[12.11] [S12 GM] [2.5M Mastery] Ultimate In-Depth Mid Diana Guide (still work in progress for durability patch)
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
Ability Order Ability Order
Threats & Synergies
Read about all matchups in the mid matchup section (^^)/.
Champion Build Guide
I have around 1.7mil mastery points on my main account, CupGin, however when adding all my side accounts together,the number exceeds 2.5mil. Noticing that there was a slight lack of Diana mid players, I wanted to write this guide to give some info to aspiring Diana mid players, or even already knowledged Diana players!
I recently started streaming if you are interested in watching Diana mid gameplay, click Here. Feel free to come and ask me anything or just say hello :D.
Diana also has great flexibility such as splitting and team fighting. Her splitting is excellent, especially with her passive which destroys turrets much faster than many people expect. Combine this with and her side skirmishing and turret destruction speed are very strong. If the game needs, you can also decide to team fight instead of split push, Diana's ult allows for her team fighting and skirmishing to excel when compared with many other champions. Being able to shove waves and destroy turrets quickly places Diana in an advantageous spot when comparing her with other assassins.
Diana is also a great dive champion, being able to , , onto the enemy backline one-shotting them when you are really fed, or even playing peel for your ADC with your ult when you are behind. Diana's flexibility gives lots of creativity when playing her. Most of all Diana is a really fun champion that's easy to pick up!
for the kill. Keep in mind if you miss your will be on CD if you decide to use it. Be sure not to spam this ability as Diana's is very mana hungry.
, while also minimizing damage when grabbing CS.
and . When you get level 2 first, use to kill the first minion of the second wave and level up instantly to use it and auto attack once to proc electrocute and back up. If possible auto attack a minion two times before doing this trade for the extra damage on .
on, the more the damage. In team fights, try to find openings in the enemy team when they are grouped together during objectives and reposition yourself with and/or to quickly take the opportunity.
THESE ARE ALL THE BASIC COMBOS THAT YOU WILL NEED TO LEARN FOR DIANA. THERE ARE A FEW OTHER ONES, HOWEVER, LEARNING THESE WILL MAKE YOU NATURALLY DO THEM.
Level 2 Trade
Use this when you get level 2 first, try to get passive auto if possible to maximize damage
+ + AA
Level 3 Short Trade
Try to get passive auto attack if possible to maximize damage
+ + +AA
Extended All In Trade
After poking the enemy champion enough and they are in kill range,
use this trade to all in.
+ + + +AA+AA+ +AA
Level 6 All In Trade
Use this at level 6 if the enemy mid laner is in kill range
+ + + + +AA+AA+ +AA
Hextech Rocketbelt Trade
This is the general trading pattern without ultimate
+ + +AA+ +AA+AA+ +AA
Engage Combo When The Enemy Is Grouped
When you see 3-5 of them grouped up, you want to quickly do this combo to catch them off guard during team fights.
+ + + + +
- Great 1v9 Potential when snowballed -
- Can split push if team is behind to create pressure -
- Has great team fight and split push -
- Can punish enemy mid laners roams by taking turret platings very fast -
- Easy to pick up and really fun -
- Struggles when behind -
- Almost always useless against tanky team comps -
- Vulnerable to ganks -
- Mana hungry -
- Useless when E isn't up -
- Hexdrinker/Maw of Malmortius -
This rune is run almost every game due to how well it works with Diana's kit. Your main objective as Diana in most games is to one shot the enemy squishes in team fights (The AD carries and Support). This rune helps quickly eliminate high threat champions from team fights. It also allows heavy burst trades in lanes that can grab you kills, especially at level 6.
The extra magic penetration from this rune combined with your items will be cutting through most champions magic resist allowing for you to better one shot the enemy. You can opt to take if you prefer the extra sustain from the healing.
Diana tends to roam and skirmish a lot, which allows for the eyeball collections to be stacked fairly fast, allowing for your ap to increase for better one shots.
You can also take if you plan to roam as your main gameplan, however Ultimate Hunter can suprise your enemy mid laner with how short your cool down with your ultimate will get. Against mirror assassin matchups this is especially important as you will likely get your ultimate before them, resulting in a kill as soon as your ult comes up.
Take this when versing champions that rely solely on major skill shots to deal damage such as , , and against champions that have slows that have kill threat on you such as and . You can also take this rune when you think the enemy Mid and Jg have huge kill threat on you. This rune will allow you to into and to proc the phase rush and instantly use the speed to dodge incoming skills shots they will likely throw when you do this, you can then go back and aa them a few times if they have no cd's or back off and wait until your phase is up to utilize this trading pattern a few times until you have kill range onto them.
Due to Diana's major mana problems, taking this rune will allow you to have great access to mana later in the game. You want to make sure to poke down the enemy mid laner with while you have up to make the most value out of it.
While is completely viable, I value the ability haste in the early levels to spam more q's on the enemy and have lower ult cd's while also having a 20% CD reduction on basic abilities at level 11 that allows you to use another rotations of spells during skirmishes.
Taking this during lane will allow for to deal extra poke damage especially when using it with . After poking enough with Q's try taking an all in as they will be in threat range with a few Q's.
For secondary runes you have the choice of Either taking or You want to mainly be taking for the sustain in lane and helping with Diana's huge mana problems, however when you are against heavy poke or an assassin mirror matchup you should take for the extra durability to make sure you can secure the kill without dying.
This rune is one of the main reasons why I constantly take in most of my games. The mana that it gives during laning phase allows for you to extend your laning longer while also permananetly increasing your mana. This rune is incredibly strong on Diana and can make it feel like her mana problems are gone.
This rune allows for your flash and ignite CD to decrease by a decent amount. The CD difference in ignite between you and an enemy assassin can mean the difference in securing a solo kill. Make sure to utilize this rune by using ignite off CD if you and the enemy mid laner both used it when fighting, this will catch them off guard scoring you many solo kills in your journey.
This rune fits Diana's style perfectly. When jumping onto enemies with , activating allows for you to gain extra tankiness from the extra bonus armor and resistance combined with the shield. This allows you to proc electrocute damage while coming out of the trade with very little damage returned on to you. If diana didn't have mana problems, I would be taking this rune as my primary.
Usually against assassin mirror matchups, you want to be taking this rune in order to tank burst trades from the enemy. This will allow you to come out on top in trades, especially when combined with the tankiness from and .
TAKE THIS INSTEAD OF BONE PLATING AGAINST HEAVY POKE MATCHUP
If you are against a heavy poke matchup that you think will give you a really rough time such as and , then take this rune. This will allow you to survive until your level 6 especially when paired with . Once you are level 6 you can start going for solo kills on these champions.
This rune, for obvious reasons is a must for Diana. It allows Diana to play both aggressively and defensively. During teamfights you can reposition yourself with fash in order to get a good and onto the backline squishies. You can also escape from ganks as you are immobile and JGlers will likely be attracted to your lane. Make sure you play safe when your flash is on CD and you have no vision on the enemy JG.
You will be taking this rune almost always as it fits Diana's kit perfectly. Ignite will allow you to cheese many early kills level 3-4 and will almost always give you kill pressure at level 6. The extra damage on will allow you to secure those kills and start getting you snowballing.
Take this when your top lane doesn't run tp and you feel like you win both the side lane matchups in top and mid lane. This will allow you to split side lane on the other side of the major objective (so splitting botside when baron is up) so your team can look to get baron when you force 2-3 players in your lane. You can also take this summoner spell if you think you will get poked out too hard early against a champ such as however and should be enough to survive laning phase.
This is my main go-to item. The sustain that it gives you during lane allows you to take many trades and create a more chaotic game pace promoting ganks from your JG. Be sure to track the enemy junglers location when playing this type of playstyle as it can quickly leave you getting killed and behind. However when played right this item allows you to outrade enemy laners and force them into a bad recall or even get first blood. Make sure to grab on your first base.
This item is usually took when you feel like you will be poked a lot with little counterplay. This item will help you survive lane and get to your level 6 power spike with , during this point you can usually one shot the poke champion after poking them down with q first.
If you didn't start this item make sure to always get this on your first back. The gold value it gives you from getting kills allows you to snowball out of control. The base AP and health without any stacks is already really decent and combined with other AP items, your damage on enemy champions and turrets should deal a great amount.
You can start this item if you feel like you can get away with this greedy start (either you are against a weak laner such as or you are confident you will get first blood without needing the other starting items). If you start this grabbing will allow for you to gain a lot of health while also gaining lots of early AP.
A great first item to rush on Diana as it works with her kit really well. The gap closing the active provides allows for you to quickly get access to the backline during teamfights using with into your ultimate. You can also use this item to outplay opponents by dodging key abilties from champions such as .
The penetration from its passive when combined with and you will be shredding through most of their magic resist. When building this item make sure to first buy the AP components and instead of as the raw AP will outdamage and give you much more turret damage for plates.
This item is also completely viable as a first item rush on Diana, however you should only mainly build it when the enemy team has no reason to build MR (you are the only source of ap damage on the team). I personally like the feeling of active for dodging key abilities and the outplay potential so I rarely go this item, however if you prefer the ability haste and movement speed that it gives and you are the only AP, this Item is completely viable.
This item is what I usually build second in many games. This item compliments Diana's since you will likely be using into a 3-5 man group during teamfights which will leave you completely vulnerable to CC and getting killed right away.
You can also use to dodge/negate important abilitlies such as and . Build first if you think there will be a big teamfight that will decide the game.
This item is a big powerspike to Diana's overall damage. It allows for your dueling to immensely increase in addition to your overall ap from the raw 100 AP that it gives. With this item, you will have one of the fastest tower destroying speeds in the game, which can be used to split push and grab lots of pressure if you win the side lane matchups. If you feel like you need to 1v9 the game and don't need the passive on you can build this second to start dominating against the enemy in side lane.
This item allows for Diana's burst to increase with the raw AP that it provides, which in turn allows for your turret damage and teamfight damage to overall increase.
This item is a great purchase that I usually build fourth when the enemy team doesn't build magic resist. If they build magic resist after you finish your third item, you want to start building instead.
I usually build this item 4th or 5th depending on if they build magic resist, however, if they start building magic resist early due to your team being heavy AP, then you should build this third.
This item paired with , , and will allow you to get through most of the enemy teams magic resist.
You can build this item second or third if the enemy team has many shields, however I personally prefer the damage from tooth compared to this as it will outdamage this item in duels and dealing turret damage, so this item is completely up to preference.
If the enemy has some AP champions and has hook champions such as or this item can be really useful. I would build it fourth after getting your core items.
Make sure to build this item after completing your mythic item if the enemy team has lots of healing champions such as as Diana procs the grievous wounds really well with her ultimate. Against you want to get this item on your first back to counter his .
GENERAL GUIDELINES FOR DIANA FOR EARLY GAME
Against ranged champions or champions that have a stronger early game
Let the wave shove to you, while using to last hit minions and hit the enemy laner at the same time if possible.
Conserve HP and give up CS if you have to. Staying healthy is the key in these lanes.
Never use on only one ranged creep as the mana cost is not worth it unless you are also hitting the enemy laner as well. Weave in auto attacks if the enemy laner doesn't seem like they would punish you in order to thin out the wave so a huge wave doesn't crash.
You want to freeze the wave right outside of the turret on your side or let a small wave crash into your turret so the third wave is on your side when it comes.
Make sure you pay attention to where the enemy jg started level 1.
You should have the wave on your side of the lane in these matchups by now as the third wave is coming. If the wave allows you to, you want to grab a ward around 2:30 on the opposite side the jungler started (if he started top side get a ward bot side on the raptor or if the raptors aren't there then get a ward on the brush next to scuttle spawn and vice versa if he started bot side).
You want to grab level 3 before the enemy laner if possible and use that power spike in level to hard trade onto the enemy.
Make sure to auto two times on a minion to get and when you hit level 3
use into and with your passive auto to get a big chunk of the enemy champions health.
If you started you want to use it before going for the huge trade to utilize the burning on the passive.
Remember if you weren't able to get a ward around this time then it's dangerous for you to do this so keep in mind where the jungler started and know it is likely he will gank you from the other side if he does decide to gank.
After taking a good trade, or if the enemy doesn't allow you to trade, you now want to shove that third wave and fourth wave together. During this time you have some options do choose:
1)Dive the enemy laner since you will likely have back up from the first trade. Trading 1 for 1 is completely fine if you deny 1 wave worth of minions as the wave will start slow pushing back to you and deny even more minions from the enemy mid laner.
2)Go for a tempo reset while the enemy is clearing the wave and buy an early or depending on what you started with and get back to lane with item advantage.
3) If it looks like your jungler and the enemy jungler will meet each other (the enemy JG will likely be on the opposite side he started) so if your JG is on the side where the enemy JG should be, then you can stay and back up your jungler on scuttle or if he is invading.
Against assassin mirror or melee that have less threat on you early
Slow push the first two waves making sure to crash in the second wave before the third arrives.
Make sure to grab level 2 first, and if the oppurtunity presents itself where you are able to last hit the first minion on the second wave with getting you level 2, and hitting the enemy champion with the same q, go in with and autoattack them once to proc and back up after doing this.
The trick in these types of lanes is to take corrupting pot and take aggresive early trades and poke them down with .
Make sure not to use abilities on the wave and to save them for the enemy mid laner, unless its hitting the wave and the enemy laner in order to start the push.
Also remember to throw in auto attacks so the enemy mid laner doesn't get the push on you.
After you shove the second wave into the turret, you want to ward the opposite side the jungle started, if he started bot, ward top side (raptors if its on that side or river brush near the scuttle if not) and if he started top then ward bot side(raptors if its on that side or river brush near scuttle if not).
You should have an health advantage during this part, however the third wave should be meeting near the enemy mid laner side, if you crashed the second wave too late and the third wave is near the enemy mid laners turret, you want to play patient and poke them with while making sure to be careful of their level 3 spike.
If you crashed the second wave a bit early, the third wave should meet near the middle and you want to either try getting level 3 first and taking a trade with your full rotations of spells while they are level 2, or if your JG is a ganking jungler, then let the wave shove into you and allow for a gank oppurtunity from your JG.
This part of the game many laners make big mistakes like randomly throwing abilities randomly, when they do thise you want to take the chance to take a trade and even using to all in them for first blood.
Make sure you are leaning on the side that you have your vison on when playing with Diana. You don't want to lose all the pressure you have created to die to a JG gank.
During this part of the game forward, it doesn't matter as much if you are against range or melee, so I will group them up together.
You should have gone for a reset sometime during lvl 4, if you haven't then you should be looking for a reset as soon as possible with Diana's amazing early waveclear.
When resetting you want to either slowpush two waves into the enemy, or hard shove the wave before the cannon wave so you can come back to most of the CS. You want to make sure to drop a ward on the enemy JG raptors when you come back to lane, and hopefully you had enough gold to buy a , you want to place this on bot side brush near dragon. This will allow your bot lane to play more aggressive while also giving you important vision near dragon. With this vision set up, you should be relatively safe.
When deciding on what you want to do with the wave look at the map, if you're JG is looking to invade or do an objective/gank a lane, then its probably a good idea to shove the wave, however if there is little action happening on the map, it's better to leave the wave in the middle of the lane or on your side so that you can take an extended trade. Once you hit level 6, you either want to all in your opponent or roam with this power spike.
During this last part of the early game, you want to identify your win condition. Is your bot lane ahead? Is your top lane ahead? Is your JG ahead? Find out which one of your teammates is ahead and play towards that side.
Place down a for them and vision on that side of the map and look for roams/dives. Since the side that is winning should have vision set up, you should be generally safe to just walk down and go for a dive, however, make sure you know where the JG is when roaming/diving so you don't get countered.
A good trick is to know that the enemy JG at around 6:50 is on the buff that he started on as that is the respawn time for the buff. If you are unsure who your win condition is then it's always safe to just gank the lane that your jungler goes to.
At level 9, you want to switch to and shove waves as fast as you can and move around the map.
Diana is a very versatile champ and you can play this stage of the game in many ways. You can either decide to split push or play for the shove on side lanes and move towards mid lane. A general rule to decide what to do is...
WHEN BEHIND AND TEAM IS AHEAD
This isn't the worst situation, however, you have to navigate this game carefully or you can end up being the reason your team lost. Make sure to grab the side waves that are near your turret safely while shoving it out as much as possible without being at risk of dying.
Be sure to be on the side lane that is near the objective that both teams plan to contest (bot if dragon is up or top if dragon is down) If your JG or Support is nearby, you can play more aggressive and shove in more waves, however if not, then you might only be able to shove in one wave.
Once you shove in one wave, you want to go to mid lane to look for teamfights with your team around objectives/mid turret. With and you are still really useful in teamfights even when behind. Try to shove in side waves to keep up in exp and gold while making sure to be on time for objective fights or going mid to look for a fight with your team.
WHEN AHEAD AND TEAM IS BEHIND
This can be a tricky situation, first assess whether or not your team wins teamfights. If you win teamfights with your team even if they are behind, you generally want to shove side lanes near the objective that people will be going to and go mid or to spawning objectives in order to force winning teamfights.
However, if you're team doesn't win teamfights, which is likely the case when they are behind, you want to split push and get pressure on the map. You will likely have so your dueling in the side lane should be at least stronger than the enemy mid laner.
Split the opposite side from dragons and give a few dragons to the enemy team while your team scales up into a position where you guys can start contesting them again. Try to grab a few turrets while your teammates will likely dance around dragon against the other team.
You may get pinged for this, so try to spam ping your team to give dragon.
In lower elos especially, everyone will be going towards the dragon, so you will be able to accumulate a huge level lead and gold lead especially if you manage to get the tier 2 turret as it gives out 600 gold.
Make sure to be on the same side as baron however as this is not an objective you should give up, since enemy stats become lowered when they do baron, that is a chance for you and your team to take a fight to turn the game around.
Make sure you are not splitting against someone that you can't beat in a 1v1.
Eventually, the enemy team will send 2-3 after you and your team will be able to do objectives like this and slowly find picks. Once you think your team can win teamfights, try to take fights with them around objectives.
WHEN BEHIND AND TEAM IS BEHIND
This is one of the worst situations, however, there still might be hope especially if your team is a teamfight composition or one that scales well.
You want to shove out side lanes to a safe degree while going back mid lane and trying to find a pick with your team while the enemy team is down numbers.
You also want to try going to objectives 1 minute-30 seconds in advance and set up with your team and get a pick in order to force a number up fight.
Never take a straight 5v5 on against the enemy team and remember to collect side lane farm that gets in the area of your turret.
GENERAL TIPS FOR MID GAME
Usually, you want to take teamfights if your team wins them, if you don't win them you want to get as much pressure as you can in side lanes. If you also don't win side lane matchup then you will have to shove to the safest degree and try to grab picks with your team.
Play to your stregnths and never do something the enemy team would want in that situation such as a 5v5.
Keep in mind that Diana deals an immense amount of damage to turrets with and , so there are times where the enemy won't notice your split push until you have taken 2-3 turrets already.
You generally always want to be on the same side of the objective that is spawning as Diana and pushing that side (so if dragon is spawning soon you want to be pushing bot lane) so that you can get there in time for the fight as you likely won't have .
When shoving out side waves, call for your jungler to hover you in the side lane so you can get a quick pick on the side laner. If your jungler is making a play on the opposite side of the map from you, and you don't know where the enemy jungler is, play respectfully as the enemy jungler will likely make a cross map play on you.
For teamfighting as Diana, you want to make sure you look to one shot priority targets.
Usually, look to kill the ADC, however, there are times when the mid laner would be more of a priority. If possible, always come in from the flank, especially after shoving a side wave and going to the objective fight.
If possible, you want to use , , and onto the enemy ADC or priority target, preferably if you find that they are grouped up with others. However, sometimes you will have to just use onto enemy from the flank and with as you won't have the luxury of starting with .