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Diana Build Guide by Captain Asia

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 Captain Asia

Diana "Houston We Have A Problem" (AP Mid / Jungle

Captain Asia Last updated on August 14, 2012
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Team 1

Ability Sequence

1
3
5
7
9
Ability Key Q
2
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: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Introduction

Diana is one of the most fun AP carries in the game. Her Crescent Strike is a unique curving skillshot; her Pale Cascade can be used to trade and jungle; her Moonfall is like a mini Command: Shockwave and her Lunar Rush is a long distance gap closer (and KS tool...). Her full combo is devastating to enemy squishes and can easily one shot them with the right build.

I am currently seeing many Diana players rushing Nashor's Tooth and Malady. While these will proc your passive more, they are not optimal. In my opinion building AP with a Lich Bane just gives you more burst and survivability overall on top of a stronger Moonsilver Blade.
Pros / Cons

spaaaaaaace
Pros


+ Insane amount of burst if you hit your Q
+ AoE pull in and Slow
+ DOUBLE shield
+ Quick clear time
+ Post 6 kill potential very high
+ Low cooldowns
space
space
Cons


- Missing your Q is punishing
- Early rank Moonfall cooldown is very high
- Cannot jungle without blue - low invasion resilience
- Pre 6 ganks are meh
- Mana issues without RoA

Thanks to jhoijhoi for her awesome guide template which you can find here


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Runes

Runes


Runes

Greater Mark of Magic Penetration
9

Greater Quintessence of Ability Power
3

Greater Seal of Scaling Mana Regeneration
9

Greater Glyph of Cooldown Reduction
9


Guide Top

Masteries

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

Note for jungling to replace 9 in Utility for 9 in Defense picking up Summoner's Resolve , Tough Skin , Resistance , Hardiness and Bladed Armor

I found going down 21 in the AP side of the Offense tree is really the only way to go with any AP carry. The 9 in utility gives you a mana increase, a 15 second cooldown reduction on Flash, increased buff duration for blue and the all important 2% MS buff that could save your life.

However against an aggressive laner such as Pantheon you could swap out utility for defence.


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Items

Items


  • : The only viable starting route nowadays. Mobility is one of the most important stats in League of Legends. It allows you to escape a gank, catch up to a opponent and roam around the map without losing too much creep score.
  • Catalyst the protector: Mana, health and constantly replenishes both. A great item for the lane and jungle.
  • : Rush this item to get it to it's full potential as soon as possible. This item gives you AP, mana and most importantly, because you are melee and will be diving into the enemy team to instagibb their Kog'Maw, survivability. Now you may be asking, why not get Rylai's Crystal Scepter instead? Compliments of "Vulpes Zerda" here is the maths:

    Basic stat cost
    AP = 20 gold
    Healh = 2,6
    Mana = 2

    Rylai
    Cost = 3105
    Stat cost = 2900
    Slowing component costs 205.

    RoA
    Cost = 3035
    Stat cost (initial) = 3420
    Stat cost (after full growth) = 4808
    Stat cost on manaless champions (full growth) = 3238

    TL;DR RoA is more cost effective than Rylai's Crystal Scepter even without charging.

    You can find the post here
  • : Here is the centerpiece of this build. Lich Bane offers so much in terms of burst damage along with movement speed. Stack this on top of your passive and their AD carry will be crying as they watch their death timer slowly tick down.
  • : Swap out your Boots 1 for Boots 2 around this point. You didn't really need them because you already had Lunar Rush to gapclose, but the magic penetration is starting to be needed.
  • : At this point I get a Nashor's Tooth. As said before this procs your passive more, increases Lich Bane damage with its' AP and also gives a whopping 25% CDR. I usually purchase the Stinger part first but that is my opinion.
  • : Icing on the cake. This brings Diana's AP to around 550.

    This means that Crescent Strike will be doing 700 damage; Pale Cascade will do 200 damage per orb (600 total) and Lunar Rush will do 550 damage (1010 total). Also don't forgot that Lich Bane procs for 550 physical damage and your Moonsilver Blade will do 620 damage.

    A full Q-R-W-Lich Bane-R-Passive combo will do 700 + 600 + 1010 + 550 + 620 = 3480 Damage!
    Factoring in resists which would approximately half that it still does 1740 damage which, in the words of Phreak is "Tonnes of Damage"
  • The last item is your own choice. Remember to build according to the progress of the game and your opponents' damage sources.


Guide Top

Skill Sequence

Ability Sequence Order

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

> > >

Max Lunar Rush first because is your ultimate.
Max Crescent Strike second because if of its cooldown decrease and it being your bread and butter.
Max Pale Cascade third to increase survivability and that little extra damage.
Max Moonfall last because the slow is already great at rank 1 and further ranks do not change it much.


Guide Top

Summoner Spells

Summoner Spells


Ignite: Great for increasing your kill chance in lane.
space
Smite: Replace with Ignite when jungling. Remember to time for the killing blow.
space
Flash: The best escape spell in the game. A must take.


Guide Top

Killing Combos

Killing Combos

Burst Combo: This is your primary combo to instagibb carries.
Crescent Strike -> Lunar Rush -> Pale Cascade -> Lunar Rush

Finishing Combo: This is used to kill escaping enemies that are out of reach of your Crescent Strike
Lunar Rush -> Pale Cascade -> Crescent Strike

Sustain Combo: This is what you use against tankier enemies
Crescent Strike -> Lunar Rush -> Pale Cascade wait until Crescent Strike is active again and repeat. Never let your Lunar Rush go on cooldown.

Remember to weave autoattacks in between abilities to proc your Lich Bane and your Moonsilver Blade.


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Jungling

Jungling

Your skill order is the same except you take a point in Pale Cascade first. Take Boots and 3x Health Potion

1. Wolves - Turn on your Pale Cascade and start attacking them. Use your W when possible. Get your mid lane to damage them (autoattack from a range) but be sure they don't leash it and cause the wolves to go run around erratically.

2. Blue buff - Get mid to autoattack it once and walk away. Continue to attack it and spam Pale Cascade when possible. Smite when low enough to finish it off. Level your Crescent Strike

3. Wraiths - Spam attacks Pale Cascade and Crescent Strike until they are dead.

4. Red buff - Same as above. Level your Crescent Strike again.

5. Golems - Same as above. Smite if its up, if not save it for wraiths.

6. Wraiths - Smite the big one if you have it and finish off the rest. Take a point in Moonfall so you have an opportunity to gank.

You now have 3 options:
a) Recall
b) Continue jungling
c} Go gank

Remember that your pre-six ganks are not very good. Your dueling is also very bad before level 6 so don't pick fights with enemy junglers such as Lee Sin or Dr. Mundo. Post 6 Diana is however a completely different story. Ganking lanes should be a million times easier with a double dash in Lunar Rush and dueling against other junglers should result in them being bursted down.

Lastly always always always Smite Dragon and Baron Nashor. Not doing so could result in it being stolen.


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Team Fights

Team Fights

As an AP Assassin your duty is too kill their highest damage dealing character. This is usually their AD or sometimes AP carry. Your job is a whole lot easier due to your dash allowing you to bypass the opposing teams' pesky Olaf, Dr. Mundo or Shyvana

Who could your target be?
AD carries:
Kog'Maw
Corki
Ashe
Vayne
Graves
Varus
Draven
etc.

AP carries:
Karthus
Morgana
Zyra
Diana
Ahri
etc.

Anyone who is squishy and does damage is your target.

Hitting your Crescent Strike is essential to burst them down. Follow up with your main damage combo. Your Rod of Ages should make you tanky enough to survive. If you get killed after you kill their carry then you have already done your job and eliminated a higher DPS target than you. However if not, turn on the next priority target and so on. Keep in mind that with Diana you will be getting a lot of killing sprees. It isn't worth it to die to a 0/11/5 Tristana in exchange for your 600g streak.

Although your ult can be easily used to kill secure, its not worth it if the target isn't affected by moonlight and Lunar Rush goes on cooldown. You never know when you'll need it.


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Conclusion

Summary

That concludes my first MOBAfire guide on Diana. Remember to upvote the guide if you liked it and leave a comment for some constructive feedback.

Captain Asia