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Choose Champion Build:
Spells:
Flash
Exhaust
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
NOTE!
They all agreed that


And that her early game dirability is just splendid due her runes and masteries a good starting AR/MR and Damage output.
185 AR Examples:
25 armor → ×0.8 incoming physical damage (20% reduction).
100 armor → ×0.5 incoming physical damage (50% reduction).
So 185 AR would reduce around 75% of incoming AD
161 MR Examples:
25 magic resistance → ×0.8 incoming magic damage (20% reduction).
100 magic resistance → ×0.5 incoming magic damage (50% reduction).
So 161 MR provides around 60something % reduction of incoming AP
30 MPEN (40 on the Exhausted target)
This is calculated like this
Flat magic resistance reduction
Percentage magic resistance reduction
Flat magic penetration
Percentage magic penetration
440 AP well you all know what this means obviously. Just the


40% CDR (pot is included without it youll have 34% CDR) same here I guess
It reduces the cooldown on your abilities
3008 HP (pot included youll have 2783 without the pot) the green line on top of your champion that you may not alow to disapear :D
1675 MP the blue thingy
115 Damage (pot included 105 without it)
1.51875 AS well you get this from your



20.56 MR5
55.2 HP5
418 MS the bonus is from


80 AR SQUISHY
140 MR Good
49 MPEN +theres another 50% MPEN(59 on the Exhausted target if youre useing exhaust insted of Ignite)
668 AP (with the pot)
0% CDR (10% with the pot)
2558 HP (2782 with the pot)
1300 MP
102 Damage (112 with the pot)
0.9sth AS (1.1sth with the pot)
21.49 MR5
24.3 HP5
420 MS



Why Ignite? Does True damage and when on CD gives you 5APAD Bonus
Why Exhaust? She doesnt realy have an escape mechanism so this comes handy and gives you 10ARPEN MPEN cus you added 1 point into Summoners WrathSummoners Wrath now you will have a total of 20 MPEN


Its a good ganking or escapeing or split pushing tool. Coordinate with your team for this!



A very usefoul ability for farming, jungling and pushing lanes.
Moonsilver Blade's magic damage will affect turrets, inhibitors, and the nexus, but the inhibitor and nexus will only take the magic damage if you are close enough (Closer than your AA range).
Deals only 50% damage to towers.
Moonsilver Blade's counter will reset after 3.5 seconds of not auto-attacking, there is no counter displaying the amount of auto attacks until the passive proc.
All targets hit by the cleave will take the magic damage, including Diana's main target.

Cost: 55 mana
Range to center of AoE: 400min, 800max (estimate)
Radius of AoE: 50 (estimate)
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power)
Crescent Strike pops spell shield. However, if a target is protected by a spell shield, Crescent Strike will fail to mark the target with Moonlight.
Crescent Strike has a brief channel time upon cast before it activates.
Crescent Strike will grant vision of enemy units hit, but it does not reveal stealthed units.
Good for passing walls and ambushing your enemy.

Cooldown: 10 seconds
AoE radius of sphere damage: 200 (estimate)
Cost: 60 / 70 / 80 / 90 / 100 mana
Shield Strength: 55 / 80 / 105 / 130 / 155 (+0.4 per ability power)
Magic Damage per Orb: 20 / 36 / 52 / 68 / 84 (+0.2 per ability power)
Maximum Magic Damage: 60 / 108 / 156 / 204 / 252 (+0.6 per ability power)
If any of these spheres come into contact with an enemy unit, they will explode, dealing magic damage in an area around that unit. Additionally, if all three spheres explode, the absorption shield is refreshed and it will protect Diana for another 4 seconds. Pale Cascade has no casting time and does not interrupt any of Diana's previous orders.

Cost: 70 mana
Effect radius: 250 (estimate)
Cooldown: 26 / 24 / 22 / 20 / 18 seconds
Slow: 35 / 40 / 45 / 50 / 55 %
The slow is aplied after the units are pulled to her. Black Shield will negate the pull and the slow.

Lunar Rush has no cooldown when used to teleport to an enemy afflicted with Moonlight.
Range: 800 (estimate)
Cost: 50 / 65 / 80 mana
Cooldown: 20 / 16 / 12 seconds
Magic Damage: 100 / 160 / 220 (+0.6 per ability power)
Lunar Rush is a single targeted dash ability that causes Diana to move to her target's location and deal magic damage. If Lunar Rush is used on a target marked with Moonlight, Lunar Rush has no cooldown. Whenever Lunar Rush is used on a target marked with Moonlight, any and all Moonlight debuffs on all units are consumed.
If Diana is next to her target, Lunar Rush will place her behind her target.
Start with



Afterwards buy




2nd time base finish your



3rd time base Finish


4th time base Finish

5th time home buy a


6th time base If you have enough gold finish


7th time base Finish


Taking



And taking Summoners Insightin the Ultility Tree for a reduced

A good laner due her passive
A good harraser due her low mana cost and CD on

A good farmer due her passive
Very good burst potential from her kit
Good scout can reveal bushes and non visible terrain
A Shield

An AoE CC

Her passive just rocks!
Has a good Gap closer her ult




OR


This guy has a splendid route for Diana and is really good at jungling
Red Buff and Blue Buff both last for 2:30, 3:00 if you have

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
Allways reveal bushes with your Q

Try landing E

Sometimes its better that you use your R


The people that posted on League WIKI it was really helpfoul in making this and the rest of my guides
This sites creators and owners
And finaly to the member of this site that improved everyones day by making his guide Making a guide Jhoijhoi
And im sorry for my grammar mistakes im only a serb after all :D
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