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Diana Build Guide by Glace

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League of Legends Build Guide Author Glace

Diana Jungle

Glace Last updated on November 28, 2013
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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

Legendary Guardian

Defense: 9


Utility: 0

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Riven is a **** i hate her you will lose in a 1v1

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Early Game / Mid Game / Late Game

Early Game you are a bit weaker without your R and I would avoid dueling unless their jungler has low health or is an evelynn who you caught off guard. Ganks are mediocre but with good skill theyre just as good as any pre 6 Jarv ( minus the tankiness )

Mid Game is where Diana does best she can mop up kills in any lane or even dive the carries and come out alive ( presuming you got kills before ). In team fights try to dive in on the adc or apc do your combo of Q W R E then use zhonyas. After emerging burst down any survivors.

Late Game now here is where Diana is the most fun to play. Her burst is enough to kill any carry and she can easily 1v1 the tank unless its Nasus. But by now you should have lich bane and your Q R W E R combo is the scariest thing theyve ever seen. Your spellblade alone will take half of the adcs health and they other half is gone due to your Q. GJ youre getting honored. And When youre pushing turrets make sure to use your skills to refresh spellblade. You should be able to kill a full life turret in 6 seconds.

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Play Style

Diana is a tankier more difficult version of Akali with more peel but less cc.
If you see someone going after a low health team mate. Q then R them then get behind them and use your E to Pull them back. The E disrupts skill shots by misfiring them and hopefully puts the adc out of range to kill your teamate.
This build is extremely fun and risky. If you enjoy playing 'all in' champions like Ahri, Akali, and Fiora then this build is for you.
Dont underestimate her tankiness as she naturally tanky so feel free to turret dive if you land your Q and your R is off cooldown.
If youre split pushing and they come to gank you get in the bush q them and the minions and right before they get in use your e to disrupt any cc then R to either the farthest Champ or Minion. OR you could use your moonlit R to the nearest champion then use your non-moonlit r to the farthest minion. If you couldnt get away like this then you should have warded pre-emptively and you deserved to die.

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Summoner Spells

I always get teleport over flash because you can ensure way more kills and with Q W R then R you can ensure a kill of most champions if they have 60% or less health. If someone on your team was ganked but the jungler AND their laner has 50% or less health teleport somewhere near and get a double kill. Focus the Laner becuase normally the jungler has longer cooldowns then go to the jungler if you have enough health. Luckily with Dangerous Game you should gain enough health from the first kill to ensure the second. Abuse teleport to counter jungle, split push, or save a turret.

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Why not build any health or tankiness until the last item?

Diana is naturally tanky and with your runes you really shouldnt have to build tankiness until extreme late game when everyone is tanky and 1 team fight decides the game. I like to play her as a risky semi glass cannon with just enough sustain to kill the mid laner and their jungler attempting to counter jungle. But also in team fights be ready to die. But dont worry with this buid you wont die until you get a triple kill.

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Pre 6 Ganks - After 6 Ganks

Many people say Diana sucks pre 6 this is not true. Try to run in from behind the enemy team like at tri or the path by the opposing teams turret land your Q run up to them and pop your W then when they try to run away use your E. Normally your team mate should have some form of CC to delay their get away. If they live theyre going to have to B but they should most likely die.

After Six is pretty self explanatory. I never come in from the brushes unless theyre at our turret, overextended, i normally always come from behind them. Q R W E and if they manage to survive this you have to decide if you want to use your r or if you want to wait for Q to get off cooldown use your R then use your R again to ensure the kill.