Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Introduction
First off, I ask that if you benefit in any way from this guide and/or appreciate what I have put together please give me an up-vote as it lets me know whether the guide is beneficial or not to people and it is really the only reward I get for my efforts. Also, please only down-vote if you comment giving valid and tested reasons as to why this entire guide is "bad." That way I can make the necessary changes to improve this for all of the community.
Now, I would like to thank you in advance for thoughtfully considering and testing any and all of my suggestions for playing



All that said, let us begin our discussion concerning


- First, an often overlooked part to what makes a great champion is the back story from whence his or her individual character and personality is derived.
Diana was birthed in the creative minds of Riot's developers from a story they had conceived when they worked on
Leona. That story effected everything from
Diana's appearance to her gameplay mechanics and abilities. It lends her a strong sense of character.
- Second, without digressing too much, my favorite champion is
Fizz. I've had a dilemma because I love
Fizz's melee-caster-assassin play style, but there wasn't really a comparable toon to play.
Diana has proven to be the answer to my problem. I can play her in solo top or mid lanes much the same way I play
Fizz, but with enough difference to make it a unique experience. That "melee-caster-assassin play style" is exactly at the heart of the first build and is the key to success with it.
- Third, I find
Diana to be rather aesthetically pleasing. The artwork is emotive and expressive, the in-game model is well done (as with all the newer toons really), and the particles for her abilities are fun.

A good place to start some more thorough discussion on
Diana is with the general pros and cons associated not only with her mechanics but also with the specific way I play her (like an assassin).
Fortunately,
Diana's cons are easily addressed (though not eliminated) by the above build and practice.

PROS
+ high single target burst damage+ some good aoe damage output + good mobility (especially for chasing) + excellent harass + good in both ranged and melee situations |
SPACESPACESPACESPACE |
CONS
- squishy- easily cc locked - mana hungry - ![]() |
Fortunately,

- Unfortunately, squishyness is unavoidable even with
Rod of Ages.
- Not being CC locked simply takes practice and smart play (
Mercury's Treads are an option).
- The mana situation is well handled, however, by some early mana pots and later by
Rod of Ages and
Lich Bane.
Crescent Strike's unique arc actually becomes an advantage when used well because it can practically be considered aoe the way it slices through groups of enemy minions and champions (more one this in the skills section).
- First tier:
Mental Force is an obvious pick for a mage and
Summoner's Wrath works as well since I take
Ignite for a summoner spell. Three points in each
Resistance and
Hardiness are obvious good choices since
Diana does happen to be squishy and these make a big difference in the early stages of the game.
- Second tier:
Sorcery, as explained in the runes section, will give
Diana a 10% cooldown reduction right off the bat in concomitance with
Greater Glyph of Cooldown Reduction. I also throw a point in
Alacrity . The reason for this is Diana's passive ability:
Moonsilver Blade. Simply put, the more attacks diana makes, the more her passive procs, the more her passive procs, the more damage she does. The point in
Demolitionist I grab because it gives me the most bang for my buck when I'm pushing a lane so that I can take out a turret and get out of there all that much faster. In the defensive tree I spend three points on
Vigor because the returns on it are surprisingly good. It definitely helps keep me in the lane longer after I've traded some blows with an opponent because, when I take
Doran's Ring early, I don't have health pots until I recall.
- Third tier:
Arcane Knowledge is the only point spent here because
Havoc doesn't yield a big enough return for the three points it would cost and the other abilities in this tier of the offensive tree a really more for AD champions. If you want
Havoc the
Summoner's Wrath and
Demolitionist points could be dropped along with another point from somewhere (maybe
Alacrity ) to pick it up. The point in
Arcane Knowledge is a point well spent for any caster though.
- Fourth tier: four points in
Blast is another obvious choice (more AP = good). EVERY ability that
Diana has scales with AP.
- Fifth tier:
Archmage , same as above
- Sixth tier:
Executioner is, simply put, awesome.
- I only take two points in each
Resistance and
Hardiness so that I have the required mastery points to max
Durability and get
Veteran's Scars . This is the tanky build so I don't plan on being aggressive and I will be more focused on staying in lane to farm as much as possible.
Veteran's Scars with be useful because with this build I won't have the health bonus from
Doran's Ring since I'll get
Boots first.
Let's discuss the above rune selections I've made.
- Quintessences: Diana's abilities, as a caster, scale with Ability Power (AP), so I take
Greater Quintessence of Ability Power to ramp up my early game damage output a bit and make me all that much more likely to draw first blood.
- Marks: Next I take
Greater Mark of Magic Penetration for the magic penetration. This is pretty standard for any mage as it allows that damage increase from the AP to get through an enemy's Magic Resistance (MR)
- Glyphs: Then I take
Greater Glyph of Cooldown Reduction to reduce the cooldown on
Crescent Strike. This is important because faster cooldowns translates to more attacks launched, which translates to more effective harassment and damage dealt. In combination with the
Sorcery I take, this will yield nearly 10% cooldown reduction at level 1--a full second off the cooldown time of
Crescent Strike.
- Seals: I use greater seal of replenishment because
Diana is so mana hungry. This will keep you in lane longer and give you the ability throw more Q's at your opponent. If I'm using these seals I take
Doran's Ring first instead of the
Boots and potions combo. The reason being that the mana regen from the seals plus that of the ring will be sufficient enough not to need
Mana Potions right away. Also since your harass is Q and it has a great range you wont need the mobility of boots so badly at level 1 as other champs.
I get different seals for the FIGHTER build, but everything else stays the same.
- Seals: I take
Greater Seal of Armor with the FIGHTER build to mitigate some of the damage my opponent will be dishing out with his/her harass. When going solo top most often I face AD bruisers--hence, I don't take MR but Armor. Also, since this build is meant to be played more conservatively, I won't be throwing out so many harass Q's and won't need quite as much mana regeneration. With this build I'll take
Boots, 2
Health Potions, and 1
Mana Potion first to keep me in lane.
Note: Some people like to use scaling runes such as
Greater Glyph of Scaling Cooldown Reduction because such runes are more effective at level 18 than flat runes like
Greater Glyph of Cooldown Reduction. My perspective on this is that runes in general make the greatest difference in early game. Flat runes are much better in early game when compared to scaling runes, and since that is when I need them most it makes them the best option.



I take










Ever since





Other viable options include







Exhaust could replace
Ignite. It functions well for slowing down enemies that are fleeing or pursuing and drastically saps their damage output.
Ghost could replace
Flash if that's your preference, although I use
Flash for the above reasons
Smite would replace
Ignite in a jungling situation, but this is not a jungling guide.
Heal is useful for staying in lane longer, but I find it infinitely less useful than
Flash or
Ignite and easily replaced by a couple of health pots.
Teleport is not an altogether bad spell. It is really useful for jumping across the map for ganks and defending towers, though many people waste it on just trying to get back in lane faster after a recall. It's still not as good as the two I've chosen.
Clarity is good for staying in lane longer just like
Heal, but again it's easily replaced by a couple of mana pots early on, and once
Rod of Ages and
Lich Bane are completed most of Diana's mana issues are null.
Surge you could do worse by choosing
Revive I suppose. That's not really a reason to choose surge either though. On the other hand the AP boost it gives is good, but still much less effective than the true damage inflicted by
Ignite.
Non-viable spells:



ASSASSIN
After much in-game testing I've found that the attack speed build is amazing when you are steam rolling your opponents. This is the build with which I've had games like 26-4-13 and 16-2-7. However, I've found that if I don't completely dominate my foes in the lane I have to make some major changes so I don't end up with a game like 5-10-5. Also remember that this build is intended to be played more like an assassin than a fighter. I came up with this based on how I play
Fizz, so you'll want to be ganking those squishy opponents as much as possible and you won't want to dive headlong into the center of a team fight. That's why I've introduced a second major build that will be detailed after this one.
Right off the bat I take a
Doran's Ring. The AP is good for damage output, the health keeps me in lane longer and able to take a little more damage and the mana regen also helps (especially since I'll be using
Crescent Strike a lot thanks to the reduced cooldowns). The major complaint against
Doran's Ring is that it doesn't build into anything. As a result, many people will take
Boots plus 3
Health Potions first. When you do that there's no wasted gold and you can stay in lane longer with the pots. My point of contention is that 15 AP from the ring at level one means I'll hit harder, and with the current aggressive metagame I have been getting a lot of first bloods. Also doran's can be sold back for roughly 100+ g less than what it cost (not really a huge loss there).
Next I grab my
Boots giving me some good mobility to land those
Crescent Strikes and get out of dodge. Since tier 1 boots are only 350g I also have some cash to spend on my consumables such as
Health Potions,
Mana Potions, and sight wards (don't wanna get ganked by that pesky jungler).
Third I try to get
Fiendish Codex which has a little of everything I like: AP, mana regen, and cooldown reduction. Sometimes, if the enemy has some MR already or I just need the speed I'll grab my
Sorcerer's Shoes at this point instead. Boots are next on the item sequence anyway.
After
Sorcerer's Shoes I normally like to finish my
Nashor's Tooth because this is really the heart of my build. It makes Diana very lethal and very fast. The attack speed increase from
Nashor's Tooth and
Malady will put diana's speed over 100 and means
Moonsilver Blade is going to proc a lot more, resulting in a significant increase in damage output.
catalyst the protectorOnce
Nashor's Tooth is finished, however, I get a lot more flexible with what I build next, adapting to the flow of the game I'm in. Generally though, I need some extra mana and health to get some sustain going, which is why I put catalyst the protector next.
Rod of Ages isn't normally a high priority for me as I want to get my damage output up more than I want to increase my sustain. That's why after I've got catalyst the protector giving me a decent chunk of health and mana I go for
Sheen.
Following that I finish
Rod of Ages and
Lich Bane according to which one I feel I need most:
Rod of Ages for survivability or
Lich Bane for damage output.
Next is the crown jewel of nearly any dps caster build--
Rabadon's Deathcap. What can I say, AP much? Once I have this I'm hitting hard and fast as all get out (note that Mobafire's stats at the top of the page count a final build of 385 AP which does not include the passive of
Rabadon's Deathcap or
Rod of Ages). The sequence shows
Needlessly Large Rod to demonstrate that, if I can, I grab that rather than
Blasting Wand to build
Rabadon's Deathcap since it is so expensive and I'm not likely to return with enough gold to build it fully right away.
Finally, I like to grab
Malady. For the pricetag it carries
Malady is a great buy. The AP isn't much but with the other items I have that won't be an issue and the 50 attack speed increase is going to proc
Malady's passive and
Moonsilver Blade at lot more. That magic resistance reduction is going to rip right through the enemies
Quicksilver Sash.
Replacement Options
That's the basic build, but as I've stated several times already, it's not a rigid formula. It's flexible to your needs and play style.
Example situations:
FIGHTER
This build is the result of a considerable amount of testing and is best for when I just can't seem to obliterate my laning opposition like I want to or I'm not getting the ganking opportunities I want. It grants much more survivability, which is not to be overlooked because one of Diana's major cons is being a melee squishy. I tend to be a lot more consistent with this build than the above. The important thing to remember is that this build is intended to give you the durability to get into the center of those team fights and survive. It's not intended to be played as an assassin like the other build. I'll give a major thanks toiplay2wiin for turning me to
Frozen Heart in this build.
Since the point of this build is to be less aggressive, I generally start with
Boots, 2
Health Potions, and 1
Mana Potion rather than
Doran's Ring (as in the first build). I usually won't go for first blood either and will focus more on my farm if I start this way.
Boots gives you great mobility at level 1 to land some harass and hit those creeps. The potions will keep you in lane longer so you can earn that gold.
Second on the list is
Mercury's Treads. These boots are awesome for Diana because another of her major cons is that she's terribly easy to CC lock for a kill. The tenacity and MR from
Mercury's Treads are invaluable for staying alive longer.
catalyst the protectorNext is catalyst the protector because it gives Diana some much needed health and mana. Again, sustain is the name of the game with this build.
I finish
Rod of Ages as fast as I can because it's an amazing item. It will improve the health and mana bonus from catalyst the protector and add 60 AP to help me start hitting harder. Don't forget that an early
Rod of Ages means you'll get the full benefit of that passive which builds up health, mana, and AP over time that much sooner.
I like to build
Sheen and upgrade it straight away into
Lich Bane because with
Rod of Ages I've already got some sustain and now I want to increase my damage output. Not to mention
Lich Bane gives Diana some valuable mana, MR, and MS, all of which will help with survivability as well.
This point in the build is where I tend to get more flexible with the order I build items based on how things are going so far. As a general rule though I like to build
Glacial Shroud first because the armor is awesome, and the cooldown reduction great.
Giant's Belt will be much more useful after
Glacial Shroud anyway since the armor from
Glacial Shroud will already be in place to protect that big health increase.
Again it's flexible as to which comes first but usually I will take
Rylai's Crystal Scepter. The reason being that I want the slow and the AP more than I want more armor (this is totally situational though).
Frozen Heart will just make you crazy hard to kill and it's a much appreciated addition to the build once you've got it.
The grand finale. Not much to say here except for the obvious: huge amounts of AP. This is great for damage output, as you already know, but it also has some marginal defensive value.
Pale Cascade's shield scales with AP like the rest of Diana's abilities, so you should notice an increase in the damage mitigation from this ability after you get the huge boost from
Rabadon's Deathcap.
After much in-game testing I've found that the attack speed build is amazing when you are steam rolling your opponents. This is the build with which I've had games like 26-4-13 and 16-2-7. However, I've found that if I don't completely dominate my foes in the lane I have to make some major changes so I don't end up with a game like 5-10-5. Also remember that this build is intended to be played more like an assassin than a fighter. I came up with this based on how I play






















catalyst the protectorOnce























Replacement Options








That's the basic build, but as I've stated several times already, it's not a rigid formula. It's flexible to your needs and play style.
Example situations:
- Fleeing Enemies?: Grab a
Rylai's Crystal Scepter instead of
Rod of Ages.
- Getting CC'd?: I don't always go for
Sorcerer's Shoes and often find myself taking
Mercury's Treads when the enemy is a caster or has good cc.
- Too Squishy?: Build
Banshee's Veil against tough casters,
Frozen Heart against AD heavy teams, or
Guardian Angel if you need both MR and Armor in place of
Malady
- Still Not Enough Burst?!: In place of
Malady,
Void Staff has loads of magic penetration (and is a good choice if you forego
Sorcerer's Shoes in favor of
Mercury's Treads). In fact, grabbing
Mercury's Treads and subbing
Void Staff for
Malady is one of my favorite adjustments.
Also,Deathfire Grasp has a good damage dealing active and will bring your cooldown reduction up to the cap.
- Need Some of Everything?:
Abyssal Mask gives a great amount of AP and magic resistance, not to mention that it reduces the MR of nearby enemies (functioning something like magic penetration). This could also replace
Malady.
FIGHTER
This build is the result of a considerable amount of testing and is best for when I just can't seem to obliterate my laning opposition like I want to or I'm not getting the ganking opportunities I want. It grants much more survivability, which is not to be overlooked because one of Diana's major cons is being a melee squishy. I tend to be a lot more consistent with this build than the above. The important thing to remember is that this build is intended to give you the durability to get into the center of those team fights and survive. It's not intended to be played as an assassin like the other build. I'll give a major thanks toiplay2wiin for turning me to










catalyst the protectorNext is catalyst the protector because it gives Diana some much needed health and mana. Again, sustain is the name of the game with this build.
















































Naturally I take a point in R at levels 6, 11, and 16.
First I usually take one point in each Q, W, and then E because they combo so well.
Q: Then I max Q because it's how I dominate the early laning phase with excellent harass and cs capability.
W: W gets maxed next because it will increase my defensive and offensive capability.
E: This gets maxed last because the slow is good enough with only the first point I put in it and it's not going to increase my damage or durability--it's mostly just a decent cc.
ASSASSIN
The first thing I will say is play aggressive. Don't be dumb, but play aggressive. You don't use the ASSASSIN build to be conservative and defensive: it's all about dishing out as much damage as you can to kill your enemies before they can react. In the very least you want to force your laning opponent to recall so much that their farm is ineffective. Around level 7 or so, I also like to move around the map to start setting up team fights and ganks, covering lanes, and jungling a bit.
Later in the match, when it comes to team fights you'll want to play
Diana more like an assassin than a fighter with this build. You simply won't last long otherwise. Basically you're not an initiator with this build, don't try to be. A lot of people are complaining that the Diana guides favor "glass cannon" builds and then they argue that because Diana is a melee mage you've got to have more durability. That is true if you plan on jumping into the heart of a fight. I cannot stress enough how much that is not the thing to do with Diana if you're using this build. As an assassin you're role is a bit more like an anti-carry and you want to be watching for that enemy champ straying away from his/her team. Launch a combo on those squishies and back up until your abilities are off cooldown. Only dive in if your certain you won't be focused.
FIGHTER
Just the opposite of the above, you want to play this build more conservatively. The key here is getting a good farm going because the cost of this build is a bit more than the other one. As the match goes on and team fights begin this build will provide you with the durability to be more involved at the heart of the battle than the other. This is not my preferred way to play because, although you're much more durable, you seem to get focused a lot more and let's face it even with this build if you do get focused you have two or three seconds left.
How to Q:
The first thing I will say is play aggressive. Don't be dumb, but play aggressive. You don't use the ASSASSIN build to be conservative and defensive: it's all about dishing out as much damage as you can to kill your enemies before they can react. In the very least you want to force your laning opponent to recall so much that their farm is ineffective. Around level 7 or so, I also like to move around the map to start setting up team fights and ganks, covering lanes, and jungling a bit.
Later in the match, when it comes to team fights you'll want to play

FIGHTER
Just the opposite of the above, you want to play this build more conservatively. The key here is getting a good farm going because the cost of this build is a bit more than the other one. As the match goes on and team fights begin this build will provide you with the durability to be more involved at the heart of the battle than the other. This is not my preferred way to play because, although you're much more durable, you seem to get focused a lot more and let's face it even with this build if you do get focused you have two or three seconds left.
How to Q:
Crescent Strike is an amazing harass ability in the early laning stages. You want to land the end burst directly on the enemy champion and do it a lot (you've got all the cooldown reduction for a reason). Many champions will have little MR in the early levels so this ability hits hard.
- When you step up to Q them, enemies will usually try to back up, so a good place to aim is just behind them.
- Try to land the end of your Q so that the burst will hit as many enemy champions or minions as possible. Remember that the arc of the shot will damage enemies as well (though considerably less) and if you position well you can hit every enemy in a group. This means you can get creep kills while you harass if you time and place your shots well.
- Use the arc of your Q to land shots around corners that enemies won't suspect. This will catch them off guard and keep a barrier between you and them so that it is harder for them to retaliate.
Pale Cascade is a shield that deals damage! One way to use it is defensively, popping it when you see an incoming harass or gank attempt.
- Like I've said, it deals damage too, so you'll want to use it when you get in melee range of enemy champions. The damage is good and when all three orbs burst you'll get a shield refresh. This will maximize the usefulness of this ability.
- Cast
Moonfall to draw in enemy champions or minions and pop
Pale Cascade right away to make sure those orbs burst on them. It will clear out a mob of minions quickly.
- Likewise, pop your W right before or after you use
Lunar Rush. This can actually be useful for a turret dive when you know you'll kill the enemy champion quickly. Be smart though, don't dive on an ulting
Dr. Mundo.
Moonfall is your only cc and it's ballsy. Sucking in everyone around you when you are so squishy can be very dangerous.
- My favorite time to use this is when an enemy turns to run. Your E will pull them in and slow them considerably for a couple of seconds.
- Use your E to trap a turret diving enemy.
- Keep in mind that it's on a longer cooldown than any of your other abilities, so using it preemptively would be wasteful.
Lunar Rush is blink that deals some decent damage and is on a short cooldown. Some ideas for using this ability were mentioned above in the skills section of the guide (I won't repeat them all so as not to be terribly redundant).
- It's a great tool for finishing an opponent that
Flashes or pops
Ghost to get away as it has a very good range.
- Because the cooldown is so low you don't have to worry about wasting your ultimate.
Diana's abilities work well together so maximize that aspect. That's why I get a point in each ability first thing (Q>W>E).
- A great ganking combo to use is Q-R-E-W-R!
Remember my guide is not a systematic formula; rather, it's a guideline for laning, and it admittedly yields a bit of a glass cannon. Make the adjustments you need to accommodate issues that you encounter and feel free to let us all know what works in your experiences. Try my suggestions out before you down them please, and if you do still have a critique please offer it with due respect so that we may all benefit from your astute observations.
Huge thanks to jhoijhoi for her awesome guide for making guides found here!
Thanks to iplay2wiin for great advice and making me think a little harder.
Another big thanks to Rys Aberdeen for his guide on
Fizz that taught me how to play that "melee-caster-assassin" style which is the heart of this guide.
Huge thanks to jhoijhoi for her awesome guide for making guides found here!
Thanks to iplay2wiin for great advice and making me think a little harder.
Another big thanks to Rys Aberdeen for his guide on

14 AUG 2012: added "AP TANKY" build and explanation in "Items" section.
15 AUG 2012: after some testing I revised the masteries and runes of both builds, which have also been renamed "ASSASSIN" and "FIGHTER." The renaming reflects the play style associated with each build as most people seem to be forgetting that builds by themselves mean very little.
15 AUG 2012: after some testing I revised the masteries and runes of both builds, which have also been renamed "ASSASSIN" and "FIGHTER." The renaming reflects the play style associated with each build as most people seem to be forgetting that builds by themselves mean very little.
You must be logged in to comment. Please login or register.