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Diana Build Guide by Rukt

AP Carry The Scorn of the Moon - Diana Jungle Guide Patch 5.10

AP Carry The Scorn of the Moon - Diana Jungle Guide Patch 5.10

Updated on June 7, 2015
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League of Legends Build Guide Author Rukt Build Guide By Rukt 31,895 Views 3 Comments
31,895 Views 3 Comments League of Legends Build Guide Author Rukt Diana Build Guide By Rukt Updated on June 7, 2015
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1
parrot6632 (12) | June 7, 2015 4:10pm
I think you got most of Diana jg right. Diana is my main and I win over 80% of my games with her. Rangers is what you build because it means more health in the jg and more health when ganking a lane. Diana is meant to be an ap assassin so Magus is perfect for her. I only had a few issues with this guide namely Hextech Gunblade and Athene's holy grail. Hextech Gunblade is a great item but I feel it is more cost efficent to buy will of the ancients and overall better. The 10% cdr seems lame compared to gunblade but as an assassin who needs her abilities ASAP, that cdr could mean the difference between life and death. I do have mana issues with Diana in the early game and I won't deny it but one or 2 blue buffs is all you need and i feel that the drawbacks of Athene's outweigh the benefits. you need to get a lot of AP early game to net early kills. Usually you won't run out of mana when clearing camps if you're careful. With blue buff you won't run out of mana at all. Also with rangers you can just smite a monster, and voila you have enough mana to gank a lane. You can buy a lot of stuff with that gold and even an Abyssal Scepter would mean more AP MR and a nice aura that when combined with your boots will turn most of your damage into true damage if they don't stack MR. You got jg clear, skill order, tactics, most of the build i agree with and all of it makes sense. You got just about everything in this guide spot on. I thought this was a great guide and I hope that you will consider these suggestions a compliment in the way that I liked this guide so I was willing to comment on it and try out the different builds for Diana to see things from your point of view. I thank you for creating an excellent guide.
1
Rukt | May 27, 2015 11:45pm
After reading this, I am assuming you are either bronze or straight up dumb.

Lets start off with the trailblazer. First thing is, this guide is meant for newer people. Thus, I am assuming most of them are lower elo people who are just playing Diana on a free week or for the first time. They will not know how Diana works in the jungle, that is why I put on trail blazer, for the sustain for the people who are bad at jungling or new.

Second about the scaling runes. You even said so yourself that Diana has great clear speed, and she also has her W, so you take no damage in the jungle. And considering that Diana cant really do a lot good successful ganks until 6, the scaling runes give you 9 armor at 6. Exactly what you would have if you took flat, but, with scaling, you get a lot more out of it in the late game, where team fights and picks matter.

Third is about abilities. As you know (or should know) Diana's W does not get CD by leveling, only by items, meaning if you max it first, without CD masteries, it is on a 10 sec CD, and Q being pretty high too. But guess what does get CD with leveling. Your Q. This is why I prefer maxing it first because you can get off 2 Q's before your W comes back up

Fourth is about masteries. This guide is meant for Diana to be an assassin/mage who can still survive in team fights. This is why I don't put on attack speed. If I wanted a melee bruiser jungle, I would play Vi. Also, with attack speed diana, how many times do you think you are going to be able to AA a LB, ahri or a fizz in a gank without them dashing away? Probably once maybe twice. So what good does all that attack speed do? Nothing.

Fifth is about match ups. I guess you've never gone against a Nid jungle before, but she is an early game jungle, meaning she will invade you and force plays on you. And if you haven't seen what meta we are in, Tanks rule it right now, and have you ever tried to go against a good shen? He will ult any lane you are trying to gank and hit you or your ally with his E and they are pretty much dead. This is why he is a threat, and he is pretty much unkillable late game if he knows how to position himself in teamfights.

Sixth. Lets talk about devourer vs magus. Magus gives you 80 AP and 20% CDR. Devourer gives you 50% AS and more damage on hit. Now what happens if your team is behind when you go devourer? You dont get enough farm with it. If your bot needs help all the time and you are down there, where are your stacks? And even though you get stacks from kills, what if you die? Look, no stacks! Now if you went magus, you get 80 AP that helps your abilities and 20% CDR for your E and Q. Again with the AS, how many times do you think you are going to hit a Lucian with a thresh that knows how to peel. None, that's how many.

Seventh, you should know that Diana falls off late game to tanks. So how do we combat this, a hextech gunblade. Gives you some spell vamp and life steal you need to take down that tanky volibear with his passive still up or that Nasus that has over 500 stacks? And maybe if you looked up things about the champ that you "love" you would find out that her W and ult both get countered by QSS and cleanse.

Overall, I think that you know nothing about League of Legends. You come and try to tell me how to build her, yet your build has you being a DPS AA diana, that will never work against a team with peel. This is why you try to assassinate the squishy targets with a quick q>r>w combo, not AA them like you are a jax or bruiser tank. And if you believe your build is so much better, make a guide, there is a reason why i have 15k views. Probably because people have success with my build. Please learn the game before you try and force your terrible play style on other people.

Also, how never see any challenger diana mains like 'S Diana 2' build a nashors tooth first item? Because she is not ment to be played the way you play her. She is supposed to be and assassin who can get to the back of the team and kill the adc. But, you can keep building her the way you do and wonder why you aren't learning anything about the game.
1
narcuss (3) | May 24, 2015 12:57pm
Alright so I believe you have no idea what you're talking about when it comes to diana jungle.

Firstly, your runes suggest that you don't even know what you're doing in the jungle. I'm guessing you're getting ranger's trailblazer because you're constantly low on health, due to poor clearing and excessive damage taken from jungle monsters, in addition to incorrect ability leveling.

Let's start from the beginning. Scaling armor runes are great, but not in the jungle. You'll be taking a lot of early damage from jungle monsters, especially from red buff, which you'll have to get early on. Meaning that without flat armor runes, you're taking more damage early than you have to.

Now moving on to the marks, hybrid pen is great, but do you even jungle? The vast majority of junglers (excluding those like fiddle) commonly run attack speed marks, and for good reason too. You can argue that diana's passive is already attack speed, but attack speed marks help you clear faster, especially since you get your passive off more often.

Continuing to the ability leveling. The points in your q may look attractive, but statistically speaking it's much more beneficial to max w first. Your jungle camp should be cleared by the time your q comes back after level 6, and when ganking you don't have the luxury of waiting long enough to use q twice. Maxing w on the other hand provides you with effective health in the jungle, again probably why you're getting ranger's trailblazer.

Now onto your masteries. As mentioned before, attack speed is amazing in the jungle, and the meager cooldown reduction from sorcery reduces your cooldowns by less than half a second. This is an absolute joke. This doesn't even help in ganks. With more attack speed you can get more autos off in ganks too. Bladed armor is a joke of a mastery. Diana has amazing clear, and you're making a mockery out of it.

Your matchups. What are you even doing. Nidalee jungle on the enemy team is 10 difficulty? SHEN jungle is 10??? Were you high when you made this?

Onto your items. Magus is by far the most reasonable out of everything here so far, but on Diana devourer is far better. Why do you need a chalice when you own blue buff? Even in terms of mana,Iceborn, Rightous glory, frozen heart, rod of ages (if you're really ahead early) are all strong items that provide much more tankiness than unholy grail. Even for magic resist abyssal scepter is better. Hextech on Diana? Really? You have butt-tons of stick potential with double ult and e and you don't need the AD utilization or the lifesteal.

Quoted:
Pale Cascade and Lunar Rush can be blocked by Quicksilver Sash and Cleanse

Where are you getting your sources? Isis?

Diana can solo dragon at level 5 without blue, and yet you're saying you need to wait till level 7/8 with blue. Probably because of your setup.

Overall, I rate this guide Jaden/10. I get that it's your first guide, but the biggest problem people have with first guides is garbage formatting and layout. Not straddling the line of viability. My apologies for the rant and any harshness, but Diana's been one of my favorite junglers ever since she came out.
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