Diana Build Guide by Lettermage
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Not Updated For Current Season
Not Updated For Current Season
Welcome to my first guide! I'm Lettermage, and I'll be covering Diana, Scorn of the Moon, the newest champion released on League of Legends. Diana is a classic, AP-type assassin with short CDs and exceptional mobility. I'll be covering my jungling strategy for her.
This guide is a work-in-progress, due to the freshness of the champion, and will evolve with her playstyle becoming more standardized or with patch changes.
Any suggestions/critiques or discussions are more than welcome, and if this guide helps you out, please send me some vote love!
Pros / Cons
The masteries are a basic jungle setup of 21/1/8. One point in Smite to help with gold dependency issues, and 8 in utility to boost her early game speed and make her more viable quickly.
Greater Mark of Desolation
Smite is the go-to spell for junglers. It speeds creep kills (Blue/Red creeps), and makes buff steals feasible.
Flash is the closest competitor to my starting two in terms of spells. The ability to jump tree lines, instantly close or leap minion waves is a valuable asset for both offense and defense. The decision between Ghost and Flash is completely personal.
Ignite is a tricky prospect for a jungling Diana. It is also a prime example of risk/reward. With Ignite, Diana can most assuredly secure kills and take the overwhelming effects of some healing spells, like Mundo's Sadism. However, devoting a second spell to damage effects severely limits Diana's defensive mobility and makes her susceptible to ganks or cc if she is over-extended. Also, it is likely that one of your solo lane champions will have this spell, and multiple casts do not drop the healing reduction lower than 50%, wasting the valuable late game asset.
Exhaust is a two-trick pony for Diana. First, it can help alleviate some of the stress of not committing to a tank-style Diana, and can drastically reduce the damage output of high-value enemy champions. Second, it gives your allies that do not have the ability to close the chance to assist on targets. However, it suffers from the same issue as Ignite, in that the loss of mobility is barrier to overcome.
Nothing against the line of spells directly below here, just not recommended or viable in my opinion:
I've only ever found this useful for supports who would like a little extra gold in their pockets, or for attempting to have minions backdoor a tower.
See previous spell.
Q: A skill shot that curves slightly, creating a moon-shaped path. All targets hit will glow with a pale gold beam above their heads for the duration.
W: Diana's shield ability, producing a damage shield and 3 pale yellow orbs. The orbs explode on making contact with an opponent. If all of them detonate, the shield reactivates automatically, minus the orbs.
E: A spell that pulls all targets in the radius to Diana's and applies a short slow on them.
R: Diana's ultimate ability, usable only on enemies. If the target is afflicted with Moonlight, the ability refreshes immediately. Teleports Diana to her target and deals magic damage.
Generally, the first point should go to Pale Cascade, giving Diana an AoE damage ability and extra effective health. I usually do not take E until after 6, because her early game ganks are weak enough that i'd rather have my other abilities stronger to compensate and protect against counters. I maximize Q first, then W, then E, while prioritizing my ultimate as it comes up.
Crescent Strike, then Lunar Rush, then Pale Cascade, then either Moonfall or Q again depending on the enemy champion's position.
The best jungling route is:
Gank Mid(if able)
Gank Top(if able)
and so on...
NOTE: ITEMS ARE A WORK IN PROGRESS.
This section is still under construction, sorry for the cut off here!
That is how i'm playing Diana currently, and I will be updating this guide regularly to keep up with trends and itemization changes.
Thanks to jhoijhoi for her guide introductory, where I started when designing this guide!