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Diana Build Guide by Volex

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League of Legends Build Guide Author Volex

Diana Mid by Volex

Volex Last updated on May 19, 2013
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Team 1

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Middle Lane
Ranked #17 in
Middle Lane
Win 51%
Get More Stats

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

Honor Guard

Defense: 0


Utility: 9

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Who is this Lunar Mage?

Diana is a high damage, mid mobility assassin, who has a lot of AOE damage with an very good shield when played right can annihilate her opponent without knowing what hit them. She relies quite a bit of mana, precise timing, placement, and knowing when to engage to do this. and she's got sexy hair.

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Pros / Cons

Insane burst potential
Good Mobility
OP Shield
Hard to shutdown
Great Hair
No reliable disengage
Super mana hungry
Pretty easy to gank
Hard to get kills before lvl 6
No trolling laugh

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Play Style

Diana's best position is definitely going to be mid, (not jungle and support is of course out of the question) Reasoning: 1) She really needs to farm a lot early game to be a sufficient role in team fights. (support reasoning) 2) It is quit hard for her to gank efficiently before level 6 (without using flash, or the allied laner having a good CC ability) and that is why I don't usually play Diana as a jungler.

Early game you want to play very passive. Don't use your abilities too often, and just try to last hit as much as possible. When the jungler comes, you'll have enough mana to initiate.

As Diana, you need to farm un-interupted, so WARD YOUR ****, every back grab at least 1 ward, and put it right next to the wraiths intersection or in the opposite bush (by the blue buff).

Once you've hit level 6, start ganking other lanes, (your option if you want to buy boots of mobility to get around the map faster) If your whole team is fed, Better chances to win the game, If you're the only person on your team that has won there lane, better chance is the other team will win. so help your team mates.

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Item Sequence

Lich Bane

Rabadon's Deathcap

Nashor's Tooth

Zhonya's Hourglass

Rylai's Crystal Scepter

My usual start is Boots of Speed and 3 Health Potion's. Speed for dodging skill shots and normal sustain early on.

The next items you'll want will be a Haunting Guise and maybe a Doran's Ring or 2. Haunting Guise is great for the Magic pen and HP bonus and Doran's Rings are great early game items on any AP mid.

Next you'll want to get a Sheen, for the extra mana and Auto attack burst combined with your passive, complete your boots with Mercury's Treads, and finish the Sheen into Lich Bane.

Get a Rabadon's Deathcap for the most damage and these will be your core items.


+70 ability power +45 resistance. Unique Aura: Nearby enemy champions suffer -20 magic resistance.
This is an amazing item for any AP caster, lowering enemies magic resist while giving you magic resist and it gives you a decent amount of AP. I strongly suggest this item for a mid to late game boost.

+120 ability power +50 armor. Active: Places your champion into stasis for 2 seconds, rendering you invulnerable and untargetable but unable to take any actions.
Once again, another amazing item. Against an AD heavy team, this item is essential. It gives stacking armor, a ton of AP and an invulnerability which can let you get out of some game changing fights, I strongly recommend this item as either an item to rush against an AD mid, or a late game item that keeps you in the fight longer.

+80 ability power +500 health. Passive: Your spell damage will slow the target by 35% for 1.5 seconds (15% for multi target spells, damage-over-time spells and spells with a cooldown time below 3 seconds).
With a fairly good slow, tons of health and AP, This is another very good item for an AP caster without much CC. Although Diana has 2 CC aspects (Moonfall), but making every ability slow is a great advantage.

+65 ability power +50% attack speed Passive: +20% cooldown reduction.
fillerThis item, in my opinion, is super fun and amazing on Diana.
The extra CDR is great but the incredible attack speed brings an insane damage potential because of her passive.

+70 ability power. Passive: +35% magic penetration.
When people start stacking MR, and you cannot do damage for anything, this is the item you want to buy, fantastic extra AP, and 35% Magic penetration. A very good ending item for any AP champion build.

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Abilities and Skill Sequence

Moonsilver Blade Diana gains 20% additional 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 (+0.6 per ability power) additional magic damage.

This is why attack speed Diana is so great, on every 3rd basic attack she deals extra damage based on her level + 0.6 AP.

Crescent Strike Diana unleashes a bolt of lunar energy, dealing magic damage in an arc. Crescent Strike afflicts enemies struck with Moonlight, revealing them for 3 seconds.

This is your strongest ability and should be maxed first no matter what.

Pale Cascade Diana creates three orbiting spheres that last up to 5 seconds and detonate on contact with enemies, dealing magic damage in an area. She also gains a temporary shield that absorbs damage. This shield is refreshed if her third sphere detonates.

This is a great ability and should be maxed second.

Moonfall Diana draws in all nearby enemies and slows them for 2 seconds.
A very key ability for good ganks and team fights, but should be maxed last.

Lunar Rush Diana becomes the living embodiment of the vengeful moon, teleporting to an enemy and dealing magic damage. Lunar Rush has no cooldown when used to teleport to an enemy afflicted with Moonlight.

Another fantastic mobile ability and should be leveled whenever possible.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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For Glyphs I take 3 Ability Power Glyphs and 6 Magic Resist Glyphs.
The reason for this is that I personally think a little extra MR at level 1 is very helpful and full Ability Power glyphs isn't too necessary.

For Marks I take 9 Magic Penetration Marks.
For obvious reasons these are really the only good Marks for an AP caster (with the exception of Akali's optional runes).

For Seals I like to take Flat Armor Seals, I think protection from auto attack damage and minion damage are very important.

For Quintessences I have Flat Ability Power Runes. I like the early AP instead of Scaling Quints. I am very focussed on early game damage and that is the reason for not taking Scaling Ability Power runes for any section. I feel that if you can win early game (having the early AP advantage) is a better shot at also winning your late game.


Greater Glyph of Ability Power

Greater Glyph of Magic Resist

Greater Mark of Magic Penetration

Greater Seal of Scaling Health

Greater Quintessence of Ability Power

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You'll definitely need a point in Spellsword for the more damage on Diana's passive.
And I like to take more attack speed over CDR. Take all the AP masteries and Magic penetration with the extra damage percentages in Havoc and Executioner .

Then in the Utility Tree I like the Mana and Mana Regen from Meditation and Expanded Mind and runic infinity is great for receiving blue buff, keeping it for a longer period of time I find works really well.

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Summoner Spells

Ignites a non-friendly unit (except for enemy minion), dealing (50 + 20 × level) true damage over time to a single target and reduces the health regeneration and the healing effects received by 50%.
A very classic spell for any laner, helps when full engaging if you cant get the last 10 hp from the enemy and I usually take this spell whenever playing Diana.

Teleports your Champion to target nearby location.
Another common spell for every position, and usually always taken, it allows you to get out of tough situations or into them, A very useful spell which should almost always be taken.

Shields your champion for 95 + (20 x level) for 2 seconds.
A great baiting spell and I will usually take it in ranked if im against a champion that I know I will get turret dived by for a defensive approach in trying not to feed and to possibly counter kill if they overextend.

After 4 seconds, it teleports your champion to target turret or friendly minion (making it invulnerable for the duration). Can be canceled.
A great tool for back dooring or extreme ganking, and I love that it gives you global presence and the enemy always has to be careful what they do because you could teleport in and totally change the game, you can also teleport to things like > Teemo mushrooms, Shaco Jack in the Boxes, Zyra plants etc...

Heal heals oneself for 75 + 15 × level and every allied unit for the same amount.
A great team spell and baiting spell but not usually used on a mid or top, But, it definitely can turn around a team fight at the most.

Smite deals 460 + (lvl x 30) True damage to a enemy minion, pet, neutral monster.
Take smite whenever jungling, even if your champion can jungle without smite because of great sustain or supper fast clear times, you should really always take it, to secure dragon and baron or if the enemy has a ward on your buff and they try to steal it you could just smite it and save the buff.

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Skill Combos

Skill combos can be pretty self explanatory after playing the champion after about 20 minutes but Ill put them in anyways.

Damage Under Turrets
Crescent Strike First then use Lunar Rush to Moonfall, keeping them in you auto attack range, then pale cascade for defending a turret shot.

Full Engage

For escaping from sticky situations, Crescent strike to a Jungle creep then use Lunar rush. Or Optionally you can do this to the farthest enemy champion or minion away from the fight.


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What I think about Jungle Diana

I have tried Jungle Diana a few minimal times and I have noticed 1) She has insane capability of farming with no recoil AKA her shield. Ive done a Jungle clear only using 3 pots then go and gank, still having enough HP to heal on pots and farm more jungle. She has no sustain (I think of sustain as a way to heal yourself, I dont count her sheild as sustain I call it utlility) Like I said in the play style section, its somewhat hard to gank before lvl 6 on acount that you have to get close to your opponent to use Moonfall and its alot harder without your Ultimate.

Id say that jungle Diana is pretty viable, I guess its just not my thing unless im forced into it somehow. (Say our whole team was AD and im lastpick as jungle, then I would probably pick Diana)

the end.

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Thank you for reading my build, This one has taken me quite a while to make, so please take it into consideration and give it a thumbs up, and leave a comment if you have any questions, THANKS!