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Diana Build Guide by a pound of bees

AP Carry [S5] Diana - Mooning the Jungle patch 5.11

AP Carry [S5] Diana - Mooning the Jungle patch 5.11

Updated on June 10, 2015
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League of Legends Build Guide Author a pound of bees Build Guide By a pound of bees 6 1 447,276 Views 11 Comments
6 1 447,276 Views 11 Comments League of Legends Build Guide Author a pound of bees Diana Build Guide By a pound of bees Updated on June 10, 2015
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1
jonesgabe | October 27, 2015 6:22am
hmmmm... i main diana in mid and tried jungling lately... there is one guestion about this build :P

if i buy runeglaive for jungling enchantment and then lich bane and they both have spell blade unique passive so does that lich bane help anything :D
1
AlphaX79 | August 17, 2015 12:15am
I generally like this guide. It provides nice ammount of damage, but i'm not building Lich Bane (stacking unique). I'm generally going Jungle item -> boots -> Tooth -> Rabbadons -> Zhonia (pretty usefull, when you engage) and GA - it makes Diana more tanky and let's her survive in hard teamfight (if you carry so hard, they might focus you :D)
1
a pound of bees | August 8, 2015 10:47am
The guide is currently out of date, I'll be revising it to match patch 5.15
1
SaviorSeraphim (1) | July 17, 2015 11:44am
I'm very curious as to why you have the jungle item and lich bane? Their passives do not stack. There are better choices.

Also why are you putting three points into devestating strikes? None of your items have pen on them but your boots.
1
a pound of bees | June 10, 2015 4:00pm
Hey ChicKhadee,

Stalker's Blade is a good alternative if you somehow managed to snowball early game. It'll give you a more consistent success rate when it comes to ganking overextended targets. That said, I use Ranger's Trailblazer to keep Diana alive during early jungling since her sustain is somewhat mediocre. There's no such thing as a dumb question if it's something you don't know the answer to. :)

Xhelli0n,

With my other bruiser/assassin (AD) junglers, I advocate using CDR glyphs for an early 10% CDR (20% once you've got your Warrior enchantment). However, since Magus jungle enchantments provide 20% CDR as opposed to Warrior's 10%, I typically don't care to throw CDR glyphs into the rune page. Another reason not to is that the enhanced-auto proc on your passive scales with AP, so it's best to get as much AP as you can from your runes. Otherwise you risk affecting your clear times and sustain in the jungle for a relatively insignificant cooldown reduction.


To all: Apologies I haven't responded super fast, RL things have absorbed a lot of my time.
1
xhelli0n | April 19, 2015 1:05am
What do you think about CDR glyphs?
1
ChicKhadee | April 9, 2015 6:41pm
Hello! Great guide, however, since I am quite new to Diana and the jungle, would you consider building Stalkers Blade - Magus instead of Rangers Trailblazer? This may sound like a dumb question, but I was just wondering
1
a pound of bees | March 3, 2015 2:59pm
ElPatr1k wrote:

Hi, nice and basic guide. I followed it in my Diana's jungle starts and after some experience, I would like to discuss some of topics :-). I am not telling that you are wrong, I just think that some discuss could help some players and maybe myself to play better Jungle Diana :-).

1) Zhonya's Hourglass? I think there is much use for this item, when playing Diana. It's active allows to dive with Q > R into enemy group and start fight, use active when your team is following you into team fight and then continue fighting. Not mention it's 120 AP :-). (And of course - the armour doesn't hurt either :-))

2) Boots - as jungle Diana, I usually walking map up and down all the time, so I actually consider Boots of Mobility or Boots of Swiftness (when enemies have a lot of CCs) a lot. Yeah, I know - Magic Penetration is Magic Penetration and when enemies have some magic tankiness, it is a must have. But still in that case i upgrade my boots with Alacrity (I switch to Homeguard only when our base is under heavy attacks), cause jungle Diana is very roaming champ.

3) Glyph of AP or Glyph of Scaling AP? I am not decided yet. Currently (and according to your guide :-)) I am using Glyph of AP, 'cause Diana has quite weak start and needs a lot of help (from runes and masteries, fortunately in jungle she has quite good sustain). But! Recently I started to think about scaling AP, 'cause about lvl 7-8 it matches and then overcome pure AP. And as we know - real ganks starts for Diana at lvl 6, so for jungle (I think) is better scaling ('cause until lvl 6, you probably don't really face enemies).

4) Ability sequence - for jungle Diana is (in my opinion) defence more important than offence. So I usually pick W, Q, W, Q, E, R... As E as 3th or 4th pick is too early, 'cause she needs it just for ganks (you don't need to chaise monsters :-)), so I pick E at lvl 5 before ulti, just to be prepared for gank. And I take two points in W as soon as possible (and then max Q) because of Diana's sustain (I am able to jungle till full jungle item with that without return to the base).

5) As defence options I also consider Warmog's Armor, it makes Diana a lot more tanky as she as melee can use it in many situations (especially when you miss some real tank in team or your tank is behind. I had some games when I was the one who needed to start teamfights. In that case is Zonya's really useful, as I mentioned before).
For consider is also Rylai's Crystal Scepter, 'cause of it's 400 HP (tankiness) and for Diana usable 100 AP (and it's passive could be also helpful).

6) In path 5.4 is reverse of changes, so I think Diana's shield's orb were returned to it's original speed, but I am not sure right now :-).

As I see - I have written more then I originally meant, but I love playing jungle Diana and I wanted to discuss some topics. As I say: it is not written in the stone (as always - everything is depend of actual game), but I wanted to share some of my observations :-).



Hey ElPatr1k,

1. I think Zhonya's hourglass might be a good item to build. However in the games where I play junle Diana, I have noticed that unless you manage to snowball early, it's better to just rush lichbane for the added damage against towers and (if well timed) in conjunction with moonsilver blade's cleave. Diana can build up a lot of AP, but I don't see Zhonya's making much use outside of a teamfight.

2. Boots. I totally agree about the Mobility boots. Much better for roaming. I'd say switch them out for Sorcerer's Boots at the 30 minute mark or whenever the laning phase ends. In addition, I pick up Homeguard enchantment frequently because it not only is a good defensive pick but also grants you a lot more up-time in jungle or lane over the course of the game.

3. You touched on the main reason why I use regular AP runes as opposed to scaling. Diana's early game can be frightening due to her squish feeling. On top of that, her main clearing tool (moonsilver blade) scales with her ability power, so it's important to have ability power early or risk slower (and more painful) camp clears.

4. I tend to sequence my abilities toward offense early particularly in case my jungle is being invaded or the enemy jungler attempts to counter-jungle me. I want to be ready to fight them if the need arises. I try to take a point in E 3rd especially in case the enemy jungler is a Fiddlesticks.

5. I like where you're going with Rylai's but I'm dubious when it comes to Warmogs. Warmogs is decent for late game sustain when teamfights aren't always raging. It's particularly powerful in conjunction with Spirit Visage, which unless you're spellvamping Diana, you wouldn't buy. If you plan to buy anything remotely tanky, Rod of Ages or Liandry's torment would be better because of their stats as well as the effect being much better at burning up tanky champs.

Thanks for your input!
1
ElPatr1k | March 3, 2015 4:40am
Hi, nice and basic guide. I followed it in my Diana's jungle starts and after some experience, I would like to discuss some of topics :-). I am not telling that you are wrong, I just think that some discuss could help some players and maybe myself to play better Jungle Diana :-).

1) Zhonya's Hourglass? I think there is much use for this item, when playing Diana. It's active allows to dive with Q > R into enemy group and start fight, use active when your team is following you into team fight and then continue fighting. Not mention it's 120 AP :-). (And of course - the armour doesn't hurt either :-))

2) Boots - as jungle Diana, I usually walking map up and down all the time, so I actually consider Boots of Mobility or Boots of Swiftness (when enemies have a lot of CCs) a lot. Yeah, I know - Magic Penetration is Magic Penetration and when enemies have some magic tankiness, it is a must have. But still in that case i upgrade my boots with Alacrity (I switch to Homeguard only when our base is under heavy attacks), cause jungle Diana is very roaming champ.

3) Glyph of AP or Glyph of Scaling AP? I am not decided yet. Currently (and according to your guide :-)) I am using Glyph of AP, 'cause Diana has quite weak start and needs a lot of help (from runes and masteries, fortunately in jungle she has quite good sustain). But! Recently I started to think about scaling AP, 'cause about lvl 7-8 it matches and then overcome pure AP. And as we know - real ganks starts for Diana at lvl 6, so for jungle (I think) is better scaling ('cause until lvl 6, you probably don't really face enemies).

4) Ability sequence - for jungle Diana is (in my opinion) defence more important than offence. So I usually pick W, Q, W, Q, E, R... As E as 3th or 4th pick is too early, 'cause she needs it just for ganks (you don't need to chaise monsters :-)), so I pick E at lvl 5 before ulti, just to be prepared for gank. And I take two points in W as soon as possible (and then max Q) because of Diana's sustain (I am able to jungle till full jungle item with that without return to the base).

5) As defence options I also consider Warmog's Armor, it makes Diana a lot more tanky as she as melee can use it in many situations (especially when you miss some real tank in team or your tank is behind. I had some games when I was the one who needed to start teamfights. In that case is Zonya's really useful, as I mentioned before).
For consider is also Rylai's Crystal Scepter, 'cause of it's 400 HP (tankiness) and for Diana usable 100 AP (and it's passive could be also helpful).

6) In path 5.4 is reverse of changes, so I think Diana's shield's orb were returned to it's original speed, but I am not sure right now :-).

As I see - I have written more then I originally meant, but I love playing jungle Diana and I wanted to discuss some topics. As I say: it is not written in the stone (as always - everything is depend of actual game), but I wanted to share some of my observations :-).
1
a pound of bees | February 16, 2015 12:39am
N1ghtly wrote:

Nice build, i used this for my first game Diana and i went 17-0-9, Diana is awesome!


I'm glad to hear it :) Welcome to the joys of playing a hypercarry AP jungle.
1
N1ghtly | February 15, 2015 6:35am
Nice build, i used this for my first game Diana and i went 17-0-9, Diana is awesome!
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[S5] Diana - Mooning the Jungle patch 5.11

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