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Diana Build Guide by Baconman

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League of Legends Build Guide Author Baconman

Diana- Marry the Night: A detailed guide

Baconman Last updated on August 9, 2012
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Preffered/Mid/Attack Speed



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: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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An introduction

Hi, My name is Ian, but through the interwebs I am Baconman, more often than not Baconman9, and this is my first MOBAfire guide in attempt to introduce the newest champion (At the moment) in the Leauge of Legends, Diana, the Scourge of the Moon.

When I saw the champion reveal for Diana, I was underwhelmed to say the least. "That's the next champion? Lame. I want someone to come out who I can main." Regardless of my skeptism on Diana, I hopped onto the PBE server and gave her a shot.

I absolutely fell in love with her.

However, I don't see many other people playing her the way I do. I've had decent success with my build, holding my own and having results I'm content with. But I see so many other people who just don't seem to know what they are doing. They pick items I don't understand and then do poorly. I'm not the best player in this game by any means. In fact, I'm pretty new to the game compared to alot of people. I just feel like I understand this champ well and want to share my ideas.

I will accept any sort of critism on this guide, just please be polite. Don't bash or downvote me for no reason, just tell me what your problem with what I say is and I will either explain what I think or change my guide if your point is fair. I want to help as many people as possible with this guide, so please help me with that.

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What's up with the builds? You're missing items!

Well, looks like somebody can count to six. Nice job!

Jokes aside, time to explain.

I've spent alot of time on this site, looking over guides. More than I'd care to admit. Of the countless guides I've read, I've come across what I think is my facorite format for a guide. All you really need to know in a given game is the core items, the things that never change. Since every game is different, every game you'll need different items. Simply put,You need room for variation.

Therefore, all I have is the cores of each build, along with boots. For more details, look at the "Boots and Other Items" section.

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Who is Diana? What does she do?

Diana is a versatile AP champion who is capable of going mid lane, soloing top lane, or jungling in... the jungle, obviously.

IN MY OPINION, Diana is at her strongest top, but she is still a good jungler. I feel if you are trying to play her mid, you are essentially a weaker Kassadin. People may disagree with me, but her lane dominance top and potent jungle clears are too good to pass on. If your teammates are *******s and force you into mid, you can do fine but I wouldn't ever call mid if you want to play Diana

So what exactly is Diana's role on a team? The answer would be something along the lines of "AP Bruiser Assassin". Your goal is to find a squishy target, an AP caster like Annie, an AD carry like Ashe, or maybe even a support like Sona if the fight is almost over, and murder them. Kill them before they can do their job, and congrats, you just completed yours.

How will Diana do this?

Well, she's going to need good damage while also being quite durable. Diana is naturally pretty tanky through her Pale Cascade and does impressive damage with her Crescent Strike and Lunar Rush combo. Due to these two facts, along with the fact that Moonfall draws in enemies toward you and Moonsilver Blade taking three hits to activate, I prefer to have her be tanky, with less of a focus on AP. I'll go over the different builds later, and the thought behind each of them.

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Pros and Cons

  • Powerfull poke from her Q.
  • Her W gives her a shield, not once but TWICE!
  • E is devastating in team fights.
  • Her ultimate gives her amazing damage and chasing power.
  • Does MASSIVE DAMAGE!(tm Phreak), even without many items.
  • Solid duelist.
  • The proc from Lich Bane and Moonsilver balde together can give you insane autoattack damage THAT AFFECTS TOWERS!
  • Not mana hungry.
  • One of the few AP junglers, and she isn't even blue dependant!
  • Snowballs quite hard.
  • Snowballs SO hard in fact, that she can SOLO BARON if she's got a full build.
  • Has two jokes, and they are both the best in the game! :)
Cons :(
  • Is a "Balls-to-the-wall" character; she has no escapes and is designed for going in hard and killing before she gets killed.
  • Q is a difficult skillshot, as it is completely unique.
  • To get your shield a second time, all three orbs must detonate, which may not happen, leaving you without a shield.
  • Doesn't do nearly as well if behind (But most champions don't)
  • If you aren't mid, then your team will be easier to counter as a whole due to having multiple AP characters.
  • Only one type of CC which is on an ungodly cooldown.
  • No gap closer pre-six.
  • Natutally pushes lanes through Q's, W's, and passive procs.
  • If you miss your Q's, you'll have a bad time.
  • Only two skins, and I like her original more. :(

Looking over most of the cons, you realize several of them are pretty much reliant on the skill of the person playing her. I don't think she's the hardest to pick up and play, but you''ll certainly want some practice with her.

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This couldn't be easier. Just use your head and you can rune Diana just fine. I've laid out a few basic choices which won't lead you wrong if you do pick them.

Recommended Quints
Greater Quintessence of Ability Power- HIGHLY RECOMMENDED FOR ALL BUILDS. This will give you a whopping 15 AP from just your runes. I would rarely, if ever, pass up the advantage this gives you early.
Greater Quintessence of Movement Speed-RECOMMENDED FOR JUNGLE ONLY. These will help you greatly due to your lack of a gap closer pre-6.
Greater Quintessence of Health-RECOMMENDED FOR LANE, BUT CAN WORK WITH EARLY COUNTER JUNGLING STRATEGIES. These can make an huge difference early on. Lanes can be won or lost based solely on a first blood, and these will give you an edge. These fall off too much later for me to even consider them though.
Greater Quintessence of Attack Speed-RECOMMENDED FOR JUNGLE OR 3RD BUILD ONLY. I can't say I'm a big fan of these, but they will definetely speed up your jungle clears due to your passive.

Greater Mark of Magic Penetration-RECOMMENDED FOR LANE. Doing more damage is good. So these are a no-brainer.
Greater Mark of Attack Speed-RECOMMENDED FOR JUNGLE OR 3RD BUILD. Same as quints.

Greater Seal of Armor-RECOMMENDED IF NOT MID. These give you and edge against any AD tops and defense against the minions in the jungle.
Greater Seal of Scaling Ability Power-ONLY TAKE IF MID. Armor won't do you much good in the mid lane, so might as well bring these.
greater seal of replenishment- ALTERNATE CHOICE FOR MID. If you want to throw Q's a; day these should help you out.

Greater Glyph of Scaling Magic Resist-RECOMMENDED FOR TOP AGAINST AN AD OR IN JUNGLE. These protect you a decent bit endgame, so they are a good choice if an AP character won't be troubling you in the early levels.
greather glyph of warding-RECOMMENDED MID OR AGAINST AN AP TOP. These will help you more that the scaling glyphs early game so that you can hold you own.
Greater Glyph of Scaling Ability Power-RECOMMENDED IF YOUR TEAM IS TANKY. This is for all-in damage. You miss out on alot of magic resist by using these, but use them if you want.

Anything not listed should not be considered, as it is probably just hurting you.

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Honestly, anything works in lane, just so long as you have 21 in one tree and 9 in another and you aren't trying anything funny. I'm a big fan of having 21 in defense at top lane and 21 in offense if I'm going mid, and for both lanes having 21 points in utility can lead to huge advantage so long as you know what you're doing.

However, I feel that my setup is the best possible masteries for the jungle, however. I would not consider any other options. I'll explain my choices.

Summoner's Resolve : More gold when you smite? Very nice.
Hardiness : Armor for the physical damage the minions deal.
Tough Skin : This may seem minor, but it helps alot more than you would think. When the jungle monsters attack you hundreds of times in a game, you are negating an impressive amount of damage.
Durability : More health= More living!
Vigor : Regaining health can't hurt you.
Veteran's Scars : Basically the same as Durability
Bladed Armor : Remember when I brung up lots of monsters hitting you? Free damage!
Indomitable : Samne as tough skin, but applies to all sources!
Initiator : You stay pretty high life in the jungle, so the movement speed should help you gank.
Juggernaut : Health and tenacity. Why not?

Summoner's Insight : Better flash is incredible.
Expanded Mind or Good Hands : Get whichever you like more.
Swiftness : More movement speed= Better ganks.
Runic Affinity : Awesome for every jungler. Imo it's a must.

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Summoner Spells

I feel like Flash and Ignite is the best combination for Diana in lane, and Flash and Smite in the jungle. However, lets go over all of our options.


Oohohohohohoh this spell. the 1001 uses spell. The spell that is numero uno en Brazil (Huehue). But seriously, this spell does alot, and is argueably the best summoner spell in the game. Use it for suprise Moonfalls and Lunar Rushes, to flash over a wall to save yourself from a gank, juke, pop in while the enemy is doing baron, etc. Not everyone loves this spell, but I highly recommend it. Just beward of the stupidly long cooldown on this thing.


This spell is a little more straightforward than Flash. It's going to deal damage, reduce healing, and pick up kills. Simple. This allows you to pick up some early kills and snowball your lane or shut down someone like Swain or Dr. Mundo late. I pick this to compliment my hyper-aggresive style, so if you aren't as aggresive as me you could find a different spell.


The basic tool of a jungler. Take this when you are jungling, as if you take this and plan on laning someone is going to queue dodge you (Which if you wanted to do you should have gone Promote and Clairvoyance anyway). Use this to clear jungle fast, secure your buffs, take enemy buffs, or to kill Dragon or Baron later in the game. Don't jungle without this!


While alot of people make the choice of either Flash or Ghost, I feel Diana would want both rather than one or the other. Having two escapes never hurt, and you can be nearly inescapeable. If you really just want to bring ghost instead of flash, be my guest, but don't foget that if you do, your only true gap closer comes at 6 and before then you will be alot weaker.


This will give you a while lot of map control, making sure you are in lane often and able to be anywhere on the mad in a time of emergency (As long as it is off cooldown). I wouldn't usually bring this unless you know you'll be facing a lane that is going to push alot or you know that your team will have plenty of wards.


This little guy is my friend on most of the top lanes I play. The fact that people will often times try to dive you under your times is numerous, and with Diana all you have to do it Heal, W, E when the dive you. An enemy has been slain! Also works well after a Guardian Angel revive.


Feel like messing around a little? Go for it. This spell helps you alot, making you insanely hard to duel. I'd never recommend this for a serious game though.

Don't even think about anything else. I WILL find you if you do.

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Skill Explanations

This is your passive. This grants you 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. Overall it is a very useful passive, giving you an awesome speed boost in the jungle and some extra trading and last hiting power in lane. A few things to remember:

  • This WILL activate against towers, giving you the ability to take them down very quickly if you havesome attack sepped items.
  • The proc is an AoE damage skill, meaning it will hit all enemies around Diana when it activates. This will most likely push your lane, so be careful when you do this.
  • This scales fairly well with AP, so it will hurt once you get some items.


Your Q move, an your main tool. When you use it, 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. This will deal alot of damage and afflict enemies with a moonlight debuff, so we usually max it first. This skill is fairly straightforward in use, poke your opponent with it often if you are in lane as it has a low mana cost, or throw it out to check buffs or clear camps in the jungle. Do not forget, the shot will arc from Diana's RIGHT, so take that into account when you are using it.


This is your W skill, and when activated 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. Try to activate this if you engage an enemy or if they try to engage you at melee range. This will shield you for quite a bit so long as both shields activate. While in the jungle, try to have this going as often as possible. NOTE: The cooldown will not start until either all three orbs detonate or fade, not when you activate the skill. The actual cooldown of the skill is only 10 seconds, but it will be longer if the orbs don't go off.


Your E skill, which when activated makes Diana draw in and slow all nearby enemies by 35 / 40 / 45 / 50 / 55 % for 2 seconds. This skill is your only form of CC, and on a long cooldown too so be cautious when you use it. It is very important that you know the range of this skill, otherwise you risk missing it and easily blowing a kill which you could have gotten. We usually will max this last due to the fact that it's true power is disruption in a teamfight.


Your ultimate skill, which makes Diana teleport to an enemy and deal 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. This is the reason landing your Q's are so important, why you are so hard to escape from, and why you are just a great assassin in general. A few notes on this:
  • This consumes ALL moonlight debuffs when used on a target afflicted with moonlight. If two enemies are affected with moonlight, you CANNOT hit your ulti on one and then the other immediately to refresh the cooldown twice.
  • Sometimes you will want to immediately jump in on a target even if they aren't affected by moonlight. If you do this, however, you will lose a decent bit of damage and alot of sticking power. Be smart when choosing to teleport straight in or use Crescent Strike.

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Skill Sequence

For the first two builds, your order will basically be:

> > >

You want your ultimate whenever possible for obviously reasons, your Crescent Strike maxed by 9 as it is your main poke, Pale Cascade cascade next for durability, and Moonfall last as it's true power comes from it's potential in late game team fights.


The attack speed build goes a slightly different approach with:

> > >

The reason for this is because you rely so much more on autoattacking, the durability you get from maxing W is more important than the damage from Q. Your main use of Q with this build will be to hit off your R, so it is essentially your utility move. This means that Moonfall, which is the utility move on a standard build, becomes more important.


When jungling, I recommend getting two points in pale cascade at levels 1 and 3, and then following the standard:

> > >

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The builds

I think it's about time to explain these three builds.

My preffered build

I picked alot of tankiness in this build. If you grab Mercury's Treads as your choice of boots, you'll hit over 160 in bot resistances and over 3.2k health. This ensures that when you dive right into the enemy team you'll get out alive.

Mid, a pure AP appraoch

This forgoes almost all defense for the sake of doing more damage. This will turn your MASSIVE DAMAGE(tm Phreak) into REAL SOVIET DAMAGE9tm Mike Z). I don't like this build as much, but there is nothing wrong with it. Pick it if it tickles your fancy.

The attack speed approach

This is all about your passive. Ever play Teemo? You're basically doing the same thing. I wouldn't call this the most viable build ever, but it sure as hell works.

Jungling, like a gentleman... Er... Gentlewoman

There is another jungler I feel is very similar to Diana and that is Cho'Gath. I feel these two are incredibly similar so I build the same items on both in the jungle, since both have naturally high damageing skills and clear really fast with some attack speed.

Now it's time to explain all the core items and some alternate choices.

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Boots and Other Items

Choices of Boots:

My first choice of boots on most of the cast, as these are probably the best boots in the game. Magic resist and tenacity? In boots?! Amazing. Of course, these are the most expensive boots as well, so I'd take that into consideration as well.

Not a bad choice by any means, these will help you alot in the jungle or in a lane against a tough AD charater like Renekton or Tryndamere. These are also Pretty cheap, so grabbing them if you find yourself behind isn't a bad choice.

I'd take these jungling, but in lane they seem like a waste to me unless you are going with the attack speed build. No matter what you do with them though, you'll want to sell these late game for some Mercury's Treads.

I'm sure these work just fine, but I probably wouldn't take them unless I was mid. Top lane you'd want more defense, and the monsters in the jungle don't have any magic resistance to begin with.

The core items for the builds

I grab this with my preffered build in every game, as the health, AP, and unique passive you get off this are incredible. This will cause you Crescent Strike and Pale Cascade to both slow 15%, and your Lunar Rush to slow 35% which is INSANE! Overall an item you will need to be the most effective.
Core for: Preffered build
Situation for: Mid build, Jungle build, Attack Speed Build

This is another core piece of the preffered build , and let me tell you why. I don't usually get this, but Diana is not only a powerful melee AP character, she also is pretty mobile. You can Lunar Rush in, use the Lich Bane proc, wait two seconds and use Moonfall or Pale Cascade, use another Lich Bane, continue this until they die. This gives you movement speed, ability power, magioc resist, and even some mana. There's nothing bad about this item. If you are in melee range after using Crescent Strike use the proc and try to time two seconds before using the Lunar Rush. Moonlight only lasts 3 seconds, so this timing will be difficult.
Core for: Preffered build
Situational for: Mid build, Jungle build, Attack speed build

I get this on my preffered build, as the catalyst the protector passive you get from it will give you some great lane sustain. This item gives you a good amount of health and mana both, along with some decent ability power. This will make you very bulky alongside the Rylai's Crystal Scepter. The reason I get this only my mid build is mainly to complete what I call, THE ULTIMATE DAMAGE TRINITY. The synergy between Rod of Ages, Rabadon's Deathcap, and Archangel's Staff is too great to pass on if you can help it.
Core on: Preffered build, Mid build.
Situational on: None

This is arguably the best of all defensice items in the game. Dual resistances, and a second life? Who could say no to that? The only downside is the passive is on a 5 minute cooldown, so don't go full-suicide mode. The passive should be a 'buffer' of sorts, protecting you if you dove into an unfavorable situation without thinking. Don't rely on the passiive, just make use of it if it happens. I always get this on my preffered build to put my resistances over that wonderful 160 mark.
Core on: Preffered Build
Situational on: Jungle build, Attack speed build.

Say hello to THE AP item. This not only gives the most AP of any one item, it increses your total AP by a very significant amount! This should be self-explanitory. Get it for big damage, always get it mid as you are the AP carry then.
Core on: Mid build
Situational on: Preffered build, Attack speed build

This will give you neverending mana, so abuse it! Throw out your Q's whenever possible once you get your Tear of the Goddess as it will take you quite a while to stack this thing. The synergy it has with Rabadon's Deathcap and Rod of Ages is insane though. Only get this if you are mid though, as it's expensive.
Core on: Mid build
Situational on: None

This thing shouldn't be rocket science to figure out. AP, attack speed, mana regen, and the MOST cooldown reduction of any item in the game. This works on any build, honestly, but it is absolutely core on the Attack speed build.
Core on: Attack speed build
Situational on:Preffered build, Mid build, Jungle build

and [madred's bloodrazors Two wonderful items for the attack speed build, giving you everything you could need. I wouldn't really recommend getting these with any other build though, as these really only compliment the goal of the 3rd build, go in and shred some people.
Core on:Attack speed build
Situational on: None.

I get this for better clears in the jungle if I am jungling, and defense if I'm using the attack speed build. If you are facing an AP in the top lane, this could give you an edge as well.
Core on: Jungle build, Attack speed Build
Situational on: Preffered build

philosopher's stone and These items will make up for a lack of gold that comes from the jungle, so you can keep up with your solo laners. You can either keep them for 20 minutes and sell them for your complete money back or upgrade them into some useful utility items for your team if you want. If you are in a hyper competitive farm-off in a lane, these could come in handy as well.
Core on: Jungle Build
Situatoional on: Mid build, Preffered build, Attack speed build.

Other items: Offense

This gives you some attack damage, but we are mainly after the AP and attack speed it gives. This is a pretty solid choice of an item.

This gives you some spell vamp, which doesn't hurt but isn't too great on Diana either, and a decent amount of AP. I'd only get this if someone else on your team is too for the double aura effect.

Yes, I listed this as an offensive item. It gives you AP and a good aura, which we are after more than this magic resist. Don't get this if someone else on your team did already though.

This will give you cooldown reduction, ability power, magic resist, and near-unlimited mana. I don't think Diana is too mana-intensive, but it could help when you're dashing between targets to assassinate them.

If your enemies have decent magic resist, this is a must. 'Nuff said.

This can't hurt you, I just don't every get it, because I always forget to use the active :P

Other items: Defense

This baby is a wonderfully, completely destroying auto-attack based champions. It also builds out of a Heart of Gold, so grab that early if you plan on getting this.

I prefer Randuin's Omen to this item, but this is probably just as good if you don't have anything else for cooldown reduction. It also helps your entire team with it's aura!

This will give you more magic resist than any other item in the game, so it can help when there is a fed AP character on the enemy team. It also gives you some amazing health regen and movement speed, which is much appreciated.

A better version of Cleanse in an item. Amazingly valuable even for it's cheap price. I strongly recommend this if they pull out alot of CC or supresses like Malzahar or Warwick.

Disrupts comob-casters like LeBlanc or Brand, but other than that I feel [[quicksilver sash] is better for stopping CC effects.

aegis of the leigion If nobody else gets this item on your team, you MUST! Your support should get it, but if they do not then you should to help your entire team.

Other items: Utility

shurelya's reverie Health and an active that gives your entire team alot of movement speed. If you did pick up a philosopher's stone earlier, then this item can be a powerful choice, especially if nobody else has it.

This could be built instead of a Randuin's Omen if you bought a Heart of Gold and nobody else has it. This item is pretty much a direct counter to Karthus, so you might as well grab it if he's on the enemy team.

zeke's hearald If you have multiple auto attaqckers on your team, this could help you all out. I wouldn't recommend getting this most games though.

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Coming soon!

-An in depth-laning guide
-A jungle route
-Some matchups
-HOPEFULLY some pictures and videos. I'll need some kind of capture software though so if someone can help me with that it would be greatly apprieciated!

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If you have any kind of question, idea, or concern, go ahead and leave a comment or pm me. ALL feedback would be greatly appreciated! Just please don't be rude!

I will be updating this guide as time goes on, so check back in for updates!