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DIANA BUILD GUIDE: Going to the Moon by Reginald

by Reginald (last updated over a year ago)

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

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
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 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
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 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
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
0 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 a pretty strong character and she specializes in assassinating and engaging. Diana is a strong champion because she sets up kills and team fights for her team. She specializes in the ability to engage. It is very easy to kill an AP carry or AD carry with her. Diana is a fairly easy champion to learn, the hardest things about her is to understand her ability of engaging a team fight.



Riot nerfed Diana wayyy too hard.

Masteries

I go with 21/9/0 on diana mainly because with the new season 3 changes, I no longer need mana regen. With the early game flask, you don't really need mana regen, so I prefer the 9 in defense to have more survivability. You get enough mana from your starting items.[http://i.imgur.com/kTZGZ.jpg]

Runes

I usually go 15 AP , 13 armor , 12 magic resist. However, if you're going to play against a weak lane - swap out your armor seals for HP per level so you scale more into late game. Those runes are very standard. AP for damage, Armor and MR for survivability. [http://i.imgur.com/1WOY5.jpg]


I use HP per level runes against champions that are weak and cannot harass you multiple auto attacks.

[http://i.imgur.com/ESnlS.jpg]

Skills

Passive: Moonsilver Blade

Explanation:

A very common passive used on many characters, however most casuals players don't really make good use of diana's passive. The idea is to proc your passive from hitting creeps and then using you crescent strike and comboing with your lunar rush to close the distance in order to auto them for additional damage with your passive.



Q: Crescent Strike

Explanation:

Diana's bread and butter skill. You max this first, this is diana's "wave clear spell" . She uses this ability to farm and deal damage. it is quite hard to land initially when you first play Diana, however it gets easier and easier as you play more. The hardest thing about this ability is to land it at clutch moments and it takes a lot of practice.




W: Pale Cascade

Explanation:
Diana's shield, you also combo this skill with crescent strike to wave clear. Its a very basic spell, just shield yourself when you go in. There is really nothing tricky about this spell.




E: Moonfall

Explanation:

Moonfall works as a vaccum and it pulls all of your opponents closer to you and lowers their movement speed. This is ability is really strong against carry champions because they're really squishy so they have to instantly flash as you moon fall them. You can usually burn a squishy champions flash by just lunar rushing and moonfalling them. The Idea is to lunar rush, moon fall, and use stasis from zhonya's hourglass.



R: Lunar Rush

Explanation:



Lunar Rush is Diana's ultimate and is a huge gap closer. This spell is the reason why Diana is so good at engaging. Your ideal situation is being able to creseent stike (Q) your target and lunar rushing the AP/AD Carry. If you land a crescent strike, your lunar rush will not go on cooldown on the same target, which means you'll be able to lunar rush once more for maximum damage. However if you see a good timing to engage, just engage with lunar rush because positioning is key for enemy carries. If you a see an opening, you can lunar rush and pull their carries together and then use your hour glass for safety. By doing this, you can setup kills/ teamfights for your team. You must learn that through playing many diana games and having good judgement.


Item Builds

Optional Item:

dorans-ring
Doran's ring provides you with early game survivability and strength. However, it'll delay your build. Purchasing 2 is usually standard, however if you can build mid game items without getting this, it'll be more optimal.

Strong against AP:

abyssal-scepter
Gives you Ability power and magic resist, is a strong item against double AP.

Strong Early Game
haunting-guise
Strong Early game item, good when you're snowballing.

Essential :

Very Strong item, this is absolutely the most important item on Diana. It gives you the ability to engage on multiple people without dying.

Essential:


Rabadon's isn't as important as hourglass, however diana does not do that much damage after nerfs, so you have to build this right after hourglass.

Essential:
or

Sorcerer shoes against most match-ups and mercury treads a very high CC team, like maokai, amumu.

Required:


You want to build this as a 5th or 6th item when you feel like you aren't doing enough damage. However it is not nearly essential like hourglass.

Strong:


DFG Is a strong item and allows you to a burst down a target at the start of a fight, it is very strong item.


Counters , Things you need to watch out for.

1: Silence.
2: Skarner Pull
3: Cho'gath silence
4: Chain CC

The worst case scenario is when you engage on to 3 champions and moonfall them and you find yourself silenced by a soraka, thus making you unable to use your hourglass. You must be very careful when playing versus champions with silence because they can heavily penalize you for your mistake.

In my guide, I talk about engaging very often and why it is so important.. but always make sure to take precautions. Make sure when you're engaging that you can pull off your zhonya's hour glass. Silence and Skarner Ults can screw you up royally.

Lane Match-Ups


Match-up: Easy
1: Careful of Charm (E)
2: Wait until level 6 and then abuse her.
3: Land Crescent Strike
4: Build Abyssal

Diana completely abuses Ahri once Diana hits level 6. The only thing you need to be careful about is any ganks pre 6. Ahri is a very squishy and fragile champion and Diana is a tanky caster that has a gap closer, so Diana completely counters Ahri. All you need to do is land crescent strike on Ahri and Lunar rush to her and Ahri loses. Diana completely beats Ahri in and out of lane. Just be careful of getting caught with charm and stay behind creeps.


Natch up: Difficult
1: Careful of Autoattacks and Flash Frost ( Q)
2: Always Remember that Anivia has Egg
3: Wait until 6, unless you have a very good gank.

Anivia is a very safe middle and she has a very long range. You have to be careful of her auto attacks, a good anivia will abuse you and make use of her long range. Because of the Season 3 changes, you start with a flask and multiple health potions, so you don't have to be too afraid of harass, I would go with hp per level runes. You must be careful of multiple attacks combo'd with a flash frost though. Once anivia hits 6, she'll constantly push the wave at you and harass you when you're farming. You have to wait till 6 for any kill opportunity unless you have a strong ganking jungle like lee sin or Molokai. Anivia is one of hardest match-ups to deal with because you're an assassin and anivia has an egg =*(.


Skill Match-up
1: Buy Pink Wards
2: Careful of burst
3: Get Abyssal
Akali versus Diana is a skill match-up and is solely reliant on the junglers if you play it out correctly. You can only kill Akali with Pink wards in middle lane, so if you're going for kills - make sure to buy pink wards. Akali will harass you in lane with her (Q) and you can't really do anything about it... You will not have any chance of killing her until 6.


Match-up: Moderate
1: MR RUNES
2: Abyssal
3: Be careful of burst and ganks with stun.
Diana can't really do anything to Annie before level 6 unless she can get a gank. If you have a strong jungle with a snare, then you have kill potential... otherwise you have absolute 0. You need to watch out and play safe when annie has her stun up because she can stun you at anytime with her ranged spells. It is very easy for annie to snare you and setup kills for her jungle. Once you hit level 6, you can abuse her once you build some MR. You can easily trade with annie because of your shield and focus damage. If annie wants to beable to 1on1 you, she needs to use her ultimate and you can just walk away and continue to trade.

Match-up: Easy
1: Dodge Brand's Stun
2: Watch out for harass
3: Dodge his Pillar of Flame

All Brand has is his Sear {Q} to protect himself against Diana. Brand will try to auto attack you a lot in lane. That his is only snare/stun. When you lunar rush towards Brand , just try to sway to the left or right and if you dodge his stun, he is dead. Brand has a lot of harass in lane , so keep your health high and wait until level 6 before you can abuse him, Diana usually doesnt do much till 6 unless she has a strong jungle like maokai. Sometimes, you can just flash Brand's sear and you're guaranteed a kill. Just make sure you don't get stunned.

Match-UP: EASY
1: Do not let Cassio Ult you.
2: Careful of harass.
3: Dodge her Noxious Blast (Q)

Playing the match-up against Cassiopeia is really simple, the only thing you really need to do is dodge her Noxious blasts and her ultimate. If you engage on Cassio, you can tell by her animation when she uses her ultimate- so just flash it and kill her. In the early phase of the lane, she will try to harass you with her Noxious Blase ( Q) and her Twin Fang (E). Make sure to keep your health high because she does a lot of burst damage with ignite. You can't really trade against cassio till 6. You have to be careful when you lunar rush her because she can easily ult and kill you if you don't dodge her ultimate. It's best to call for ganks. Diana specializes in setting up kills with her lunar rush and moon fall.


Match-Up: Even
1: Farm
2: Be Patient
3: Wait for Mid Game
Diana versus Cho'gath is a farm match-up. Both champions of kill potential on each other with ganks, however its usually a farm match-up. Harassing Cho'gath is really pointless because he has a lot of sustain with his passive and he heals per minion he kills. Your goal is to setup organized ganks on cho'gath. Watch out on being counter ganked because cho'gath has the upper-hand on a 2v2 battle mainly because he has more burst damage and disable. He can silence and stun, whereas you only have focus damage and a slow. Diana specializes in catching off targets, so remember your specialties.



Match-Up: Medium1
1: Careful on Ganks
2: Careful on Gragas 6
3: Be careful of Gragas' early burst

Gragas versus Diana match-up can be a very aggro match-up because they're both melee and gragas is a very strong early game champion so watch out for his damage. You need to be careful when he turns level 6 because he can knock you back and set you up for a gank. Once you hit level 6, you have the upper hand because you do more focus damage than gragas does. Only fight him when you land crescent strike though. You have the advantage in the ability to harass as well because it is easier to land crescent strike than barrel roll.

Match-Up: Morderate
1: Farm
2: Don't play overly aggro
3: Wait for Mid Game

Diana versus Kassadin is really neutral. Kassadin has a silence and a jump, so you can't really do anything to him at all. Diana usually shines when she hits 6, however kassadin can just silence and jump away. You need to rely on what Diana does best and wait for a Mid game fight.


Match-Up: Skill
1: Stand behind creeps
2: Don't try to kill Lee sin until 6
3: Careful of early levels

Diana vs Lee Sin is a skill match-up and solely relies on how well the players play. You need to be careful of q's and dodge them. Always stand behind creeps and be careful of his early burst damage. As you get closer to 6, you'll do a much better job. You should be able to out trade leesein once you hit 6. Almost make sure to use armor runes against lee =D. You scale much better than Lee sin, so do not be scared to play passively and wait for for late game.


Match-Up: Easy
1: Dodge Bindings
2: Builds Mercury Treads
3: Wait till 6

Diana vs Morg is a boring match-up , nothing really happens until 6. Morgana has kill potential on you with ganks if you get hit by dark bindings so make sure to stand behind creeps. She always has kill potential on you, however you hardly have any on her until 6 so be careful. Once you hit 6, you can out trade morgana but try to dodge the bindings or you won't do anything to her. Also make sure to break her black shield with lunar rush or crescent strike before using moon fall so she actually gets slowed by moon fall.

Match-up: Easy
1: Careful of auto attacks

Diana vs Oriana is very straight forward, its very similar to all the other match-ups where you just wait till 6 then you abuse the opposing champion. Diana is very good at setting up kills, so just wait till 6 then call for a gank. You must be careful early game because orianna auto attacks really hurt , so cap yourself off with health pots.


Match-Up: Difficult

Pantheon is a very annoying and difficult match-up for Diana because of his early game harass. You really can't do anything to pantheon until 6 unless you call for a gank. The best time to call for a gank is to anticipate when he uses his W on you, that is the best time for a jungle to counter initiate. Pantheon is practically dead if he jumps on to you because you can just moonfall him and he'll need to flash out. You won't be able to do anything to pantheon until 6. Make sure to use armor runes and buy lots of heath potions. Try to harass him back with crescent strike, so he doesn't completely abuse you.

Match-Up: Medium
1: Careful on ganks.

Ryze versus Diana is fairly simple, just be careful of his rune prison because ryze can setup ganks really well. Ryze is a very squishy champion, so just play safely until 6 and then kill him.


Match-Up: Difficult
1: ARMOR RUNES
2: GET zhonyas hour glass.

Talon vs Diana is one of the annoying match-ups as well because its really hard to kill talon. Diana usually increases her kill potential on opponents exponentially when she hits level 6, however once talon hits level 6 he can just invis and run away. Talon is an annoying character to play against because he does a lot of physical damage, he silences and does all damage in burst. Once you hit 6, you have the advantage in trading damage against talon, however he has more burst damage than you.


Match-Up: Easy
1: Don't Let TF roam
2: Apply pressure

Diana has the complete advantage against TF once you hit level 6. Careful of the early ganks because TF can setup a kill with gold card. Once you hit level 6, you should ward both sides to prevent ganks and apply as much pressure as possible. You do not want TF to roam and apply pressure to other lanes. Constantly push on TF, farm wraiths and pressure TF. If he ults and leaves lane, take his tower.

Match-UP: EASY
1: Dodge Early Harass

Diana vs ziggs is really easy. Ziggs has a really shitty escape and no stun lol. Once you hit 6, wards both sides and just kill the ziggs MUAHAHAH. Ziggs has strong harass, so you must avoid them early on.

Match-UP: Easy
1: Dodge Early Harass
2: Careful of grasping roots and plants.

Similar to the Ziggs match-up. Zyra has a lot of harass in the early game laning phase and you really can't do anything about it because you're melee. Once you hit level 6, you have a gap closer and you can abuse zyra.

The Right Mindset

Playing Diana with the right mindset is essential to being a good Diana. Diana is all about focus damage, CC, and initiation. The Mindset of playing Diana also changes as the game progresses. You play completely different as your item build progresses. You play more assassin like before you've built your hourglass and once you've finally built your zhonyas you can go for more aggressive plays and initiation. Initially before the Zhonyas, you want to avoid as much damage as possible and be able to jump on the squishy champions. Later in the fight , you'll want to soak up some damage so your teammates has a higher chance of survival. As Diana, your goal is to always penalize your enemies when they're out of position by instantly engaging on them. Once a target is crippled by moonfall, your teammates can easily follow up. Do not be afraid because you have a zhonyas hour glass.

Early Game

In the early game phase, your goal as Diana is to farm and reach level 6. At level 6 is where you have the highest killing potential due to Diana's Lunar Rush. However, you're still able to get kills with Moonfall and jungle ganks if you and your allied jungle can initiate a gank very well. Diana is a very strong champion, but try not to be overly aggressive because it can easily get you killed. You must watch out for for enemies baiting you to lunar rush in. Enemy junglers typically wait behind the middle champion for you to lunar rush in and counter gank. When I play Diana , I usually account for all possible scenarios and try to analyze the situation before initiating on my opponent. The best time to harass an opponent is when you see the opposing jungle champion in another lane. That is when you have the queue to crescent strike, lunar rush and crescent strike your opposing middle. There are hardly any champions that can trade with Diana, so if you land your first Crescent strike, you can usually back off with less damage than your enemy and sometimes even kill them. Another good scenario is knowing that you can kill your middle lane opponent even if the jungle appears and counter ganks you. Playing league of legends is all about anticipating and analyzing the situation. If you feel like you could easily abuse your opponent, if the enemy jungle is not there then call for jungle to stand behind you. If you understand the match-up and you know that the enemy needs a gank on you, then call your jungle to counter gank and have him/her sit behind you .

Diana is strong in the early phase with champions like because maokai has a snare that locks the opponent down. The opponent usually uses flash on Maokai's twitsted advance. You can usually combo your moonfall on the opposing target after the enemy uses flash to slow your enemy down. It is very easy to kill opponents with the maokai diana combo.

also works well with diana because he has such a strong early game presence that allows diana to play very aggressively without being punished.

Mid Game

This is where Diana shines most, in the mid game skirmishes at around level 9. Diana's damage isn't very high , however she has a lot of utility and focus damage. Always remember that you're an assassin and you want to always catch your enemy off guard. Opponents usually never expect a FLASH + Lunar Rush. Those type of engages can usually win you the game. Diana is very tanky for a caster because she has a high hp base with her shield as well. If you're able to engage on a squishy and moonfall them, they're usually dead if your team follows up. The most tricky thing about Diana is engaging at the correct time, you must be positive that your team will always follow up and is in range to. At around Mid game, Diana can easily clear a wave using Q+W) - so you can easily roam afterwards. There are two things you usually choose from after clearing a wave , either farming wraiths/ wolves or roaming to attempt a gank. Being decisive and making the right decision is very key because if you're walking around aimlessly, you're wasting time. When you're roaming, you must account for a couple of things; where is the enemy jungler, what can I accomplish from this gank, if it fails- how much do I lose, and where are the enemy wards am i stepping on them ? Remember, farming wraiths and wolves is guaranteed EXP/ gold. Sometimes roaming and applying pressure is also good because it can easily force an early tower kill or even dragons, it is up to you to make that decision based on the situation.

Late Game

Late Game Diana is all about engaging and focusing the correct target. Usually this type of role is very simple because you only need to focus the squishy targets. I would usually choose between the enemy AP or AD carry depending on which person is more of a threat. It is always best if you can land a Crescent strike on the enemy carry first and then Lunar rush in so your ultimate would not go on cool down. Rarely do you ever land your crescent strike on the enemy carries to start off a fight because they are always so far back. In most cases, you'll have to just engage with a Lunar rush and try to catch the carries off guard.

Team Fights

In Team fights, your goal is focus down the enemy carries. You usually focus the carry that does more damage or is a bigger threat. I usually go on the enemy carry that I land the Crescent strike on because I can lunar rush to them without having my ultimate on cool down. Playing Diana with the correct Mindset is really important because she is all about engaging and setting up good fights for your teammates. When you're able to initiate on the enemy carries, they have to instantly flash or they'll die . They're usually inflicted with moonfall which slows their movement speed down significantly and your bruisers can just rush them. Do not be afraid to engage once you've built a zhonya's hour glass because you can just initiate and setup a fight and then active your zhonya's for safety. If you ever see a good opportunity where the enemy AP and AD carry are together , try to lunar rush and moonfall them both together. Flash is the most reliable escape for any carry champions and by using moonfall on the enemy carries, they'll be forced to flash away. Once you've crippled them, they're easy kills.

Diana is all about CC, engaging and focusing damage.

Final Comments

Play smart, play with the right mind set and take precautions.
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