Diana Build Guide by Atharil
Not Updated For Current Season
Totally core (mid game)
Not Updated For Current Season
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Hello, my people call me Atháril and I would like show you my Diana's guide. Here you are - English version, and below there will be also Polish version of this guide - of course if I had time to translate it.
As soon as the figure of Diana was created, I knew I had to buy it. Diana is a mage, melee, fighter, and jungler, so we've got many options. She is a pretty girl who fights against Solari.
Short description of Diana:
An unyielding avatar of the moon's power, Diana wages a dark crusade against the sun-worshiping 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 worshiped 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.
Diana is a champion who can be played at almost every position: Diana can be a jungler , a caster or even tank at solo-top lane. I tried to write a little guide for everyone who wants play her. Played many games with her, so I show my usuall way to play.
"They called me a heretic, now they are dead." - Diana.
So... Let's start!
If we are jungler, we need to take Smite and Flash. If we are mid-player, take Ignite and Flash. Better to finish enemy off. I do not tell you about pros of using Flash - every player should know Flash is the best. Forget about Heal (why?), Clarity (rly?), Clairvoyance (you got "q", yeah?), and other choices. Maybe Exhaust could be viable, but I do not like it.
Greater Quintessence of Ability Power
Greater Glyph of Ability Power
Greater Seal of Mana Regeneration
Greater Mark of Magic Penetration
I think you will need a lot of starting ability power, some mana regeneration and of course magic penetration. So runes like Greater Quintessence of Ability Power, Greater Glyph of Ability Power are good for starting AP, Greater Seal of Mana Regeneration provide us extra mana regen, and Greater Mark of Magic Penetration are good to destroy enemies' magic resist. There are also other choices, eg. Greater Glyph of Cooldown Reduction for cooldown reduction, Greater Quintessence of Movement Speed for extra movement speed, or even Greater Glyph of Magic Penetration could be good if you want got better magic penetration.
But there is an aggressive option. In normal games, when someone can counter you, or even do a damage, try these:
Greater Quintessence of Ability Power
Greater Mark of Magic Penetration
Greater Glyph of Magic Resist
Greater Seal of Armor
There are a lot of choices. Many masteries can be good for our Lady, but I tried define two kinds of masteries, so:
Masteries if play at Mid-lane or Top-lane:
Masteries in jungle
Masteries in jungle are little bit different than those above:
Pros & Cons
If you are at mid, or top lane:
If you are junger:
Anyway, we need to upgrade firstly our Crescent Strike "q" ability, then our "w" Pale Cascade, next "e" Moonfall. Of course, when we could, we should put 1 point in our ultimate ability Lunar Rush.
Skills - explanation
Moonsilver Blade - is Diana's innate skill. She gains 20% additional attack speed, moreover every third strike cleaves nearby enemies dealing 20/25/30/40/50/65/80/95/110/125/140/155/175/195/215/240/265/290 (+ 60% of our AP) additional magic damage. Is great for jungling, when our autoattacks can clean all monsters very fastly.
Crescent Strike, "q", is one of best abilities in game. Diana unleashes a bolt of lunar energy, dealing magic damage in an arc. Crescent Strike afflicts enemies struck with Moonlight, revealing them for 3 seconds. So we've got mini Clairvoyance, and this ability can be used to teleport to enemies by Lunar Rush. Crescent Strike combined with Lunar Rush is almost like Akali's Mark of the Assassin and Shadow Dance used after after ability. Crescent Strike is a pass-through curved skillshot that deals magic damage to all enemy units it hits. My favourite ability of Diana and I have to say it: I like poking enemies with this ability. Low cooldown (10/9/8/7/6 seconds) and a lot of magic damage (70/110/150/190/230 +0.7 per ability power) make it is a good way to destroy every single champion.
Pale Cascade, "w", is a shield dealing damage. Diana creates three orbiting spheres that last up to 4 seconds and detonate on contact with enemies, dealing magic damage in an area. She also gains a temporary shield that absorbs damage. This shield is refreshed if her third sphere detonates. Cooldown for Pale Cascade is 10 seconds. Pale Cascade is a self-target ability that creates three spheres around Diana for up to 4 seconds, providing her with an absorption shield for the duration. If any of these spheres come into contact with an enemy unit, they will explode, dealing magic damage in an area around that unit. Additionally, if all three spheres explode, the absorption shield is refreshed and it will protect Diana for another 4 seconds.
Moonfall, "e", is a ability of Diana which attract to Diana all nearby enemies. After being pulled in, all affected units are slowed for 2 seconds. Moonfall can interrupt channeled abilities, for example Karthus's Requiem, Katarina's Death Lotus or Malzahar's Nether Grasp.
Lunar Rush, "r", Diana's ultimate ability is a single targeted dash ability that causes Diana to move to a target enemy unit's location and deal magic damage to it. If Lunar Rush is used on a target marked earlier with Moonlight via Crescent Strike, Lunar Rush's cooldown is refreshed and all Moonlight debuffs on enemy units are consumed. We need to remember if Diana is already next to her target, Lunar Rush will place her behind her target.
I always start with Boots of Speed and 3 Health Potions. It let us survive for a long time, and we are faster than someone who has no boots. Sometimes we can start with Doran's Ring, but only if we are very skilled and we are sure enemy will not poke us.
Two Doran's Rings and Hextech Revolver are our "must have" when game is early. We need to care, because enemies can gank us - our only way to escape is combination of Crescent Strike, Lunar Rush, Moonfall & Flash. As a mid player we can try gank other lanes, working together with our jungler . Giant's Belt is a great way if we fight against Mordekaiser or LeBlanc who can deal us a lot of damage. More health = more survivability.
There are one appropriate choice: Sorcerer's Shoes. I saw some other choices, but:
- Berserker's Greaves are not for mage. It could be useful when we are jungling, but not in late game.
- Ninja Tabi - could be good in jungle (reduction damage taken), I think to we can take it playing against Talon or Pantheon at mid lane.
- Mercury's Treads - one of the best shoes in game, but we should decide: deal more dmg or try to avoid enemies' stuns, slows, etc. I think it can be viable playing against Ahri, LeBlanc.
- Ionian Boots of Lucidity - are you sure you need this cooldown reduction? Not better is take
Crest of the Ancient Golem
? These shoes are not good choice.
- Boots of Mobility are good only if we are jungler, but do we need these shoes? Movement speed 5 will be restored once a champion has not taken or received a combat triggering event for 5 seconds. But we are in battle. One big battle...
Mid-game and late-game items
In season 2, I was wondering about Deathfire Grasp, but then there was a great item: Kage's Lucky Pick that gives us extra gold per second, and then Deathfire Grasp is a kind of snowball - more ability power = more damage dealt. Deathfire Grasp is wonderful, because it is like our fifth aiblity dealing damage. One shot and 1/2 enemy's health is gone! Of course Rylai's Crystal Scepter is good for Diana. Slow effect, ability power and health - what do you want more? Great idea is buy Sheen for Diana because he is melee, like Kassadin, and if we've got a lot of AP, we deal a lot damage from autoattack (ofc if we have Sheen or Lich Bane). Rabadon's Deathcap is one of the best items in game - a lot of ability power and bonus extra 30% AP make us strong. Will of the Ancients is finish item which let us heal oursevles when we are fighting, using our abilities.
As in every game, we need to play as enemies allow us. When someone is fed, we need to stop him, avoid his abilities. To get armor I use Guardian Angel - revive and we can fight again! Zhonya's Hourglass is good because of 100 AP, armor and passive of it. Sometimes another health can be sufficient to survive. Then we need Rod of Ages but I really do not like it. I use it only when enemies are super-strong, eg fighing against Kassadin. Void Staff or Abyssal Scepter can be ideal if enemies got high magic resist. I prefer Void Staff, but Abyssal Scepter is necessary if we need to go first and reduce enemies' magic resist. Force of Nature and Frozen Heart are defensive items which can make our survivability longer.
If we are jungler, we need to create Spirit of the Spectral Wraith, as soon as possible. Sometimes even Nashor's Tooth could help us jungling, because it is great improve to our innate skill Moonsilver Blade. Maybe Hextech Gunblade could help in jungle, similar to Guinsoo's Rageblade, but choice depends on our enemies. Zhonya's Hourglass is still OP.
Diana is not a mag-tank, such a Swain or Malzahar who are mana-hungry. That I don't recommend Rod of Ages.
Diana is one of best farmers in game because of her innate skill, Moonsilver Blade, which used appropriate with our abilities give us about 200 creeps after 20 minutes if we are in mid-lane, or about 140 after 20 minutes if we are jungler. That would be awesome. You need to farm as much as you can. More creeps = more items <3
Diana is very good to initiate. Some shoots from our "q" ability: Crescent Strike and you can see enemies (if hits them). There is good option to show your team enemies. Do not allow enemy focus you - you've got Flash and Lunar Rush, which used appropriate can save your team, delete opponents, and make you win! Sometimes you can go first but remember to fight near to wraiths or in jungle - you can easily avoid enemies using your Crescent Strike and Lunar Rush into golems , wraiths , etc. to flee from enemies running at you.
Thanks for reading this guide. Try do play as I said. Comments, votes, opinions are welcome.
Have fun and... "Fear the Moon's Power." - Diana