Diana Build Guide by Toastawaffle

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.

League of Legends Build Guide Author Toastawaffle

Diana: The Sentinel Of Moonlight (In Depth Jungle Guide WIP)

Toastawaffle Last updated on August 25, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Diana The Sentinel Of Moonlight.

Note: This is a jungle guide.(In the rare case that you didn't read the title.)
-If you wish to use her mid or top, look elsewhere.

On that note Diana was intentionally made for the jungle, and hence I play her as such. Using this build I come to find that I have enough burst and tankyness to burst down carries and squishy supports, while still surviving cc and damage from other sources. In addition the CDR, and built in AS this build provides will allow you to continue fighting after your abilities go on CD for your passive should deal plenty of damage while you wait for you abilities to come off CD.

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Pros / Cons




  • Very low survivability early game, due to her low health pool.
  • Also has severe mana problems early on without Crest of the Ancient Golem
  • Quickly focused down in team fights if she is doing well.
  • Limited by rather long cool-downs early game, (especially Moonfall.)
  • ABSOLUTELY NEEDS KILLS/GOLD. (I will explain later.)

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A Quick Masteries Run-Down

  • Mental Force

    - I pick up this mastery for early ability power and should be rather self explanatory.

  • Alacrity

    - This mastery synergizes with Diana's passive, and hence I pick up the additional attack speed to increase the number of procs we get from her passive.

  • Sorcery

    - I put 4 into this mastery for the CDR that Diana DESPERATELY needs. Especially looking towards her E Moonfall.

  • Arcane Knowledge

    - This is a standard AP Champion Mastery, and is even more necessary if you end up running a defensive boot: Mercury's Treads or, Ninja Tabi.

  • Blast

    - Another self explanatory mastery for AP champions.

  • Archmage

    - Who doesn't want 5% more ability power?

  • Executioner

    - You do want them to die, right? Hence we get this mastery to burst them down when they are low.

  • Summoner's Resolve

    - Since we are going to use Smite while we jungle, we are going to want to get that extra 10g per use.

  • Hardiness

    - Diana being the squishy champion she is, lacks Armor and hence we pick up this mastery in combination with our runes for a proper defense while jungling.

  • Durability

    - Again looking at her weaknesses Diana has a very low health pool, and hence this mastery helps that pool to grow for the mid/late game.

  • Veteran's Scars

    - The same reasoning for my previous choice, but this helps early game with an immediate 30 health.

Other Viable Choices

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Greater Glyph of Scaling Magic Resist

Greater Mark of Magic Penetration

Greater Quintessence of Ability Power

Greater Seal of Armor

The Runes of the Trade

Diana's rune page is really more or less a preference based page, and hence I will show you my favorite choices, and then proceed to provide alternative choices.

Mark Choices


  • Greater Seal of Armor

    - This is the ONLY option for Diana jungle. She ABSOLUTELY needs this armor, she starts off with very minimal armor at level 1 (20 to be exact,) which makes her extremely squishy. There can be no substitution here.


  • Greater Glyph of Scaling Magic Resist

    - For Diana these runes provide additional defensive capability both in the mid and late game, and provide her with some of the tankyness she needs when jumping into the middle of an enemy team.

  • Greater Glyph of Ability Power

    - These glyphs provide additional early game damage, and are an extremely viable choice if you intend to include more MR in your item build.


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Skill Sequence

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

Skill Sequence

  • Pale Cascade - This is the reason you can jungle. Without this ability, Diana would have been a god awful jungler. The shield it provides has an excellent AP ratio (.4 for the shield, and .2 for the damage.) However, the fact that we can get the shield TWICE is an astounding thing to have; hence we take 2 points in this early but max it second.

  • Crescent Strike - This ability is your bread and butter damage. The crescent shaped skill shot, although awkward at time, will more than likely get the job done. Combined with your ultimate Lunar Rush you do tons of burst very quickly, while leaving your ult off cd for additional damage if need be. Get this ability at level 2 and max it first.

  • Moonfall - The only reason you can gank is this ability. Like Orianna's ultimate this ability works like a Dyson Vacuum, and sucks everyone into you within a certain radius, and then slows them down. This in combination with other hard cc can easily secure a kill. Grab a point a level 4 but max it last

  • Lunar Rush - Your ultimate ability what else is there to say, the dash it provides gives great damage and mobility, while at the same time having one of the shortest ultimate cd in the game, (aside from Jayce but he doesn't count.) Max this ability whenever possible.

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Summoner Spells

Summoner Spells, When and Why.

The Best of The Best

  • - If you are jungling you MUST take this spell. There is NO alternative. If you don't take this, you WILL lose buffs, you WILL lose dragons, and you MOST DEFINITELY lose Baron Nashor , in other words, TAKE THE SPELL.

  • - Of course I should bring up the infamous Flash. This summoner spell currently dominates the Meta, and hence you will most likely take this spell because of its versatility, allowing you to both engage and escape with a single spell.

  • - This is my personal favorite, it is great for Diana's early ganks, because it allows her to close in Very rapidly and get on top of enemies despite ward presence. It also allows her to use Moonfall without having her ultimate (ie. a level 4 gank.) In addition it provides an escape if need be.

The Meh Tier

  • - This spell is just okay. The main problem is that it has the same range as Moonfall, but taking this means you sacrifice Flash or Ghost, therefore you have NO escape-ability. Hence this spell leaves you in an all in situation, and is not preferred.

  • - Again this is an all in spell, don't take it unless you REALLY want it.

  • - This is much more viable if you intend to lane otherwise I wouldn't recommend it.

  • - A possibly viable spell, especially if they have a Warwick or Malzahar on their team, otherwise don't bother.

The What were you Thinking Tier

  • - I know you are a mana hungry monster but cope.

  • - *Facepalm*

  • - *FACEPALM*

  • - *Double Facepalm*

  • - *My face is pretty Red at this point*

  • - *I Don't have a face. Way to go*

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Items: Explanations And Alternatives

The Core:

Mercury's Treads

I prefer these boots over alternatives for two primary reasons:
  • They provide a small amount of magic resistance which will help you survive burst from early game based casters. (ie. LeBlanc.)
  • Secondly they provide Tenacity this stat is amazing because it decreases the duration of CC. This is HUGE since there are only a couple other items that provide this stat, ( and quite frankly the other options are bloody terrible.)

Nashor's Tooth

Oh how I LOVE this item, it's just sooo good on Diana and here's why:
  • It provides MP5 which is huge on a mana hungry monster like Diana, therefore getting this item helps you stay on the map without having to recall for longer amounts of time.
  • Secondly it provides Ability Power which on an ap jungle is absolutely essential.
  • It also provides a nice Attack Speed boost, which greatly helps to increase the damage output from your passive Moonsilver Blade.
  • Finally this item provides Cool-Down Reduction which is crucial on Diana because of her relatively long cool-downs.

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Log / Change Notes

  • August 11 - Added Most of the initial explanations.
  • August 18 - Added Masteries and Skill Sequence
  • August 25 - Added the first 2 Core Items

What's Coming Next? (In Order)
  • More Items Explanation / Alternatives
  • In Depth Jungling Route
  • Ganking and How to
  • Ability Combos
  • TBD