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Diana Build Guide by Foxokon94

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League of Legends Build Guide Author Foxokon94

Diana - they will hear (a guide to attack speed Diana) WIP

Foxokon94 Last updated on November 15, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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this guide is not done, I hope to finish it up soon with full explanation of spells and item builds.

thanks to JhoiJhoi's for her(I think it is her :P ) guide on how to make a mobafire guide and the line dividers/separators.

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Hello, I am Foxokon and this is my first guide here on mobafire. This one is dedicated to Diana The Scorn of the moon. Diana is a grate champion that can work in top mid or jungle. This guide will focus on a jungle build, the goal of the build is to deal damage mainly through her Passive Moonsilver Blade and use the rest of her kit to get close enough to use the passive.

please give me some feedback in the comments, also please excuse any grammar errors, I am dyslectic but I will do my best to keep them to a minimum.

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An unyielding avatar of the moon's power, Diana wages a dark crusade against the sun-worshipping 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 worshipped 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

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pros and cons

-Higly mobile
-grate midgame even without much AP
-low cooldowns
-strong pasive
-high jungle speed
- relativity squishy
- weak ganks before lvl 6
- needs to hit Crescent Strike to get the full potential of Lunar Rush
- Pale Cascade provides little outside the jungle

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The runes are set up to add a bit of utility to the build as well as some additional attack speed, the extra utility provided by Greater Quintessence of Health and Greater Seal of Armor is vital after the nerf to her basic Health regen. The extra MR given by Greater Glyph of Magic Resist is not as vital, but is really nice to have. Greater Mark of Attack Speed provides some extra Attack speed that we are looking to build around.

If you have any suggestions for other runes that might work feel free to suggest them, I am still experimenting with runes and all suggestions are welcome

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I am taking 21/0/9 focusing on Attack speed and AP in Offense also taking some CDR and Magic penetration. in Utility I take Summoner insight for the reduced cool down on flash, I take some mana, mana regeneration and a point in Runic Afinnety for obvious reasons.

If you are looking to go lane with this build I recomend removing one point from Mental Force or Runic Afinnety and putting it into Summoner's Wrath instead.

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explaining the kit

Ah, moonsilver Blade. If you are new to Diana you might have overlooked this passive, I am here to tell you how wrong you are, Moonsilver blade is an insanely strong passive. Along with granting some extra attack speed it deals AOE damedge on ever third basic attack. This might not seem that big of a deal but looking at the math we quickly find out how big difference it can make.

lets say for example that we do 1.5 attacks per second that means that means that at lvl 18 you deal 290 + 60% of your AP damage in a small AOE very 2 seconds, making it one of the most effective passives in the game when it comes to dealing damage.

Cresent strike is an AOE skillshot. it moves in an arch from Diana before ending in a decent AOE. the spell can hit several targets without the damage being reduced. The spell got good damage especially in the midgame. all targets you hit with Crescent Strike gets the Moonlight debuff. I will go more into depths on how to use this spell to full effect later. take one point in this spell in lvl 2 and max it first

Pale Cascade is your utility skill, it provides a shield as well as 3 orbs that breaks on impact. if all 3 orbs breaks your shield is refreshed. when an orb break it deal damage to all enemies near it. The damage is not that high and in team fights the shield will not be as effective as in the jungle, but it is still vital to get a working jungle. take a point in this spell at lvl 1 an 3, then max it second.

Moonfall is your only cc at the beginning of the game, the slow of the spell is not that good compered to other junglers, but it brings your enemies to a point, with makes it perfect to set up for AOE spells and devestating combined with AOE stuns witch can lock an entire team in one point for a longer time. however the spell is not as efective for escaping as it gets your opponent closer to you. Take a point in this spell at lvl 4 and max it last