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DIANA BUILD GUIDE: (The Diana Guide) The Bulldozer of mid lane! by Karlhead

by Karlhead (last updated 7 months ago)

720,269 Views 8 Comments
9
Greater Mark of Magic Penetration(+7.83 magic penetration)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
3
Greater Quintessence of Ability Power(+14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
21
9
0
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 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

Runes

Masteries

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

Item Builds

Starting Build(s)
Default Starting Build
2
I'm in loading screen and need a build asap:


Start : dorans-ringhealth-potion2 or boots-of-speedhealth-potion4


Early : boots-of-speeddorans-ringdorans-ring


Mid game : sheenrabadons-deathcapsorcerers-shoessheen->lich-bane

End build : sorcerers-shoesenchantment-homeguardlich-banerabadons-deathcapguardian-angelvoid-staff+abyssal-scepter/zhonyas-hourglass


This end build is just an exapmle.
For more information refer to the Item build chapter.






Final Build(s)
Standard Final Items

Change log

06/12-13

Preparing for a big update into season 4!
For now the new items are updated, stay tuned!


19/10-13

Major changes in every single part of the guide!
I felt like this guide was getting really out dated so I spent quite some time fixing the whole thing.




7/12-12

Guide updated to season 3.

The guide will be focused on the mid lane.




29/11-12
new updates:

Major changes in all chapters!

I´m deleting the jungle section of this guide due to there are already 3 approved/featured jungle guides out there.





20/10-12

More info in the introduction Chapter.

More detailed build in the Item Build Chapter.

Trying to get this build approved so it can be found way more easy.

New Chapter: Warding

Also wanna thank you all for the ~80 000 views and not a single dislike :D

Introduction

Hi!

My name is Karlhead and I will start this guide by telling you a few facts about myself. Right now I´m playing in Platinum division I on EUW. I usually play in the top/jungle area but I've come to like the mid lane more and more and once in a while I like to play Diana.

[https://lh6.googleusercontent.com/mXEMR3wX7sTvzOw61wVhSgaSxECksLhLrmhjoxMRB4c=w310-h207-p-no][https://lh5.googleusercontent.com/-CLI_8npsC14/UmJ85OLD0wI/AAAAAAAAAM8/oAT0ZDgxWCs/w229-h207-no/s31.png]
[https://lh3.googleusercontent.com/-F14hpJtclTo/UMJ7D95Kf2I/AAAAAAAAAHc/s1c7EflusFY/s838/diana+123.png]


About Diana: Diana is a melee AP assassin which is most common seen in the mid lane or the jungle. Diana have some good burst potential but can get pretty bullied in mid lane since she's melee. Here are a few pros and cons with Diana.


Pros:

Good gap closer

Good Crowd Control

Very good burst potential/ A lot of damage.

Flexible/good snowball


Cons:

Can get bullied in lane since she is melee

Doesn't really have a place in a meta setup

Miss your in team fights and you won't be able to go in with your without putting it on a pretty long cooldown.


Summary: A champion with great potential for great damage and snowballing. Hard to fit in to a meta setup + Reliant on that you don't miss your .

Masteries

21-0-9

[https://lh4.googleusercontent.com/LZqB5nt7VdOHlXuDTehiDuxQccgJmsfdb-aLoR5q6RA=w825-h480-no]

Why 21-0-9?
21-0-9 masteries are very standard mid lane masteries for champions with mana and gives you overall very good stats. They give you a balance between damage and utility which is very appreciated in the mid lane community ;). Diana is an assassin champion and benefits more from damage rather than defense which you'll find in the defense tree. Here is a summary of the pros taking 21-0-9.


Offensive tree

  • Summoner's wrath - Gives you 5 AP and 5 AD when ignite is on cooldown. This is great for an assassin!

  • Sorcery - Gives you a small amount of cooldown reduction which is useful since you are reliant on your spells.

  • Blast - Gives you +1 AP every level which will boost your damage a bit.

  • Havoc - Gives you 2% extra damage which could be the difference between getting a kill or they escaping with a small amount of HP.

  • Arcane Knowledge - Arcane Knowledge is really important to Diana since it gives you 8% magic penetration which will boost your damage significant.

  • Mental Force - Gives you +6 AP which is useful early on.

  • Spellsword - Makes your basic attacks deal 5% of your ability power as bonus damage. This is good since it will give your basic attacks a bit more damage later on.

  • Archmage - Gives you 5% more ability power! Scales great into late game.

  • Executioner - Makes you deal 5% more damage to targets below 50% health. Makes you finish of targets more easily.


Utility tree

  • Summoner's Insight - Makes the cooldown on Flash 15 seconds shorter which could be useful.

  • Wanderer - Gives you 0.66% more movement speed while out of combat. This could help you to not lose that minion with very low HP while returning to lane.

  • Meditation - Gives you 3 mana regeneration per 5 seconds which will help you landing a bit more spells early on.

  • Mastermind - Makes your summoner spells lose 10% of it's cooldown. This is actually really op and may be the difference of getting a kill or dying.

  • Runic Affinity - Increases the duration of neutral monster buffs by 20% which will make your blue buff for example last longer. Really good!

Runes

I think the runes I have showed you in the beginning are really good for Diana and frankly for any other AP mid laner as well. It's the only runes I use after much consideration and testing, why?

  • Quintessences
When playing Diana you need as much damage as possible (without going glass canon) so taking AP quintessences seems pretty natural to me. They give you 15+ AP which is really really good early game.

  • Marks
I use magic penetration marks because I think it´s really effective, nearly every AP champion you play should have magic penetration marks because it burns through the targets magic resist which will make you deal more damage instead of the damage you get by going AP marks.

  • Seals
I use armor seals for better survival ability. You get 13+ armor which will help you in team fights etc.

  • Glyphs
I use magic resist Glyphs for the same reason I go armor seals just the other way around. ( Gives you 12 magic resist )

Summoner Spells



Explanation:


Great summoner and also very good to Diana because it stacks really good with
your and can also be a good escape. Flash is always a good choice. I´m gonna do the classic guide cliche and show you the Flash movie ! ;)



Very good summoner. Extreamly important to Diana because every assassin really needs that ignite to finish there target. (It will help you do that last damage to pick up the kill.)

  • Flash and Ignite is probably the most played summoners so it´s really nothing weird.
  • Never play without them!

Skills

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

Explanation:

An AP based passive which deals good damage. It takes three basic hits to trigger the passive but keep in mind that you only have like 3 seconds to use it because otherwise it will fade away and you will have to do it all over again. You will see when the passive is ready to trigger because your sword will glow. When the time to use it is running out you will see that as well because it will fade to it´s normal graphic again. It´s also an AoE attack which makes you deal more damage to more targets, very effective!

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:
A unique spell with it´s own skill shot design. This spell goes in a smooth curve so keep in mind that you should try to hit enemies at the end of your spell(tip of the spell) because that is much easier than try to hit them in the curve. This is also your main damage skill and it's also an AoE spell. It deals a great amount of damage. In lain phase try to harass your opponents with this spell but try not to dry your mana out. When you get the blue buff you can harass with it as much as you like.



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:

A good skill which gives you a shield plus three balls that deals damage to anything they hit. Diana is not a ranged champion so it´s really good she has this spell because otherwise she would get really poked when farming in her lane but now you can avoid taking unnecessary damage from you probably ranged opponent. Always engage with your Pale Cascade activated to lose as little HP as possible.

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

Explanation:

This spell is Dianas only Crowd control aka CC but it´s actually a really good CC spell.
It has pretty good range and it does not only afflict one target , it afflicts every opponets in the area so it´s an AoE cc spell. I´m guessing the only con with the spell is that it does not deal any damage. I know the spell makes surrounding enemies drawn to you but if so it´s a great chase spell but it´s also a good escape spell because they will slowed more than they will get drawn to you so keep that one in mind.

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:

A very good Ulti that has a low CD and high damage output. Always use your Ultimate on targets with moonlight so you can use it again. There is exceptions of course, for example when an opponent with low health is getting away and your is out of range then use your Ulti to catch up to them. You can also use 2 times if you know it will kill them. A really good assassin spell if you ask me.

Skill Order

[https://lh6.googleusercontent.com/-wIHkD8fDmEM/ULeS-7PLHSI/AAAAAAAAAG8/OGWysndLoMw/w786-h285-p-k/heju%2Bhej%2Bgalaglala.png]



This is by far the best skill order and I don´t think anyone can disagree with it. your does the most of your damage, your is a good spell but you don´t benefit from maxing it first because then your damage will drop big time. Your Is a classic CC spell that you take a point early in but leave it there until it´s the only thing left. Of course you should max as fast as possible ( level 6 , 11 , 16)

Item Builds

Items to consider/situational


/ both good shoes, it´s really a choice of what you like and your opponents team comp.

Lich Bane is a must have (if you ask me) to Diana because it stacks so well with her and with her other spells etc : and +.

It gives you a great amount of AP which you really need. Nothing more to it.

This item makes you pretty tanky and it also gives you AP + a passive that makes your
spells slow your opponents.

Many people buy Rod of ages for the HP, MANA, and AP on Diana and that is perfectly
fine, but i really prefer Rylai’s for the slow.

Good tank item which gives you armor and MR + a great revive passive.

Good item, gives you HP mana and MR and a passive which makes the next negative spell on you "disappear" ( 60 sec coldown)


R.I.P ;( (although it's not that good on Diana ;).)

An aggressive MR item which gives you MR and AP and a passive that reduces MR to
surrounding enemies.

A new good item which stacks pretty well with Diana. It´s a viable choice.

Good item to Diana. Very effective against AD opponents.

Stacks great with her passive since it gives you AP, attack speed and extra magic damage on hit with basic attacks.

More build info:



Hi! If you got the spare time, here is my longer version of the guide so you really now what to buy.


When going mid with Diana which also is the most played position, you wanna go more of an assassin build.
That´s why I always try to get the rabadon´s pretty early. I recommend you to stay away from the GPS/mana reg(/) items to mid Diana and go for dubbel dorans instead.

This should always be your starting items.
or


Then followed up by :

and then . OBS!: If you are against a ad mid opponent go instead of . After this take . You can always go Zhonyas instead of lichbane if you prefer this item over lichbane. It's about what you like. But if you wan't a label go lichbane against AP and zhonyas against AD.

After building you rabadon´s you should always upgrade your shen to an

Somewhere you should also have picked up when you feel like it.

Now I usually buy or +(or) ]

Now you should have 4,5 or 6 items depending on what you did back there. Now it's up to you what to buy!
You can just go with the ones I showed you in the beginning or insert some items from this chapter.

The Ultimate Combo ( 1vs1 )

explanation: You throw your then you activate your then you will jump in with . After that you will use your that will slow them + get them to you then you will basic attack with your then your will again go and finsih with .

This is your ultimate combo , You will probably not need to do all of this everytime( depending on what your against and how fed you are + your farm.) Sometimes you will probably be able to slay someone with If you attack an AD/AP carry and your fed.

Warding

[http://www.team-dignitas.net/uploads/tinymce/images/keep_calm.jpg]

Warding, warding and Warding.

It DOESN'T matter which lane your on. Always buy wards.
Wards save lives every day and that is a fact. Wards can make your team win team fights because you have vision etc. Always buy them.



But maybe your not so sure where to put your wards? Don´t worry I´ll show you.

[http://joshdovishaw.fclogic.net/misc/blog/LeagueofLegends/Warding101/WardingSummonersRift_DefensiveLane.jpg]
You should be focused on 3,4 for mid lane.

Also, Don´t forget to put out a pink ward at baron in late game

Counters and easy targets.

Counters


  • Mordekaiser - Mordekaiser is a really hard match up for Diana. Why? Well, his passiave really makes stuff difficult for you since it gives him a big shield against incoming damage. If you wanna get out of this lane alive keep good presure on him early game and try to snowball as much as possible.

  • Swain - Swain is a problem since his ulti + blue buff makes him really impossible to kill 1 v 1. Diana needs to be able to poke and do massive damage once she is going in. Swains ulti prevents that but it's till not impossible to win this lane if you play smart.

  • Syndra - Syndra has on of the biggest nukes in the whole game and can be deadly early on. Although if you don't feed her early she will not be a problem for you in late game. Syndra is one of the most powerful laning champions but is extremely hard to play in late game / team fights.

  • Ryze - Early on you will have the advantage on him but be ware of his mid/late game because if he get's that farm he will become deadly. So try to bully him as much as possible early on.

  • Kassadin - At the moment Kassadin is one of the most powerful mid laners there is. His ability to silence you is very effective on you + he got some great escape/roaming possibilities after level 6. So try to keep up with him when he goes roaming somewhere and play pretty passive in laining phase after 6.

--------------------------------------------------------------------------------------------

Easy targets

  • Katarina - This is your lane! just E when she goes into ulti and bully her as much as possible.

  • Ahri - Play passive until level 6 and try to q + r her as much as possible and use W when going away to prevent taking damage. Try to dodge em charms and this lane will be won.

  • Twisted fate - Twisted fate is really easy to play against in mid lane as Diana. Just dodge wild cards and engage after 6. He won't be able to deal the damage you do.

  • Kartus - Karthus is also fairly easy to lane against but will grow big into late game so try to make his lane a living hell for as long as you can.

  • Anivia - It's good you have a shield against anivia since her E deals alot of damage if she hits her stun. Try to take this into advantage and go all in when Q+E is on cooldown.

Early Game

In early game you should focus on farm (It´s really easy to farm with Diana because of her ) and harass your opponent with and . DON`T FORGET TO BUY WARDS! Wards are very important. If you get ganked it can ruin your game sometimes so buy that ward (only 75g). I think it is smart to wait until lvl 6 before trying to take out your opponent but if your jungler ganks take the opportunity.

When your level 6 you can try out the combo I showed you before. Always stay alert and as you should be focused on your own lane you should also be focused on the other lanes as well. Tell your team about incoming danger if they don´t see it themselves and if you see an opportunity to leave your lane ( roam) do it!

Early game might have one of the biggest impacts on the game because if you get the operand early on there is a very good chance that it will stay that way trough out the game. Also getting a good early game means that you can go roam bot lane and win that lane as well.

Mid Game

In Mid game you should still be farming but also leaving your lane sometimes to help out your team(aka snowballing/roaming). For example, when going mid you should be thinking about go down/up and help your bot/top lane and help your team with dragon and hopefully taking your opponents turret(s).

Diana is really strong in mid game because when she gets that rabadons she will do really crazy damage. Ganking will nearly always ends up with a kill which could resolve in you winning the game just because you took the time to roam.

Late Game

In late game you can always consider backdooring a lane if your team can push 4v5 on an different lane. Due to Diana’s passive she is a crazy turret slayer. When taking Baron ward up the place. Your support should also be warding but you should always help him/her for better warding.

A tip: if winning a teamfight and the other team has long death cooldowns don´t take baron if your team can easily push an inhibitor or even end it. If you notice that you won’t be able to end just take the inhibator and then go for baron nashor. Why? Well, you actually take baron to be able to push and if you already can push you should obviously do that.

Also never be to greedy because if you die in late game it might lead to losing the game because of one stupid greedy death.

Teamfights

In teamfights you can do following: Try to hit their AD carry/AP carry (depends who’s fed) with and then fly to them with and finish him fast.
Or if you feel pretty tanky you can go in and on every one so your team can focus out the AD/AP carry easier or maybe use it to slow the opponents so they can’t get to your AD/AP carry. Never the less you should always try to do your on opponents with moonlight so you can do your Ulti again when your Coldown on is gone.


When you are the AP carry you should try to stay back before the tank of your team engages. You don´t wanna be snared,stunned,grabbed etc because that can ( if your unlucky) be the end of the game. So always wait until it´s clear to go in and take out so many people as possible.


If you are feeling pretty tank or know that you can handle an engage do so. For example, Try to hit someone ( if possible one of the carries ) with and activate then go in with your and when you have so many as possible around you do your and your team can then easy go in and take out as many as possible. You should be carfull though because you don´t wanna die.

Final Comments

Diana Is a really fun champion to play and have many different positions, build and much more. I can really recommend you to buy this champion for several reasons. Easy to win with , let´s face it she is op but she is also a really fun champion to play with. Any who, I hope you liked my major update and I´d like some feed back about it if you have the time.

[http://1.bp.blogspot.com/-octU-gsdNko/UBW7kJX-clI/AAAAAAAAAIo/2rk8AKHGIh8/s400/Diana03.png]


Good Bye! / Karlhead.

Comments

February 11, 2014 - 12:07 AM #1

http://sh.st/cM6P

October 31, 2013 - 04:01 AM #2

Still have quite a bit to work on. You also need to remove any images inside of sentences, they cause line breaks when in a sentence. use the skill/item/champion name when writing a sentence.

October 25, 2013 - 12:40 PM #3

Yeah I guess putting 3 points in attack speed would work pretty well, it's your choice mate =)

October 25, 2013 - 09:11 AM #4

Hi, what's your opinion about put 3 points in atk speed masteries? It would synegize so good with your passive and you only should sacrifice 3 points in early ap, but if you put AP scaling runes in your set up at level 6 you will destroy almost everyone. And yes, 2 lines about zhonians are needed!

October 19, 2013 - 03:17 PM #5

Diana without Zhonya´s?GG

February 2, 2013 - 12:34 AM #6

Actually it is just one guide for mid as it is now.

January 2, 2013 - 09:29 PM #7

You still have a lot of work ahead of you on this. For starters, any guide that covers multiple roles, must cover both roles enough to equal at least 1 guide for each role.



Take a look at some other approved guides, and see what you may be missing, or lacking, and then expand upon it.

August 13, 2012 - 11:11 PM #8

Spelling is bad, hard to understand, too many lanes for one guide, diana isnt in your top 11 played and you didnt show your score as her.

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