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Diana Build Guide by eariocylla

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League of Legends Build Guide Author eariocylla

Decimating as Diana! [Complete Jungle Guide!]

eariocylla Last updated on August 12, 2012
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Middle Lane
Ranked #17 in
Middle Lane
Win 51%
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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

Strength of Spirit

Utility: 0

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Hello I'm Eariocylla and welcome to my Diana guide! I will be mainly focussing on Jungling with her but will also be working on how to lane with her!

As im still new to her, this build will be a work in progress and will be updated as much as possible on when I learn more tricks and tips :) As time goes on I will update her gear, build and general tips that I learn and also gain from the community. Any suggestions you have feel free to comment or message me as i'd love to hear them! Please do not down vote if you have a bad game with her, she takes time and you will see some really positive results! Keep slugging!

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The Basic's

Diana, The Scorn Of The Moon.

Mage, Melee, Fighter.

Cost; 975 Riot Points or 6300 Influence Points
Currently available with one skin, Dark Valkyrie Diana.

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Basic & Max Level Stats

Level 1:

(+Per Level)
Health.............438 (+90)
Health regen...... 9 (+0.85)
Attack damage..... 48 (+3)
Attack speed.......0.625 (+2.25%)
Mana...............230 (+40)
Mana regen.........7 (+0.6)
Armor..............16 (+3.6)
Magic resistance...30 (+1.25)
Movement speed.....320

Level 18

Health regen...... 10.04
Attack damage..... 105
Attack speed.......1.1434 (+20% 1.372)
Mana regen.........916
Magic resistance...52.5
Movement speed.....320

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An unyielding avatar of the moon's power, Diana wages a dark crusade against the sun-worshipping Solari. Though she once sought the acceptance of her people, years of futile struggle shaped her into a bitter, resentful warrior. She now presents her foes with a terrible ultimatum: revere the moon's light, or die by her crescent blade.

Though she was born to the Solari, Diana's inquisitive nature set her apart from her brethren. She had always found solace and guidance in the night sky, and questioned the dominance of the sun in her society. The Solari elders responded to her challenges with only derision and punishment. Diana remained convinced, however, that if she could find evidence of the moon's power, the elders would listen to reason. For years, she studied Solari archives in solitude until she discovered an encoded message hidden in an old tome. This clue led her to a secluded valley on Mount Targon where she unearthed the hidden entrance to an ancient, sealed temple. Inside, among aging relics and faded murals, she found an ornate suit of armor and a beautiful crescent blade, both inscribed with sigils of the moon. Diana donned the armaments and returned to the Solari elders that night. She declared that the artifacts proved others had once worshipped the moon as she did. Her discovery of evidence challenging Solari dominion shocked the elders. To Diana's horror, they pronounced her a heretic and condemned her to death. As the elders prepared her for execution, Diana's anger and sorrow overwhelmed her desire for acceptance. She lifted her gaze to the sky, calling upon the moon for strength. Lunar power surged within her and she shattered her bindings. Raising her relic blade, she turned and slaughtered the elders. With the temple in ruins behind her, Diana resolved to destroy all those who would deny the power of the moon.

"The sun does not reveal truth. Its light only burns and blinds." - Diana

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Pros / Cons


  • Incredibly fast jungler.
  • High Burst damage!
  • Great Mobility In group fights with Her ultimate, Lunar Rush.
  • Hard hitting and tough to escape ganks with her slow, Moonfall.
  • Nice shield ability that also damages foes. Pale Cascade
  • Very Useful passive ability, Moonsilver Blade.


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This Mastery tree is 21/9/0. In the offence tree I take the vital talents to maximise Diana's damage. The other 9 points are to increase her armor, magic resist and health for a little survivability.
Mastery Breakdown

  • Brute Force - Extra 3 Attack damage to jungle faster throughout the game.
  • Mental Force - 4 Extra Ability Power is a great.
  • Sorcery - 4% Cool-down Reduction is good for faster jungling and ganks.
  • Arcane Knowledge - 10% Magic Penetration, Nice Damage increase for just one point.
  • Blast - Stacking AP increase per level, 4 points in here gives us 18 extra AP at level 18.
  • Archmage - 4 Points in here gives us an extra 5% AP! great!
  • Executioner - 6% extra damage on targets below 40%, always take this.

  • Hardiness - Last three points for and extra 3 armor.
  • Tough Skin - Great option for early jungling, saves health and less need for Health pots!
  • Durability - 4 Points in here gives us 6 extra health per level.
  • Veteran's Scars - 1 point in here gives us a extra 30 hp.

Some Feel that you could take out the 3 Points in Brute Force for Havoc but i feel this works better.

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Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Ability Power

Greater Quintessence of Ability Power

3 x Greater Quintessence of Ability Power - 1025 IP Each, 3075 IP in total.
9 x Greater Mark of Magic Penetration - 205 IP Each, 1845 IP in total.
9 x Greater Seal of Armor - 205 IP Each, 1845 IP in total.
9 x Greater Glyph of Ability Power - 410 IP Each, 3690 in total.

Quintessence - These combined with MP marks and masterys will give you a high amount of early game ability power which will be good for farming and harassing your opponents.

Marks - Theese are used to bypass a percentage of the enemys magic resist to do more damage. Theese will also work on minions and neutral camps.

Seals - Some extra armour on Diana always helps, this will reduce the amount of damage you take from regular attacks from other players,minions and neutral monsters, not abilitys.

Glyphs - These give a welcome boost to your AP, some like to use the scaling AP glyphs but these help more early on.

Other Options

I feel that although these are the best runes to use, there are a few alternatives that are viable.

Greater Glyph of Scaling Magic Resist - These are good for extra magic resist if you feel you need it instead of AP.

Other notes For those below level 20, i suggest you save your ip to buy tier 3 runes at level 20.

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Summoner Spells

Must Have for Jungling


Deals 445-870 true damage (depending on champion level) to target enemy minion or pet. 70 second cooldown.[/color] This is a must have for jungling, this is to help you kill Blue/Red buff but can also be used to secure kills on The Dragon and also Baron Nashor.

Teleports your champion toward your cursor's location. 265 second cooldown. Great escape and gap closer spell. You can use this to flash through walls or away from champions when low! Use this with Lunar Rush to Close the gap on fleeing prey.

Exhausts target champion, reducing their Movement Speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 2.5 seconds. 210 second cool-down. This with its speed reduction and AD/AP damage reduction is a great spell to use if you feel you have a greater battlefield awareness and Dont need flash or ghost!

Your champion ignores unit collision and has 27% increased Movement Speed for 10 seconds. 210 second cooldown. Another good escape spell, not as good as flash but for some its easier to use then flash! We all know when we've failed our flash and got a Roundhouse kick from lee sin!

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Ability Explanation

Moonsilver Blade (Passive) - Diana has 20% increased Attack Speed. Every third strike cleaves nearby enemies for 20 / 25 / 30 / 40 / 50 / 65 / 80 / 95 / 110 / 125 / 140 / 155 / 175 / 195 / 215 / 240 / 265 / 290 (+60% of ability power) additional magic damage. A great passive, with some decent attack speed and high AP this is a great advantage in a 1v1 situation. This is also why Diana is a very fast jungler.
Crescent Strike (Q) - Diana swings her blade to unleash a bolt of lunar energy, afflicting enemies with Moonlight for 3 seconds and dealing 80 / 125 / 170 / 215 / 260 (+80% of ability power) magic damage in an arc before exploding. An arcing skill shot, learning how this works and how to hit it each time will improve your damage and also increase your mobility when used with your ultimate.
Pale Cascade (W) - Diana creates three orbiting spheres that detonate on contact with enemies to deal 20 / 36 / 52 / 68 / 84 (+20% of ability power) magic damage per orb in an area. She also gains a temporary shield that absorbs 55 / 80 / 105 / 130 / 155 (+40% of ability power) damage. This shield is refreshed if all three spheres detonate. A great offensive and defensive spell, this shield not only protects you but damages nearby enemys. This is another spell for why Diana is such a fast jungler.
Moonfall (E) - Diana draws in and slows all nearby enemies by 35 / 40 / 45 / 50 / 55 % for 2 seconds. This is what makes her ganks so deadly, this is very much like Darius's Apprehend but 360 degrees! Also with a slow!
Lunar Rush (R) - Diana teleports to an enemy and deals 100 / 160 / 220 (+60% of ability power) magic damage. Lunar Rush has no cooldown when used to teleport to a target afflicted with Moonlight and will consume all active Moonlight debuffs. This is a great ability, making sure your foe is affected with moonlight will allow you to use it twice! so make sure you always Land your Crescent Strike!.

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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

I tend to max out my Crescent Strike] first then to my [[Pale Cascade then Moonfall whilst always upgrading Lunar Rush when available. This way your jungling clear times and ganking damage improves steadily whilst all your ability's are upgraded accordingly.

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Jungle Route

1. Start at Ancient Golem Aka Blue Buff.
2. Clear Wolves
3. Clear Wraiths
4. Clear Double Golems
5. Clear The Lizard Elder aka Red Buff.

From there its rinse and repeat, depending on health you can clear wraiths again
and maybe even wolves again and head for a level 4 Gank at top or bottom depending on which side your at.

Red Buff and Blue Buff both last for 2:30, 3:00 if you have Runic Affinity .

Wolves: Spawn time - 1:40 Respawn time - 1:00
Wraiths: Spawn time - 1:40 Respawn time - 0:50
Golems: Spawn time - 1:40 Respawn time - 1:00

Golem: Spawn time - 1:55 Respawn time - 5:00
Lizard: Spawn time - 1:55 Respawn time - 5:00

Dragon: Spawn time - 2:30 Respawn time - 6:00
Baron: Spawn time - 15:00 Respawn time - 7:00

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My general ability combo for ganking is usually Crescent Strike followed by your ultimate,
Lunar Rush. Then I will use your slow, Moonfall followed by another blow with Lunar Rush.

This combined with auto attacks and fellow players should be very lethal!

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Early Game

I like to start off with Boots of Speed and Three Health Potions. I tend to buy a Dagger and a Amplifying Tome first then upgrading to a Stinger then finishing my Nashor's Tooth. This vastly improves your jungling and also your damage early game.

Mid Game

I finish my boots into Sorcerer's Shoes for the magic penetration. I then start to build my Rod of Ages starting with a catalyst the protector then a Blasting Wand. You may choose to build a Rylai's Crystal Scepter instead but i think the Rod of Ages Helps with mana. Shortly after i then work towards a Rabadon's Deathcap for a boost in Ability Power plus an awesome passive which will ramp up your damage even higher!

Late Game

I then start on Lich Bane starting with a Sheen. Lich bane is a great item to have as its passive allows you to cause some amazing auto attack damage plus your abiltiys and your passive Moonsilver Blade really decimates your enemys will to live. I then finish with [[Guardian Angel to increase armor and magic resist and it comes with an amazing passive which will surely help you turn around group fights. Once finished i make sure to buy all elixirs for another boost to my stats!

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Situational Items

Some items that can be exchanged for others depending on your situation.

Berserker's Greaves - These could be used instead of magic penetration boots if you feel you need more attack speed.

Mercury's Treads - These could also be used if you find your being CC'd frequently or if the enemy team has a lot of AP casters.

Zhonya's Hourglass - This could be used instead of Rabadon's Deathcap if you feel that you want more armor and have enough AP.

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Team Work And Group Fights

Some Tips and general musts in group fights.

  • Try to hit as many with Crescent Strike as possible, but focus it on the enemys AP/AD Carrys.
  • Always allow your tanks to engage first so you can avoid focus and quickly eliminate the enemy's damage dealers.
  • Whilst jungling, 1v1, Group fights or fighting Baron Nashor or Dragon, Keep your Pale Cascade Up for more damage and some protection!
  • Using Lunar Rush will allow you to quickly eliminate fleeing opponents but make sure you keep close to your team to avoid being jumped upon.
  • Spare 75 gold when you've gone back? Buy a ward or two and help your teams understanding of the map!

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Using Sight Ward & Vision Ward to give you a better control of your surroundings!

Yellow: Vital to protect the jungler on your team
Blue: For protection depending on which lane you're on
Red: To guard Dragon and Baron
Orange: In order to Counter-Jungle

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These are some items that can great improve your performance and also your teams understanding of their surroundings.


Sight Ward - Price 75 Sight Ward: Click: Places an invisible ward with 1100 range. Lasts 3 minutes, Max: 5 Stacks.

Vision Ward - Price 125 : Click: Places an invisible ward with 1000 range Magical Sight (see invisible units). Lasts 3 minutes, Max: 5 Stacks.

Elixir of Agility - Price 250 : Grants 12-22% Attack Speed, based on champion level, and 8% Critical Chance for 4 minutes. Stacks 3 per item slot.

Elixir of Fortitude - Price 250 : Click: Grants 140-235 Health (based on champion level) and 10 Attack Damage for 4 minutes. Stacks 3 per item slot.

Elixir of Brilliance - Price 250 : Click: Grants 140-235 Health (based on champion level) and 10 Attack Damage for 4 minutes. Stacks 3 per item slot.

Oracle's Elixir - Price 400 : Click: Grants 750 radius stealth detection to champion until death. Stacks 1 per item slot.

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Diana is such a fun champion to play, her jungle speeds are amazing and ganks deadly.
With time to practise her you can be such a high threat and help your team to no end! Like all champions she will take time to learn but will definitely be worth it.

Id you liked this guide please comment and let me know, also if you had any problems or suggestions then feel free to comment any suggestions and improvements!

If your having a hard time with Diana please Dont down vote because of it, instead any problems or issues you have message me and I'll see what I can do!

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Thanks to Jhoijhoi for her Guide on guides and all the work thats been put in!
Thanks to AresVII to the Respawn times information.

& Thanks to you for reading this far! ^_^