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Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Introduction




Play in the

While reading my guide, I would also like to suggest a listening guide as well. There is a common theme and they are available on iTunes and elsewhere:
Diana - Paul Anka
Dirty Diana - Michael Jackson
Diana - The Sounds
Diana - Nerf Herder
Diana - Waterdeep
Diana - Alexander "Skip" Spence
Diana - Earth, Wind and Fire
I prefer scaling runes to flat runes as overall you get more out of them. Flat runes give you an early edge, trading for less of an advantage later on. Please feel free to substitute for your own personal preferences.
Precision
Fleet Footwork
Phase Rush
Greater Mark of Attack Speed - Attack speed will make farming easier and cause your passive to trigger more often.
Greater Seal of Defense - You will need some
armor, but not a huge amount early on and you will get additional
armor as well as
minion damage resistance from
Masteries. This will be enough to give you survivabilty in early team fights.
Greater Glyph of Scaling Ability Power -
AP glyphs for increased damage.
Greater Quintessence of Scaling Ability Power - More
AP.
Runes





Greater Seal of Defense - You will need some








I go with a 21/9/0 breakout.
Offense:
Mental Force
,
Blast
and
Archmage
for AP.
Fury
for an attack speed boost and
Spellsword
for a straight up damage boost to your normal attack.
Arcane Knowledge
for magic pen.
Executioner
for additional damage on low heath opponents.
Butcher
for extra damage to minons and
Destruction
for improving damage to towers.
You will spend most of your time beating on minions so
Butcher
will have an advantage there (also when
jungling) and
Destruction
when you go for towers (it also makes for faster back dooring).
A couple of alternitves in the Offense tree is to put the 2 points from
Butcher
and 1 point from
Destruction
into
Sorcery for a 3% boost to your cooldown rate or into
Havoc
for additional damage. Also if using
Ignite,
Exhaust or
Ghost one point could be moved to
Summoner's Wrath
.
Defense:
Resistance
for magic resist.
Hardiness
for a slight armor boost.
Durability
and
Veteran's Scars
for extra starting HP.
There is not much room for substitution on the Defense tree.
Utility:
I normally take nothing under the Utility tree but you can use the point reserved for
Veteran's Scars
in the Defense tree could be used her for
Summoner's Insight
to improve the cast time of
Teleport and the cooldown of
Flash, but I think you get more bang for the point when used for
Veteran's Scars
.
Offense:









You will spend most of your time beating on minions so



A couple of alternitves in the Offense tree is to put the 2 points from








Defense:




There is not much room for substitution on the Defense tree.
Utility:
I normally take nothing under the Utility tree but you can use the point reserved for





I use
Teleport and
Flash for maximum mobility. Other options include replacing
Teleport with
Ignite for additional damage,
Smite if you are
jungling, and
Ghost for either chasing or retreating.
Other spells may also be useful, here are my thoughts:
Exhaust: Useful for slowing enemies but since you have a teleport ability its usefulness is limited to allowing allies to catch up or for you to get away, but
Flash is better for getting away.
Heal: A generally useful summoner spell.
Barrier: Useful but redundant since you already have a skill that does the same thing with a much lower cooldown.
Revive: Limited utility early game, but can be useful late game at cutting down dead time. I still feel that there are better choices.
Cleanse: Useful in a very high debuff enviroment, but useless otherwise. It is a gamble in anything other than ranked play and I prefer more solid effects.
Clarity: Not really useful except the first 10 to 15 min of the game. Once you have built
Athene's Unholy Grail you generally will not have mana regen issues.
Clairvoyance: Exceptionally useful for a sudden quick check of an area of the battlefield, beyond that, use wards as they are much more effective and last longer.







Other spells may also be useful, here are my thoughts:









Item Sequence






Mana Potion
0

Fiendish Codex
850

Chalice of Harmony
800

Athene's Unholy Grail
2250

Ninja Tabi
1100
Item Sequence






Fiendish Codex
850

Nashor's Tooth
2900

Liandry's Torment
3000

Rylai's Crystal Scepter
2600

Rabadon's Deathcap
3500
To start I recommend an






Next build boots, I use







The third item should be



Your fourth and fifth items should be




Lastly, build

Alternative items:
If you want to go with an armor build instead of HP, replace the







An



You can grab some additional attack speed and damage from









Start out with








You could take the first rank of


General: First of all,
Crescent Strike is great for checking bushes for hidden champions and if it connects, then it will breifly illuminate them with Moonlight. It is a great way to keep tabs on the bushes early game. Secondly, you have a decent reach with
Crescent Strike so smack the caster minions with it while you are beating on the melee minions. Grab the
blue buff early if there is not another caster or jungler that needs it.
Top: You can solo top better when you are on the purple team since the natural arc of
Crescent Strike allows you to check the whole bush closest to the turret. When solo, you will have difficulties with ranged opponents until you can get either
Lunar Rush or some mana regen and cooldown so that you can cast
Crescent Strike more often.
Mid: For a melee champion
Diana is an excellent mid.
Crescent Strike is a solid ranged attack and has a high enough damage to make things difficult for anyone that doesn't have good magic resist or high HP at start. When pushing the turret,
Crescent Strike allows you to stay out of range, but still do damage. To a certain extent, it removes the safety of sitting under the turret with low health as you can strike and then pull out of turret range before it fires. Again, you may have difficulties with ranged champs but is less of a handicap mid since you have more room to move around.
Bottom: You shine best when on the bottom of blue team for the same reason you solo top better on the purple side, the arc of
Crescent Strike matches that of the closest bush.



Top: You can solo top better when you are on the purple team since the natural arc of



Mid: For a melee champion



Bottom: You shine best when on the bottom of blue team for the same reason you solo top better on the purple side, the arc of

Season 3 changes the build for
jungling majorly. Start with a
Hunter's Machete and quickly upgrade to a
Spirit Stone and then build a
Hextech Revolver and then purchase
Spirit of the Spectral Wraith as quickly as possible. Then proceed with the normal build, selling
Spirit of the Spectral Wraith when you go to build
Rabadon's Deathcap.
Another potential starting item is a
Wriggle's Lantern as it builds from
Hunter's Machete as well but
Diana does not benefit from the AD, armor and lifsteal as much.
Teleport can be replaced with
Smite for
jungling. I do not recommend replacing
Flash.
When
jungling, I usually start at either
wolves or
wraiths. Get the
blue buff at level 2 and you should be able to solo the Golem with 1 rank in
Crescent Strike and
Pale Cascade. Lead into each creep camp with
Crescent Strike and then activate
Pale Cascade as you move in to melee. If you have
Lunar Rush then you can use that to jump to a creep after activating
Pale Cascade and while the creep is still touched by Moonlight. This will do additional damage as well as reset
Lunar Rush's cooldown.
Diana should be able to solo the
Dragon once you have
Athene's Unholy Grail and at least another
Fiendish Codex. Use her main combo of
Crescent Strike,
Pale Cascade,
Lunar Rush. Even though
Lunar Rush's cooldown will reset when you hit the
Dragon while it still has Moonlight from
Crescent Strike, resist using
Lunar Rush the second time. Wait until you are going for a killing blow or the cooldown will be much longer for very little gain.







Another potential starting item is a







When











Diana should be able to solo the










Diana is an excellent farmer as
Crescent Strike has a good attack area and with
Moonsilver Blade also makes for good farming since every 3rd strike hits multiple targets if they are in close proximity.
Pale Cascade can damage large numbers of minions quickly as well as provide a damage absorbing shield and when combined with her
Moonsilver Blade allows efficent clearing of minion waves.




Pro: You will have a very high amount of AP. Pro: Opposing champions will need to build a very high level of magic resist to prevent damage so that means less offensive capablity on their end. Pro: You are very effective up close and personal. Pro: Your skill combo (QWRR) is extremely effective at dealing damage and letting you get to your target. |
Con: While not a glass cannon you are a ceramic cannon, a bit sturdier, but still fragile and will break. Con: This levels the playing field since you will have lower levels of armor/magic resist as a trade off for high AP. Con: You will have issues with some ranged champs until the cooldown on ![]() ![]() Con: It all depends on your landing a shot with your [Q] to start it off. |
This is a very effective build once you learn how to use it. It tends to need to be played more as you would a ranged or commando champ at first (i.e. keep your distance and/or hit and run) but later you can get into the thick of it. I consistantly achieve 2 to 1 and higher KD ratios.
Please comment and let me know your experiences using this guide. I am always looking for alternitives to the play style and ways to improve. Criticism is certainly welcome, but please make it constructive and don't just tell me "It sucks" without providing a reason or suggesting a way to modify it so it sucks less for you.
Thank you for reading,
Typhon Grey
***A special "Thank you" to jhoijhoi for her How to Make a Guide guide.***
***Another special "Thank you" to Ibcsi for indirectly pointing me in that direction.
Ver. 1.05 - Item updates and typo corrections.
Ver. 1.04 - Massive update for Pre-Season 3.
Ver. 1.03 - Added Laning Stratagies section, color changes, editing and few typo and coding corrections.
Ver. 1.02 - Added listening guide and reorganized Pros/Cons section.
Ver. 1.01 - Added graphics for masteries, item builds and skill selection.
Ver. 1.00 - Base guide.
Please comment and let me know your experiences using this guide. I am always looking for alternitives to the play style and ways to improve. Criticism is certainly welcome, but please make it constructive and don't just tell me "It sucks" without providing a reason or suggesting a way to modify it so it sucks less for you.
Thank you for reading,
Typhon Grey
***A special "Thank you" to jhoijhoi for her How to Make a Guide guide.***
***Another special "Thank you" to Ibcsi for indirectly pointing me in that direction.
Ver. 1.05 - Item updates and typo corrections.
Ver. 1.04 - Massive update for Pre-Season 3.
Ver. 1.03 - Added Laning Stratagies section, color changes, editing and few typo and coding corrections.
Ver. 1.02 - Added listening guide and reorganized Pros/Cons section.
Ver. 1.01 - Added graphics for masteries, item builds and skill selection.
Ver. 1.00 - Base guide.
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