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Diana Build Guide by Silverman43

Jungle Embrace The Night | Diana Jungle S11

Jungle Embrace The Night | Diana Jungle S11

Updated on October 11, 2021
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League of Legends Build Guide Author Silverman43 Build Guide By Silverman43 72 1 82,427 Views 8 Comments
72 1 82,427 Views 8 Comments
League of Legends Build Guide Author Silverman43 Diana Build Guide By Silverman43 Updated on October 11, 2021
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Runes: Diver Setup (standard)

1 2 3
Precision
Conqueror
Triumph
Legend: Alacrity
Coup de Grace

Inspiration
Magical Footwear
Cosmic Insight
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

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Jungle Role
Ranked #54 in
Jungle Role
Win 48%
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Jungle Role Ranked #54 in
Jungle Role
Win 48%
More Diana Runes
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About This Guide
Hello there and welcome to my Diana jungle guide! I have been fond of Diana for a long time, but only now in Season 11 she became a competitive jungler. With this guide I'll try to offer a comprehensive resource for Diana jungle enthousiasts. The guide includes all champion specific knowledge as well as lots of general jungle knowledge.

Those who know me may note that this work is somewhat different from my previous works. Most notably, it's not a multi-role guide. This was a concious decision, as I wanted to take a step back to further refine my content and try some new stuff. If people would be interested in seeing midlane Diana covered as well, than I'm definitely open to do so in the future.
About The Author
I am Silverman43, jungle main from EUW and playing since Season 7. I am also a fairly experienced guide writer, having won in 5 consecutive guide contests so far, and in several different categories. (Upon my 5th contest win I was granted a personalised Versatility Award!)

I am also a MobaFire Moderator and member of the Scouts team. You can always contact me by leaving comments/questions at my guides, through DMs or you can easily find me at the MobaFire Discord server.


PROS
+ Teamfight Winning Ultimate
Landing a multi-man Moonfall can single handedly win a teamfight. The AoE damage itself is already great, but the pull can be important setup for your teammates as well.

+ Fast Farmer
Due to her built in attack speed and bonus damage every third hit through Moonsilver Blade, Diana's clearspeed ramps up significantly as she gains items and stats. With Pale Cascade she also has a useful defensive tool to keep her healthy while clearing.

+ Easy To Learn
Diana has a fairly straightforward kit, so she's easy to pick up. Despite being easy, she has enough depth to be fun, engaging and versatile. So she ends up being a strong pick in all elos.
CONS
- No Escape Tool
Diana can easily go in with Lunar Rush, but has no way out except for Flash maybe. If you try to land a multi-man Moonfall, you need to ensure there is followup and even then a Stopwatch is often necessary. Otherwise you'll get bursted down before you can pull your damage off.

- Hard To Play When Behind
All of Diana's damage except for Crescent Strike requires her to be up close with the enemy. When behind it will be a lot harder to safely close in on enemies. Pale Cascade's shield is not gonna help that much. Diana has no utility or reliable CC either.

- Not The Best Early Game
Diana's only source of utility and a significant chunk of her burst damage is locked behind her ultimate. That and her bit slower first clear makes her somewhat vulnerable to early invades. Early game duelists like Xin Zhao or Lee Sin can be a real pain.


Smite
Smite is 100% mandatory on any jungler. Without it you can't buy your jungle item, meaning clearing camps will be a lot harder while providing less gold and experience. You also need Smite to be able to contest neutral objectives such as the dragon and baron nashor . You do have the choice to upgrade Smite into either Chilling Smite or Challenging Smite through your starting item though. More information in the item chapter.
Flash
Flash is easily the best summoner spell on 95% of the champion roster, including Diana. It can make up for her lack of an escape tool, while giving her an extra way to stick to targets or find opportunities for big Moonfall plays.


Primary Rune Tree

Conqueror
Due to Diana's built in attack speed steroids and Lunar Rush's resets, she's able to stack Conqueror really fast. It's fantastic for dueling and sustained skirmishes, which often happen around rift scuttler or Dragon . Even though ganks might be over too fast to really benefit from fully stacked Conqueror, the stacking AP is not to be underestimated.

Triumph
Simply the best option in this row. SoloQ games are often very bloody, so extra gold on takedown is always great. And the small healing can mean the difference between life and death in close fights or in towerdives.

Legend: Alacrity
The extra attack speed increases your clear speed and is even more valuable due to Diana's fantastic synergy with attack speed through Moonsilver Blade. Alternatively, this rune can be swapped out for Legend: Tenacity against teams with high amounts of CC. But if you're in doubt, just stick with Legend: Alacrity.

Coup de Grace
Coup de Grace is simple and reliable. Great for increasing your burst damage even further. Last Stand is a decent pick as well, especially on somewhat tankier bruiser builds, so you can fully benefit from it while low on HP.

Standard Secondary Rune Tree (Diver)

Magical Footwear
Free boots are always welcome. Especially when they grant bonus movement speed, which is extra valuable on junglers.

Cosmic Insight
This is the main reason why you'll want to go Inspiration secondary for the diver build. Since you'll be building Hextech Rocketbelt and Zhonya's Hourglass, item haste is increadibly useful. Summoner spell haste (more casts of Smite and Flash!) is also a nice bonus.

Standard Secondary Rune Tree (Bruiser)

Sudden Impact
Sudden Impact is always a decent pick. You'll be able to use Lunar Rush at least once or twice in every fight, so it should be up very frequently. In bursty ganks/assassinations as well as long skirmishes.

Ravenous Hunter
Extra omnivamp alongside Riftmaker is great for the bruiser build. You'll be healthier while clearing and you can sustain more damage while fighting.

Defensive Secondary Rune Tree (Bruiser)

Shield Bash
Extra damage on your next auto attack every time you cast Pale Cascade. When you detonate all 3 spheres, the shield renews, and so does Shield Bash. The bonus resistances while shielded are also not to be underestimated.

Revitalize
Revitalize basically amplifies several parts of your kit and build. It boosts Pale Cascade's shield (and so Shield Bash) while also boosting the healing from Conqueror and Riftmaker.

Domination VS Resolve

Power-wise both setups are more or less equal. Domination is the most popular choice, offering a balance between offensive power and sustain. Resolve is in my opinion being slept on, but it's a bit more on the defensive side. It's mostly up to preference. Try it out and see what you like.



Passive: Moonsilver Blade
Diana permanently has bonus attack speed (scaling with level). After casting an ability, this attack speed bonus is tripled for 3 seconds.

Every third basic attack within 3.5 seconds cleaves nearby enemies for bonus magic damage.

Moonsilver Blade's damage is increased on non-Epic monsters.


Moonsilver Blade is a passive you don't have to pay too much mind to, but it's got a huge impact neverthless. The attack speed and AoE cleaving makes Diana a fast farmer. In a fight it will also offer you decent sustained damage.

Tips
  • While clearing your jungle or when solo-ing an objective like the dragon early on, space your spells out. Always try to weave around 2 auto attacks in between casting spells. The attack speed increase will have a higher uptime, resulting in a faster clear.
  • This is more applicable as midlane Diana, but you can auto attack monsters/minions twice to stack your passive before going in to increase your burst damage.


Q: Crescent Strike
Diana unleashes a bolt of lunar energy that travels in an arc before exploding at the target location, briefly granting sight of the area and dealing magic damage. Enemies hit are afflicted with Moonlight for 3 seconds, revealing them for the duration.


A simple, curved skillshot with decent AoE damage. This is your bread and butter spell, with low cooldown and solid base damage. You'll want to max this first since it scales decently and it's your main form of waveclear alongside Moonsilver Blade.

Tips
  • By casting Flash immediately after Crescent Strike, you can 'redirect' the projectile. It will be cast from your new position instead, allowing you to basically extend its range for a surprise Crescent Strike and following Lunar Rush.
  • Note that Crescent Strike grants sight and reveals enemies. It's the perfect ability to check bushes or fog of war, giving her extra safety.


W: Pale Cascade
Diana shields herself for up to 5 seconds and creates three spheres that orbit her for the duration, detonating upon contact with an enemy and dealing magic damage to nearby enemies upon detonation.

If all three spheres detonate,  Pale Cascade's shield is reapplied, stacking with its original shield and refreshing the duration.


This is your defensive ability with its (double) shield, but also adds to your damage. The second part of the shield will only apply when you detonate all 3 spheres, so it requires you to play offensively with it, making Diana a solid duelist. Both the damage and the shield scales fairly well and the cooldown decreases for a significant amount as well, so you'll want to max it second.

Tips
  • Pale Cascade can be cast during Lunar Rush' dash. For some fast burst you'll definitely want to do this. However, be careful not to cast it too early, as minion waves or other enemies/monsters can intercept the spheres mid-dash, decreasing your damage to the intended target.


E: Lunar Rush
Diana dashes to the target enemy's location, and upon completion, she deals them magic damage and consumes Moonlight from all enemies. If the target is within 400 range, Diana will dash through their location.

If Moonlight is consumed from the target or they die mid-dash while being afflicted by Moonlight, Lunar Rush's cooldown is reduced to 0.5 seconds.

Diana can cast any of her abilities during Lunar Rush.


Lunar Rush is your gapcloser. Its damage is negligible, but the fact that it can be reset and has quite long range makes it a powerful ability. Ideally, you'll always have access to at least 2 dashes per fight, considering you land your Crescent Strike. That's why maxing it (and thus lowering its cooldown) isn't really a priority and usually maxed last.

Tips
  • You can cast other abilities while mid-dash, allowing you to cancel some animations. I already mentioned you can cast Pale Cascade mid-dash, but you can also cast Crescent Strike immediately when the dash starts, and it will be cast on the target immediately upon arrival. The downside is that it won't reset Lunar Rush though. In a same fashion you can cast Moonfall while dashing.
  • You can hop over walls with Lunar Rush. If you fight in the jungle, monster camps can be used as an escape tool, as long as you have vision of them though (or hit Crescent Strike on them). Strangely, you cannot dash to dragon or baron nashor over the wall (even though it looks to be in range), but you can dash towards the rift herald if you hit them with Crescent Strike first. The Herald will then walk towards the wall, so you can reach her.


R: Moonfall
Diana reveals and draws in all nearby enemies, slowing them for 2 seconds.

If Diana pulls an enemy champion, she calls down a beam of moonlight to strike upon the area around her after 1 second, dealing magic damage to all nearby enemies, increased for each champion pulled beyond the first.


Moonfall is potentially one of the best ultimates in the game. If used correctly, it can decide teamfights by itself. Next to the huge AoE damage, it can also function as setup for teammates. Yasuo's Last Breath is the most famous combo, but there are many more. The pull can also be used as a disruption tool, cancelling channels like Death Lotus or Absolute Zero. You'll obviously want to put a point into Moonfall whenever possible.

Tips
  • Like Crescent Strike, you can cast it and then immediately Flash, so Moonfall will cast from your new location.
  • The initial pull decides how much damage Moonfall will do. You can 'stack it' by pulling 3 frontliners for example, only to reposition with Lunar Rush or Flash and hit the squishy carry for the amplified damage instead.


Skill Sequence

> > >


1
Q
2
W
3
E
4
Q
5
Q
6
R
7
Q
8
W
9
Q
10
W
11
R
12
W
13
W
14
E
15
E
16
R
17
E
18
E

Like I said before: Moonfall obviously has the highest priority. The first basic ability you'll max is Crescent Strike for its solid base damage and frequent uptime. Then you should max Pale Cascade for an increase in both damage and survivability. Lastly comes Lunar Rush, which you'll only use for gapclosing anyway.

This order stays the same for the first 3 levels, starting Crescent Strike means a faster clear (and little bit extra HP you would have from Pale Cascade's shield isn't really worth). At level 2 Pale Cascade for sustain and extra AoE damage and at level 3 a single point in Lunar Rush to enable ganking and dueling.

Combos

Extended Q

A simple yet useful mechanic. Cast Crescent Strike and immediately press Flash during its animation. The projectile will have an extended range, perfect for catching out fleeing targets.




Flash R

Similar to the Flash Q mechanic. If you cast Moonfall and immediately Flash, it will cast from your new location. There doesn't even have to be a target in the AoE of your initial position, meaning that it's quite useful if enemies would dash/blink out of Moonfall's reach otherwise.




Standard Pre-6 Combo

The usual combo during ganks or to burst down squishy targets. Extra auto attacks at the end might be necessary to finish off targets. When the enemy has Flash up or other mobility, it can be wise to hold onto your second Lunar Rush cast until they used said mobility.




Extended Pre-6 Combo

A combo for dueling and extended fights with the intention to have your passive up for as long as possible. Of course in real situations you might not always be able to make perfect use of it, but you can easily proc Moonsilver Blade's cleave twice.




Standard Post-6 Combo

With Moonfall available you will have great burst damage. A full rotation should be enough to make quick work of most enemies. You can weave in as many auto attacks as necessary. In the smoothest combos you'll be able to proc Moonsilver Blade once or twice.




Teamfight Carry Dive

You can be really creative in your combos with Hextech Rocketbelt and Zhonya's Hourglass, but this is one of the most common and most reliable usages. It will often be quite difficult to reach fed carries (and survive for more than a second if you do), but thanks to your items and summoner spells it gets easier if you know what you're doing.

>
>
>
>




Starting Items

Emberknife
Your starting item will usually be Emberknife. This means you'll gain access to Challenging Smite after casting (regular) Smite five times. It's especially good for dueling and sustained fights. So you'll want Emberknife when the enemy team got multiple bruisers/tanks, when you play the bruiser build or when the enemy jungler is a strong duelist like Xin Zhao or Olaf.

Hailblade
You can opt for Hailblade over Emberknife instead if you want more sticking power and upfront burst damage. Usually Diana has enough mobility in her kit to not really need Chilling Smite, but sometimes it's nice to have against really slippery champions. For example against a team with LeBlanc midlane, Lee Sin jungle and Pyke support.

Refillable Potion
With the spare gold left after purchasing your jungle item, you'll usually grab a Refillable Potion. It's super cost efficient and it helps a lot during the first clear. And afterwards it will help you stay on the map longer.

Core Items (Diver)

Hextech Rocketbelt
Easily the best mythic item on Diana. The active alone is super valuable as an extra gap closer, as an extra source of burst and most importantly as a way to hit Moonfall on high priority targets in the backline. Stat wise the item is also incredible, offering all the stats you need, with magic penetration as its mythic passive on top of it. Some might think Night Harvester offers more burst damage, but the magic penetration from Hextech Rocketbelt allows you consistently deal more damage.
Hextech Alternator
Ideally, you'll have over 1050 gold when you first recall, so you can buy a Hextech Alternator first. With a solid amount of AP and extra burst on the passive, it's the ideal early item.

Zhonya's Hourglass
The diver build focuses on heavy burst damage and great teamfighting potential with Moonfall. Zhonya's Hourglass is the ideal item to help you survive after you go in and unleash your damage, since it can buy you time while your team follows up. 95% of teams you encounter have at least some AD damage, so the armor isn't wasted either.

Core Items (Bruiser)

Nashor's Tooth
Nashor's Tooth gives Diana a lot more dueling power over raw burst. It also significantly boosts your clearspeed. It leaves you a bit sqhuishy, but it's still a great item to snowball early with, powerfarm and then transition into a somewhat tankier build.
Recurve Bow
Get this component first for dueling and clearspeed. It works best against somewhat tankier champions.
Blasting Wand
If you want to gank more or the enemies are squishy, then get some raw AP with a Blasting Wand first.

Riftmaker
The standard mythic for AP bruisers. It excels in longer drawn out fights with its stacking (true) damage and sustain. Early game it's one of the weaker mythics, but since we build Nashor's Tooth first part of its weakness gets avoided anyway. It scales pretty well and packs a decent amount of Omnivamp lategame.

Situational Items

Morellonomicon - VS Healing
With healing being almost omnipresent nowadays, Morellonomicon is often a must buy. Against enchanters like Yuumi or Soraka as well as self-healers such as Red Kayn, Vladimir, Maokai or lifesteal building ADCs.
Oblivion Orb
If the enemy team got healing, but there are other items you need with higher priority, then just grab an Oblivion Orb and sit on it. Once the healing becomes too problematic, upgrade it into Morellonomicon.

Void Staff - VS Tanks
It's a great damage option that really shines when the enemy team buys a lot of MR. With even ADCs often buying Wit's End nowadays, this item has insane value for a fair costprice.

Demonic Embrace - VS Tanks
Another option that's solid against tanks or bruisers, but this one is better when they stack HP instead of MR. So while Void Staff is often still good against squishies, Demonic Embrace is good against tanks specifically. It also grants some bonus resistances while in combat, so it's even better for the bruiser build.

Nashor's Tooth - Dueling
Nashor's Tooth can also be a solid pick for the diver build. It's a somewhat greedy choice offering nothing but offense, but it gives you insane dueling power and sustained damage.

Cosmic Drive - Dueling
Diana is not too reliant on AH since a single rotation of her abilities and decent use of her passive is enough to deal with most opponents. However, it can come in handy against tankier opponents you can't burst down at once and during longer duels. It's also a bit safer than Nashor's Tooth stat-wise.

Rabadon's Deathcap - Raw Damage
Rabadon's Deathcap is the ultimate late game item for any AP champion. It's expensive, but amplifies your damage by a lot. You should always look to buy it, but usually as one of your last items, unless you are extremely fed.

Horizon Focus - Raw Damage
Hitting a max range Crescent Strike or simply using Moonfall activates the bonus damage of Horizon Focus. Although Rabadon's Deathcap is the more reliable pure damage option, Horizon Focus definitely can have a place in glass-cannon builds that focus on pulling that one perfect Moonfall off.

Banshee's Veil - VS AP Burst
If the enemy team got a fed AP champion (with high burst damage), then Banshee's Veil is a solid pick up for its combination of MR and a spellshield. Be careful not to waste the spellshield by getting caught in a random minor spell though.
Verdant Barrier
If there are AP threats, but the enemy team is AD otherwise or if you can still deal with them, you can simply pick up a Verdant Barrier and sit on it. Upgrade it into Banshee's Veil when it's not enough anymore to deal with them.

Zhonya's Hourglass - VS AD Burst
Even if you play the bruiser build and it isn't really a core item, Zhonya's Hourglass can still be useful as a later pickup. Build it whenever they have an AD burst threat or when you need the stasis effect.
Stopwatch
A Stopwatch itself can be really powerful if used correctly. Buy it for example when the enemy team keeps grouping as 5, so diving is dangerous. Note that you can only use it once before it 'breaks', but you can still upgrade it into Zhonya's Hourglass.
Seeker's Armguard
The armor component, same thing as Verdant Barrier. You can buy it and sit on it whenever you need some armor. Upgrade when you feel you need more armor and/or the stasis.

Spirit Visage - VS AP
If you face heavy AP comps, especially as bruiser Diana, then Spirit Visage is a solid pick. It boosts heals and shields, so it works well with Conqueror, Riftmaker and Pale Cascade.

Dead Man's Plate - VS AD
One of the more offensive tank items, and especially good on junglers. Overall it helps you to pick fights more easily, grants you a little damage as well, all while making you beefier.

Thornmail - VS AD Healing
Thornmail is the ultimate counter item against AD self-healing champions. Red Kayn, Nasus, Olaf, Irelia, Aatrox... can all be countered with it if they become too problematic. It's also a good choice whenever a fed enemy ADC builds lifesteal. (Often Kalista, Draven, Samira...)
Bramble Vest
You can get a Bramble Vest first if you're up against AD healing. If they become too problematic and you require stronger grievous wounds/more armor, then upgrade it into Thornmail.

Boots

Sorcerer's Shoes - Raw Damage
The standard boots on Diana. 18 magic penetration on a cheap item has insane value, increasing your damage by a ton. In most cases (both against squishies and tanks) this is the best choice.

Ionian Boots of Lucidity - Utility and AH
Not my favorite option, but still worth mentioning due to how strong this item is on junglers in general. It gives a ton of AH, giving both more offensive power as more shields from Pale Cascade. But the main thing is that it gives your summoner spells more uptime. More Smite casts is good on any jungler and being able to use Flash more often is great on Diana.

Mercury's Treads - VS AP/CC
The defensive option when the enemy team is mainly AP or whenever they have a lot of CC such as Maokai, Sejuani, Lissandra, Neeko...

Plated Steelcaps - VS AD
Good when the enemy team is mainly AD. It's especially good when they got many auto attack based champions such as Jax, Master Yi, Yasuo, Tryndamere or most ADCs.

Boots

Dark Seal - Snowballing
You can get a Dark Seal early whenever you are snowballing or when you're able to fight a lot, so you can stack it. It's a high risk - high reward option though, and it delays your core items by a bit.
Mejai's Soulstealer
If you manage to snowball and stack Dark Seal, then you can upgrade it to snowball your lead even harder. I do not recommend doing this often since dying once can still completely screw you over. Only go for it when really fed and when they do not really have the means to kill you (unless you misplay hard).

Elixir of Sorcery - Raw Damage
At full build, you'll want to grab an elixir, with the most obvious choice being Elixir of Sorcery. It simply grants more damage and some mana regen, so always solid on Diana.

Elixir of Iron - VS Burst/CC
Sometimes Elixir of Iron will offer you more value than raw damage. Being a bit beefier and having some tenacity can allow you to survive a little longer and end up dealing more damage in that time than you would have done with Elixir of Sorcery. Great against heavy burst damage.




Introduction to The Jungle

In this chapter I will go through the most basic jungle knowledge, namely the different jungle monsters, plants and the map itself. Experienced players may want to skip this chapter, but if you're new to the jungle role itself than this might be useful.


Gromp
The first Jungle camp consists of one monster, called the gromp . It has high AS, but it decays over 5s. Because of the high AS, you want to kite it so gromp can only attack you once before having to move again. This means you'll be able to trade one AA for one AA. It's one of the camps that grants a higher amount of gold and exp. Additionally, after killing it you will regain a bit of mana and HP.

Murk Wolves
The next camp is the murk wolf camp. It contains one bigger wolf and two smaller wolves. You'll want to focus the bigger wolf, as AoE damage from Moonsilver Blade, Crescent Strike and Pale Cascade will take care of the smaller ones at the same time.

Crimson Raptors
Similar to the murk wolf camp. The crimson raptor camp contains a bigger monster and a few smaller ones. Auto attack one before you use Crescent Strike, as it will be easier to hit all of them at once. With all your AoE damage you melt this camp.

Ancient Krugs
The ancient krug camp is definitely a special camp. At first sight it only contains two monsters: a big and a smaller one. However, once you kill them, they split into 2 smaller monsters. The big monster can split twice, the smaller one only once. It is one of camps that provides the highest exp and gold of the non-epic monsters.

Rift Scuttler/Scuttle Crab
The last of the medium monsters, the rift scuttler is a passive monster that roams both sides of the river when it first spawns. After the initial two rift scuttler s have been killed, only one at a time will respawn at a random side. The rift scuttler has a shield that can be removed instantly by using hard CC, which Diana lacks sadly. You can cast Smite on it to instantly remove the shield though, but this will leave it vulnerable to getting stolen by the enemy jungler if they are near. Killing this monster creates a zone in the river that grants vision and MS.

Blue Sentinel
The blue sentinel is one of the most important non-epic monsters. The killer of this golem gets the crest of insight . This buff, better known as "blue buff", grants extra mana/energy regen and AH. The monster itself isn't hard to kill, but it is quite tanky. The mana regen and AH from crest of insight is really valuable, even though Diana does not necessarily need much mana. If your midlaner is a mage (and doing well), then you might want to give the Blue buff later on in the game. It helps them a lot with waveclear.

Red Brambleback
Just like the blue sentinel , the red brambleback grants a buff to the one who kills it. crest of cinders is usually referred to as "red buff" and makes your auto attacks slow champions while also dealing some extra damage over time. Additionally, you'll have some extra HP regen. Later on, you should give it to the ADC as they benefit the most from the on-hit slow and burn damage from crest of cinders . Early it's a really strong buff and can decide a 1v1 between junglers. It's also really good for ganking because of the slow.


One of the most valuable jungle monsters is the dragon . Situated at the lower side of the map, they can appear in 4 different elemental forms, each giving an unique buff to your whole team. The first 2 dragon types that spawn are random and are always of a different type, but after the second dragon is defeated, only dragons of a third type that hasn't appeared yet spawns. Additionally, the map transforms into an elemental rift, matching the third and following dragons . After either team has defeated 4 dragons , they'll gain a powerful dragon soul. From that point on, only the elder dragon will spawn.


Cloud Drake
The first elemental dragon type is the cloud drake . It is fast and has high DPS against single targets. Upon killing it, your team gains extra AH on their ultimate ability, which is great on Diana and other champions with powerful ultimates such as Malphite, Ornn, Brand..., but not so good on shapeshifter champions like Elise and Jayce.

The cloud rift contains air currents on the map that speed up nearby champions. Useful if you have to escape or dodge skillshots.

The Cloud Dragon Soul grants permanent extra MS and after casting your ultimate, you'll gain an extra burst of MS.

Infernal Drake
The infernal drake is considered the most valuable elemental dragon by many players. Combat wise, it's probably the most all round dragon type. Note that it deals AoE damage. As bonus effect upon killing it, it increases your AD and AP with a percentage. Early game, it isn't really noticeable, but late game it can really make a difference.

The Infernal Rift comes with the destruction of several walls and brushes. No big things to note here, although this might be a small buff to champions without gapclosers through walls.

The Infernal Dragon Soul makes your next damaging attack or ability every few seconds explode, dealing some damage to the target and nearby enemies, scaling with AP, AD and bonus HP. A strong combat tool, great for a bursty diver like Diana.

Ocean Drake
The ocean drake deals slowing single target damage. The slow on its attacks makes it dangerous in some cases; as it will trouble you if you have to escape. The buff it grants restores some of your missing HP both in and out of combat.

The Ocean rift brings life, making brushes larger and possibly spawning the Honeyfruit plant in the jungle.

The Ocean Dragon Soul grants you a regeneration effect affecting both HP and mana after damaging an enemy.

Mountain Drake
The mountain drake is the most tanky elemental dragon , making it more time consuming to kill one. Its attacks are AoE and despite its low AS, the attacks hit hard. Its elemental buff gives your team an extra percentage MR and armor, which is always nice to have, especially when your team got some tanks or when you use tankier Diana builds.

The Mountain Rift creates additional walls. The creation of more choke points can be in both in your advantage and in your disadvantage. Moonfall becomes even more scary, but so do other abilities like Unstoppable Force, Pop Blossom or Solar Flare while there's little space.

The Mountain Dragon Soul gives your team a shield scaling with AP, AD and bonus HP after not taking damage for 5s. It's a huge advantage in teamfights, just like The Infernal Dragon Soul.

Elder Dragon
Like mentioned before, the elder dragon only spawns after one team has claimed a Dragon Soul. It is stronger than any elemental dragon , but the reward for killing one is even better. It grants a buff that burns enemies after damaging them, but the biggest part is that it executes enemies below 20% of their HP. That is really strong and can turn a game around if the team that is behind somehow manages to get it.


Rift Herald
The rift herald spawns in the pit at the upper side of the map. It is quite tanky, but it can be defeated easily by prioritizing the eye at its back. Auto attacking the eye will chunk its HP. When killed, the rift herald drops the Eye of the Herald. It can only be taken by the team that killed it and it despawns after 20s if not picked up by then. Eye of the Herald will replace your trinket for 4 minutes. You can then use it to summon the rift herald , who now fights for your team and pushes the nearest lane. It is a strong sieging tool, but it is still vulnerable at its eye on the back, while being less tanky than at first.
The rift herald can respawn once before baron nashor takes its place.

Baron Nashor
baron nashor is the strongest and most valuable neutral monster in the game. Due to how tanky it is, you'll need multiple teammates to even stand a chance against it. At least one frontliner and an ADC should help you with taking it. Upon killing this monster, your living team members get the hand of baron buff. This buff grants bonus AD and AP, while also empowering nearby minions. Ideal for when your team is ahead and is able to contest baron nashor without issues, but you can't really finish the game due to high waveclear on the enemy team.


There are 3 types of plants on the rift. They can all be found in the jungle or in the river. They can be destroyed to grant some (small) bonuses.


Honeyfruit
The first type of plant is the Honeyfruit. These plants spawn at the river and can be destroyed to spawn some fruit on the ground. These fruits can be picked up to restore some HP and mana. Note that these fruits also slow you while consuming them, so taking them while escaping can be risky.

Scryer's Bloom
Next comes Scryer's Bloom. These blue plants can be found at the edge of the jungle, near the river. Destroying them reveals a wide area in a cone. This can be used to reveal wards or to get a look at objectives when your team doesn't have any wards there.

Blast Cone
The last plant is known as a Blast Cone. They appear deeper into the jungle. Destroying them knocks away all nearby units. It can be used to hop over walls, for example from your own jungle into the dragon or baron nashor pit. It can also be used in clutch situations when you have to flee.


Jungle Routes

Currently, Diana is easily able to clear 5 camps before Scuttle Crab spawns at 3:15, even without a leash from your laners. Every game is different and you will have to adapt to different situations, but that's part of the jungler's job. But usually, you will be able to follow one of the standard jungle routes.

The general rule is to path towards the side of the map where you want to contest scuttle and/or try to gank. Usually this means towards the side of the map where you'll most likely have lane priority; where mid and/or botlane or toplane has a pushing minion wave, giving them easy access to the river to help you when needed.

You should also keep the enemy jungler in mind. You might want to avoid them if they are strong early game duelists ( Olaf, Lee Sin, Volibear) or when they tend to cheese you with early invades ( Shaco, Udyr, Rengar, Graves). Then it's wise to path towards the opposite direction of them. Of course you cannot always say for certain what their jungle route will look like or where they started, but usually you'll have at least some clues (which I will cover later). For example a blue side Shaco will most likely start botside at his red brambleback to then path towards topside. So what you'll do is start topside at your own red and path towards botside. Shaco won't be able to invade you while you get at least one Scuttle Crab for free.

The opposite logic can also be applied. If you happen to be matched against a jungler with poor early game ( Amumu, Lillia, Master Yi), you should use the Scuttle Crabs as an opportunity to fight the enemy jungler (as long as you got lane priority to allow aggressive plays).

When you really are uncertain on where to start, just start botside. You'll get a leash from 2 people instead of 1, so your clear should be faster and healthier.

Blue Side


Towards Topside: red brambleback -> ancient krug -> crimson raptor -> murk wolves -> blue sentinel -> rift scuttler

Towards Botside: blue sentinel -> gromp -> murk wolves -> crimson raptor -> red brambleback -> rift scuttler


Red Side


Towards Topside: blue sentinel -> gromp -> murk wolves -> crimson raptor -> red brambleback -> rift scuttler

Towards Botside: red brambleback -> ancient krug -> crimson raptor -> murk wolves -> blue sentinel -> rift scuttler

With these clears, you'll be level 3 after clearing your third camp and level 4 after getting a Scuttle Crab and thus completing the first clear. Then you have a few options to do next: you can look for a gank midlane or the adjacent sidelane. You can also invade the enemy jungle as well, if there are no good opportunities available you can simply go clear your last jungle camp and base.

Ganking

What is a Gank?

For those who are new to the game or to MOBAs in general, a gank is when one or more people enter a lane to create a number advantage. Usually this is the jungler, who will come to lanes to create 2v1 or 3v2 situations, which often results in kills or other advantages. Taking turret plates or even the whole turret can mean the gank was successful too. Getting the enemies to waste their Flash is an advantage as well. In general, a gank is successful whenever your team gains a gold advantage or when the enemy team wastes more resources (summoner spells, ultimate abilities, access to gold/experience).

Target Selection

In theory you can simply walk into any lane and gank them. In fact, you should definitely pay some thoughts on who you'll be ganking. First of all, you should be identifying both teams and look at a few things:

1. Which enemies are easy targets? (Which are immobile, have a weak early game such as Kassadin, Senna, Kayle.)

2. Which teammates can set easy ganks up? ( Diana already offers lots of damage, so ideally you'll have laners that can set up ganks with their CC.)

3. Which teammates would benefit the most from getting a lead? (Ganking botlane and getting a Jinx ADC ahead will ensure a strong hypercarry for the mid-lategame, while helping a toplane tank like Maokai won't win you games.)

4. Which enemy champions can be made completely irrelevant when set behind? (Early game champions that rely on snowballing an early lead can be shut down really hard if you put them behind early. In general such champions, Draven and most assassin for example, don't have great scaling, so camping them early will basically remove them from the game.)

5. Which enemies have summoner spells/key abilities on cooldown? ( Flash is the most obvious one. Some ultimates are also super important for a champions safety, such as Undying Rage, Chronoshift or Final Hour. When these spells are on cooldown, they can be punished quite easily.)

6. How well are they doing? (In lower elos it's a common mistake to focus enemies that are fed. In fact, ganking fed enemies is outright dangerous. For example if you gank the enemy toplaner that is 3 levels and 60 cs up above the ally toplaner, than there's a high chance he will be able to 1v2 you and make things worse. Of course you can possibly turn the tide if the enemy is 1 or 2 kills up, but don't gank lanes that are losing super hard. Focus on lanes you can snowball off.)

Keeping this information in mind, you should set your priorities. This doesn't mean that you can't gank 'harder' lanes though, if there's a good opportunity then go for it. The general rule is to go for low risk, high reward ganks.

How to Gank?

When approaching a lane, ready to gank, you should a few more things in mind.

1. What is state of the minion wave? Minions should never be underestimated. Both damage and value wise. Especially early game, minions can deal a hefty amount of damage if you're not careful. So if your laner is being pushed under your turret with almost 2 full minion waves, a gank would be a lot riskier than if the minion waves were more or less equal. At the same time, if your laner comes to assist you while a wave is dying to turret, the gold/experience benefit you'd get would be very poor or even worse than the resources he would have gotten from the wave.

2. Are there any wards? Most of the potential pressure you create disappears when the enemy happens to have vision of you. Something that can be easily avoided. If you pay enough attention to the map and to your lanes specifically, you can easily see enemies moving towards bushes and often disappear into the fog of war for a moment before returning. The odds are high they have just warded the river, protecting themselves from you. If you know there is a ward, or when you try to gank but the enemy backs off immediately, use Oracle Lens or a Control Ward and clear the enemy ward. Sometimes it's a good idea to stay for a while, as the enemy might try to place a ward immediately after, allowing you to catch them out of position.
Note that when enemies are heavily overextending, seeing you coming probably won't even save them.

3. Are they overextending?


To keep it simple, you could divide a lane into roughly 3 parts. (Image portrays Blue side POV.) If the enemy is in the green zone, closer to your team's side, then they are overextending. You have easy access to them and a gank has a high chance to be succesful. If they are in the yellow zone, they are more or less in the middle of the lane. The odds of a successful gank can vary greatly, often depending on other factors such as you laner having CC to setup, or the enemy having mobility to escape. Finally, an enemy in the red zone would be really difficult to punish. They are close to the safety of their own turret, so trying to gank them is just wasting time in most cases.

4. Do they have mobility/CC? Finally, some champions are just innately harder to gank than others. A constantly blinking Katarina, a speedy Singed or a dashing Kalista/ Yasuo are way harder to catch than an immobile champion such as Aphelios, Vel'Koz or Dr. Mundo. At the same time, champions that can peel with CC can be hard to gank as well. Poppy's Steadfast Presence and Keeper's Verdict, Neeko's Tangle-Barbs and Pop Blossom or Braum's Winter's Bite and Glacial Fissure can all make it almost impossible to close the gap. Keep this in mind and pay attention to cooldowns.

5. Where is the enemy jungler?/Are there Global abilities in the game? You should always be aware of the possible arrival of the enemy jungler. Are you certain they are on the other side of the map? If they are close, then you have to be certain you can make the play work fast enough before they get the time to countergank. This or you and your team need to have the stronger 2v2/3v3. Some junglers excel in counterganking. Don't let them bait you, especially because Lunar Rush is almost exclusively usable as an offensive dash.

Same thing for global ultimates from any champion. It's an extra factor that you will have to account for every once in a while. Don't overcommit when the enemy team got protective global spells like Soraka's Wish, Senna's Dawning Shadow or Shen's Stand United. If they got Teleport or other global mobility like Pantheon's Grand Starfall, Twisted Fate's destiny or Nocturne's Paranoia, then you should be careful of those too. Champions with such roaming abilities are usually laners, so you should be watching them even more carefully. If those enemies push their lanes as fast as possible, they are almost guaranteed to roam. If they go missing they are certainly up to no good.

As Diana, you got great (conditional) mobility to close the gap. Even though the temptation might be huge to just jump on the enemy, it's usually wiser to hold onto your Lunar Rush for as long as possible. Crescent Strike's mark lasts for 3s, so you can go ahead and try to land it when the enemy is close, but don't immediately cast Lunar Rush. If the enemy uses mobility/ Flash in the following 2-3s, then you got the gapcloser and a free reset while the enemy wasted their cooldowns. The same applies to Moonfall. Since it's a pull, it can be used to catch someone. If you can (the enemy isn't killing your laner in the meantime), hold onto it for as long as possible. If the enemy jungler happens to countergank, Moonfall will have more value.

Gank Types

1. Flanking
This is the most common and easiest ganking type. You'll usually just walk through the river into the lane when the enemy is overextending. Avoid any wards if possible. You can also nearby Blast Cones to get some surprise ganks off.

2. Lane Ganking


Normally, when your laners push the lane, you cannot flank the enemy unless they gravely misplay. This does open up new ganking opportunities though. When the lane is pushed enough, you can walk into the closest bushes in the lane from behind, without being seen. Usually at least. If you try this, always bring Oracle Lens and/or Control Wards. Through this simple trick you can get close to the enemy laner anyway. When the wave bounces back a little, you can easily jump on the enemy. Your laner can even engage in what seems like an ordinary trade, which gives you an immense advantage of the surprise. Obviously, you can only gank top or botlane through this way. In low elo, many people tend to not know about this or forget about it and don't respect the possibility of someone lane ganking. Diana's long range Lunar Rush is ideal for this type of gank. Make use of it!

3. Tower Diving


A tower dive is the most risky gank. Only go for it when the enemy is low and doesn't have any means to escape, CC you for a long time or simply evade you long enough. (Take care of Tryndamere's Undying Rage, chain CC from champions like Ornn or champions that become stronger on low HP like Olaf.) Turrets should not be underestimated. Ideally, you and your laner both tank some of the turret shots before getting out of its range. For these ganks to work you really need to be aware of the enemy jungler's position. 2 low people weakened by the turret, having just blown most of their cooldowns, form an easy snack for an alert enemy jungler.

After a Gank

After a succesful gank you should always look to push the minion wave. While doing so, you should be taxing a few minions as well. More about this and more wave management in the next chapter.
After ganking and helping your ally with the wave, you should look towards available objectives. Early game turrets usually take priority, if you happen to have the Eye of the Herald this should be easy. If the turret is still too strong, then you should look for dragon or rift herald instead. If neither of those are available or it's too risky to contest them, then try to get some turret plates.

Sometimes, an enemy is greedy/tilted after getting killed by a gank and tries to Teleport back to lane immediately. (This usually happens toplane because it's a longer lane.) If you're still around and healthy, try to gank again. People will be reckless when they have just been set behind, even though they probably just lost their Flash (or still don't have it up yet). If the second gank is succesful as well, the enemy will be insanely tilted AND they will lose even more gold and experience worth of minion waves.

Wave Management

Pushing a Lane

Like mentioned before, after a succesful gank you'll need to push the minion wave as fast as possible. When the wave is pushed into the enemy turret, the enemy laner(s) will lose a significant amount of gold and experience. At the same time it gives the allied laner(s) time to recall, translate the gained gold advantage into items, regain HP and mana and stock up on wards/potions. All while they don't risk losing much CS themselves because the wave has been pushed.

Taxing

After pulling off a succesful gank, you should take a few minions from your laner. Laners might not like this, but it's a necessary thing. You spend time helping them while you could have farmed your jungle instead. To make up some of the potentially lost resource you should tax. How much you should tax depends on the situation though. If you got the kill from the gank, you should only tax a few caster minions. If your ally got the kill, you can take a few melee minions as well. Never take the cannon minion. Even though it would be deserved, people can seriously tilt of such a thing. It's not worth taking it just to have your laner tilt, flame and run it down. Because let's be honest, it's League of Legends.

Holding a Lane

When your laner has died or has been poked out of lane and has to recall, then you should be happy to hold the lane. If the minion wave is crashing into the allied turret that is. The minions would go to waste anyway. If the enemy laner has backed off as well, then you can to pull the wave before it crashes into the turret, especially when your laner scales well (ADCs, Kayle, Kassadin). Otherwise it's not really worth getting harassed and poked for, so you should just be content last-hitting under turret. If the laner is a tank or really behind, you can definitely just take the CS as well.

Warding

Wards win games. Knowledge and vision is even more powerful than gold or levels if you make correct use of those information. As a jungler you are in a great position to contribute to vision control of the map. You'll usually start the game with Stealth Ward, since wards have high cooldown while not lasting for long. At your first or second back junglers usually swap to Oracle Lens. As the game goes on, denying vision becomes more important as there will be more wards present (supports getting their warding item). And junglers specifically need the tools to remove vision in order to gank lanes or to safely solo objectives. You should also aim to always carry at least 1 Control Ward. Junglers often buy one every single time they base. Yes it costs 75 gold for each, but remember: wards win games.

The following maps portray common warding spots for different occasions, allowing you to place more useful wards as well as find more enemy wards to clear. Softer, transparent dots indicate warding the slightly rarer spots, or spots that are only useful in some situations. Please note that no warding spots are set in stone. There should always be a reason for placing a ward or sweeping a certain spot.

Protecting Lanes


Laners should be placing defensive wards to protect themselves from ganks. In reality some do not sadly. Or sometimes they will try to ward, but the vision gets cleared by the enemy laner or jungler. So if you sou your laner pushing without vision and you happen to be nearby, drop a ward. Of course, if your laner is just a fool that happens to be 0/2 in less than 5 minutes, don't waste your wards on them.

Jungle Control


You should often be warding the enemy jungle to keep track of the enemy jungler (see the Tracking chapter). You should be warding your own jungle instead if the enemy jungler repeatedly invades. So whenever you know they are in your jungle, you can invade the enemy jungle on the other side for free, with way less risk. Or even better, if your laners are alert, you can collaps on the enemy jungler and kill them.

River/Objective Control


Due to dragon , rift herald and baron nashor (and even Scuttle Crab to some extent) being really important, vision control of the river has a high priority. Don't start objectives when there are potentially enemy wards around. Always use Oracle Lens to sweep the pits or place a Control Ward. You don't want to get objectives stolen due to the enemy having vision while you're taking the objective. Only when you have ACED the enemy team then vision doesn't matter anymore for objectives. And even then you should be careful for enemies with Teleport respawning!

Tracking

Jungle tracking is one of the most important skills you'll need to become a successful jungler. Being aware of where the enemy jungler is and when allows you to make better calls. Through good tracking you'll be able to predict enemy movement, ganks and objectives. With such information, you can remove their pressure and effectively make the enemy jungler useless. It all starts with often looking at the mini-map and the scoreboard. It should become a habit to look at those every few seconds while clearing or walking around the map. It will eventually become a habit, a second (jungle) nature.

First clear & Early game

You start tracking the enemy jungler from the very start of the game, starting with the first clear. No jungle routes are set in stone, but from some champions certain routes are more likely than others.

Strong early game champions (like Xin Zhao, Jarvan IV, Rek'Sai, Vi) that want to gank at level 2 or 3 will often start at their red brambleback . Their route will often look like this: red brambleback -> gromp -> blue sentinel . They will show up really early on trying to gank or contesting Scuttle Crab.

Farming junglers with weaker early but strong late game will fully clear their jungle most of the time. Farming junglers include Master Yi, Karthus, Fiddlesticks, Kayn, Lillia, Shyvana... Most of them (but not all) will rather avoid you early and won't fight you for Scuttle Crab.

Then there are some champions that love to invade early. Most notable examples are Shaco, Ivern, Warwick and Graves. Be careful when pathing from blue sentinel towards red brambleback . They like to steal your red and/or kill you. Protective wards around your jungle are recommended.

Finally there are some flexible junglers that can heavily mix up their routes from game to game. Olaf, Kha'Zix, Kindred, Ekko and Rengar come to mind. You will have to pay extra attention to other things to predict their route and gameplan.

Sometimes junglers attempt a gank very early, or they have to hold a lane because their laner got solo killed level 2 (*sigh*). Then you should always be looking at their character model. Particles will indicate if they currently have crest of cinders or crest of insight . Through this you can derive some information about their first clear, more specifically at which buff they started. If you left-click them, you can even see a small icon that roughly indicates the buff's remaining duration.

Combine this with the fact that every jungle camp counts for 4 CS, and you can easily get a lot of information for simply paying attention to the map and the scoreboard. For example: you see Kayn passing midlane while he's level 3, has 16 CS and has a red buff. It's all but confirmed that he cleared his red brambleback , ancient krug camp and crimson raptor camp.

Deep Wards


As the game goes on, jungle movement becomes more unpredictable in comparison to the early game with the first clear. One of the best ways to keep track of the enemy jungler is of course through warding. Wards deep into the enemy jungle specifically. You can go put a deep ward whenever the enemy jungler shows up on the other side of the map. When you don't know for certain where they are, you should only place deep wards whenever your nearby laners have priority (they are pushing and can come to assist you faster than the enemy can). And even then you shouldn't try it when you are too behind or just whenever the enemy jungler has high kill pressure against you. You can see the most common spots for deep wards above.

Cyclical Behavior

Jungling is often cyclical in nature. For example, you clear your jungle, move to the other side of the map, clear more camps, gank a lane and get the adjacent objective ( dragon or rift herald ) before backing and repeating. Good junglers often have clear priorities and will try to play around these conditions repeatedly. A Shyvana or Nunu & Willump will often priorities dragon and/or rift herald . Whenever they spawn you can expect them to play around that side of the map anytime soon. Ganking junglers such as Rek'Sai or Volibear will usually play around lanes that are already winning in order to get fed or else they will fall off hard late game. Expect them to gank your losing lanes and play around those sides very often.

It all comes together to reading the enemy. Some players are easier to read than others, but you should always be wondering: What would I do next if I were them? Knowledge of the enemy win conditions can make this very easy. Unfortunately there is no easy answer on how to read and predict the enemy, but you'll become better at it as you play jungle and as you play different champions. Knowledge comes through experience (and through reading the matchup chapter of this guide!)

Objectives

Early Objectives

You should always be looking to translate ganks into objectives. The priority should be the first turret > dragon or rift herald > turret platings.

Diana is solid at taking objectives with her high attack speed and on-hit damage from Moonsilver Blade. However, trying to take turrets early can be risky as it'll leave you overextended. Additionally, turret plating makes the turrets tankier as well. You can try to take the first turret if you and your laner(s) can take it fast and when there are at maximum 2 turret platings left. You can take turrets with more health left if you already captured the rift herald . It can easily take over 2 plates with only its dash. After you take a turret plating, the turret will take reduced damage for some time, so hold onto Eye of the Herald for as long as possible, since this doesn't apply on Herald.

Pulling a successful gank off mid or botlane usually means a free dragon , unless they got Teleport and/or the other adjacent enemy lane can contest it. You can even solo dragon or rift herald after you get a few items and levels - I recommend to be at least level 6 - and if your adjacent laners have priority. You can also sneak such an objective if the enemy jungler shows up at the other side of the map, considering you can verify there are no wards to spot you.

If you see or know for certain the enemy team is taking an objective, you can either try to contest if your team can reach them fast enough and is ahead, or let them have it when you are too behind to contest or when they have enough DPS to get it fast. What's often the safer option is to trade objectives. Let's say you are toplane. The enemy jungler ganks botlane, gets a kill out of it and returns into the river. Odds are very likely that they are getting a dragon now. The worst thing would be to immediately run towards botside in hopes of contesting it. 1. They might already finish it before you're able to arrive and 2. your botlane now has to walk back all the way from base. So the correct play would be to get the rift herald instead. With it you can potentially make up for the lost gold or even gain a netto lead if you get a few turret plates (or a whole turret) while the enemy jungler can't help his toplaner because they're botside.

Late Objectives

As the game goes on new objectives will present itself. The usual priority is (except for the enemy Nexus obviously) elder dragon > baron nashor > dragon Soul > Inhibitor.

At this point both teams should be grouping to contest those objectives together. As the jungler, you should play around your team instead of playing as a lone wolf now. You got Smite, so having you available at objectives will often make or break the fight. Whenever you start and objective and the enemy team has at least a small chance of contesting, then you should ALWAYS have Smite up. If it's on cooldown, please ping it so your team doesn't engage it only for it to get stolen by the enemy jungler.

When to start an objective?

(This is mainly applicable on baron nashor and elder dragon .)

1. The enemy jungler shows up at the other side of the map. You should be able to safely start the objective, as long as your team has enough DPS to kill it fast enough. You don't want to give the enemy jungler the chance to come back. Should be easy to secure considering your Smite, unless one of their laners happens to be Cho'Gath or Nunu & Willump with a strong securing tool as well in the form of Feast and Consume.

2. Multiple members of their team are on the other side of the map. Once again, you should be able to take it fast. It's not recommended to start the objective when those enemies have Teleport up. (Or global ultimate such as Stand United or Destiny.) If the enemy jungler is near (or missing), then you should take them into consideration as well. A Kayn, Zac or Shaco can always access and steal an objective through their mobility if you're not careful. Even though the enemy team has a number disadvantage and cannot directly contest. If the enemy jungler is among the people at the other side of the map, then it should be a free objective in most cases.

3. You got a splitpusher with Teleport. A splitpushing toplaner can be a blessing, but also a curse (especially in uncoordinated environments). If there's an important objective spawning, then the splitpusher should pressure the opposite side of the map. Your opponents then have to decide on how to respond to this splitpush. At best for them they can send 1 person with strong waveclear to nullify the splitpush. However, if your splitpusher has Teleport up and the enemy who counters the push doesn't, then you still have a time window to engage the objective while it's a 5v4.

When you're blessed with a fed splitpusher, then the enemy might have to send multiple people in order to stop them. An even bigger advantage!

4. You aced or nearly aced the enemy team. If your allies are at least a little healthy and the enemy cooldown timers aren't too short, then your team should always translate the kills into (almost) uncontested objectives.

5. There are multiple super minions inside their base, but they got weak waveclear. This is basically a drafting difference: not much you can do when your team simply lacks the waveclear. They will never be able to contest it 5v5 unless they risk losing their nexus in the process.

Baiting & Turning

Sometimes you have games where you are ahead, but it's hard to pull the trigger on objectives. Maybe they have a high chance of stealing it, or maybe they have great waveclear and pushing power so it's too risky to leave your turrets unguarded for too long.

You can bait them by clearing their vision around the objective. Either they let a free objective slip, or they'll come in an attempt to contest. When your team guards their likely entrance paths, then you might be able to get some picks onto them and force a fight.

Sometimes it's hard to bait them due to them having too much vision Farsight Alteration, Swain's Vision of Empire or even Maokai's Sapling Toss can always spot out your bait. In those cases, you might have to actually start the objective, forcing them to come or give it for free. If they show up, immediately turn away from the objective and engage a fight.

Afterwards, if you did manage to win the fight (considering your team was ahead), then you can safely get the objective or even just end the game if the circumstances are right.

Game Plan

You should be planning the (early) game as soon as you're in the loading screen. This requires a combination of all knowledge I've been trying to teach in the previous chapters. You'll be deciding your initial jungle clear, which lanes to gank and identifying your win conditions. Of course games can be unpredictable and turn out completely different than what you expected. Adapting is one of the most important aspects of jungling, but that doesn't mean you shouldn't have a plan to start with.

I'll now give you a scenario and explain the thought process behind the game plan.

Blue Side

VS
Red Side

Win Conditions

Blue Team: Diana, Zed and Aphelios can all take on the role of carry. Zed will want to snowball and roam, but due to Vladimir being a safe laner with Sanguine Pool, solo-kills can be hard to achieve if the Vladimir knows what he's doing. Bard also roam often, decreasing Zed's kill pressure. Zed's roaming potential is also limited by a bit due to global vision through Ashe's Hawkshot. While he can most definitely carry, it will be kinda hard to get him fully online. Aphelios on the other hand has even more potential due to his strong support pairing ( Thresh is arguably Aphelios' best support) and a decent matchup botlane ( Ashe and Bard do not really have strong all-in power, at least not pre-6). Aphelios also has an incredible late game and will bring insane firepower to the table. Considering you can get him through a weak early game that is. Cho'Gath is a reliable tank, a safe laner with good scaling, but won't really hard carry a game.

Red Team: Gnar and Vladimir are the main ones to watch. Xin Zhao will probably try to play around those 2. The 2v2 with Gnar should be strong while being able to snowball the Vladimir will prove really useful as the game goes on. Gnar is decent at all stages of the game. He can easily bully a tank like Cho'Gath early game while still scaling decently into a solid sidelaner with splitpush potential as well as having good teamfighting. Vladimir will want to farm and isn't able to do that much early, so he'll play super safe. He might get some assist from the Bard though, since they love to roam. Ashe bot is as a rock for the team, being a safe utility-ADC with great setup and vision control, but she doesn't pack as much punch as other ADCs. She also has a weaker early game and will easily run out of mana.

Early Game

As Diana there might be some early ganking opportunities midlane due to Vladimir's weak early game. Toplane is gankable, but Diana + Cho'Gath have a weaker 2v2 at the beginning of the game than Xin Zhao + Gnar. The botlane 2v2 is more or less even, but Thresh has great gank setup. Even Aphelios can initiate ganks fairly well through his Calibrum, the Sniper Rifle + Gravitum, the Gravity Cannon combo.

Gnar outpushes Cho'Gath early since the latter is really mana-reliant and Gnar is not. Ashe and Bard have slightly better waveclear than Aphelios and Thresh. The only wave that will certainly have priority early is midlane, since Vladimir got next to no waveclear. It will be hard to contest Scuttle Crab without priority, especially against a Xin Zhao who beats you in the 1v1. However, Xin Zhao will most likely path towards topside, where he has a strong 2v2 combo and priority to contest Scuttle Crab. He'll probably try to play around top or mid (because Zed pushing leaves him vulnerable).

This means you should start topside and path towards bot, where you'll have priority from mid to get Scuttle Crab while Xin Zhao is probably at the other side of the map. Then you can try to gank botlane, using the good gank setup while you bring damage.

Mid-Late Game

If the early game plan works, you should have control of the botside river and the dragon . Having a winning botlane also means that Bard's agency to roam has also decreased.

The enemy team has strong sidelaning with Gnar and to some extent even Vladimir. Xin Zhao will most likely try to snowball this advantage by prioritizing the rift herald . Ward those areas of the map, and a few defensive wards to protect Cho'Gath would be even better. While Xin Zhao is playing around topside, you should invade his botside jungle, make sure Aphelios can safely scale and take dragon . A fed Aphelios with Infernal Soul or Ocean Soul can be an absolute nightmare to play against.

If you do manage to get a rift herald against the odds, you should use it midlane if you can. When Vladimir has to play further back, Zed has more breathing room to roam and help toplane.




Teamfighting in General

Diana is a formidable teamfighter due to her high AoE damage through Crescent Strike, Pale Cascade and most notably Moonfall. This doesn't mean you shouldn't approach teamfights with care though. Choosing the wrong targets and mindlessly going in will only end up in getting you killed and losing the fight. Here are some things to keep in mind while teamfighting as Diana.


1. Focus their strongest teamfighter. Usually this is a fed ADC or fed mage, but it can also happen to be a bruiser. A fed Orianna and Caitlyn can sweep your team if you simply play front to back without pressuring them. But if the enemy Urgot has 20 kills then you should target them instead of the 1/5 marksman.

2. Let tanks/bruisers be the main engage. Diana can be the one engaging teamfights, but don't forget she's still a rather squishy champion (at least with most builds). You wouldn't be the first one to dive in the middle of the enemy team only to die before getting an ult off. Let others do the engaging, have patience and let distracted enemies waste valuable cooldowns before you unleash hell upon them.

3. Make use of your summoner spells and items. There's a reason why Diana's core build contains Hextech Rocketbelt and Zhonya's Hourglass. They're meant for teamfighting, so don't sit on them until it's too late. If your team has no proper engage and you have to do it yourself, don't hesitate to burn Flash and Hextech Rocketbelt. Diana has a telegraphed engage, so using these will catch many by surprise. Zhonya's Hourglass is then ideal to buy time while your team follows and cleans up the fight.

4. Pick the locations of your fights. Moonfall is amazing in close spaces. The Baron or Dragon pit are such spots on the map, but the jungle is full of such choke points as well. Since many fights revolve around objectives in the river you should be getting quite a lot of good opportunities. The worst thing that your team can do is to constantly group mid as 5 for no reason.

Teamfighting when Ahead


If you are fed, you can easily steamroll a fight by getting big ultimates off. With the right items ( Void Staff for example) you can even delete bruisers and tanks if you hit 3-4 targets with Moonfall. You deal more damage the more you hit at once, so going for the grouped enemies instead of the lone Jhin can easily take out the 4 of them when ahead. This is often better than wasting Moonfall on one Jhin. They aren't really gonna be able to do anything on their own anyway. Unless they are insanely fed, then you should definitely go for the carry instead.

Teamfighting when Behind


You never want to be in this kind of position, but it'll happen sooner or later. At this point Diana won't deal that much damage while getting blown up even faster. It's better to play in function of your teammates then. Moonfall also offers utility through its pull, so you can peel for teammates that are doing better by pulling divers away from them. It's also really important to note how it can be used to interrupt channels. Katarina's Death Lotus and Master Yi's Meditate for example can all be undone with that one button.



Currently WIP


Thank You!
Thank you for making it this far! I sincerely hope this guide made you a better Diana player as well as a better jungler. If you liked it, feel free to upvote, it means a lot! If you have any questions or feedback, feel free to leave a comment. I'm around often, so I'll try to answer as soon as possible!

Special Thanks
  • Thanks to JhoiJoi's Guide to Making a Guide for teaching me the basics of coding and giving me the motivation to try and write a guide. Without this fantastic beginners resource, I wouldn't be here.
  • Thanks to @ Katasandra for her excellent Table Coding Guide. It learned me everything I know about tables and without it most of this guide wouldn't have been possible.
  • Thanks to @ Sleepininthegarden for their continuous support and for showing me that imagination is the only limit when it comes to guide writing.
  • Thanks to everyone who showed their support in my journey as an author! You're all the best! <3
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Silverman43 Diana Guide
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Embrace The Night | Diana Jungle S11

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