Diana Build Guide by Patheticme
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.
This is my first guide i have ever made, and i hope you will find it helpfull.
Tips are welcome how to make this build even more skillfull!
is the newest addition to Riot's very potent pool of Heroes, and she is as dangerous as she looks.
She is a very fast and agressive jungler with lots of gankingpotential and a brilliant initiator once you have hourglass. Pick Diana, learn to play and you are set for some real good games.
There is two additional builds for Diana here aswell wich i have tested and they work alright.
Runes are pretty standard.
AP Quintessences for some AP boost early game to speed up jungling.
MP Marks to make sure you're spells hurt as much as they are suppose to.
AP Marks if you got that laying around and are short on IP
Armor Seals to give you more survivability.
CDR Glyphs to make sure you can use those dangerouse attacks as often as you need.
The masteries are tweaked offense for jungling. While i do not have points in bladed armor, this is still a very potent build for fast jungling.
Firstly filling down the AP in the dps tree is a msut have. this ensures that Diana have everything she needs to be the monster we want here to! The points in Havoc can be tweaked around to suit you're personal playstyle, and if you want Exhaust, Smite or any of the other's supported by Summoner's Wrath this is were you get you're point from. Butcher is also another favourite you can fill in instead of Havoc , but i personally prefere the extra dmg on Havoc as it gives me and edge in ganks while i think the jungling dmg is sweet enough.
In the defensive masteries i have chosen Summoner's Resolve as i constantly use smite on CD to get max amount of gold. Now early make sure you got this for the blue and red buffed monsters as they tend to take away the most of you're hp.
1 point in Hardiness gives you more early sustain, while 2/2 in though skin does the same. Durability and Veteran's Scars gives you more survivability and can keep you jungling/ganking for a longer period of time before you have to zone back. Again, this is a personal predferance, and points can be taken off here to be put other places you see better fit.
The second build is another example of viable choices in masteries.
The 3rd Build is a Tanky build with Manamune to keep you manahappy during the course of the game.
The reason why i think diana could work as Tank is because she has a great initiate, and with enough cd-r she can be active like a possom on meth ^^.
Star with Boots of Speed and 3 health potions, this to make you more mobile and faster to reach ganks and speed up jungling even more. adding kage's lucky pick ensure you will have gold poring in and is the step for you're first core item, Deathfire Grasp. This item now makes you very dangerouse against any champ on the map, and provide some nice CDR for better gankingpotential and faster jungling.
Now for more sustain get a Giant's Belt, and finish Rylai's Crystal Scepter. Now this is great, you now have mobility, sustain and good gankingpotential. its time to now create a mid/lategame menace! By now you're enemy will realize what treath you are and start building Magic res, so you finis the boots and build Sorcerer's Shoes. However if the enemy team is filled with CC you can choose mercury treads aswell here.
Next to add better sustain in close combat and initiate (Q), add a Sheen. Now you're attacks will hurt in melee aswell every time sheen procs ;).
Needlessly Large Rod --> Zhonya's Hourglass makes you a perfect initiator for mid/lategame, and will also be a free "oh ****" button while addding increased survivability within combat.
Wrap up the shizzle by adding another Needlessly Large Rod into a Rabadon's Deathcap before finishing the build by adding Lich Bane due to the amazing Sheen proc + movementspeed.
Other viable items depending on oponents are:
Abyssal Scepter - for increased magic def and decrease opponents magic res.
Athene's Unholy Grail - if you need to share blue
Thornmail if you are up against 5 AD. (i have tried this and it works well)
So in short you're build should look like this
Cloth Armor Health Potion x5
Boots of Speed x4
this depens on how comfortable you are jungling, but boots wil help you get in position faster to cast Moonfall to secure kills.
In the second build i have chosen more Mana regeneration, and some other minor tweaks in items.
As you can see the start is identical from the first build, the changes is quite clear and ment to make Diana less Blue dependent, and has both Trinity Force and shurelya's reverie included to make you more mobile, and able to flee combat better. With Trinity Force you also get more dmg out when sticking on you're target without sacrificing to much AP for AD items.
Optional items here are:
or other items viable according to opponents
's Skills are not that hard to predict.
you want to hit with Q before you use R because it resets CD.
This will ensure all 3 spears detonate and refresh you're shield, and having it come back of CD for another use if needed as fast as possible. Then just Q on CD, R after Q but try to keep the free R avaible unless you realy need it to secure a kill. It can be the only thing standing in the way of you getting ganked or not!
i max first for increased survivability.
is my 2nd to max for max dps output as early as possible.
i take 1 point in early (lvl3) to be more usefull for early ganking.
take points at lvl 6,11 and 16
+60% AP dmg every 3rd hit!!!! (cleave) "Huehuehue"
In my second build i have chosen a bit more aggressive approach taking points in Crescent Strike earlier and maxing it first while leveling Pale Cascade on an equal level.
in my 3rd build, and this is more of an optional build if you're team got noone to tank and initiate; i have chosen a sustainable path who does work well botlane and solotop. Now don't go and kill me, but this is more for emergencies if everyone have locked in and you need to do the heavy lifting. after all we are talking about winning the fight here. the skill sequence is also according to that, taking into account survivability over heavy dmg.
For summoner spells Smite is mandatory for jungling.
as 2nd opinion i take Flash to have another escape mechanism.
Other spells that are usefull are:
Get out of jail freecard
Secure kills, although i don't find you need it
Works pretty good
This one is good earlygame going in 1 on 1 with champs
Pros / Cons
+ Great junglingspeed
+ Amazing ganker past lvl 6
+ Unique and fun playstyle
+ Great initiator with Zhonya's Hourglass and shield
+ Insane Burst dmg
- Squishy earlygame
- Need atleast a point in E to be usefull for ambush (lvl4),
- Need to be lvl 6 to be scary as heck
- Her passive trick people to go AD = fail
- Drinks mana like i drink beer :/
Creeping / Jungling
Start on blue, clear to top.
Check if Gank top is possible
check opponents blue (remember you can outgank most junglers especially if you take Exhaust instead of Flash for that early kill).
In other words, move from creep pack to creep pack and be effective while maintaining you're buffs. Help gank, but don't stay to steal laners XP/Gold. That goes the same way so laners do not steal you're blue/Red as without blue Diana will need to zone back freequently unless buildt for Mp5. It is possible to build Manaregen, but that will cost you a lot of potential in the long run.
Look for ganks and help lanes whenever possible/needed.
Once you have Zhonya's Hourglass do not be afraid to initiate by: Q-W-R- Zhonya's Hourglass.
IF the team understands what is happening this will in most cases mean a won team fight.
When you Jungle, you're team rely on you to come gank quite frequently. The one thing you might want to consider is to split the kills when you gank.
Does the person(s) in lane have control of that lane?
if the answer is YES, feel free to last-hit. However if they struggle to hold the line, a kill is probably just what they need to get some advantage on the person they lane against so make sure you can settle for an assist as well sometimes ;) If you're team got control over their lanes it means more time to jungle and counter jungle!
Remember if you kill the opponents jungler he can't gank can he ^^ (at least for sometime)
This guide Does not include some "secret" skills that have an edge above others.
However it is a AP rape build i find most effective after playing Diana a lot since release.
Diana is great for farming and saving towers from waves of minions mid/lategame, but it is VERY important from the start that you farm constantly to be able to reach the potential you got
Q-W-R is the magic minionwave nuker;)
She is quick, got great burst so wherever you choose to jungle or lane she will farm very well, as long as you have mana that is ^^
So Overall, this is how i see it fit to play Diana, and its quite straight forward.
If anyone has suggestions feel free to post a comment and i will try solutions and update this guide accordingly.
Id like to express my gratitude to Torgozh and Savexx for great inspiration during late night gaming ;)
Until next time.