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Spells:
Ignite
Flash
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Introduction
If you are reading this, you are interested in learning to play


This is my first guide (the first, I hope, of many) and thus will certainly suffer from numerous issues at first. This is a work in progress! I will put it up when I have the bare minimum of my build explained, but will keep on updating it with corrections, matchups, graphics, etc. etc. etc. I welcome corrections, suggestions, encouragements, and constructive criticism. I do some things in an unorthodox way, so I'm sure some aspects of my guide will clash with someone's tastes. Challenge me on them! I appreciate both positive and negative feedback, but I beg you to keep vehement attacks to a minimum.
Don't forget! This is just a guide. As such, it is meant to direct you on your quest to perfect your


Good luck and have fun!
August Patch:
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
(Taken from the League of Legends patch preview.)
Notes:
This is the nerf patch and, as such, all of Diana's abilities are taking a hit. The crucial things to note here are the reduced health regen and the increased CD on
Lunar Rush. The lower health means
Diana will have reduced sustain in lane, and greater care will need to be taken in the laning phase of the game. The higher cd on
Lunar Rush means that ulting before landing a
Crescent Strike will become even less desirable. Furthermore, it means that hitting your enemy with a
Crescent Strike after the first
Lunar Rush will mean much greater readiness to re-engage immediately than otherwise.
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
(Taken from the League of Legends patch preview.)
Notes:
This is the nerf patch and, as such, all of Diana's abilities are taking a hit. The crucial things to note here are the reduced health regen and the increased CD on






Runes




These runes are slightly different from standard caster runes! The standard rune allocations for casters, as well as some other rune possibilities can be found in the next section.
A note on flat runes vs. scaled runes: A question as old as time -- should I take flat runes, or runes that will scale as I level? Well, that depends on what your game plan is. Do you want an early edge or do you want to be more effective later on? Personally, I prefer the early advantage, to allow myself to gain the lead and build my items faster, since I believe the effect of runes to be lower than that of items. However, a little extra AP at endgame never hurts to put yourself just the slightest bit ahead in teamfights. Consider when you want your runes to be most beneficial when choosing between flat and scaled runes.
Greater Glyph of Scaling Ability Power: These runes are included to add a further early game AP advantage, while also providing extra AP at higher levels, which our quints will not. These can be replaced with flat glyphs if you desire an even greater early game edge.
Greater Mark of Magic Penetration: These runes are included to help overcome the other team's defenses. Having a bit magic penetration will let you deal that extra bit of damage to your foes.
- greater seal of replenishment: These runes are there to provide an early mana regen advantage and allow higher sustain.
Diana can be fairly mana hungry, especially if you want to poke often. Which you do. I know you do.
Greater Quintessence of Ability Power: These are used primarily to give yourself a sizable early game AP advantage. Their effectiveness is lower at higher levels, which is why I paired them in this build with the
Greater Glyph of Scaling Ability Powers. These can be replaced with scaled runes if you desire more of an advantage in the late game.
standard caster set of masteries when playing with
Diana. These are self explanatory, consisting of offensive masteries to boost your AP and damage, and a few defensive masteries to keep you in lane longer. I use 22-8, however, to allow myself to take
Summoner's Wrath
, as
Ignite is always in my arsenal. If you do not use it, put an extra point into
Vigor
instead.
If you aren't worried about defense (after all, you'll be getting items to keep you protected in mid and late game), try the following masteries which use the utility tree.
keep your mana up while poking aggressively. A further two points are used on
Swiftness
. This helps overcome
Diana's relatively slow movement, and her lack of escapes. Additionally, a point is put into
Summoner's Insight
to allow more frequent usage of
Flash, further assisting in improving
Diana's mobility. If you don't take
Flash, put an extra point into
Swiftness
.




If you aren't worried about defense (after all, you'll be getting items to keep you protected in mid and late game), try the following masteries which use the utility tree.
keep your mana up while poking aggressively. A further two points are used on







Summoner spells are definitely a matter of personal taste and playstyle. However, there are definitely some summoner spells that are better than others on
Diana. Consider these suggestions and your own style to determine which spells to take!
See more detailed descriptions in the next section!
Think about:

See more detailed descriptions in the next section!
|
|
Good:
|
|
Bad:
|
![]() |
An interesting option to consider, ![]() ![]() ![]() ![]() ![]() |
If you love to poke, or are just having trouble landing ![]() |
![]() |
![]() |
Take this if you are jungling. Don't take this if you aren't jungling. Not much else to say. |
Good:
![]() |
A powerful spell when used both offensively and defensively. Use it to catch fleeing enemies, or to flee yourself. ![]() ![]() ![]() |
- - -
![]() |
Not only does this give you some extra fiery damage to inflict on an opponent who is fleeing out of sight or to a turret, or finish of a ![]() |
- - -
![]() |
Another good option. I prefer to use the prior two abilities, but ![]() ![]() ![]() |
Bad:
![]() |
There's really no point to taking this skill. It is a skill oriented towards the Dominion gametype! |
- - -
![]() |
You should be dominating 1v1 anyway, and dealing most of your damage through your abilities, so this skill is definitely one to avoid. |
- - -
![]() |
![]() |
- - -
![]() |
This is, admittedly, a fun skill to use, but fairly useless. A super minion may cause your opponents some minor irritation, but you should still take a skill that directly helps you instead. |
Skill Explanations:
![]() |
This skill is your bread and butter as ![]() If you're up against a tough ranged champ, use ![]() When engaging after level 6, make sure to land this first. A combo involving ![]() ![]() ![]() ![]() ![]() |
- - -
- - -
![]() |
This is all the CC you're gonna get as ![]() ![]() ![]() In teamfights, use E to catch fleeing enemies or disrupt channeled skills. If your jungler is ready to gank at a lower level, especially when you're in a solo lane, take E at level 3 to help catch the enemy. |
- - -
![]() |
This is the skill to use when you wish to engage. Be sure you can finish off the enemy, or that your team is ready to support you, because you will have a hard time getting out once you've used it. Getting an extra ![]() If you follow your foe behind his minions and use ![]() |
Item Sequence






Health Potion
50

Health Potion
50

Health Potion
50

Needlessly Large Rod
1200

Blasting Wand
850

Rabadon's Deathcap
3500

Ionian Boots of Lucidity
900

Blasting Wand
850

Negatron Cloak
850

Abyssal Mask
2650

Cloth Armor
300

Chain Vest
800

Thornmail
2450

Amplifying Tome
400

Meki Pendant
390

Fiendish Codex
850

Null-Magic Mantle
400

Chalice of Harmony
800

Athene's Unholy Grail
2250

Rylai's Crystal Scepter
2600
My build revolves around rushing to






I will keep updating as I play more and more
Diana. Look for sections detailing mid and top lane match ups, as well as general strategies for the various positions. Please suggest other things that I could include, and leave some feedback!
Thanks for reading, and good luck!

Thanks for reading, and good luck!
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