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.
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.
Pros / Cons
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.
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:
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.
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Ability Power
Greater Quintessence of Ability Power
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.
|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.|
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.
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.
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.
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.
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.
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.
Try to hit with Crescent Strike in the escape route of your targets. This will increase your chance with hitting it.
Last words and change log
Consider this guide as an inspiration, not as a strict line.