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Spells:
Smite
Ignite
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Introduction
Welcome to my Diana guide.

After playing a few 5v5's with


If you choose to downvote, please let me know why. Leave suggestions in the comments.
PLEASE READ MY GUIDE COMPLETELY BEFORE VOTING.
KNOW YOUR ROLE.
Your role, as the super cool moon lady, is to annihilate squishies. Yes, it's true! But you aren't building carry. You're building Tanky AP!
These are your goals during team fights:
- Crush and shutdown the enemy carries quickly, before they can retaliate.
- Disrupt angry enemy channels and ultimates with
Moonfall. (
Death Lotus,
Absolute Zero)
- Support your teammates by helping position enemies with your
Moonfall and somewhat attempting to protect your carries.
These are your goals as a jungler:
- Jungle quickly, and effectively. Know your route and what you're going to do.
- Watch for ganks that you can make effectively. If you are questioning a gank, don't waste your time.
- Give your teams' AD carry Red Buff occasionally.
- Keep an eye on the enemy jungler as much as possible.
- WARD Dragon and Baron as needed.
Pros

-Spammable ultimate, when used correctly-
-High damage, even with tanky items-
-Able to juke well when used right-
-VERY fast jungle clear-
-AoE Pull-
-Great ganks-
Cons

-Need to practice to master her-
-Must be in the middle of the action to do damage-
-Reliant on landing spells-
-Ganks go great, or fail completely-
-Usually focused quickly-
-Q is somewhat tricky to land-

-Spammable ultimate, when used correctly-
-High damage, even with tanky items-
-Able to juke well when used right-
-VERY fast jungle clear-
-AoE Pull-
-Great ganks-
Cons

-Need to practice to master her-
-Must be in the middle of the action to do damage-
-Reliant on landing spells-
-Ganks go great, or fail completely-
-Usually focused quickly-
-Q is somewhat tricky to land-





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[Passive]Great damage, and good for jungling. Every jungler's dream passive. Increased attack speed, and an AoE cleave every third attack. Fantastic for clearing jungle, fantastic for farming, fantastic for team fights. A very good passive.
_______

[Q]A hard spell to master, but high damage and your nuke. Using this spell will take practice. I still miss people sometimes. If you manage to land it on someone, you can begin your nuke combo. Also very good for harass, and jumping from camp to camp or minion to minion with

_______

[W]An extremely strong spell in general. A shield, with three orbs around it. If you remain close to an enemy and your three orbs detonate, you get another shield. This is ESSENTIAL for jungling, and is maxed early for that reason - also deals great damage during ganks. Don't underestimate the power of this spell. It is EXTREMELY powerful.
_______

[E]Think Darius, but shorter range and AoE, not cone. Another strong spell. After a


_______

[R]Your ultimate, and your second ability in your nuke combo. Use this spell to fly past the enemy line into the squishy you just hit with your


Follow this ability order for maximum survivability and damage:
Runes




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A very strong early game rune for any AP. Used for obvious reasons.
_______

Again, obvious. Any AP can use these marks. Plus, since you won't be getting a

_______

Obvious jungle rune. More armor against the camps, and late game survivability. These are not totally necessary and can be replaced. Your shield is effective enough.
_______

Great for any AP. Adds a great chunk of very needed AP late game. You don't build a ton of AP, so these will help.

_______






Other good choices (replace

_______






My masteries are kind of all over the place, and for a reason.
The offensive masteries are for the magic penetration mainly, and the
Butcher
pertaining to jungling.
The defensive masteries are for tankyness and a little health regeneration to help out in the jungle. Magic resist and armor are a must.
The utility masteries are for the
Runic Affinity
mainly. Improved recall time, some mana regen, and mana help with spells.
The offensive masteries are for the magic penetration mainly, and the

The defensive masteries are for tankyness and a little health regeneration to help out in the jungle. Magic resist and armor are a must.
The utility masteries are for the

This section is very important.
Have a question about what items I chose and why? Read on. I will explain everything.
Starting Items
_______


A simple jungling start. But you may be thinking, jts2, why


Core Items
_______



You must keep these items in your build to stay tanky. If you stray too far from these items, you may as well go to another build. Why




My choices
_______


This is how I finish my build.




Other viable choices
_______




These items will cause you to lose tankyness, so be aware.









WAIT, No Gold per 10 as an AP jungler!?!?
No. If you are moving quickly enough, and ganking even semi effectively, you will be more than okay on gold. But if you are behind and ABSOLUTELY need it, pick up a philosopher's stone.
Suggestions? Please add them in the comments.
Basic Route


What is the question mark above the enemy wraiths? Well, sometimes I like to be a jerk and run over and smite the big wraith on their side. Easy money, and an instant kill at within the first few levels. Plus it will make them mad. This, however, is a risky move, so only do it if you know where the enemy jungler is.
ALSO,
Warding dragon a few times during the match is necessary to make sure you keep control over it. You don't want the enemy jungle getting dragon after dragon. Not a good thing.
Ganking with her is EASY.
Provided you can land a






In that order. Landing your


ALWAYS keep in mind


Thank you for reading my guide.
If you liked it, please leave a comment and an upvote! If not, please tell why! Suggestions are always welcome.
Summoner name (NA) - Black Tides
SPECIAL THANKS to jhoijhoi for writing such an amazing guide on how to make a guide. I used her guide to make my Teemo build and this guide. View it here. I used some of her ideas and code and combined them with my unique ideas!
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