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Diana Build Guide by TheRealDeadFaith

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League of Legends Build Guide Author TheRealDeadFaith

Jungle Diana PreS6

TheRealDeadFaith Last updated on December 2, 2015
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Ability Sequence

2
3
Ability Key Q
1
4
Ability Key W
5
Ability Key E
6
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

Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 0

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
5/
Intelligence
 
 
 
 

Cunning: 18

5/
Recovery
 
 
Unyielding
 
 
 
 
 
1/
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
5/
Veteran's Scars
 
 
 
 
 
Insight
1/
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 12


Guide Top

Introduction

Hello bros,

I am DeadFaith, a new player to the League and I've come to share a Diana build I've been using as a jungler recently.
Ever since i saw Diana in action in a Sp4zie video, I wanted to try her. The very next week she was in the free champ rotation and i got the chance to try her. I instantly fell in love with her ability kit and her awesome playstyle. The very next week she was on sale for 50% off, so i grabbed her and her Lunar Goddess Skin.
Anyway, over the course of many games and 70 000 mastery points I tried many different build paths and little tweaks and finally found the one that most fits me and my playstyle.
So lets get into the breakdown.


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Runes

Since Im notthe person to spend a lot of money on games, I only have 2 rune pages. The one i use for Diana jungle is:
9x Flat AP Marks
9x Flat Armor Seals
9x Scaling Magic Resist Glyphs
3x Flat AP Quints

Since I cant afford to make a special rune page for her I use this one that i use for all my AP champs. A good alternative is to just replace the 9x Flat AP Marks to 9x Flat Magic Penetration marks.
The rest is pretty self-explanatory.


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Items

In my expirience, the best way to start is with Hunters Machette and 3 pots. I've tried the alternative with Hunters Talisman, but I felt it was lacking in damage for quick camp clearing early, with 3 pots to sustain your health through your first jungle clear.
If you have sufficient health and mana you can gank one lane, after that go back. On your first back, buy a naked Stalkers Blade, Boots and 1-2 pots. Then go clear jungle until you are level 6 and hit your power spike. If you have sufficient healt and mana, gank one lane and go back. If you can afford it, buy Sheen, if you cant, buy Aether Wisp and one pot.

Your first item should be Lich's Bane. I feel its much stronger then a completed jungler item, it has a stronger passive and gives more damage overall.

After that, you have a choice:
If your team is behind, build either Abyssal Scepter or Zhonyas Hourglass, depending on the opposing team main damage source.
If your team is ahead, you can complete your Sorcerers Boots and start making Luden's Echo. Its a really nice damage item and gives more movement speed which i love on Diana.

Going forward you go for Zhonya's Hourglass unless your team is pushing for the win, then you can consider between Nashor's Tooth and Abyssal Scepter. Both are really nice damage items and make wave clearing much easier.

After that you can sell your uncompleted jungler item and go towards Rabadon's Deathcap and Zhonya's Hourglass if you havent completed it by now.

Situationally, you can build Void Staff over Nashor's Tooth and Rylai's Scepter over Rabadon's Deathcap.


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Skill Sequence

First ability point goes towards your W. It gives a decent ammount of damage against jungle camps and some sustain through the shield. After that 2 points in your Q as your main damage dealer vs camps. Level 4 again one point in W, followed by one point in your E and finally in your R. After that max out your Q first, followed by W. Lever your R on lvls 6, 11 and 16. Level your E last as the only thing it provides is a small additional ammount of slow.

Engage in a fight with your Q, and try your best to land it as its decent damage and more importantly resets the cooldown of your R. After your target is marked with Moonlight, hit it ith your R, followed by your W and E to put out some more damage, slow the target and ensure it will at least burn a flash.

One great usage of your Q is to check the bushes, as enemies hit by your Q are instantly revealed for a few seconds.
Try to use your R on a target if you think your Q will hit it. Even if your Q hits the champ after your R, it will still reset your R cooldown, and will definitely suprise your opponent.


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Creeping / Jungling

Youll start your route with Krugs. Smite to kill it, and it will grant you a nice passsive which stuns the jungle monsters you directly auto-attack every 6 hits which provides some sustain. After that, proceed to kill off the Raptors. With the new changes to jungle items, your sustain is lower, so you can no longer sustain your health as well as you used to. Therefore, you'll proceed to kill the Scuttler, as it will restore some of your health and give a decent chunk of gold. By that time your smite will be back up, and you can go and take your Red.
With the red buff in your posession, go and kill the Wolves, followed by the Gromp. Your smite will be up yet again and you can use it to kill the Blue.
After that, if you have enough hp, gank and go back.
After that, use smite on the Wolf camp for the little spirit ward thingy and Raptors for Ward detection.


Guide Top

Summary

Diana is a great champion if youre looking somebody to suprise butt*** your squishy opponents with a great gap-closer, she's definitely the champ youre looking for.
Hope you enjoy her as much as I do, and have fun! ^^
Cheers.