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Diana Build Guide by CHZ. Spellzy

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League of Legends Build Guide Author CHZ. Spellzy

S3 Ranked Guide to Diana, The Scorn Of The Moon (Solo Mid)

CHZ. Spellzy Last updated on December 20, 2012
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Solo Mid

LeagueSpy Logo
Middle Lane
Ranked #17 in
Middle Lane
Win 51%
Get More Stats

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: 1


Utility: 8

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I Introduction

Hi, I'm CHZ. Spellzy and I welcome you to my Diana guide. This is my first guide here on MOBAFIRE so if i make any mistakes with BBCoding, please PM me so i could make a change.

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II About Diana

Diana was released on the 7th of August,2012.
Diana's Lore

Diana's Lore

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III Summoner Spell

Best Choices

Flash is a must have Summoner Spell for re-positing yourself, and it allows you to be aggressive in lane as you would be able to escape if ganked.
Barrier is one of the best Summoner Spell in the game. I take Barrier as Diana is a champion that needs to get in the face of your enemy to kill them and this often puts you in a dangerous situation. Having a 455 shield will negate part of their burst on you. Diana already have insane burst which can often instant kill enemy carries with >>>. So, if you already got the damage why not get some survivability?
Viable Choice

Ignite is great for securing kills and reducing healing effects. Take Ignite if you are going to want early dominance in lane. Sometimes with Ignite, you may not need to Flash after your enemy to pick up a kill. This could lead to having Flash to escape a gank. Ignite = More damage.

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IV Masteries

Focused on increasing Diana's damage output and a little bit of utility.
Offensive Mastery Tree
Sorcery ➡ 4% Cooldown reduction to help spam your skills more often.
Blast ➡ 18 AP at Level 18, that about 10 more damage on each damaging spell cast.
Havoc ➡ 2% might not look like much but it definitely increases your damage output.
Arcane Knowledge ➡ 8% Magic Penetration, was nerfed but still a must have for AP Carries.
Mental Force ➡ 6 Ability Power, that's not bad!
Spellsword ➡ Since Diana uses auto attack to proc Moonsilver Blade, dealing 5% Ability Power damage on each auto attack is very strong on Diana.
Archmage ➡ This 5% increased Ability Power stacks with Rabadon's Deathcap giving 30% increased Ability Power.
Executioner ➡ This is very useful when cleaning up your enemies after a teamfight.

Defensive Mastery Tree
Summoner's Resolve ➡ Gives 20 extra shield on Barrier. If taking Ignite, remove a point in Havoc and invest it into Summoner's Wrath . Drop your last point into Runic Affinity .

Utility Mastery Tree
Summoner's Insight ➡ 15 seconds reduced cooldown on Flash. This will save you countless ties.
Wanderer ➡ This helps yu get back to lane faster and roam more efficiently.
inproved recall ➡ 1 second can mean getting back to the fountain or getting shut down.
[[mastermind] ➡ Further decreases the cooldown of your Summoner's Spells.
Runic Affinity 20% incresed blue buff duration means that you can spam more. Grab this if you took Flash and Ignite.

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V Runes


Greater Quintessence of Ability Power

Greater Mark of Magic Penetration

Greater Seal of Scaling Health

Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power ➡ This gives you lots of early game damage, helping you dominate your lane.
Greater Mark of Magic Penetration Shredding enemy magic resist = increasing your damage output.
Greater Seal of Scaling Health The health may not look like a lot, but every bit counts.
Greater Glyph of Scaling Ability Power Increases damage late game. Doesn't effect early game much.

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VI Abilities

Diana has 20% increased Attack Speed. Every third strike cleaves nearby enemies for 20 / 25 / 30 / 40 / 50 / 65 / 80 / 95 / 110 / 125 / 140 / 155 / 175 / 195 / 215 / 240 / 265 / 290 (+60% of ability power) additional magic damage.
With 676 Ability Power at max build with the Pure Damage build, every third auto attack deals 695 extra damage! The attack speed bonus also allows you to farm easily in lane and proc Moonsilver Blade more frequently. Moonsilver Blade also scales with you as you level up. It is effective at every stage of the game unlike passives like Twisted Fate's Loaded Dice wihich falls off at late game. It is super easy to land as it's not a skillshot but sort of an empowered auto-attack. No wonder this is one of the most powerful passives ever!
More Info

Diana swings her blade to unleash a bolt of lunar energy, afflicting enemies with Moonlight for 3 seconds and dealing 70 / 110 / 150 / 190 / 230 (+70% of ability power) magic damage in an arc before exploding.
Range: 830
Cooldown: 10/9/8/7/6 Seconds
Cost: 55 Mana
This is Diana's most important skill in her kit. It always curves towards her right. Remember always to land Crescent Strike before using Lunar Rush as missing Crescent Strike will greatly reduce your damage output and that will most likely cripple your ability to instantly assassinate your enemy carries.
More info

Diana creates three orbiting spheres that last up to 4 seconds and detonate on contact with enemies, dealing 20 / 34 / 48 / 62 / 76 (+0.2 per ability power) magic damage in an area per orb. She also gains a temporary shield that absorbs 55 / 80 / 105 / 130 / 155 (+0.4 per ability power) damage. This shield is refreshed if her third sphere detonates.
AoE radius of sphere damage: 200
Cooldown: 10 Seconds
Cost:60/70/80/90/100 Mana
Pale Cascade is what makes Diana such an effective assassin. Allows Diana to burst down enemies while surviving their burst. Pale Cascade + Barrier + Seraph's Embrace = Godly shield.
More info

Diana draws in all nearby enemies and slows them by 35 / 40 / 45 / 50 / 55 % for 2 seconds.
Range: 250
Cost: 70 Mana
Moonfall have a very strong slow that helps you get Moonsilver Blade procs off the enemy. Moonfall works well with all of Diana's abilities.
More info

Diana becomes the living embodiment of the vengeful moon, teleporting to an enemy and 100 / 160 / 220 (+0.6 per ability power) dealing magic damage.
Lunar Rush has no cooldown when used to teleport to an enemy afflicted with Moonlight.
Cooldown:25/20/15 Seconds
Cost:50/65/80 Mana
Lunar Rush such an amazing gap closer. Remember to always use Lunar Rush after Crescent Strike hits your assassination target. This will allow instant refresh on the cooldown on Lunar Rush and getting the cooldown refresh means that your damage output is greatly increased.
Spoiler: Click to view

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VII Items