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Diana Build Guide by Lettermage

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Not Updated For Current Season

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League of Legends Build Guide Author Lettermage

May Darkness Take Us All (A jungle guide to Diana).

Lettermage Last updated on August 9, 2012
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Ability Sequence

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

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 1

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


Guide Top

Introduction

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!


Guide Top

Pros / Cons


PROS
  • High mobility
  • Excellent clear speed
  • Great scaling with Ability Power
  • Strong versatility (capable of filling many roles in a team)

CONS:
  • Very weak pre-6 gank capability.
  • Gear dependent
  • Can be gold starved if unable to play an aggressive early game.
  • Mobility suffers greatly if ultimate is on cooldown.


Guide Top

Masteries

Masteries
3/5
4/1
4/1
1/1
4/1
4/
1/
1/5
1/5
3/1
4/1

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.


Guide Top

Runes

Greater Mark of Desolation
Greater Mark of Desolation
A solid choice for most junglers, making the jungle even quicker than it currently is for her and allowing for a faster transition to mid-game play. Greater Mark of Magic Penetration is also a viable choice, because it allows better early game burst damage which can compensate for a some of the pre-6 issues Diana encounters.


Greater Seal of Resilience
I use this glyph to offset her armor and give her more survivability in the early game, where jungle creeps can still do enough damage to hinder a champion and early ganks can be jeopardized.



Greater Glyph of Shielding
I usually add this glyph for better late game survivability, when AP scaling is important to a lot of champions and magic damage can quickly kill a champion. The extra magic resist is extremely helpful in offsetting the damage.


Greater Quintessence of Swiftness
There are several quintessences that are viable options, but I personally feel that this glyph is the most prudent. Diana is not the fastest mover in the game, and every little boost to her speed will power the engine of her destruction. Other viable options include Greater Quintessence of Attack Damage for faster jungle clears and more effective early game ganks, Greater Quintessence of Ability Power for better burst damage, and Greater Quintessence of Desolation for even higher Armor Penetration and subsequently faster clears and early game control.


Guide Top

Summoner Spells


Smite:

Smite is the go-to spell for junglers. It speeds creep kills (Blue/Red creeps), and makes buff steals feasible.


Ghost:
A personal favorite of mine, Ghost can be used two-fold; first, it makes for faster clears of the jungle in the early game for the sluggish Diana, and second, it allows for rapid closing into ganks and pairs well with Diana's Pale Cascade, ensuring her shield refreshes and damage continues application.



Other Viable Summoner Spells:



Flash:

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:

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:

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.



Non-viable Summoner Spells:

Nothing against the line of spells directly below here, just not recommended or viable in my opinion:





Please Don't Consider These:

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.

No. Just No.


See previous spell.


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Abilities Explained:

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.



Combat Sequence:

Crescent Strike, then Lunar Rush, then Pale Cascade, then either Moonfall or Q again depending on the enemy champion's position.


Guide Top

Jungling

Jungling Route:



The best jungling route is:


Ancient Golem
Wolf Pack
Wraith Pack


Lizard Elder
Twin Golems
Wraith Pack
Gank Mid(if able)
Wolf Pack
Gank Top(if able)
and so on...


Guide Top

Items

NOTE: ITEMS ARE A WORK IN PROGRESS.

This section is still under construction, sorry for the cut off here!


Guide Top

Conclusion

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!