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DIANA BUILD GUIDE: [S3] JUNGLE DIANA by AHTEmbraz

by AHTEmbraz (last updated over a year ago)

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9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Ability Power( +1.53 ability power per level (27.54 at champion level 18))
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
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 0/3
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 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
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
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 0/1
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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
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mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
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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 0/1
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 0/3
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 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
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
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 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

My facebook : https://www.facebook.com/Shyvurne

After the big Diana's nerf, riot tweaked her a little and almost brought her back to normal. That's when I started jungling with her since her kit seemed really more appropriate for jungling (strong aoe magic damage, shield, cc and good gap closer) than for mid lane.



PROS AND CONS


Pros

- Tanky with shield.
- High mobility for ganks and in teamfights.
- Strong AOE and single target damage.
- Passive scale incredibly well with lvls and attack speed.
- Strong late game.
- Her Q can reveal monsters and enemies.
- Can snowball hard.
- Jungle is her best role at the moment.
- Awesome jokes.


Cons

- Mid game can be hard.
- Missing Q can lead to bad ganks.
- Mana hungry.
- Her only cc is sometimes hard to pull off.
- Need to be careful when to go in.

About me

My facebook : https://www.facebook.com/Shyvurne

My name is AHTEmbraz and I have been maining junglers as long as I can remember!

I got two diamond accounts season 2:

[http://i.imgur.com/B2Jez.jpg]

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

And one diamond account S3:

[http://i.imgur.com/C6mWUql.jpg]



Diana is one of my favourite junglers at the moment, the recent buffs of jungle items and wit's ened really made her stronger in the jungle. She just have to be build full tank in the current jungle meta for surviving teamfights.

CHANGE LOG

08/13/2013 : - New build
- Update the "thoughts behind the build" section

Masteries

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

These masteries are to ensure a good early and mid-game damage and tanking and ensure Diana will scale in tanking late game.

- cd reduction is very useful on Diana for more tanking and mobility with W and ulties.
- ap is really good for early jungle clear and to work with the nice ratios Diana has.
- The % magic penetration for keeping decent damage late game.

- In the 21 points in defense I like to take the % armor and magic resist along with the % hp for nice scaling with items and a really tanky late game.

OTHER POSSIBILITIES

DIANA FARMING

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

These masteries are great if you won't be the main tank in your team, and you feel like you want to farm more your jungle and not having mana issues during laning phase and fights.
With the passive of which reduces the cooldown of smite from 20%, the 9 points in utility will also reduce the cd of smite and flash which will potentially make Diana more tanky with the spellvamp of the item. The cd of smite will be down to 49 seconds instead of 70 sec and you will gain 2 gold per 10 if you use smite when it's up during the game.

AGRESSIVE DIANA

[http://i.imgur.com/w8AAnol.png]

These are more aggressive Diana’s masteries with more AP and damage with autoattacks based on your amount of AP. But it's more destined to a Diana full ap build type if you decide to go with a more "assassin type" Diana jungle which I almost never use .

Runes

[http://i.imgur.com/aF3HSUb.jpg]

Those runes are for a good early jungle clear and great scaling late game.

- The attack speed runes will help procing more passive during the entire game.
- The ap/lvl is for really good Diana’s ap ratios. Mr runes can work but more ap will also mean more strong shields so Diana will tank just by having ap. So Mr Runes aren't a must have. It's still good runes ofc. It's just my preference.
- The flat ap quintessences are for early damage for clearing the jungle and having nice damage early on.
(Movement speed or attack speed runes can be viable as well, but I really think flat ap is the best choice here).

Summoner Spells



Explanation:

Those summoners are the most effective for Diana :

- Safe counterjungling

- To go over walls

- To steal Baron or dragon

- To catch an enemy

- Additional mobility spell in addition to the two blinks Diana already has with her ulti .

Diana base stats

Health 436, 5 (+90.2) : Medium base hp, medium hp/lvl.

Lvl 18 Health 1969.9: Medium late game hp

Attack damage 48(+3) : One of the lowest base ad and ad/lvl.

Health regen. 7(+0,745) : Medium late game health regeneration.

Attack speed 0,625 (+2, 25%) : One of the lowest base and late game attack speed stats. But your passive helps with this issue!

Mana 230 (+40) : Diana have little mana pool and can have mana issues in teamfights , so the setup of masteries 9/12/9 is sometimes good for helping with this issue !

Armor 16 (+3.6) : Medium base armor.

Lvl 18 Armor 77.2 : Medium late game armor.

Magic res. 30 (+1.25) : Diana benefits from the magic resist/lvl something some bruisers still lack.

Mov. speed 345: Medium base movement speed, that's why getting rylai is good on Diana for chasing and getting those Q/ulti combo easier !






In more details if we look at the 30 most popular junglers/bruisers and all their general stats :
[http://i.imgur.com/X2kBr.jpg]
(red is higher stats and yellow is worst ones)


If we add each lines of all those stats and we divide them by 30 (number of champions) we obtain the average value of the general stat. Then we can compare it with Diana's stats :
[http://i.imgur.com/gpeztHk.jpg].

If we do that for each of the champions we can see that Diana is in the average group of bruisers/junglers with amumu and maokai:

[http://i.imgur.com/haLg7.jpg]

Skills

Passive: Moonsilver Blade

Diana gains 20% bonus attack speed. In addition, every third basic attack cleaves nearby enemies for 20 / 25 / 30 / 40 / 50 / 65 / 80 / 95 / 110 / 125 / 140 / 155 / 175 / 195 / 215 / 240 / 265 / 290 (+ 60% of ability power) additional magic damage.

Explanation:

Reallyyyyyyyyyy strong passive for mid and late game. This is the first reason why diana belongs to the jungle, because this passive scales so well with LVLS AND ATTACK SPEED ITEMS .


Note: - Moonsilver Blade's magic damage will affect structures such as turrets, inhibitors, and the nexus.
- Moonsilver Blade does not proc spell vamp, lifesteal or Rylai's slow.

Q: Crescent Strike
Diana unleashes a bolt of lunar energy that travels in an arc. Crescent Strike deals magic damage and afflicts enemies struck with Moonlight, revealing them for 3 seconds.
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 65 / 95 / 130 / 165 / 200 (+0.7 per ability power)
Cost: 55 mana

Explanation:

This skill used the first lvls for his utility of giving vision and resetting the dash on your ultimate.
Late game is does really good damage and the cooldown will be really low.

Note: Crescent Strike will damage and apply Moonlight to stealthed units hit, but will not reveal them through stealth .





W: Pale Cascade

Diana creates three orbiting spheres that last up to 4 seconds and detonate on contact with enemies, dealing magic damage in an area. She also gains a temporary shield that absorbs damage. This shield is refreshed if her third sphere detonates.
Cost: 60 / 70 / 80 / 90 / 100 mana
Shield Strength: 55 / 80 / 105 / 130 / 155 (+0.45 per ability power)

Magic Damage per Orb: 20 / 35 / 50 / 65 / 80 (+0.2 per ability power)

Maximum Magic Damage: 60 / 105 / 150 / 195 / 240 (+0.6 per ability power)

Explanation:

This is the second reason Diana jungle is so good, this skill combined with her passive, does really high aoe damage and makes Diana so tanky. It's really strong against melee champions such as Xin.

She can have potentially a 10sec shield if refreshed correctly. Really strong skill that deserves to be maxed first.


E: Moonfall

Diana draws in all nearby enemies and slows them for 2 seconds.
Cooldown: 26 / 24 / 22 / 20 / 18 seconds
Slow: 35 / 40 / 45 / 50 / 55 %

Explanation:

Diana only cc on a really high cooldown, it's a really good skill for helping any aoe damage that your teammates have to land since it brings everyone close to you like Orianna's ulti.





R: Lunar Rush

Diana becomes the living embodiment of the vengeful moon, teleporting to an enemy and dealing magic damage.
When used to teleport to an enemy afflicted with Moonlight, Lunar Rush's cooldown is refreshed. All enemies will also have the Moonlight debuff removed.
Cost: 50 / 65 / 80 mana
Cooldown: 25 / 20 / 15 seconds

Magic Damage: 100 / 160 / 220 (+0.6 per ability power)

Explanation:

Really good ultimate that allows you to have insane mobility in a team fight and enable Diana to go on anyone she wants. The mana cost and cooldown are really short and offer a unique way for Diana to move around.

Note: - Lunar Rush pops spell shield, but Diana will still dash to her target.
- Lunar Rush will place Diana linearly in front of her target. If Diana is already next to her target, she will be placed behind it .


Skill Order

So with Diana jungle I recommend maxing > > >

It will allow you to have a nice mix of damage and survability. Maxing first does reduce the cooldown of the skill so you can potentially do more damage with it and more .
But for jungling it's just so good to max first, even if with each level of the skill the mana cost increases and the cooldown stays the same.


Maxing W is the safest way to play Diana jungle, it decreases Diana BURST DAMAGE potential coming for her but it increases her SUSTAINED DAMAGE potential since you will be more tanky with so you can potentially proc more with auto attacks.
This skill order is the safest skill order because it also enables you to not rely on hitting every single for damage, if people juke it, it won't decrease a lot your damage output.

SOME MATHS

With the , it offers 20% spellvamp which works with 3 Diana skills. Two of them are AOE skills so the health gained with the spellvamp won't be huge. It's still decent combined with the hp gained from the spellvamp on smite.



- We will assume you get the item spirit of the spectral wraiths at lvl 6
- "passive with ap" means the damage is calculated with the ratios corresponding to the ap/lvl in runes and masteries.
- "vamp on 1" is the hp gained when you hit 1 person with your skill.




Q HP GAINED


[http://i.imgur.com/O151PAD.jpg]


W HP GAINED


[http://i.imgur.com/QSvfi1K.jpg]


ULTI HP GAINED


[http://i.imgur.com/UOx74te.jpg]




CONCLUSION


In one combo (1 , 1 and 2 ) on 1,2,3 enemies. This combo enables Diana to gain with 20% spellvamp :

[http://i.imgur.com/p7EPXcj.jpg]

As said before it's not huge amounts of hp gained, but combined with the shields of it will make her tanky and soak up a fairly good amount of damage in team fight so she can proc more .

Item Build

THE THOUGHTS BEHIND THE BUILD


is a must start for diana jungle, the only viable alternative would be to get since her shields can soak up a nice amount of damage in the jungle, but I never did it.

Your first back should be for the hp and mana regen and increased damage on monsters . An extra is also good for more jungle control .
If you had a good early game I recommend to take for maybe turn it into if the game continues to go well.

Next you should try to get a for the passive which will help with your mana issues.
Then you should go straight for for more tankyness and cc reduction. At this point Diana got already good mobility for strong ganks with her and . So you don't need to upgrade your right away.

Then you should choose between tanking and dealing damage. If you want to tank and support your team you should aim for or .
If you want to do damage you should rush for more procs and the overall boost of your damage since it will decrease enemy magic resist !
Then if the game is still going well you should go for a or to help your mates doing more damage or making enemies unable to escape you!

If you are behind you can buy a or .

OTHER ITEMS


Diana can do lanes ganks if there are wards so you won't need this item before baron's fights.
Perfectly viable early game item if you are looking for some damage and mana sustain since Diana has some mana issues with levels.
It's kind of a selfish item in my opinion, I don't really care about dying, I prefer investing in tanky/support item before taking GA.
Great item on Diana combined with her allowing you to peel for your carries or zone the enemies very well.
: great item with really nice stats overall, even if the ad and life steal doesn't benefit to Diana the aura is really good for all your team and the cd reduction is really useful on Diana.
: great item on Diana combined with
: it's an alternative to but rylai is better cause the ap will benefit to 4 skills of Diana and provide almost the same slow.




Situationnal builds:


Anti ad build


Anti ap build


BALANCED BUILD

JUNGLING

ROUTES


* Means use smite

LVL 4 ROUTE without intentions of ganking top level 3

[http://i.imgur.com/2ZMEBXK.jpg]

Level 3 gank top smite less red

[http://i.imgur.com/Yd6JOp9.jpg]

"I don't want to get counterjungled at my red so I secure both buffs and farm for having a fast lvl 6 rush"

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

Smiteless blue to secure red buff in case of having a doubt where the enemy jungler started

[http://i.imgur.com/42b9Dvy.jpg]

"I steal their blue then I go secure my own"

[http://i.imgur.com/AzFt7WS.jpg]

"I start at my red and want to steal their blue"

[http://i.imgur.com/b9vP25P.jpg]

"Strong helps so I can smite really fast my red and contest the enemy red"

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

GANKING

If an enemy goes into the bush, use your Q to have vision of him, hit him to apply your red slow and damage, then use your E to slow him again:



At level 3 with a double buff you can choose not to take your E and instead take another point in W to be more tanky and do more damage:



Diana's shield offers a lot of tower dive potential since it's almost sure the shield will refresh itself quickly cause of the high amount of damage you will take from the tower:



Diana's gives vision of monsters/minions and champions and will "reset" the dash of the to get to your target after:




This will help you a lot to perform some nice lane ganks thanks to enemy minions, note that I make sure I hit both enemies with my



Your can be used to cc enemies even if they started using their "dashes", it won't interrupt the spell but the cc will affect the target for the full duration:





IMPORTANT DIANA TRICK:

Lunar Rush will place Diana linearly in front of her target. If Diana is already next to her target, she will be placed behind it.

SYNERGY / GOOD AGAINST / IS COUNTERED BY

SYNERGY


TOP

Diana jungle synergizes very well with cc or burst champions in top lane:


- : Kayle is so good with Diana cause kayle's passive reduce the armor and magic resist of the enemy. So diana can do a lot of damage to the target. The slow from kayle Q is pretty significant and allows Diana to close the gap easier (pre 6). Kayle's W is awesome on Diana so she can auto attack and apply her passive between moving in front of the enemy target. Kayle ulti combined with Diana’s shields and mobility really make tower dives easy !

-: I really like to gank a jarvan top, he has two good cc before lvl6 and 3 after which can work really well with Diana. Once she is 6 she isn't bothered with jarvan ultimate and can go in and out as she pleases. They got nice mixed damage and can tower dive easily too with their shields.

- : Rumble/diana is a really good combo in laning phase and in team fight. Rumble and Diana’s slow combined well with each other, they got nice range and melee damage. Diana's E can force enemies to stay in rumble ulti for a longer duration and then take more damage.

- : Jax has a really nice stun and a great mobility so he can follow easily Diana’s gank and cc.


Other champions that Diana jungle synergize with: , ,


MID LANE

: Ryze is super good with Diana. His cage and his E which reduce the magic resist of enemies make Diana’s damage really huge. The cage enables Diana not to miss her Q so she can do two ulties. And then Diana’s cc enables ryze to unleash all his burst and move towards the target while spamming spells.

: Diana/Oriana is a really great combo in team fight, in laning phase this synergy is still really strong since the ball can be put on Diana and then she can have two strong shields. Her slows synergize very well with each other and Diana can auto attack the target easier thanks to the movement speed of Orianna's W. In team fight their combo is more effective than for example Malphite/Orianna because Diana's E will start to draw in all enemies towards her so the ulti of orianna has higher chance to hit more people and the W of orianna to hit more people as well.

: Fiddlestick cc is really strong and his passive benefit really well to Diana’s kit. Diana's E make sure people will stay inside fiddlesticks ulti so they can do maximum damage.

- : Morgana does really strong damage and empower the damage of Diana since her W reduce the magic resist of the target. Her numerous cc really help Diana for using her full damage potential. Moreover morgana'E unable Diana to be free of cc so she won't be kited in team fight or 2v2.

- : Karthus wall is super good for Diana to catch and damaging the enemy, they both have tons of aoe damage in team fights. Diana's E can make enemies stay in karthus defile and therefore get stomped by all the damage they can dish out.

- : Zyra has tons of cc and damage and Diana's E can make enemies stay longer in the plants' range to take even more damage.


Other champions that Diana jungle synergize with:

BOT LANE



- : Lulu is by far the best support you can have for Diana, her W on Diana can make her so fast, her E makes her so tanky and her ulti is simply perfect for diving into the enemy team and procing tons of : she can tank and cc everybody.

- : Nami isn't well appreciated at the moment, but she is really good for Diana, giving her extra movement speed and a good slow on auto attacks.

- : Varus is by far the best ad you can dream with Diana, he has 2 cc that enable Diana to make use of all her kit !

Other champions that Diana jungle synergize with:



GOOD AGAINST


Diana is good vs. melee champions with poor escape and tanking.

TOP




JUNGLE



MID



BOT




DIANA IS COUNTERED BY


TOP

Diana jungle has trouble ganking :




MID




JUNGLE



BOT


TEAMFIGHTS

If you are strong enough to jump to an enemy carry and cc him for your team to catch up and kill an important target, go for it:



First try to hit the enemy front line and forbid them to engage on your carries, and then if you see an opportunity to jump on the enemy carry who is out of position, go on him and then go back to your carries to protect them from the enemies’ bruisers:



Diana's works very well with aoe comps or champions cause it's a "two part cc" that can either throw the enemies back in it or make it difficult for them to escape the area of aoe except with dashes like :




If the enemy team engages on your team or a teammate out of position, force the enemy team to focus you and waste time on you while you give time to your carries to reposition themselves and then dps the enemy team. Then your job is to peel for your carries and tank damage as much as possible while doing damage so your carries stay alive and clean up the enemy team:




MOST IMPORTANT VIDEO OF THE GUIDE

1 Go for the front line, cc and damage them, force them back
2 Switch to the important target (the ad carry here), force him out of the fight
3 Go back to the enemy front line
4 Disengage with your ulti on an enemy minion, allow your team to reposition
5 Go again on the front line
6 Chase
WIN 4 VS 5 FIGHT








Jungle Matchups

In this section I want to explain if you can or can't counter jungle/fight the other junglers and what you should focus on (gank/jungle/control) and the route you should adopt.




Rammus does not have a very strong jungle speed and thus he cannot counter jungle you back. Your shield will soak up most of his damage; you can fight him easily but don't stick around too much.
Route: Wolves/Your blue(keep smite)/your red/wraiths
Jungle style: Do a lvl3 gank, rush your 6, when lvl6 countergank rammus


Difficulty: Medium-Easy




Ali jungle's main strength is in his ganks, your job is to control his ganks as much as possible. His clear is weaker than yours so you can be one step ahead of him when you
countergank. There is no way he win versus you in a 1vs1 situation.
But in team fight be careful he can cc you to death if you try to jump on his carries too fast.
Jungle style: countegank all day and farm your 6 asap.
Route: Wolves/Your blue(don't smite)/red/your wraiths/.


Difficulty: Easy



Ola f and Diana have very similar r jungle speeds and transitions. In a trade Olaf will most likely win it because he got nice sustained damage, survability and chasing power. Especially when he turns 6 you won’t be able to have any kind of kiting solutions. In team fights he has more trouble than you getting to carries so he will most likely try to peel for his carries and really hurt you with his pure damage.
Jungle style: do a lvl 3 gank then farm a lot and don’t be too much aggressive (forcing dives)
Route: Wolves/your blue/your wraiths/your red.

Difficulty: Hard



Skarner vs Diana is a very equal matchup because he got a really nice shield aswell, but he got more sustained damage and a consistent slows that can punish Diana; they are both really good at grabbing people out of position. Diana can decently protect her carries from a flash ulti combo from skarner with her E. But if you engage too far in the enemy backline skarner can ulti you and push you even further so the enemy team can blow you up.
Jungle style : don’t try to be too aggressive early and just rush your lvl 6
Route: wolves/blue(use smite)/wraiths/wolves/red/wraiths/golems

Difficulty: hard



This matchup is mostly in Diana’s favour, lee sin is very fragile vs. magic damage and Diana’s mobility is very similar to lee so he can’t use it at his advantage. Lee sin’s E counter Diana’s passive cause of the attack speed debuffs though so early in the game lee sin has actually the upper hand. But with levels Diana outscale lee sin because her shield will grow in tankyness and damage.
Jungle style: secure your first buffs and be careful before lvl 4, after you can gank without fear.
Route: Wolves/Blue (keep smite)/red/wraiths/golems

Difficulty: Medium-Easy



Warwick just can’t trade with Diana, most of his damage will be negated by your shield and he got no cc to really punish you. He lacks aoe damage so you can contest his small camps easily to try to delay his lvl 6 pressure. In team fight just wait for him to engage your carries, jump on him with ulti and break his ulti with E.
Jungle style: Very aggressive first levels in his jungle and ganks, countergank him after he turn 6.
Route: wolves/blue(keep smite)/red

Difficulty: Easy



: You have a better clear than maokai but he has stronger ganks than you early levels, he is really tanky and can kite you pretty well for forbidding you to make use of your passive. He has no damage to take you down though you should try to contest his jungle and buffs. In team fight he can negate most of your damage with his ulti and cc you to death if you try to go too far in the backline of the enemy.
Jungle Style: heavy counterjungle at lvl2, then try to countergank him before his 6, then just gank on your own.
Route: wolves/your blue (keep smite)/his red

Difficulty: Medium



Mundo’s early is really weak in terms of transition and Diana lust try to take advantage of that before he gets tanky and impossible to kill with ulti. He can chase of kite you forever, he is really hard to deal with Diana so be very careful if you decide to gank or invade. In team fight you won’t be able to burst him or cc him, so you try to ignore him and just try to take down enemy carries.
Jungle style: safe, counterjungle only when you see him on the map, don’t stay too long when you gank a lane.
Route: wolves/blue(keep smite)/red

Difficulty: Hard



: Almost like mundo, shyvana has really nice damage potential early game and will be very hard for you to kill as the game pass. She has one of the best transitions in the game and will try to counterjungle you, so you need to be very cautious and secure your buffs very fast. Diana has the advantage to be a really healthy jungler so it’s unlikely you will die to shyvana in your jungle .In team fight you won’t be able to cc her very effectively so you might as well going for enemy carries.
Jungle style: Secure your first buffs asap, don’t gank too much, rush your 6
Route: Wraiths/Your red(keep smite)/Your blue

Difficulty: Hard



Shaco has bigger pressure than you early game until your level 6. He will probably try to counternjungle you but won’t be able to kill you because you are a really healthy jungler and your shield can negate most of his damage. In team fight he will be really squishy unlike you. He has to build damage to be effective when you can build half ap and half tank since ap will make you tanky as well!
Jungle style: secure first buffs; farm your 6, countergank.
Route: Wraiths/Your red(keep smite)/Your blue

Difficulty: Easy



Nocturne is a really strong champion vs. Diana is all stage of the game, he got really good early damage, his shield will proc on 1 on your shield orbs so you will gave him free attack speed when trying to fight him. His fear is also great vs. Diana cause you won’t be able to proc your passive with auto attacks while feared and taking free damage. Be careful to not go too deep in the enemy backline because his ulti can make your teammates lose vision of the backline and they won’t be able to follow you.
Jungle style: try a lvl 3 gank, farm until 6
Route: Wolves/your blue (keep smite)/wraiths/red

Difficulty: Hard




Malphite is very similar to Diana since they both have low cc before 6, they got nice engages with their ulti and they are tanky. Diana’s transition in the jungle is slightly better though. Even if malphite reduce your attack speed and hence reduce your passive damage, your shield will still do a lot of damage to him when he won’t be able to do anything to you.
In team fight he will have a better presence than you in terms of utility but you will have more damage than him.
Jungle style: try lvl 3 gank, farm 6, countergank
Route: Wolves/blue(keep smite)/wraiths/red

Difficulty: Medium easy



: Jarvan’s damage is really weak against Diana shield but he got really good cc for escaping trades easily with you. But once you are 6 you can easily catch up to him but don’t stick around too much his cataclysm can really punish you if you go too deep. In team fights his utility is way better than yours and can peel for his carries very well. But you can easily escape his ulti and pressure the enemy carries.
Jungle style: lvl 3 gank, countegank until 6.
Route: Wolves/blue (keep smite)/wraiths/red

Difficulty: Medium





Mumu does a lot of sustained damage all game so once he managed to break your shield he can win trades vs you thanks to his passive that can make you weaker. Early game you will have the advantage but throughout the game he will outscale you and will have a better utility in team fight with really good damage. Try to counter him early to delay his lvl6
Jungle Style: farming until level 4, then start being aggressive in his jungle, after your 6 try to gank other lanes he gank
Route: Wolves/blue (keep smite)/red

Difficulty: Medium-Hard




Shen has no damage potential vs. you since your shield will negate all his damage; he is hard to catch in his jungle and has good sustain in it though. Try to contest small camps since he lacks aoe damage so you can delay his level 6 pressure. In team fight he will be tanky but won’t do a lot of damage unlike you who can do both.
Jungle style: Aggressive ganks early, start counterjungling at lvl 4, then rush your 6 and countergank him.
Route: Wolves/blue (keep smite)/red

Difficulty: Easy





Udyr is one of Diana nightmare; he does so much damage and has a shield on his own as well as really strong cc. He has really strong transitions in the jungle and will most likely try to counterjungle you. In team fight you will have more mobility and can get to enemy carries easier than he does. He can peel very well for his carries so don’t go too deep.
Jungle style: Secure your first buffs, farm your 6, try to gank other lanes he ganks.
Route: Wraiths/your red (keep smite)/ your blue

Difficulty: Hard



Volibear is really strong vs. Diana because his passive makes him so tanky and really impossible for her to take him down. He will win every trade and negate your cc with his own. Your level 6 will give you more mobility so you must take advantage of that in team fights. Diana is slightly faster than volibear so you can try to steal some camps from him.
Jungle style: rush lv l 4, try some ganks, and then rush your 6
Route: Wolves/blue (use smite)/wraiths/wolves/red/wraiths

Difficulty: Medium-Hard



Nasus damage isn’t a big threat for your shield, his slow is incredibly strong though and completely shut down your auto attacks hence your passive. So he will do more sustained damage than you if you decide to fight him. In team fight his only job is to w your ad carry so there is no reason for you to try to peel for your carry. Just zone out the enemy carries.
Jungle Style: Rush lvl 4, try to gank, and then rush lvl 6.
Route: Wolves/blue (use smite)/wraiths/wolves/red/wraiths

Difficulty: Medium-Hard



This matchup is really positive for Diana; xin has only his Q for doing damage which is easily negated by Diana’s shield. He might try to counterjungle you early so it’s a good idea to start red. He is fairly squishy early so Diana ‘s passive and shield damage easily force xin to not trade against you .Xin has stronger ganks early game due to his E gap closer , so Diana needs to farm a bit more early and reach level 6 to be more mobile . He lacks aoe damage so you will be faster in the jungle so you can contest his small camps. In team fight you have almost the same effect and mobility. You can choose to peel for your carries since xin will lack escape.
Jungle Style: Level 3 gank, rush level 6, countergank.
Route: Wraiths/your red (keep smite)/ your blue

Difficulty: Medium-Easy



Vi has a really strong kit against Diana, her damage is crazy and your cc isn’t enough to get her off your back. Her ganks are stronger than yours all game in terms of damage and utility. She farm slightly faster than you and she is a really effective counterjungle so it might be a good idea to start red.
Jungle style: secure your early buffs and focus on farming and eventually counterganking.
Route: Wraiths/your red (keep smite)/ your blue
Difficulty: Hard



Hecarim is decently tanky as the game pass, but his damage are weak and won’t break Diana’s shield easily. He has decent cc once he is lvl6 but your mobility can easily counter it. In team fight he has a little bit more utility since he has a good aoe engage. He is fairly squishy in his jungle early game so you can try to counterjungle him since he will have ghost as a summoner spell as well.
Jungle Style: level 3 gank, rush level 6, countergank
Route: Wolves/blue (keep smite)/red

Difficulty: Medium



Jungle Diana Commentary

Diamond 4 game:




Conclusion

Diana has very high potential and a good versatility in builds so she can adapt to almost every situation, she can burst/tank/peel/zone and is strong both as a caster and a melee champion.

She is really fun and easy to play and is a really safe jungle (in speed and sustain). She has good synergies with AOE composition and chasing ones.

Jungling is her most valuable position at the moment in my opinion.

A VI, nocturne and a generic counterjungle guide should come soon!

Special thanks to Wilked for helping me for the grammar :-P

Peace

My facebook : https://www.facebook.com/Shyvurne

Comments

August 24, 2013 - 07:25 PM #1

@ Comin´In Hot : It's a good idea but it's usually more worth to take attack speed runes over amor pen for junglers that don't have physical damage.

August 21, 2013 - 01:50 AM #2

@AHTEmbraz wouldn't hybrid pen marks be better on jungle diana? The magic pen it provides gives more burst and more passive proc damage than attack speed, while it also has a good amount of armor pen for good auto attack damage

July 28, 2013 - 11:03 AM #3

Amazing guide! I've been trying for days and there's just no other way to jungle Diana. No other item builds, no other rune or mastery set ups, they just don't work.

July 21, 2013 - 02:13 AM #4

Been a fan of diana mid, was forced to go jungle diana in ranked due to back queue communication. Saw this guide and glanced during loading. Went 11-1-14 :). Very helpful and good builds! Final build before surrender was Spectral Wraith, Zonyas and Gnashor's. The shield rush is great for jungle sustain, but may lack some early burst untill mid game. Still great for early game pressure.

July 2, 2013 - 11:42 PM #5

This is such a good guide, ive been using it recently and found it really good. if you were counter jungled to where you cant get a blue buff, how would you counter that? or would things like Tear Goddess help you early game with the mana issues?

April 21, 2013 - 04:52 PM #6

I max W first because gives me sustained damage also if I miss my Q (wich is most of the time since the enemy focuses on dodging it because they know Diana's mechanics).

April 21, 2013 - 04:24 PM #7

What about chogath jungler?

I usually take the tear as first item.

April 16, 2013 - 02:52 AM #8

Why not just put two into her W then maxing Q? I see 2 points in W until 9 to be plenty enough for jungling and with a Maxed Q you become 10x scarier because of your burst potential and your ganking ability?

April 5, 2013 - 02:36 AM #9

What about Tear of the Goddess and its upgrade? Gives AP, Mana and AP% per mana. I know I often have mana problems with Diana and this has seemed to solves them

April 3, 2013 - 04:07 PM #10

@ Oblivioner : Na I really think ap/lvl in blues are the best for her. If you lack mana get a doran's ring or flask, I think runes like mana reg and hp regen are not worth on junglers in general.

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