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
Diana Build Guide by Doredia
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
I only play Diana mid, and on a good game, I can stay there, with just level 1 boots until around level 15 (if the game isn't pushed). What I tend to do is go back when: I reach 5k, hit level 16, or die. Whichever happens to come first.
I take Heal because I'm paranoid. Even though I have a built in shield, there are still times where I panic and think "Hey, I might actually die." Having Heal can sometimes get you out of danger if you use it and then run away. That small boost of HP could be enough to save your life.
Merc Treds: I get these for their right off the bat magic resist. This allows Diana to have more survivability against mids like Karthas and Annie.
Warmog's: Health. Diana is really good with health build items. I've managed to get around 4.8k depending on my final item. Once you have this and level 12, the dragon should be a piece of cake. Just make sure you have Heal as a summoner spell.
Rylai's: More HP! You always need HP! Plus, you get the added ability power on top of it so that her already pretty good damage becomes amplified. At this point, you can probably start soloing the dragon pretty quickly.
Rod of Ages: EVEN MORE HP! With the added AP and even a mana boost. Can you tell yet how I play her? HP is very important. You may be saying to yourself "HP doesn't mean anything without defense.", and I can tell you that's both true and untrue. Even if you don't have a ****ton of defense at this point, you still have that massive amount of HP that can and will allow for you to take more hits. With this you should be able to handle most situations, and it's ideal at this point to actually start team fighting, if you haven't already. Also noted is that with this amount of HP, you can pretty much tower dive and do a fair amount of damage before running away.
Zhonya's Hourglass: Here's some armor for you, and a good chunk of AP. Should be in the 200's for AP by now. 50 armor may not seem like a lot, but you'd actually be surprised. Remember that massive amount of HP? Yeah, now you can take even more hits since you got that added armor. It's also fairly useful for that 2 second invulnerability. Sticky situations and all.
Sunfire Cape (or situation dependent item): For me, 90% of the time, I'm using the sunfire cape. Another 45 armor, and yup, you guessed it, even more HP. This gives you another 450 HP. FOUR. HUNDRED. AND. FIFTY. It also helps that it's special ability does 40 magic damage to enemies.
The reason I say 'item dependent' is becomes sometimes...there are other more important needs. Such as banshie's veil. Though Sunfire Cape and Banshie's Veil are the only two last items I've ever needed to build, that doesn't mean that there aren't other things to be needed. It really all just depends on your enemy team. Make sure you know what you're preparing for.