Diana Build Guide by Zanryu

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 Zanryu

Diana, the jungle is filled with moonlight

Zanryu Last updated on December 7, 2012

Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 6

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 3


Guide Top

Introduction

Diana is a melee AP-based assasination jungler. While her unique Crescent Strike needs a lot of training her ultimate Lunar Rush creates a agile assassin like Akali.


Guide Top

Pros / Cons

Pros
  • can be very bursty
  • good sustain damage through her passive
  • a very fast jungler
Cons
  • ganks aren't the strongest if not successful
  • not the best ganking ability before level 6
  • need to hit with Crescent Strike to be most efficient


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Important Notes

Moonsilver Blade: Through the fact there isn't an auto attack timer it's impossible to time her strike because the timer will reset after 3.5 seconds without attacking anything.


The time it takes for Crescent Strike to reach your target at max range is the same time Lunar Rush takes to reach so if you cast Crescent Strike into Lunar Rush you will get the cooldown refresh immediately.


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Masteries

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

Diana needs a lot of AP to be the most effective. Taking 21/6/3 fo a mix of maximum damage and early jungle power with Hardiness and late game mana pool through Expanded Mind , except you can take the blue buff.

Also possible is:
Masteries
4/4
4/3
1/1
3/1
4/3
4/1
1/1
1/1
3/3
4/3
1/3

If you need an expanded red and blue buff this mastery build is fairly good. But aware you take more damage in the early jungle.


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Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Ability Power
9

Greater Quintessence of Ability Power
3

Flat ability power, magic penetration and armor for a mixed jungling and damaging setup.


The bonus attack speed glyphs increase your early jungle speed and the sustain damage in team fights while the spell penetratrion glyphs are useful to increase your burst damage.
Over all there are mostly equal, but Diana already have an insane jungle speed. That is why I prefer the spell penetration glyphs.


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Summoner Spells

The nobrainer as a jungler and a must have. Additionally with Summoner's Resolve an additional gold income.

It replaces the missing Lunar Rush before level 6 and allows you to escape safely.

Especially as a melee jungler who needs to be close with enemies it is a good option, also for escaping.

I won't prefer this summoner spell on Diana. The only reason would be against a strong healer team or as a laner.


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Items and the early jungle


Start with Boots of Speed and three Health Potions. You can also start with Sapphire Crystal and two Health Potions. But Diana is a very fast jungler in the early game. After clearing the red buff when you have boots it is possible that you have to wait ten seconds until the wraiths will respawn. You can try a early gank if you have enough health after the red buff.


Out first goals are Sheen and defensive boots, prefereable Mercury's Treads. If the enemies are mostly AD based and havn't much crowd control buy Ninja Tabi.


Why pressing an additional item between Sheen and Lich Bane? Diana scales extremly well with cooldown reduction. Additionally with reducing the cooldown the needed mana is raising. Fiendish Codex will fill these requirements and is a part of Nashor's Tooth.


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Mid game


Nashor's Tooth has everything that scale with Diana's abilities. Attack speed, ability power and cooldown reduction. It increases the sustain damage of her as well as the burst through their other abilities.


When you have your first items you have to choose between more damage and more health with a good slow. Both item are very good on her.


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End game


Preferable your sixth item can be a offensive/defensive item like Abyssal Scepter or Zhonya's Hourglass, a full defensive item like Sunfire Cape, Banshee's Veil or Guardian Angel or a full offensive item like Will of the Ancients, Void Staff or Malady.
Also possible are hybrid items like Hextech Gunblade and Guinsoo's Rageblade.


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Other item builds


This is a more tanky build allowing you to stand longer in the fights.

This build is a hard bursty build but you are very fragile in the early game. If you play this build you should prefer to stay in the jungle until level 6 or even finishing Rabadon's Deathcap.


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Skills

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

Why maxing Pale Cascade first? It replaces the missing of Wriggle's Lantern in the early game and the full damage raises to 252 (+0.6 per ability power) magic damage. Additionally this is your survival spell in team fights.
On the other hand if you max Crescent Strike first you will kill the weak jungle mobs with one strike which doesn't allow you to use Lunar Rush on them, except you hit the strong ones.
(Innate): Diana gains 20% additional attack speed. Every third strike cleaves nearby enemies for 20 / 25 / 30 / 40 / 50 / 65 / 80 / 95 / 110 / 125 / 140 / 155 / 175 / 195 / 215 / 240 / 265 / 290 (+0.6 per ability power) additional magic damage.
  • Moonsilver Blade does not proc spell vamp, lifesteal or Rylai's slow.
  • Moonsilver Blade pops spell shield.
  • Moonsilver Blade will damage Black Shield.
  • All targets hit by the cleave will take the magic damage, including Diana's main target.
  • Note that the autoattack damage is only applied on Diana's main target
  • Moonsilver Blade's magic damage can affect turrets and inhibitors. It does not affect the nexus.
  • Deals only 50% damage to towers.
  • Moonsilver Blade's counter will reset after 3.5 seconds of not auto-attacking, there is no counter displaying the amount of auto attacks until the passive proc.
  • Diana's blade will begin to glow with each hit. It will glow pure white to indicate that the next hit will proc the cleave.
  • Diana's first strike will always be a right handed, and cut upward.
  • Diana's second strike will always be left-handed, and cut horizontally.
  • Diana's third strike (the one that procs the cleave) will always be a right-handed horizontal slash.

(Active): Diana unleashes a bolt of lunar energy, dealing magic damage in an arc. Crescent Strike afflicts enemies struck with Moonlight, revealing them for 3 seconds.

Cooldown: 10 / 9 / 8 / 7 / 6 seconds

Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power)
  • Crescent Strike procs spell vamp and Rylai's slow similarly with all multi-target spells and abilities with diminished effect.
  • Crescent Strike will damage Black Shield but Moonlight is still applied.
  • Crescent Strike pops spell shield. However, if a target is protected by a spell shield, Crescent Strike will fail to mark the target with Moonlight.
  • Crescent Strike has a brief channel time upon cast before it activates.
  • Crescent Strike will grant vision of enemy units hit, but it does not reveal stealthed units.

(Active): Diana creates three orbiting spheres that last up to 4 seconds and detonate on contact with enemies, dealing magic damage in an area. She also gains a temporary shield that absorbs damage. This shield is refreshed if her third sphere detonates.

Cost: 60 / 70 / 80 / 90 / 100 mana

Shield Strength: 55 / 80 / 105 / 130 / 155 (+0.4 per ability power)

Magic Damage per Orb: 20 / 36 / 52 / 68 / 84 (+0.2 per ability power)

Maximum Magic Damage: 60 / 108 / 156 / 204 / 252 (+0.6 per ability power)
  • Pale Cascade procs spell vamp and Rylai's slow similarly with all area of effect spells and abilities with diminished effect.
  • Pale Cascade pops spell shield.
  • Pale Cascade will damage Black Shield.
  • Pale Cascade has no casting time and does not interrupt any of Diana's previous orders

(Active): Diana draws in all nearby enemies and slows them for 2 seconds.

Cooldown: 26 / 24 / 22 / 20 / 18 seconds

Slow: 35 / 40 / 45 / 50 / 55 %
  • Moonfall pops spell shield and the pull and slow will be negated.
  • Black Shield will negate the pull and the slow.

(Active): Diana becomes the living embodiment of the vengeful moon, teleporting to an enemy and dealing magic damage.

Lunar Rush has no cooldown when used to teleport to an enemy afflicted with Moonlight.

Cost: 50 / 65 / 80 mana

Cooldown: 20 / 16 / 12 seconds

Magic Damage: 100 / 160 / 220 (+0.6 per ability power)
  • Lunar Rush does not proc on-hit effects.
  • Lunar Rush procs spell vamp and Rylai's slow similarly with all single target spells and abilities with full effect.
  • Lunar Rush will damage Black Shield.
  • Lunar Rush pops spell shield, but Diana will dash to her target in any case.
  • Whenever Lunar Rush is used on a target marked with Moonlight, any and all Moonlight debuffs on all units are consumed.
  • If Diana is next to her target, Lunar Rush will place her behind her target.


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Jungle route


Diana is a very fast jungler and can start at wolves without any further problems. Use your Health Potions before you hit level 3. Past it you won't need them through Pale Cascade.

Tip: Only use Pale Cascade when you have the aggro of the camp. Otherwise you waste shield strenght.


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Crescent Strike


Try to hit with Crescent Strike in the escape route of your targets. This will increase your chance with hitting it.


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Last words and change log

Consider this guide as an inspiration, not as a strict line.


08.08.2012

  • Published


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