Diana Build Guide by Yamikaze
Yamikaze's Challenger Diana Guide - Bring Down the SunBy Yamikaze | Updated on May 15, 2019
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+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+6 Magic Resist
|I hope you find this guide helpful as you learn Diana. I also study Econ/CS at Northwestern and stream / make YouTube videos in my spare time. If you have any questions or want to discuss Diana (or League in general), I recommend checking out my Discord channel. We have a pretty cool community and I'd love for you to be a part of it :).|
|Electrocute - Diana is a snowball burst assassin, meaning she either gets really far ahead and can 1-shot anyone or falls really far behind and is useless. Thus, we want to run as much raw damage as possible to secure kills, making Electrocute a good choice.|
|Sudden Impact - Gives magic penetration when you ult. Basically, more burst. Taste of Blood is also good for lane sustain into harder matchups.|
|Eyeball Collection - More damage to 1-shot squishies.|
|Relentless Hunter - Honestly, Ravenous Hunter, Ingenious Hunter, and Relentless Hunter are all good on Diana. Take your pick (Ravenous for sustain in fights, Ingenious for protobelt / spellbinder cdr, and relentless for movespeed). I personally prefer Relentless Hunter.|
|Absolute Focus - Gives a fair amount of AP to help secure kills early-midgame. Works especially well with Gathering Storm for a lot of AP.|
|Scorch - Helps you poke out the enemy laner in lane to all-in at level 6.|
Always run Flash on Diana. Otherwise, you will get destroyed by ganks as your kit lacks escapes in lane. For our second summoner spell, we will generally want to take Teleport. There are two primary reasons for this. First, Diana lacks kill pressure in lane versus ranged champions. They will just back off if we try to walk up and trade with them, meaning we want to just farm for the most part. Second, our Diana will be heavily reliant on split-pushing with Rod of Ages and Nashor's Tooth. With Teleport, we can quickly join teamfights from across the map.
However, against many melee matchups Ignite isn't a bad option. The reason for this is that, unlike ranged matchups, Diana actually has great kill pressure in melee matchups. Her Pale Cascade allows her to win virtually every early game trade against melees (except Talon.... Avoid trading against Talon in lane). Thus, bringing Ignite is a viable option as it gives us a much greater chance of solo-killing the enemy laner and building a lead.
|Ah. The classic three-hit passive we see on every other champion in the game! Aside from better melee trading, this passive allows Diana to quickly clear both lane and jungle camps as a mid laner. To make the most out of this passive, be sure to weave in auto-attacks between your abilities when clearing minions or jungle camps. This isn't as necessary when trading versus champions as you'll almost never want to take a trade long enough for this to matter.|
|Diana swings her blade to unleash a bolt of lunar energy, afflicting enemies with Moonlight for 3 seconds and dealing 60 / 95 / 130 / 165 / 200 (+70% of ability power) magic damage in an arc before exploding.|
|Diana's bread-and-butter ability. We want to use this ability to clear waves and poke the enemy laner at the same time. Since Crescent Strike comes out of Diana's RIGHT arm, we want to position ourselves slightly to the LEFT of the minion wave in order to maximize minions hit when pushing the wave. Similarly, we want to stand on the RIGHT of the minion wave if we DON'T want to push the minion wave with Crescent Strike. The hitbox of Crescent Strike expands to a larger circle at the end of its cast, so you'll generally want to aim this portion at the enemy laner. Remember that this ability will NOT reveal True Stealth such as Talon's Shadow Assault.|
Another important ability for trading as Diana. Pale Cascade allows for Diana to walk up and farm early in the lane without taking much harass from the enemy laner. Further, each orb can help you both secure last-hits and damage the enemy laner if they get too close. Some tips to remember when using this ability are:
|Passive: Increases the attack speed gained from Moonsilver Blade to 50 / 60 / 70 / 80 / 90%. Active: Diana reveals and draws nearby enemies up to 225 units toward her location, slowing them by 35 / 40 / 45 / 50 / 55% for 2 seconds.|
|This abiltiy is one of Diana's key pre-level 6 engage abilities. Although the range of Moonfall is quite large (since it draws in enemies all the way to the edge), there's a slight cast-time and the enemy target must still be in the circle after the cast-time ends in order to pull them in. Thus, we must be careful about when we use this ability so that the enemy target will not simply walk out of the circle during cast-time. Proper usage of this ability will come with experience. Further, the early cooldown of Moonfall is incredibly long (26 seconds at level 1!), so be sure not to waste the cooldown on minions and have it on cooldown when a fight begins. Remember, this ability does NOT reveal true stealth such as Talon's Shadow Assault.|
|The bread and butter of your combos. Allows for insane mobility in teamfights and can be used either as a one-time quick burst or, well, mobility. Check the combo section for how to use this ult.|
|We want to start Doran's Ring into every matchup. Diana is particularly mana hungry early on and Doran's Ring will solve this as well as provide excellent stats for laning.|
|Buy one of these if you back without enough gold for Hextech Revolver. Gives you mana to sustain in lane and is a pretty gold efficient item overall. Also helps you snowball.|
|Rush this for damage and kill pressure in lane. Once you finish this item, you should be able to kill most mid laners from ~70-100% hp in 1 combo.|
|Buy these whenever you have spare 300 gold. You don't really need these but it's nice to have into certain matchups (like Xerath or Lux).|
|You can skip this item and just sit on your Hextech Revolver but I like to buy this every game. Helps a lot with catching enemies just outside your combo range and gives you nice mobility overall.|
|Buy this second if you're ahead (you can easily get the gold for the two Needlessly Large Rods if you're ahead) or fourth if behind ( Morellonomicon third). Gives a lot of AP to snowball your early-mid game and helps keep you relevant as enemies buy MR by giving additional % AP.|
|Great magic pen for burst. Buy this third regardless of whether you're ahead or behind (and regardless of how much healing they have). This item is still extremely cost effective even without the grevious wounds.|
|Usually your go-to boots unless you need defensive boots. Helps you snowball fast and gives you tons of burst. You will usually want to upgrade to tier 2 boots in general after Hextech Protobelt-01.|
|You want to buy these boots against burst AP mids with lots of CC (crowd-control, basically just disables) like Syndra or Ahri. Also good into CC heavy teams in general (think Nautilus, for example.)|
|Buy these into lots of auto-attack based champs (like ADCs, Yasuo, Riven, etc.). Also good into full AD teams.|
|A good option when getting blown up in fights. The hard part to playing Diana isn't exactly killing the enemy squishy. Rather, it's surviving after your initial burst. Being able to kill the enemy ADC means nothing if you simply die right afterwards. Zhonya's Hourglass helps to solve this with an active that makes you invulnerable for 2.5 seconds after your burst. With Zhonya's Hourglass's active in a teamfight, your chances of surviving go up exponentially.|
|Buy this if multiple members of the enemy team are stacking MR (or if one high priority target is stacking MR). This usually happens either when you're really far ahead or when your team has lots of magic damage champions.|
|Buy these if the enemy team has lots of magic damage champions or has a very fed magic damage champion (think a fed Fizz or Syndra). Also great against poke heavy comps like Ezreal.|
|I sometimes buy this if I have a spare 1050g and a dark seal if I'm fed and feel like I can carry the game. Very cost effective but be careful about suiciding for kills or dying in general.|
Generally, Diana wants to farm in lane vs most ranged champions. Although Crescent Strike is a strong lane trading tool, you will lose most fights if you walk up to a ranged champion, as they will simply kite back while hitting you. Thus, we can simply use Pale Cascade to last-hit melee minions and and Crescent Strike to last-hit ranged minions. Play safe until level 6 or if you get a jungle gank. If you need to initiate a jungle gank, consider using Moonfall - Flash. This will almost always guarantee a kill if your jungler is in position.
However, against melee matchups, Diana wants to play more aggressive due to the trading strength of Pale Cascade. It is strongly recommended to take a second point in Pale Cascade level 3 versus melee matchups as the point in Pale Cascade is more effective than Crescent Strike against melees. However, we must be wary of the enemy power spikes. For example, never try to trade with Talon at level 2 and respect a Pantheon's Spear Shot and Aegis of Zeonia range. By stepping back, farming with Crescent Strike, and avoiding trades when the enemy laner is strong and taking trades when you are stronger (usually level one and three, when you put points in Pale Cascade), nearly every melee matchup should be a breeze.
You will want to start every teamfight flanking both teams. A flank behind the enemy team is preferable but you just have to make sure the enemy front line isn't between you and the enemy squishies. Once the fight begins, watch and wait for the enemy frontline to use their CC (like Maokai's Twisted Advance or Malphite's Unstoppable Force). Once this has been used, watch for backline CC being used by anyone who can peel for the enemy squishy (usually a support, such as Janna's Monsoon. Although you can go in before the backline CC is used, it will be harder to kill your target. However, never go in before the frontline CC is used, as they will just use that CC on you and you will instantly die.
Target Selection as Burst Diana
Here's a hypothetical situation: You've made it past all the enemy CC. Now you can use your full combo to delete one squishy from the teamfight. Do you kill the 10-3-5 Ryze, the 2-3-8 Lucian, or the 0-1-10 Janna? Well, even I couldn't tell you which one to go for. Your mistake was not picking a target before the start of the fight.
Before a fight starts, you want to first consider which enemies you can even 1-shot. This list will usually include the enemy mid, bot, and support. From this list, you want to find the biggest threat to your team. This is usually the enemy that does the most damage but could also include the Soraka that keeps the whole team alive and makes it impossible for you to 1-shot the enemy carries.
Now, you've narrowed down your list of targets to 1 or 2 (in our hypothetical situation, this would be Ryze and Lucian). First, check for items like Guardian Angel, Stopwatch, or Zhonya's Hourglass. This is incredibly important as a well-timed stopwatch or hourglass often decides a fight. If your target has one of these items, reconsider whether it's worth burning all your cooldowns to pop either the GA passive or force the hourglass. So, let's assume Ryze has a completed hourglass. If you judge that forcing the 10-3-5 Ryze to stasis for 2.5 seconds is worth more than a kill on the 2-3-8 Lucian, then go for Ryze. However, if you judge that killing Lucian then going for Ryze as a team is the better option, go for Lucian.
Another factor high elo players consider are summoner spell cooldowns. This can be a bit overwhelming if you're newer to the game, but timing summoner spells are incredibly important once you get to around Diamond 1 or above. It's actually pretty simple. To do this, make sure to have your chat timestamps enabled. For example, if the enemy Syndra flashes, click on the flash on the scoreboard (lets say, hypothetically, she flashes at 13:30). Then, when you're walking to lane or backing, simply add 5 minutes to the flash timestamp. Afterwards, type something like "mid f 1830," with 1830 meaning 18:30. You can do the same with heal (4 minute cd), barrer (3 minute cd), teleport (5 minute cd), ignite (3.5 minute cd), and etc. Remember that Unsealed Spellbook and CDR boots reduce summoner spell cooldowns.
|NOTE: In this section, AA stands for auto-attack, Q W E R are abilities, 2AA is two auto-attacks on minions before the combo for a Moonsilver Blade proc on the next auto-attack, and Wait2.5 is wait 2.5 seconds before using Lunar Rush after landing Crescent Strike to buy time for your next Crescent Strike to come up.|
Standard Trading Combo
Note: This combo is your standard trading combo in lane with ult. Use this when you want to trade with the enemy laner but you don't have the damage to kill them with an all-in combo. Further, if you don't have any minions nearby for the Moonsilver Blade proc, keep in mind that your combo will do reduced damage. Make sure your Crescent Strike is at least halfway to the enemy target before you use Lunar Rush. Then, use Pale Cascade as you approach your target. Once you reach the target, auto-attack to proc Moonsilver Blade and then back off. You want to use Moonfall at max range as you disengage to disrupt the enemy target's retaliation damage. However, if you feel like you can kill the enemy target or will continue to win the fight, continue with the next combo.
Continuation of Standard Trading Combo
Note: Literally the same combo as above except instead of backing off after the Moonsilver Blade proc, we want to continue chasing with Moonfall, sneak as many auto-attacks in as possible, and use the second Lunar Rush to finish them off.
Maximum Damage All-In Combo for Lane
Note: This combo plays out very similarly to the combos previous. However, we hit a Crescent Strike on the enemy target before the engage, wait as long as possible for the cooldown (the mark lasts 3 seconds, so we want use Lunar Rush in at 2.5 seconds), then go in, auto-attack a few times, then Crescent Strike into Lunar Rush, auto attack a few more times, and finish them off with the final Lunar Rush. This combo will often give you just enough damage to kill a higher health enemy. Further, the last Lunar Rush can be used to follow the enemy Flash.
Fast Burst For Finishing Off Lower HP Targets
Note: This combo is used to finish off low health targets in a teamfight or skirmish. Simply use Lunar Rush onto the enemy target, Pale Cascade mid-dash, then use Moonfall and Crescent Strike at the same time to maximize chances of hitting Crescent Strike. A few auto-attacks after this combo may be necessary to finish off targets.
Fast Moonfall Cast
Note: The way this “combo” works is if you cast Flash right after Moonfall, then Moonfall cast will center around where you are AFTER the Flash, not before. Use this combo to initiate a gank for your jungler or to catch out enemies throughout the game.
Fast Lunar Rush Reset
Note: This trick is incredibly hard to pull off. In fact, even very experienced Diana players cannot pull it off consistantly. However, I just want to leave this here in case anyone wants to try it. Basically, the way this trick works is if you use Lunar Rush at MAXIMUM range and press Crescent Strike immediately after, there is a good chance your Lunar Rush will reset. However, due to the inconsistency of this combo, I do not recommend using it.
Full Fast Lunar Rush Reset Combo in Lane
Note: This combo uses the trick mentioned above and applies it in a scenario where it would be useful in lane. This combo is basically the same as a standard trade combo except there's a much smaller risk of missing Crescent Strike (but a much greater chance of failing the Lunar Rush cooldown reset!)
Thank you for reading. Please let me know if you notice any outdated sections or errors and I will do my best to fix them asap.
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