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Infact, a lot of things has changed with Diana because of the rework, most notable ones are the fact that her W and her R switched places so her gapcloser is now her E and her AoE damaging ability is now her R instead, but good luck with the guide!
If you look under the THREATS TO DIANA WITH THIS BUILD section, you can see that I have explained the Situational Items and Skill Sequence in chapters "Build" and "Skill Sequence", respecitvely.
I chose those runes because I think they suit the whole idea of HP Mage Diana.
Quints of AP give her more damage, same as Seals of AP.
Glyphs of Magic Penetration - from my experience, people very often build AP resist, even if Diana is the only mage in team. Those glyphs are to help you "get through" their defence.
Marks of Mana support her sustain. Obviously, they give you more mana, which enables you to stay longer at lane.
Seals and Glyphs of CDR - Diana has long cooldowns and in this build you don't focus much on buying CDR items, so these runes are a little replacement for those items.
This is just a suggestion, you can choose to listen to it or ignore it buttttt: If you take magic pen glyphs, how about taking Greater Mark of Magic Penetration because reds give you .87MP per rune versus the glyphs only give you only .63?? Plus, blues give more CDR, and if you want mana- the reds actually give you the least mana. I would think seals/glyphs of mana would be better??
It's just a suggestion but let me know what you think!! I'm also trying to figure Diana out so all this helps me haha
-Luxeøn
Thanks for notice, I definitely won't ignore it and I'm gonna change the "Runes" section.
If you have any other questions or anything, feel free to message me or anything. I know when I made my Lux guide, it was difficult coming up with everything to not just fit my play style, but a general Lux play style as well.
Good luck with everything <3
-Luxeøn