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Choose Champion Build:
Spells:
Smite
Flash
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Introduction
Hello everybody, and welcome to my mobafire guide - I've worked hard to make this guide helpful, yet compact so please leave a rating, and your thoughts on my work - Hope you enjoy! ;)
Before you move on, I would like to ask you guys a favor, please please please... Don’t just downvote my guide, give me critics, or any source of reason why you downvote at least. There's nothing worse than getting random dislikes, when you can’t do anything about it.
- Thanks! ^^
I've decided to split my whole guide up in two columns, one for "Team One" and one for "Team Two"
Different builds, and what to chose
AD buildsBurst ADThe burst AD build is for trying to instant kill the enemy AD or AP carry, with your "double flash" ult you can easily teleport to their carry do some burst with Sheen or Trinity Force proc. And if their carry decides to instant flash away you should be able to Lunar Rush to them again if you hit your Crescent Strike and when you arrive to their carry use your Hextech Gunblade Burst AD- Pros: - Very aggressive - High damage output - Great duelist - Easy Get a way - Stick to her target - Good Gold Income due to GP/10's - Cons: - Not many resistances - Not Much use of passive - Low mana pool - No sustain until Gunblade Anti CarryThe Anti Carry are as it says an anti carry build, dive their carry stick to him/her, make the carry focus you. The tactic is to dive their carry with Lunar Rush hopefully you landed an Crescent Strike before so you can double dive, and when their carry uses flash or any other escape mechanics use second Lunar Rush to catch up and when you get their carry use your Randuin's Omen to make their carry "useless" and to keep his teammates away. Anti Carry- Pros: - Very tanky - Great initiator - Good Anti Carry - Good Gold Income due to GP/10's - Cons - Less damage (still decent due to Trinity Force and your passive Moonsilver Blade - Takes a lot of gold to be useful - No Sustain - Low mana pool Sustained Damage DealerThe Sustained Damage Dealer are designed to keep hitting your enemy and do tons of AOE damage with Moonsilver Blade, it is very aggressive early on and are capable of reducing their resistances and still be tanky. Sustained Damage Dealer- Pros: - Great Damage output - Good Initiator - Sticks to her target - Dealing tons of AOE damage - Good sustain - Good early Game - Deals tons of both Magic and Physical Damage - Cons - Not a main tank. - Got no GP/10's - Low mana pool |
AP buildsEarly AP BursterThis is designed for winning early game with tons of AP damage (with 3x Doran's Ring) and after a good early game (hopefully) transition into an tanky ap damage dealer which can tank quite and amount of damage and still dish out tons Early AP Burster- Pros: - Very aggressive - High damage output - Great duelist - Great AOE damage - Decent Tank - Hard to catch due to Lunar Rush, Flash and Rylai's Crystal Scepter - Cons: - No sustain - Need another tank to engage - Low mana pool - Depends on good early game to be good tank AP Sustain Damage DealerThe AP Sustain Damage Dealer is designed to "Abuse" her really good passive, by reducing the enemies magic resist and try to do true damage, and with high attack speed and decent AP AP Sustain Damage Dealer- Pros: - Does a lot of AOE damage - Decent tank - Great early game - Really Cheap build - Great Duelist - Cons - Less AP than other builds (no high burst) - Not to stick to target to do damage - No Sustain - Low mana pool AP BrustIf you really want to burst your target down quick, this is the build, the early Deathfire Grasp gives you amazing power, with this build you can assassinate single targets really quick and easy, just Crescent Blade, Lunar Rush, Deathfire Grasp and Lich Bane and if they flash follow up with another Lunar Rush, Lich Bane combo AP Burst- Pros: - Does a lot of burst damage - Eliminates single targets really easy - Great early game - Really High AP - Cons - Cost a ton to finish - Dead if caught out if position - No sustain - Low mana pool |
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Pros
+ Very Versatile + Does amazing damage and a lot of AOE + Great at either assassinating carries or stick to them in team fights + Can do a lot of damage and still be tanky + Very mobile |
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Cons
- Need to get close to gank - Mana hungry - You need to hit Crescent Strike to do the double Lunar Rush - No natural sustain (she got a shield tho Pale Cascade |
Flash
I like to go with this since it can be great for both chasing and escaping dangerous situations. It allows you to do the "Triple Flash" With flashing to a minions using Crescent Strike (Q) on it and then Lunar Rush two times in a row
Smite
YOU NEED THIS ONE FOR JUNGLING! PLEASE DO NOT TAKE ANYTHING BY ELSE, used for both securing buffs and then also for stealing dragon, baron and buffs
ghost
This is a viable chose for most champs, and allows you to catch up with enemies, and since you already got double flash with your (R) Lunar Rush i would sometimes pick it.
AD RUNES
Greater Mark of desolation Greater Mark of desolation
I pick two of these to give some more auto attack damage on creeps.
Greater Mark of alacrity
I pick seven of these to clear the jungle faster and they synergies well with your passive Moonsilver Blade. You can pick 9 of these to get the proc even faster. Greater Seal of resilience Gives you some flat armor to stay healthy in jungle. It increases your survivability in the jungle but are less needed later on Greater Glyph of shielding Some nice magic resist which increases each level and allows you to become a really good late game tank, without investing to much gold in MR Greater Glyph of warding Some flat MR are always great if you are planning on ganking a lot early on. Greater Quintessence of desolation Greater Quintessence of desolation Some extra armor pen are always good to make your auto attack hits harder. Greater Quintessence of swiftness This is a really awesome rune because it allows you to catch up with enemies easier and thats really needed for junglers that need to be close to the enemies to gank. These are really useful pre-6 since you don't got any close gap. |
AP RUNES
Greater Mark of Insight
Magic penetration are really good to have early on as a caster since it allows you to penetrate some of their MR and do more damage
Greater Mark of alacrity
Even as AP these are good, because they synergies with your passive like i have already mentioned Greater Seal of resilience Gives you some flat armor to stay healthy in jungle. It increases your survivability in the jungle but are less needed later on Greater Glyph of potency Some extra ability power can be very useful early on to give you some extra damage when you gank Greater Glyph of warding Some flat MR are always great if you are planning on ganking a lot early on. Greater Quintessence of potency Like with the glyphs extra AP gives you more damage and increases your ganking power Greater Quintessence of swiftness This is a really awesome rune because it allows you to catch up with enemies easier and thats really needed for junglers that need to be close to the enemies to gank. These are really useful pre-6 since you don't got any close gap. |
AD masteries
Summoner's Wrath: If you took Ghost or Exhaust, this are really great, but i didn't so i skip it.
Butcher: These are basically just for a faster clear time, and some extra damage on the creeps in the jungle, i take two points in this instead of Brute Force , since she got no AD scaling
Arcane Knowledge : 10% Magic penetration are good, but why pick magic pen when i build ad? since i build tanky ad with a lot of attack speed to proc my passive, Moonsilver Blade. And the passive does magic damage and a hell lot of it.
Summoner's Resolve: This point are only decent, since the only benefit you get are 10 golds when you use smite, but hey you use smite about one times every 70 seconds do why not get 10 gold for doing it anyway?
Veteran's Scars: You will always want some extra HP to stay healthy in jungle, cause else you might drop low.
Honor Guard: Some reduced damage are always good since most of the time you will dive their carry and you need some reduced damage to stay alive.
Juggernaut: This is your bread and butter, you always would want this, the bonuses it gives are just to great to skip, increased max hp (with 3%) but the most important 10% reduced disables, now you can hack and slash everybody all night long
AP masteries
Summoner's Resolve: This point are only decent, since the only benefit you get are 10 golds when you use smite, but hey you use smite about one times every 70 seconds do why not get 10 gold for doing it anyway?
Veteran's Scars: You always want some early damage to keep you alive in the jungle, especially if you don't get that good of a leash, then you will drop low and maybe end up dying
Butcher: These are basically just for a faster clear time, and some extra damage on the creeps in the jungle, i take two points in this instead of Brute Force , since she got no AD scaling
Arcane Knowledge : 10% Magic penetration are good, but why pick magic pen when i build ad? since i build tanky ad with a lot of attack speed to proc my passive, Moonsilver Blade. And the passive does magic damage and a hell lot of it.
archmage: This is a must. you really want thats extra AP to do some extra damage.
Executioner : MORE DMG, you will really want this, this is a must. The extra damage when they are low, which means you can finish off your opponents easier when you gank.
Basic overview over Diana's abilities and a short description on them
- Moonsilver Blade
Diana has increased Attack Speed. Every third strike cleaves nearby enemies for additional magic damage.
I don't know other peoples opinion on this passive but i find it really strong, with low AP and high attack speed you will be able to do like 300 damage each 1.5 sec which is an major damage increase.
Effective use
I get a lot of attack speed to actually do a lot of damage with this passive and i think it's way to strong
- Crescent Strike
Diana swings her blade to unleash a bolt of lunar energy, afflicting enemies with Moonlight and dealing damage in an arc before exploding.
This is your main damage ability and should be used on enemies when able too, with low CD and low mana cost.
Effective use
Try to hit as many people as possible with it, it can also be used a an scouting tool to actually check if there is danger ahead since it reveals enemies.
- Pale Cascade
Diana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. This shield is refreshed if all three spheres detonate.
This is your defensive shield which actually also deals quite an amount of damage
Effetive use
To maximize the amount of shield you get you should damage people with the orbs flying around you, and if you want to get the damage from the shield or the quick refresh on the shield you can use your E ( Moonfall to get enemy champs right to you
- Moonfall
Diana draws in and slows all nearby enemies.
Your slowing ability and your aoe "knocback" when you're ganking, it drags all enemies to you,
Effetive use
To use your Moonfall effective try to wait with using it when you're ganking until after the person you're ganking have used they escape mechanism and then drag them to you and active your W and hit your Q for some extra damage and for the ability to use your double ult.
- Lunar Rush
Diana teleports to an enemy and deals magic damage. Lunar Rush has no cooldown when used to teleport to a target afflicted with Moonlight.
A really good, low CD, low cost "flash" ult, which can be used for almost everything. It deals decent damage and since it can be used twice (if you hit your Q) it can be used for tower diving and jumping to a minion after
Effective use
To maximize the effect of this hit your Q Crescent Strike before using ult to do a double flash, but it can also be used for juking and jumping to creeps by either placing a ward and ult or Q to get vision (on either minions or champions) and then ult.
Starting items
boots of speed
With your shield you will be able to survive with just 3 potions. (You might drop low, so ask for a good leash)
Health Potion
3 health potions will help keep your health close to max, if you get a good leash.
Different Start
Cloth Armor
If you're against junglers who likes to counter jungle, like Dr. Mundo and Shyvana you sometimes will have to face them head to head and this is where Cloth Armor gives you an advantage
Health Potion
Now instead of one or three potion(s) you can get five, which allows you to "**** up" a bit more due to the high regen of Health Potion's
Core items (Burst)These are your main items without you're nothing but with them you can't be killed xD Mercury's Treads Some nice boots, you love them xD they give decent movespeed and really powerful tenacity
Philosopher's Stone
Philosopher's Stone Some nice health and mana regen to keep you healthy when walking from camp to camp or when heading to gank. But the best thing is that you get some extra gold. Heart Of Gold Some extra health to give to some more durability, which can be really helpful when you gank, and like Philosopher's Stone it also gives you extra gold. Trinity Force This is your core damage and durability item, which gives you all you need, attack speed to trigger your passive Moonsilver Blade quicker, increased damage after you use one of your abilities, which means higher burst damage, and some good CC with Phage proc, which synergies well with your E Moonfall Hextech Gunblade Hextech Gunblade are combined with Trinity Force one of the strongest comboes on Diana, just alone it gives some extra attack damage, lifesteal, ability power, spell vamp and a really good active which adds just a little more slow to the amount of CC she already got. |
Core items (anti-carry)These are your main items without you're nothing but with them you can't be killed xD Mercury's Treads Some nice boots, you love them xD they give decent movespeed and really powerful tenacity
Philosopher's Stone
Philosopher's Stone Some nice health and mana regen to keep you healthy when walking from camp to camp or when heading to gank. But the best thing is that you get some extra gold. Heart Of Gold Some extra health to give to some more durability, which can be really helpful when you gank, and like Philosopher's Stone it also gives you extra gold. Trinity Force This is your core damage and durability item, which gives you all you need, attack speed to trigger your passive Moonsilver Blade quicker, increased damage after you use one of your abilities, which means higher burst damage, and some good CC with Phage proc, which synergies well with your E Moonfall Randuin's Omen Randuin's Omen is a must item if you wanna make they carry useless in teamfights, you sinply just dive their carry with your ultimate Lunar Rush and then activate it . |
Core items (sustain damage)These are your main items without you're nothing but with them you can't be killed xD Mercury's Treads Some nice boots, you love them xD they give decent movespeed and really powerful tenacity Wriggle's Lantern When you're focused on jungling with fewer ganks you would always want this, it gives you lifesteal, armor, damage and chance of extra damage. Youmuu's Ghostblade Actually one of the best items for AD Diana, since it gives you armor pen to deal more damage on auto attacks, but also attack speed which gives you extra procs on your passive to deal magic damage. Trinity Force This is your core damage and durability item, which gives you all you need, attack speed to trigger your passive Moonsilver Blade quicker, increased damage after you use one of your abilities, which means higher burst damage, and some good CC with Phage proc, which synergies well with your E Moonfall |
Core items (Early AP - To tank)These are your main items without you're nothing but with them you can't be killed xD Doran's Ring You need 3x Doran's Ring to actually be durable early one, but also to get the burst you need to deal huge amount of damage. Rylai's Crystal Scepter Just like the Doran's Ring's you need some durability, and Rylai's Crystal Scepter is the perfect item to do it, it gives you some really good CC, damage and durability. Abyssal Scepter You really want some magic resist and it also adds some burst to your abilities, which allows you to become more tanky. The passive is really good when you dive their carries and instant kill them. Sunfire Cape Sunfire cape is only really good if you get an Abyssal Mask, and with abyssal scepter you got some good magic resist, then you just need some armor, which allows you to dive the AD carries also.. |
Optional itemsAegis of the Legion A cheap great item which benefits your whole team when you are around them. It gives you a lot of defensive stats and are best if you get it in early to mid game. Frozen Heart Frozen Heart is a decent replacement for Randuin's Omen, but i prefer Randuin's instead. One of the best things are it increases your mana pool. Chalice Of Harmony Chalice is a perfect item to Diana if you wanna gank a lot and feel like you need a lot of mana to do it, since Diana's mana pool is pretty low you might want some regen. Hextech Revolver Hextech Revolver are a perfect item for the AP build it gives you a lot of survivability. Warmog's Armor Warmog are a really good item if you just want HP and health regen. It gives you a lot if survivability. Quicksilver Sash A quicksilver sash is a really good item to get rid of a lot of CC, like suppress. |
Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.
Order of priority; Use Sight Ward and Vision Ward where necessary:
Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
Normally players will gain gold and experience by moving along one of the three lanes and killing enemy creeps. Jungling is the term used when a player instead tries to gain gold and experience by killing the neutral creeps in one of the many camps littering the forested “jungle” area of the map.
Advantages to jungling
-Junglers will generally get less more quickly than other players. This is because a jungler often get fewer creeps and the jungle creeps are not worth that much.
-A jungler’s teammates will generally get experience more quickly than the other team if they don't have a jungler. This is because experience is split among two heroes sharing a lane, such that a hero who is alone in a lane (commonly referred to as a ‘solo’ or ‘solo lane’) levels up faster than either of two heroes sharing a lane. Normally there are five heroes splitting the experience from three lanes (2-2-1), however if one hero jungles there are now effectively four heroes splitting the same experience (2-1-1). Just remember that solo lanes mean faster leveling, and a team with a jungler has two solo lanes.
-A jungler’s moves are harder to predict. Because a jungler spends most of his time outside of the enemies field of vision, it is harder for the enemy team to guess where he is or what he is doing at any given time. This makes it easier for a jungler to assist one of his teammates in a surprise attack, or ‘gank’, on an enemy player.
Apotheosis - For the warding section, Check out Your Tryndamere Resource, by Apotheosis!
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