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Diana Build Guide by Lilarcor

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Lilarcor

Diana - Slasher of the Moon

Lilarcor Last updated on August 27, 2012
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AS MGC DMG

[VS]

AP/AS Glass Cannon

Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 25

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 4

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Hi and Welcome to my Diana Guide. Here, you'll learn the basics and the build needed for an AP melee user. It's hard to get on melee range when you think you can't fight back after casting your ability skills, which will render you in melee mode. Yes, it depends on the positioning of the character, but what if there will be a chance that you can't avoid the situation? There enters the build where even though your skills are on a Cooldown, you can still fight back and even kill an enemy champ.


Guide Top

Runes

This is the set of runes that I require of you to use.

Runes

Greater Mark of Attack Speed
9

Greater Seal of Armor
9

Greater Glyph of Scaling Ability Power
9

Greater Quintessence of Scaling Ability Power
3

x9 - Gives you enough attack speed early till late game

x9 - you need armor to survive early game

x9 - why force? AP scaling of per level runes is much higher than flats so I suggest you take this one.

x3 - you'll be either on top or bottom lane so this is a reasonable choice. Unless your doing midlane, go take the flat ones.


Guide Top

Masteries

This is the set of masteries I require of her.

Masteries
1/5
4/1
4/1
4/5
1/1
3/5
4/1
4/
1/
2/5
2/1

Gives attack speed, AP, magic pen, MR, and armor. A decent choice perhaps. :)


Guide Top

Items

Okay so for your starting item, buy a for a decent early game Health, AP, and Mana regeneration. On your first trip back to base, you have to buy or make it if possible.

Your next item target is . (Don't give them any idea what you're planning to build. Make them clueless about it. Don't worry about the boots. It's natural for a melee champ to have that early game.) Then buy Catalyst the Protector or if possible build the to level it up early.

Next, buy and start making

Next buy a then go for the then finish then finish off

They will be surprised to see your next item and I think, they'll be wondering why. Buy a then make it and start doing additional magic damage. :)


Guide Top

Optional Items

For some offensive/defensive counter measures here are the items you need

Mercury's Treads

- gives you Tenacity and enough MR

Void Staff

- if you're enemy begins to stack up MR items this will be a good choice replacing your Nashor's Tooth

Abyssal Scepter

- gives you good amount of AP and good MR and also reduces nearby enemy champs MR. Nice passive. :)


PS:

Your tank and ADR should be the one dealing with those AP teams. As your main objective is to give burst damage. But if you love making clash initiations (which I don't recommend) you have to switch some items to defensive items for you to counter some of their damage.


Guide Top

Summoner Spells

For Summner Spells, I suggest you use for attack speed boost and a decent AP bonus and for offensive and defensive purposes.

You can also use and if you want.


Guide Top

Videos

... Coming soon. Still uploading my other videos. lol