Diana Build Guide by CHZ. Spellzy
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Not Updated For Current Season
Solo Mid (Damage)
Against AP Heavy Team
Against AD Heavy Team
Not Updated For Current Season
Hi, I'm CHZ. Spellzy and I welcome you to my Diana guide. This is my first guide here on MOBAFIRE so if i make any mistakes with BBCoding, please PM me so i could make a change.
NOTE:THIS GUIDE IS EXTREMELY INCOMPLETE.
III Summoner Spell
Flash is a must have Summoner Spell for re-positing yourself, and it allows you to be aggressive in lane as you would be able to escape if ganked.
Barrier is one of the best Summoner Spell in the game. I take Barrier as Diana is a champion that needs to get in the face of your enemy to kill them and this often puts you in a dangerous situation. Having a 455 shield will negate part of their burst on you. Diana already have insane burst which can often instant kill enemy carries with >>>. So, if you already got the damage why not get some survivability?
Ignite is great for securing kills and reducing healing effects. Take Ignite if you are going to want early dominance in lane. Sometimes with Ignite, you may not need to Flash after your enemy to pick up a kill. This could lead to having Flash to escape a gank. Ignite = More damage.
Offensive Mastery TreeSorcery ➡ 4% Cooldown reduction to help spam your skills more often.
Blast ➡ 18 AP at Level 18, that about 10 more damage on each damaging spell cast.
Havoc ➡ 2% might not look like much but it definitely increases your damage output.
Arcane Knowledge ➡ 8% Magic Penetration, was nerfed but still a must have for AP Carries.
Mental Force ➡ 6 Ability Power, that's not bad!
Spellsword ➡ Since Diana uses auto attack to proc Moonsilver Blade, dealing 5% Ability Power damage on each auto attack is very strong on Diana.
Archmage ➡ This 5% increased Ability Power stacks with Rabadon's Deathcap giving 30% increased Ability Power.
Executioner ➡ This is very useful when cleaning up your enemies after a teamfight.
Defensive Mastery TreeSummoner's Resolve ➡ Gives 20 extra shield on Barrier. If taking Ignite, remove a point in Havoc and invest it into Summoner's Wrath . Drop your last point into Runic Affinity .
Utility Mastery TreeSummoner's Insight ➡ 15 seconds reduced cooldown on Flash. This will save you countless ties.
Wanderer ➡ This helps yu get back to lane faster and roam more efficiently.
inproved recall ➡ 1 second can mean getting back to the fountain or getting shut down.
[[mastermind] ➡ Further decreases the cooldown of your Summoner's Spells.
Runic Affinity 20% incresed blue buff duration means that you can spam more. Grab this if you took Flash and Ignite.
Greater Quintessence of Ability Power
Greater Mark of Magic Penetration
Greater Seal of Scaling Health
Greater Glyph of Scaling Ability Power
Greater Mark of Magic Penetration Shredding enemy magic resist = increasing your damage output.
Greater Seal of Scaling Health The health may not look like a lot, but every bit counts.
Greater Glyph of Scaling Ability Power Increases damage late game. Doesn't effect early game much.
Diana has 20% increased Attack Speed. Every third strike cleaves nearby enemies for 20 / 25 / 30 / 40 / 50 / 65 / 80 / 95 / 110 / 125 / 140 / 155 / 175 / 195 / 215 / 240 / 265 / 290 (+60% of ability power) additional magic damage.
With 676 Ability Power at max build with the Pure Damage build, every third auto attack deals 695 extra damage! The attack speed bonus also allows you to farm easily in lane and proc Moonsilver Blade more frequently. Moonsilver Blade also scales with you as you level up. It is effective at every stage of the game unlike passives like Twisted Fate's Loaded Dice wihich falls off at late game. It is super easy to land as it's not a skillshot but sort of an empowered auto-attack. No wonder this is one of the most powerful passives ever!
Diana swings her blade to unleash a bolt of lunar energy, afflicting enemies with Moonlight for 3 seconds and dealing 70 / 110 / 150 / 190 / 230 (+70% of ability power) magic damage in an arc before exploding.
Cooldown: 10/9/8/7/6 Seconds
Cost: 55 Mana
This is Diana's most important skill in her kit. It always curves towards her right. Remember always to land Crescent Strike before using Lunar Rush as missing Crescent Strike will greatly reduce your damage output and that will most likely cripple your ability to instantly assassinate your enemy carries.
Diana creates three orbiting spheres that last up to 4 seconds and detonate on contact with enemies, dealing 20 / 34 / 48 / 62 / 76 (+0.2 per ability power) magic damage in an area per orb. She also gains a temporary shield that absorbs 55 / 80 / 105 / 130 / 155 (+0.4 per ability power) damage. This shield is refreshed if her third sphere detonates.
AoE radius of sphere damage: 200
Cooldown: 10 Seconds
Pale Cascade is what makes Diana such an effective assassin. Allows Diana to burst down enemies while surviving their burst. Pale Cascade + Barrier + Seraph's Embrace = Godly shield.
Diana draws in all nearby enemies and slows them by 35 / 40 / 45 / 50 / 55 % for 2 seconds.
Cost: 70 Mana
Moonfall have a very strong slow that helps you get Moonsilver Blade procs off the enemy. Moonfall works well with all of Diana's abilities.
Diana becomes the living embodiment of the vengeful moon, teleporting to an enemy and 100 / 160 / 220 (+0.6 per ability power) dealing magic damage.
Lunar Rush has no cooldown when used to teleport to an enemy afflicted with Moonlight.
Lunar Rush such an amazing gap closer. Remember to always use Lunar Rush after Crescent Strike hits your assassination target. This will allow instant refresh on the cooldown on Lunar Rush and getting the cooldown refresh means that your damage output is greatly increased.