After you finish Runic Echoes, go for these
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.
this guide is not fuly completed
just need to white some more things dpwn, around 40% complete, itens and masteries, yup done
I never actually finished my Best of 10 matches, so i'm unranked. I played most as suport and started jungling with tanky champions. My first jungle as assassin was with evelynn and the speed of clearing and power of ganking attracted me; since then i Bought Nidalee and Diana.
The main reason i decided to make this guide is because most of the times iplayed assassins in the jg my team wound not have tanks, or only one tanky champ. I tried something new with diana since we were losing a game and i managed to carry most of teamfights.
The reason why i think this build fits so well on her is because every spell she has scales with AP even Pale Cascade and she is able to simpli ignore a enemy front line because of helr Lunar Rush. But, if you don't have anyone to start the fight for you, you'll simply die, that's when Tanky AP DMG Carry diana comes in hand, you won't have your 500 AP, but you can still take down squishy enemies and get out alive so your team (always late btw) succeed.
Why would I take Deathfire's Touch over
you might be asking yourself. This build is not meant to one shot enemies altough being very powerfull, it is a kind of hibrid frontline assassin. With that in mind, Deathfire's Touch is very effective while you are poking their tanks with Crescent Strike. It makes them less relevant in teamfights; also, if you are diving or putting yourself in dangerous situations, you dn't have to stay untill the enemy is dead, mainly beacuse you are forced to leave. Sometimes Deathfire's Touch grants you that bonus gold.
Also, Ferocity Tree allows you to take Piercing Toughts, giving you 7% Magic Pen, that shines in the transition from early to mid game.
Not taking Thunderlord's, on the other hand, makes your ganks before lvl 6 significantly weaker, as you won't have that bonus instant damage, but, in my opinion, her ganks are pretty weak before lvl6.
The only significant change here is that lvl3 upgrade on Pale Cascade, but that grants you good sustain in the jungle, mantaining your helth bar and making it possible for you to gank without consuming potions
When jungling you definetely want to counter jungle, since diana has fast clearing speed, for that you want to use basic mechanics, know where the enemy jungler starts; if he is also an invader, rush both your buffs and gank; if he's not, rush both your buffs and invade his second buff.
You always want to star smiting the Krugs, and proceed do the Red Buff, if needed wait a couple of seconds before starting him so you can smite it, even if he has 10 Hp, just so you can get some health back. Go for your Blue buff and rush for the enemy Red buff; if th enemy jungler starts with red, he probably has fast clear also, and you don't want to try to invade, in that case, just after you did your red buff, go for Rift Scutller, finish clearing thta side of your jungle, go for the Wolves, next Blue, rush the next Scuttler and then go for Gromp or you can gank. By doing that you maximize you first jungle clear, weather by stealing the enemy jungle or denying him some farm (scutllers)