Diana Build Guide by Toastawaffle
Build 1 (Cheat Sheet)
Champion Build: Diana
| Health | 2558 |
| Health Regen | 21.4 |
| Mana | 1600 |
| Mana Regen | 17.8 |
| Armor | 188.49 |
| Magic Resist | 101.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 147 |
| Attack Speed | 50.864 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 364.85 |
| Life Steal | 10% |
| Spell Vamp | 32 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 40% |
Recommended Runes
Ability Sequence

2
5
7
8
10

1
3
9
12
14

4
13
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Mastery Tree Is Outdated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
Guide Table of Contents
Introduction
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.
Pros / Cons
Pros:
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SPACE |
Cons:
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Masteries
A Quick Masteries Run-Down
- I pick up this mastery for early ability power and should be rather self explanatory.
Mental Force
- This mastery synergizes with
Alacrity
Diana's passive, and hence I pick up the additional attack speed to increase the number of procs we get from her passive.
- I put 4 into this mastery for the CDR that
Sorcery
Diana DESPERATELY needs. Especially looking towards her E
Moonfall.
- This is a standard AP Champion Mastery, and is even more necessary if you end up running a defensive boot:
Arcane Knowledge
Mercury's Treads or,
Ninja Tabi.
- Another self explanatory mastery for AP champions.
Blast
- Who doesn't want 5% more ability power?
Archmage
- You do want them to die, right? Hence we get this mastery to burst them down when they are low.
Executioner
- Since we are going to use
Summoner's Resolve
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.
- Again looking at her weaknesses
Durability
Diana has a very low health pool, and hence this mastery helps that pool to grow for the mid/late game.
- The same reasoning for my previous choice, but this helps early game with an immediate 30 health.
Veteran's Scars
Other Viable Choices
- If you end up running
Summoner's Wrath
Ghost or
Exhaust on
Diana this is a completely viable choice. (Summoner spells will be looked at in depth later.) I suggest sacrificing a point in
Mental Force
if you wish to use this mastery.
(
- These two masteries are completely viable choices for jungling; I just don't have enough experience with them on
Tough Skin
and,
Bladed Armor
)
Diana to praise them. Sacrifice points in
Veteran's Scars
and
Durability
if you choose this path.
- If you choose the masteries listed above take the remaining 2 points and throw them into
Resistance
Resistance
it will help you a lot if the enemy team has a
LeBlanc or something of that nature.
Runes
| Runes | |||||||||||||||
Greater Glyph of Scaling Magic Resist 9 |
Greater Mark of Magic Penetration 9 |
Greater Quintessence of Ability Power 3 |
Greater Seal of Armor 9 |
||||||||||||
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
- These are my personal favorites, they help
Greater Mark of Magic Penetration
Diana deal her damage despite defenses an enemy might have, and are essential when I decide to run
Mercury's Treads.
- These runes are another viable choice as the extra attack speed will allow you to gain more procs off of your passive
Greater Mark of Attack Speed
Moonsilver Blade.
Seals
- This is the ONLY option for
Greater Seal of Armor
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.
Glyphs
- For
Greater Glyph of Scaling Magic Resist
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.
- These glyphs provide additional early game damage, and are an extremely viable choice if you intend to include more MR in your item build.
Greater Glyph of Ability Power
Quintessences
- These quintessences are by far the most viable on
Greater Quintessence of Ability Power
Diana. They provide her with 15 ability power at level one. which is Crucial to her early game clear speed.
- A possibility exists in using these while starting with an
Greater Quintessence of Health
Amplifying Tome; however, I'm still testing this, if other people receive good results with these I'll be more than happy to fully endorse them.
Skill Sequence
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.
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.
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.
-
The What were you Thinking Tier
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.
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
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