100%
votes
4
Dislike

DIANA BUILD GUIDE: (S3) The moon lit jungle by dpckls

by dpckls (last updated over a year ago)

34,557 Views 2 Comments
9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Ability Power( +10.71 ability power)
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
0
21
9
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
0 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 2/3
mastery 3 mastery 3 2/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Moonsilver Blade
QCrescent Strike
WPale Cascade
EMoonfall
RLunar Rush
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
0 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 2/3
mastery 3 mastery 3 2/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Moonsilver Blade
QCrescent Strike
WPale Cascade
EMoonfall
RLunar Rush

Champion Matchups

Introduction

Diana is an amazing new AP jungler. We have needed a new AP damage jungler for a while now and here she is. Here is my way to dominate a game from the jungle with the newest champion at our disposal. Diana deals heavy damage throughout the game and has great initiations and amazing ganks. This guide is a work in progess as everyone learns to play Diana.

I will also keep updates here when i get them:

  • Guide released - 9/12/2012
  • Guide Updated (S3) - 12/26/2012

Changelog

Diana Patch notes 8/29/2012:
General
  • Base Health Regen reduced to 7 from 10
  • Updated model and splash art for Dark Valkyrie Diana
Crescent Strike
  • Damage reduced to 70/110/150/190/230 from 80/125/170/215/260
  • Ability Power ratio reduced to 0.7 from 0.8
Pale Cascade
  • Damage per orb reduced to 20/34/48/62/76 from 20/36/52/68/84
Lunar Rush
  • Cooldown increased to 25/20/15 seconds from 20/16/12

All this really means to a diana player is that it is more important to land Crescent Strike. Your jungle will be slower because of the less damage per orb and every Crescent Strike but everything stays the same.

Patch Notes 12/13/2012:
Crescent Strike
  • Base damage reduced to 60/95/130/165/200 from 70/110/150/190/230
Pale Cascade
  • Orb detonation damage radius reduced
  • Adjusted orb hit box to better match the visual effect
Moonfall
  • Maximum pull distance reduced
Lunar Rush
  • Cast range reduced to 750 from 900
The biggest problem i have found with this adjustment is that when you auto-attack and activate Pale cascade that the orbs will not detonate. This means that her auto-attack range is larger than the orbs hit radius. THIS IS UNFAIR; it means that you HAVE to move in closer and auto-attack at the same time. Otherwise this is just a nerf to Diana putting her in a more controlled area because it makes it so that she doesn't snowball as hard. There were some cases where Moonfall was pulling in enemies at a very far range making her "OP" however this now has been adjusted so when people complain just kill them and win. You must consider both sets of patch notes.

Pros and Cons

Pros
  • Good damage all game
  • Great ganks after 6
  • Fast clear of jungle
  • Long range

Cons
  • No good escape
  • No starting sustain
  • Squishy without items

Skills

Passive: Moonsilver Blade
Diana has increased Attack Speed. Every third strike cleaves nearby enemies for additional magic damage.

Explanation:
Diana's passive is quite amazing for jungling, clearing and dealing an extra damage strike. Auto attacking increases attack speed and every third attack cleaves for extra damage which works well with the AS reds. This allows for easier jungling and more damage once you get sorcerers shoes because it deals magic damage.




Q: Crescent Strike
Diana swings her blade to unleash a bolt of lunar energy, afflicting enemies with Moonlight and dealing damage in an arc before exploding.

Explanation:
Her most damaging ability. It clears waves really quickly because it hits and passes through every minion. This is important when jungling because you can hit every mob in a camp with it allowing you to see every mob and dealing maximum damage in one strike. This makes it easy to gank. When clearing minion waves it works well with Pale cascade because if all the minions get low from Crescent strike then kill them with Pale cascade.




W: Pale Cascade
Diana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. This shield is refreshed if all three spheres detonate.

Explanation:
Her main jungling spell. Take this a level one when jungling otherwise start with Crescent Strike. This spell also allows Diana to survive team fights very well. If you need more defense early game i suggest leveling this before Crescent Strike. Take note that this also increases damage on the orbs and allows some damage.




E: Moonfall
Diana draws in and slows all nearby enemies.

Explanation:
Her utility spell. It is an awesome ganking utility spell. An important thought before casting this spell is checking whether your passive is ready because you can hit everyone that was just drawn in. This spell is extremely similar to 's e ability. It can be better and worse depending on what you are trying to do. Escaping its harder but for engaging or initating its better.




R: Lunar Rush
Diana teleports to an enemy and deals magic damage. Lunar Rush has no cooldown when used to teleport to a target afflicted with Moonlight.

Explanation:
HER ULT, well DUH. It is a great ganking mechanism and a great initiation as well. It doesn't have any immediate CC like an Ashe arrow or maokai snare but it is extremely intimidating. Use this to your advantage. It can turn around a few deaths because the enemy is scared of you. This allows you and your allies to escape unharmed. The only problem with doing this is you must be intimidating throughout the game and probably need to be fed. Other than that it is an amazing ultimate and even better with .




Skill Order

>>>

Please note that when jungling level Pale Cascade to level 2 before maxing Crescent Strike.

Combo

Diana's main combo for sustained fights:

-->-->-->-->-->


I activate Pale Cascade before Lunar Rush so that you can hit an orb as you ult resulting in more damage and a more likely ability to hit all 3 orbs. Also that you absorb more damage because you put up the shield first. If you have or use Lunar Rush before Pale Cascade so that you can get more damage which is explained below

For as much burst as possible:
-->-->-->-->

The reason it changes is because you normally would have to wait for cooldown to come up.



Once you have built or Diana's true damage come out.
NOTE: that this is a full damage all out offensive combo.

HERE IS THE COMBO

AA = Auto Attack

-->--> AA-->--> AA-->--> AA-->--> AA

Here is the reason. Q+R makes sense and get you close to the enemy. auto attack to use the Lich Bane proc and to start stacking her passive. Moonfall to keep the enemy close and to proc another Lich Bane passive. Auto attack again for the proc. Shield for damage and yet another Lich Bane proc. Auto attack number 3 is diana's passive and lich bane proc dealing massive damage. Ult again to get another Lich Bane proc and auto attack for the finish of the combo.

Masteries

[http://i.imgur.com/AGcw3.jpg?1]

I run 0/21/9 masteries.

  • 21 in defense for armor, decreased damage by minions, returning damage to minions, health, reduced damage, movespeed, CDR, and of course 3% max health and decreased time disabled. This I run overall because Diana needs the defense all game and its a great way to do it.
  • 9 in utility for some mana, move speed, and longer buffs. I chose utility over offense because she doesn't really need more damage with the early AP in the rune page.

I have tried running 21/0/9 masteries for extra damage but i feel like that isn't needed because she can put enough damage out with items and needs the tankiness for being melee. So instead of building tanky you can just use 0/21/9 and build more damage.

Runes

[http://i.imgur.com/mK7lL.jpg?1]

I run attack speed reds, armor yellows, flat ap blues, and Flat AP quints.
Note these are the same runes phreak runs and i have tried other variations

  • The reason for using attack speed reds is to proc her passive more which is the way you jungle without blue buff. Also it is standard jungle marks.
  • Armor yellows is simple it is quite standard and helps a ton with ganking bot or clearing camps.
  • Flat AP blues is important and different. I tried MR/lvl and AP/lvl in this spot which doesnt work quite as well, because the extra ap helps with clearing the jungle faster because it helps deal more damage and it allows for more of a shield to protect her as well. You still can run MR/lvl if you think you may need the extra MR or tankiness you can run them.
  • The AP quints are for pure damage output from ganking or jungling.

Summoner Spells


Flash is a defensive spell that is always a great choice. It allows you to jump over wall or minion waves to get away or to get closer. Flash is a last moment choice normally because it can make or break a fight. However if you start with it it can be extremely unexpected. Flash can be used in open spaces to create distance however Ghost is better for that.


ALWAYS TAKE SMITE WHEN JUNGLING. It is a must. Smite helps with jungling and it does more than that. It can secure or steal dragon or baron which can turn a game around in an instant.



Substitutes for flash include:

Another defensive spell used more for creating distance and being a longer range boost. Its job is to get you where you need to be because you are farther away. Simply, its meant to make gaps larger or smaller depending on what you want.


Take when you KNOW you are going to be counter jungling or when your team needs an exhaust. You can still take it in other situations but in those instances it is a must. Exhaust is great for 1v1 and is an aggressive pick.

Diana's sustain item

This is so important i decided to make a whole section about it. As a jungler you need a sustain item and since there is no AP jungle similar to then we get to choose from and and and . This section will be about which one to choose when and why. I do no disagree that is the better item however i do not agree with buying it every time.


This is the new ap sustain jungle item. It will probably be your sustain item of choice now however there are stil times to consider other sustain items. You want to pick this item when you need spell vamp and jungle speed. It gives health and mana regen which help when changing camps or setting up a gank.


Get this when you KNOW you will be the initiator for teamfights. It gives you the health you need for the initiation. It also grants tenacity which allows you to get Ninja tabi for boots instead of always going mercury treads.


This is clearly the better item between WOTA and Hextech Gunblade should be the item you aim to get at any point however there are times when not to get it. Those are explained above. There are more situations when Hextech Gunblade is the item you want however all those situations are when you shouldn't get WOTA.


When your mid is going to get one because the WOTA aura's will stack adding additional damage and spell vamp for teamfights.When you are behind. IT COST'S LESS. Wriggle's Lantern is only 1600 which isn't much for an AD jungler. However WOTA cost's 2500 which is expensive for a sustain item. Hextech Gunblade cost's 3625 which is INSANE. This is an important thing to remember because trying to build Hextech Gunblade for too long can set you back even farther.If you have an AP heavy team which means 3+ AP on the team(that includes you).

Item Builds

The most important part of playing any champion well. I have placed my item build but will go into detail. I tried to order the items in order from most importance to least however they are all important and some may be more important in different situations.

Thought process of building Diana
I always start because you are going to buy boots at some point, it helps clear the jungle faster and it allows for better ganks especially early on. On your first back grab one of these:*
1. Grants AP which increases your jungle speed and gank damage. Aim for this item but don't get it if the situation calls for it.
2. If you want some early mana regen and health regen. You should only get this if you feel like you are going to need the mana regen or health regen.


The next item you are going to get is your sustain item. Normally it will be however look above to the survival item section for a more in depth analysis. After this is really where your build really starts to change. It depends on if you wanna build damage or defense or sustain.

Damage
- For damage building into that builds into a lot of items including .
- Tons of damage building into or.
- Damage through auto-attacks. Builds into .
- For attack speed for procing . Builds into .
- Extra magic pen. Adds good damage early on.

Defense
- Great health boost. Builds into or possibly .
- Good for magic heavy teams. Builds into or.
- good against an AD heavy team. Builds into tons of items like .
- good against magic heavy teams and heavy cc teams.
- good against AD heavy teams.

Sustain
- Health and Mana Regen, builds into and .
- Adds AD and lifesteal which helps clear jungle faster. Builds into .
- best sustain for Diana, grants spell vamp and ap, builds into and .

Building after this point depends on the kills you and your team has versus the other team and where the kills are, what items your team has and what items your enemy has. I have some example builds below however your build should change every game depending on what is happening. There is too many variables to try to explain everything. IF you have no idea what to build and you haven't built go there. Can't ever go wrong with Rylai's on Diana.

*Exception. The only exception is if you have 3 or more kills before your first back in which everything changes. This is when you skip a GP10 and just go to and on into large amounts of damage.


These are builds i know to work well in many situations

Diana is an AP jungler with an AD edge. This allows her to be extremely powerful throughout the game. i am going to go into detail about different builds that i have tried and worked well. I always start with and i always grab or depending on what i need early on.

Core:
This build is an all around damage and tanky build which allows for survivability for teamfights and a good amount of AP for damage output. With this build you should have the capability to be one of the best 1v1er in the game. I feel that this build will be the main one because its an all around build.


Core:
This is going to be your full damage build. You should build this if you want to be a carry or a huge threat. You also should build this way if you are fed so that you are always a threat causing the enemy team to surrender. Rylai's in this case is used as an offensive weapon because the extra slow you get allows you to catch 1 person out easier or to catch a fleeing enemy.

Core:
This is a tanky build aimed at being an off tank if you need one. It gets some cc from rylai's allowing for Moonfall to be a heavy slow and allow for you team to initate nicely. Diana is a great off tank because Moonfall is very similar to 's ult. Note that you can swap Frozen heart for Guardian Angel if you feel like it. GA is a little bit cheaper however you get more armor and some CDR from Frozen Heart.

Core:
This is a supporty damage build in which you add 3 auras to your team for teamfights. Dont get Runic Bulwark if your support is going to get it because you dont need 2. However if you do want to you can because you will get the added bonus from the supports aegis. If your support is going to get Runic Bulwark i suggest getting Frozen heart or GA. The magic reduction from Abyssal Scepter helps the AP carry damage in teamfights.

Item Combos
When building with Diana a good amount of thought needs to go into what you are going to buy. Whether you will build health, MR, armor or damage and what kind of damage do you or your team need. Certain items work better with others and here are the 3 combinations that work better together.

+
This works well together because of the ad from Hextech Gunblade and theLich Bane proc allowing for great damage. These two items allow for a lot or all-around damage sustain and some mr. Zhonya's Hourglass would go well with these two.

+
This one seems odd i know but it works quite well actually. It works because you need some sort of ad item so that jungling is easier. The AS from Nashor's is enough to jungle with . The WOTA is for an ally AP heavy team or a synergy with the AP carry having WOTA. This is also a cheaper build.

+
The AD from Hextech Gunblade works extremely well with the AS from Nashor's. If you decide to get these two items it will allow you to jungle with the utmost ease. It allows you not use mana to jungle. most of the time all you need is to auto-attack.

Other considerations of items:

I talked about it above however its just a reminder. This is a great item for the passive and it gives armor and some MR.


Great AOE counter to any AD. Great active ability. Grants Armor and health.


This is a good item on Diana however i like better because of the slow.


If in need of cheaper armor and health. The Passive from this item is extremely useful when jungling.


If in real need of Armor. Cases like fed adc or against an AD heavy team.


This item is like adding another damage spell to your combo its simple damage.

>
If you really need the mana regen or just a little MR or both. Add CDR for Athene's.


If in need of more magic pen if they are building lots of MR.


If you wanna fly around the map and gank everything everywhere. This is fun to do on occasion. or if you really need to gank a ton of places


If you want more CDR and some mana regen its a great item. It also works if you need an ignite for some one like .

Jungling Diana

Diana is a quick speedy jungler that is meant to be ganking everywhere successfully and still clearing the jungle. She is a high paced and intense jungler. If you wanna gank before 6 plan ahead and have your lane ready because you cant come out really quickly when you don't have your ult. Diana is like in the area that your ganks are ok until you hit 6 when they become some of the best in the game. I normally start blue then get red and then start ganking like a mad man trying to get as many kills and assists as possible. I can if I feel the need to, i can start at red and level 2 gank somewhere if I will work and then i can continue to blue and continue to jungle. When jungling Diana you can hit every creep in a jungle mob with her q. Doing this makes for a faster and easier jungle. This helps level 1 and level 6.

I will start with the jungling basics
Your job is to be the person with their eye on everything waiting for a time to strike and bringing the enemy down. Be careful because you must keep an eye on your team and ESPECIALLY YOURSELF because if you allow yourself to get too far behind you cant help your lanes as much and everything may go downhill, something called snowballing. A well played jungle versus a non well played jungle can easily determine a game.

Things to think about when jungling
Start before the game even starts. Ask yourself these questions:

Who is your enemy jungler?
Where does he start?
Can I 1v1 the other jungler?
Should we invade? Are they going to?
Where did we get counter picked? (probably going to help those lanes more)

Knowing these things are what separate some who can jungle and someone who does. These questions are aimed at getting you started in the right place. Prepare for everything.

Route
A normal route goes wolves->blue->wraiths->double golems->red->gank/counter jungle.
For a level 2 gank i suggest wraiths->red-> gank or red->gank.

Guarding
This is an extremely important part that your allies should always help you with. If the enemy is going to invade or not it is still important. Keeping your jungle yours allows you to have a safe haven. If you cant do that you will lose a lot of your jungle very quick and you will early and quickly. Always protect your jungler if you expect them to help you. I will refuse ganking for someone if they cant do something extremely important and easy and they just don't feel like it.


If they invade Blue

This is critical for you as Diana. Blue it what allows her to be exceptional in the jungle. If this happens you have 3 choices. If you die then you must improvise and go straight to red and get a leash because you need to get jungling.

1. Run for their blue and steal it while they grab yours. (Good outcome, medium risk level)
2. Stick around and try to smite steal your blue. (Good outcome, high risk level)
3. Run away. (Bad outcome, no risk level)


If you invade blue
Whatever you do try not to get spotted early or don't go without everyone. This could end poorly if it isn't done with extreme caution. Remember if their jungler normally starts blue and will they be defending it. Once you get there you must think what is my enemy jungler gonna do. Are they alive and gonna steal my blue? If you think they are try to get at least 3 people to stay and give someone who needs blue to them. You and whichever lane is closest to your blue teleport home and go to your blue to stop the invasion and get both blues shutting down their jungler.

If they invade red
If this happens then someone wasn't guarding red. This means that they got it and got away without you ever knowing. When this happens there isn't much you can do except keep jungling. If someone is protecting and you learn they all are going for your red have the sensibility to go their red come right back and grab your blue. Simplest way to do that.


If you invade red
Same as above. Try to get everyone if you think that they will start red. Some are obvious red starts and some aren't. The only time i would invade with less than a whole team is when you KNOW that they are defending blue. Normally to do this well you need clairvoyance.


Ganking
The most important part of jungling. When ganking you must decide if you wanna gank then how are you gonna gank.

1. Look at champions health bars. If the enemy is below half and your ally is above half, this is a great time to gank.
2. If the enemy has more than half hp and your ally does not this may not be a good time to gank. It is still possible to get a successful gank however it is more difficult.
3. If your lane clearly will die soon do not gank just cover for them so they can gop back and buy then come back to lane.


Ways to Gank
There are 3 different ways to gank.

The main way most times you gank is to the side of the enemy from the river. Easiest way to gank, which makes it so popular. The biggest flaw it that it is easy to avoid with a ward. This is where the other two types of ganks come it.

The lane gank. This is most difficult to do well and can only really happen with a pushed lane. Thats what makes it hard yet extremely surprising. If your lane can bait well it should be an easy kill or two.

The sandwich or pincer gank. Where you as the jungler go behind the enemy as your lane comes from the front allowing for most time for you and your ally(ies) to kill the enemy. This is the most difficult gank to do mostly for the fact that it can be warded and it is very obvious to the laner(s) because they need ti be pushed for this gank to happen well. The only time that this gank can happen is when you're blue and ganking top or purple and ganking bot because of the tri-bushes.

Warding
IF YOU WANNA WIN YOU BETTER BUY WARDS. BUY A WARD, STOP A GANK, SAVE A LIFE. Warding is one of the most important things you gotta do AS A LEAGUE PLAYER. Whether you are AD carry, AP carry, jungle, top, or support; you should buy wards. Warding is one of the most important things you can do in a game. If you dont know how to ward i suggest you find a warding guide because it is going to be better than what i am going to be able to give you.

Counter Warding
I do not suggest grabbing a pink for one of your lanes, if you are gonna do that just grab oracles its so much better when you are roaming early on. You really shouldn't ever grab pinks too early because its a waste of money to keep buying pinks if the enemy is just gonna keep warding. You might as well just grab an oracles.

Early Game

Early game as Diana is extremely important. It can determine if you are going to do well or not. Getting to 6 is important. This doesn't mean just jungle till 6. You need to help your lanes and if you can get a kill or assist which grants xp but only if the opportunity presents itself. Something to always look for when jungling is when a lane decides that killing the opponent is more important than cs. They are having a 1v1 or 2v2 situation in one of the lanes and are totally ignoring the minions. This is your time if you are nearby to show up and make it 3v2 or 2v1 and get a kill or 2. An important aspect of Diana is she needs to be farming or getting kills and doing something productive. If you don't do this throughout the game you will be behind. If you can do it you will be very far ahead normally at the same level as your mid or top. That is why she excels.

Aggressive vs. Passive
Aggressive Pros
  • More kills for you and your team.
  • Gets you ahead throughout the entire game.
  • More ganks.
  • Allows for more early game dominance.

Aggressive Cons
  • Higher risk level
  • If done incorrectly can feed enemy team
  • If done incorrectly you could fall behind easily

Passive Pros
  • Lots of farm
  • Less risk

Passive Cons
  • Higher possibility if teammates disliking you.
  • Less Reward(Only personal gain not team gain).

If you can find a happy medium of aggressive and passive playstyles then your in business. The problem with this is it changes every game.
Finding the right places to go each game differs on the people playing the game and the champs they are playing. I will try to explain some situations where you need to be.

If your lane is losing DON'T always gank. This could potentially end in 2 kills for the enemy lane and all you are doing is making your lane lose harder. Try to determine whether or not you can gank successfully. If you think you can DO IT. If you are not sure or don't think so just cover for the laner allowing them to b and you to hold their lane. DON'T PUSH unless their lane opponent is gone then you can push the minions into the tower to die blocking cs from the enemy.

Appearance is NOT everything. Sometimes a lane looks pushed and it could be a great gank opportunity. Try to figure out if a lane is doing ok by asking them. Just because they look ahead or look behind doesn't mean they are.

Mid Game

This is where Diana really shines. You get 6 and get some more AP and you start to roam more. You can deal heavy damage and your ganks are extremely powerful. Also at this point you have enough AP that you can kill jungle camps with extreme ease. You can now 1v1 almost any jungler. I normally do 1 jungle camp then try to gank then do another camp then gank. This is where you become a huge ganker and try to become a high value target so that it takes the focus off the carries. As you become the main focus build tankier so that it takes longer to kill you. This is where either you choose to carry (in most cases you do) or to let your carries get kills. It shouldn't take long to be anywhere and if you feel like you need more mobility grab .


If your team is losing
You gotta try to get as many as your jungle camps as you can. Your team will probably be taking them because they are behind in levels and/or farm. Try to form a defensive arc around your base trying to make sure that it is completely secured so that you can move through it without getting caught. If you cant do this without warding GREAT because the enemy is stupid. Otherwise try to ward your jungle so that your team can move easily through the jungle without getting caught and feed. That radius will shrink and you continue to lose however it can get bigger as you come back.

If your team is winning
Be aggressive. This is when to show the enemy team to FEAR you. Roam, take objectives, push, gank constantly and counter jungle. Diana should almost always be aggressive however there are times to not be aggressive but most of the time you should be. Always remember that you don't have a true escape mechanism.

Late Game

You have 2 choices to choose from in late game, roam or stick with your team.

Roaming
Once you get through most of your build you become one of the most powerful 1v1 champions in the game. you will tanky enough to absorb damage and you can deal heavy amounts of damage. If you can find a 1v1 conflict do it however try to make sure you have wards placed and don't get caught by more than one. The main reason you are able to do this is because you have a gap closer and a really tanky damage output with . In these skirmishes is is very important for you to land .

As a team
This is where you will be going with your team into teamfights or getting objectives. MAKE SURE YOU ARE WARDING. just a friendly reminder because i think you could always ward more: not that you need to but you always can. After grabbing you shoud be easily to tank baron and dragon. If you can find an unprotected turret go take it as a team because then all it does is give you all 150g. For teamfights please refer to the teamfights section.

Teamfights

At this point you should have grabbed at least one defensive item by this point because you are going to need it. You have 1 of 2 jobs going into a team fight.

Take out their largest carry

You in teamfights are generally going to be a counter carry. That means you find their most fed or the person with most damage on their team. Your job is to kill them or get as much damage on them as possible. It is very easy to do with Diana because of her + combo. You can normally get right to them if you don't get stunned or snared first. To do that you either can try to wait for the cc to come out and you dodge it which is hard or you try to go before it which is hard as well. It depends on the team comps of both teams because if you have more cc than you can go first because your team should be able to cc more. The real problem is still judging when to go in or when to wait. Its another one of the judgement decisions that depends on just about everything that is happening and just happened so making the correct decision is difficult.

Initiation
Catch people out of position and initiate. Initiating as Diana is as simple as -->-->-->. Initiation done :). If need be you can Flash-->Moonfall or just Lunar Rush-->Moonfall. It works like a complicated ult. A similar comparison is a ult to w+q combo. During the mid game try to always be doing something. Don't be waiting for a gank or a camp to respawn. Initiation is all about timing. Finding the correct time to initiate will put your team in that much better of a position. If you initiate poorly you can lose the teamfight. If you can catch someone out of position good. Do it. If your team has more poke then theirs then wait for the initiation so that when you do initiate you have the clear advantage before actually fighting. Also remember if they have more poke initiate earlier allowing for less damage taken on your team so that they can fight better.

Final Comments

Please comment if the guide is bad so that i can make it better. I will add an Changelog section for Diana patch notes and correctly adjust the guide as needed. I will take input from all comments and may or may not take input but all input is greatly appreciated. This is my first attempt at a guide so please help.

Comments

October 17, 2012 - 09:32 PM #1

When explaining items, summoners, skills, etc, Use the name of the the item, summoners, skills, etc, do not just use a tool image. large amounts of tool images in a guide, like the yours, isn't very attractive, and it looks a bit lazy. Please take the time to write out the names of things, or use the key macros for skills(q,w,e,r). Tool images are good, but too many is sloppy. its ok to use them for a picture of the item, but when you go into detail about that item, it is not necessary continue using pics of that item.



I would also like to see some better explanations on the skills, summoners and items as well.

September 21, 2012 - 05:39 AM #2

Why is your skill order chapter so far from your skill's chapter? late game and team fights are2 separate chapters. With that, please write a full late game chapter. Give me some form an an explanation as to why you take those summoner spells one sentence is not enough. Some better details on your items would be nice too. Also, give some form of a walk through on buying items. All i see are complete builds(fyi, core items are not your full build. they're items that you will always buy and possibly become better items later on. items like wriggles, heartof gold, etc.)



On a personal note, include some photos of your rune and mastery pages. visual aids are always a +, :D. Also, its a bit tacky to put "Guide approved - " in your guide when you haven't received approval as you never know if you'll actually get approval.



You've got a lot of merit here, but you need some more work. Get back on it, then see me later about it.

Username
Don't have an account? Create One!