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Diana Build Guide by Aryst4r

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League of Legends Build Guide Author Aryst4r

Diana - [S4] Moonlight Assassin - MID AP Carry + Assassin

Aryst4r Last updated on July 23, 2014
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Introduction



Hello and welcome to this guide for Diana Mid lane and Assassin.
As this is my first guide I dont expect it to be perfect but I would like to receive constructive criticism in comments

As noted this is a Diana guide and this is the way I build her and that leads to very fun games where u will be hated for the kills u make :)

pls do not get demotivated by the sheet and read this guide thoroughly, I have avoided walls of text :)

I also did not add items to make my character sheet look impossible, aside from what other guides say, you cannot have +700 AP and 4000 health, the way this guide is setup you will have a view of how the champion will be ingame with the core build and not asif she is equipped with every possible offensive and defensive option.

Diana is a mid lane assassin with high mobility and exquisite nuke abilities, it takes time to get a feel with her way of playing and the punishments of failing, but it is very rewarding to be able to play her at a more decent level.

I will be updating this guide regulary and atm it is still in progress of updating & finishing it.

Please read, test and Upvote

Sincerely


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Pros / Cons




Pros

  • Superb Damage
  • High Mobility
  • Short cd Shield
  • Moonfall pull
  • Cooldown reset ult

Cons

  • Weak pre- level 6
  • No escape options
  • Squishy
  • not much CC
  • Focussed if fed


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Summoner Spells




Since Diana has no real escape this is a must have

Ignite is the spell that I recommend you. It's for securing early kills and shutting down Health Regeneration tanks like Dr. Mundo late game. I take it because it will add an additional damage spell to your kit that will help you as an assassin.

VS someone like Zed this is a very usefull tool, its reduces his damage by 50%


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Ability Set




Moonsilver Blade is a VERY powerful yet VERY neglected passive. It makes farming quite easy and late game this passive is one of the reasons why she is so bursty. This skill is the reason why Stinger & Nashor's Tooth are very viable on Diana since it scales quite high with AP, and gives a Lich Bane even more punch.



Crescent Strike This is your bread and butter. use this to harass your opponent before level 6. Though this is a skillshot some better aiming skills are required due to the fact that it curves to the right towards target location. This also applies the Moonlight debuff, revealing every enemy for 3 seconds.

Tips & Tricks

Size & Shape




Pale Cascade This skill will give you some extra survivability and damage. The shield that it grants you scales with AP and it can be used double in a fight since it will refresh as soon as all the 3 Spheres explode. You will also get a nice damage output with this skill when hitting all 3 Spheres.

Tips & Tricks

Shape & Size





Moonfall The perfect tool to keep the enemy close or pull him back in, it will also slow the enemy

Tips & Tricks

Shape & Size





Lunar Rush(Ultimate) Perfect chase material with good amount of damage and a very low cooldown

Tips & Tricks


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Skill Sequence




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

=> => => Always start off with Crescent Strike as it is your main harass ability max this first, after that pickup some sustain with Pale Cascade to be able to soak the damage. On level 4 you can also drop the point in Moonfall and opt for Crescent Strike for more damage, picking Moonfall on level 5. Since Moonfall is mainly a utility skill you will max this last. As usual pick Lunar Rush whenever you are able to.


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Masteries




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


OFFENSIVE

Cooldown reduction works quite well on Diana, lower cooldowns means even more Lunar Rush & harassment with Crescent Strike

Since Diana is an AP champion with high scaling AP, this needs no further explanation

As in teamfights your Crescent Strike will hit multiple enemies this is a nice addition


Flown forth from Mental Force this is is picked for the same reason

Pretty self explanatory on an assassin

Since your main damage is spelldamage this also adds to the mix :) ideal to prime on minions and use on champions


AP increase, self explanatory


having some more damage with basic attacks helps your CS

Spell penetration makes your abilites do more damage, the armor penn is a nice bonus

Self explanatory




Utility


Utility is S4 more viable then defense
Diana profits from utlity

Longer in Lane

summoners insight summoner's spells of CD faster -> more usage


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Runes




Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
3


Quintessences
There is just no other viable option here, Diana needs AP the most in her role as Assassin, more AP means more damage.


Seals
I like to have these seals because they give the already tanky diana a considerable amount of survivability/

More overall survivability

Early game Diana is a very mana hungry champ, towards late game this is almost not an issue anymore. I tend not to use these runes because dodging skillshots will allow you to bring lesser Health Potions and 1 or 2 Mana Potions solving your early game mana issues, making you able to use other runes. When you still feel you are in need of mana, take this runes

Glyphs
Again overall damage is increased especially late game, these glyphs will have great synergy with your deathcap

These glyphs will increase your survivability. Although most midlane matchups are AP mages, you should learn to sidestep their skillshots and thus making these glyphs obsolete, providing the option for other glyphs.


Marks
As these will increase your damage, even to enemies stacking magic resist, these the only viable marks to take

Easier lasthitting, less damage from abilities, simple as that


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Moonlight Combo



Diana her Assassination comes from the combo that she is able to make due to her Moonlight debuff, granting her 2 ultimate usages.


The Standard Combo:

=> => =>




In the case of the enemy running a Moonfall is added before the last ultimate:

The "Get-over-here" Combo:

=> => => =>


Here is a video portraying the combo in its usual way



When you have the time to kill a weaker enemy off with little to no cost at health, do not put Lunar Rush on cooldown, simply wait for the cooldown of Crescent Strike to wear off and engage again. Use this technique when grabbing a blue buff or a jungle creep. Utilising this will make sure that your combo is usable when an enemy champion pops up for a gank or scout.


The "NO-CD" Combo:

=> =>
PAUSE
=> =>




Combo Philosophy + step by step actions

Step by Step Raw Simulation with build items + Damage


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Item Purchase Plan




BEWARE!: As each of these builds will make you able to win almost any 1vs1 encounter without losing nearly no Health.
NEVER EVER engage a tank! You will NEVER win against a tank, not 1 scenario.
Avoid High health targets as Darius until you are midway through the builds


After your start!


There are generally 3 routes you can take depending on the Midlane Matchup you got.


Early Route #1: Zhonya's or Abyssal's
Only take this route when you are facing heavy AD and have started with Cloth Armor & 5x Health Potion or when versus Hard Counter AP and you started with Crystalline Flask & 5x Health Potion
Early Start #1 followup build


Early Route #2: Stinger
Only take this route when you are facing champions with MELEE basic attacks and skillshots comparable with Diana, good examples are Akali, Katarina, Diana HERSELF!,...

WHY? because Early game these champions will poke you with their skillshots but to get a kill or to finish the job they will have to come up close and personal, and this is where Diana her Moonsilver Blade comes into action..

EXAMPLE OF THE EXPLANATION
Early Start #2 followup build


Early Route #3: Lich Bane
Only take this route when you are facing champions with RANGED basic attacks and the ability to deny you feed, Ex. Malzahar, Ahri, ...

these midlane matchups usually have ALOT of starting AP since their builds arent that broad and you cannot risk falling behind, so you have to strengthen your attacks, the best way to this is rushing an early Lich Bane, having Sheen or Lich Bane at level 6 will make you able to kill them swiftly due to your autoattack, since your ultimate wont be able to finish them at level 6. This will result in an AP race which you have to win, reach the Rabadon's Deathcap in this build ASAP!
Early Start #3 followup build


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Midlane Matchups & Other Matchups




Click on desired Champion icon to goto the explanation:

= Easy
= HARD

MIDLANE MATCHUPS





Ahri

Akali

Anivia

Annie

Brand

Cassiopeia

Ezreal

Fizz

Gragas


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Scores

Here you can see some of my games played and the scores achieved, please do take in mind that the items are not build in the order that they are portrayed.
I switch them from places because I like my Health Potion or Crystalline Flask on 2.

Spoiler: Click to view


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Changelog



  • 21/11/2013 Created Guide, added Build, Introduction, Pros/Cons, Ability Set, Moonlight Combo
  • 22/11/2013 Added Masteries, Runes, changes to Moonlight Combo
  • 23/11/2013 Updated Runes, added first Item Sequence option
  • 24/11/2013 Updated Item Sequence: added 2 last options. Added Scores
  • 25/11/2013 Added Scores, fixed code mistake in Runes, Started designing Matchups
  • 04/12/2013 Corrected Typo's
  • 11/12/2013 Adjusted Masteries and Runes, S4 ready
  • 13/03/2014 Adjusted Route #1 with AP resistances for hard counters(Since I forgot about those) & Added more midlane matchups