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Diana Build Guide by Hisokai

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.


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League of Legends Build Guide Author Hisokai

Diana, passive aggressive (Jungle)

Hisokai Last updated on August 8, 2012
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Ability Sequence

2
3
5
7
9
Ability Key Q
1
8
10
12
13
Ability Key W
4
14
15
17
18
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

I would like to first introduce myself as a player before I start talking about my build. I love to play League of Legends and I enjoy it greatly. I've been playing for about 8 months now and I am still going strong. I'm decent at League, but I try to avoid ranked even if my friends want to play some duo queues. I like to play for fun and really nothing more than that. If you are looking for an extensive guide or explanations of higher play level, go somewhere else. Criticism is welcome, rage is not. This is my first guide and probably my only one. Reason being, is because I love playing Diana more than any new champs that I have played right out of the gate. (And yes, the login music was Amazing.) Maybe, if I get enough requests for another champ or enough positive reviews I will put another guide up.

When I bought Diana and read her passive Moonsilver Blade I went straight for a Bot game and went straight attack speed with her. I was quite impressed how well she did with attack speed. I had plenty of fun going around jungle camps and clearing them out on the 3rd swing. I then proceeded to basic attack the enemy team without using any of my abilities. To say I was surprised by the chunks of hp I would take away on my 3rd swing with just a Rylai's Crystal Scepter backing my ap build. While I messed with other builds, such as going tanky like I would with Amumu, I found this to be the most fun.

I lot of people have compared her to Akali, but I have no doubt in my mind that they are not one bit alike. With Akali you need to have a charge of Essence of Shadow, while Diana all you need to do is either wait for the cooldown or if you use your Crescent Strike correctly you can use her ult Lunar Rush indefinitely. While they play the same, the mechanics are completely different. Hopefully I cover all that is needed for this guide to be sufficient enough for people to use this build successfully. I will focus mostly on Jungling with her.


Guide Top

Pros / Cons

Pros / Cons

With all the Pros / Cons for each champ, I feel the complaining that goes on when a new champ comes out can be a little much. Much like Akali, if Diana gets fed she can hurt. People complain about Diana being op, but I mean really, any champ is when fed properly....

Pros
  • Bursty
  • Fun to play
  • Can get Tanky
  • Great at focusing Carries
  • Can clear camps fast
  • Low Cooldowns
SPACE SPACE SPACE SPACE Cons
  • Squishy early game
  • No hard cc
  • Can be counter-jungled easily if not careful
  • Can not chase well until lvl 6
  • Relies on abilities to much


Guide Top

Runes

There are different setups for runes, but for this build I actually found Phreak's Rune setup from the Champion spotlight works quite well. With the attack speed marks it helps a bit with early game jungling.


Runes

Greater Mark of Attack Speed
9

Greater Seal of Armor
9

Greater Glyph of Ability Power
9

Greater Quintessence of Ability Power
3

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Alternatively you can go with a more default build for runes when jungling Diana.

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
3


If you want you can switch out Greater Glyph of Magic Resist for Greater Glyph of Scaling Magic Resist.


Guide Top

Masteries

For Masteries I feel what I am using is a bit generic. For me Masteries are are just a side perk compared to runes, except when I'm building support.

Masteries
1/5
4/1
4/5
1/1
2/5
4/1
4/
1/
1/5
3/5
3/1
2/1


I go for more of an offensive build to give me that little extra push early game. Adjusting properly and putting points in Durability and Veteran's Scars is also a good way to go.


Guide Top

Summoner Spells

You can really choose any summoner spell, but what's the fun in using Promote when jungling? Unless you're trying to troll top lane by using it on a siege minion after a gank. There are a few I would recommend when jungling with Diana.


These are the four I would usually use when jungling. I am though quite fond of the Exhaust & Smite combo when jungling. If you know you get caught a lot I would exchange exhaust for either Ghost or Flash. I love my exhaust though, it helps with ganks quite well.

If you are top laning with Diana you can use Flash & Exhaust. You can also use Teleport & either of the two Exhaust or Ignite. I would go with the flash/exhaust combo.


Guide Top

Skills & Skill Sequence

Diana has some very unique and awesome abilities that make her so much fun to play. Diana's passive Moonsilver Blade Grants 20% attack speed and bonus magic damage every 3rd strike. The bonus damage every 3rd strike is why I emphasize the need for attack speed. While your abilities have short cooldowns it is nice to have another way to deal dmg while waiting for your abilities to come back up. The passive has saved me numerous times while dueling with another champ. Seeing a big chunk of their hp go down has made others turn around which allowed me to either pick up the kill or turn and flee for my life. While this passive has helped take down champs who had way more hp than me at the start of the fight, you do not want to rely on said passive to much.




Crescent Strike is a curved skill shot that deals dmg and afflicts enemies who have been hit by it with Moonlight. This goes in tandem with Lunar Rush. Aiming this can be a bit tricky, but that is what makes it fun. This can extend and retract when aiming it. It's almost like Olaf's Undertow except curved.




Pale Cascade is the first ability you get when jungling. Pale Cascade grants you shield that aborbs dmg and also produces 3 orbs that detonate and deal dmg on contact with an enemy. I would use this before you enter a fight and right at the end of the fight. It can save you from ignite and a few other things while turning to flee.




Moonfall Pulls enemies toward you. The enemies have to be within a certain radius to get caught. This also slows enemies who have been caught by it. Only use this when the enemy champ is running away. Also be cautious about Flash. I usually use this after they have used their flash.




Lunar Rush is Diana's Ultimate and has a very low cd. Lunar Rush Teleports Diana to her target champion and deals dmg. If the Champion is afflicted by Moonlight (Which is from using Crescent Strike) the cooldown on Lunar Rush is reset.

When Using her abilities while chasing, make sure you can always use lunar rush if you have to run. You can Crescent Strike jungle camps and Lunar Rush to escape over walls and away from the enemy team. If you are going in for a kill and the champion does not have moonlight on them, make sure you can secure the kill and your safe getaway.

___________________________________________________________________________________________

For the Skill Sequence you will want to grab Pale Cascade at lvl 1 for jungling. The First ability you want to max out at 9 though is Crescent Strike. Get Lunar Rush at 6, 11, and 16 like normal. After maxxing out Crescent Strike you will max Pale Cascade. At lvl 4 you will grab Moonfall and Max last.


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


Guide Top

Items

Core Items



With Ability Power, attack speed and cooldown reduction Nashor's Tooth is what I think a perfect item for Diana. While cooldown reduction is not necessary for the build and does not help a whole lot, it's a nice little perk along with the ap and atk spd.

Since Diana is a little bit slow in speed the Rylai's will help you keep up with other champs while chasing and giving you a bit of extra health along with ap.

This should be one of the last items you get. If the game is lasting longer than 40 minutes, consider the deathcap your next item of choice.



Situational Items



this is great to have on any champ. With the spell bubble it can negate one spell ability that would otherwise stun you, kill you, slow you, or do a considerable amount of dmg on you. The Magic resist is also very nice to have.

If you do not want to go for the Veil you can always consider the Lich Bane. This gives you mr, ap, and movement speed. The passive of lich bane can also combo nicely with your abilities.

For Boots you can go Berserker's Greaves for the atk spd, Ninja Tabi for more armor, or if there is a lot of cc or ap grab Mercury's Treads.

is here for the armor and the hp. If the sunfire does not please you go ahead and grab Zhonya's Hourglass.

____________________________________________________________________________________________


Build Sequence



Remember that build order can change drastically depending on how the game is going. So don't expect to follow the build order exactly how it is shown. If an enemy ad carry is getting fed, start getting armor items first, if it's ap, get mr, etc...

Item Sequence











Nashor's Tooth
3000

Rylai's Crystal Scepter
3200

Banshee's Veil
2450

Sunfire Cape
2900

Rabadon's Deathcap
3800


Guide Top

Jungling

If you want to jungle properly you need to have good map awareness. You must also know your limits with your champ. Going in for a gank with half hp can lead to moments you wish you were being pinched on the cheeks by your grandmother rather than dying to something stupid.

For me I start at wolves and if i get enough dmg off they are dead before blue golem even spawns. After blue buff I usually try to go top and gank. This is mostly to have the top lane waste summoner spells and to give my top laner a little advantage. After that it's back down river check on enemy wraiths then gank mid if I can. To my wraiths and double golems, gank bot. Diana can not gank very effectively until she hits 4 and gets Moonfall. Once you hit 3 or 4 you should be able to take red buff. Just be careful because you can potentially get very low on hp.

If you are starting on the other side of the map. It's wolves, blue golem, bot lane gank, enemy wraiths, etc...

Starting with boots you must get a decent leash on blue and dmg on wolves. Jungling you must be able to help any lane that is near you at a moments notice. if they gank mid, stop atking wraiths and go help. You must cooperate with your laners in order to be effective. TEAMWORK.

Note: I may try to get a picture out to show my pattern a bit better, but don't get your hopes up.


Guide Top

Summary

Overall Diana is a super fun champ to play. With a little work and getting used to you can easily destroy you enemies. I'l try and keep this guide up to date if there are changes. Also comment, rate, criticize, and leave helpful information, things I should change. Enjoy my first and probably only guide on mobafire!

May the power of the moon be with you! Just hope that Leona doesn't try to barge in.


P.S. Thanks to jhoijhoi for the awesome guide on how to make a guide! Lol
http://www.mobafire.com/league-of-legends/build/making-a-guide-101506