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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Nidalee
Synergies
Ideal
Strong
Ok
Low
None
Intro
Hello, I'm Rukt, I'm currently Silver 1 and I'm writing this guide to show people what I think is the right build for Diana. I've seen a lot of builds for Diana and they all seem to not fit with her. Some builds have Diana a AP Off-Tank that deals an okay amount of damage and is just a shield for your ADC. Others have Diana as a Glass Cannon, where she gets focused during Team Fights and dies before she can do any damage. This build for Diana gives you a little Tankiness to be able to duel the enemy AD Carries and AP Carries. With the introduction of the new item Luden's Tempest, Diana has even more burst ability and benefits really well from it. This is my first guide so it's really basic but I hope you enjoy my guide and dominating people as Diana on the Rift. |
The Scorn of the Moon
An unyielding avatar of the moon's power, Diana wages a dark crusade against the sun-worshipping Solari. Though she once sought the acceptance of her people, years of futile struggle shaped her into a bitter, resentful warrior. She now presents her foes with a terrible ultimatum: revere the moon's light, or die by her crescent blade.
Though she was born to the Solari, Diana's inquisitive nature set her apart from her brethren. She had always found solace and guidance in the night sky, and questioned the dominance of the sun in her society. The Solari elders responded to her challenges with only derision and punishment. Diana remained convinced, however, that if she could find evidence of the moon's power, the elders would listen to reason. For years, she studied Solari archives in solitude until she discovered an encoded message hidden in an old tome. This clue led her to a secluded valley on Mount Targon where she unearthed the hidden entrance to an ancient, sealed temple. Inside, among aging relics and faded murals, she found an ornate suit of armor and a beautiful crescent blade, both inscribed with sigils of the moon. Diana donned the armaments and returned to the Solari elders that night. She declared that the artifacts proved others had once worshipped the moon as she did. Her discovery of evidence challenging Solari dominion shocked the elders. To Diana's horror, they pronounced her a heretic and condemned her to death. As the elders prepared her for execution, Diana's anger and sorrow overwhelmed her desire for acceptance. She lifted her gaze to the sky, calling upon the moon for strength. Lunar power surged within her and she shattered her bindings. Raising her relic blade, she turned and slaughtered the elders. With the temple in ruins behind her, Diana resolved to destroy all those who would deny the power of the moon.
"The sun does not reveal truth. Its light only burns and blinds." - Diana
Champion Spotlight
Pros
|
+ High burst damage + AOE pull with a slow + Mobile with Lunar Rush + Can initiate Team Fights + Ult CD reset + Great ganks with ult + Impossible to kite |
Diana is a champ who can do a lot of things while she is in a fight. She can a skill shot that gives her ult a CD reset, a huge shield, a hard CC with good range, and an ult on a low CD with High damage. Diana has great ganking potential once she hits level 6. She can Ult twice if she lands her Crescent Strike first and 80% of the time you will get a kill. Her Crescent Strike is also very deceiving. You can manipulate the arc and angle to make your targets run into it. |
Cons
|
- Melee - Weak early game - No mobility until 6 - Moonfall on long CD - Crescent Strike hard to hit - Very mana hungry - Falls off against Tanks late game |
One of the biggest problem Diana faces throughout the game is mana. She is very mana hungry early and late game. This is why people mostly jungle as Diana. We build an Athene's Unholy Grail to help prevent Diana from going OOM (Out of Mana). Diana also has a weaker pre-6. She can't really pull of successful ganks, due to her lack of mobility without Lunar Rush, unless they enemy is really pushed up. Diana's E, Moonfall, is a great CC but has two downfalls. It deals no damage and is on a extremely long CD. Diana struggles against tanks such as Volibear, Nasus, Jax, etc. in the late game. I normally buy a Hextech Gunblade to help take down those super tanks. Finally, Diana is a melee champ. This can hurt her a little but can also help her in certain situations. |
The Runes I run are meant to help Diana survive more in the late game then in the early game.
3x Greater Quintessence of Ability Power.
This will give you some early AP to help with clearing camps and ganking lanes. These will also help give you more AP from the 5% from Archmage
9x Greater Mark of Hybrid Penetration.
Diana synergies really well with Greater Mark of Hybrid Penetration because of three reasons. First, she is a melee champ. Second, her abilities scale off of Ability power. And lastly, the main reason, is her Moonsilver Blade passive. The armor pen and magic pen work with the on hit affect extremly well. This is the main reason I take these. You can also take 9x Greater Mark of Attack Speed if you prefer more attack speed for faster early jungle clear.
9x Greater Seal of Scaling Armor.
After playing around with different runes, I've found that 9x Greater Seal of Scaling Armor is a lot more beneficial then 4x Greater Seal of Armor and 5x Greater Seal of Scaling Armor. The By the time you come out to gank (Level 6) you will already have 9 armor, which is the same as running 9x Greater Seal of Armor. The 27 armor late game will help you a lot especially with Zhonya's Hourglass.
9x Greater Glyph of Scaling Magic Resist
Just like the with the Greater Seal of Scaling Armor, the 9x Greater Glyph of Scaling Magic Resist will help you is much more beneficial then 3x Greater Glyph of Magic Resist and 6x Greater Glyph of Scaling Magic Resist. The same at level 6 with 9x Greater Glyph of Scaling Magic Resist, you will have 9 MR which is more then 9x Greater Glyph of Magic Resist. And with Athene's Unholy Grail you will have a lot of MR late game making you harder to kill.
3x Greater Quintessence of Ability Power.
This will give you some early AP to help with clearing camps and ganking lanes. These will also help give you more AP from the 5% from Archmage
9x Greater Mark of Hybrid Penetration.
Diana synergies really well with Greater Mark of Hybrid Penetration because of three reasons. First, she is a melee champ. Second, her abilities scale off of Ability power. And lastly, the main reason, is her Moonsilver Blade passive. The armor pen and magic pen work with the on hit affect extremly well. This is the main reason I take these. You can also take 9x Greater Mark of Attack Speed if you prefer more attack speed for faster early jungle clear.
9x Greater Seal of Scaling Armor.
After playing around with different runes, I've found that 9x Greater Seal of Scaling Armor is a lot more beneficial then 4x Greater Seal of Armor and 5x Greater Seal of Scaling Armor. The By the time you come out to gank (Level 6) you will already have 9 armor, which is the same as running 9x Greater Seal of Armor. The 27 armor late game will help you a lot especially with Zhonya's Hourglass.
9x Greater Glyph of Scaling Magic Resist
Just like the with the Greater Seal of Scaling Armor, the 9x Greater Glyph of Scaling Magic Resist will help you is much more beneficial then 3x Greater Glyph of Magic Resist and 6x Greater Glyph of Scaling Magic Resist. The same at level 6 with 9x Greater Glyph of Scaling Magic Resist, you will have 9 MR which is more then 9x Greater Glyph of Magic Resist. And with Athene's Unholy Grail you will have a lot of MR late game making you harder to kill.
I run a 21/6/3 on Diana when I jungle as her. The 21 in the Offensive Tree for that Extra AP , Magic/Armor Pen and damage. The 6 in the Defensive Tree to help reduce some damage from Jungle camps and enemy basic attacks. And the 3 the Utility Tree for that extra move speed for ganking. (The number next to the Mastery name is the amount you put into it.)
Offensive Tree
Double-Edged Sword (1) - Diana is a melee champ so she gets 2% more damage for 1% increased damage.
Sorcery (4) - Early 5% CD to help clear Jungle camps.
Mental Force (3) - Gives some AP per level and a little late game.
Arcane Mastery (1) - Give 6 flat AP, helps early game clearing.
Executioner (3) - Gives you 5% extra damage to targets under 50% health, ganking low health targets.
Dangerous Game (1) - Gives you 5% of Max health back after a kill, can save your life after a duel.
Archmage (3) - Gives you 5% AP, helps with your late game AP.
Arcane Blade (1) - Adds some more damage to your Auto Attacks, adds to Moonsilver Blade 3rd hit.
Devastating Strikes (3) - 6% extra Armor/Magic Pen, adds to your 9x Greater Mark of Hybrid Penetration.
Havoc (1) - More Damage, why not?
Defensive Tree
Block (2) - Reduces Auto Attacks of enemies by 2, helps during ganking.
Unyielding (1) - Reduces all incoming damage for Melee by 2 and Ranged by 1.
Tough Skin (2) - Reduces damage from Jungle Monsters by 2.
Bladed Armor (1) - Does 1% of current health of Jungle Monster when they attack you.
Utility Tree
Fleet of Foot (3) - 1.5% extra movement speed give you +5 move speed. Helps ganking, chasing, escaping, etc.
Offensive Tree
Double-Edged Sword (1) - Diana is a melee champ so she gets 2% more damage for 1% increased damage.
Sorcery (4) - Early 5% CD to help clear Jungle camps.
Mental Force (3) - Gives some AP per level and a little late game.
Arcane Mastery (1) - Give 6 flat AP, helps early game clearing.
Executioner (3) - Gives you 5% extra damage to targets under 50% health, ganking low health targets.
Dangerous Game (1) - Gives you 5% of Max health back after a kill, can save your life after a duel.
Archmage (3) - Gives you 5% AP, helps with your late game AP.
Arcane Blade (1) - Adds some more damage to your Auto Attacks, adds to Moonsilver Blade 3rd hit.
Devastating Strikes (3) - 6% extra Armor/Magic Pen, adds to your 9x Greater Mark of Hybrid Penetration.
Havoc (1) - More Damage, why not?
Defensive Tree
Block (2) - Reduces Auto Attacks of enemies by 2, helps during ganking.
Unyielding (1) - Reduces all incoming damage for Melee by 2 and Ranged by 1.
Tough Skin (2) - Reduces damage from Jungle Monsters by 2.
Bladed Armor (1) - Does 1% of current health of Jungle Monster when they attack you.
Utility Tree
Fleet of Foot (3) - 1.5% extra movement speed give you +5 move speed. Helps ganking, chasing, escaping, etc.
Moonsilver Blade (Passive)
Every 3rd attack cleaves nearby enemies for 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 / 80 / 90 / 105 / 120 / 135 / 155 / 175 / 200 / 225 / 250 (15 + 5 / 10 / 15 / 20 / 25 at each level) (+ 80% AP) magic damage. The counter will reset if Diana hasn't attacked for 3.5 seconds.
In addition, Diana permanently has 20% bonus attack speed.
Crescent Strike (Q)
Diana unleashes a bolt of lunar energy that travels in an arc. Enemies struck take magic damage and are afflicted with Moonlight, granting sight of them for 3 seconds.
Range: 830
Cooldown: 10 / 9 / 8 / 7 / 6
Cost: 55 Mana
Magic Damage: 60 / 95 / 130 / 165 / 200 (+ 70% AP)
Pale Cascade (W)
Diana gains a temporary shield for 5 seconds that absorbs incoming damage. She also creates three spheres that orbit her for up to 5 seconds. The spheres detonate on contact with an enemy unit, dealing magic damage to all nearby enemies.
If all three spheres detonate, the shield is reapplied and the duration is refreshed. This second shield stacks with the original shield.
Range: 200
Cooldown: 10
Cost: 60 / 70 / 80 / 90 / 100 Mana
Magic Damage per Orb: 22 / 34 / 46 / 58 / 70 (+ 20% AP)
Maximum Magic Damage: 66 / 102 / 138 / 174 / 210 (+ 60% AP)
Shield Strength: 40 / 55 / 70 / 85 / 100 (+ 30% AP)
Maximum Shield Strength: 80 / 110 / 140 / 170 / 200 (+ 60% AP)
Moonfall (E)
Diana draws in all nearby enemies to her location, slowing them for 2 seconds afterwards.
Range: 250
Cooldown: 26 / 24 / 22 / 20 / 18
Cost: 70 Mana
Slow: 35 / 40 / 45 / 50 / 55%
Lunar Rush (R)
Diana becomes the living embodiment of the vengeful moon, rushing at an enemy and dealing magic damage to it.
When used to teleport to an enemy afflicted with Moonlight, Lunar Rush's cooldown is refreshed and the Moonlight debuff is consumed. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.
Range: 825
Cooldown: 25 / 20 / 15
Cost: 50 / 65 / 80 Mana
Magic Damage: 100 / 160 / 220 (+ 60% AP)
All abilities but Diana's passive are blocked by Banshee's Veil
Pale Cascade and Lunar Rush can be blocked by Quicksilver Sash and Cleanse
Every 3rd attack cleaves nearby enemies for 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 / 80 / 90 / 105 / 120 / 135 / 155 / 175 / 200 / 225 / 250 (15 + 5 / 10 / 15 / 20 / 25 at each level) (+ 80% AP) magic damage. The counter will reset if Diana hasn't attacked for 3.5 seconds.
In addition, Diana permanently has 20% bonus attack speed.
Spoiler: Click to view
Spoiler: Click to view
Crescent Strike (Q)
Diana unleashes a bolt of lunar energy that travels in an arc. Enemies struck take magic damage and are afflicted with Moonlight, granting sight of them for 3 seconds.
Range: 830
Cooldown: 10 / 9 / 8 / 7 / 6
Cost: 55 Mana
Magic Damage: 60 / 95 / 130 / 165 / 200 (+ 70% AP)
Spoiler: Click to view
Spoiler: Click to view
Pale Cascade (W)
Diana gains a temporary shield for 5 seconds that absorbs incoming damage. She also creates three spheres that orbit her for up to 5 seconds. The spheres detonate on contact with an enemy unit, dealing magic damage to all nearby enemies.
If all three spheres detonate, the shield is reapplied and the duration is refreshed. This second shield stacks with the original shield.
Range: 200
Cooldown: 10
Cost: 60 / 70 / 80 / 90 / 100 Mana
Magic Damage per Orb: 22 / 34 / 46 / 58 / 70 (+ 20% AP)
Maximum Magic Damage: 66 / 102 / 138 / 174 / 210 (+ 60% AP)
Shield Strength: 40 / 55 / 70 / 85 / 100 (+ 30% AP)
Maximum Shield Strength: 80 / 110 / 140 / 170 / 200 (+ 60% AP)
Spoiler: Click to view
Spoiler: Click to view
Moonfall (E)
Diana draws in all nearby enemies to her location, slowing them for 2 seconds afterwards.
Range: 250
Cooldown: 26 / 24 / 22 / 20 / 18
Cost: 70 Mana
Slow: 35 / 40 / 45 / 50 / 55%
Spoiler: Click to view
Spoiler: Click to view
Lunar Rush (R)
Diana becomes the living embodiment of the vengeful moon, rushing at an enemy and dealing magic damage to it.
When used to teleport to an enemy afflicted with Moonlight, Lunar Rush's cooldown is refreshed and the Moonlight debuff is consumed. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.
Range: 825
Cooldown: 25 / 20 / 15
Cost: 50 / 65 / 80 Mana
Magic Damage: 100 / 160 / 220 (+ 60% AP)
Spoiler: Click to view
Spoiler: Click to view
All abilities but Diana's passive are blocked by Banshee's Veil
Pale Cascade and Lunar Rush can be blocked by Quicksilver Sash and Cleanse
Diana has a few combos that she can do before and after level 6:
Crescent Strike> Pale Cascade> Moonfall>AA>AA> Moonsilver Blade
Pale Cascade>AA> Moonfall>AA> Crescent Strike> Moonsilver Blade
These are the two combos I do if I'm fighting someone pre-6. I try not to fight or gank before level 6 because Diana hits a big power spike when she has her Lunar Rush
Post-6
Crescent Strike> Lunar Rush>AA> Pale Cascade>AA> Moonfall> Crescent Strike> Lunar Rush> Moonsilver Blade
Crescent Strike> Lunar Rush> Pale Cascade> Moonfall> Crescent Strike> Lunar Rush
Crescent Strike> Lunar Rush> Pale Cascade> Moonfall> Lunar Rush
Crescent Strike> Lunar Rush> Pale Cascade Lunar Rush
Crescent Strike> Lunar Rush> Lunar Rush
These are the 5 most used combos when you play Diana.
Also here's a tip on Diana's Lunar Rush. If you are in Melee range of your target, you will appear behind them like Katarina's Shunpo. Keep this in mind when trying to dodge skill shots from your enemies.
Pre-6
Crescent Strike> Pale Cascade> Moonfall>AA>AA> Moonsilver Blade
Pale Cascade>AA> Moonfall>AA> Crescent Strike> Moonsilver Blade
These are the two combos I do if I'm fighting someone pre-6. I try not to fight or gank before level 6 because Diana hits a big power spike when she has her Lunar Rush
Post-6
Crescent Strike> Lunar Rush>AA> Pale Cascade>AA> Moonfall> Crescent Strike> Lunar Rush> Moonsilver Blade
Crescent Strike> Lunar Rush> Pale Cascade> Moonfall> Crescent Strike> Lunar Rush
Crescent Strike> Lunar Rush> Pale Cascade> Moonfall> Lunar Rush
Crescent Strike> Lunar Rush> Pale Cascade Lunar Rush
Crescent Strike> Lunar Rush> Lunar Rush
These are the 5 most used combos when you play Diana.
Spoiler: Click to view
Also here's a tip on Diana's Lunar Rush. If you are in Melee range of your target, you will appear behind them like Katarina's Shunpo. Keep this in mind when trying to dodge skill shots from your enemies.
Ranger's Trailblazer - Magus - The AoE smite helps clear camps faster, get 15% of missing health and mana back on smite, and Magus gives you the 20% CDR and AP you need.
Sorcerer's Shoes - 15 Magic Pen and move speed. What more could you ask for?
Athene's Unholy Grail - Gives you 2% of missing Mana back every 5 seconds. Diana is really mana hungry in the early game and even the late game. Gives you MR and 30% of max mana on kill or assist. This will allow you to keep fighting in Duels and Team Fights.
Zhonya's Hourglass - I've been getting this item a lot lately as my 3rd buy. After playing around with this, I prefer this before Luden's Tempest because the passive. Gives you Armor to help when you are fighting the enemy ADC. The passive will let you buy time for you abilities to come back up.
Luden's Tempest - This item is AMAZING on Diana. Her Q, W and R proc the charge. Her R and W also adds Stacks to the charge. This allows Diana to get two Luden's Tempest charges off in a Q>R>W>E>Q>R combo.
Void Staff - Gives you some more AP and ignores 35% of your targets MR. Great item on Diana. Allows her to Duel Tanks and pick off Squishes even faster.
Lich Bane - Gives you a proc on your next Auto Attack. Every one of your abilities proc the Sheen passive. This allows you to have an INSANE amount of burst if timed right with your passive Moonsilver Blade
Rabadon's Deathcap - Gives you a lot of AP and the passive gives you 30% more AP. Only get this if you are really fed.
Hextech Gunblade - This is a good 6th item if you need to out sustain your target. Diana has a hard time against Tanks late game and this eliminates this a little.
Nashor's Tooth- This item is a great switch for your Ranger's Trailblazer - Magus. It gives you that 20% CDR, Attack Speed and an On-Hit affect at the cost of losing 20 AP and your AoE smite. By late game, you wont even notice the 20 AP missing and your passive will clear through creeps even faster so the AoE isn't gone all the way.
Sorcerer's Shoes - 15 Magic Pen and move speed. What more could you ask for?
Athene's Unholy Grail - Gives you 2% of missing Mana back every 5 seconds. Diana is really mana hungry in the early game and even the late game. Gives you MR and 30% of max mana on kill or assist. This will allow you to keep fighting in Duels and Team Fights.
Zhonya's Hourglass - I've been getting this item a lot lately as my 3rd buy. After playing around with this, I prefer this before Luden's Tempest because the passive. Gives you Armor to help when you are fighting the enemy ADC. The passive will let you buy time for you abilities to come back up.
Luden's Tempest - This item is AMAZING on Diana. Her Q, W and R proc the charge. Her R and W also adds Stacks to the charge. This allows Diana to get two Luden's Tempest charges off in a Q>R>W>E>Q>R combo.
Void Staff - Gives you some more AP and ignores 35% of your targets MR. Great item on Diana. Allows her to Duel Tanks and pick off Squishes even faster.
Lich Bane - Gives you a proc on your next Auto Attack. Every one of your abilities proc the Sheen passive. This allows you to have an INSANE amount of burst if timed right with your passive Moonsilver Blade
Rabadon's Deathcap - Gives you a lot of AP and the passive gives you 30% more AP. Only get this if you are really fed.
Hextech Gunblade - This is a good 6th item if you need to out sustain your target. Diana has a hard time against Tanks late game and this eliminates this a little.
Nashor's Tooth- This item is a great switch for your Ranger's Trailblazer - Magus. It gives you that 20% CDR, Attack Speed and an On-Hit affect at the cost of losing 20 AP and your AoE smite. By late game, you wont even notice the 20 AP missing and your passive will clear through creeps even faster so the AoE isn't gone all the way.
The Jungle Route I take is a little different from most other people's. For your first buy before leaving base, you want to only buy one Health Potion. You will have just enough money after doing my route to buy.
*IMPORTANT* Always start your Blue Sentinel first. This will give you the much needed mana to go though the jungle and an early 10% CDR. And do not smite it. I prefer spawning on Top side of the map for the better leash from my ADC and Support. You can still accomplish this on Bot side of map but your Top laner isn't going to give you that big leash that all jungler's dream of.
Here is the normal Jungle Route I like to take as Diana:
If you feel like the enemy could be trying to invade your Red Brambleback ask your Support or Top laner to ward your red at 1:40. The ward should still be up by the time you are done with your Gromp.
Gift of the Toadstool is your friend. Always try to Smite Gromp before you go to gank a lane, contest/do Dragon or Team Fight. The damage from it may save your life if you get in a fight with the enemy AD Carry.
Diana is also able to solo Dragon around level 7/8 with a blue buff. If you get a successful gank Bot lane ask for help on an early Dragon if they aren't too low.
*IMPORTANT* Always start your Blue Sentinel first. This will give you the much needed mana to go though the jungle and an early 10% CDR. And do not smite it. I prefer spawning on Top side of the map for the better leash from my ADC and Support. You can still accomplish this on Bot side of map but your Top laner isn't going to give you that big leash that all jungler's dream of.
Here is the normal Jungle Route I like to take as Diana:
Spoiler: Click to view
Spoiler: Click to view
If you feel like the enemy could be trying to invade your Red Brambleback ask your Support or Top laner to ward your red at 1:40. The ward should still be up by the time you are done with your Gromp.
Gift of the Toadstool is your friend. Always try to Smite Gromp before you go to gank a lane, contest/do Dragon or Team Fight. The damage from it may save your life if you get in a fight with the enemy AD Carry.
Diana is also able to solo Dragon around level 7/8 with a blue buff. If you get a successful gank Bot lane ask for help on an early Dragon if they aren't too low.
Thank you for reading my Diana Guide. This was my first guide so it's not really flashy but it gives you good info on Diana and a great build for her.
I will try to add more as I learn more about Diana and try to make this one of the best Diana Guides here on Mobafire
Some Comments/Feedback would really help me improve my guide a lot.
I also want to thank LoopyNiko on YouTube for putting out Diana's abilities in the videos. All credit to him. Thank you again.
Also, there may be some typos/errors I didn't catch so if you find any let me know.
Thank you
-Rukt
I will try to add more as I learn more about Diana and try to make this one of the best Diana Guides here on Mobafire
Some Comments/Feedback would really help me improve my guide a lot.
I also want to thank LoopyNiko on YouTube for putting out Diana's abilities in the videos. All credit to him. Thank you again.
Also, there may be some typos/errors I didn't catch so if you find any let me know.
Thank you
-Rukt
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