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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Chapter 1
1 - Basic Champion Information
2 - The Build
3 - Gameplay
4 - Wrapping Up
Hello! I am Khazem, a platinum ranked mid lane player. In this guide I will be talking about
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Pros
+ High Burst. Her 2 main damage abilities have high base damages and good scaling, combined with a nuke on her passive this makes for very high burst damage.
+ High mobility. Very important for an assassin. With the low cooldown on her ultimate (ideally a cooldown equal to her + Strong snowballer. Once she gets going, she's very hard to stop and she gets really strong really fast. + Tanky for an assassin. With her |
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Cons
- Mana issues. To use
- No escapes. - Weak early laning phase. Being a melee champion in the middle lane means she has some trouble laning before she hits level 6. A lot of champions can bully her out of lane if played aggressive enough. |
Moonsilver Blade: Diana gains 20% additional 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 (+0.6 per ability power) additional magic damage.Very strong passive that adds to her burst. Becomes very nasty late game and is not hard to land either due to the attack speed she also gets from this.
Moonsilver Blade does not proc spell vamp, lifesteal or
Rylai's Crystal Scepter slow.
Moonsilver Blade pops spell shield.
Moonsilver Blade will damage
Black Shield.- All targets hit by the cleave will take the magic damage, including
Diana's main target.
Moonsilver Blade's magic damage will affect turrets, inhibitors, and the nexus, but the inhibitor and nexus will only take the magic damage if you are close enough (Closer than your AA range).
Moonsilver Blade's counter will reset after 3.5 seconds of not auto-attacking, there is no counter displaying the amount of auto attacks until the passive proc.
Diana's blade will begin to glow with each hit. It will glow pure white to indicate that the next hit will proc the cleave.
Crescent Strike: Diana unleashes a bolt of lunar energy, dealing 70 / 110 / 150 / 190 / 230 (+0.7 per ability power) magic damage in an arc. Crescent Strike afflicts enemies struck with Moonlight, revealing them for 3 seconds.Cost: 55 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
(
Crescent Strike procs spell vamp and
Rylai's Crystal Scepter slow similarly with all multi-target spells and abilities with diminished effect.
Crescent Strike will damage
Black Shield but Moonlight is still applied.
Crescent Strike pops spell shield. However, if a target is protected by a spell shield,
Crescent Strike will fail to mark the target with Moonlight.
Crescent Strike has a brief channel time upon cast before it activates.
Crescent Strike will grant vision of enemy units hit, but it does not reveal stealthed units.
Pale Cascade: 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.Cost: 60 / 70 / 80 / 90 / 100 mana
Cooldown: 10 seconds
This ability is what makes
Pale Cascade procs spell vamp and
Rylai's Crystal Scepter slow similarly with all area of effect spells and abilities with diminished effect.
Pale Cascade pops spell shield.
Pale Cascade will damage
Black Shield.
Pale Cascade has no casting time and does not interrupt any of
Diana's previous orders- Don't overuse this in the laning phase as it costs a lot of mana. Use it when you need it to survive.
Moonfall: : Diana draws in all nearby enemies and slows them by 35 / 40 / 45 / 50 / 55 % for 2 seconds.Cost: 70 mana
Cooldown: 26 / 24 / 22 / 20 / 18 seconds
Strong ability that helps you stick to your targets. Also goes well with your passive as the slow makes it easier for you to get 3 melee hits off.
Moonfall pops spell shield and the pull and slow will be negated.
Black Shield will negate the pull and the slow.- Don't use this ability in lane unless you're going for a kill.
Lunar Rush: 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.
Cost: 50 / 65 / 80 mana
Cooldown: 25 / 20 / 15 seconds
Range: 800 (estimate)
Amazing gap closer and also the reason why you really want to hit your
Lunar Rush does not proc on-hit effects.
Lunar Rush procs spell vamp and
Rylai's Crystal Scepter slow similarly with all single target spells and abilities with full effect.
Lunar Rush will damage
Black Shield.
Lunar Rush pops spell shield, but
Diana will dash to her target in any case.- Whenever
Lunar Rush is used on a target marked with Moonlight, any and all Moonlight debuffs on all units are consumed. - If
Diana is next to her target,
Lunar Rush will place her behind her target.
Pretty straight forward and doesn't really have a lot of exceptions. Max
If you're really having trouble in lane, getting a few extra points into
I choose to go for a 21/9/0 setup, favoring the survivability from defense over the few points in utility because
Offense tree
Tier 1 -
-
Tier 2 -
- Extra ability power and gets us down into the next tier.Tier 3 -
- Magic penetration to increase Diana's damage output.Tier 4 -
- More AP and a nice little bonus damage on your auto attacks.Tier 5 -
- Another small AP boost, gives you a decent amount by lategame.Tier 6 -
- To secure kills. Great thing to have as an assassin.Defense tree
Tier 1 -
- To get down to the next tier and to make sure we can pick up
Tier 2 -
- Split 4 points between these 2 masteries depending on what kind of damage protection you need in lane.Tier 3 -
- Let's you take a little more damage in your pre-6 laning phase, allowing you to stay a little longer. (and hopefully hit 6 before having to go back)
These are the 2 main runepages I use for
Flash: A must have in every game for managing your position. Allows you to make more aggressive plays and also often used to escape.
Ignite: Finishes people off, reduces healing taken on your focus target, supplements your burst. A must have on an assassin.
Starting items
Crystalline Flask: The starting item you're gonna want pretty much every game. Allows you to also buy a ward and a nice combination of potions for all the sustain you'll ever need to reach level 6 unharmed.
Cloth Armor: Being a melee champion, you might sometimes need this item against certain opponents just to be able to stay in lane.Core item build
This is the core of my
Sorcerer's Shoes: Increases your early game damage quite significantly, especially if your opponent isn't rushing magic resistance, get these early. (preferably after your double
Haunting Guise: A good mix of strong early game stats. Gives you some good mid game presence.
Abyssal Scepter: The best source of both magic resistance and ability power. Being a melee, Offensive Items
Rabadon's Deathcap: Because
Liandry's Torment: Upgraded from
Lich Bane: Goes very well with your already big burst combination. Allows you to pretty much one shot squishy targets with enough AP. Doesn't proc off of any of
Void Staff: Once people start stacking magic resistance, pick up one of these.
Deathfire Grasp: Good final item to set up for a strong burst.
Twin Shadows: Another very nice item if you need some MR and AP. The active can be very useful when trying to chase someone down.
Rylai's Crystal Scepter: Very strong item for a melee AP assassin. The health stops you from getting blown up instantly when you jump in, and the slow allows you to stick on your targets with ease.
Athene's Unholy Grail: Makes you less reliant on blue buff. Allows you to constantly use your abilties to waveclear/farm.Defensive Items
Zhonya's Hourglass: Great defensive AP item if you're getting focused hard. A life saver in many situations.
Guardian Angel: Another good item to get if you're getting focused hard. Often discourages the enemy from blowing everything on you and gives you a little more freedom to jump in fights.
Quicksilver Sash: If you're getting focused by heavy CC or supresses, this is definitely worth picking up.
Mercury's Treads: Good to get when laning against
Laning on
Once you hit level 6, you become a serious threat in the lane. Try harassing your opponent down by landing

Always make sure your target is affected by Moonlight when going in for a kill with
Warding
Another very important part of the laning phase is warding. Mid laners are, despite what some people seem to believe, definitely no exception. In fact, mid lane wards are often the most important ones as they reveal enemy mid lane ganks and enemy jungler invades. Here are the ward spots you should look to cover.
Defensive ward that will reveal any jungler gank from that side, does not reveal enemy mid lane movement so only use this ward if you can't push further up.
More aggressive ward and preferred to the one above mentioned. If you can afford to place this ward without putting yourself at risk, go for it. It reveals any movement the mid laner might have towards your tower lane and/or blue and also keeps you safe from jungle ganks from that side. A nice little bonus you get is that you can catch your enemy from the brush when they go for wraiths or top lane.
And the usual ward for the other side of the lane. Also reveals everything you need to reveal for that side.
Note: When laning on purple side, make sure to mirror those ward spots rather than copy them.
-THIS SECTION IS OUTDATED, SOME MATCH UPS MIGHT NOT WORK OUT THIS WAY ANYMORE-
Not too difficult, but not that easy either. You will have some trouble making it to level 6 in one piece so you need to play pretty defensively. Always make sure you are either out of range or have friendly creeps between you and
In this matchup, it should be fairly easy to make it to level 6 alive. Just make sure not to get too close to her so you can easily dodge her stun. Once you do hit level 6, you can go aggressive on her quite nicely. Her lack of mobility makes this matchup rather easy.
Due to
Try and force her
Definitely one of the hardest matchups for
Another very squishy, immobile champion. The pre-6 levels can be pretty annoying due to
Teamfighting for
Now, remember, you're not a tank. You cannot initiate teamfights and you shouldn't unless a high priority target is very much out of position. Wait for your teams main tank/initatior to initiate a fight properly or wait for the enemy team to do so on your team. Use the confusion of the teamfight to get in position and jump on the enemy carry. Always make sure you land your
Make sure to also activate your shield when going in for increased survivability and damage. Always save your
Thanks for reading this
If you liked this guide, please leave a vote and a comment.
If you disliked this guide, same thing! I'm always looking to improve my guide.
And finally, thanks to GrandmasterD and Mowen for all the artsy stuff!





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