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Diana Build Guide by Mr.Rogers

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League of Legends Build Guide Author Mr.Rogers

A Heretic's Guide to Moonwalking through the Jungle

Mr.Rogers Last updated on April 3, 2013
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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Hey there summoners, my name is Mr.Rogers.
This is my first build and I decided to tackle this new moon mistress. Diana is a deadly assassin with some quick combos, great chasing abilities and kill securing utilities.
Whether she's tower-diving helpless victims, stealing the enemy's buffs, or finishing off enemies with gusto, Diana is a force to be reckoned with.
This guide will focus on how to utilize her abilities as a jungler.

Champion Spotlight:

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Pros / Cons

Pros / Cons


+ Swift Jungler
+ Phenomenal Chasing Ability
+ Long Ranged Abilities
+ Solid Turret Diver
+ Jungle sustain with Pale Cascade
+ Double jump with Lunar Rush

- Mana Hungry
- Reliant on landing Crescent Strike
- No solid escape mechanisms
- Can be squishy
- space

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Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Ability Power

Greater Mark of Magic Penetration

9 x Greater Mark of Magic Penetration (7.83 Flat AP)
Magic Penetration marks are a good choice here.
As the standard pick for any AP champion, Magic Pen runes will give your early ganks the edge they need to secure the kill.

Greater Seal of Armor

9 x Greater Seal of Armor (12.69 Flat Armor)
Armor seals are the best pick for any jungler.
Armor seals are arguably the best seals in the game. Starting with an extra 13 armor is really beneficial, especially if you expect to survive contact with many jungle mobs.

This choice is a lot tougher. There are a few good options here but the values on Glyphs are too poor in most categories besides Magic Resistance.

Greater Glyph of Scaling Magic Resist
9 x Greater Glyph of Scaling Magic Resist (24.3 Magic Resistance at level 18)
I choose MR per level over flat MR. This stat isn't really necessary in the early game like Armor is, so I can be patient to let it grow to it's full amount.

Greater Glyph of Scaling Ability Power
9 x Greater Glyph of Scaling Ability Power (27.54 Ability Power at level 18)
Another viable glyph option is AP per level. This gives you a solid 27.5 AP at max level.

It's all up to your preferences. I choose the MR per level because, besides the Mercury's Treads, it's the only Magic Resist you'll get until late game with the Lich Bane.

Greater Quintessence of Ability Power

9 x Greater Quintessence of Ability Power (14.85 Flat Ability Power)
I prefer straight Ability Power to give your abilities, well... power.
Along with the mastery tree set up, you will start with a solid AP. This early AP is important for Diana to boost her skills a bit before you get any AP items.

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The 21 points in the Offense page gets you some Ability Power, Cooldown Reduction, Increased Damage, and of course Arcane Knowledge , for Magic Penetration. The 8 points in the Defense page delivers reduced monster damage, Armor, Health Regen, and Gold Income with Summoner's Resolve . The 1 point in the Utility page gives you Cooldown reduction on Flash brought about by Summoner's Insight .

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Summoner Spells

I pick Flash for my first Summoner's Spell. This utility will help you get out sticky situations, position yourself for attacks, spring a gank on an unsuspecting foe, buy time for your cooldowns, and much much more.

As a jungler you will need Smite. Common sense.

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Skills Explanation

Diana has an incredibly unique kit with a ton of utility in farming and fighting.

Moonsilver Blade (Passive)
This is a great passive for a jungler. The automatic 20% Attack Speed will give you a huge boost in taking down mobs early. On every third Basic Attack, Diana strikes all enemies in immediate proximity for bonus magical damage. At higher levels once you stack some Ability Power, this third Basic Attack hits like a truck.

Crescent Strike (Q)
This is your main tool for damage and harass. Diana strikes out a curved path in front of her that damages anyone it comes in contact with. This damage inflicts the target with Moonlight, but we'll get to that later.
This skill is all about positioning. From the right angle, Crescent Strike can hit every foe in sight.
Crescent Strike takes time to reach its destination so be sure to account for that. Landing this skill is often the difference between a kill or nothing.
Crescent Strike can and should be used to check bushes, clear corners and check jungle camps. It will illuminate any enemies found for a short period of time.

Pale Cascade (W)
Pale Cascade is the skill that makes Diana such a good jungler. Pale Cascade is a shield that creates three orbs to orbit around you. If the orb hits an enemy, it will shatter, causing minor Magic Damage. If all three orbs shatter, the shield will be refreshed. This enables Diana to power through the jungle camps while taking minimal damage. In fight's it can also help give you a little buffer of extra damage sustained.

Moonfall (E)
Moonfall is a handy bit of Crowd Control that can help you chase enemies without them ever escaping you grasp. This hard CC will pull in all enemies in a limited range around you and slow them. Moonfall is also useful for throwing off an enemy from channeling/casting a skill like Infinite Duress, Crowstorm, Death Lotus, or Absolute Zero.

Lunar Rush (R)
Lunar Rush is one of the best assassin Ultimates out there. Like Akali's Shadow Dance, Diana will leap to the enemy dealing some serious Magic Damage. If the target is inflicted with Moonlight from Crescent Strike's effect, there will be no Cooldown on Lunar Rush.
This means when chasing an opponent you need to have patience to wait to land a Crescent Strike on an enemy before using Lunar Rush if they aren't at extremely low health. If they are, you can just finish the enemy off with Lunar Rush.

Crescent Strike, used in coordination with Lunar Rush, is extremely useful in the jungle. This combo is what makes Diana such a swift jungler. Use Crescent Strike on a jungle camp which will illuminate any mobs or enemies hit. Then you can use Lunar Rush to jump over a wall to the mobs. This drastically cuts down on the time it takes to clear the jungle camps.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

The skill sequence for Diana is pretty simple.
  • Max your Crescent Strike (Q) first in order to maximize damage output. This skill should be maxed at level 9.
  • Max your Pale Cascade (W) next in order to maximize your shield's strength and give yourself sustainability in the jungle. This skill should be maxed at level 13.
  • Take a point in Moonfall (E) early on at level 4 for the utility of hard Crowd Control, but save it for last. This skill should be maxed at level 18.
  • As Diana's Ultimate, you should put a point in Lunar Rush (R) at levels 6, 11, and 16.

> > >

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I hope you agree with me that Diana kicks some major behind from the jungle.
Thank you for checking out my guide. I am open to comments so feel free to leave me one.

Good luck out there. May you jungle with the swiftness of a rabid Shyvana, and the ferocity of Lee Sin with sight.
This is Mr.Rogers signing off.

Until next time, Summoners.

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Edit Log

  • Guide posted on Saturday, August 11th 2012
  • Full season 3 update on Skills, Masteries, Runes, and Items.
  • Reworked Masteries, items.

[Quick thanks to build maker JhoiJhoi. Want to make a guide? Check out her helpful guide-guide.]