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Diana Build Guide by EMG Phantom

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 EMG Phantom

Diana[S5] - Diana Yadoo

EMG Phantom Last updated on December 12, 2014
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Team 1

Ability Sequence

1
3
7
8
9
Ability Key Q
2
4
10
12
13
Ability Key W
5
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9



Threats to Diana with this build

Threat
Low
High
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Threat Champion Notes
1
Katarina SO EASY!!!! Your burst is killer versus Katarina. If she tries to ult just press E and wreck her :3
Guide Top

Introduction


Hello everybody,
This is my first guide ever so if you see any issues just say them, I'm open to all opinions. I will try my best to constantly update the guide to better reflect the current meta.


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Runes

When it comes to runes I'm all about that offense. I typically go for AP Quints and Glpyhs, Marks of Magic Pen., and Seals of scaling health for some defense. I like these runes because it gives Diana an incredible early game damage that later adds to her assassin/fighter self.


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Abilities


Moonsilver Blade is an amazing passive. The attack speed makes it so Diana has one of the natural attack speeds early game, this however falls of late game unless you get a Nashor's Tooth. The main part of her passive is every third basic attack, Diana deals bonus magic damage in a crescent like shape. With an amazing AP ratio and area of affect damage this is the perfect passive.


Crescent Strike is Diana's key ability, as it enables your full combo. Max out her Q always at it provides great damage and low cooldowns. This ability provides the moonlight debuff, granting vision of the target. If Diana ults a target with the moonlight debuff, her ultimates cooldown is refreshed. It is in the shape of a crescent (duh) and is arced from Diana's right side. Arc your Q in a way so that it hits the target while the Q is moving, not where the Q explodes. This provides a harder way to dodge the Q.


Pale Cascade is a defensive/offensive ability. It creates three balls that orbit Diana, exploding whenever it strikes an enemy. When first activated the ability summons the three balls and provides a shield, when all three balls explode it applies a shield as strong as the first (the two shields stack.) Max this out second.


Moonfall is Diana's third ability. When activated, Diana briefly knocks-up enemies around her and apply a slow. Get this ability 4th or 5th and max it out last as it is simply an escape blocker. When using your combo, only use moonfall if the enemy attempts to flee. NEVER use it willy-nilly, as it has a long cooldown and might just save someone's life.


Lunar Rush is Diana's ultimate. This is what makes Diana a fearsome opponent. When Lunar Rush is used, Diana dashes to her target and deals damage. As it is your ultimate, get a point in it whenever possible (6,11,16). When beginning your combo, make sure to Lunar Rush when your target has the moonlight debuff, as it refreshes its cooldown. When your opponent is near dead/escaping, you can use Lunar Rush without the moonlight debuff to close in on your target quicker.


Guide Top

Combos

The Basic Combo

Q, R, W, E(when they try to run), Q, R, R
This is when you are pinpointing onto one target. Only use E when they attempt to escape.


The Teamfight Combo

Q, R(to the carry), W, E, Zhonyas, Do Basic Combo on the carries
This is when Diana is able to initiate a fight, Q and R deal a great amount of damage to the carry, while W and E are used to affect all of the enemies. Zhonya's Hourglass gives your team 2.5 seconds to follow up, which is actually a lot of time.


The Chasing Combo

R, E, Q, W
This is when you are chasing someone who is weakened enough so that this small combo can kill. When enemies are running, it is hard to land the Q, so starting with your R can dash you over to them while E slows them down for the rest of your moves.

(Note: you can ignite whenever you want in any of these combos)


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Pros / Cons

Pros Cons