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Introduction

Hi, I'm Gunn and this is my guide to

Legend (for any terms/abbreviations you may not know)
Pros
- Good Damage Diana has both a great burst of damage from her abilities as well as solid sustained damage, thanks to her passive. Diana eats carries alive. If done properly they are often dead before they can react.
- Great Gap Close With
Lunar Rush Diana can close the gap to her victim with ease. Once she does, it is very tough to escape her thanks to
Moonfall, as well as the fact that she can immediately ult again.
- Tanky for a high damage AP Diana is fairly durable for the damage she puts out.
Pale Cascade gives her that extra protection that similar characters are missing.
Katarina is a perfect example.
Cons
- Range Diana is a melee champion and will primarily be facing ranged champions in the mid lane. This will affect you both in laning and team fights. The biggest challenge laning will be getting your farm without taking damage, and in team fights you have to get right in the mix to do your damage, where champs Like
Brand or
Lux can stay on the outside and chip away.
- No Escape Due to the fact that Diana has to get in the mix to do her damage, you will often find yourself wishing you had some way out. Well you don't. Sometimes if you are lucky you can ult to and enemies minion for a get away, but don't count on it. Despite her great gap close, she lacks any real form of escape.
- Weak until 6 Not going to get too many kills before she gets her ult. As long as you don't die or lose the cs battle, consider it a win.








Dianas Passive, and the center of this build. Late game every third attack will be dealing over 600 damage, and the passive will activate roughly once every 2 seconds. This gives


Diana's ranged/harass ability. This is not a difficult ability to land, but it may take some getting used to in order to land it consistantly. Hitting it is vital to your kill sequence. You don't want to ult in on someone unless they are afflicted by moonlight, and this ability is how you do that.

This is Diana's most underappreciated ability, and I think it his probably her best (aside from her ult, of course. There's a reason they're called ultimates.). Hitting all 3 orbs will deal about the same amount of damage as Crescent Strike, and the shield it provides is amazing. the fact that the shield refreshes if all orbs detonate is just icing on the cake.

Diana's only form of cc. Mostly used to pull escaping enemies back to you, but it's also great for pulling a number of surrounding units into your pale cascade. Fair warning though, when you do this they will most likely turn and focus you. So make sure they are on the low end of their health before you go attracting all that attention.

Great gap closer and decent damage, but the real kicker with this one is that it potentially has no cooldown (or rather the same cooldown as crescent strike.) This ability absolutely makes Diana what she is.

Diana only really has 1 skill sequence. The Kill Sequence.
Step 1: Hit enemy with
Crescent Strike
Step 2: Ult in on enemy with
Lunar Rush
Step 3: Auto attack and activate
Pale Cascade
Step 4: If enemy tries to run, pull them back in with
Moonfall
Step 5: If enemy is still alive when Crescent Strike is ready to cast again, hit them with it again, then ult them again. Activate pale cascade as soon as it is ready again as well.
Step 6: Repeat step 5 until dead. If your enemy is escaping, you can ult them before Crescent Strike has cooled down.
Step 1: Hit enemy with

Step 2: Ult in on enemy with

Step 3: Auto attack and activate

Step 4: If enemy tries to run, pull them back in with

Step 5: If enemy is still alive when Crescent Strike is ready to cast again, hit them with it again, then ult them again. Activate pale cascade as soon as it is ready again as well.
Step 6: Repeat step 5 until dead. If your enemy is escaping, you can ult them before Crescent Strike has cooled down.









If the enemy team is one dimensional, and you don't feel the need for either armor or magic resist, (or if you just aren't being focused and prefer more damage over defense) I would substitute for one or two of the following items.






Early Game
Early on Diana is a little tricky to play. She will most likely be outranged mid. So while your enemy can sit back and safely farm, you have to get right up on the minions subjecting yourself to more damage. The trick is to keep moving, and last hit the minions, while keeping an eye on your enemy.
Do your best do dodge their abilities and stay outside their range. If you feel you're about to be hit pop your


Basically you want to chip away at the enemy whenever you can, but the main focus is getting your cs. do what you can to disrupt the enemies cs, but try to conserve your mana. Diana runs out easy early game.
It is vital that Diana gets the Blue buff. Diana is one of very few mid lane champions that can solo the blue golem at level 6 (though a little help doesn't hurt). Take advantage of this. Diana can be mana starved and will greatly benefit from the extra CDR. I really like to steal the enemies blue buff whenever possible.
Mid Game
As long as you play well, 1 of 2 things will usually happen when you hit 6. You will either start killing your enemy or he will go into defensive mode and hang by turret. You gain a big advantage over many champions with


Little trick I picked up from my brother in law: If you narrowly miss with your crescent strike but hit a nearby minion, quickly ult to that minion. This usually catches your enemy off guard and you can hit them with

Now if your enemy starts hanging at turret and playing defense, push your lane and start ganking your other lanes or help your jungler do some counter jungling.
Important: Just because you aren't in your lane doens't mean you're not responsible for it. Keep your eye on the mini map and if you can't see your enemy call out your mias. Also don't get so caught up in your ganking that you let your turret take damage. make sure you check in and push your lane back regularly.
Late Game/Team Fights
Diana's main objective is to isolate and destroy the enemy carries. Thought it is easier said than done. Harass with your crescent strike until you see your opening. Be warned, if you do this too early in a team fight, you will be focused and destroyed. Do it too late and you let their carry hurt your team. Picking your moment is key.
If you are with a good team and they can separate the enemy, well that just makes your job easy. AD Carries should be your priority, but if you have an easy shot at the ap carry you can kill them just as quick. If you see a bruiser like


A nice bonus to Attack Speed Diana is that you go through turrets MUCH faster than a straight AP Diana, so get in there and help your AD champs take them down. You will be surprised how fast they drop.

If you want to know who any champion is strong or weak against, I recommend lolcounter.com. Any specifics I would give would come from that website so I will cut myself out as the middle man.
In general Diana does well against ranged AP champions (



I typically have trouble with ad champions that go mid. Specifically



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