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Spells:
Flash
Smite
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Introduction
Introduction
Hey I'm Chroume and welcome to my

This guide will definitely not be short, I won't refrain from explaining my choices extensively and accurately. If you don't have much time to read this through, just use the guide above, but if you want to know more about jungling and how to play Diana, then I urge you to read the whole thing.
Please don't downvote me without having read the whole guide, if you find something weird about my build, and I have not discussed it in the guide, feel free to comment, but don't downvote me for no reason.
An unyielding avatar of the moon's power, Diana wages a dark crusade against the sun-worshipping Solari. Though she once sought the acceptance of her people, years of futile struggle shaped her into a bitter, resentful warrior. She now presents her foes with a terrible ultimatum: revere the moon's light, or die by her crescent blade.
Though she was born to the Solari, Diana's inquisitive nature set her apart from her brethren. She had always found solace and guidance in the night sky, and questioned the dominance of the sun in her society. The Solari elders responded to her challenges with only derision and punishment. Diana remained convinced, however, that if she could find evidence of the moon's power, the elders would listen to reason. For years, she studied Solari archives in solitude until she discovered an encoded message hidden in an old tome. This clue led her to a secluded valley on Mount Targon where she unearthed the hidden entrance to an ancient, sealed temple. Inside, among aging relics and faded murals, she found an ornate suit of armor and a beautiful crescent blade, both inscribed with sigils of the moon. Diana donned the armaments and returned to the Solari elders that night. She declared that the artifacts proved others had once worshipped the moon as she did. Her discovery of evidence challenging Solari dominion shocked the elders. To Diana's horror, they pronounced her a heretic and condemned her to death. As the elders prepared her for execution, Diana's anger and sorrow overwhelmed her desire for acceptance. She lifted her gaze to the sky, calling upon the moon for strength. Lunar power surged within her and she shattered her bindings. Raising her relic blade, she turned and slaughtered the elders. With the temple in ruins behind her, Diana resolved to destroy all those who would deny the power of the moon.
"The sun does not reveal truth. Its light only burns and blinds." - Diana
Though she was born to the Solari, Diana's inquisitive nature set her apart from her brethren. She had always found solace and guidance in the night sky, and questioned the dominance of the sun in her society. The Solari elders responded to her challenges with only derision and punishment. Diana remained convinced, however, that if she could find evidence of the moon's power, the elders would listen to reason. For years, she studied Solari archives in solitude until she discovered an encoded message hidden in an old tome. This clue led her to a secluded valley on Mount Targon where she unearthed the hidden entrance to an ancient, sealed temple. Inside, among aging relics and faded murals, she found an ornate suit of armor and a beautiful crescent blade, both inscribed with sigils of the moon. Diana donned the armaments and returned to the Solari elders that night. She declared that the artifacts proved others had once worshipped the moon as she did. Her discovery of evidence challenging Solari dominion shocked the elders. To Diana's horror, they pronounced her a heretic and condemned her to death. As the elders prepared her for execution, Diana's anger and sorrow overwhelmed her desire for acceptance. She lifted her gaze to the sky, calling upon the moon for strength. Lunar power surged within her and she shattered her bindings. Raising her relic blade, she turned and slaughtered the elders. With the temple in ruins behind her, Diana resolved to destroy all those who would deny the power of the moon.
"The sun does not reveal truth. Its light only burns and blinds." - Diana
Pros / Cons
spaaaaaaace |
Pros
+ Extremely fast jungler + Amazing ganks throughout the game + Can win most 1vs1 fights easily + Shield will make you very tanky + Feels awesome to play with |
space |
space |
Cons
- Terrible at escaping - Waiting for cooldowns can be annoying - Enemy CC causes a quick shut down - Can be quite squishy early game - You WILL get focused when fed |
21/9/0
For maximum burst potential, giving you stronger ganks and more survivability. This build is emphasizing on giving strong ganks. If you are having too much mana problems, you may want to switch your defense tree for utility up until

0/21/9
These masteries are recommended for when you aren't level 30 yet or you don't have runes because you will lack damage. While jungle Diana is less viable pre-30, this will significantly increase your survivability. If you max


Runes
Greater Quintessence of Movement Speed: You're a jungler, speed means everything. Get it.
Greater Mark of Attack Speed: Increases your clear speed, more love for your passive.
Greater Glyph of Ability Power: Early AP so you aren't a weak pushover.
Greater Seal of Ability Power: Early AP so you aren't a weak pushover. (Yes, I did that on purpose.)
What to pick








Viable Picks






What not to pick









Diana has 20% increased Attack Speed. Every third strike cleaves nearby enemies for 20 / 25 / 30 / 40 / 50 / 65 / 80 / 95 / 110 / 125 / 140 / 155 / 175 / 195 / 215 / 240 / 265 / 290 (+60% of ability power) additional magic damage.
Your personal


Diana swings her blade to unleash a bolt of lunar energy, afflicting enemies with Moonlight for 3 seconds and dealing 80 / 125 / 170 / 215 / 260 (+80% of ability power) magic damage in an arc before exploding.
Your prerequisite to dash, harass and your nuke,



Diana creates three orbiting spheres that detonate on contact with enemies to deal 20 / 36 / 52 / 68 / 84 (+20% of ability power) magic damage per orb in an area. She also gains a temporary shield that absorbs 55 / 80 / 105 / 130 / 155 (+40% of ability power) damage. This shield is refreshed if all three spheres detonate.
This is what makes Diana the tanky assassin that she is, while the scaling seems a bit low, it's pretty high, and don't forget that if you detonate all the spheres, your shield is refreshed, giving you near 1000-damage shields.

Diana draws in and slows all nearby enemies by 35 / 40 / 45 / 50 / 55 % for 2 seconds.
This is Diana's "I'm not done with you yet!" spell, also known as the "Get back 'ere!", using this spell efficiently can lead to devastating combo's that will makes a lot of those tough champions cry. It also cancels ultimate's that requires the player to stand still, namely



Diana teleports to an enemy and deals 100 / 160 / 220 (+60% of ability power) magic damage. Lunar Rush has no cooldown when used to teleport to a target afflicted with Moonlight and will consume all active Moonlight debuffs.
Your trademark spell, the bread and butter of all your combo's, if you're going to fight, you're going to need to use it at least once, preferably with

Your skill sequence is heavily dependent on one thing, it's dependent on how your team is doing. When you want to find out which sequence would be better, ask yourself this: "Do I want to gank or farm more?" If you're going to gank a lot, level
Crescent Strike first, when you know your team are doing well and don't need a lot of help, max
Pale Cascade.
In solo-queue, it's better to max
Crescent Strike as you don't know how your team will do, if you do know your teammates and you're entirely positive they won't need many ganks, farm away, but know that with
Pale Cascade maxed first, you will get more assists than kills.
This sequence is for strong and fast ganks, if this doesn't result in a kill when set up properly, then it will at least force them to recall and probably have them blow their
Flash. You still jungle quite fast with this sequence, but the next sequence is much better at farming quickly.
This sequence will let you farm faster than the wolves can click
Revive! But seriously though, sometimes you'll be using most of your time running instead of fighting since they'll be dead within 3 seconds with this and blue. But I recommend to use this one only as an exception, since your ganking power suffers, but you'll easily get a quick needlessy large rod like this.


In solo-queue, it's better to max


This sequence is for strong and fast ganks, if this doesn't result in a kill when set up properly, then it will at least force them to recall and probably have them blow their

This sequence will let you farm faster than the wolves can click

Your standard starting items, it offers good speed so you can move around the map a lot, it helps keeping up with your victims and it gives you 450 free health. I use this most of the time and I finish early jungle easily with it.
This isn't needed unless you are really far below level 30, you started later in the game or if no one would leash for you. You can use it, but I usually have pots to spare so it's kind of a waste since you do everything slower.
I like to buy this anytime I have gold left and already bought a sight ward because this item gives you A LOT of AP for only 250g while reducing your CD by 10% which is awesome since you can't won't have blue buff 100% of the time. You really won't miss that gold and it will easily pay for its self.







[Guardian Angel]]: Gives you more survivability, and gives you a second chance when you get insta-killed in teamfights, but don't waste it, don't go in alone 1vs3 thinking you can just revive, they will kill you twice.
Jungling
Here you will see the jungling route you will take for maximum effectiveness, and how you will get through it as fast as possible.
Wolves>Blue>Wraiths>Golems>Red
- You will start with the wolves, don't use your
Health Potion yet, auto attack once to get them all in range, use
Pale Cascade immediately afterwards, from there on you're passive will do the rest for you, but if you KNOW that no accidental kills will be made, you can let someone else damage the wolves for you after you attacked them first.
- Now move to the Blue Golem, you might want to take a
Health Potion on this one, let your mid leash him for you, and immediately use
Pale Cascade so you can use it again when he turns around to attack you, watch his health and
Smite him when below 475 health, the minions will probably be dead by now, if not, finish them off. You should be level 2 by now, take
Crescent Strike.
- Go to the Double Golems, use a
Health Potion or save it for wraiths focus on the bigger one, start with
Crescent Strike, then use
Pale Cascade for it's shield and extra damage, use them when back up and auto attack until they're dead.
- Kill the wraiths, open with
Crescent Strike while next to the purple one, they should line up nicely to be hit by
Pale Cascade and
Moonsilver Blade. You should be level 3 by now, choose between
Crescent Strike and
Pale Cascade based on what you'll be doing more, ganking or farming.
- Move on to the Red Lizard, use a
Health Potion, open with
Crescent Strike, use
Pale Cascade when lined up in front of you, and let your passive do it's work, when it's health is low, use
Smite.
- Now kill the wraiths again, use the same technique as before, and when you're level 4, take
Moonfall.
Now you can do three things, you can gank mid or bot, if they don't need one or if they aren't positioned for a good gank, you can continue farming and counterjungle, if you have low health or aren't comfortable doing any of these things, recall and buy your stuff and a few sight ward][color=#ff8000s[/color] would be great for to help your teammates.
Teamfights

When your team is on their side, waiting for an opportunity, be sure to know who you are going to kill first, switching during the teamfights will most often end in everyone in enemy team running away with 50% hp while yours is dead.
You let your tank initiate, while you're target is focusing him, it's your job to quickly use your combo to kill the carry, and get the hell out of there until it's a bit more safe, once they notice they lost the fight since their carry is dead, and you are back at your team, you can follow them and help finishing off the rest, you are #1 at chasing, so getting a triple kill won't be uncommon.
This is my standard carry kill combo, it has a lot of burst damage and it's annoying as hell, but it leaves you very vulnerable afterwards, so be sure to get out of there afterwards.
You start with





A much safer, but less damaging combo is the one below, you can continue fighting alongside your team immediately in most circumstances, but you probably won't get the kill for the carry.
You start with your Q-R combo again, but move back close to your team until you can


Never forget that the enemy minions are your friend, I don't know how many times I got saved be them by using my


Well, that concludes my guide for now, of course I will try to add more sections and I will keep updating the guide, if I was of any help, please upvote me and leave a comment if it isn't too much to ask. ^^
If you have any questions or suggestions, leave a comment and I'll see what I can do. And if you have read the whole guide and still feel like disliking the guide, please leave a comment before that and let me know why.
Special thanks to jhoijhoi for his awesome guide that made this guide possible! Check it out here: Making A Guide.
And of course, thank you ALL for taking your time to read this guide!
Bye,
Chroume
If you have any questions or suggestions, leave a comment and I'll see what I can do. And if you have read the whole guide and still feel like disliking the guide, please leave a comment before that and let me know why.
Special thanks to jhoijhoi for his awesome guide that made this guide possible! Check it out here: Making A Guide.
And of course, thank you ALL for taking your time to read this guide!
Bye,
Chroume
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