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Choose Champion Build:
Spells:
Smite
Flash
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Introduction
Pros / Cons
spaaaaaaace |
Pros
+ Very safe jungling with ![]() + Strong ganks even before level 6, largely due to ![]() + Strong in range and melee situations + Double dash with ![]() |
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Cons
- Squishy and easily focused down, even with ![]() - A large portion of your damage comes from melee through ![]() - Chugs mana like ![]() ![]() - ![]() ![]() |
Changelog:
8/8/12: Started the guide!
8/9/12: Updated items as per community comments
Credits to jhoijhoi for the template, which you can find here.
Summoner Spells
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Greater Mark of Magic Penetration: The majority of your damage as Diana will be magic damage. Magic penetration is very important for maximum gankiness (that's a word!).
Greater Seal of Armor: Armor in the jungle is important at early levels. These seals plus your
Pale Cascade will prevent you from needing the typical
Cloth Armor and 5
Health Potions that many junglers need to start.
Greater Glyph of Ability Power: These glyphs will begin to fuel the AP damage engine that is Diana. Even your passive is fueled by AP, so let's begin the damage dealing1
Greater Quintessence of Ability Power: The big bad runes of potency: The Quints. With these babies, combined with your Glyphs, you'll be getting 26 AP just from Runes! That's better than an
Amplifying Tome or
Doran's Ring!
Mastery Explanations
OFFENSE TREE
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Tier 1: All points to Ability Power in
![]() ![]() ![]() ![]() Tier 2: I choose Magic Penetration ![]() ![]() ![]() Tier 3: There aren't too many ways to get Magic Penetration, so we want to grab it up whenever we can! This means ![]() ![]() Tier 4 and below: All points towards more AP and damage. Pretty standard AP point distribution. |
DEFENSE TREE
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Tier 1: Armor and resistance will benefit you most early game. Since Diana's early game is in the jungle, we want to maximize her survivability there. This is why I put 2 points into
![]() ![]() Tier 2: The bonus health from ![]() ![]() Tier 3: Finally, more bonus health! That last Mastery point is more valuable as 40 bonus health from ![]() ![]() |
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Moonsilver Blade: This is the secret to a large portion of the damage you'll be dealing as
Diana. Most of our items are designed to increase Attack Speed and make sure you get those three hits each gank!
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Crescent Strike (Q): Sometimes tricky to land, but always surprisingly damaging,
Crescent Strike is an important part of your kit. Aside from damaging opponents, it applies a Moonlight effect. If you ult (
Lunar Rush) a Moonlighted opponent, then
Lunar Rush has no cooldown!
Casting and Effects
Casting Crescent Strike can be tricky. It is sometimes difficult to catch fleeing opponents in the arc and takes some practice.
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space If you hit, however, not only will you do BOATLOADS OF DAMAGE, but you'll apply Moonlight to the target. Moonlight interacts in fun and exciting ways with your Ult Lunar Rush.
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Pale Cascade (W): An offensive shield. No, really! This is a FREAKING OFFENSIVE SHIELD.
How it works:
Once you activate Pale Cascade, you get a shield as well as three orbs which circle you. Yes JUST LIKE MARIO KART.
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space The shield rocks because it scales with AP (that's why we buffed AP with Runes and Masteries, remember?!). As an added bonus, those orbs will detonate when they collide with an enemy (MARIO KART!). When all three orbs have detonated on your enemies, the shield FREAKING REFRESHES. space
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Moonfall (E): Adele can set the rain on fire, but Diana can call the FREAKING MOON TO THE EARTH. Well, at least she can channel some of the moon's gravity to pull enemies close and keep them from running away.
Not only will Moonfall pull enemies to you (A BALLSY MOVE, BTW), but it slows their retreat. This is an amazing ganking tool. It also looks cool as ****
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Lunar Rush (R): A Dash! A Double Dash! Ray, a DROP OF GOLDEN SUN! ... sorry. This will place
Diana right on top of an enemy and damages them. It scales off of AP. The best part is that if the enemy is Moonlighted, then
Lunar Rush has no cooldown!
Hard to get a great still shot of Lunar Rush, but here's the FREAKING COLLISSION!
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The Core







lich band Not only does this increase AP, but your auto attack after a spell does damage equal to your AP. Since Diana is both an auto attack and an AP champ, this item just makes sense.





Alternate Items
I've been schooled! You guys rock and have, through comments and suggestions, given me some great ideas on items for
Diana. Thank you! Your comments have resulted in a new build that I'll talk about below.

So the issue I'm working to correct in this build was very constructively brought up by Enaio.












What items should I start with?
Starting Items:


What route should I take through the jungle?

- 1: Ancient Golem("blue buff). It spawns at 1:55. Have a teammate hit it once and run off. This is called a leash.
ancient golem will chase the first person who hit it, giving you time to attack it without retribution. Once it begins to attack you, activate
Pale Cascade. AS SOON AS your shield fails and you begin taking damage, pop your first health potion. If you need a second, don't hesitate. Pretend you're
Gragas and the pots are tiny keggers...
Smite him to finish him off and move on!
- 2: Wolves You'll hit level 2 after
ancient golem, so take a level in
Crescent Strike and DOMINATE
WOLVES. Then leave. Like you did last Thursday! I was hoping for at least some cuddle time. Anyway...
- 3: Wraiths are no problem.
Crescent Strike them through the wall before you get there and then activate
Pale Cascade and engage the BIG WRAITH FIRST! This is important. Don't waste your time on the little wraiths. Beat the **** out of the big one and your passive
Moonsilver Blade and FRIGGEN OFFENSIVE SHIELD
Pale Cascade will nearly decimate the little suckers. One more
Crescent Strike will likely take care of all three (maybe a couple auto attacks, too...).
- 4: Twin Golems Skip
LIZARD ELDER (Red Buff). Yes! SKIP RED BUFF and go on to twin golems. Take them down with all of the spells and skill you've learned thus far. Do not use
Smite! Save it for the
lizard elder. You'll probably have to use that last
Health Potion here.
- 5: Lizard Elder Blast into
LIZARD ELDER (Red Buff) with a
Crescent Strike and throw everything you have at him.
Smite HIS A**, use your
Pale Cascade and own him!
- 6: Wraiths should have respawned by the time you're done at Red Buff, so take them one more time. By the time they're done, you should be level 4. Congratulations!
Jungling is comparatively easy. Once the Runes and Masteries are right, then figure starting items and route. Now you're level 4 with Red and Blue Buffs.
Before we begin our discussion of positioning (which is SO FREACKING IMPORTANT!), I want to talk about combos.
Diana's spells interact with one another in FUN AND EXCITING ways, so let's go learn about them!
The following combo is Q > R > W > E > R. This combo is your primary order of spells when ganking. I will SHOW AND TELL you why!
WTF NOW?
Before we begin our discussion of positioning (which is SO FREACKING IMPORTANT!), I want to talk about combos.

The following combo is Q > R > W > E > R. This combo is your primary order of spells when ganking. I will SHOW AND TELL you why!
Always begin your gank with ![]() |
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Then follow up with ![]() ![]() |
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Immediately activate ![]() |
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Auto attack them so much! Try to get your passive to proc, then ![]() |
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Keep auto attacking them! Remember that ![]() ![]() ![]() |
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How do I know which lane to gank when I'm level 4?
Ganking the lanes is the hardest part of jungling. Where should you be and when? That is the big question here. I'm going to help you answer it!
First we'll look at each lane and define Easy, Moderate, and Difficult Gank positions. Then I'll tell you how to approach each one.
Top Lane Gank Positions
Easy Gank | space | space | space | Moderate Gank | space | space | space | Difficult Gank |
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Mid Lane Gank Positions
Easy Gank | space | space | space | Moderate Gank | space | space | space | Difficult Gank |
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Bottom Lane Gank Positions
Easy Gank | space | space | space | Moderate Gank | space | space | space | Difficult Gank |
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As you can see, the difficulty of the gank is determined by how far the enemy is from safety. Communicate with your team that they should not push their lanes early. If they do, it'll be difficult to gank and your team won't get as many kills as they should.
Ganking Top Lane
These are the two primary paths you should take to Gank Top Lane. DO NOT COME UP TO GANK THROUGH THE LANE. Come through the river or enemy jungle. |
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Alternatively, here are two paths which work if the enemy champion is closer to safety. Note that THIS SHOULD NEVER BE YOUR FIRST CHOICE TO GANK. If your teammate has pushed the lane this far and is asking for ganks, they're DOING IT WRONG! |
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Ganking Mid Lane
These are the primary paths you should take to Gank Mid Lane. |
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Ganking Bot Lane
These are the two primary paths you should take to Gank Bottom Lane. The safest way to do this is coming through the river. Only come through the Jungle is your team is ready to help you tower dive. |
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If you know the river is warded, this path will work for you. Especially if you can get into the bushes closer to the enemy turret without being noticed. |
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IF YOU USE THIS GUIDE YOU WILL GET GIRLS! PRETTY ONES!

That is J319. She helped me put the guide together, spent hours taking screenshots and allowing me to kill her

Credits to jhoijhoi for the template, which you can find here.
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