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Welp I would like you to see this, I calculated our builds on LeagueCraft. Even if I had 160 AP less because you have
here's picture - maybe it's better if you open it in new tab:
[EDIT] so here's link because img is too damn huge xD
http://oi62.tinypic.com/24drc4g.jpg
So I added
But
And all I wanna say is that you will kill one enemy and than wait for your CDs, and than try to combo next one, whilst I'll need time to kill one, but than instantly jump on other and repeat all that - simply because I rely on passive a lot. And still deal bunch of dmg with spells.
Indeed, that is the definition of AP Carries and Assassins. Another definition is: "An assassin is an agile champion that specializes in killing or disabling high value targets. Focused on infiltration, deception, and mobility, assassins are opportunistic hunters who find favorable moments within a fight before jumping into the fray. Regardless of the size of the enemy team, assassins specialize in positioning and artful killing. They strike when the time is right – no sooner, no later." (Source).
However, if you take
If you want this kind of playstyle, defensive runes are of even more importance. This playstyle, as I'm sure you know, is that of a Fighter: "Fighters are close range combatants that possess a mix of offensive and defensive capabilities. While they don't have as much utility as a tank or as much damage as an assassin, a fighter's damage will add up over time to make it a major threat. Each fighter has a unique blend of mobility, damage, disruption and durability." (Source).
Runes are the bare minimum, since they increase the effectiveness of your shield, as well as keeps you alive for a good deal longer. This means that you can take advantage of the survivability to get additional auto attacks off.
- Mages are the sister-role of Carries. Carries do Physical Damage, Mages do Magic Damage. They both serve pure-damage, usually ranged roles, and of the two opposing damage types.
- Assassins are not purely burst-attackers, but ambushers. Assassins also have gap closers, stealth, or other tricky movement, sneaking, or disabling abilities, to pull off surprise attacks.
And that's exactly how I understand those words. xD
Also i use
I just don't know, I guess this is why we have two building guides. :D Cheers
My point with taking no defensive runes is that regardless of whether or not your shield is more powerful, you have no armor/MR to back it up, other than your base defenses. You could build 6 Warmogs to look "tanky", but that does not mean you are actually a tank. Mana regen shouldn't be all that much of a problem, so long as you are managing your mana well. Plus, as you said yourself, if you have Blue buff, you will get mana regen from that.
There are differences because you are playing her as AP Carry, not as Assassin. Well, maybe I use AP Carry and Assassin words properly. I'll explain myself - Our masteries and runes are different because you rely on her Abilities through whole match while I'd rely on abilities in early and on abilities and passive in late game. Or I should say her passive will be highlighted in late game.
I don't think she's very squishy against other mid laners because she have
I hope I explained it well enough. :D
And yeah,
Diana in particular needs defense. All of her abilities (except for Q) are melee ranged abilities, so she's within retaliation range of her oppenent. Running glass cannon on her isn't wise simply because you'll be killed yourself as soon as you get within 200 units of the enemy, ranged or not. In addition, defensive runes/masteries scale really well with her W, since it makes her deceptively tanky. Her double shield can give her an extra 100 "health" even with just a single skill point in it. There's absolutely no reason to having extra health if you have no Armor/MR, because it can easily be shredded otherwise.
I see what you want to say about
About
Basically to me it's important to know if my opponent is hard to counter or not. If it is - it's very easy to play defensive and bother my jungeler for help. I'd recommend to buy
Initially I play Diana aggressively and that's why I don't matter about defensive runes. Def fight before bunch of gold and than Aggressive Fight. It's like I will fight and kill or I will def and wait. Some people would call this build "blue" which stands for defensive I guess.
Your cheat sheet is extremely misleading, due to you having
Finally, your runes are very... ambitious o_O Diana in particular, you want to have a lot of defense on due to her close ranged abilities. I'd take