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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Diana Jungle - Scorn of the Moon

I also wanna say that

More on this build below as well as in game strategies for you.
PS: PLEASE RATE AND COMMENT!
"The sun does not reveal truth. Its light only burns and blinds."
--







Why I go these items
That just about showcases the full breakdown for my Assassin Build. Please let me know what you think as well as how it works for you.

This is a great choice on any AP caster, I will get these instead of


This is a great item to get if you need a cheap way of getting AP and CDR. This can also help counter healing regen or life steal effect if the tank or ADC is the enemy champion that may become a problem. Some of the items in the build you could replace are a



I would think this explains itself but just to note, this is a great item for any AP caster so you could get this instead of any item in your build outside boots increasing your damage output by a lot. I usually wont go this because of the cost and because you have a main AP carry that will get one so you can be a little more creative in your build to target or defend against the champion/s your need to.

This is a good item to get if you need more CC to control team fights to open opportunities for initiations or stick to the target your trying to assassinate. If you do go with this then get it instead of a



This is a good item to get if you need more poke damage on targets before initiating a battle. This is also very effective on weakening tanks before battle as the passive burn damage is reflected on their health. If you do go with this then get it instead of a



This is a great item to get if you're getting busted down by AP carries as the extra MR will help you survive longer. The only items in the build I would replace are a


- Dosent take much damage in the jungle becasue of her sheild
- Clear the jungle pretty fast so she can gank more
- Amazing gap closer and team fight initiation
- Really good single target burst damage
- Ultimate has a really low cooldown
- Awesome level 6+ ganks (blows so many enemies flashes)
CONS:
- So hard to get a good gank off before level 6
- Very mana dependent early game
- Tends to get focused alot in team fights because your the one diving
- Lacks a good escape mechanism because she is an all in fighter
- AP junglers tend to not work out well in late game team comps
Runes




I have used alot of different summoner runes and grown to like a combination of Attack Speed and ability power. This also helps in extra damage output for for clearing your jungle allowing you to gank more. There are not alot of great Runes for squishy AP junglers but these help you out quite a bit early game. The Armor seals are pretty much standard on any lane or jungle setup as they are the best and most effective teir 3 Seal Runes you can get in the game.
Alternate Runes
Marks:

Greater Mark of Hybrid Penetration - Since she is a melee caster magic and armor penetration works well on her so these can be used as well.
Quints:
Greater Quintessence of Hybrid Penetration - Same as the Marks, magic and armor penetration works well on her so these can be used as well.


Glyphs:

Seals:
I dont change these out ever. Armor is the best Seal Runes to get on most all junglers. The armor is needed for levels 1-5 to clear camps and not die before you naturally stack or buy more armor.
Offensive Masteries
















This is your passive so you will have this at level 1 and throughout the game, this effect does not level up but the damage increases per level you gain

Get your second point in this and level it first to increase your early game damage output, landing this ability is key to maximixing her damage output and reseting the cooldwon on Lunar Rush

Get your first point in this and level it up second. This is a great source of damage but the sheild is very important for not taking damage on jungle camps and initiating ganks mid to late game

Get your fourth point in this and level this last. One point is needed for the slow and more effective ganks but it has no damage output so its the least effective skill to level up

Not much to say here, this is your ultimate so you will get your points in this at level 6, 11, and 16 every time
1. Wolves
2. Blue buff
3. Wraiths
4. Little golems
5. Red buff
6. Wraiths again
7. Gank an open lane

Blue and Red Buff Respawns:
These have a 5 minute respawn timer so if you started at blue buff then make sure your back to your blue buff at or around 7:10. If you kill the second blue buff at 7:30, then the third one respawns at 12:30 and so on. One thing you can do is type out the respawn timing in chat so you dont forget. Also remember to ping your mid laner unless your mid is a champion that dosent use mana becasue blue buff helps out an AP carry tremendously early on and even late game.
Counter Jungling:
If you see the other Jungler showing himself or ganking a lane feel free to walk into their jungle and take the big wraith or big wolf or even the big golem too. If their Junlger ganks a lane when their Red or Blue buff is up, then make them pay for this by taking their buff (but only do this if you have smite up becasue this is very risky and if they have it warded you will likely get ganked and killed) If you ever take an enemy buff I like to ward the brush at that location so you can keep tabs on the enemy jungler.

Gank #2 (Top Lane) - I always gank top before they return to base and buy wards. I would say 100% of top laners get into 1 on 1 fights with each other so I like to use this knowledge and gank 2v1 after they engauge on the top laner.

GANK #3 (Bot Lane) - After I go back to base and buy I will ussually try for a gank on bot lane. For two reasons, their wards have ussually run out by now, and I like to have full heath and boots if ganking bot lane. I always ask my bot lane support if they know where the enemy placed their ward. This will help you decide what path to gank from.

Laning phase ussually ends once two+ outer towers go down or if the game gets to around the 20 minute mark because by that time tower dive ganks will happen as all champs are strong enough to tank the damage.

The dragon in Summoner's Rift spawns in an alcove in the middle of the lower river between the middle and bottom lanes. It spawns at 2:30, and it has a respawn time of 6:00.
Killing dragon gives each champion on your team 190g, with a 25g bonus for whoever landed the final hit. This is roughly worth 6 entire creep waves, making him a high-value target. He is also worth 400 total experience, though the experience is not global.
His attacks add a damage over time effect, as well as a 20% attack speed reduction debuff. He is also immune to crowd control effects, as well as armor and magic resistance shred effects.
He has 3030 + (220 * highest champion level) HP, 190 AD, 21 armor, and 30 magic resist.
STATS:
These stats are summarized, and they do repeat some information that is shown above.
Gold: 190 (Global) (+25 to killer)
Experience: 400 (Global)
Health: 3030 (+220 * highest champion's level)
Attack Damage: 190
Range: ~500
Armor: 21
Magic Resist: 30
Critical Strike Chance: 0%
Attack Speed: 0.658/sec
Movement Speed: 330
Initial Spawn Time: 2:30
Respawn Time: 6:00

You will need to make sure you clear all wards with an an

Your best bet is have your support ward the brushes all around Baron and then camp in the brush right outside for about 15 to 20 seconds. If the enemy team dosent respond then start on Baron. Have your AP carry and/or Support try to keep the enemy team at bay without getting caught. Always make sure you have your smite ready to finnish off Baron so it dose not get stolen.
SPAWNS: It spawns at 15:00, and it respawns 7 minutes after slain.
DROPS:
- The whole team who landed the last hit gets 300 gold and 900 experience.
- The champ that landed the last hit gets 25 gold.
- Every alive member of the team gains the Exalted with Baron Nashor buff, which grants Attack Damage, Ability Power and bonus Health/Mana regeneration.
STATS:
These stats are summarized, and they do repeat some information that is shown above.
Gold: 300 (Global)
Experience: 900 (Global)
Health: 8852 (+125 every minute)
Attack Damage: 600
Range: ~955
Armor: 120
Magic Resist: 70
Critical Strike Chance: 0%
Attack Speed: 0.208/sec
Movement Speed: 0
Initial Spawn Time: 15:00
Respawn Time: 7:00
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