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Diana Build Guide by Ke1zer

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 Ke1zer

Lady Diana AP Jungle.

Ke1zer Last updated on August 16, 2012
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Ability Sequence

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

Offense: 0

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Hi all, first of all this is the first build I wrote. It is not gonna be a over explained guide. Just a quick look into the way I play Diana as a Jungler .


Guide Top

Runes

I prefer 9x Greater Mark of Desolation. 9x Greater Seal of Armor. 9x Greater Glyph of Scaling Magic Resist. 2x Greater Quintessence of Ability Power and 1x Greater Quintessence of Attack Damage.

Why 9x Greater Mark of Desolation? They're just for that early-game dominance, you can also go for Greater Mark of Strenght, but since I got a Greater Quintessence of Attack Damage. It's not really needed. Because of the Greater Mark of Desolations you can pick up a couple of kills early game. And then build towards you Rabadon's Deathcap.

Why 9x Greater Seal of Armor? Well, I don't think I got to explain this one. They are there for the early game defense. Combined with the 9x Greater Mark of Desolations it's guarenteed you get succes.

Why 9x Greater Glyph of Scaling Magic Resist? I like the magic resistance it gives, because I love to play tanky. If you like you can replace them with some AP Glyph Runes. It is your choice not mine.

Why 2x Greater Quintessence of Ability Power and not 3x? At first the Greater Quintessence of Ability Power are there for me for the AP early game. With it you got more damage/shield early game. Combined with 1 Greater Quintessence of Attack Damage which gives your AD a small boost it's fun to go out and jungle.

All these runes combined give you the opportunity to get some early game dominance.


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Masteries

Why 0-21-9 Masteries ? As I told you, I prefer to play Diana tanky early game, and then get some AP to dominate the game. The Masteries together with the Runes are a great way to prevent yourself from buying some armor early game.


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Skill Sequence

Make sure you level your Pale Cascade as soon as possible. Then your Crescent Strike. And get your Moonfall at level 5, and end it late-game. Of course get your ultimate Lunar Rush at level 6.

When ganking, Jump in with your Crescent Strike, then place your Ulitmate on your target. Pop Pale Cascade. He probably will be running now. Pop your Moonfall. Now do your Ultimate again, and finish him with your Crescent Strike.

Don't forget that when you are being followed you can pop your Crescent Strike at Neutral Monsters and then you can flash to them with your Crescent Strike. It will help you flee from your enemy


Guide Top

Jungle Route

Start with Blue Buff , make sure you are level 2. Then move up to the Wolves. You can gank mid now, but I prefer to slay the Whraits first. After this, if your mid-lane can use a gank, GANK him. Then finish Red Buff and gank bot or get the Golems.


Guide Top

Summary

All together I hope you have fun playing like this. And comment below. I know this is a short guide, but try it before you hate it. See my last scores below

http://imageshack.us/photo/my-images/825/diana1.png
http://imageshack.us/photo/my-images/26/diana2k.png