Diana Build Guide by wilmer007
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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Diana Champion Spotlight
Hello and welcome to my guide for LoL featuring Diana.
Diana is a Mage, Melee, Jungler, Fighter, Assassin and Pusher (The last two unofficially). She deals most of her Damage as Magic Damage through her AP with secondary damage from her Basic Auto Attacks to proc her passive.
In this guide i will attempt to show the best possible Build for Diana in Mid Lane with similar routes when in the Jungle. If you are looking for a guide for Bot or Top Lane please look at any of the other guides here for those lanes as my favorite lane to play is Mid Lane so top or bot lane would not be as useful coming from me as i don't have as much experience in those lanes as i do on Mid.
This guide will attempt to stay up to date as possible.
So with that said let's begin.
Lore, Diana - Scorn of the Moon
An unyielding avatar of the moon's power, Diana wages a dark crusade against the sun-worshiping Solari. Though she once sought the acceptance of her people, years of futile struggle shaped her into a bitter, resentful warrior. She now presents her foes with a terrible ultimatum: revere the moon's light, or die by her crescent blade.
Though she was born to the Solari, Diana's inquisitive nature set her apart from her brethren. She had always found solace and guidance in the night sky, and questioned the dominance of the sun in her society. The Solari elders responded to her challenges with only derision and punishment. Diana remained convinced, however, that if she could find evidence of the moon's power, the elders would listen to reason. For years, she studied Solari archives in solitude until she discovered an encoded message hidden in an old tome. This clue led her to a secluded valley on Mount Targon where she unearthed the hidden entrance to an ancient, sealed temple. Inside, among aging relics and faded murals, she found an ornate suit of armor and a beautiful crescent blade, both inscribed with sigils of the moon. Diana donned the armaments and returned to the Solari elders that night. She declared that the artifacts proved others had once worshiped the moon as she did. Her discovery of evidence challenging Solari dominion shocked the elders. To Diana's horror, they pronounced her a heretic and condemned her to death. As the elders prepared her for execution, Diana's anger and sorrow overwhelmed her desire for acceptance. She lifted her gaze to the sky, calling upon the moon for strength. Lunar power surged within her and she shattered her bindings. Raising her relic blade, she turned and slaughtered the elders. With the temple in ruins behind her, Diana resolved to destroy all those who would deny the power of the moon.
"The sun does not reveal truth. Its light only burns and blinds."
Base health regen reduced to 7 from 10.
Updated model and splash art for Dark Valkyrie Diana.
Damage reduced to 70/110/150/190/230 from 80/125/170/215/260.
Ability power ratio reduced to 0.7 from 0.8.
Damage per orb reduced to 20/34/48/62/76 from 20/36/52/68/84.
Cooldown increased to 25/20/15 seconds from 20/16/12.
Pros / Cons
+ Very Fun To Play
+ AoE Damage from Her Passive
+ Capable of Going Mid Lane or in the Jungle (not many mid APs are capable of jungling)
+ Very Short Cooldown on her Ult (instant when using her Q)
+ Assassin like Playstyle
+ Very good Pusher once she levels up her Q and has enough AP to clear minion waves quickly and easily
+ Good Initiator
+ Can be built tanky if her team is lacking a tank
+ Has lots of good Items to Choose from to help her survive and sustain in team fights allowing her not to be as squishy as typical AP Carries
- Becomes quickly Focused in Teamfights
- Becomes Bantha Fodder if she misses her Q or her Ult is on Cooldown and not instantly refreshed.
- Other than her Q and Ult her W and E have long cooldowns so she only has 2 abilities for most of the teamfight.
- If she doesn't get a good starting game she can struggle to help in teamfights due to having less AP and Sustain than she normally would due to low gold income.
-Champions with high DPS such as Cass or Vayne will completely destroy her quickly and easily.
- CC (especially stuns, slows, silences, suppression) will easily shut her down
- No chase or escape methods outside of Flash and Ult
Mid Lane Runes
Greater Mark of Magic Penetration
Greater Seal of Mana Regeneration
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power
Runes are AP Carry Standard with a heavy focus on AP. This extra Damage from AP Runes can mean the difference between an enemy champion getting away from a death and you not picking up the kill or assist. We give Flat Mana Regen Seals so we don't go OOM quicker than we normally would without them. We don't take any Armor, MR, or HP runes because we will be picking them up along the way in items. These runes give Diana the power she needs early game aswell as scale into mid and late game.
Other Runes to Consider:
When Mana Regen and Armor is not Needed the extra Attack Speed is good to have. The extra Attack Speed increases Diana DPS and procs our passive faster for more damage every 3rd strike.
Though not as good as Flat Mana Regen Seals, these seals allow you to have more Mana Regen in mid and late game when you have sold your Chalice or Doran's Rings and have no Mana Regen Items or Blue Buff. Problem is Diana doesn't go OOM because her main damage comes from her Q and Ult while her W and E have long cooldowns and don't get used until your up close and personal or your looking to clear minions with your W. An excellent choice none the less for mid and late game.
An excellent choice when laning against AD champs (especially ranged champs such as Vayne, Kog'Maw, Ashe, Sivir and Caitlyn) or if your going in the jungle they allow you to take less damage from the campsite monsters. If you can manage from going OOM i highly recommend taking these Flat Armor Seals to replace the Mana Regen Runes you normally would put into your Seals.
These Scaling Armor Runes allows us to be more tankier to ADs mid and late game as we don't build anything that gives us armor so with these we can give a boost to our base armor later in the game. Good choice when u already have alot of MR, some HP and are lacking some armor.
By replacing these with the Force Glyphs, Diana AP is much higher Early Game therefore allowing her to control her lane easier by dishing out more damage to her enemy mid. But by mid and late game the Flat AP hurts her mid and late game scaling as the slight AP difference means slightly less damage when it really counts later in the game. Still you can't go wrong with Flat AP Runes. Good choice if you don't have or use the Force Glyphs.
These Magic Penetration Glyphs give us an additional 5.13 Magic Penetration which really comes in handy when the enemy team is trying to stack alot of MR to counter you. These help you counter them back since countering MR is not as Easy as Armor is. Combing these with the Magic Penetration Quints give you a total of 11.67 extra Magic Penetration.
Movement Speed Quints allow Diana to get to a lane faster when assisting or ganking a lane after pushing hers. Also allows you to get back to mid faster before the enemy mid pushes to your side of the lane.
Attack Speed Quints give us the highest Attack Speed Runes to buff our Passive and DPS further. It's a good choice when you already have Movement Speed from Lich Bane and more AP than you know what to do with. And since there aren't many Attack Speed items to choose from that work well for Diana these give us a Total 10% Attack Speed increase which is always nice. I would still recommend the AP Quints but this is a nice alternative.
These Magic Penetration Quints give us an additional 6.54 Magic Penetration which really comes in handy when the enemy team is trying to stack alot of MR to counter you. These help you counter them back since countering MR is not as Easy as Armor is. Combine these with the Magic Penetration Glyphs and you will have an extra 11.67 Magic Penetration.
These Flat Armor Quints are great for many different situations such as laning against AD, ganking lanes that have enemy ADs so our ganks are more effective. They also let us take less damage from Campsite monsters if we go into the jungle.
These Scaling Armor Runes allows us to be more tankier to ADs mid and late game as we don't build anything that gives us armor so with these we can give a boost to our base armor later in the game. Good choice when u already have alot of MR, some HP and are lacking some armor.
Greater Mark of Magic Penetration
Greater Seal of Mana Regeneration
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power
Yes these are the same as Mid Lane Runes. This is because the same rune page will work in the jungle too. Clear time on this rune page is lvl 4 in 2 mins if you start at blue. However by starting at wolves before blue spawns you can shave about 15-30 seconds from clear time which would mean you would clear the jungle in about 90 or 105 seconds. If you add in Attack Speed Runes your clear time is even faster.
Other Runes to Consider For the Jungle:
Greater Mark of Attack Speed
Greater Seal of Attack Speed
Greater Glyph of Attack Speed
Greater Quintessence of Attack Speed
Pick one or as many Attack Speed Runes as you want for the Jungle. The more attack speed you have the faster your clear time is.
These Flat Armor Runes allow you to stay in the jungle longer without losing as much damage without them. They also add armor to Diana since we will be building no armor on our build. By taking these Armor Runes our ganks are more effective because we take less damage from AD Champs which is always nice when ganking.
These scaling Armor Runes will work great mid and late game as we don't get any armor from our items so they give Diana more durability against enemy AD Carry later on in the game. While they don't work aswell as Flat Armor for the jungle they still reduce some damage received from the campsites. But since she can clear the jungle quickly and without needing Armor Runes these give a small boost for the jungle along with scaling later into the game for team fights.
Offensive Mastery Build
This is the Standard 21/0/9 For AP Carries. The only changes that are optional are to replace the Movement Speed Masteries with Mana Regen Masteries. However since Diana has no problems managing her mana it's pretty much a waste unless you like to spam spells like a noob which is bad. The other change that can be made is to change the Havoc Masteries for Alacrity Masteries for a slight increase to Attack Speed for more DPS and more damage from our passive. If your not using any of the Summoner's Wraith Spells you can take that point and put it into either Brute or Mental Force. If your not using any of the spells on Summoner's Insight put the point into either a different Utility Mastery or Summoner's Resolve or add it to a Offense or Defense Mastery of your choice. If mana isn't really a problem you can easily send the Expanded Mind Mastery Points and throw them into Good Hands instead. If your going Mid and don't plan to take Buffs then consider taking the 9 points in Utility Tree and putting them into the Defensive Tree so u can absorb more incoming damage from the enemy mid.
Fighter Mastery Build
This fighter build takes the 9 points from Utility Tree and sends them into the Defensive Tree instead. This allows us to take more damage from enemy mid. If using any spell from Summoner's Resolve then consider putting a point into that by taking a point off of either Resistances or Hardiness.
Defensive Mastery Build
This Defensive Mastery Build is mostly if your gonna be a Tank or would like to Reduce damage taken from Enemy AP Mid or the campsite monsters in the jungle. Since our main build already has enough bulk in it this isn't recommended. But if your play style is more defensive than offensive than definitely take the Defensive Route instead. If your going into the Jungle or are using Summoner Spells from Summoner's Resolve then remove a point from Resistance and add it to Summoner's Resolve. If you don't need the CDR Masteries then place points into Evasion instead. In the offensive tree if your not using any of the Summoner's Wraith Spells then take the point and put it into Brute or Mental Force or if your using a Summoner's Insight Spell then consider putting a point into that aswell. If your going into the jungle you may want to consider taking the 9 point in Offense and throw them into the Utility Tree so u can get Runic Affinity so your buffs last longer.
Offensive Balanced Mastery Build
This is a balanced Mastery Setup when you want a true Fighter build with a little bit of everything. If your going into the jungle you get longer buffs thanks to Runic Affinity by putting 9 points into Utility Tree. You also get 9 Points in the Defensive Tree to take less damage from campsite monsters aswell as get extra gold for using Smite (if you put a point into Summoner's Resolve). You also take less damage from the enemy team by giving yourself a little MR, Armor, and Health which is always nice. Meanwhile since our play style is more offensive we put the remaining 12 points into the offensive tree.
Defensive Balanced Mastery Build
This build is the exact opposite of the offensive balanced build right above this one, except we allocate more points into the defensive tree than the offensive tree. If your not going into the jungle or using any of the Summoner's Resolve Spells than put this point somewhere else so it doesn't go to waste. This is basically used if your play style is more defensive than offensive.
Top 5 Recommended Summoner Spells
Ignite helps get the kill early game thereby snowballing you to help carry your time to victory. Also makes sure they aren't getting away from team fights alive.
Flash ports you closer or helps you escape. Also help you go through walls where either you would die or they safely get away alive. Flash is just one of those must have spells that automatically take up a summoner spell slot.
Other Summoner Spells Worth Taking
Great for chasing or running away. Comes in very handy on Dominion too. Though not as good as Flash since you cant go through Walls. The benefit of using Ghost is more Movement Speed for ganking, chasing, escaping, etc... Also has a shorter cooldown than Flash does which could come in handy. Worth taking aswell, though Flash is preferred.
Teleport is one of those abilities that has many different uses. You can Teleport behind an enemy trying to escape with low HP and score an easy kill. You can push multiple lanes at once such as pushing top all the way to their side then getting their entire team to come up top to kill you but you Teleport to bot lane just before they arrive. Now they see you pushing bot all of a sudden, making their kill attempt a complete fail; while you push both outer lanes at the very same time. Teleport also has the utility of porting you onto wards (including Teemo Mushroom's and Zyra Plants); turning a 4v4 fight into a 5v4 fight in your favor. Enemy bot is pushing bot lane while your bot team is back at base healing? Well Teleport behind them and turn that battle into a 3v2 and help bot lane push back to their side while your team scores 2 kills and you pick up kills and/or assists for that. Teleport just has so many different uses and for a champion like Diana who can mid and deal tons of damage, Teleport becomes a nice alternative over Ignite. It's only downside is that everyone prefers to take Ignite for the True Damage over time which translates into an easy kill and not letting them get away with low HP. The main love for Teleport over Ignite is the ability to get from Point A to Point B and score that kill where Ignite wouldn't because ignite wouldn't get you there in time, whereas Teleport would. Definitely one of my personal favorite spells in the game and i often take it over Ignite if I feel Teleport would help more than Ignite would.
You obviously take Smite if your gonna Jungle with Diana. Not much info is needed on why you take Smite. Use Smite on Red Buff, Blue Buff, Dragon and Baron. Nuff said.
While Barrier is a new summoner spell only for Proving Grounds it goes great on Diana. Since she already has a shield, Barrier allows Diana to carry another shield which makes it great for when she needs to be the Tank of the team. It also let's her snowball even harder because the shield translates into picking up the kill where you normally would be dead without the added shield from Barrier. It goes great with Ignite to completely snowball and carry hard but Flash is usually preferred so Barrier wouldn't be used as much but still a good choice for playing on Proving Grounds.
Surge is the best of both worlds for Diana. You get an increase to Attack Speed to proc your passive for dishing out more damage and faster, but most importantly you get a boost to your AP which translates into your abilities hitting even harder. Triggering this after landing Q insures a devastating combo soon after as your combo is QWRE (another ult if you want more damage before you Q is ready again) into your passive. Unless the target is a tank your target will surely die or they will have to try to escape with very little health but because of your slow from E and slow from Rylai's Crystal Scepter it's almost guaranteed they won't be able to get away from Diana and her insane damage. Only problem is again Ignite and Flash are the most popular and obvious choices so that leaves Surge with hardly any chance of getting a chance to shine in either slot. The great thing about Surge though is that at level 18 Diana needs 135% Attack Speed to reach the 2.5 Attack Speed Cap, so with Surge we only need 100% more which can be gotten to with just 2 Attack Speed items that each give 50% Attack Speed. Surge is without question one of Diana's Top 5 Summoner Spells to choose from.
You may be looking at this and saying WTF!!!! Revive? Just look at this:
Now i'm not gonna sit here and say ur gonna score a pentakill with Diana with Revive but starting a teamfight near a ward allows Diana to tank damage for her team with a fighter build then Revive and Teleport to the ward and get at least one kill back which means she traded her death for a kill or if she got a kill before she died she now essentially gets at minimum 2 kills or more for her one death. Very useful to have Revive on Diana thanks to her instant cooldown on her ult which means she can easily score a kill or two after reviving. Or on a short cooldown if her ult did not instantly cooldown she can still do some damage kill and push a lane for her team while the other 9 players are waiting to respawn. The Teleport + Revive combo works great with an entire team using it since they can all suicide revive and score an easy Ace and win the game as a result and with Diana it's a great combo for a knockout punch. Too bad the Ignite and Flash combo is generally the preferred summoner spell combo.
Diana lacks the ability to be a gap closer without her Ult, Slow from E or the slows caused from Rylai's Crystal Scepter, Hextech Gunblade or even a Frozen Mallet or Randuin's Omen. By taking Exhaust you allow Diana to ensure that no matter how much they try they cannot creates gaps against Diana. This also shuts down enemy AD Carry and reduces the damage of the AP Carry aswell. Exhausting the enemy AD Carry pretty much guarantees your taking down the enemy AD Carry by yourself or worst case you die but your team will finish off the work u left behind as their AD Carry dies right behind you.
Heal is like the Barrier replacement on SR. Except for the part where if you get Ignited you get back less HP so you have to trigger Heal before u get ignited or wait till the Ignite ends if your still alive. What makes Heal great on Diana is that u can bait an enemy champion to turret dive at you and watch as the turret helps you pick up the kill while you baited them into thinking you were really low on health. The same bait method will work in a team fight away from a turret as getting them to initiate on you and then trigger Heal before they focus you ensures your bait got their team to initiate on you and your team managed to win the 4v3 fight thanks to your awesome baiting skills. :)
Cleanse is good on Diana since she is very prone to CC. With the ability to remove all form of CC from her with Cleanse she can easily bait a team to lay down slows, snares, stuns, etc... then wash them away and help her team easily win a team fight after all (or most) of the enemies CC has been used. Mostly used for tanking but also comes in handy in a Fighter Build. In a Glass Cannon build you'll be dead before you even get a chance to use Cleanse.
Mana is not a problem for Diana since W and E rarely get used. Most of ur damage and harass comes from Q and Ult. If your having mana problems learn to manage your mana by not using W and E when u don't need to. If after that your still having trouble managing mana consider getting Blue Buff and/or taking Teleport instead as Teleport allows you to get back in lane or to the team fight right after you recalled because you were OOM. Teleport also allows you to recall just to buy and upgrade items and then Teleport to the action thereby making you stronger in a fight where Clarity would not have helped you other than giving you the mana right then and there preventing you from going OOM. Again if you having mana problems fix your mana problems right away because Clarity is essentially called a noob spell for a reason and that's because it's used to spam spam spam those spells to death (including all or most of your spells together for no reason) which is an indication of a bad player.
No just no. CV is for supports (especially supports that have no vision abilities). Since Diana Q gives vision if it hits a unit theres no reason to take CV on Diana ever. Any other ability will be better on her anyways.
Promote is not used very much and is generally considered a troll spell. Though it has good uses for pushers looking to use it to push their lane harder a dps champion such as Cassiopeia or Teemo will quickly take down the upgraded Minion making your Promote go to waste and taking up a slot for no reason. Just avoid it as Promote is hardly seen for a reason and it's considered a troll spell for a reason.
Items and Builds
Pick Your Boots:
Need Attack Speed: Berserker's Greaves
Need Armor: Ninja Tabi
Need Tenacity: Mercury's Treads
Need MR: Mercury's Treads
Need Magic Penetration: Sorcerer's Shoes
Need CDR: Ionian Boots of Lucidity
Examples of Heavy Counter Builds
Enemy Team is AD Heavy:
When the enemy team is heavy on AD we want a nice amount of armor to absorb all the AD damage coming our way. With that build we gain an additional 150 armor which is nice aswell as a 2 second immunity to give our team a chance to lower the damage further for us to continue to fight.
Enemy Team is AP Heavy:
When the enemy team is heavy on AP we focus on just enough MR and alot extra HP to take their magic damage while we lower their MR so we can kill them faster as we maintain a High AP to give them a beating. The build also allows us to have a good Fighter Build which doesn't make us squishy or too tanking.
Enemy Team is DPS Heavy:
If the enemy team is heavy on DPS (such as Teemo, Cassiopeia, Warwick, and Vayne all in one team) this build gives us enough defenses to counter Magic DPS and Physical DPS together while we lower their Attack Speed at the same time and we lower their MR for us to deal serious damage with our Abilities. We also give our self a boost to Attack Speed so we can kill them before they kill us as we buff our DPS while lowering theirs at the same time. As an added bonus we give our self the 40% Max CDR to hit them with a Q+R+R combo to kill them before they kill us as the extra burst damage at the end can mean the difference between you dying or you killing them as the Attack Speed takes more time to do more damage than the burst damage.
We take boots and 3 health potions to give us the extra movement speed and extra health in lane. This lets us get an advantage against the enemy mid if they started without boots making them slower than us, allowing us to walk up faster and harass them and move back before they can harass us back. The extra movement speed helps us get back to our turret in time if we are getting ganked. If we go into the jungle instead we get the movement speed to help us move faster when ganking lanes early.
The standard starting items for going into the jungle or if laning against AD, the extra armor let's us take less incoming damage from AD champs or the campsite monsters. The extra 5 health potions gives us extra sustain when our matchup is not favorable to us, such as being up against Ranged Carry ( Caitlyn, Sivir, Ashe, Vayne, Kog'Maw to name a few)
Choice of Starting Items on First Recall
Great Item for a great price. Gives AP, HP and Mana Regen. Take one or two of these but no more than that. Chalice of Harmony is another great alternative as you get 30 MR and enough Mana Regen and only takes one slot in your item slots. If your looking for more Offense to snowball and carry your team, definitely get these Ring's. However if your up against a heavy burst or long range AP Mid such as LeBlanc, Lux, Cassiopeia, Xerath, etc... then the MR from Chalice of Harmony will really come in handy as you will take less damage from them with the added MR. If their team is heavy on AD consider taking 2 of these instead of Chalice of Harmony as Chalice of Harmony will have no extra benefit if their team is heavy on AD. We can still take some damage from the enemy AP Mid with the extra HP while also taking damage from their heavy AD Team at the same time if we get Doran's Ring instead.
Chalice of Harmony is great to buy on first recall because it offers everything you need to make you a threat when u get back in your lane. You get MR and all the Mana you want and need plus you save 60g from not buying 2 Doran's Ring. The saved 60g can mean an extra ward or 1 or 2 extra HP potions to give you more sustain in lane. It also builds into Athene's Unholy Grail later which Doran's Ring build into nothing and have to be sold later on to make room for your final item builds. Since our runes gives us starting AP we are lacking in MR and so the Chalice of Harmony gives us a little extra bulk in tanking more damage from enemy mid whereas 2 Doran's Ring would give us a slight boost in our HP pool but make us more glass cannon and extra squishy against our enemy mid and can cause us to die easier and faster than if we can just resist more of their magic attacks. The extra MR also helps if their team is Heavy on AP so if their team barely has any AD you should avoid Doran's Ring and instead get this.
Hextech Revolver is one of the best starting items in the game for APs when you get off to a nice start and were able to get more than 1200g before your first recall. With this we get extra AP and Spell Vamp which gives us extra sustain against the enemy AP Mid while we get extra AP to harass harder. This is a great early starting item against AP Mids such as Brand, Lux, Xerath, LeBlanc, Cassiopeia, Mordekaiser which can give Diana headaches (especially if they have a Hextech Revolver themselves). This is also a good early item if your going in the jungle since you get extra AP with sustain from Spell Vamp. Definitely one of the good first recall items to get when you get a good start.
Catalyst the Protector is a great starting item when you have a really good start and were able to get more than 1300g before your first recall. You get everything you need as u get HP and Mana and everytime you level up you get back more HP and Mana, making it a great sustain item early game. Later on we can upgrade it into either Rod of Ages or Banshee's Veil which makes this great as part of a core build.
This core is great if you will not be rushing items in a particular order. It gives us everything we need in 6 items. We get lots of HP, some MR, extra Mana, extra AP, Sustain from Spell Vamp, Mana Regen while dishing out extra damage from Sheen. A great all around build where they have a balanced team consisting of evenly AD and AP champs. From here our core items slowly get upgraded depending on how the game plays out. If their AD Carry gets fed u can upgrade your Giant's Belt into Rylai's Crystal Scepter to last longer against the Fed AD Carry. If their AP Carry got fed u can upgrade your boots into Mercury's Treads for extra MR. If you got fed u can than upgrade your Needlessly Large Rod into Rabadon's Deathcap and snowball and carry your team to victory. Really you can never go wrong with a core like this on any AP Mid and Diana is no exception. If you need Armor for a Core build consider swapping Hextech Revolver for a Chain Vest. The Chain Vest will be upgraded later into more armor.
This Core Build gives up a Bruiser Build. We get 403 AP, 57 MR, 50 Armor, which when combined with our Base Stats we get 500+ AP, 120+ MR and 120+ Armor. This makes us deadly but durable enough to not get one shotted to death. With these stats we have no problem diving at the enemy AD Carry or whoever is fed on the enemy team and take them down before they can take us out. Usually with this build games should not last long enough to build your 5th and 6th items as by then the enemy team will likely have surrendered already.
Our final build gives us the 40% CDR that allows Diana to take more damage while at the same time deal more damage. The extra cooldown allows Diana to get more shields up during team fights. This makes team fights go in your favor as you can tank more damage for your team or finish cleaning up the team fight after all the other players start dying and the ones left have low HP to finish them off and win the team fight for your team. With the added 40% CDR we also gain alot of extra armor, extra MR and we reduce the attack speed of the enemy champions within our range which greatly helps our team.
More HP Builds
This gives extra HP plus much better slows than we would with Hextech Gunblade. This solves our gap closer problem tremendously.
This gives us slightly more HP than we would get if we had Frozen Mallet. However we lose the extra slow from Frozen Mallet. However we get more extra AP that we wouldn't get from Frozen Mallet. However the slow from Frozen Mallet is much better IMO. Besides we get alot of extra Mana which we really don't need.
This HP Build is identical to the one above it however we trade MR for much needed Armor while getting more AP than we would from Abyssal Scepter. The downside to this build is that if they build MR we have no other means of lowering their MR. The plus side though is that we now get much needed Armor to survive longer against the enemy AD Carry. This is truly a balanced build since we get MR, Armor and HP for our bulk while we get as much AP as we can possibly get without being too squishy or too tanky. We just get extra Mana that we don't need that's all. I highly recommend this build.
Here we focus on extra slows while maintaining some MR armor and lots of HP without losing too much AP. The extra slow from Frozen Mallet gives us more chase and fixes our gap closer problem when they try to run away.
Here we go full on Slow Assault. We get so much slow thanks to Hextech Gunblade, Rylai's Crystal Scepter and Frozen Mallet that theres no way they can run away from Diana so she can continue to lay down the hammer that has so much slows. We also get free 300 extra bonus magic damage, life steal and some extra AD by giving up a little bit of AP and taking away the Armor or MR we normally would have in its place.
This gives us 40% CDR when getting blue buff is not an option. As we focus on CDR as on our main build we also add in MR and Armor on the same item slots with Frozen Heart and Athene's Unholy Grail, allowing us to not have to make many major changes to our builds. The only drawback is we lose the bonuses from Lich Bane however we get alot of CDR so we can use Q+R alot more now. We also get plenty of extra HP and all the slows we can get. This build is a great all around build and highly recommended.
This CDR build is great when we can get Blue Buff and so we just get just enough CDR so that with Blue Buff we achieve 40% CDR. This build is identical as the one right above it however we trade in Athene's Unholy Grail for Lich Bane. This way we still get MR while our next basic attack hurt alot with our high AP. We also get a little boost to our Movement Speed. The extra Mana really doesn't help us but hey it's better than not having anything else in its place. I highly recommend this build especially when you are able to get Blue Buff for yourself.
Attack Speed Builds
This Attack Speed build maxes out Diana's AP to the max while we get Attack Speed at the very same time. We get Warmog's Armor as our middle item to give us the much needed survivability and our only way of getting HP and defense. We also get it mid way into the build so we can give it time to max it out; and since you need 100 CS to max it out it shouldn't take too long either since Diana is a great farmer mid game as she can clear an entire minion wave with W+Q. Our last two items give us 100% Attack Speed boost which is awesome to bring Diana close enough to the 2.5 Attack Speed Cap. With these two Attack Speed items and no Attack Speed Runes we only need 35% to reach the 2.5 cap which we can reach if we take Surge.
Abyssal Scepter is one of the best items for Mages. You get lots of AP and you get MR to absorb more magic damage. The best part about this item is that it lowers the MR of all nearby enemies by 20, making it great against AP Heavy Teams or if the AP Carry has been fed. Another good thing about this item is that if your team has more AP such as an AP Tank it helps them do more magic damage.
AUG (short for Athene's Unholy Grail) is the new drug of Mages in LoL and righfully so. It gives AP, MR, Mana Regen and CDR all in one item. If the enemy team is Heavy on AP don't even think twice and get this as part of your build when u are asking yourself what other items do i need that give MR. The bonus MR and CDR is hard to avoid and u get extra AP which is always nice.
If your playstyle is more glass cannon and looking for some extra burst magic damage look at this little beauty which also gives extra AP and CDR as a bonus. It also shreds tanks 25% of their HP making killing Tanks that much easier. It's not an item i recommend on Diana but it's still a top AP Glass Cannon Choice for any AP Carry.
This is for all you hybrid folks who like hybrid items. Only problem is that there's only 3 Hybrid items ( Trinity Force and Hextech Gunblade being the other two) in the game and this is one of them. The major drawback is that all of Diana's abilities scale with AP so adding in too much AD is just going to waste. However if your team has enough AP and your in need of a little AD then go hybrid. However for that your better off using a different champ such as Teemo or Jax. It could be worst though like not having an item such as this that would give AP, AD and Attack Speed all in one item. The extra Attack Speed is great for procing your passive much faster while the extra AD deals more basic attack damage meanwhile you get extra AP to put a beating with your abilities. It's cost isnt bad either at just 2235g which makes it attractive especially if your very behind in gold income to at least help out as best as u can in team fights.
This is a good cheap item that gives Diana everything she can ask for and at a great price. Bonus AP to go along with needed HP is always nice and you can shred more of the enemies MR without getting Abyssal Scepter. This is a great replacement to Abyssal Scepter. When the enemy team is heavy on AD and barely has (if any) AP. If the enemy AD Carry has bought a Negatron Cloak to protect themselves from you you can counter that Negatron Cloak with this and Sorcerer's Shoes along with you 10% Magic Penetration from your Masteries. However since they will start with 30 MR you may also want to get Abyssal Scepter to reduce whatever MR they have left so u can deal true damage or close to it. An excellent choice none the less only thing that's missing is a much needed Upgrade of this item for Riot to develop for us.
This is one of the 3 Hybrid Items in the game. It gives us alot all in one item. We get AP, AD, Life Steal, and Spell Vamp. Plus we get a extra slow to slow down our target. We also get to deal an additional 300 magic damage to our target at the same time that we slow them down. What more can we ask for.
Lich Bane is the Damage Boost for Mages. Every time you use an ability your next physical attack (or auto attack) will deal 100% extra damage equal to your AP. This means that if you have 100 AP your next physical attack will deal 100 bonus physical damage on top of your Attack Damage. Lich Bane also gives 30 MR which is awesome against Mages and you get a little extra Movement Speed aswell which is great for chasing or escaping. This is one of those items that go great on any Mage since Auto Attacks is part of dealing damage and with this you get a little boost to your Auto Attacks and with Diana it deals a ton plus it helps proc your passive aswell while dishing out more damage at the same time.
This item i generally don't recommend but can be great for an enemy team that has alot of DPS or is heavy on AD. You get AP and Attack Speed in one item for a very cheap price. What more can you ask for. To add icing on the cake you deal bonus magic damage every second and reduce their MR further which is great against someone like Vayne who has built alot of DPS and has purchased a Negatron Cloak or has more MR than what u are currently reducing. What catches our eye about this item is the Attack Speed we get for a cheap price which means procing Diana's Passive much faster for even more damage. And we get some extra AP and bonus magic damage to go along with it. This is the Teemo item but for Diana and a good solid choice.
If you were already fed and want to snowball even harder just grab the most Over Powered Mage item in the game. As a bonus you'll get CDR at 20 stacks. And the best part is that you get all the AP you want aswell and all of this for just 1235g. Yup that's right it's that cheap and it's that Overpowered. Just remember you have no way of staying alive for too long so either get this after u built some Survivability or build some Survivability soon after you get this because you will get focused hard and fast.
Gives Cooldown Reduction, AP, Mana Regen and slows down healing Regeneration of the target. This is great against teams and tanks that have alot of HP Regen items such as Warmog's Armor, Force of Nature, Randuin's Omen or champions such as Dr. Mundo. Since it cuts their regeneration by 50% u can cripple them and effectively counter their HP Regen while getting bonus AP, CDR and Mana Regen at the same time. If your team has fed someone like Dr. Mundo and Dr. Mundo is building alot of HP Regen don't hestiate to take this to counter his fed *** as his regeneration becomes laughable now.
This item is the preferred Attack Speed item that you will mainly add into your item builds instead of other Attack Speed items such as Malady or Wit's End. You get everything you need for Diana in one item for a decent price of 2735g. You get bonus Mana Regen but what really makes this a great item on Diana is the CDR, AP and Attack Speed on all in one beautiful slot. The fact that the price is not too bad makes it very attractive for a player looking for extra Attack Speed to proc her passive faster while dealing more Damage Per Second. The bonus CDR and extra AP aswell is just icing on the cake. Very worthwhile and i use this when i'm looking to add DPS into my build.
The ever popular hat of doom for Mages. It only has more purpose and that is give any mage AP, AP and all the AP your heart desires. It is commonly the first rush item for Mages and with good reason and it gives the highest AP in one item and it's price is pretty good for it's cost. It increases AP by 30% which means the 140 AP it gives alone will automatically give 30% aswell or a total of 182 AP just from this item alone. This is the offensive powerhouse for Mages which is rushed early to snowball and carry your team to victory.
Ah yes it's time for the most over talked about AP item in the game made specially for Mages looking for Mana, HP and AP all in one item. Rod of Ages goes great on Diana very well and is worth adding into your build. There's just one little problem though and that's the fact that we don't need the mana we get from it. Sure it's nice and all as a bonus but the fact that u have to get this early to give it time to max out is just a detour which prevents (or slows you down) from snowballing with an offensive item such as Rabadon's Deathcap instead if taken early for the snowball effect. However if your looking to build 4 of these with boots and Rabadon's Deathcap by all means go right ahead and get all the Survivability you desire with all the AP your heart desires. 4 of these on Diana will work perfectly alongside a Rabadon's Deathcap. Just remember it will take a long time before they each get maxed out but will make her very durable and a true Mage Fighter.
The Frozen Mallet for Mages is here. We get slows, AP and extra HP all in one item. What more can we ask. This keeps enemy champs from escaping with low HP while we get extra HP. This is also great when we need items that give extra HP when we need to have beyter durability against both AP and AD. The extra HP helps us survive against Ignite. Plus we get extra AP which is always nice.
Here we come to the 3rd and final hybrid item in the game. While it looks good on paper the fact is that all of Diana's abilities scale with AP. However we can't overlook everything we get with this item as we get bonus stuff like more movement speed, life steal, critical chance, etc... Problem is that this renders our Sheen almost completely useless because here Sheen will instead deal extra damage based on our total AD and not our total AP like Lich Bane would. That is the only thing that is stopping us from taking this over Lich Bane. And since Lich Bane scales with AP and not AD we take Lich Bane instead. Still if your looking at making a hybrid or AD, build Trinity Force is definately a must. Just remember you will lack total damage output because Diana's abilities all scale on AP and not a single one uses AD.
Here we come to one of the few counter MR item's in the game. We talk Void Staff only when the enemy team has over 100 MR. The first champion that comes to mind is Galio who can have anywhere from 150-300 MR. The most common though is about 200 MR. Still that's quite alot of MR and lucky for us Void Staff will reduce their MR by 40%. Which means a 200 MR Galio will have lost 80 MR with just this item alone. Combine this with other Counter Magic items such as Sorcerer's Shoes, Abyssal Scepter, Malady, and Haunting Guise and that 200 MR Galio suddenly has 100 MR or less which makes it easier and faster to take him down. If a tank has Force of Nature and u wish to kill the tank later when he's the last one standing then grab Void Staff and watch as his MR goes down to almost nothing and becomes Mega Squishy against you. Very commonly built but only when the enemy has more than 100 MR.
Here we have the sustain item of choice for Mages. There's just one problem and it's that just for 1125g more we get a better item Hextech Gunblade that gives us bonus AD, Life Steal, a slow and 300 bonus magic damage with 700 range every 60 seconds. So how can we possibly bypass all that for this. There's only two ways and that's either build Will of the Ancients and forget about Hextech Gunblade or build both and get 40% Spell vamp. While the 40% Total Spell Vamp from having both Will of the Ancients and Hextech Gunblade together is very nice to have, aside from Q and R it's not gonna give you spell vamp after that due to long cooldowns on W and E. The real treasure to this is to have your AP Support such as Lulu get it for you. That way you both get the spell vamp while taking up only one slot between the two of you. If your really hungry for more spell vamp then ask someone else that is playing AP to get it aswell such as Cass for instance. But if Cassiopeia is in the game that means your taking Diana into the jungle so she can Mid. However if someone like say Mordekaiser is playing top then u get to Mid and receive a ton of bonus spell vamp thanks to not have to go out of your way to get this.
Zhonya's Hourglass is made for champs looking for offense with a little bit of armor to take more damage without being too squishy. It gives us AP and Armor plus we get a 2 second immmunity. This is one of those items that goes great on your build when the enemy team is heavy on AD and the extra Armor really comes in handy. The last thing we want is a fed Vayne coming at us with full force. With this we can bait Vayne into using Tumble and quickly go into immunity while your teammates focus her. By the time you come back out of immunity she will either be dead or either ran away from your team or she is about to die. Even if she lands a few hits on you, you will go into immunity and force her to change targets. Hey maybe you were alone with a tank and now she has to target the tank. This may just gave you the opportunity to kill her right before she changes her target back to you. Maybe those 2 seconds of immunity allowed your ignite to finish cooling down allowing you to kill her where she might have otherwise killed you without u having Ignite ready to use.
This is one of the few Attack Speed items that will work well on Diana. With this we also get some HP which is always nice along with the Attack Speed. Especially if we are building Tank since our team is lacking a Tank. As an added bonus every 4th attack the target and 3 others surrounding enemies will be dealt 125 magic damage. Which means when your passive procs on the 3rd strike they will not only all eat bonus magic damage from our passive but the very next attack they will be dealt magic damage again from Ionic Spark. It's like a mini Tiamat but for DPS and Tanky Mages. How cool is that.
Here we have yet again one of the very few Attack Speed items that will work on Diana. This item is great against Heavy DPS Teams (specially DPS Mages such as Teemo, Warwick and Cassiopeia to name a few). We get lots of MR and Needed Attack Speed for a decent price. But what really sets this item apart from the rest is that we get 5 MR for every hit up to 4 stacks which means we get a max bonus of 20 MR against DPS Mages which equals a max of 50 MR total from just this item alone. Those DPS Mages will need alot of damage fast because with 50 MR and a 40% Attack Speed just from this item alone Teemo or Cassiopeia will die in seconds long before they can kill us. Dat Teemo will need alot of shrooms to slow Diana down so he can get away because she will be hitting him hard with this little sucker.
This is not an item i recommend but let's face it you get alot of HP a little AD and the best part of this item that makes this item stand out over the rest, and that's the slow you get for every auto attack. Since Diana lacks gap closers to chase down enemies this allows to stay on your target at all times while your abilities are cooling down. Frozen Mallet works great not only as a item for a Fighter Build but also for a Tank Build. Can't go wrong with this the only problem is that there's not enough room to fit this into any type of build other than a Tank build as a Fighter Build more than likely will have Rylai's Crystal Scepter instead. As long as you can find a spot for Frozen Mallet your good to go.
When the enemy team is Heavy on AP and we need to block certain abilities the best way to do that is with BV. The worst thing that can happen to us is that we just left the fountain and are halfway to the river when bam Karthus Ult is coming our way. Luckily we can block the ult but god forbid we get attacked before we can block his Ult at least we have MR and some extra HP to shrug off the damage that was dealt from Karthus Ult plus whatever attacks came our way before Karthus Ult did. We can also block or reduce the damage of Important and life threating Ults like Caitlyn Ult, Lux Ult, Cassiopeia Ult, or Teemo Shrooms just to name a few.
Whats the best way to get Armor, MR, avoid certain death and get back HP and Mana when u come back from the dead, all in one item. Yup GA is the answer. Luckily GA works on any champion and Diana is no exception. Now we get to go up close and personal and have no fear that we can come back from the spirit world and finish off that nasty fed Vayne that was left with low health thanks to you.
I decided to put this last for a reason and that's so you can easily see it towards the end of this section. This is one of the few viable Attack Speed items that do magic damage so it is immediately a situational item on Diana. There's just one problem and that is that we would only take this against a team with 2 or more AD Tanks. Since it costs 3800g and doesn't give us much of what we need, we can only bust this out when the need for it arises which again is with 2 or more AD Tanks. This little baby gives us much needed armor against those Tanks while providing us with Attack Speed and bonus AD. What makes this little puppy awesome is that every hit you are dealing 4% of the target's maximum health as bonus magic damage, so when those AD Tanks are building MR, HP regeneration and are reducing your armor or getting more AD you can counter them hard with this little baby. Lee Sin and Rammus say hello to my little Friend.
FoN is the answer for tanks looking for the most MR possible from one item. We also get Health Regen and some extra Movement Speed. Not much else is left to say about FoN other than it's great to get when the enemy team is heavy on AP and your team is in need of a Tank.
QSS is great when u have no Tank to absorb all the CC of the enemy team and u don't have cleanse either and since Diana is prone to CC this really gives her alot of help and staying alive longer which is great not only as a fighter build but superior in a tank build. It's cost is not bad either.
SV is great on a Tanky Diana when you need more MR, extra HP and Health Regen and it has a very cheap price. The added CDR is great aswell for such a cheap price.
Aegis of the Legion is great not only for a tank but goes great on someone who jungles so their gold income is not as high as the rest of the team due to getting counter jungled or having to gank alot to help his team stay in the game. It's also a nice supporting item for your whole team and it's very cheap. Great when your not doing so well in gold and have to be a tank/support for your team.
This little guy is great for tanks and Mages looking for not only lots of Armor but also need to reduce the Attack Speed of the entire enemy team. This item is especially good when up aganist a heavy DPS Team as you lower all their Attack Speed and gain the second highest armor for one item in the game. The best part is you get extra CDR which is always awesome. This is by far the best 6th item to build over Hextech Gunblade as we lack extra Armor and we have no CDR. This gives us the best of both worlds in one item and to top it off we reduce the Attack Speed on the enemy team aswell. This is the only item that gives alot of CDR and lots of Armor ( Randuin's Omen gives less CDR and less armor). Solid Choice for a 6th item.
Randuin's Omen is one of the few items that give Armor and Health Regen. The extra health is especially nice and the 5% CDR is always welcome. What really makes Randuin's Omen shine is the ability to reduce the attack speed of your attacker aswell as slow them down 25% of the time. This means that on average every 4th attack will trigger these effects which is awesome for someone like Diana. To make things even better you get an active that will slow and further reduce the attack speed of all enemies around you, making this a great counter to an Enemy Team that is Heavy DPS. The Slow can be activated when you want plus your slow from E will prevent the enemy team from escaping the team fight. Combine this with items such as Hextech Gunblade, Rylai's Crystal Scepter, and Frozen Mallet and you get so much slow that there is just no way for them to get you off their back. It's like Sejuani and/or Ashe constantly on their *** preventing them from getting away while you lower their Attack Speed at the same time. And since Diana lacks gap closers after E slow this will go great in your build when you need some extra slow to go along with the rest this fine piece of beauty gives.
Look it's Superwoman from the Sun. Diana is no longer the Queen of the Moon and is suddenly the Queen of the Sun. Watch out guys we got a badass over here. She will literally melt your faces off now with this. Haha!!!!! We get bonus armor, extra health is always nice plus the price is not that bad. But the best part about this cape is that it turns our Super Hero into an Mini Amumu that's crying all the time by dealing Magic Damage Each Second. What more can we ask for from our Super Woman with a cape. Combine it with items that give slow such as Rylai's Crystal Scepter, Frozen Mallet, Hextech Gunblade and Randuin's Omen and you get a super woman on their *** all the time dealing magic damage every second thanks to all the slows.
Thornmail not only gives the highest armor for a single item in the game but it also ***** slaps the enemy back for their attempt at hitting you. Deals 30% of the damage they would deal to you before armor reduction as Magic Damage.
Health, health and more health. Did i mention you get.... wait for it .... wait for it .... more health.... The ultimate item for going tanky. Since you get all the health u want this means you will tank both physical and magic damage all in one item (well unless you want 5 or 6 of these). What else is there to say except you get all the health your heart desires. We don't want Diana to get a heart attack now do we... Haha!!!!!
Lane Skill Order:
Level 1: Take Q (our harassment ability)
Level 2: Take W (our secondary damage and our shield)
Level 3: Take Q again (our harassment spell does more damage but also uses more mana)
Level 4: Take E to unlock our final and less useful ability early on
Level 5+: The skill priority is R > Q > W > E
Q is our main source for dealing damage and its our harassment ability so we max it first. Its cooldown and mana cost is also low so that's another main reason to max it first. W gets max second since it's our second source of damage and it's our shield that will absorb incoming damage for Diana. E is our utility spell and does no damage so it gets maxed last. All it does is reel them back in and slow them down for our team to chase them down. As with all other champions we max R at levels 6, 11, and 16.
Jungle Skill Order
Level 1: Take W (our shield and damage in one ability for the jungle)
Level 2: Take Q (our primary damage dealer for campsite monsters)
Level 3: Take W again (shields us for more damage and also does more damage)
Level 4: Take E to unlock our final and less useful ability early on
Level 5+: The skill priority is R > Q > W > E
For the Jungle we put 2 points in W at level 3. This gives us a much stronger shield and also deals more damage at the same time. At level 5 we also have two points on Q for ganking and also clearing the jungle quicker. Once we get to level 6 we follow the R+Q+W+E priority skill order.
This is our passive ability. Every 3rd strike we deal bonus damage based on our Ability Power. We also get a bonus 20% Attack Speed which is always great for dealing more damage aswell as procing our passive faster.
This is our primary ability which is great for farming, harassing and wearing enemy champions down. It has a low cooldown and low mana cost which is great as you can almost spam this to death (that is until you go OOM). Not only does it have a 0.8 AP Ratio but it also puts Moonlight on every target hit, allowing us to refresh our ult.
This is our shield and secondary source of damage. What is great about this ability is that our shield refreshes if our 3 orbs explode on enemies before it goes into cooldown, allowing us to tank more damage for our team aswell as helping us pick up the kill with the added shield on top of our initial shield. It has a 0.6 AP Ratio for doing damage which is nice and our shield gets stronger with a 0.4 AP Ratio which is awesome.
This is our Utility ability that has a rather long cooldown. It can be used to slow the entire team for your team or it can be used to prevent an enemy with low HP from getting away. The latter is great during laning phase. Another great use for Moonfall is to activate it just as your teammates arrive to your fight since the enemy will try to run away when he sees a 1v1 fight turn into a 1v2 or 1v3. Very useful utility spell but its just that... a utility as it does no damage at all which is a shame.
This is our ultimate and one of the most game breaking Ultimates in the game. We Teleport to our target and do magic damage, which makes it great for chasing aswell as escaping. It also has a very short cooldown when you consider that most Ultimates have a 60 second or longer cooldown. But what really makes it game breaking is that our Ultimate is instantly refreshed if the target is hit with Moon Light (our Q or Crescent Strike). With the Instant Refresh Diana can use two Ultimates to kill her target or stay on her target to pick up the kill by other means such as her Q,W,E, AA, Ignite, etc... This ability is what turns her into a deadly Assassin and also makes her a very fun champion to play with. To add icing on the cake her ultimate has a 0.6 AP Ratio for doing more damage which is just great.
This section is dedicated to the different combos Diana is capable of. Just as a reminder her Ult instantly refreshes if our Q hits the target before you use your ult, otherwise her ult goes on a cooldown. Luckily her Cooldown is not long at all but during a team fight that cooldown can seem like an eternity. Since the Ult has an instant refresh you use it twice before she can Q again. Another great thing is she can Ult twice one with One Moonlight which makes her even deadlier. You can choose weither you want to wait for Q to finish its cooldown before using ult again or use Ult and let it go on the long cooldown. Since this option goes to you the second ult will not be added to the combos and is therefore in your hands if you wish to wait or use it again right away. Just make your own judgement on when and when not to use it.
Standard Bread and Butter = Q+R
This is your bread and butter combo. Since Diana W and E have long cooldowns this is your go to combo while they are cooling down. This one-two punch alone is not only super easy (when you smart cast Q) but also hurts like a mother before adding in her other abilities.
Give Me My Farming = W+Q
This is Diana farming combo once her Q is maxed out and she has high enough AP (usually around 50 AP will do it). With this combo she can clear an entire minion wave once she hits level 8. This is great for pushing lanes really hard as she can go ahead of her minions and clear the next wave before her minions arrive. Her W will be ready just as the next minion wave arrives. When she has more AP she doesn't have to use W to farm as she can just Q the entire wave, however W not only helps clear the melee minions but also gives her the shield to absorb all the minion damage done to her. The early easy farming gives her a huge advantage as she will usually have more CS than the other 9 players (unless there's a Sivir, Twisted Fate or Zyra).
Get Over Here = E+W+Q+R
This combo is great when an enemy champion has a dashing ability such as Fizz or Lee Sin for instance and they dash right at you to start a fight. This combo reels them back into you so u can fight back. This combo lets them know that every time they dash at you they will have to answer to Scorpion's Get Over Here.
Assassin = Q+W+R
This combo generates the most Damage on a single target. It's simple, easy to pull off and devasting. We trigger our W so that we gain a shield as we teleport to the target while at the same time our 3 orbs explode on contact with the enemy as we teleport in. This also gives us another shield in the process as our shield instantly refreshes a second time if our 3 orbs explode before W goes on cooldown. The only drawback to this combo is that if you activate your W and you don't get to teleport Ult before the shield ends your now stuck with a W on a long cooldown which makes it easier for the enemy team to start a fight knowing you just burned your shield.
Assassin with a Slow On the Side = Q+W+R+E
Same combo as the one above this however you now throw in the slow to continue attacking and become a full scale Assassin. The slow also allows your team to take advantage of the AoE slow so your team can win the team fight.
Come At Me Bro = Q+R+E+W
This combo is great for when you are gonna absorb some incoming damage for your team so they can deal more damage thanks to your shield being the end of the combo and you getting a second shield when all 3 orbs explode on contact with an enemy. The only drawback to this combo is that your W only has about a 200 AoE Range which means Ranged Champions will not even get in range for them to eat the orbs for you to get a second shield which means you have to get the melees or minions to eat the 3 orbs for your second shield to appear.
Surprise Shield = R+E+W+Q
This combo catches your target off guard as they know you will not use your ult without first landing your Q and instead you reverse the tables on them. The only drawback to this combo is that your Ult goes on long cooldown so your overall damage output takes a hit. However if your target is low enough that they will die without needing to use a second ult then the surprise factor will give you the kill where any other Q+R combo would otherwise fail and they retreat and go back to base and heal and there went your easy kill. We trigger the slow right after the teleport so that the slow brings them back to us so that we can follow up with W and get the 3 orbs to explode on them. The slow also allows us to land Q easier as they have been slowed thereby picking up the kill with our Q as they try to get away.
Orb Surprise And Get Slowed Son = W+R+E+Q
This is a slight variation of the one above however we activate W right before we Teleport so the 3 orbs explode on contact as we teleport to them. Now we have our second shield, we then follow up with E to slow and bring them back to us for some basic attacks while Q catches them on the slow and any attempt of trying to get away with low HP to get the kill. Just as before the drawback to this combo is that ult goes on long cooldown but just as before if they low on HP the surprise factor will mean the difference between getting a kill and letting them retreat back to base and heal.
You Cannot Escape From Death = Q+R+E+W+Q+R or Q+W+R+E+Q+R
This is the famous quote from Geese Howard in CvS2 made by Capcom. He says it when he enters the arena to fight and so Diana too will say it as she enters the battlefield with her most devastating combo. This combo is her highest damage output combo as she fully utilizes all of her abilities at once to deal full insane damage. This combo allows you to keep up the pressure as you slow them down while you wait for your Q to finish cooling down so u can use her ult again. As you wait for Q to finish cooling down the slow gives you the time to use your Auto Attacks to proc your passive aswell as continue to deal out more damage. If you have Sheen or Lich Bane you damage output goes through the roof with this combo with your high AP. With items such as Trinity Force, Hextech Gunblade, Frozen Mallet you can increase your overall AD damage while you wait for your Q to cooldown. This combo is true to its name as there is no chance in hell that your target will get away from death unless they have Guardian Angel or Zilean's Revive of course. If they somehow get away with low HP it will be a miracle and they got super lucky to still be alive.
Diana is an excellent Jungler but just like champions such as Warwick she is a decent ganker Pre Level 6 but then when she hits Level 6, her ganks become very strong due to her teleporting to her target in order to use the rest of her abilities such as her E Slow.
Jungle Starting Items
The standard starting items for going into the jungle, the extra armor let's us take less incoming damage from campsite monsters while the extra 5 health potions gives us extra sustain in the jungle so we can clear all the campsites without having to recall yet. The drawback is that our ganks pre-6 will not be as great as starting with boots as we are slower as a result of starting with Cloth Armor.
We take boots and 3 health potions to give us the extra movement speed and extra health in the jungle. This helps our early ganks become strong (especially when lacking gap closers pre-6). The drawback however is that we take a hit to our sustain as we take more damage from campsites and we get less HP Sustain since we lose 2 HP Potions due to not starting with Cloth Armor.
This is your standard Blue Buff route. We get Wolves before Blue Buff spawns. Then we get Wraiths followed by Golems at bottom before we go get Red Buff. This route allows Smite to finish cooling down so we can use it on Red Buff. After we get Red Buff the Wraiths will be ready for us to take again. This route takes about 90 seconds without Attack Speed Runes and faster with Attack Speed Runes. We also hit level 4 in about 90 seconds which is awesome.
This is your Counter Jungling Route to start the game. We get our Wolves before Blue Buff spawns then grab Blue Buff and go up top to take enemy Jungler's Big Golem. We leave the Smaller Golem so he falls behind in XP, Gold and Levels. By going up to Golems we can safely walk over to the Brush next to Red Buff and wait for our enemy jungler to do the work for us. Since we still have our Smite that we didn't use on Blue Buff we can steal his Red Buff before he can take it for himself. Once we steal his Red Buff we can outright kill him aswell since he has taken damage from the Red Buff campsite while we haven't; not to mention he has no Red Buff and we do which increases the damage we do to him. As long as his teammates are not allow to come help we should be able to score First Blood and counter jungle him at the same time which puts their jungler far behind while we can counter jungle him harder while he is dead. Our Bot lane takes our Red Buff aswell so their jungler cannot come and take our Red Buff putting their jungler further behind. The downside to this route is that you are invading their territory which gives them the Home Field Advantage as they have the turrets to help them out while you don't. The enemy jungler also has his teammates much closer to his side therefore they can come help much easier than your team coming to help you. As long as your teammates don't let them leave their lanes to come help you should be fine in a 1v1. Just remember this is a high risk, high reward route.
^---- The two pics above is where you ward when going mid lane. This is the best place to ward at mid lane as the 2 brush closer to the lane do not give you enough time to see a gank coming. You also cover the two entrances for your jungler at the same time as you can see if they try to take Red/Blue or Wraiths/Wolves. Always buy 2 wards whenever you recall. Always make sure to have at least two wards during the laning phase. 4 Wards if you know you will be farming for a long time without having to recall. This way when the two wards end you have 2 more ready to use without having to recall just to buy wards.
^---- These two pics above are for when you are jungling. You not only give vision over the baron and dragon but you also cover the entrances to both blue buffs. This lets you know when the enemy jungler is trying to take your Blue Buff or it lets you know that he is going to go get his which allows your team to kill him, counter jungle him and also take his blue buff at the same time. Another thing these wards do is give all 3 lanes a heads up of any incoming ganks to their lanes which is always good.
Pushers, CC, Sustain, Energy or Manaless Champions
Diana Counters These Champions:
Fizz can only Playful/Trickster and Seastone Trident for so long before he goes OOM. He also can't use Urchin to dash in or he eats Moonfall when his Playful/Trickster is on cooldown.
Ahri can't do anything to Diana other than to Harass with Q. Even with that Diana can easily clear minion waves thanks to her passive while Ahri then has to use her W to clear the minion waves back. Ahri will then go OOM before Diana ever does since Diana only uses Q to harass, farm and push minion waves. Ahri also uses up her Ult when they both hit lvl 6 to escape from Diana Lunar Rush. Since Diana Lunar Rush cooldown in less than half a minute she makes Ahri easily burn her ult which has a much longer cooldown.
Akali just can't clear minion waves fast enough like Diana. She also lacks a shield to fight back. She also lacks CC especially lack of slow.
Karthus simply will always run out of Mana trying to push back the minion waves once Diana maxes out her Q. Diana can also dive in at will and fight him with the added shield and a slow to prevent him from escaping. Her shield can also keep her alive when he tries to ult.
Syndra is just too free. Just forcing Syndra to use all her abilities to clear minion waves and push back will quickly make her go OOM. To add to this Diana can dive whenever Syndra has no Spheres floating around. This makes her ult very weak with no Spheres to add extra damage.
Veigar just simply cannot push minion waves fast enough and Diana can just clear minion waves with ease and force Veigar under his turret. Veigar will easily only get half as much CS as he normally would if he was right in the middle of the lane and he will also go OOM using his Q to farm up his AP and farm gold aswell. By this time Diana will have 2:1 cs lead and have Veigar under his turret with no mana to even stun Diana for his jungler to gank.
Champs that counter Diana:
Mordekaiser is a hard pusher and is manaless. He can also take alot of damage when activating his W (sometimes taking no damage from her Q). He can easily walk up to her and her minions and Q+E. Usually he can also get two Es off before she can use her second Q. The big counter though is waiting until she eventually goes OOM. She will have no choice but to use her shield to help push back the minions which is the easiest and fastest way to make Diana go OOM. Mordekaiser can easily get Diana down to 50%-75% HP with him taking no damage. This makes it easy for him to flash in, ult and ignite her and E her to death before she knows what hit her.
Swain can just easily heal with ult and hit her with all his CC before he even gets to lvl 6. Even if Diana tries to ignite him when he tries to heal there is just no way Diana can win.
Vladimir has the sustain, harass trade, a slow and he can push minions decently without taking a hit to his HP.
AP Yi has a free harass Q and can heal off all the damage he takes with his W. As long as Yi can get blue or get enough Mana Regen he can out sustain, out farm, and out harass Diana.
The tree has everything that is needed to hard counter Diana. He can zone out Diana from getting near her minions with his Seed. He also heals, has a root and also has a slow. Plus he can push minion waves so he can easily push back her minions or force her under her tower.
Viktor has a harass that can hit her from a decent range and also gives him a shield. He can gets Stuns and Slows and he can also harass her easily with his Laser. He also gets a silence aswell. The CC is just too much for her to withstand.
The robot chick has very good zoning, CC in the form of slows and she has a shield. Her passive allows her to do more Auto Attack damage to Diana with every followup Auto Attack. To make it worse she also can knockback Diana out of position and wreck Diana like there's no tomorrow. Oh and did i mention the Robot Chick can also clear minion waves pretty good too.
Champions that Diana is even with:
Diana gets advantage early if she dodges silences and can push back minion waves just enough to not force her under her tower. Once she hits level 6 she can easily kill him while he still level 5 before he can get off his suppression at level 6. Even with his suppression if Diana is at full health and he has been worn down from Q harass just enough she can kill him before he can kill her. As Malzahar the early pushing will cause her to lose CS and force her to use her shield to push back minions. However the early hard pushing will lead to getting ganked by her jungler early on so keep that in mind, so he will have to have that flash ready to get back closer to his turret. Also landing silences will help give him the advantage. If he can dodge her Q and stay at full health when he hit level 6 he can kill her with his suppression advantage. Honestly if Suppresion is his prefer method of countering Diana, he is much better off using AP WW to go up against her as he can sustain himself back to full health from his Q harass and his bonus Life Steal.
Morgana can kill Diana if Diana tries to dive into Morgana when they both have full health. However if Diana wears down Morgana enough before level 6 than Morgana is dead. Morgana also needs to wait for her Soil to rank up before she can clear minion waves better and faster while Diana can clear minion waves with just a rank or two into Q early on. Her Soil is also pretty long on cooldown and easily avoidable for Diana to continue to farm and harass. Basically Morgana needs to get the advantage from the start or Diana has the upper hand.
Bob the Builder while great for being a pusher will quickly feed Diana when she hits level 6. However if he keeps his distance and zones her he can really give her headaches until the laning phase is over. However mid and late game he becomes easy kills for Diana as he is pretty much useless in team fights and past the laning phase.
Galio can heal from enemy minions and the wraiths while Diana has no way to heal. Galio also has a slow and a speed up plus he can ult her under his turret for more damage. Plus he can take more damage if he gets high MR. However Diana also has an edge if she can wear him down with Q+R combos. Galio however still has a slight advantage in this even match up plus he will always have more mana than she does once he gets Chalice of Harmony.
The plant chick is the better version of Bob the Builder. She gets slows, plants with long range sniping, A knockup and she is one of the top pushing champs in the league. If Zyra comes out of the gate pushing hard with her plants to help her push harder then Zyra gets the advantage. However if Diana can keep up with a decent push of her own there's just no question that Diana wins after level 6 with her almost unlimited amount of dives. As long as Diana doesnt get close to the plants Diana has a slight edge. However if Zyra can zone out Diana with her plants and push hard than Diana will have headaches, just remember to have that flash ready for when u get ganked early on without wards for pushing too hard.
Katarina has an advantage early on as she is manaless and can keep Diana under her turret as Diana will go OOM before her first recall quickly. However when Diana recalls and comes back she comes back ready to push minions back and completely destroy Katarina past level 6 as she can E when Kat uses ult and stop her ult in its tracks. Katarina is also squishy and has no way to take up damage like Diana does. The best way for her to get an advantage on Diana is to come out the gate pushing hard and harassing her with her Bouncing Blades and blinking up near her early on before she can farm up enough gold for mana items, potions and wards.
The Brewer gets back mana which is a big advantage for him against Diana. He also has sustain from his passive. His long range Q harasses and also farms minions too. He also has a knockback to throw her out of position or under his turret and then follow up or just Body Slam away from the fight and then regain more Mana and health under his tower. Gragas gets a slight edge over Diana but if Diana can keep up the pressure by landing Q and getting refresh combos she can wear him down quicker than he can wear her down and give her that slight edge. Diana also has a slight edge over Gragas in the pushing department as she can push with just Q while Gragas will sometimes have to use his E to help him push back a little more and that can lead to him going OOM faster than Diana.
The Rat relies on Energy which gives him a slight edge over Diana. He also has a Stun and can harass her with Marks and Lighting Rush. He is also a pretty good Pusher with his Electrical Surge. Kennen has a slight edge early on and can outright kill her with his stun if both are even in health. However if Diana gets a Health Advantage and survives his Stun she outright kill him since his ult will be on a longer cooldown than her ult will. She also can win if she has kepted up in CS with Ken aswell.
+ Started Guide
+ Finished Most of the Guide with minor Chapters left to add in over time
+ Finished Combo Chapter
+ Finished Summary Chapter
+ Finished Jungle Chapter
+ Added Warding Chapter
+ Added Skill Order Chapter
+ Finished Main Guide with minor chapters and tweaks to come soon
+ Minor Tweaks to the Guide
+ Added Jungle Skill Order
+ Added the Abilities Chapter
+ Made Minor Tweaks to the Guide
+ Lowered Total Number of Builds from 5 to 2
+ Adjusted the Items and Build Chapter with the New Build
+ Added Counter Chapter
+ Added Patch History to show any changes she receives
With the recent nerf to Diana she really didnt see a nerf at all. Sure the lower AP Ratios lowered her damage output on her Q but it was not really noticeable and still makes her pretty much the same as she was before the nerf. The slight nerf to her shield damage also didn't do much to nerf her either. Sure she deals a little less damage now with her shield but it doesn't really affect her at all that much to notice a huge nerf. Her Lunar Rush cooldown doesn't affect her at all as all she needs to do now is just wait a seconds longer before engaging again.
Please leave constructive comments so that i can further make this guide better.
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