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

Diana Champion Spotlight
An unyielding avatar of the moon's power, Diana wages a dark crusade against the sun-worshiping Solari. Though she once sought the acceptance of her people, years of futile struggle shaped her into a bitter, resentful warrior. She now presents her foes with a terrible ultimatum: revere the moon's light, or die by her crescent blade.
Though she was born to the Solari, Diana's inquisitive nature set her apart from her brethren. She had always found solace and guidance in the night sky, and questioned the dominance of the sun in her society. The Solari elders responded to her challenges with only derision and punishment. Diana remained convinced, however, that if she could find evidence of the moon's power, the elders would listen to reason. For years, she studied Solari archives in solitude until she discovered an encoded message hidden in an old tome. This clue led her to a secluded valley on Mount Targon where she unearthed the hidden entrance to an ancient, sealed temple. Inside, among aging relics and faded murals, she found an ornate suit of armor and a beautiful crescent blade, both inscribed with sigils of the moon. Diana donned the armaments and returned to the Solari elders that night. She declared that the artifacts proved others had once worshiped the moon as she did. Her discovery of evidence challenging Solari dominion shocked the elders. To Diana's horror, they pronounced her a heretic and condemned her to death. As the elders prepared her for execution, Diana's anger and sorrow overwhelmed her desire for acceptance. She lifted her gaze to the sky, calling upon the moon for strength. Lunar power surged within her and she shattered her bindings. Raising her relic blade, she turned and slaughtered the elders. With the temple in ruins behind her, Diana resolved to destroy all those who would deny the power of the moon.
"The sun does not reveal truth. Its light only burns and blinds."
―Diana
General:
Base health regen reduced to 7 from 10.
Updated model and splash art for Dark Valkyrie Diana.
Crescent Strike:
Damage reduced to 70/110/150/190/230 from 80/125/170/215/260.
Ability power ratio reduced to 0.7 from 0.8.
Pale Cascade:
Damage per orb reduced to 20/34/48/62/76 from 20/36/52/68/84.
Lunar Rush:
Cooldown increased to 25/20/15 seconds from 20/16/12.
Pros:
+ Very Fun To Play
+ AoE Damage from Her Passive
+ Capable of Going Mid Lane or in the Jungle (not many mid APs are capable of jungling)
+ Very Short Cooldown on her Ult (instant when using her Q)
+ Assassin like Playstyle
+ Very good Pusher once she levels up her Q and has enough AP to clear minion waves quickly and easily
+ Good Initiator
+ Can be built tanky if her team is lacking a tank
+ Has lots of good Items to Choose from to help her survive and sustain in team fights allowing her not to be as squishy as typical AP Carries
Cons:
- Becomes quickly Focused in Teamfights
- Becomes Bantha Fodder if she misses her Q or her Ult is on Cooldown and not instantly refreshed.
- Other than her Q and Ult her W and E have long cooldowns so she only has 2 abilities for most of the teamfight.
- If she doesn't get a good starting game she can struggle to help in teamfights due to having less AP and Sustain than she normally would due to low gold income.
-Champions with high DPS such as Cass or Vayne will completely destroy her quickly and easily.
- CC (especially stuns, slows, silences, suppression) will easily shut her down
- No chase or escape methods outside of Flash and Ult
Runes




Runes are AP Carry Standard with a heavy focus on AP. This extra Damage from AP Runes can mean the difference between an enemy champion getting away from a death and you not picking up the kill or assist. We give Flat Mana Regen Seals so we don't go OOM quicker than we normally would without them. We don't take any Armor, MR, or HP runes because we will be picking them up along the way in items. These runes give

Other Runes to Consider:
Seals
Runes



When Mana Regen and Armor is not Needed the extra Attack Speed is good to have. The extra Attack Speed increases

Runes



Though not as good as Flat Mana Regen Seals, these seals allow you to have more Mana Regen in mid and late game when you have sold your Chalice or Doran's Rings and have no Mana Regen Items or Blue Buff. Problem is

Runes



An excellent choice when laning against AD champs (especially ranged champs such as





Runes



These Scaling Armor Runes allows us to be more tankier to ADs mid and late game as we don't build anything that gives us armor so with these we can give a boost to our base armor later in the game. Good choice when u already have alot of MR, some HP and are lacking some armor.
Glyphs
Runes



By replacing these with the Force Glyphs,

Runes



These Magic Penetration Glyphs give us an additional 5.13 Magic Penetration which really comes in handy when the enemy team is trying to stack alot of MR to counter you. These help you counter them back since countering MR is not as Easy as Armor is. Combing these with the Magic Penetration Quints give you a total of 11.67 extra Magic Penetration.
Quints
Runes



Movement Speed Quints allow

Runes



Attack Speed Quints give us the highest Attack Speed Runes to buff our Passive and DPS further. It's a good choice when you already have Movement Speed from


Runes



These Magic Penetration Quints give us an additional 6.54 Magic Penetration which really comes in handy when the enemy team is trying to stack alot of MR to counter you. These help you counter them back since countering MR is not as Easy as Armor is. Combine these with the Magic Penetration Glyphs and you will have an extra 11.67 Magic Penetration.
Runes



These Flat Armor Quints are great for many different situations such as laning against AD, ganking lanes that have enemy ADs so our ganks are more effective. They also let us take less damage from Campsite monsters if we go into the jungle.
Runes



These Scaling Armor Runes allows us to be more tankier to ADs mid and late game as we don't build anything that gives us armor so with these we can give a boost to our base armor later in the game. Good choice when u already have alot of MR, some HP and are lacking some armor.
Runes




Yes these are the same as Mid Lane Runes. This is because the same rune page will work in the jungle too. Clear time on this rune page is lvl 4 in 2 mins if you start at blue. However by starting at wolves before blue spawns you can shave about 15-30 seconds from clear time which would mean you would clear the jungle in about 90 or 105 seconds. If you add in Attack Speed Runes your clear time is even faster.
Other Runes to Consider For the Jungle:
Runes




Pick one or as many Attack Speed Runes as you want for the Jungle. The more attack speed you have the faster your clear time is.
Runes




These Flat Armor Runes allow you to stay in the jungle longer without losing as much damage without them. They also add armor to

Runes




These scaling Armor Runes will work great mid and late game as we don't get any armor from our items so they give

Top 5 Recommended Summoner Spells





Highly Recommended

Ignite


Flash


Other Summoner Spells Worth Taking

Ghost
Great for chasing or running away. Comes in very handy on Dominion too. Though not as good as




Teleport




















Smite
You obviously take





Barrier
While








Surge












Revive
You may be looking at this and saying WTF!!!!


Exhaust









Heal








Cleanse




Avoid

Clarity
Mana is not a problem for







Clairvoyance
No just no. CV is for supports (especially supports that have no vision abilities). Since



Promote




Pick Your Boots:





Need Attack Speed:

Need Armor:

Need Tenacity:

Need MR:

Need Magic Penetration:

Need CDR:

Examples of Heavy Counter Builds
Enemy Team is AD Heavy:





When the enemy team is heavy on AD we want a nice amount of armor to absorb all the AD damage coming our way. With that build we gain an additional 150 armor which is nice aswell as a 2 second immunity to give our team a chance to lower the damage further for us to continue to fight.
Enemy Team is AP Heavy:





When the enemy team is heavy on AP we focus on just enough MR and alot extra HP to take their magic damage while we lower their MR so we can kill them faster as we maintain a High AP to give them a beating. The build also allows us to have a good Fighter Build which doesn't make us squishy or too tanking.
Enemy Team is DPS Heavy:





If the enemy team is heavy on DPS (such as




Starting Items




We take boots and 3 health potions to give us the extra movement speed and extra health in lane. This lets us get an advantage against the enemy mid if they started without boots making them slower than us, allowing us to walk up faster and harass them and move back before they can harass us back. The extra movement speed helps us get back to our turret in time if we are getting ganked. If we go into the jungle instead we get the movement speed to help us move faster when ganking lanes early.






The standard starting items for going into the jungle or if laning against AD, the extra armor let's us take less incoming damage from AD champs or the campsite monsters. The extra 5 health potions gives us extra sustain when our matchup is not favorable to us, such as being up against Ranged Carry (





Choice of Starting Items on First Recall

Great Item for a great price. Gives AP, HP and Mana Regen. Take one or two of these but no more than that.



























Catalyst the Protector
Catalyst the Protector is a great starting item when you have a really good start and were able to get more than 1300g before your first recall. You get everything you need as u get HP and Mana and everytime you level up you get back more HP and Mana, making it a great sustain item early game. Later on we can upgrade it into either


Core Items:






This core is great if you will not be rushing items in a particular order. It gives us everything we need in 6 items. We get lots of HP, some MR, extra Mana, extra AP, Sustain from Spell Vamp, Mana Regen while dishing out extra damage from Sheen. A great all around build where they have a balanced team consisting of evenly AD and AP champs. From here our core items slowly get upgraded depending on how the game plays out. If their AD Carry gets fed u can upgrade your









Core Build




This Core Build gives up a Bruiser Build. We get 403 AP, 57 MR, 50 Armor, which when combined with our Base Stats we get 500+ AP, 120+ MR and 120+ Armor. This makes us deadly but durable enough to not get one shotted to death. With these stats we have no problem diving at the enemy AD Carry or whoever is fed on the enemy team and take them down before they can take us out. Usually with this build games should not last long enough to build your 5th and 6th items as by then the enemy team will likely have surrendered already.
Final Build






Our final build gives us the 40% CDR that allows


More HP Builds






This gives extra HP plus much better slows than we would with







This gives us slightly more HP than we would get if we had










This HP Build is identical to the one above it however we trade MR for much needed Armor while getting more AP than we would from

Slow Builds






Here we focus on extra slows while maintaining some MR armor and lots of HP without losing too much AP. The extra slow from







Here we go full on Slow Assault. We get so much slow thanks to




CDR Builds






This gives us 40% CDR when getting blue buff is not an option. As we focus on CDR as on our main build we also add in MR and Armor on the same item slots with









This CDR build is great when we can get Blue Buff and so we just get just enough CDR so that with Blue Buff we achieve 40% CDR. This build is identical as the one right above it however we trade in


Attack Speed Builds






This Attack Speed build maxes out Diana's AP to the max while we get Attack Speed at the very same time. We get




Situational Items:



AUG (short for


If your playstyle is more glass cannon and looking for some extra burst magic damage look at this little beauty which also gives extra AP and CDR as a bonus. It also shreds tanks 25% of their HP making killing Tanks that much easier. It's not an item i recommend on


This is for all you hybrid folks who like hybrid items. Only problem is that there's only 3 Hybrid items (





This is a good cheap item that gives








This is one of the 3 Hybrid Items in the game. It gives us alot all in one item. We get AP, AD, Life Steal, and Spell Vamp. Plus we get a extra slow to slow down our target. We also get to deal an additional 300 magic damage to our target at the same time that we slow them down. What more can we ask for.




This item i generally don't recommend but can be great for an enemy team that has alot of DPS or is heavy on AD. You get AP and Attack Speed in one item for a very cheap price. What more can you ask for. To add icing on the cake you deal bonus magic damage every second and reduce their MR further which is great against someone like





If you were already fed and want to snowball even harder just grab the most Over Powered Mage item in the game. As a bonus you'll get CDR at 20 stacks. And the best part is that you get all the AP you want aswell and all of this for just 1235g. Yup that's right it's that cheap and it's that Overpowered. Just remember you have no way of staying alive for too long so either get this after u built some Survivability or build some Survivability soon after you get this because you will get focused hard and fast.

Gives Cooldown Reduction, AP, Mana Regen and slows down healing Regeneration of the target. This is great against teams and tanks that have alot of HP Regen items such as







This item is the preferred Attack Speed item that you will mainly add into your item builds instead of other Attack Speed items such as





The ever popular hat of doom for Mages. It only has more purpose and that is give any mage AP, AP and all the AP your heart desires. It is commonly the first rush item for Mages and with good reason and it gives the highest AP in one item and it's price is pretty good for it's cost. It increases AP by 30% which means the 140 AP it gives alone will automatically give 30% aswell or a total of 182 AP just from this item alone. This is the offensive powerhouse for Mages which is rushed early to snowball and carry your team to victory.

Ah yes it's time for the most over talked about AP item in the game made specially for Mages looking for Mana, HP and AP all in one item.







The



Here we come to the 3rd and final hybrid item in the game. While it looks good on paper the fact is that all of Diana's abilities scale with AP. However we can't overlook everything we get with this item as we get bonus stuff like more movement speed, life steal, critical chance, etc... Problem is that this renders our







Here we come to one of the few counter MR item's in the game. We talk












Here we have the sustain item of choice for Mages. There's just one problem and it's that just for 1125g more we get a better item
















This is one of the few Attack Speed items that will work well on




Here we have yet again one of the very few Attack Speed items that will work on









This is not an item i recommend but let's face it you get alot of HP a little AD and the best part of this item that makes this item stand out over the rest, and that's the slow you get for every auto attack. Since





When the enemy team is Heavy on AP and we need to block certain abilities the best way to do that is with BV. The worst thing that can happen to us is that we just left the fountain and are halfway to the river when bam








Whats the best way to get Armor, MR, avoid certain death and get back HP and Mana when u come back from the dead, all in one item. Yup GA is the answer. Luckily GA works on any champion and



I decided to put this last for a reason and that's so you can easily see it towards the end of this section. This is one of the few viable Attack Speed items that do magic damage so it is immediately a situational item on



Tank Items:

FoN is the answer for tanks looking for the most MR possible from one item. We also get Health Regen and some extra Movement Speed. Not much else is left to say about FoN other than it's great to get when the enemy team is heavy on AP and your team is in need of a Tank.

QSS is great when u have no Tank to absorb all the CC of the enemy team and u don't have cleanse either and since


SV is great on a Tanky




This little guy is great for tanks and Mages looking for not only lots of Armor but also need to reduce the Attack Speed of the entire enemy team. This item is especially good when up aganist a heavy DPS Team as you lower all their Attack Speed and gain the second highest armor for one item in the game. The best part is you get extra CDR which is always awesome. This is by far the best 6th item to build over













Look it's Superwoman from the Sun.









Health, health and more health. Did i mention you get.... wait for it .... wait for it .... more health.... The ultimate item for going tanky. Since you get all the health u want this means you will tank both physical and magic damage all in one item (well unless you want 5 or 6 of these). What else is there to say except you get all the health your heart desires. We don't want

Lane Skill Order:
R>Q>W>E
Level 1: Take Q (our harassment ability)
Level 2: Take W (our secondary damage and our shield)
Level 3: Take Q again (our harassment spell does more damage but also uses more mana)
Level 4: Take E to unlock our final and less useful ability early on
Level 5+: The skill priority is R > Q > W > E
Q is our main source for dealing damage and its our harassment ability so we max it first. Its cooldown and mana cost is also low so that's another main reason to max it first. W gets max second since it's our second source of damage and it's our shield that will absorb incoming damage for

Jungle Skill Order
R>Q>W>E
Level 1: Take W (our shield and damage in one ability for the jungle)
Level 2: Take Q (our primary damage dealer for campsite monsters)
Level 3: Take W again (shields us for more damage and also does more damage)
Level 4: Take E to unlock our final and less useful ability early on
Level 5+: The skill priority is R > Q > W > E
For the Jungle we put 2 points in W at level 3. This gives us a much stronger shield and also deals more damage at the same time. At level 5 we also have two points on Q for ganking and also clearing the jungle quicker. Once we get to level 6 we follow the R+Q+W+E priority skill order.

Moonsilver Blade
This is our passive ability. Every 3rd strike we deal bonus damage based on our Ability Power. We also get a bonus 20% Attack Speed which is always great for dealing more damage aswell as procing our passive faster.

Crescent Strike
This is our primary ability which is great for farming, harassing and wearing enemy champions down. It has a low cooldown and low mana cost which is great as you can almost spam this to death (that is until you go OOM). Not only does it have a 0.8 AP Ratio but it also puts Moonlight on every target hit, allowing us to refresh our ult.

Pale Cascade
This is our shield and secondary source of damage. What is great about this ability is that our shield refreshes if our 3 orbs explode on enemies before it goes into cooldown, allowing us to tank more damage for our team aswell as helping us pick up the kill with the added shield on top of our initial shield. It has a 0.6 AP Ratio for doing damage which is nice and our shield gets stronger with a 0.4 AP Ratio which is awesome.

MoonFall
This is our Utility ability that has a rather long cooldown. It can be used to slow the entire team for your team or it can be used to prevent an enemy with low HP from getting away. The latter is great during laning phase. Another great use for


Lunar Rush
This is our ultimate and one of the most game breaking Ultimates in the game. We Teleport to our target and do magic damage, which makes it great for chasing aswell as escaping. It also has a very short cooldown when you consider that most Ultimates have a 60 second or longer cooldown. But what really makes it game breaking is that our Ultimate is instantly refreshed if the target is hit with Moon Light (our Q or Crescent Strike). With the Instant Refresh


This section is dedicated to the different combos

Standard Bread and Butter = Q+R
This is your bread and butter combo. Since

Give Me My Farming = W+Q
This is




Get Over Here = E+W+Q+R
This combo is great when an enemy champion has a dashing ability such as


Assassin = Q+W+R
This combo generates the most Damage on a single target. It's simple, easy to pull off and devasting. We trigger our W so that we gain a shield as we teleport to the target while at the same time our 3 orbs explode on contact with the enemy as we teleport in. This also gives us another shield in the process as our shield instantly refreshes a second time if our 3 orbs explode before W goes on cooldown. The only drawback to this combo is that if you activate your W and you don't get to teleport Ult before the shield ends your now stuck with a W on a long cooldown which makes it easier for the enemy team to start a fight knowing you just burned your shield.
Assassin with a Slow On the Side = Q+W+R+E
Same combo as the one above this however you now throw in the slow to continue attacking and become a full scale Assassin. The slow also allows your team to take advantage of the AoE slow so your team can win the team fight.
Come At Me Bro = Q+R+E+W
This combo is great for when you are gonna absorb some incoming damage for your team so they can deal more damage thanks to your shield being the end of the combo and you getting a second shield when all 3 orbs explode on contact with an enemy. The only drawback to this combo is that your W only has about a 200 AoE Range which means Ranged Champions will not even get in range for them to eat the orbs for you to get a second shield which means you have to get the melees or minions to eat the 3 orbs for your second shield to appear.
Surprise Shield = R+E+W+Q
This combo catches your target off guard as they know you will not use your ult without first landing your Q and instead you reverse the tables on them. The only drawback to this combo is that your Ult goes on long cooldown so your overall damage output takes a hit. However if your target is low enough that they will die without needing to use a second ult then the surprise factor will give you the kill where any other Q+R combo would otherwise fail and they retreat and go back to base and heal and there went your easy kill. We trigger the slow right after the teleport so that the slow brings them back to us so that we can follow up with W and get the 3 orbs to explode on them. The slow also allows us to land Q easier as they have been slowed thereby picking up the kill with our Q as they try to get away.
Orb Surprise And Get Slowed Son = W+R+E+Q
This is a slight variation of the one above however we activate W right before we Teleport so the 3 orbs explode on contact as we teleport to them. Now we have our second shield, we then follow up with E to slow and bring them back to us for some basic attacks while Q catches them on the slow and any attempt of trying to get away with low HP to get the kill. Just as before the drawback to this combo is that ult goes on long cooldown but just as before if they low on HP the surprise factor will mean the difference between getting a kill and letting them retreat back to base and heal.
You Cannot Escape From Death = Q+R+E+W+Q+R or Q+W+R+E+Q+R
This is the famous quote from Geese Howard in CvS2 made by Capcom. He says it when he enters the arena to fight and so







Jungle Summary


Jungle Starting Items






The standard starting items for going into the jungle, the extra armor let's us take less incoming damage from campsite monsters while the extra 5 health potions gives us extra sustain in the jungle so we can clear all the campsites without having to recall yet. The drawback is that our ganks pre-6 will not be as great as starting with boots as we are slower as a result of starting with





We take boots and 3 health potions to give us the extra movement speed and extra health in the jungle. This helps our early ganks become strong (especially when lacking gap closers pre-6). The drawback however is that we take a hit to our sustain as we take more damage from campsites and we get less HP Sustain since we lose 2 HP Potions due to not starting with

Jungle Routes

This is your standard Blue Buff route. We get Wolves before Blue Buff spawns. Then we get Wraiths followed by Golems at bottom before we go get Red Buff. This route allows Smite to finish cooling down so we can use it on Red Buff. After we get Red Buff the Wraiths will be ready for us to take again. This route takes about 90 seconds without Attack Speed Runes and faster with Attack Speed Runes. We also hit level 4 in about 90 seconds which is awesome.

This is your Counter Jungling Route to start the game. We get our Wolves before Blue Buff spawns then grab Blue Buff and go up top to take enemy Jungler's Big Golem. We leave the Smaller Golem so he falls behind in XP, Gold and Levels. By going up to Golems we can safely walk over to the Brush next to Red Buff and wait for our enemy jungler to do the work for us. Since we still have our Smite that we didn't use on Blue Buff we can steal his Red Buff before he can take it for himself. Once we steal his Red Buff we can outright kill him aswell since he has taken damage from the Red Buff campsite while we haven't; not to mention he has no Red Buff and we do which increases the damage we do to him. As long as his teammates are not allow to come help we should be able to score First Blood and counter jungle him at the same time which puts their jungler far behind while we can counter jungle him harder while he is dead. Our Bot lane takes our Red Buff aswell so their jungler cannot come and take our Red Buff putting their jungler further behind. The downside to this route is that you are invading their territory which gives them the Home Field Advantage as they have the turrets to help them out while you don't. The enemy jungler also has his teammates much closer to his side therefore they can come help much easier than your team coming to help you. As long as your teammates don't let them leave their lanes to come help you should be fine in a 1v1. Just remember this is a high risk, high reward route.
Lane Warding


^---- The two pics above is where you ward when going mid lane. This is the best place to ward at mid lane as the 2 brush closer to the lane do not give you enough time to see a gank coming. You also cover the two entrances for your jungler at the same time as you can see if they try to take Red/Blue or Wraiths/Wolves. Always buy 2 wards whenever you recall. Always make sure to have at least two wards during the laning phase. 4 Wards if you know you will be farming for a long time without having to recall. This way when the two wards end you have 2 more ready to use without having to recall just to buy wards.
Jungle Warding


^---- These two pics above are for when you are jungling. You not only give vision over the baron and dragon but you also cover the entrances to both blue buffs. This lets you know when the enemy jungler is trying to take your Blue Buff or it lets you know that he is going to go get his which allows your team to kill him, counter jungle him and also take his blue buff at the same time. Another thing these wards do is give all 3 lanes a heads up of any incoming ganks to their lanes which is always good.
Pushers, CC, Sustain, Energy or Manaless Champions
Diana Counters These Champions:



Ahri can't do anything to






























Champs that counter Diana:












AP Yi has a free harass Q and can heal off all the damage he takes with his W. As long as Yi can get blue or get enough Mana Regen he can out sustain, out farm, and out harass


The tree has everything that is needed to hard counter





The robot chick has very good zoning, CC in the form of slows and she has a shield. Her passive allows her to do more Auto Attack damage to Diana with every followup Auto Attack. To make it worse she also can knockback


Champions that Diana is even with:


















Bob the Builder while great for being a pusher will quickly feed









The plant chick is the better version of Bob the Builder. She gets slows, plants with long range sniping, A knockup and she is one of the top pushing champs in the league. If

















The Brewer gets back mana which is a big advantage for him against







The Rat relies on Energy which gives him a slight edge over




7/31/2012
+ Started Guide
+ Finished Most of the Guide with minor Chapters left to add in over time
8/1/2012
+ Finished Combo Chapter
+ Finished Summary Chapter
8/7/2012
+ Finished Jungle Chapter
8/8/2012
+ Added Warding Chapter
+ Added Skill Order Chapter
+ Finished Main Guide with minor chapters and tweaks to come soon
8/11/2012
+ Minor Tweaks to the Guide
+ Added Jungle Skill Order
+ Added the Abilities Chapter
9/30/2012
+ Made Minor Tweaks to the Guide
+ Lowered Total Number of Builds from 5 to 2
+ Adjusted the Items and Build Chapter with the New Build
+ Added Counter Chapter
+ Added Patch History to show any changes she receives
With the recent nerf to Diana she really didnt see a nerf at all. Sure the lower AP Ratios lowered her damage output on her Q but it was not really noticeable and still makes her pretty much the same as she was before the nerf. The slight nerf to her shield damage also didn't do much to nerf her either. Sure she deals a little less damage now with her shield but it doesn't really affect her at all that much to notice a huge nerf. Her Lunar Rush cooldown doesn't affect her at all as all she needs to do now is just wait a seconds longer before engaging again.
Please leave constructive comments so that i can further make this guide better.
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