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Choose Champion Build:
Spells:
Smite
Flash
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Introduction
So Diana is already out for quite a bit and so far I can say that I have most likely seen every item built on her from like 5.000 different Diana players. One build more effective, one less effective. Oner super duper strong, one just plain bad. For myself, I'va played her like 50 times since her release and found a really strong and promising way to play Diana.
As the headline says, this is a quick guide, no in depth-ness. Just the basics of Diana and some thought-processes why to do what in certain situations.
Visual updates to come, going to remove some typos in the next couple hours

Now this is one really sick passive. At max lvl this abilitiy easily deals 600 dmg every ~2 seconds ans makes a huge portion of your damage. Sadly there is no counter to see at what AA youre at, so the only way to keep track of it is to COUNT THE AUTOHITS IN YOUR HEAD.
Q:

Diana's signature move. This spell is 50% of your dmg. If you miss your Q you won't be able to kill people. It's crucial to hit this. Keep in mind that the arc always comes from Diana's right side (just watch in what hand she holds her sickle). Hit this and your dmg will be absurd, miss this and you will most likely have to wait another ~4 seconds to do your job.
W:

This spell allows Diana to jungle incredibly safely. You basically dont lose health anymore as soon as you got like 2 point into your W. Other than this its also one of your main dmg sources.
E:

This is your ganking tool. It's basically a small vortex soaking people in and allowing you to stick to them with ease.
R:

Lunar Rush has no cooldown when used to teleport to an enemy afflicted with Moonlight, and will consume all active Moonlight debuffs.
This is what makes Diana so incredibly annoying to play against. Combo'd correctly with your Q it will be impossible for your targets to escape. Though the dmg doesnt actually seem that much, the fact that you can basically "spam" this without cooldown allows you to get this off multiple times per fight.



Theres a HUGE difference between a JUNGLER and a GUY RUNNING AROUND IN THE JUNGLE.
Smite speeds up your jungling time, Smite safes buffs, Smite safes Dragons and Smite safes Barons. Not to mention that you can totally RAPE your opponent jungler with good Smite skills if he uses his Smite poorly.
Smite to finish off creeps, dont engage with Smite - imagine: You're doin' Lizard, you don't have Smite, the Lizard is at 400 health. SUDDENLY a wild Shaco appears through the brush, he smites your Lizard and vanishs. And you're like... FUUUUU?!?!?1 Replace Lizard with Baron or Dragon and you know the importance of

The second summoner is really personal preference, I would really suggest

I used to run with

The pooblem with Ghost is... Diana has no escape skill. If you get caught in a kinda bad situation... without Flash, you're wrecked.
I finally changed my mind and replaced Ghost with Flash to get a viable escape skill and be able to do those crazy things like WALL FLASHING!
Runes




There's pretty much nothing you can do wrong with runes.
For marks, take 9

For seals, take 9

For glyphs, take 9

For quints, take 9

Basically: R>Q>W>E
Always level R asap for obvious reasons.
Max Q next since it's your main source of dmg.
Max W next as E offers no dmg and only slightly improves utility.
Max E last as it offers you nothing but an increased slow.
Skill W first so you don't take that much dmg from jungle creeps. Then simply follow the above mentioned priority.
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So lets get things started.
What to start with:
There are 2 options on what to start with.
Most of the time you want to start


There are certain situations when you want to start with





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First trip back:
Several options here. The most basic item to buy now would be a Philosopher's Stone. Diana is pretty mana hungry (you will realize this pretty quickly), so the extra mp5 is really nice. Other than this, your shield will block nearly all dmg the jungle creeps do to you, the hp5 will do the rest. Lastly the gp10 aspect is what matters most. Diana has pretty strong base values and she actually does nice dmg without items as long as she has enough mana. So if you pick up gp1ß items, you will focus your concentration on her lategame power.
Option 2 is buying 2

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The game goes on:
Depending on what you bought at your first back you'll have to make more decisions. If you decided for the gp10 route, build a Kage's Lucky Pick and a


If you picked up the double



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So far your build should somewhat look like either this


or this




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No start to use your brain for further item purchases:
DECISION ONE: So now you have your first 3-4 items, now look at your enemy team and decide what to do next. No one in the enemy team is fed, everyone is evenly farmed but their whole team seems rather squishy. In this situation I usually grab a

DECISION TWO: They're playing a double AP comp and maybe even have an AP-ish jungler like


DECISION THREE: They have 3 physical dmg dealers. Their toplane, jungle and bot are AD and start to scare you really hard. Buy a

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Now your build will most likely look somewhat like this



If thats the route you choose, take the other 2 items now if you need them. You burst quite hard now, and if youre afraid of AD grab a Zhonya, if youre afraid of AP grab an Abyssal.
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So youre pretty tanky now. If you feel that youre tanky enough, go for straight dmg items. Sell your left over gp10 items and buy items like


STILL not tanky enough? Well, then it's definitely time for a

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Now, your final build could look somewhat like that






If you ever get to finish this build it's will be almost a guaranteed win for you since you can pretty much kill anyone.
But this is just an idea of a build. There are other options aswell.






This build works exceptionally well on Diana. Since her base values on her spells are pretty high, you will shred through your enemies with this build. 60 flat magic penetration will easily instagib any low MRes target.
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Items to consider:









A new lvl 30 summoner is able to jungle with Annie if he got the right runes and follows the right route. Even though that guy might be able to land several successfull ganks, still, he's far from being a real jungler.
Jungling is actually one of the hardest, if not the hardest, jobs in game. Good junglers are often carrying games. Good junglers have to keep track of spawn timers. Junglers have to have the highest map awareness. Good junglers know when to gank where.
Bad junglers... can do those things too, but rarely they can do all at once.
So let's start with the more or less easy part:
Jungle Timers
- Small creep camps (Wolves, Wraiths, Double Golems), spawn at 1:40 and respawn after 1 minute.
- Buff creeps (Blue & Red), spawn at 1:55 and respawn after 5 minutes.
- Dragon, spawns at 2:30 and respawns after 6 minutes.
- Baron Nashor, spawns at 15:00 and respawns after 7 minutes.
Watch for these. You don't need to write down every respawn of your wraiths. But type down a simple "dragon 23:00" if you killed dragon at minute 17. If you know your enemy started at blue, his blue died at the ~2:10 mark - you know it will respawn around minute 7... so gor for it and try to steal it. Tracking these timers is crucial due to their strategic importance. Stealing your enemies blue all day long will totally rape their jungle


Taking every dragon results in a boost of
1000g for your team per dragon kill.
Even Nashor povides you with
1500 teamgold and... this minor usefull buff ;D
Another important part:
Know your enemy
So you see that

The information where your enemy starts is also important for your team. Enemy


You have to make conclusions about the information you get of your enemy jungler. Seeing a


And another part:
Know when to gank and when not to gank
Countless times I see my jungling mates come out of jungle with 50% hp to assist a lane with 10% hp. They try to kill this sneaky 100% health



And the prolly most important part:
Map awareness
You don't have to watch your

See their jungler pop up at bot? -> Take his upper jungle.
See their jungler top? -> best chance to do Dragon.
See your enemy pushs bot like crazy? -> Set up a gank there.
Your top lane pushed hard by your

Read your enemies, inform your team and punish them for mistakes.
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That's what makes a jungler. Maybe your supporter is called "babysitter", but you should be the babysitter of your whole team. A good jungler can easily lead his team to win, and a bad jungler can easily destroy a game by totally failling his job. Your job is jungling, so stay in your jungle. A jungler needs farm, too. Even though ganking 24/7 seems really cool, at some point you will have less and less success while ganking, effectively leaving you behind in level and farm. Clear your jungle, watch the map, use opportunities. Some junglers like



Pick your starting items of choice (either


Next, get a leash from your laners again and kill blue buff - kill it with

Level Q next, then head to wraith camp, followed by another wolf camp kill.
After wolves level W once more and do red buff - kill it with

Lastly do wraith camp once more, hit lvl 4, level E and start ganking.

Dianas ganking has 2 phases:
Phase 1 ranges from 1 to 5. Your ganks are meh here. You have no gapcloser and you mostly rely on your laners to set up ganks with their CC. So let your midlane

Phase 2 starts at lvl 6 and puts you on a whole new lvl of ganking. You can set uo ganks now aswell. Ht enemies with your Q, follow u with R W and hinder them from fleeing with your E. Now either decide if you can safe your R till u hit another Q or if you just want to unload all your dmg with a QRRWQ comp.
Feel free to constructively criticize (pls nothing like "ololol, didnt work in my first game, useless suckaaaa" or "omgomgomg, just roflstomped 100 elo with this guide, so brilliant").
And now have fun with Sailor Moon on the fields of justice!
~~~ Gasparde
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