Diana Build Guide by MrSmoothyD
Not Updated For Current Season
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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.
Hi everybody !
Before starting this guide :
_Please excuse my bad english, I'm french. (It should explain everything)
_I don't claim to have the best way to play Diana, i'm not level 30 yet, so i'm kinda newbie.
_This is my first guide.
_This guide is actually a beta. I'll add more and more details by the time.
_Help me in the comments for anything !
Who is Diana ?
Diana is a Mage/Melee/Assassin/Jungler, she can make the coffee while pushing a lane and ganking.
She has a huge burst in AoE, good controls, good mobility and a shield.
Pros / Cons
+ Burst in AoE
+ Fast jungling
+ Fast jungle from level 3/4.
- Mana Hungry
- No escape
Best summoner spells :
Flash : Diana has no escape, so she will really need it, and it can help for a gank before lvl 6.
Smite : A must have for every jungler.
Other good spell :
Ghost : Can be used instead of Flash, but i really prefer Flash.
I take a classic 21/9/0 masterie for an AP carry.
Mental Force : I take 4 points here, no need of the Summoner's Wrath unless you take ghost.
Sorcery : CD reduction is always nice.
Arcane Knowledge : Forced points here.
Havoc : No need of AD, so I take this, extra damage is nice.
Blast : Moar AP.
Archmage : Moar Moar AP.
Executioner : Really useful for assassins.
Summoner's Resolve : Extra gold with Smite.
Hardiness : Some armor is useful for jungle.
Durability : More HP, nice.
Veteran's Scars : And we grab there 30 more HP.
Skill Sequence / Combos
Moonsilver Blade :
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.
This will give you a lot of burst, to help cleaning the jungle and then destroy the enemy team during the teamfights, even oom.
Crescent Strike :
Diana swings her blade to unleash a bolt of lunar energy, afflicting enemies with Moonlight for 3 seconds and dealing 80 / 125 / 170 / 215 / 260 (+80% of ability power) magic damage in an arc before exploding.
This will basically do a half of your dps. Use it to clean up the jungle, push a lane, poke, check brushes, and use your ult without cooldown.
Take it at lvl 2, 5 and then max it in first.
Pale Cascade :
Diana creates three orbiting spheres that detonate on contact with enemies to deal 20 / 36 / 52 / 68 / 84 (+20% of ability power) magic damage per orb in an area. She also gains a temporary shield that absorbs 55 / 80 / 105 / 130 / 155 (+40% of ability power) damage. This shield is refreshed if all three spheres detonate.
Helps to survive, deals good damage, allows to lose any HP in the jungle from lvl 3.
Take it at lvl 1, 3 and max it in second.
Diana draws in and slows all nearby enemies by 35 / 40 / 45 / 50 / 55 % for 2 seconds.
They will never escape from a gank if you use it correctly, but the cooldown is kinda long.
Take it at lvl 4, and max it in last.
Note : If you can have an easy kill early, take it at lvl 3 and then go gank early.
Lunar Rush :
Diana teleports to an enemy and deals 100 / 160 / 220 (+60% of ability power) magic damage. Lunar Rush has no cooldown when used to teleport to a target afflicted with Moonlight and will consume all active Moonlight debuffs.
Use it to burst, chase enemies, even escape a fight : Dash on minions, or Q -> R in the jungle.
Skill Combos :
Before lvl 6 :
Use your Q to make damages, then hit with auto attacks. If the ennemy begins to flee, use your E, your W, and again your Q. If the teamate you helped for the gank helped you, the enemy should be dead.
If you don't have the advantage, slow him, use your shiel and flee, flash if necessary.
Lvl 6 and after :
Q -> R -> E -> W -> Q -> R -> R
Huge burst and no chance to escape with this combo, if you do it well.
Early Items :
I begin with Boots of Speed and 3 Health Potions. A cloth armor is not needed, with the help of your Shield.
Kage's lucky pick //
I buy after my first recall a Kage's lucky pick. It gives extra gold, you'll need, and a bit of AP.
Then, I take the Hextech Revolver, for more AP and the spell Vamp. Shield + Spell Vamp, and only your mana will make you recall.
Sorcerer's Shoes for extra damage.
You can also take two Doran's Ring after your first back, for the AP and the mana regen. Then, follow the same build.
Core Items :
Rabadon's Deathcap, a must have on every AP carry.
A Lich Bane is really useful to get a huge burst. Skill, auto attack, skill, auto attack ... And you can kill an enemy using a fairly low amount of mana.
Upgrade you Hextech Revolver into a Will of the Ancients. I prefer it to the Hextech Gunblade, you really don't need AD on Diana.
You can also take a Nashor's Tooth instead of the Will of the ancients, if you like to play with your passive. You will then sell the Hextech Revolver to get your end stuff.
End Game Items :
Rylai's Crystal Scepter : Life, AP, and enemies will never ever escape.
Guardian Angel : This stuff is really useful, because you will often be focused in team fights. With this, you can come, burst, die, regen you CD, revive, and finish the enemies, if your team did well the fight.
Jungling route and ganks.
There are 2 routes possible, because sometimes people don't know how to pull the wolves.
First route (If they know how to) :
_Start at the wolves. Hit the first with an auto attack, and immediatly after use Pale Cascade. You must wait monsters to attack you to use it, or the shield will be refreshed but without being used.
_Then go to the Ancient Golem. Same technique tahn for the wolves.
_Wraiths, auto attack the first, and immediatly Pale Cascade and Crescent Strike
_Go back to the wolves.
_Pick the red buff killing the Lizard Elder.
_Go back to the wraiths, you should now be lvl 4, and ready to gank !
Second route (if they don't know how to) :
_Wraiths or Wolves.
_I highly recommend to not force a gank. If a lane is actually not gankable, just don't go there, you will pick the kill 1 time on 100.
How to recognize a gankable lane ?
.The enemy is pushing, is on your side of the map.
.Your teamates are there, ready to attack.
.If it's warded, don't even try, unless enemies are really low HP.
.Better if the enemy is not full life.
_When you see one :
.Tell your teamates you are coming to gank.
.Hide in the brush, wait the right moment to attack.
.Ping the enemy and go ! Use the combos I described.
Other important roles :
_Your solomid will often be an AP, who is mana hungry, if it's the case you have to give him the blue buff. Tell him to come, begin to attack, and let him finish.
_You have to help your team killing the drake. After a succesful gank on the botlane, or a back of the enemies, tell the bot/midlane to come and help you.