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Runes
Marks
To further utilize Diana's passive in the jungler as an effective source of AoE for early clearing I take Greater Mark of Attack Speed. This also provides some filler damage as before level 6 only two of your abilities deal damage and the cooldown isn't too spammable. This also synergizes well with the Sheen >> Lich Bane you will be building later on.
Seals
Obviously as a squishy AP jungler you need Greater Seal of Armor not only for jungle clearing but also some durability against AD champs.
Glyphs
The reason I take 3 Greater Glyph of Ability Power and 6 Greater Glyph of Scaling Ability Power rather than just 9 Greater Glyph of Scaling Ability Power is simply for the extra boost in early game AP. You can choose to go with the traditional 9 Greater Glyph of Scaling Ability Power, its all preference.
Quints
As an AP damage dealer these are the best pick, increases the damage of all of your abilities, and the effectiveness of your shield.
I have yet to experiment with using Greater Quintessence of Movement Speed, but I will try that out in the near future.
The masteries are fairly straightforward:
Offense
Mental Force 4 points as Diana is a primarily AP champ (at least this is an AP build for her. Improves the damage of all your abilities and the effectiveness of your shield.
Sorcery mostly for the Arcane Knowledge that comes after it, but CDR never hurts.
Arcane Knowledge is pretty necessary since we are using AS runes instead of MPen.
Havoc scales well into late game, giving you a small damage boost that might not seem like alot, but could be the difference between enemy(s) escaping with 30hp or a kill.
Blast a mastery version of Greater Glyph of Scaling Ability Power
Archmage also scales well into late game, the more ability power you build, the more you get out of it
Executioner to help you finish off enemies and/or get that last killing blow
Defense
Resistance I put 3 points in this one and only 1 in Hardiness because my runes account for armor already but not MR at all, and because of the fact that we build Sorcerer's Shoes instead of Mercury's Treads. This helps you out until you get your Lich Bane.
Hardiness , see above.
Durability as Diana your job is to be in the middle of the fray, which means getting up in the face of the melee champs. For this, you will need health.
Veteran's Scars same as above
21/9/0
Offense
Mental Force 4 points as Diana is a primarily AP champ (at least this is an AP build for her. Improves the damage of all your abilities and the effectiveness of your shield.
Sorcery mostly for the Arcane Knowledge that comes after it, but CDR never hurts.
Arcane Knowledge is pretty necessary since we are using AS runes instead of MPen.
Havoc scales well into late game, giving you a small damage boost that might not seem like alot, but could be the difference between enemy(s) escaping with 30hp or a kill.
Blast a mastery version of Greater Glyph of Scaling Ability Power
Archmage also scales well into late game, the more ability power you build, the more you get out of it
Executioner to help you finish off enemies and/or get that last killing blow
Defense
Resistance I put 3 points in this one and only 1 in Hardiness because my runes account for armor already but not MR at all, and because of the fact that we build Sorcerer's Shoes instead of Mercury's Treads. This helps you out until you get your Lich Bane.
Hardiness , see above.
Durability as Diana your job is to be in the middle of the fray, which means getting up in the face of the melee champs. For this, you will need health.
Veteran's Scars same as above
SPACE | SPACE | SPACE |
Starting Items
I start out with Boots+ Health Potion because 3 potions is enough for early jungle clear (given your teammates leash blue), and also helps immensely if there's an opportunity for an early game gank. Also speeds up clear time by reducing travel between camps. As far as I know, this is the only really viable starting option.
Early Items
Without blue buff Diana has a semi-difficult time sustaining in jungle mana-wise, and with no form of life steal or spell vamp, damage taken from clearing or ganks cannot be recovered other than by recalling. To provide that early sustain as well as a stream of gold to compensate for time spent ganking rather than farming, I build a philosopher's stone which builds into a later Shurelya's Battlesong.
Depending on how tanky or bursty you want to be, you can next either build a Heart of Gold or a kage's lucky pick. This decision should be based off 2 things:
- How squishy you feel with the current setup (how fed/aggressive the other team is, if they are focusing you or not, and likewise how fed you are.)
- If you have sufficient late game tanks.
If your team is ahead, you are confident, and you have enough tanks/tanky champions, go with the kage's lucky pick for more damage.
Mid-Game
Continuing the trend of building AP while maintaining some tankiness and durability, the next item you should build is a Rylai's Crystal Scepter. This not only provides a hefty amount of AP and health, but also gives your Q (and other abilities) a very useful slow, making it easier to catch up to your enemies as well as lock them down for teammates to either catch up or flee.
After building the Rylai's Crystal Scepter, you will have enough survivability for a bit, so I take a more damage-oriented item. I am still testing whether Lich Bane, Wit's End, or Guinsoo's Rageblade works better here. These all can be situational as well. Facing a team with heavy magic damage you should not take as it lacks the magic resistance provided by the other two.
The safest bet is to go with the Lich Bane, as it provides magic resistance and ability power up front, and beefs up your melee damage with a little burst which synergizes well with your passive attack speed.
Late Game
Next I upgrade my philosopher's stone to a Shurelya's Battlesong. Along with the increased health it gives, the active abilities is amazing. Its on a short 1 minute cooldown and will secure you so many kills using it to chase and save many lives using it to escape. Binding this to a key or mouse button is necessary and used right can actually be a game changer.
Now that you have survivability, a chase/escape, and cc, all thats left is to build damage. Building a Rabadon's Deathcap is the best choice and will increase your damage immensely. This is a must for most AP damage dealers.
Now your core build is finished, your last two items are situational. If you are being focused by the enemy team you should pick one of two items.
- Guardian Angel (if the focus on you is debilitating, mostly if the enemy team is ahead)
- Zhonya's Hourglass (if there's a partial focus but you dont get instantly bursted down)
The Guardian Angel route provides pure survivability and defense while the Zhonya's Hourglass provides more defense with armor and a great active, but also more damage through additional AP. Again, at this point you should just gauge how the game is going in order to decide which to pick.
Your build now is sufficient enough for the last pick to be entirely preferential and situational. Again you should use your observations of the current game to decide what to build as your last item, but I would suggest picking from the following:
For some more damage:
- Guinsoo's Rageblade
- Wit's End
- Nashor's Tooth
- Ionic Spark (people hate on this one but its alot of fun if you're already snowballing and winning. Maybe not the optimal choice if you're playing ranked, but not bad for regs.)
- Void Staff
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