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Diana Build Guide by lunox

Middle Season 10 Assassin Diana Guide

Middle Season 10 Assassin Diana Guide

Updated on February 4, 2020
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League of Legends Build Guide Author lunox Build Guide By lunox 19 1 66,502 Views 0 Comments
19 1 66,502 Views 0 Comments League of Legends Build Guide Author lunox Diana Build Guide By lunox Updated on February 4, 2020
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Runes: Assassin

1 2 3
Sudden Impact
Eyeball Collection
Ravenous Hunter

Absolute Focus
Gathering Storm

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist


1 2 3
Kill Spells
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

Season 10 Assassin Diana Guide

By lunox
Hello all, my name is lunox, a Diana main since Season 5. I stream on twitch at if you want to see my Diana in action. I am currently Platinum IV in Season 10 and Peaked Diamond IV in Preseason 10. I have around 500k mastery on Diana and have played her as mid, jungle, and top. My primary role is Assassin Mid and my guide will reflect that perspective.

Diana represents the Moon and is out to destroy those who have shunned her. I fell in love with her strong character and Assassin play style way back when. Her ability to one shot people with two abilities might not have stayed, but her new R allows for bigger play making potential(I have two pentas already in Season 10). Oh yeah, I'm not all fancy about my information so excuse the mess if it ends up that way.
Pros/Cons of Diana
Pros of playing Diana
  • Tons Of Champion Damage
  • Good way of getting into fights(E)
  • Huge play making R
  • Big tower damage with passive
  • Very Pretty with Pretty Skins ;)

Cons of Playing Diana
  • Melee Mid Laner(beware of poke!)
  • No Disengage/No way of getting out of fights without flash(once you go in there's no going back!)
  • Has to walk into danger to clear waves so is weak to sieges
  • lacks any hard CC
Team Composition
Diana is great with teams that can dive into fights. You want to avoid being the only engage on the team as she capitalizes on fights that have already started. She also lacks any hard CC so don't be afraid to switch to suit your teams needs.

Diana greatly shines against squishy comps, but isn't bad against tanks either with Conquerer and healing from ability damage. As long as there is a squishy target, they can be assassinated by Diana.
If you hover over the notes in the Runes sections you will see an explanation of each page. Electrocute is the go to keystone for assassin Diana with Sorcery to maximize the total AP you have.

Conquerer is a good keystone for sustained health/damage when you might not be able to assassinate the opposing laner or team and need to take long fights early. Just remember in the long run Electrocute will always deal more damage than Conquerer.
Summoner Spells
Flash is a necessity on Diana. You have zero escape in your kit, so Flash can save your life quite a lot. Its also a really good spell to catch up to a team and maximize the number of targets you hit with your R or E into R.

Ignite is the go to for mid lane Diana. You just want to kill people and snowball the game for your team as Diana can get out-scaled by a number of champions. As top, you can take Teleport for the play making ability, or take TP mid lane to counter global champs like Twisted Fate who can be hard to kill at times. Jungle Diana of course takes smite.
I explain each build path in the build section above, but as I said before I prefer an assassin Diana play style. You don't need to worry too much about mana when you have large burst and hopefully access to blue buffs(even if you don't it's ok). Deathcap is just a lot of damage and an item I want to get every game if I can. Protobelt has good additional utility as Diana lacks a non-targeted dash, and it also buffs up your W shielding as it has small scaling with health after the rework.

As for the early game, Dark Seal is always a good buy when you have an extra 350 gold. If you get stacks, you can upgrade it into Mejais Soulstealer and never worry about mana.

"Moonsilver Blade EFFECT RADIUS: 175

INNATE: Diana permanently has Attack speed icon 10% − 40% (based on level) bonus attack speed. After casting an ability, this bonus is tripled to 30% − 120% (based on level) for 3 seconds.

Diana's basic attacks on-hit grant a stack for 3.5 seconds. At 2 stacks, Diana's next basic attack on-hit additionally cleaves nearby enemies for 20 − 250 (based on level) (+ 40% AP) Magic damage magic damage, consuming all stacks."

Diana's passive is what allows her to be a Tower killer and benefit greatly from an item like Nashor's Tooth. You also play around this ability by stacking the first two hits and going in with the cleave ready on the first attack.


"Crescent Strike TARGET RANGE: 900SPEED: 1900 / 2100COST: 50 MANACOOLDOWN: 8 / 7.5 / 7 / 6.5 / 6

ACTIVE: Diana unleashes a bolt of lunar energy that travels in a counter-clockwise arc before exploding at the target location, dealing magic damage to enemies hit and afflicting them with Moonlight for 3 seconds, Sight icon revealing them for the duration.

60 / 95 / 130 / 165 / 200 (+ 70% AP)
Moonlight has interactions with Lunar Rush."

Diana's Q is the ability that aligns with her identity as a champion. It has a unique crescent shape and allows her to get a reset on her E. It is best to not go in without hitting this ability first, as her Q has a very low cooldown.


"Pale Cascade EFFECT RADIUS: 200CAST TIME: NONECOST: 40 / 45 / 50 / 55 / 60 MANACOOLDOWN: 15 / 13.5 / 12 / 10.5 / 9

ACTIVE: Diana Hybrid resistances icon 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.

30 / 45 / 60 / 75 / 90 (+ 30% AP) (+ 10% bonus health)
18 / 30 / 42 / 54 / 66 (+ 15% AP)
If all three spheres detonate, Pale Cascade's shield is reapplied, stacking with its original shield, and its duration is refreshed."

Diana's W gives a nice bit of damage while also giving her a nice bit of durability when she dives. This ability allows her to win a lot of 1v1s.


"Lunar Rush TARGET RANGE: 825COST: 40 / 45 / 50 / 55 / 60 MANACOOLDOWN: 22 / 20 / 18 / 16 / 14

ACTIVE: Diana Dash dashes to an enemy, dealing magic damage to the target and consuming Crescent Strike Moonlight from all enemies. If the target is within 400 range, Diana will dash through them.

40 / 60 / 80 / 100 / 120 (+ 40% AP)
If Moonlight is consumed from the target or the target dies mid-dash while being afflicted by Moonlight, Lunar Rush's Cooldown reduction icon cooldown is reset.

Other abilities can be used during the dash."

Diana's gap closer. With her Q, can be used as a relay to minions then a champion , or from one champion to another, or just twice on the same champion for damage now instead of waiting for Q.


"Moonfall EFFECT RADIUS: 475 / 225COST: 100 MANACOOLDOWN: 100 / 90 / 80

ACTIVE: Sight icon Reveals, Airborne icon draws in, and successively Slow icon slows all nearby enemies for 2 seconds.

40 / 50 / 60%
If Diana pulls in one or more enemy champions, the moonlight crashes down onto her after 1 second, dealing magic damage in an area around her, increased for each champion pulled beyond the first.

200 / 300 / 400 (+ 60% AP)
35 / 60 / 85 (+ 15% AP)"

The new addition to her kit, making her a bigger playmaker than just a single target assassin. Can be used to assassinate one target, or for the almighty penta play.
If you stayed to the end, thanks for reading!
Here are some clips and things of me on Diana
Strong Early Game Combo
Full Burst Combo Level 6
Q resets combo(Malzahar is nothing)

League of Legends Champions:

Teamfight Tactics Guide