Diana Build Guide by Sikening
Not Updated For Current Season
Smiting the Sun In the Name of
Not Updated For Current Season
This build was made primarily for Laning, but can be slightly modified for Jungling. The notes on each section explain how to do this.
Hello, and welcome to Sikening's Diana build, Smiting the Sun in the Name of the Moon. This is my first build, so if anyone has any comments or criticisms, please feel free to share. I've used this build before and it tends to work fairly well against almost any champion, which is why I've decided to try and share it with other summoners. Anyway, read on and hopefully this can help shed some moonlight on how to play with Diana; whether you're laning in any of the three lanes, or jungling.
The rune set up I picked is pretty basic. You have scaling AP Glyphs, Flat AP Quints, Flat Armor Seals, and Magic Penetration Marks. You can substitute any of these for other runes that you feel fit your play style more (such as switching the glyphs for Flat AP Glyphs, for more damage early game but less late game, or the seals for Magic Resistance). Attack Speed Quints will also work with Diana, if you don't mind sacrificing that little bit of extra AP. Magic Penetration Marks are essential to any non-support AP champ, and if you don't use them, you are a fool. At least, that's how I see it.
The masteries above are for a laning (or jungling), aggressive player (when I jungle, I prefer more points in defense). The pages above are set up so you get a little bit of everything; Summoner spell enhancements, cooldowns, extra AP, magic penetration, attack speed, bonus damage, resistance, hp, etc. It's the basic setup I use for any melee AP champs I have (Which, admittedly, isn't that many). You can sacrifice the attack speed for bonus damage if you like, but I wouldn't. Attack speed is very useful on Diana, especially with spellsword active.
As I said in the item notes; "The order isn't really important; if you can afford a Needlessly Large Rod right away, then go with it. Attack speed should be about third priority on your list, after establishing some spell vamp and AP. Sheen can be purchased earlier if you're particularly fond of using the Crescent Strike/Lunar Rush combo to gank champs early game. Eventually, you will want to upgrade to Lich Bane, but you can prioritize Hourglass or Crystal Scepter first, if you're dying or finding it hard to chase. However, this item setup offers no magic defense, leaving you open to other AP champs. You can choose to swap Crystal Scepter for Abyssal Scepter. This will get you some resistance, and a little extra damage thanks to its aura."
That's basically it for items. if you don't want the Nashor's Tooth because you don't care about attack speed, get both crystal scepter and Abyssal Scepter.
As I said in the abilities notes; "You want to prioritize Pale Cascade. The damage doesn't scale as well as Crescent Strike, but Pale Cascade does offer a shield effect. Whether you Jungle, Mid, Top or Bot, while dashing in with Lunar Rush, popping this ability can ultimately save your life. But in order for it to be potent, you need the ranks. After maxing this, you want to go with Crescent Strike, because, well, damage. Moonfall is your dump skill, but you want a level in it before you get Lunar Rush, otherwise your ability to kill isn't as potent as it could be."
I've also been successful maxing Crescent Strike first, but my preference is Pale Cascade. the best way to use your skills, however, is: Crescent strike > Lunar Rush > Pale Cascade. when they start to run, use Moonfall, and, if it's cooled down, another Crescent Strike followed by Lunar Rush. If you're able to finish off an enemy, but they're running and Crescent Strike hasn't cooled down yet, don't be afraid to use Lunar Rush without marking them first. The cooldown is about 35 seconds, and as long as you're only fighting 1-2 champs (preferrably with others), you can take down at least one and escape with minor wounds. When tower diving, you may want to use Lunar Rush on a minion to escape the tower's shots sooner.
For spells, I much prefer Ghost and Ignite (smite and ignite for jungling). Ghost is one of those abilities that is overlooked for flash. Ghost makes it so you can chase, run from, or even just get to the fight sooner. It is very useful for getting the kill on fast champs, like Teemo. Flash works as well, if you prefer it. I don't. As for ignite; it's basically a staple in the game. Extra damage and extra AP/AD? Who can complain.
Pros / Cons
Finally, the pros and cons.
usually focused in teamfights