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Diana Build Guide by Scilla15

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 Scilla15

Embrace the Heresy!

Scilla15 Last updated on August 9, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

So this is my first guide here on Mobafire so I hope you guys enjoy.


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Diana

Diana is a great champion that can quickly get into fights and ensure a kill with good chasing abilities.


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Items

I like to start of with boots and three health potions because it gives you extra speed and some sustain in lane. Hextech Revolver is a good item to have because it gives you that spell vamp and some extra AP. Sorcerer's Shoes is a good item for any AP oriented champion. Rabadon's Deathcap is a must for Diana because of that humongous ability power boost it gives. Rylai's Crystal Sceptar is a good item to have on Diana because it gives you more health and extra AP with a chance to slow when using your abilities. Lich Bane gives you AP and also a passive that makes your basic attack do a lot of damage. Malady is a good item to get because it gives you AP, Attack Speed, and it lowers the enemies magic resist. Finally I get Hextech Gunblade because it is just a good all around item that has a very good active.


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Runes

For marks, I prefer magic penetration because it helps for some extra damage on all your skills. Having armor seals give you more tankiness and more sustain in lane. Since all of your skills, including your passive and shield scale with AP, so having AP glyphs is a good choice in my opinion.


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Skill Sequence

I like to start with one point in crescent strike because it's a good harassing skill. I max out crescent strike because its mana cost always stays at 55 and it does a lot of damage when it reaches level five. I take a point in pale cascade at level two because it gives you more sustain and max it second since the amount of shield it gives you is amazing, but you don't really need the shield until later in the game when laning. I get Moonfall at level three but I don't max it till eighteen, because it's just a skill that helps secure a kill and it doesn't do any damage. And like any other character, take your ultimate, Lunar Rush at level six, eleven, and sixteen.


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Summoner Spells

I like getting Flash and Ignite because Flash lets you get out of a tough situation and Ignite for getting that extra damage. Alternate skills that you can use are: Ghost, Exhaust, and Heal.