Anything hit by
Crescent Strike will apply Moonlight and grant vision.
- Try standing a bit more to the left if you want to use this to push your lane, as you can hit more minions more easily if you position properly.
- Use this to last hit if you're getting zoned.
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O | Shield that refreshes if all three orbs detonate. HUGE damage mitigation. |
- When leveling this ability up first, buy more resistances like
Chalice of Harmony,
Abyssal Scepter, or
Zhonya's Hourglass first so you can mitigate more damage. - Each of the orb does a small amount of AoE damage, meaning you can use this to farm efficiently.
- Using
Lunar Rush then
Pale Cascade will allow all three orbs to detonate onto your target due to you being on top of your target. - Try to get the refresh off in lane so you can take less damage from harassment. The easiest way to do this is walk close to minions.
- This ability, like
Riven's
Valor, will allow you to built straight resistances and damage and still be extremely tanky. - Given enough AP, this ability is like a mini heal bait with both the initial and refreshed portion of the shield. Never give up!
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O | AoE pull and slow. Use as an escape to juke chasers or to group up enemies. |
- When you're running into a brush, you can use this to juke enemies more easily. Or, you can use this when you're being chased because this IS an interrupt and it WILL slow enemies down and save your life.
- Use this to group up minions in lane so you can AoE them more easily and push faster.
- When engaging on champions,
Moonfall is best used immediately after
Lunar Rush as it will catch them even if they
Flash away immediately. - In teamfights, if your team has any form of AoE like
Solar Flare or
Soul Shackles, use this to group together enemies so your AoE can hit more. - This isn't just a pull and a slow, it's an interrupt, meaning it will cancel channeled ultimates like
Absolute Zero or
Death Lotus.
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O | Gap closer. Cooldown refreshes if used on enemies 'tagged' with your Q. |
- If you use
Lunar Rush on a champion afflicted with Moonlight, the cooldown will instantly refresh. However, the refresh only happens once, meaning you won't be able to tag 5 champions for 5 refreshes. - A lot of times it's worth it using this JUST as a gap closer, like for harass OR if you don't need the double dash for a kill.
- If you need an escape, tag minions or jungle creeps with
Crescent Strike then use
Lunar Rush to quickly gain distance. Again, you don't need to use
Crescent Strike if it's an emergency. - When ganking enemies, you can tag minions in lane,
Lunar Rush to them, then again to your target. This is a very good way of gaining a LOT of distance very quickly, and not a lot of champions can actually avoid this.
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Ability Sequence
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R > Q > W > E
Max Q first. After a bit more testing, Q is superior as you gain a more consistent form of harass, and also
There are still times where you'd want to put more than 1 point into
Itemization
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Starting Items
Recommended: Speed is important on a low mobility champion. So is sustain. Starting
Start with this item ONLY if you know you don't need any sustain and if you know you can absolutely dominate your lane. But honestly, I would never start with this as
Kind of like
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Early Game Pickups
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spa |
OR |
spa |
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Double
Yes you can switch things around! You can always buy
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Boot Choices
Standard choice of boots for an AP Caster in Mid. 20 Magic Penetration with your Mpen runes will allow you to deal almost True Damage to enemy mids that do not buy Magic Resistance.
More Magic Resistance and Tenacity against CC effects. I used to get these every game, but they aren't always a must until you reach late game and when you already have a
Armor boots, get these ONLY if you're against a lot of physical damage, like
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Gold Per 5
This is SO GOOD on
The sustain this thing grants is great. It also builds into
This is great if you need a bit of extra tankiness. Builds into
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Core Items
Dat AP. Pretty much the only reason you'll be buying this. As an assassin, you should RUSH this item after you get your early game items as it will give you tons of damage AND durability (from
I usually get this after
You can buy this at any time really, but I usually save it for late game as I prefer durability and utility from items like
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Situational Damage Items
This is AMAZING on
A squishy AP Carry's best friend :D The main purpose of this is to use it when you're cooldowns are up so you don't take extra damage while waiting, then when you come out of stasis you have a fresh
This item has CDR to spam your abilities (
This is amazing for
If you're getting dominated in lane against an AP threat, you might want to consider picking up an early
Ehhhh, why not? Makes you very tanky, but I don't like health items because you already have a spammable shield via
Sticking power and health. That's pretty much it. You also only have one non-AoE skill that will apply the full slow, so I don't think this is that great. Still viable though.filler
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Situational Defensive Items
This is a great item for
Best counteritem against a
Get this if you're up against a lot of CC or Suppressions like
Builds off a
Builds off a
Raw resistances for your shield and a second life to burst down an enemy. The only problem is that this is purely defensive, and as I've said before, filler
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Know what this is?
Don't get it.
It might be good on
Gameplay - Early Game
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Levels 1 - 5
Just farm. Use
Use
If your laning opponent gets too close to you feel free to use
Be sure to manage your mana well too, and ALWAYS have enough for a clutch
Pre-6 is when
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fillerPost-6
NOW you start playing aggressively :D
Once you have
If you max
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If you max
up. If you get the chance to land a
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In addition to bullying your lane opponent, you should also look for oppurtunities to take the Wraiths on BOTH jungle sides or roam.
*Tip: If you need to push your lane quickly, group up the minions with
In the case of taking the ENEMY jungle camps, you might want to ward it for a while first so you don't end up getting caught in unfavorable situations. Alternatively, just play it safe and only take your own.
Oh, and be sure to ask your jungler for permission, or he'll get angry at you :C Taking Blue, Wraiths, AND possibly Wolves basically limits your jungler to ganking every second and SUCCEEDING every gank.
Gameplay - Mid Game
Keep farming. Force Dragon fights if you're ahead. Roam and gank.
At this point, I look at my map for potential ganks that can end in my team's favor, and while doing so I unrelentlessly push my lane, especially if I have Blue Buff or a
Chalice of Harmony. This will ensure that 1)The enemy mid laner cannot roam because I will break their tower (20% AS Buff from passive OP) or 2)If they do abandon their tower, Mid lane will be extremely pressured after the tower has died and that will let ME roam more. And, like in the Early Game, when I finish pushing my lane and there's nothing to do, I farm my jungle.
There isn't a lot to explain in Mid Game :P Just try to deny the other team any Dragons and gank when the opportunity arises. That's it.
Gameplay - End Game + Teamfights
End Game is pretty much where all the Baron and tower staredowns are. Try your best to not get caught and killed because
Diana has very weak escape mechanisms, and if you do get caught it usually means GG.
The best thing to do is to BE PATIENT around Baron fights, and calmly find the AD Carry.
Towards End Game, you have TWO main roles in teamfights. The first and your top priority role as an Asassin is to take out the AD Carry on the other team, and the second is to peel for your OWN AD Carry.
End game, the AD Carry will almost always have a monstrous amount of DPS through items, but also a monstrously small amount of defensive items unless they decide to get an early
Guardian Angel. You're going to abuse that by landing
Crescent Strike on them, jumping onto them with
Lunar Rush, and have
Pale Cascade/
Lich Bane/whatever other burst you have to take them out as quickly as possible. SAVE
Moonfall UNLESS YOU NEED THE INTERRUPT!
Now, to peel is simple. Position yourself so that the enemy you want to 'peel' is between you and his target. Then click E. Congrats, you have now given your carry some distance and possibly saved his life, and he will now carry the rest of the fight :D
Jungling!
Decided to put a jungle section here :P!
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Items
This is the only real thing I want to talk about while playing
Triple GP5 in the jungle is AMAZING in conjunction with
But you really shouldn't ALWAYS go triple gp5, but the Gold Per 5 items you want to get as early as possible would be
As for big items, just buy your Core Items (
And that's it! You can basically buy whatever, but keep in mind Junglers have to be tanky, especially if you have a squishyish carry at top. Pure tank items like
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fillerRoute:
- Wolves
- Blue Golem
- Wraiths
- Wolves (you might have to wait 1 - 2 seconds depending on how well your leash went
- Red Buff (right when
Smite comes off CD) - Wraiths or Golems
This is the 'standard' route, meaning if NOTHING goes wrong and you don't need to do anything EXCEPT farming the jungle. If you have to gank, GO GANK! If you need to cover, GO COVER!
If you get invaded, it's okay, just start at Red Buff or steal their Blue.
If you end up with no Blue:
- Play conservatively. Avoid using
Crescent Strike to clear jungle camps and limit yourself only to
Pale Cascade and
Moonsilver Blade. - Try to gank a lane more often to sap a bit of experience so you level up faster. However, don't stay too long as you don't want to leave your laner at a disadvantage.
- Buy an early
Chalice of Harmony or
Philosopher's Stone, or a
Sheen if you prefer a raw mana source.
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Summary
And that's it! Thank you for taking the time to look at this guide C:
Hope you learned something about playing
Diana, and if not oh well :P
Thanks to:
- Jhoijhoi for her Line Dividers and her Guide to making a Guide, I always have to reference it when I make one of these :P
- IceCreamy for his Columns Guide for aesthetics in a lot of parts :P
- Everyone who reads this and votes on it, providing valuable feedback <3
Change Log
8/17/2012
- Published guide
8/19/2012
- Noticed I had W maxed first in the Q cheat sheet *facepalm*
- Changed around some masteries.
- Added Change Log
8/25/2012
- 15k Views and only 8 votes wtf why u no vote? D:
- Changed around the jungle build, masteries still awaiting further testing
8/27/2012
- Decided to listen to people and not max W out first :P Also because I finally realized it's not necessary.
- Added Screenies :3
9/2/2012
- Added a win screenshot
- Still testing Rose's suggestions. So far, they work really well, but I'm fed up the *** every game :/
9/5/2012
- Changed cheat sheet.
10/11/12
- Cheat sheet changed again
- Removed jungling section, after giving it some thought she really doesn't work well there :l
- Going to open up Soviet's review and work on this later
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