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Spells:
Flash
Ignite
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Introduction
Pros
+Diana is cooler than Leona! +Great magic damage output. +Excels at chasing. (Able to R everytime you Q, which has low CD) +Good Initiator. +Very fun to play. +Can Harass with Q. |
space |
Cons
-No built in escape mechanism. (Unless you ult to a far away hostile creep) -People will QQ, (Melee with great harass usually get QQ) -Leona is Hotter than Diana. (Not Sexiness) |




These runes make you hit hard.


These runes make you not get hit hard.
R>Q>W>E
Max R when you can, as your ultimate its naturally your best spell. Q will be maxed first, its your main nuke and source of moonlight. Also it can be used to farm faster. Next max your W. The orbs do AoE damage, making it easy to land all 3 hits on who you want. WHICH IS EVERYONE! lol Also the shield is nice. Last I level my E, the only perk to leveling your E is the increased slow, which is nice. But I mainly take a point low level to bring enemies close.
![]() Surge Surge gives you AP and AS, which are both great stats for Diana. Both are increased by a good amount, you'll actually notice a good damage increase. This is the best offensive summoner for Diana. ![]() Ignite Ignite helps get in extra damage, but mainly it's to prevent healing. Most use this to kill escaping targets, but as Diana there's no such thing as an escaping target. The only way people will live through you with surge up is heals, and this will prevent that from happening. ![]() ![]() ![]() ![]() Most people don't like ![]() ![]() ![]() ![]() ![]() ![]() BUT REMEMBER, Summoner Spells are all preference, if you want to use something else go for it. Just make sure to change your masteries to reflect your choice in Summoners. |








The last 2 items


Core Items
Mercury Treads





BOOTS -



Athen's Unholy Grail will give you practically infinite mana, which means you can use your abilities to farm faster. Also this item brings MR and AP. So you'll be more tanky and do more damage!

Note all your core items gives you a LITTLE bit more tankiness, and A LOT more damage. Which is perfect for Diana.
Late Game Items
Rabadonn's Deathcap


Rabadonn's Deathcap This item will give you an ENORMOUS boost to your AP. Causing you to do ridiculous damage, and melt face.
Sustain Item -




The only time you should be the only AP on your team will be in 3v3 or other custom games. So most of the time your favored item will be

Q-R-R-W This combo of spells gets out the most amount of damage in the shortest amount of time. Use this whenever you think your going to die, or to finish someone off.
The DPS Rotation
Q > R > W This one isn't necesarrily a combo but a priority system. Always Q before you R, that way it stays off cooldown and overall you get the most damage out possible.
The Initiate Combo
Q-R-E-W-Q-R-R This combo causes you to charge one person, typcally someone in the middle of their team. Then you pull them all close and AoE them. You'll notice the end of the combo has 2 Lumar Rushs. So with this combo we obviously favor burst, because as an initiator we'll probably be focused down and killed quickly.
The first 2 combos don't mention your E ability because it is only used as a small gap closer/slow. Use it wisely to help stay on your enemies, or to help your teammates stay on your enemies.
Against champions with worse harass spam your Q. Stay at your Q's maximum range, and back off even further when its off cooldown. Play it safe and harass your enemy down, eventually you'll get them low enough. At which point you use your burst combo to finish them.
Against champions with better harass than you, try and dodge skill shots and utilize bushes so they cant target you with more than one long range atack at a time. This way they only hit you once longrange, and you can do the same with your Q. Successfully trading with them, but right afterward your close the gap and fight them head on with your DPS rotation. This strategy is about getting to them without losing unnecessary health. Then doing the most damage possible overall.
Initiators charge into the action first, and make it easier for their team to start there attack. A lot of the time the initiator will get focused down, being the first one into the group. You'll want to start with the initiate combo, but if you notice them not focusing you instead of finishing your combo with to ult's before you die. Start off with Q-R-E-W then move into your DPS rotation. But this is only when you know you won't die quick, if you think you'll die get off that burst before you do!
Anti-Carries wait for another teammate to initiate then jump on the squishy in the back of the enemy team. These squishies are usually the biggest damage dealers and end up carrying their team if someone isn't there to stop them. Not an easy job for most, but for Diana its like a walk in the park. Try to come from the behind somehow and surprise the squishy ranged carries with the DPS rotation. This is so your Ult stays off cooldown so when said carry gets away, which is bound to happen with the tank and support trying to save them, you can just R and jump right back on them.
AP Carries try to come into the fight last so there is a lower chance for them to be focused. Don't overextend to there ranged carries, instead attack whoever can be attacked safely. Use your DPS rotation to get in the optimal damage possible over the course of the fight. Stay alive and do a lot of damage. That will make you a successful AP carry.
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