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Diana Build Guide by ToxicCannon



Updated on November 10, 2022
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League of Legends Build Guide Author ToxicCannon Build Guide By ToxicCannon 11,429 Views 0 Comments
11,429 Views 0 Comments League of Legends Build Guide Author ToxicCannon Diana Build Guide By ToxicCannon Updated on November 10, 2022
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Runes: Main AP burst

1 2
Sudden Impact
Eyeball Collection
Ultimate Hunter


+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)


1 2
Main Sums
LoL Summoner Spell: Flash


LoL Summoner Spell: Smite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide


By ToxicCannon
Starting items
This is really simple. Red jungle item is better if the enemy team are bruisers/tanks/stick-on-you fighters. Blue jungle item is better if the enemy team has dashes or is just plain faster than you. Use blue item if you need to helo you stick on them, I usually prefer blue with this build since it helps you get those easy Q -> Ults. Red item is definitely nice against like A Trundle or Olaf though if you find yourself counter-picked.
Main items
Build Path: Nashor's -> Boots -> Mythic -> Lich Bane -> Crystal Scepter -> Cosmic Drive

This build is entirely centered around Night Harvester. The goal is that you have a little bit of added MS from your runes and items allowing you to get your Q onto your target before they can position away. Once you have marked a target with your Q Night Harvester will prock, giving you a 1.5 second window to close the distance for your dash-ult combo. Very basic principle that exectues perfectly with your Electrocute. Q proc -> Dash -> AA -> animation cancel with Ult -> AA -> Shield -> AA with passive proc. Then AA and use shield reset or dahs reset to finish the target off as needed. You have so much damage in this kit already, the Night Harvester just enables it to work flawlesly.

Nashor's Tooth: You will actually build this item first most of the time to improve your clear time and objective taking potential. You could theoretically rush mythic first if you got enough early kills but I just don't see that as being viable in the jungle without the proper attack speed buff from Nashor's.

Boots: Magic Pen boots are your go-to option but if you feel you need the CC resist or the AA resist build Steelcaps or Merc Treads. Mobility boots are a possiblity as well if you want maximum vision and objective control but I don't recommend them because they are a much weaker dueling item.

Mythic: Build Night Harvestor for the reason's listed above or build Chemtank with Predator for the insane gank potential. It really is up to you but unless you have experience with predator builds you will most likely get much more value out of Night Harvestor.

Lich Bane: This item is a no-brainer must-build item. The Sheen passive is just insane for all of your ability -> AA -> ability -> AA combos. The item as a whole increases your burst potential and gives a little bit of extra MS which adds to your presence as an initiate for your team. You could build Shadowflame here instead if the enemy team has some shielding or is very slippery and you cant reliably hit your auto attack combos, but in general with blu smite and night harvester you should be able to stick on your targets and that makes Lich Bane generally superior. But feel free to swap them out or even build them both should you want to maximize your magic burst.

Crytsal Sceptor: Just an overall good pick up for Diana. The added health makes you just a little bit tankier and the slow on your abilitites maximizes your sticking power. This will enable your teammates to really help you run down those enemy carries that are harder to lock on to. This item is a "nice to have" though and can be replaced by a matchup-dependent item like Banshee's Veil or Zhonyas should you need the extra defense.

Cosmic Drive: Your last item is just basically a last minute buff to the principles of the kit you have been building. You get more movement speed, more ability haste, and more burst potential. The ability haste is actually more important than the MS here which is why there aren;t any good substitutes for this item. At this point in the game you will be max build and fights will be longer, so you will desperately want to be able to get your combos up as fast as possible. While Diana does largely rely on cooldown resets to increase her dueling potential, in those late game fights where you are getting CC'd all the time this extra ability haste will save your life and allow you to keep on fighting. This is a situational "nice-to-have" as well, so you can go ahead and replace it with more comp-dependant items as needed. But if you are ahead or you don't really need any extra survivability then Cosmic Drive will be your best friend in the late game.

Chemtank Expanded: This item is so fantastic on Diana and is one of the most slept on items. After building Nashor's first (because you need it), Chemtank will enable the fastest ganks possible for this champ, and give you extra pressure on objectives. This is really good against junglers like Shaco or Nunu that like to sneak Rift Herald and Dragon when their teammates are still in their lanes. Boost yourself into the fight with the Chemtank and Predator active and watch as their health drops from your aggressive combos. The mythic passive will also make you just a tiny bit tankier (which helps those aggressive inititates0 and will further increase your ability haste. Not as good for 1-on-1 dueling as Night Harvester, but it is an incredible off-meta pick that gives you an unrivaled initiate and overwhelming team-fight presence.
Electrocute runes have been a stape on Diana mid for years. With this build you are effectively still providing an AP carry role from the junle, and so I still take electrocute has my keystone for the insane burst damage.

Sudden impact is the strongest here because of your dahs reset. You are able to make use of this very frequently and it will stack nicely on your magic pen boots.

Eyeball collection is probably the smartes option here because you will be looking for ganks/fights as often as safely possible. You could take Zombie ward here if you grab an early sweeper and make an effort to control vision, but its harder to max out your stacks as quickly as you would with takedowns (on this build) so I like eyball collector the most, but feel free to change it up.

For your 4th rune you could honestly get a lot of value from most of these options. I prefer Ultimate Hunter the most because I am actively looking for fights when I play Diana. I value having my ultimate off colldown frequently so I can instigate winning fights on my own schedule rather than having to back out because it wasn;t ready. If you picked up Zombie ward and want to dominate vision then pick up Relentless Hunter instead and storm the map with your red trinket. Treasure Hunter is tricky because the early game gold is really nice if you can get a diverse kill pool, but if you land those bounties after just completing an item it may be hard to make use of that extra gold until you have enough for the big purchases. Again you can find value with all 3 of these if you understand the rune and know how to adjust your playstyle acordingly.

Celerity is strong because of the Night Harvester MS proc and is extremely good with the Predator/Chemtank combo. You could swap it out with your Night Harvester build for Nimbuscloak instead if you would prefer to have the MS boost available for a flash engage.

Water Walking is one of the most slept on runes in the game for junglers. While it isn't as much of a guarentee as some other runes like scorch or gathering storm, you gain a lot of gank and objective control by having that extra adaptive force in the river, while also gaining extra mivement speed to move from midlane ganks to your outer lanes. It is a good compliment to celerity as your first secondary runes and it again pairs very nicely with the Chemtank/Predator combo.
Summoner Spells
There is really only one good option here and that is the Flash Smite combo. Diana really needs the flash option for a quick ult engage. The extra mobility for flashing into dragon or baron pit for the steal is also extremely important and shouldn't be given up unless you have a really good reason.

You CAN technically make use out of Ghost Smite as your combo if you are running Predator/Chemtank, but since the Chemtank already gives you ghosting and has a shorter cooldown than Ghost I don't think the value it adds outweighs the disadvantage you gain by not having flash.
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