Diana Build Guide by Oh Great One
Not Updated For Current Season
Mid Lane APC: Carrying Your Te
Not Updated For Current Season
Hey, there i'm Oh Great One! This is my first build on MobaFire. I am a Silver 1 currently, and hoping to reach platnum or diamond this season. I am going to do that with this build, as this build was made by me. No other Diana can compete due to the high sustain and high burst damage. With this build, you can kill both carries in the back line, and still get out alive, or let your team finish them off while you are focused.
With this build my stats include:
Ability Power: 750+
Magic Resistance: 100+
Take a look and be amazed! Make sure to UPVOTE! THANKS!
Pros / Cons
+ Carry Role is Heavy.
+ High Burst Damage Output.
+ Tanky and High Sustain.
+ No Mana Problems w/ This Build.
+ No Counters.
- Extremely Late Game Champion 30+ Mins.
- Everything Relies On Her Q.
I chose to take 21-9-0 as a standard for most Ability Power Carries.
Taking 1 Point in : Scales with passive.
Taking 4 Points in : General Cool Down Reduction.
Taking 3 Points in : Scales with Ability Power/Level Runes.
Taking 1 Point in : More Ability Power
Taking 3 Points in : This will increase damage significantly to the squishy carriers and heavy tanks.
Taking 3 Points in : Percentage Increase of Ability Power for more Burst.
Taking 1 Point in : Diana will be focused, so if you kill on of the opposing carries, this health and mana that is restored could determine whether you live or not.
Taking 1 Point in : Scales with passive a lot.
Taking 3 Points in : Magic Penetration always helps burst.
Taking 1 Point in : More Damage!
Taking 2 Points in : Helps with taking damage from ranged APC's while farming.
Taking 2 Points in : Reduces Magic Damage You Take. Very useful against harass.
Taking 1 Point in : Helps with taking damage from ranged APC's while farming.
Taking 3 Points in : More health for more sustain.
Taking 1 Point in : Further increases health for more surviveability.
I decided to use these runes because it is vital to carrying every single game you play. Believe me when I say every game. Sure it will take awhile to get, however it will become apparent in your match history.
I wouldn't suggest any variants to the rune structure because all of these runes are vital to carrying, and that's what you want to do. Scaling health makes you last longer in lane and in teamfights, while all of the scaling ability power gives Diana the power needed for an easy pentakill.
Finish your Rod of Ages because this item will allow Diana to dive turrets to secure kills. This item really scales to late game for Diana and makes her health/mana skyrocket. Also, because of Rod of Ages, Diana can stay in lane longer, harass the opposing champion more, and not have to rely on blue buff.
Getting a mid-game Abyssal Scepter will finish off your lane and deal excessive damage to squishy targets. Though, this is the start of team fights, and Abyssal Scepter will make the enemy team more vulnerable to Ability Power damage on your team like Sona, Zyra, Vladimir, Kennen, or Akali.
This is where Diana excels in all aspects of the game. Having a Rod of Ages, Abyssal Scepter, Rabadon's Deathcap, Zhonya's Hourglass, and Sorcerer's Shoes will make teamfights easy to win. However, this is the part where your situational item becomes extremely effective. A Void Staff will allow more damage to penetrate the enemy's magic resistance. A Rylai's Crystal Scepter wont allow anyone to escape, especially if Lunar Rush is continuing to be reset. If one of the enemy's carries is difficult to kill and you need that last ditch effort, grab a Deathfire Grasp, this will increase Diana's burst significantly higher. On the other hand, a Guardian Angel will allow you to do some cleanup if your whole team dies and the enemy team is low.
Farming with Diana is easier than other melee ability power carries because of Moonsilver Blade, Crescent Strike, and Pale Cascade. Every 3rd melee hit, Diana's passive is activated and does AoE damage in a crescent which farms minions quicker. Add Pale Cascade and one Crescent Strike and the wave is darn near clear.
Farming is extremely important in this build, especially before level 6. The goal is to get to level 6 faster than your enemy and level overall quicker than your opponent. The reason for this is because the runes this build runs, scales Ability Power as Diana levels up. So, the higher level she is, the more damage!
Don't roam Pre-6.
Teamfights are going to be where Diana owns the game. Diana can initiate the teamfight and use her Zhonya's Hourglass after she secures the kill on the opposing ADC or APC. However, she can help peel for the allied ADC while the tanks rush the opposing carries. Once Diana lands a Crescent Strike, she has 3 seconds to activate Lunar Rush and get the reset. After Diana uses Lunar Rush immediately activate Pale Cascade followed by Moonfall. With this chain, this will open up a solid Cataclysm or Stranglethorns. You can use Lunar Rush right away to finish someone off, or wait for another Q,R chain.
See unique skills for the R,Q method.
Diana can use her ultimate Lunar Rush before Crescent Strike and still receive a refresh. Smart-casting must be enabled and set for your QWER. To do this trick, Lunar Rush must be casted at almost max range, and Crescent Strike must be casted as Diana is traveling to the target via Lunar Rush. You must flick your mouse as you Q ( Crescent Strike) towards the target. It is difficult to master, but really takes the enemy by surprise and gives them no time to react.
Please up-vote my guide if it helped you out! I bet you it will. Diana is a very overpowered, underplayed champion and she will carry you to great heights if you follow my guide.
If you would like to watch me play Diana I normally use her when I Rank soloQ or DuoQ, check out my stream!