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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
An introduction

When I saw the champion reveal for

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.
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.
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.

IN MY OPINION,



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



How will

Well, she's going to need good damage while also being quite durable. Diana is naturally pretty tanky through her





Pros
|
SPACE | SPACE |
Cons :(
|
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.
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.
Marks
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.
Seals
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.
Glyphs
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.
Recommended Quints




Marks


Seals


greater seal of replenishment- ALTERNATE CHOICE FOR MID. If you want to throw Q's a; day these should help you out.
Glyphs

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.

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











Utility





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.





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

- 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.
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- 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.
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:
You want your ultimate whenever possible for obviously reasons, your



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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

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When jungling, I recommend getting two points in pale cascade at levels 1 and 3, and then following the standard:
I think it's about time to explain these three builds.
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.
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.
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.
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.
My preffered build
I picked alot of tankiness in this build. If you grab

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

Jungling, like a gentleman... Er... Gentlewoman
There is another jungler I feel is very similar to


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







The core items for the builds




Core for: Preffered build
Situation for: Mid build, Jungle build, Attack Speed Build









Core for: Preffered build
Situational for: Mid build, Jungle build, Attack speed build





Core on: Preffered build, Mid build.
Situational on: None

Core on: Preffered Build
Situational on: Jungle build, Attack speed build.

Core on: Mid build
Situational on: Preffered build, Attack speed build
I DO NOT GET THIS IF I AM JUNGLING! THE JUNGLE DOES NOT OFFER ENOUGH GOLD SO UNLESS YOU ARE A REALLY FED JUNGLING DON'T GET THIS!




Core on: Mid build
Situational on: None

Core on: Attack speed build
Situational on:Preffered build, Mid build, Jungle build

Core on:Attack speed build
Situational on: None.

Core on: Jungle build, Attack speed Build
Situational on: Preffered build
philosopher's stone and

Core on: Jungle Build
Situatoional on: Mid build, Preffered build, Attack speed build.
Other items: Offense








Other items: Defense












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





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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