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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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.
| Health | 2118 |
| Health Regen | 21.4 |
| Mana | 1350 |
| Mana Regen | 39.49 |
| Armor | 225.8 |
| Magic Resist | 137.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 102 |
| Attack Speed | 0.864 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 427.39 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 40% |
Recommended Runes
Ability Sequence

1
3
5
7
9

2
8
10
12
13

4
14
15
17
18

6
11
16

Mastery Tree Is Outdated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.
Masteries
Introduction

Diana Champion Spotlight
Hello and welcome to my guide for LoL featuring
In this guide i will attempt to show the best possible Build for
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."
―Diana
Patch History
V1.0.0.146:
General:
Base health regen reduced to 7 from 10.
Updated model and splash art for Dark Valkyrie Diana.
Crescent Strike:
Damage reduced to 70/110/150/190/230 from 80/125/170/215/260.
Ability power ratio reduced to 0.7 from 0.8.
Pale Cascade:
Damage per orb reduced to 20/34/48/62/76 from 20/36/52/68/84.
Lunar Rush:
Cooldown increased to 25/20/15 seconds from 20/16/12.
General:
Base health regen reduced to 7 from 10.
Updated model and splash art for Dark Valkyrie Diana.
Crescent Strike:
Damage reduced to 70/110/150/190/230 from 80/125/170/215/260.
Ability power ratio reduced to 0.7 from 0.8.
Pale Cascade:
Damage per orb reduced to 20/34/48/62/76 from 20/36/52/68/84.
Lunar Rush:
Cooldown increased to 25/20/15 seconds from 20/16/12.
Pros / Cons
Pros:
+ 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
Cons:
- 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
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Mana Regeneration 9 |
Greater Glyph of Scaling Ability Power 9 |
Greater Quintessence of Ability Power 3 |
||||||||||||
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
Other Runes to Consider:
Seals
When Mana Regen and Armor is not Needed the extra Attack Speed is good to have. The extra Attack Speed increases
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
An excellent choice when laning against AD champs (especially ranged champs such as
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.
Glyphs
By replacing these with 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.
Quints
Movement Speed Quints allow
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
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.
Jungle Runes
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Mana Regeneration 9 |
Greater Glyph of Scaling Ability Power 9 |
Greater Quintessence of Ability Power 3 |
||||||||||||
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:
| Runes | |||||||||||||||
Greater Mark of Attack Speed 9 |
Greater Seal of Attack Speed 9 |
Greater Glyph of Attack Speed 9 |
Greater Quintessence of Attack Speed 3 |
||||||||||||
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
These scaling Armor Runes will work great mid and late game as we don't get any armor from our items so they give
Masteries
Offensive Mastery Build
21/0/9
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
Fighter Mastery Build
21/9/0
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
9/21/0
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
12/9/9
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
9/12/9
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.
Summoner Spells
Top 5 Recommended Summoner Spells
Highly Recommended
Ignite
Flash
Other Summoner Spells Worth Taking
Ghost
Great for chasing or running away. Comes in very handy on Dominion too. Though not as good as
Teleport
Smite
You obviously take
Barrier
While
Surge
Revive
You may be looking at this and saying WTF!!!!
Now i'm not gonna sit here and say ur gonna score a pentakill with
Exhaust
Heal
Cleanse
Avoid
Clarity
Mana is not a problem for
Clairvoyance
No just no. CV is for supports (especially supports that have no vision abilities). Since
Promote
Items and Builds
Pick Your Boots:
Need Attack Speed:
Need Armor:
Need Tenacity:
Need MR:
Need Magic Penetration:
Need CDR:
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
Starting Items
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 (
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.
Core Items:
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
Core Build
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.
Final Build
Our final build gives us the 40% CDR that allows
More HP Builds
This gives extra HP plus much better slows than we would with
This gives us slightly more HP than we would get if we had
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
Slow Builds
Here we focus on extra slows while maintaining some MR armor and lots of HP without losing too much AP. The extra slow from
Here we go full on Slow Assault. We get so much slow thanks to
CDR Builds
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
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
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
Situational Items:
AUG (short for
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
This is for all you hybrid folks who like hybrid items. Only problem is that there's only 3 Hybrid items (
This is a good cheap item that gives
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.
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
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
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
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.
The
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
Here we come to one of the few counter MR item's in the game. We talk
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
This is one of the few Attack Speed items that will work well on
Here we have yet again one of the very few Attack Speed items that will work on
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
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
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
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
Tank Items:
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
SV is great on a Tanky
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
Look it's Superwoman from the Sun.
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
Skill Order
Lane Skill Order:
R>Q>W>E
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
Jungle Skill Order
R>Q>W>E
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.
Abilities
(Passive)Moonsilver Blade
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.
(Q)Crescent Strike
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.
(W)Pale Cascade
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.
(E)MoonFall
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
(R)Lunar Rush
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
Combos
This section is dedicated to the different combos
Standard Bread and Butter = Q+R
This is your bread and butter combo. Since
Give Me My Farming = W+Q
This is
Get Over Here = E+W+Q+R
This combo is great when an enemy champion has a dashing ability such as
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
Jungling
Jungle Summary
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
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
Jungle Routes

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.
Warding
Lane Warding


^---- 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.
Jungle Warding


^---- 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.
Counters
Ways to Counter Diana:
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.
Pushers, CC, Sustain, Energy or Manaless Champions
Diana Counters These Champions:
Ahri can't do anything to
Champs that counter Diana:
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
The tree has everything that is needed to hard counter
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
Champions that Diana is even with:
Bob the Builder while great for being a pusher will quickly feed
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
The Brewer gets back mana which is a big advantage for him against
The Rat relies on Energy which gives him a slight edge over
Change Log
7/31/2012
+ Started Guide
+ Finished Most of the Guide with minor Chapters left to add in over time
8/1/2012
+ Finished Combo Chapter
+ Finished Summary Chapter
8/7/2012
+ Finished Jungle Chapter
8/8/2012
+ Added Warding Chapter
+ Added Skill Order Chapter
+ Finished Main Guide with minor chapters and tweaks to come soon
8/11/2012
+ Minor Tweaks to the Guide
+ Added Jungle Skill Order
+ Added the Abilities Chapter
9/30/2012
+ 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
Summary
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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