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Recommended Items
Runes:
Domination
Precision
Spells:
Ignite
Flash
Items
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Brand
Stun and high damage, an improved Annie
Synergies
Ideal
Strong
Ok
Low
None
: Must have for almost every champ, the best offensive and defensive spell. Take it.
: Most common spell midlane, expect your opponent to go Flash+ Ignite. Help finishing target running away under their tower.
2nd summoner's spell pool.
: If you think you can't take kill even with Ignite. Also good to join a teamfight when splitpushing.
: Good defensive spell that can also be played offensively, you can pick it against high damages champ like Katarina or Yasuo.
: Good defensive spell.
: Against champ who relies a lot on one CC.
: Most common spell midlane, expect your opponent to go Flash+ Ignite. Help finishing target running away under their tower.
2nd summoner's spell pool.
: If you think you can't take kill even with Ignite. Also good to join a teamfight when splitpushing.
: Good defensive spell that can also be played offensively, you can pick it against high damages champ like Katarina or Yasuo.
: Good defensive spell.
: Against champ who relies a lot on one CC.
Electrocute : Typical burst champion rune, helps you killing your opponent quickly. This is the only big rune that seems viable with Diana (except Precision runes but for a totally different build).
Sudden Impact : More magic pen with your ult.
You can pick Taste of Blood if you are not confident for early surviving.
Zombie Ward : With this you can always have a ward in one of the bush that close your lane, helps you anticipating gank and eventually double kill instead of dying.
You can pick Eyeball Collection if you think stats are more important than game vision.
Relentless Hunter : Better mobility, helps you ganking botlane and toplane or joining teamfight faster.
You can pick Ravenous Hunter even if I don't this it's worth because almost all your damages are AOE damages.
Triumph : Better snowball and some sustain when you kill or assist. You'll need if if you fight several enemy or your opponent uses Ignite.
You can pick Presence of Mind but I do not recommend it.
Coup de GrĂ¢ce : Must have for an assassin.
Legend: Alacrity and Legend: Tenacity can be considered.
Sudden Impact : More magic pen with your ult.
You can pick Taste of Blood if you are not confident for early surviving.
Zombie Ward : With this you can always have a ward in one of the bush that close your lane, helps you anticipating gank and eventually double kill instead of dying.
You can pick Eyeball Collection if you think stats are more important than game vision.
Relentless Hunter : Better mobility, helps you ganking botlane and toplane or joining teamfight faster.
You can pick Ravenous Hunter even if I don't this it's worth because almost all your damages are AOE damages.
Triumph : Better snowball and some sustain when you kill or assist. You'll need if if you fight several enemy or your opponent uses Ignite.
You can pick Presence of Mind but I do not recommend it.
Coup de GrĂ¢ce : Must have for an assassin.
Legend: Alacrity and Legend: Tenacity can be considered.
Moonsilver Blade (Passive) : Every third base attack deal magic damages in a zone around your target and regen some Mana. Scales with AP. After using an ability, improves attack speed for the next 3 base attack. Zone magic damages affect turret.
Crescent Strike (Q) : Deal magic damages to every unit in a crescent zone. Give moonlight to every unit hit. This is the ability you'll use to harass in lane and engage. Moonlight means the enemy is revealed unless he is stealthed. Using your ult on an enemy affected by moonlight reset its cooldown and release all enemy from moonlight.
Pale Cascade (W) : 3 spheres will turn around you at close range and grant a shield. Every sphere explode dealing magic damages in a zone when touching an enemy. If the 3 spheres explodes the shield is refreshed. Use this in lane when you need a shield and when you engage with your ult.
Moonfall (E) : Passively increase AS steroids from Moonsilver Blade. Pull and slow all nearby enemy, reveal stealthed. If you engage a teamfight with your ult, using this will slow all enemy and damages them with Pale Cascade.
Lunar Rush (R) : Dash to an enemy dealing magic damages. Very damageful, make sure always using it on an enemy you've hit with Crescent Strike so you can use it a second time in few seconds.
Crescent Strike (Q) : Deal magic damages to every unit in a crescent zone. Give moonlight to every unit hit. This is the ability you'll use to harass in lane and engage. Moonlight means the enemy is revealed unless he is stealthed. Using your ult on an enemy affected by moonlight reset its cooldown and release all enemy from moonlight.
Pale Cascade (W) : 3 spheres will turn around you at close range and grant a shield. Every sphere explode dealing magic damages in a zone when touching an enemy. If the 3 spheres explodes the shield is refreshed. Use this in lane when you need a shield and when you engage with your ult.
Moonfall (E) : Passively increase AS steroids from Moonsilver Blade. Pull and slow all nearby enemy, reveal stealthed. If you engage a teamfight with your ult, using this will slow all enemy and damages them with Pale Cascade.
Lunar Rush (R) : Dash to an enemy dealing magic damages. Very damageful, make sure always using it on an enemy you've hit with Crescent Strike so you can use it a second time in few seconds.
Pre-6 : Farm and harass with your Q. If farming is too dangerous you can also farm with your Q. If you're targeted while going for a last hit you can W to avoid damages. You are already very strong with your W that both deals damages and prevents you from taking, if your opponent is doom enough to come close then AA him, if he tries to run away E and if he fight back W.
Post-6 : Harass with Q and when you enemy is low enough (if you are ahead 100% HP can be low enough) Q and R right when Q hit. Then W+E and if he dash out 2 options :
-He is far from a turret and you can wait you Q to do a second Q+R combo.
-He is close from a turret so R instantly, deal some damages with AA or else and ignite if he's low enough.
If he don't dash out and he fight back then do the same thing with theses option :
-I can survive until my Q is up.
-i can't.
In late game you can still kill most enemy with this combo.
Post-6 : Harass with Q and when you enemy is low enough (if you are ahead 100% HP can be low enough) Q and R right when Q hit. Then W+E and if he dash out 2 options :
-He is far from a turret and you can wait you Q to do a second Q+R combo.
-He is close from a turret so R instantly, deal some damages with AA or else and ignite if he's low enough.
If he don't dash out and he fight back then do the same thing with theses option :
-I can survive until my Q is up.
-i can't.
In late game you can still kill most enemy with this combo.
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