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DIANA BUILD GUIDE: Moonlight Heretic by Modified

by Modified (last updated 1 week ago)

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3
Greater Quintessence of Ability Power(+14.85 ability power)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
9
Greater Seal of Scaling Health(+216 at champion level 18)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
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 1/1
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 2/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 2/2
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
View Skill Order Details

Introduction

Hello everyone, My IGN is Modified and I'm an avid player of Diana. My knowledge for playing Diana has expanded greatly over a year of playing her consistently. With over 1000 games played with Diana, I've learned a lot about specific match-ups, item builds, laning phase, roaming, and team fight executions. For anyone who's reading this guide, I hope you're able to learn more about Diana, and if you're new to her, please try to read the whole thing as I put a lot of explanations in.

Thank you for everyone who adds me in game to ask me questions, it makes me happy knowing that you people are interested.

-READ-


With the 4.4 Patch , Diana is receiving a tiny buff to her EARLY game. a 0.2 AP ratio increase on her passive will mean that she will be able to efficiently trade and farm better against her counter picks. As well, pushing will be more effective. Although Lich Bane is going to get nerfed, it is safe to say that replacing Lich Bane for Nashor's Tooth is going to be viable again for Diana.

Runes (4.5 Patch)

With the new patch bringing in new Masteries, I hereby say that Hybrid Penetration Runes are totally viable now. In the Mastery Tree, maxing out Devastating Strikes gives you 6% Armor and Magic Penetration. This greatly enhances the melee aspect of Diana greatly and will definitely make her more versatile in the early stages of laning phase.

However, It's still okay to use a page with Magic penetration only marks because it's very pricey to purchase a full set of Hybrids. Depending on your play style, having full Hybrid Penetration requires you to always apply pressure against your laning opponent. To utilize these runes, you have to proc Moonsilver Blade constantly to make it effective on your opponent. If you're not comfortable about your match-up, then using full Magic Penetration marks would be more suitable.

Masteries (new 4.5 page)

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 1/1
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 2/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 2/2
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
Offensive Tree


Double-Edged Sword: The reason for putting 1 point in this is because it simply offers you more damage. If you play smart, you either kill your opponent with sufficient HP left or you don't kill him at all. The risk is not very significant, so I'll consider this mastery to be viable.

Sorcery: Sorcery is an excellent mastery when you combine it with your first blue buff. The extra CD is always nice to have in situations where you really need your skill to be up at that exact moment.

Mental Force: I put 3 points into this mastery because it provides you extra AP for late game scaling.

Arcane Mastery: Flat 8 AP is amazing.

Executioner: Basically the old Executioner where you raised it at 21 points, so it's a snag in this new patch. More damage is usually more plausible in this context.

Dangerous Game: I really like the creativity of this mastery. It allows you to tower dive more efficiently and having a slither of chance to live that 1 turret shot. It also can benefit you from 2 v 1 or 2 v 2 ganks in lane.

Arcane Blade: Diana is melee, so it makes sense that you would want this mastery to provide stronger auto attacks. It can be paired up with Nashor's Tooth or Lich Bane greatly.

Archmage: Another mastery to boost your AP, basically a tiny Deathcap unique passive. Good pick up.

Devastating Strike: This mastery allows you to have Hybrid Penetration marks in your rune page because of the added Armor Penetration in this mastery. It's a nice pick up against AP casters that don't have any armor runes.

Spell Weaving: This spell offers you that extra bit of damage in a 1 v 1 situation. I really don't know the difference between taking off one point off of Devastating Strike and putting it on this. However, I feel like it would scale into late game very nicely due to you having more AP.

Havoc: Increased damage= ideal

Defensive Tree


Block: This is a great mastery to deal with AP casters due to their auto attacks.

Enchanted Armor: Late game scaling mastery, this is nice when you have Zhonyas + Abyssal.

Unyielding: This is again helpful against early laning phase against AP casters.

Veteran Scars: Paired up with a Doran Rings level 1, you have a lot of HP to start off with which is good for taking early harass.

Juggernaut: This allows you to become more tanky for late game for sure, but this also allows everyone in the game survivability. It was more of a balance for everyone to have it so the kill potential for Diana might slightly change.

Summoner Sets

Primary Set
Ignite is very important to have. I pick it up 99% of the times because the purpose of this game is to win your lane and to help others. Once you achieve a won lane, you have the upper hand in roaming and farming. This should result in epic snowballs for other lanes because of how strong you are in terms of gap closing and raw damage. You don't need many items to deal significant damage. Ignite is the most optimal offensive spell to have in order to kill opponents in a laning or ganking situation.

Flash is the utter most important spell to have because it gives you versatility. Without it, you're vulnerable. You need Flash to initiate battles, gap close even harder, and to escape. It's a must spell and it shouldn't be avoided.
Teleport & Flash
If I ever do decide to go Top lane, I'd suggest bringing Teleport. Most of the times, you won't be able to win your match-ups against champions such as Darius, Renekton, Jax etc. Instead of trying to win your lane, you have the chance to snowball other lanes. This puts you into a team-oriented play style which I don't prefer that much, but if it's your style go for it. This renders you even more to try and win lane but it puts global pressure for your team. It's useful for split-pushing and TPing to towers that need to be defended. Diana excels at split pushing, so TP is useful for this purpose.
Barrier & Flash
When you feel uneasy about your match-up or know that the enemy team has a lot of burst, picking Barrier isn't a bad idea in this situation. It helps you live longer in team fights and allows you to have a safer time laning. Barrier can help you get off 1 or 2 more auto attacks in tight situations which could allow you to proc Moonsilver Blade. It's not a bad spell to have, but it does take away the raw damage Ignite gives you. Barrier synergizes with Pale Cascade in a way, but the damage output is still the same. However, it really depends on your play style. I feel like Barrier allows you to nab early kills prior level 6 if the enemy isn't familiar with the match-up he or she is against. Diana has level 2 potential but it's rare to secure a kill so early in the game.
Heal & Flash
The new heal isn't that great on Diana because a champion like her requires full throttle damage. And with the recent 4.6 patch, heal was slightly nerfed. However, it does give you the full heal, but the fact that it takes away a lot of individual threat and barely gives your team an advantage (duo bot should already have double Heal), it's not an ideal summoner spell.

Item Builds

Starting Build(s)
Default Starting Build
2
Build 2
5
Build 3
3
Starting Build (Experimental):

elixir-of-brilliancehealth-potion3mana-potionsight-ward


Safe Laning Phase:

crystalline-flask health-potion2 mana-potion


Most Optimal Starting Build:

dorans-ring health-potion2


Against AD: cloth-armorhealth-potion5


Final Build: sorcerers-shoesrabadons-deathcapzhonyas-hourglassvoid-staffabyssal-scepterlich-bane



Against an all AD team:

zhonyas-hourglassfrozen-fistsorcerers-shoesnashors-toothrabadons-deathcapsunfire-cape or void-staff or frozen-heart


Against heavy AP team:

abyssal-scepterlich-banemercurys-treadsrabadons-deathcapzhonyas-hourglassvoid-staff


Final Build(s)
Standard Final Items
With this type of build, it ensures you that you get the maximum damage output along with some defense. I really enjoy prioritizing offensive items more than items such as Guardian's Angel as a 3rd pick up because you're playing Solo Queue. What really matters the most is how optimal you play, not your team mates. Therefore, picking up this very offensive build, in this particular order, allows you to destroy the backline with ease, usually with just Crescent Strike and Lunar Rush itself. Lich Bane is the icing on the cake as it makes your offensive build even more useful. The item itself rewards high risk builds such as this. Even tanks don't have much of answer against you with this build. The Zhonya's could be prioritized first against AD's but grabbing Deathcap as a first major item allows you to do massive damage.
Build Order
2
This is my item path if my game is going smoothly. In case of your team getting smashed early on and you're forced to team fight, it might be best to pick up Zhonya's Hourglass first. It's of course situational in every game but regardless, this is how I would build. Abyssal is usually prioritized over Lich Bane depending on the enemy's team composition, however Void Staff is usually my 3rd item if the enemy team doesn't have a strong AP line up.

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
Typically in all level 1 starts, you want to raise your Crescent Strike for these simple reasons:

  • It allows you to leash for your jungler without losing a lot of CS + EXP
  • You want to wave clear from a safe distance against ranged AP carries
  • Your level 1 trade against melee bruisers can force them to use an early HP pot
  • You can poke the enemy mid laner when they try to go in for CS

In some cases, you want to get Pale Cascade because:

  • You're going against a bruiser who will auto attack you very early on
  • You want to reduce the damage taken while soaking up most of the EXP at a closer distance
  • Negate some poke damage early on

Never start with your Moonfall at level 1 unless your team calls for an invade. The slow at level 1 is decent enough for your team to catch up and grab a kill, but other than that I see no viability for this at level 1 at all.

You want to max out Crescent Strike especially in mid lane because it's your source of damage + poke. I would generally put another point in Crescent Strike at level 1 because the gap from level 3 to 4 isn't a very long way. Putting another point in Crescent Strike allows for better wave clear and damage output. At level 4, it's very ideally to get Moonfall to grab a kill if they over extend too much. It's also very potent for your jungler with red buff because it makes it very hard to escape. Most likely you'll force a flash or get a kill.

Other than that, you want to max out Crescent Strike and prioritize your Lunar Rush at all times. These two skills are your bread and butter in terms of gap closing and getting kills.

When I jungle, my first gank will always be at level 4 because you want to clear every camp with two levels in Crescent Strike. This assures you that you're going to have a level advantage over the enemy laner. Having Moonfall at level 4 is crucial for ganking because it compliments red buff greatly.

Crescent Strike and Pale Cascade are situational in top lane. If you want a passive laning phase without being heavily harassed, you can max Pale Cascade first because AD bruisers will deal a lot of damage if you're out of position. Maxing out Pale Cascade first will ensure that you'll be safe from most damages coming from the top laner or jungler. I generally wouldn't max it out anyways if I'm at top because Diana is all about getting kills and making opportunities for the jungler to come gank them when they're low. There is no wrong in maxing Pale Cascade and I would recommend it for new players playing Diana at top against new match ups they haven't faced against. It's definitely different in terms of bursting down top lane champions because they're generally tankier.

Skills

Moonsilver Blade
Diana gains 20% bonus attack speed. In addition, every third basic attack cleaves nearby enemies for 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 / 80 / 90 / 105 / 120 / 135 / 155 / 175 / 200 / 225 / 250 (+ 60% AP) additional magic damage.

Explanation:

The versatility of her passive makes her such a great champion. She can take top, mid, or jungle because of how well her kit works. Diana is a strong champion because she can deal damage without using mana or any of her skills. It's very good for harassing the enemy after getting two autos on creeps, then using the final auto on the enemy. Paired up with Crescent Strike and pale Cascade, it provides strong pre-level 6 poke. This is the main reason why Diana has a strong kit overall against top lane champions such as Lee Sin or Riven.

Nashor's Tooth is one of the best items for Diana in terms of split pushing, farming, and taking jungle creeps. Her passive synergizes well with Nashor's Tooth because it increases her Moonsilver Blade in damage and speed. The faster you can proc Moonsilver Blade, the more raw auto attack damage you can do WHILE using your spells. In team fights, Moonsilver Blade and Nashor's Tooth together allows you to withstand long fights against tanks or to finish off surviving champions. In certain situations in which you're out of mana, your passive will save you because of how much damage you can do with your auto attacks.
Crescent Strike
  • Range: 830

  • Cooldown: 10 / 9 / 8 / 7 / 6

  • Cost: 55 Mana

  • Magic Damage: 60 / 95 / 130 / 165 / 200 (+ 70% AP)



Explanation:

This is your poke/initiation/wave clear spell. Due to the curving of the spell, beginners might find it difficult to land it, but a trick is to use it when the enemy is trying to farm. That way you can deny creeps and poke them at the same time. If they go for creeps, punish them with a Q, W, and E combo. In order to maximize your damage, you must land your Q on an enemy before you can R onto them. It's ideal to do this because of your reset on your R. Without it, you won't be able to significantly more damage and as well you have one less gap closer to use. The importance of landing your Q is crucial in team fights because it allows you to close a lot of distance between the front line and the back line. This is what I call your bread and butter. You can do many things with Crescent Strike. It allows you to jump over jungle camps, farm from distance, and allows you to poke the enemy team behind bushes.
Pale Cascade
  • Range: 200

  • Cooldown: 10

  • Cost: 60 / 70 / 80 / 90 / 100 Mana

  • Magic Damage per Orb: 22 / 34 / 46 / 58 / 70 (+ 20% AP)

  • Max Magic Damage: 66 / 102 / 138 / 174 / 210 (+ 60% AP)

  • Shield Strength: 40 / 55 / 70 / 85 / 100 (+ 30% AP)

  • Max Shield Strength: 80 / 110 / 140 / 170 / 200 (+ 60% AP)



Explanation:

Diana's shield is what makes her a great assassin because she deals damage while taking reduced damage. It's great for farming waves and for surviving 1 v 1 situations. In team fights, your shield allows you to tank a lot of damage from the enemy front line. This also makes her a suitable jungler because of her sustain. Pale Cascade is a great spell for putting down harass without taking much damage early on in the game.
Moonfall
  • Range: 250

  • Cooldown: 26 / 24 / 22 / 20 / 18

  • Cost: 70 Mana

  • Slow: 35 / 40 / 45 / 50 / 55%

Explanation:

Moonfall is a decent slow used to catch up to an enemy or allow a gank to follow through smoothly. It allows you to always fit in a Moonsilver Blade proc because of how slowed they are. Also, in team fights it's a very useful spell because it acts as a vacuum and it sucks everyone towrds you. This allows a lot of AOE from your team to come through and put a lot of pressure in team fights. In a 1 v 1 situation, most of the times the enemy receive the full Diana burst combo if they get Moonfalled and this will result in a kill or a flash. It's hard escaping Diana when she has a gap closer and a slow. You should definitely time yourself using this spell because you have a choice to immediately use it or you can save it as they try to run away.
Lunar Rush
  • Range: 825

  • Cooldown: 25 / 20 / 15

  • Cost: 50 / 65 / 80 Mana

  • Magic Damage: 100 / 160 / 220 (+ 60% AP)



Explanation:

Lunar Rush is what makes Diana an extremely good assassin. It's an amazing gap closing spell that covers a lot of distance even if you try to flash or run away from her. It's very important that you get the hang of simultaneously using Crescent Strike and Lunar Rush when you try to kill someone. In laning phase, I always look for open opportunities to Lunar Rush in. It doesn't matter if they're not even overextended. If they get too close trying to grab CS, you have to be alert and precise when you try to land a Crescent Strike. You have to make sure it lands before using Lunar Rush or else you won't get the reset and extra damage. If they move slightly forward, landing Crescent Strike is easy because they have less reaction time to dodge it.

About Me

This is my first guide ever done, and I'll gladly accept positive/negative feedback, anything is appreciated. Hopefully I can help those who are at lower ELO out with this guide.

[http://i.imgur.com/ks79rsk.png]

[http://i.imgur.com/8gQ3hSn.png]

[http://i.imgur.com/HSn3oQq.png]
[http://i.imgur.com/ufw8bxP.png]
[http://i.imgur.com/nELlBuZ.png]

Diana can be a very technical champion in terms of knowing how to target someone or create kill potential for your team, but she has a lot of damage output and requires quick skill execution. I hope everyone who reads this guide will have a positive impact in League of Legends when they play Diana.

Just a random clip of me getting a really amateur quadra kill:

Introduction

The fairly recent patch on Diana's shield really makes her more suitable against AD Bruisers going Mid against her. From many of my match ups against AD Bruisers, early trades come in favor of Diana because she has a shield that blocks 70% of a skill's damage. With the recent balance of her shield, I would say that it makes her even stronger against AD Bruisers. She has a fairly weak level 1-5 but you can still win trades prior level 6 just by walking up to the enemy and using your Q W, sometimes E (drains your mana).


Pros:


  • Extremely good gap closer

  • One of the best passives in game

  • Late game monster

  • Easy farmer

  • Very easy to solo the ADC/Mid laner

  • Has a shield that absorbs more than 500 damage late game (low cd)

  • Safe poke with her Crescent Strike

  • Snowballs like a beast

  • Ganking is easy after level 6


Cons:


  • Needs to play safe against AP Casters

  • Becomes mana hungry when you resort to farming with Q early game

  • You miss Q, you lose a chance to gap close twice with Ult

  • Mid game is not that strong

  • CC is your worst nightmare

  • Good players can easily dodge Crescent Strike



Diana's gap closer has extremely long range if you know how to quickly execute the reset on Lunar Rush. Rapidstar does the best demonstration for us to see how it works. You can catch many people off guard with her kit and it'll ensure easy kills. You can simultaneously cast Crescent Strike and Lunar Rush and as long Crescent Strike hits the target you ulted, the ult will reset.

Runes

PATCH 4.5 PREFERRED RUNE PAGE


[http://i.imgur.com/sb1Epe7.png]

With the recent buff to HP seals, I highly prefer this type of rune page set up. At level 1 with Doran's Ring, you'll have 656 HP (that's a lot for a mid laner!). Everything else is very standard, and since the base armor got buffed recently as well, I find that the 9 armor loss isn't that significant since it got nerfed. The HP runes really compensate for that when you're closing in to late game.

[http://i.imgur.com/0wd6j5H.png]

This is the most ideal rune page set up for Diana because she's melee. Diana needs flat armor and mr because she dives hard into the back line mostly in team fights and needs to survive in order to deal more damage. I run hybrid penetration marks because I'm sacrificing barely any magic penetration in exchange for armor penetration. In my opinion I run this on all of my AP rune pages because of how beneficial it is. It's very pricy to purchase them but it's worth it to win lane. It's great against AP casters that run no armor or on AD bruisers because you're required to auto attack them in a 1 v 1 fight.

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

Never use this page unless you're facing a troll mid laner or someone that absolutely does no damage until level 6 such as Nidalee. You're taking a huge risk when you go full AP but if you snowball it's over. Keep in mind that scaling into late game with these runes is almost meaningless so this page is definitely pub stomp page which I like to have fun with. Personally, using this page in ranked is too much of a risk. However, if you want to play support Diana, have fun using this page because you'll do a lot of poke.

[http://i.imgur.com/SVIHo2U.png]

I made this rune page to experiment the mobility of Diana in the jungle and it turns out to be very effective. You sacrifice 50% of your damage output early on but with double buffs, you're very strong anyways. Diana doesn't rely heavily on AP compared to other champions. The extra movement speed is very crucial in ganking and if you can get 5 kills in 10 minutes for your team, you're going to win. Diana is a farm boss in the jungle, and scaling into mid to late game. Start with boots when you jungle for maximum mobility. I run AP per level glyphs because You don't need MR in the jungle, and you need some sort of damage output.

[http://i.imgur.com/QJmo855.png]

This is my no armor rune page which I don't get to use very often because the enemy team needs all AP. It gives you a very nice AP boost as I run flat AP seals which provides a slightly better early game. Utilize this rune page by building straight AP items to fully optimize your damage.

[http://i.imgur.com/Ztcxpw0.png]

I run this no magic resist rune page when the enemy team has no AP champions, because they're running for example: Zed mid, Wukong top, and Nocturne jungle. Again, this will give you an advantage over the mid laner because almost 99% of AD bruiser mid laners will run flat armor and MR. Diana doesn't get countered very easily because of her shield against bruisers, so try your best to harass the enemy mid laner when you have a chance to. I run flat AP glyphs because I want to win early game to snowball.

[http://i.imgur.com/5U4sFg5.png]

This is my attack speed AP rune page for Mid lane because of this purpose: I want to push hard and gank; I want to wave clear knowing that I wont get blue; I want to clear jungle camps very easily. Personally this is more of my experimental page but I know pro players run this page in mid lane. It allows you to use less mana to farm and it scales well with a Nashor's Tooth. This is also my standard jungling page.

Scarra's Diana Set Up

What I like to do on my spare time is watch very high-tier players such as Scarra play the champions I like best. I always want to learn more about a certain champion and also hear what information they like to give out about specific gameplay. What I noticed about Scarra's perspective of Diana turned out to be very game changing for me and it's the reason why he's more better than me at Diana even though I played a lot more games with her than he did.

Scarra really focuses heavily on his early game sustain instead of trying to show his lane dominance. He really doesn't plan on beating his lane opponent until level 6.

Scarra's Preferred Rune Page


[http://i.imgur.com/5U4sFg5.png]

Explanation:


Everything is typical except the Attack Speed Marks. The reason for the extra 15% Attack speed is that it really helps you control your wave clearing. Paired up with Moonsilver Blade, you're granted 35% extra Attack Speed. Scarra has this strategy where you push the enemy creep wave all the way to the turret. This ensures him lane control, a level advantage, and a lot of pressure. I really acknowledged his early gameplay and tried it myself. It really puts the enemy mid laner in a tough situation because they have to take harass and try to farm at level 1. I assure you, you're going to force the enemy to miss a lot of CS because of how low level they are. Their base damages are very insignificant therefore spending mana on creeps is needed. With early ward coverages, you only need to hug one side of the river to make sure you don't get punished for your very aggressive lane shoving. This strategy really works best on AP casters who really need to rely on skill shots to farm at the turret. Putting your first point into Pale Cascade allows you to shove and take minimal harass. He rarely skills Crescent Strike because with this pushing strategy, you'll get punished.

What I think about Attack Speed Runes in Lane

Personally, I find that sacrificing hybrid penetration or AP quints is very detrimental to your EARLY game. Compare Diana to Kayle, who excels at using Attack Speed runes. You will see why these runes benefit one over the other due to their kits and itemization. I don't like building Nashor's Tooth on Diana because it doesn't give you the role you're meant for. I have been very successful in my games without building Attack Speed at all. The reason for this is because Diana has a limited variety of playstyles. I don't see another viable option other than full on AP items, such as my stated recommended build. I feel that the set up time for proccing Moonsilver Blade onto the back line of enemies and not doing the initial burst I need on EVERY single target I hit could lead to my death very quickly. You will not be able to fit 2 passive procs with all the attack speed you have before a regular Diana build could fit one, which is why I feel you won't benefit in the later game. Initial hard burst is what I recommend.

However, I'm not saying going attack speed isn't an option, I just don't see it better than going full AP.

I do feel that Top lane can be very situational in terms of split pushing, and then I could see the viable use of attack speed. However, I generally go mid lane and this is what's best for your team as a mid laner.

Hybrid Penetration Marks vs Magic Penetration Marks

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


Versus.


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


So the big question is: why are hybrid penetration marks useful? And why are they better than magic penetration marks?

If we add up the total armor and magic penetration the hybrid penetration runes provide, we get:

8.1 Armor Penetration and 5.5 Magic Penetration


If we add up the total magic penetration for the regular marks, we get:

7.8 Magic Penetration


So the difference you get is:

-2.3 Magic Penetration


As you see, you're giving up 2.3 magic penetration and gaining 8.1 armor penetration. It's a fair trade. But the real reason why you should use hybrid penetration marks will be explained.

To calculate magic penetration and reduction, you must follow this order:

  • Flat Magic/Armor Reduction

  • Percentage Magic/Armor Reduction

  • Percentage Magic/Armor Penetration

  • Flat Magic/Armor Penetration

Before calculating, lets gather the penetration stats we start off with: 5.5 magic penetration and 8.1 armor penetration from our runes and 8% from our masteries. In game, you won't see 5.5, you'll see 6.


Example:


Let's make our calculations without items. Diana doesn't have a passive or any skill that reduces magic resistance by percentage. She also has no flat magic resistance reduction. So far, she only has flat magic penetration and percentage magic penetration.

At level 1, you're going against an AP mid laner with 15 armor and 42 magic resistance.

Diana has 8.1 armor penetration, 5.5 magic penetration, and 8% magic penetration.

  • We subtract 42 MR by 5.5 flat magic penetration and this results in 36.5

  • Next, we account for the 8% magic penetration. We multiply 36.5 by .92% which results in 33.58 MR.

  • Now we move onto to the armor penetration: basically it's just 15 - 8.1 (lets just say 8), and we result in 7 armor.

End Result: The target will take damage as if they have 34 (rounded) MR, and 7 armor.


Pros:

  • Hybrid penetration marks are great for auto attacking squishy AP mids.

  • Hybrid penetration marks give you a whopping 8.1 armor penetration in exchange for losing 2.3 magic penetration.

  • Diana is reliant on auto attacks, so hybrid penetration marks are very useful on her.

If Diana's Crescent Strike did 100 damage, then she needs to auto attacks to match up the damage roughly against someone with low armor. Negating 8.1 armor is what benefits this purpose.

Cons:

  • Later on in the game, magic penetration will out-scale hybrid penetration because as the enemy team has more armor, you'd want more magic penetration to scale with your skills. This is because your auto attacks wouldn't mean much if the difference in your AD and AP are significantly off from each other. Your armor penetration from the hybrid penetration marks would be meaningless against someone with 200 armor.

Summary:


For hybrid penetration marks to be cost and damage effective (because you know buying 9 of these runes is 7380 IP) you must be constantly auto attacking champions to make it effective. Diana is very well known to be good at auto attacking because of her Moonsilver Blade. Her auto attack damage relies on items such as Nashor's Tooth and Lich Bane but the passive proc relies on your total AP. Technically, hybrid penetration marks wont under perform on Diana late in the game because she's a melee AP assassin. Champions such as Ahri would definitely not benefit from these marks in the later game because you won't be getting the chance to do much damage against a 200 armor tank. Your auto attacks would be rendered useless in such situation. Diana however, has so many factors that must be accounted for which benefits her auto attacks.

Final Thoughts:


I stopped running magic penetration runes on Diana because the armor penetration coming from the hybrid penetration marks made me realize how much damage I would be doing in close range. Diana only has close range combat pre level 6, so I thought to myself, why not grab these runes if I have to do damage melee range? I only lose 2.3 magic penetration for a great addition of 8.1 armor penetration. I address the addition of the armor penetration so much because it's significantly more than the loss you obtain. The new masteries in season 4 has abruptly made hybrid penetration a must have for most mid and top lanes now. The 6% armor and magic penetration is a wonderful arsenal in conjunction with your hybrid marks.

Sorry for not being able to account for actual damage from Diana's skills, calculations and differences will be shown very soon!

Summoner Spells



Explanation:

Ignite is definitely your go-to spell because it helps mainly yourself in terms of grabbing kills. It basically is an aggressive summoner spell for carry roles and Diana benefits the most from it. It creates kill opportunities for other lanes as well and will help either yourself or your team mates to snowball. Overall, it's the best spell for Diana to duel anyone.

The 5 AP increase is the other half of why this summoner spell benefits Diana greatly. Even though it's not significantly increased, it could possibly mean getting a kill or letting someone get away with less than 100 HP.

Also, the effect of Ignite is useful for champions that have a lot of life steal or health regeneration such as Dr. Mundo or when you're bursting an ADC such as Vayne. For example, Vayne can easily kite you 1 on 1, and by using Ignite, you're able to reduce her life steal and you can easily duel her when you make her useless if she's caught out.



Explanation:

Diana absolutely needs flash because she can cover up so much distance and has the ability to catch anyone overextending. Her reach with her ult is still very far despite the nerf on the range. She needs Flash in order to get out of ganks unless minions are close by. In that case, Q > R to a minion and you're safe. Flash is also needed to catch the enemy off guard, or to dodge a skill shot that will potentially kill or CC you. Basically, without Flash, you won't be able to help your team in team fight situations because you don't have the extra long distance to close out on an enemy.

You definitely can't pass this spell up unlike champions who have a movement speed buff. This is the most general spell that most AP carries have due to them not having a strong escape. Overall, Flash is an obvious need to make plays for your team and for yourself to get out of situations and to get kills.



Explanation:

For top lane Diana, Teleport is a second option to have as a summoner spell other than Ignite. Top lane is very different from every other lane as you can freeze it all day long if you wanted to. This might make laning phase passive, and if you know you can't kill your laning opponent very easily, grabbing Teleport can make you a more team oriented player. Since Diana has a great gap closer at level 6, ganking bot lane through a tribush ward will for sure help your bot lane snowball. Teleport is great for grabbing objectives such as a dragon because you can make it a 4 v 5 situation. Teleport is also useful for split pushing and getting back in lane quicker.

Overall, Teleport is a useful summoner spell if you want to be more of a team player. I wouldn't suggest it because Diana benefits from Ignite mostly due to her level 6 kill potential, but if you have a jungler that massive CC such as Sejuani or Zac, then Teleport would be very useful in 4 man ganks at bot lane.



Explanation:

Cleanse shouldn't be your first or second option. It's a very situational summoner spell for Diana because it offers her no kill potential. In rare cases, when the enemy team has very hard CC such as Lissandra, Rammus, Sona, Varus, bringing Cleanse won't be a bad idea if you want to be on the safe side. Efficient warding from your support and yourself will provide you safety against a long Taunt.

Cleanse will benefit you mostly in team fights after initiating on the enemy team. Most likely you'll be focused and Cleanse will reduce incoming slows and will get you out of Ultimates. It definitely would benefit an ADC more, but if you're being bursted without doing any damage, your role as an assassin would be put to shame. Don't overlook Cleanse as a useless summoner spell.



Explanation

I would bring Barrier for a very safe laning phase. If you aren't very comfortable with Diana yet, I would definitely bring Barrier aside from Ignite. Barrier will help you against champions that deal insanely high burst such as Zed or Syndra. Accompanied with your Pale Cascade, Barrier will basically cover you good against high burst. I would only take this against a match-up you're not very fond of. It's a newb-friendly summoner spell and it would also benefit you greatly in team fights due to your innate survivability with your Pale Cascade.

Skills

Passive: Moonsilver Blade

Diana gains 20% bonus attack speed. In addition, every third basic attack cleaves nearby enemies for 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 / 80 / 90 / 105 / 120 / 135 / 155 / 175 / 200 / 225 / 250 (+ 60% AP) additional magic damage.

Explanation:

The versatility of her passive makes her such a great champion. She can take top, mid, or jungle because of how well her kit works. Diana is a strong champion because she can deal damage without using mana or any of her skills. It's very good for harassing the enemy after getting two autos on creeps, then using the final auto on the enemy. Paired up with Crescent Strike and pale Cascade, it provides strong pre-level 6 poke. This is the main reason why Diana has a strong kit overall against top lane champions such as Lee Sin or Riven.

Nashor's Tooth is one of the best items for Diana in terms of split pushing, farming, and taking jungle creeps. Her passive synergizes well with Nashor's Tooth because it increases her Moonsilver Blade in damage and speed. The faster you can proc Moonsilver Blade, the more raw auto attack damage you can do WHILE using your spells. In team fights, Moonsilver Blade and Nashor's Tooth together allows you to withstand long fights against tanks or to finish off surviving champions. In certain situations in which you're out of mana, your passive will save you because of how much damage you can do with your auto attacks.



Q: Crescent Strike

  • Range: 830

  • Cooldown: 10 / 9 / 8 / 7 / 6

  • Cost: 55 Mana

  • Magic Damage: 60 / 95 / 130 / 165 / 200 (+ 70% AP)



Explanation:

This is your poke/initiation/wave clear spell. Due to the curving of the spell, beginners might find it difficult to land it, but a trick is to use it when the enemy is trying to farm. That way you can deny creeps and poke them at the same time. If they go for creeps, punish them with a Q, W, and E combo. In order to maximize your damage, you must land your Q on an enemy before you can R onto them. It's ideal to do this because of your reset on your R. Without it, you won't be able to significantly more damage and as well you have one less gap closer to use. The importance of landing your Q is crucial in team fights because it allows you to close a lot of distance between the front line and the back line. This is what I call your bread and butter. You can do many things with Crescent Strike. It allows you to jump over jungle camps, farm from distance, and allows you to poke the enemy team behind bushes.




W: Pale Cascade

  • Range: 200

  • Cooldown: 10

  • Cost: 60 / 70 / 80 / 90 / 100 Mana

  • Magic Damage per Orb: 22 / 34 / 46 / 58 / 70 (+ 20% AP)

  • Max Magic Damage: 66 / 102 / 138 / 174 / 210 (+ 60% AP)

  • Shield Strength: 40 / 55 / 70 / 85 / 100 (+ 30% AP)

  • Max Shield Strength: 80 / 110 / 140 / 170 / 200 (+ 60% AP)



Explanation:

Diana's shield is what makes her a great assassin because she deals damage while taking reduced damage. It's great for farming waves and for surviving 1 v 1 situations. In team fights, your shield allows you to tank a lot of damage from the enemy front line. This also makes her a suitable jungler because of her sustain. Pale Cascade is a great spell for putting down harass without taking much damage early on in the game.



E: Moonfall

  • Range: 250

  • Cooldown: 26 / 24 / 22 / 20 / 18

  • Cost: 70 Mana

  • Slow: 35 / 40 / 45 / 50 / 55%

Explanation:

Moonfall is a decent slow used to catch up to an enemy or allow a gank to follow through smoothly. It allows you to always fit in a Moonsilver Blade proc because of how slowed they are. Also, in team fights it's a very useful spell because it acts as a vacuum and it sucks everyone towrds you. This allows a lot of AOE from your team to come through and put a lot of pressure in team fights. In a 1 v 1 situation, most of the times the enemy receive the full Diana burst combo if they get Moonfalled and this will result in a kill or a flash. It's hard escaping Diana when she has a gap closer and a slow. You should definitely time yourself using this spell because you have a choice to immediately use it or you can save it as they try to run away.




R: Lunar Rush

  • Range: 825

  • Cooldown: 25 / 20 / 15

  • Cost: 50 / 65 / 80 Mana

  • Magic Damage: 100 / 160 / 220 (+ 60% AP)



Explanation:

Lunar Rush is what makes Diana an extremely good assassin. It's an amazing gap closing spell that covers a lot of distance even if you try to flash or run away from her. It's very important that you get the hang of simultaneously using Crescent Strike and Lunar Rush when you try to kill someone. In laning phase, I always look for open opportunities to Lunar Rush in. It doesn't matter if they're not even overextended. If they get too close trying to grab CS, you have to be alert and precise when you try to land a Crescent Strike. You have to make sure it lands before using Lunar Rush or else you won't get the reset and extra damage. If they move slightly forward, landing Crescent Strike is easy because they have less reaction time to dodge it.

Skill Order

Typically in all level 1 starts, you want to raise your Crescent Strike for these simple reasons:

  • It allows you to leash for your jungler without losing a lot of CS + EXP
  • You want to wave clear from a safe distance against ranged AP carries
  • Your level 1 trade against melee bruisers can force them to use an early HP pot
  • You can poke the enemy mid laner when they try to go in for CS

In some rare cases, you want to get Pale Cascade because:

  • You're going against a bruiser who will auto attack you very early on
  • You want to reduce the damage taken while soaking up most of the EXP at a closer distance
  • Negate some poke damage early on

Never start with your Moonfall at level 1 unless your team calls for an invade. The slow at level 1 is decent enough for your team to catch up and grab a kill, but other than that I see no viability for this at level 1 at all.

You want to max out Crescent Strike especially in mid lane because it's your source of damage + poke. I would generally put another point in Crescent Strike at level 1 because the gap from level 3 to 4 isn't a very long way. Putting another point in Crescent Strike allows for better wave clear and damage output. At level 4, it's very ideally to get Moonfall to grab a kill if they over extend too much. It's also very potent for your jungler with red buff because it makes it very hard to escape. Most likely you'll force a flash or get a kill.

Other than that, you want to max out Crescent Strike and prioritize your Lunar Rush at all times. These two skills are your bread and butter in terms of gap closing and getting kills.

When I jungle, my first gank will always be at level 4 because you want to clear every camp with two levels in Crescent Strike. This assures you that you're going to have a level advantage over the enemy laner. Having Moonfall at level 4 is crucial for ganking because it compliments red buff greatly.

Crescent Strike and Pale Cascade are situational in top lane. If you want a passive laning phase without being heavily harassed, you can max Pale Cascade first because AD bruisers will deal a lot of damage if you're out of position. Maxing out Pale Cascade first will ensure that you'll be safe from most damages coming from the top laner or jungler. I generally wouldn't max it out anyways if I'm at top because Diana is all about getting kills and making opportunities for the jungler to come gank them when they're low. There is no wrong in maxing Pale Cascade and I would recommend it for new players playing Diana at top against new match ups they haven't faced against. It's definitely different in terms of bursting down top lane champions because they're generally tankier.

The Right Time to Actually use your 2nd Lunar Rush Consecutively

A lot of new players usually go in with a full combo at level 6, which lacks the 100-0% kill potential. In most cases, you're not strong enough to do so. There are many things you want to prep when you hit level 6 such as:

Timing Moonsilver Blade


  • At level 6, you always want to go in when you have a Moonsilver Blade ready to be procced, for immediate burst with your Q W R combo.

  • It's very important to always look for an opportunity if they walk FORWARD. It's almost impossible to dodge a Crescent Strike if you're already walking towards a Diana. It's hard to quickly make a sharp turn without the usage of an escape or Flash. With quick executions of buttons, you should be able to punish someone.

  • Try not to shove your lane by charging up your passive. Generally, you want to just last hit creeps but with a time interval of 1-3 seconds. Anything off of that, the passive won't stack up. Keep the lane in the middle so you can apply pressure by zoning the enemy and creating an EXP gap between them.

Always Poke with Crescent Strike When They Farm or try to Harass you


  • Very important to chunk your opponent to a certain point to go all in.

  • You always want to click on their champion info for the amount of HP they have. You should be able to calculate how much damage you can do just from experience of playing Diana. This will ensure you that you won't over commit.

Blue Buff is Important


  • The usage of blue buff is mainly for baiting the enemy. There are many many times where I just performed a Q W R combo and I simply retreat back to my turret while waiting for Crescent Strike to go off CD. If the enemy is on par with your HP, they generally want to chase. Sometimes, they think it's safe to farm again. Punish them again with a Q R combo and you can bully them again and again if they try the same thing.

Don't Worry if you Lose Lane

Some champions have amazing late game, such as Diana. However, learning how to become better at this game has numerous aspects. One of them is knowing how to bounce back from losing a lane. It's not the end of the world, but it will be hard on your team if you can't control your opponent. It's important to keep in mind a couple things: farm discrepancy, level advantage over you, and how hard you're getting pushed. It doesn't hurt your jungler to take wraiths/wolves every time they spawn because it's a low spawn timer. Usually, past level 6 you have the ability to push out most of the times as you approach mid game. With efficient warding, you want to constantly keep a steady push on your lane to create opportunities for yourself and your team. By this I mean you'll be able to roam or simply farm jungle camps. When you're behind, you have to keep tabs on your opponent to prevent other lanes from snowballing for their side. Whenever you have a kill over someone, it's really hard to trade if they always have an item ahead of you and a level. That's why the most important thing to do when you're behind is to farm. You need to catch up and hope for the best in team fights. Everyone has a different sense for this game- some people don't know how to keep leads, but some people know how to win the game off of being 1-0. It's all about looking into the future of the game and planning ahead of time.

How To Combo With Diana

Tip #1


Everything must be smartcasted. To achieve the fastest combos, you need to smartcast each spell so you can don't need to waste time targeting someone manually with the spell. In this demonstration, you can see me simultaneously use:
and


[http://i.minus.com/iLahu5xf6rToN.gif]


Explanation:


  • Knowing that Viktor is weak against me, I strongly know I'm going to kill him with confidence.

  • Be patient, I didn't go all in or else they would run away and my gap closers would be on CD.

  • Viktor was vulnerable because of my turret and my presence.

  • I used Crescent Strike and followed up with a Lunar Rush and used the rest of my kills to get of all the damage I can and apply a slow.

  • I waited for my Crescent Strike to get off of cooldown, and I proceeded to do another Crescent Strike and Lunar Rush combo and topped it off with an unnecessary Ignite.

The Mistake I Did:


I could have killed Jarvan potentially as well but instead I used everything on a very low Viktor. If I saved my Ignite and my last Lunar Rush, I would have at least killed Jarvan or burned his ult and Flash.

  • Realize your strengths and weaknesses

  • Have confidence in yourself

  • Have knowledge of your own damage and remember not to use ignite on someone with significantly lower HP than the damage output done with Ignite if you have other damage sources left.

When to use Zhonya's Hourglass

Tip # 2




Zhonya's Hourglass is one of the most important items on Diana. It creates opportunities for your team mates to follow up on your initiation and it also can save your life greatly. It's a very versatile item on AP assassins because it allows you to become invulnerable while your cooldowns are going down.

[http://i.minus.com/ikPXIs7LQLY4L.gif]


Explanation:


  • Knowing that Sona is extremely, I didn't need to use my Crescent Strike to latch onto her. In some situations initiating with your Lunar Rush is the best case because you won't be in range for Crescent Strike.

  • I knew Rumble didn't do a lot of damage, so I purposely used my Zhonya's Hourglass until I was very low.

  • The best thing about Zhonya's Hourglass asides from being invulnerable is that your cooldowns are going down as you're invulnerable.

  • I knew my team was around so I was safe, and when my skills were back up my Warwick ulted him and my team and I finished him off.

Item Build

Starting Builds:


Experimental




A while ago when Elixir of Fortitude was still 250 gold, it used to be my starting build going into mid lane. The reason behind this was the same concept for AD bruisers at top. It gave you an attack damage spike and a spike in HP gained. If you pair this up with Ignite, your best at any level would be insane. I used Elixir of Fortitude at Mid lane with Diana because it gave me the survivability I needed at level 6 against the high burst coming from certain AP carries. It was safe and effective and Diana doesn't need much AP to excel in damage due to her natural kit. Once Elixir of Fortitude increased in its price, I started buying Elixir of Brilliance. I felt that at level 6, using it would give me an amazing burst potential. Starting this off at level 1, I would have enough sustain because of the adequate potions. With a ward in hand, laning phase would be safe. With blue buff at level 6, you're going to have 33% CD reduction with my masteries. This is very beneficial because you'll be able to reset your combo in a quick succession. The CD on your Q will be at least 5 seconds and if you're able to throw your Q out in those intervals, you have a higher chance of following it up with your R combo. I usually don't use the second Lunar Rush unless I'm 100% sure that the enemy is going to die. Poking with Crescent Strike and Lunar Rush is very effective to push someone out of lane. If they stay in lane, the chances of them surviving is low. If they try to go for CS, you punish them hard by continuously comboing them. This was a great tactic for me in lower Divisions.

Hard Sustain:




With this starting build, you don't have to worry a lot in terms of being poked out hard or being out of mana. Starting off with Flask allows you to farm very effectively with your Crescent Strike and Pale Cascade. Also, this allows you to spend a bit more mana in harassing the enemy. This starting build allows you to be versatile: you can play passive or you can play very aggressive and up front against the enemy laner. You're able to farm efficiently from level 1-6 so you don't have to recall in between any of those levels unless you were ganked. Generally, starting Flask is more optimal at top lane than mid lane because AD bruisers tend to have harder harass at lower levels against Diana when her Pale Cascade is still level 1. Flask becomes cost efficient after recharging it 3 times so it's great from early game all the way to mid game until you have to sell it to make room for core items. Definitely start this build as a second option.

Most Optimal Starting Build:




This is by far the best start for most AP carries that don't need Chalice or Tear in their build. Even though it's slightly nerfed in stats, 400 Gold for Dorans Ring is very cost efficient as a level 1 item. With 2 HP pots, the slight AP boost, HP increase, and mana regeneration makes you a very aggressive laner. It amplifies your Crescent Strike and Pale Cascade in level 1-5 trades against someone who started with a Faerie Charm or Flask. Dorans Rings are important on Diana because it makes her laning phase have sustain while being aggressive. It gives you that slight edge and will definitely benefit you because it's part of your core build. Having at least two is optimal and having more than that is bad. Overall, this is what you want to start off with because it gives damage and sustain.

Against an AD Bruiser (Top or Mid):


or and


The mana potion is your preference and there's nothing wrong with getting one. It just means you want to rely on your Crescent Strike or Pale Cascade to farm or to harass. Having 5 HP potions will make your laning phase very safe with that much sustain. You generally wont lose anyways to an AD bruiser. You do well generally due to your high damage kit with your passive. Your shield and Cloth Armor will reduce most of the damage done by your enemy laner while you deal a lot of damage. This starting build helps you build a Seeker's Armguard a lot faster which will allow you to trade at anytime. Seeker's Armguard scales as you keep farming so their damage output will lessen slightly. Combined with Pale Cascade it reduces the damage even more. Generally, I don't use this starting build if I'm confident against who I'm laning against. Running the proper runes and masteries can allow you to still run Dorans Ring and 2 HP potions.

Core 1st Item:




Rabadon's Deathcap is my main priority when I'm doing well or farming very efficiently. It gives Diana the power spike she needs to instantly burst down carries in team fights and it'll definitely help her snowball. It amplifies her already raw damage and you'll be able to farm creep waves very efficiently. In a duel, you'll beat almost anyone because Pale Cascade will be shielding a lot. You want to buy this item around 15-18 minutes. Any longer than that would mean that you're losing lane or having a rough time grabbing CS. If this is the case, Deathcap is not your priority.



The Zhonya's Hourglass rush is mainly because of: Heavy AD team, not doing so well, and if you're the only one doing well. Sometimes it's not about having the most damage at early stages, it sometimes means that you need to be the initiator of your team. Zhonya's Hourglass determines your survivability in team fights and it can save your life greatly. It also can change the tide of a team fight because the enemy team has to switch focus for a couple seconds. Lunar Rushing into their whole team and using Moonfall into Hourglass is probably the most useful strategy Diana can be used for because it allows her team to catch them all slowed and in a bunch.



Even though Nashor's Tooth doesn't allow you to deal a lot of damage without having efficient AP, Nashor's Tooth allows you to farm efficiently without using Crescent Strike frequently. It allows you to trade extremely well against champions that have a lot of HP such as Cho Gath because you're able to walk around in circles or side stepping while proccing your passive rapidly. Nashor's Tooth is very situational and I would only get it because of very certain match-ups that need me to kite or just brute force my way into getting a kill. It's great for grabbing objectives such as Dragon and turrets. Diana becomes an efficient split-pusher and your farm will sky rocket.


Final Build:




This is my preferred late game build if I'm doing decent against the enemy team. Lich Bane and Nashor's Tooth are two situational items and should be swapped out in order to accommodate the team in certain situations. The reason why I like this build is because it allows you to instantly kill any carry in a very fast sequence. The Lich Bane proc will most likely be the icing on the cake for when you Lunar Rush into the carry, landing Crescent Strike or not. In some situations, you don't have to land Crescent Strike first, instead you just go Lunar Rush into the whole team and use Moonfall. The reason for having Zhonya's Hourglass is to protect yourself from the heavy CC and damage when you do Lunar Rush into their whole team. Being invulnerable for a couple seconds will allow your team to catch up to your initiation and that's how most team fights should start in your favor. Zhonya's Hourglass can also be a very strong bait to fish out a couple skill shots or even ults. Deathcap should be built on Diana every game because it's her damage spike. This item makes her snowball very hard. You need Void Staff most of the time because the enemy team will have a tank or and a top lane that builds MR. To be able to sufficiently kill a tank, you need Void Staff because you're going to be in the front line and mainly the back line trying to get the carries. Nashor's Tooth is a great item to prioritize because it allows you to rely on your auto attacks more, and not much of your spells. Diana does a lot of damage with her passive and Nashor's Tooth compliments it because of the buff it got.

Against AD Oriented Team:


or or


This build offers a lot of armor and still gives out a lot of damage output to sustain in team fights. Gauntlet applies a lot of CC for your team especially when you're a gap closer. It's a great alternative to Rylai's in this situation. Since you're an AP assassin, you really want to just kill their carries by getting in their face. Sunfire Cape is going to help you a lot as you're tanking probably 3 or 4 people at a time. I still put Nashor's Tooth in this case because you're not really going to have room to breathe against an all AD team, so the main reason you have this item is to stay in the fights as long as you can dealing damage. You can get a Void Staff when the enemy team is building a lot of MR, so this build is very situational. I would get a Frozen Heart when the team has a lot of auto attackers. Your job is to be the 2nd focus for your team so you can create opportunities and protect your carries.

Against AP Oriented Team:




Abbysal Scepter and Mercury Treads will give you enough MR to sustain against heavy poke from the AP damage as long as someone has an Aegis on the team. A heavy AP team will lose team fights if you start a very hard engage on them because the amount of chain stuns/CC will reduce the amount of time they have room to land skill shots. This build is meant for you to deal every single bit of damage you can on their squishy carries and still survive most of the damage dealt by them. Zhonya's is needed in every situation to protect yourself and to wait for your cool downs to come off. I chose Lich Bane in this build because an AP carry oriented team is relatively squishy. Having Lich Bane would instantly burst anyone you land Crescent Strike on. It's a very strong build because having Void Staff will just make the squishy become squishier.

Importance of Certain Items and Combinations:




The importance of Zhonya's Hourglass is far greater than Deathcap in terms of team fighting efficiency. In every game I will never skip building this. It's a prioritized item that I always pay attention to. It makes it tricky for the enemy team to change focus and it baits out Ultimates and CC's. It'll make or break a team fight, and it'll allow you to render yourself while your skills are coming off of a cool down. There are so many times where it just saves my life.



These two items pair up nicely because in a situation where your team is losing, your job is to split push a side lane. To be on the safe side, always have the enemy jungle warded along with yours. You need the team to cooperate and defend your turrets so you can create opportunities such as splitting the enemy up to kill you or allowing your team to farm, get baron/dragon. Not to mention these two items allow you to do a lot of close combat fighting against tanky DPS champions because of how fast you proc your passive. Paired up with a Lich Bane passive, you'll deal a lot of damage.

Item Explanation and Choice Selection



Having two Doran's Ring on Diana is good because it provides AP and a bit of tankiness. It's optimal for when you have a slow, head-to-head farming match up. It's good to skip it if you can and get right into making your core build.



I don't like building this item much on Diana anymore, it's more of a Season 2 thing. However, if you're more of a team player, then getting this item is good because providing that MR reduction allows you to tank a bit of their AP carry and adds on survivability. It accompanies Zhonya's Hourglass because it's the standard AP Tank build for Diana. You don't need Abyssal Scepter as a core unless they have more than one AP carry.



I never tried it, but if you want to try and be a conservative Diana then go for it. I feel like it's beastly with her Pale Cascade but it takes away her early game and it takes a while to stack it fully. Diana is all about heavy burst which is why farming for a Seraph's Embrace will make her early to mid game weak. I've seen Alex Ich build a Rod of Ages and a Seraph's Embrace, but I assume it's because his play style was to be very tanky in the front line.




I'm not so much into this item because it doesn't provide a lot of burst for Diana. It benefits her though because of the mana regen, and unique passive. I won't recommend this item unless you want it against double AP, long laning phase, or if you know you're not getting blue buff at all.



I would love this item if it was still the old DFG. You'd basically get a kill every minute once it's not on cool down. I like this item none the less because it provides tons of AP and CD reduction. It works well with a Void Staff and will guarantee a kill. The reason why I would get this item is because the other team has a carry that is 100% priority to kill. The reason why DFG would be suitable in this situation is because it will enable you to do insane damage in a quick succession. Another instance is that the other team has a very huge tank that is carrying them. DFG will allow you to chunk a tank down to very low HP, enough for your team to follow up.



This item is really nice in terms of slowing the enemy team down in order for your team to catch up. I like it a lot especially against a heavy AD team. It offers a greater mana pool and armor which is suitable for surviving in team fights without going oom. It works well with her Moonfall at level 18 as it's a 55% slow. You should get this item as your second or last item.



Lich Bane is the icing on the cake when you have most of your core items. It compliments her passive greatly and if you get it to proc with lich bane you will do extreme amounts of damage. Lich Bane is great for split pushing and getting down turrets. Although Lich Bane is a great item, it also is a situational item as I consider it a luxury item. Lich Bane will provide you godlike burst, but if your team lacks defense, you should definitely consider this to be a last item.



Diana heavily relies on Rabadons Deathcap to deal a lot of damage. Once you get it, your damage will spike up and your Crescent Strike will start killing the creep waves in one blow. Once you reach 15-20 minutes, Diana starts showing her true form and from there on you will snowball in team fights if you win them constantly. I prioritize Deathcap as my first item because it provides the most damage output for her.



Rylai's isn't a suitable item for Diana because she already has Moonfall, and if you need to be tanky you might as well just get a Frozen Fist. The 500 HP and 80 AP is okay but you will benefit from other items. I would only get this item if my team has literally no CC to be the front line of the team.



Personally, this item will make or break a team fight. You can land Crescent Strike and then Lunar Rush to an enemy, and then use Zhonya's Hourglass to disrupt the enemy team because it puts them in confusion what to do. It's a must item, but it shouldn't be bought first unless you're doing poorly and need to get tanky. However, I would prioritize this item first if the enemy team has full AD. You do not need to get this as your first item against an all AD team if you are fed. Just build straight into a Deathcap.



This item allows Diana to basically shred people to pieces. I would generally buy Void Staff as my 3rd item because it amplifies your damage drastically against tanks. Carries will get blown to pieces and tanks will basically fall because if you don't have spells, you have auto attacks. Definitely purchase a Void Staff whenever you see one person buying MR. It's part of your core build but it could be situational at some points.



I never ever buy this item. It takes away the purpose of being an assassin. ROA requires you to get it under a certain time limit, and a passive Diana isn't a very good one. You're taking away her strength by going into Catalyst as it offers no AP. ROA takes time to stack but it's reasonable to get if you're the one who has to initiate fights or tank. It provides a nice mana pool and can help you if you're not getting blue buff or if you're running 21-9 masteries.



I don't buy this item because you need Rylai's to compliment it. Although your Moonfall provides a slow and amplified damage for Liandry's, the stats are pretty bad. I will only get this item if I need more magic penetration. However, I do get a Haunting Guise whenever I feel like I need the extra penetration for early game. I don't further build it, instead I sell it off for a better item.



This item makes Diana proc her passive a lot faster, clearing waves and pushing down turrets easier. Since she already has a speed buff passive, it makes Nashor's Tooth an even better choice to get. When your team is losing, you can easily split push a side lane if you have sufficient warding. Make sure to always be with your team in crucial team fights because putting the enemy team into defense is what makes split pushing effective. In laning phase, I don't suggest buying it as a first item because you won't have enough AP to burst a champion down. However, wave clearing will be extremely fast and easy and it will allow you to roam into other lanes or counter jungle.



I like getting Sunfire Cape when I know the enemy has a turret disadvantage and my team needs to team fight to lengthen the lead. I get this as my 3rd item after getting a Deathcap and Zhonyas. It makes you very hard to kill if you don't get focused by the AP Carry, and you can basically tank a lot of damage due to having Pale Cascade. This item is situational because you're sacrificing damage for team durability. If your team relies on you to do damage, don't get this item. If your team is doing positive, get this item to make the enemy team miserable in terms of focusing.



It's a must get against hard CC teams and heavy AP. If you're losing lane very early on due to ganks or being outplayed, buy merc treads to ease laning phase up until you get a jungler or your team to push down your mid turret.



I would suggest only getting this item when you're very sure of yourself that you're dominating the game, WITH your team. I sometimes get this because I know I'm better individually, but that doesn't mean the enemy mid laner will go down as fast as the others. 20 stacks is useless if your team can't back you up. However, when you're running high on stacks, have many wards in their jungle to pick off easy kills to stack up. You're constantly snowballing as you get kills, so the best thing to do is try to get easy kills in the jungle. The optimal score to get Mejais is 4-0 in 10-15 minutes.



Sorc shoes are a must on Diana because she doesn't really need a ton of AP to deal damage. Her kit is strong, and getting sorcs will amplify her early damage a lot. I would get this on my 3rd back because it's not very important if you don't have sufficient AP.



When the enemy team has a lot of auto attackers, this item is the best to counteract that. Sacrificing damage for defense is sometimes the smarter choice because it allows your team to catch up to the enemy carry and help you pick them off. Get this item after getting sufficient AP or else you won't do enough damage in team fights.



This item should rarely be seen on a Diana but there are some cases where there is a Swain, Volibear, or Riven (someone with a lot of lifesteal or HP Regen). It provides CD Reduction which is good on Diana in late game where your spells are less than 10 seconds. Otherwise this item really doesn't help Diana in terms of high burst.



I get this item when I'm winning so hard, that I want to make the enemy team miserable. It just makes focusing a lot more harder because of your second life, so you can have a little more room to breathe in team fights. But if you're not winning hard, I'll get a Guardian's Angel when I know my role is to dive very deep into the back line to get a fed carry. Accompanied with a Zhonya's, you're going to be very tanky and hard to kill.



This is another situational item for Diana. I would suggest this item against a very hard engaging or poke heavy team. Being the AP carry, you need to keep yourself safe which is why you need this item. You can't be caught out before a team fight breaks out or else you're going to throw the fight by making your team mates involved. I would buy this item if I'm against a team that has an enemy champion that can deal a lot of poke or has a game changing stun: Nidalee, Annie, Viegar. Varus. Sona, or Orianna. Basically you want this item against a very fed team of hard pokers or engagements. Otherwise, the stats don't benefit Diana in terms of damage output.



In some cases, people like to play Diana as an auto attacker magic damage carry. I tried this before and it's definitely not troll if you're ahead. Your farm will jump up because of how fast you're proccing Moonsilver Blade constantly. The magic debuff on this item is great in terms of 1 v 1. The attack speed will compliment Nashor's Tooth and will help you clear minions. In times of being out of mana, you can rely on your auto attacks. I would never add this in my core build because the stats don't offer AP, which is necessary for a champion like Diana who needs to burst people down.



If you're losing lane very hard and your turret is gone, you might want to pick up this item for a slow income of gold. It offers a bit of AP and it builds into a decent item, but I wouldn't recommend it in a core build because you already have Moonfall. Get this if you're not doing so well and especially if they have more than 2 AP carries.



I like getting this item because it's team oriented and helping your team out is never bad. Because you're diving in the back line or tanking or peeling, this item will benefit you because it'll add onto your natural tankiness with Pale Cascade. Having a Abyssal Scepter and Zhonya's Hourglass will make you very unstoppable. I only get this item when I'm jungling or if I'm carrying very hard and the team is lacking survivability.



You're going to obviously upgrade your Aegis, so you're going to get this item if you have it in the first place. It's not a very bad item on Diana because it compliments your Pale Cascade and it helps you dive champions at their turret.



I've experimented this item a couple times, and I have to say it's going to give you a lot of sustain if you just auto attack minions. This would be a good item for an on-hit Diana but then again you're not going to do a lot of damage. Diana is however good at prolonging a 1 v 1 because of her kit, but the whole point in a team fight situation is to burst down their AP carries. The on-hit build can work effectively in a specific team composition that consists of two hard bruisers on your team (top and jungler). Having 3 people in the face of the enemy will cause them to frantically peel for their carries and since you have so much sustain from the passive, you're going to survive most of the fight if you built a bit tanky.



You're going to need this against an all AD team or against a bruiser in laning phase to negate most of the auto attack damage.



I usually don't need this item because there are other HP efficient items that offer more unique passives. Diana doesn't need the HP regen but if you want the raw HP, then you should get it if you need to be very tanky. Diana can well achieve over 3k HP late game with certain items and do damage over a period of time in team fights because of her strong kit.



When I jungle, I usually get this item when I'm not ahead of everyone. It's an item that will help you in the jungle greatly and in team fights with the Spell Vamp. If I'm doing well I skip this item because there are many other items that provide a better team fight presence then this item. I also start boots in the jungle and not Machete so I would be setting myself back 300 gold.



Spirit Visage compliments Spirit of the Spectral Wraith because it increases the value of your Spell Vamp. Other than that, this item is trash on Diana because you might as well buy an Abyssal Scepter because Spirit Visage's unique passive would be useless on Diana. The MR is achievable in other items.

Misconceptions About Certain Counters to Diana (for Beginners)

Mordekaiser is not your Numero Uno Counter




I wont say that every Mordekaiser I play against is bad, but to understand the concepts of Mordekaiser is important. Everyone knows that Morderkaiser is the number one "voted" counter pick against Diana. Contrary to belief, I've had harder times against other champions, and easier times against a Mordekaiser. The reason why I say this counter isn't true at all is because of his lack of escape, pushing ability, and weak mid game. I agree that playing against Mordekaiser at level 1-2 is hard because of his vulnerability to be unable to be poked due to his passive shield. This is true. At level 1 you're going to miss a lot of CS. But, the moment you hit level 2 and you see his shield going down, walk up to him with Pale Cascade and hit him with a Crescent Strike. Throw in the passive proc from Moonsilver Blade and you just chunked him down to 60% hp. Because of his lack of escapism, a jungler can simply walk around the area that hasn't been warded and gank, forcing a flash or getting a kill. It's best to snowball early against a Mordekaiser because he will outfarm if it's someone that has the skill level to zone you out. His level 6 is stronger than yours so don't even bother trying to solo him if you two are full HP. His shield regen with his full combo is insanely high and you will lose. The way to kill Mordekaiser is to poke him every single time his shield isn't passed 50% with Crescent Strike. From level 6 and so on, when you know his skills are down, go in to harass and walk back out. Doing this two times in a row will ensure that the 3rd time will be a kill. I won't say this is a skill match-up, because Mordekaiser is a low skill-cap champion, but this is a mind game match-up. Knowing when to go in to harass is crucial and if you slip, you will fall behind and if the mid laner is good, you won't ever get a lead back in laning phase until team fights, where he probably snowballed off of you and some other lane.

Reminders

  • Farm safely from early on in the game to avoid too much harass

  • Let Mordekaiser push to your turret most of the times to enable a gank from the jungler

  • Harass Mordekaiser when his skills are on CD

  • Poke him down to a reasonable amount of HP before doing a full combo

  • Always push your lane out or else you will be clustered with creeps and he'll harass you under turret

  • Keep a lead on him by taking jungle wraiths and wovles when you can

  • Zone him out when you have a lead in lane, and gank side lanes when you can


Diana can do well against AD Bruisers!




My opinion on AD bruisers going against me is that my harass at any given level will out damage them. Anybody that can do damage with a shield will win trades. Diana's kit is made for close range fights, and her burst at level 3 can bring down a bruiser to 60% HP. Farming safely and punishing the enemy for coming too close to try to farm the canon minion will put you in a CS lead. On your first back, if you manage to get Seeker's Armguard, you just reduced their damage output by a lot. Your level 6 has a lot of kill potential and your job is to poke them down with your Q to bring them down to a reasonable HP to kill. Always push your lane with rivers warded. The reason for this is to always have the creeps to YOUR advantage. You know why enemies run away with 1 HP in lane? It's because you didn't build up a creep wave before initiating. Most bruisers will lose in a head to head fight with Diana if it's just a straight up fight. It is so crucial to land your Crescent Strike on the enemy before using Lunar Rush or else you're doomed. Not having the extra Lunar Rush will put you to risk and if your enemy mid laner knows this, they'll abuse you for it. The cooldown is over 20 seconds which puts you in a spot where you can't fight. Remember to always rush Seeker's Armguard unless you are fed and feeling good about buying a Large Rod. Play smart and don't let them poke you down for them to Ult you.

Champions that Syngergize With Diana

Champions that have HARD CC:




Generally, a champion that can initiate very hard onto the enemy team will allow you to position yourself correctly. Hard CC wins games if you can catch the enemy team off guard especially doing Baron. Diana excels at picking people off so these champions synergize very well with her. Due to the fact that she's a melee assassin, the importance of a tank is crucial in team fights. You won't be able to handle most situations where you're the only one diving into the enemy back line, so having a tank will alleviate pressure off of you. You're relatively not the tankiest AP carry but you can still survive for quite some time if you get off a good initiation for your team.

Why do these Champions Specifically Work Well with Diana?


Example:




Nasus has the ability to Wither champions, which renders their movement speed greatly. This allows you to Crescent Strike with ease because you'll be able to catch up to them. Each time Nasus does this in a team fight, it allows you to easily focus whoever you want whether its the Tank or Carry. Champions that throw themselves in team fights benefit with Diana because it makes focusing more difficult.



Malphite has the ability to knock up anyone in a team fight. This gives Diana and the rest of your team to have a wider selection of people to focus. His gank potential at level 6 and beyond is extremely powerful because of his knock up and slow. Malphite is another champion that synergizes well with a team composition that goes all in.



Even though Hecarim doesn't have a knock up or stun, he has a knock "back", and a fear. His knock back is from his E if he gets behind someone and pushes them towards you. Hecarim can effectively perform this because his E is a movement speed buff. This is why Diana is able to get kills prior level 6 or burn a flash from the enemy. In team fights, Hecarim excels in tanking and getting in the back line with his Ultimate. Thus, it allows your team to focus on the carries that are feared. It gives you a better position to Q > R someone.



Shen is one of the most versatile champions in the game. In team fights, Shen can split push a side lane and when you want to initiate, he'll add on his massive shield on top of yours and potentially from your support. This makes it extremely hard for the enemy team to even chunk down the shield, and most of your team fights will start off this way. Shen's global presence is very strong in terms of grabbing objectives, team fighting, and 1 v 1 situations. Also, Diana allows Shen to almost taunt anyone of the enemy team because of her Moonfall slow.

In champion select, it's really important to encourage your team to have an assortment of CC such as stun, silence, or knock up. Mixing and matching CC will make your team fighting potential very strong because as an assassin, killing the carries are your main priority. Diana synergizes best with the jungler because of her gap closer in laning phase and in team fight situations. Without someone tanky on your team or having no CC, you're very vulnerable if you're the one who has to initiate the fights. Without Zhonya's Hourglass, you won't be able to effectively do so for your team without dying instantly.

Since Diana has an excellent ability to dive into the back line, having someone like Shen or Zac that has the ability to do extreme tanking or focusing out a carry allows you to minimize the pressure in team fights. Positioning yourself with the tank is very crucial because you need to find a small gap in a team fight where you know a lot of skills are burnt. It's very important to realize when you should go in or not go in because if someone on your team whiffs a skill, the enemy team can take advantage of that, especially if the CD is long. As you understand how to focus people, you'll progress into a better team player and carry.

Early Game

Your early game is fairly weak, but you can very much win a trade off. Most mid laners don't have a shield that absorbs damage, which is why Diana wins trades most of the times. Your main objective is to farm, and farm. Ganks before you're level 6 is not as easy, but if your jungler has a knock up or stun, getting a kill is fairly easy as you also have a slow. I like harassing the enemy just to give lane presence, while only using my autos to farm.

Against champions like Cassio, Kass, Katarina, or Orianna, Pale Cascade is very important when it comes to farming. I tend to farm with my Crescent Strike to create distance and not push up too hard in case of getting ganked. When you have a very hard match up, you really need to call upon your jungler to help you gank or else you'll fall behind in farm, and someone like Twisted Fate will take advantage of that. You have to be careful of how you use your mana, because when you hit level 6, you need around 300 mana to pull off a Q > R > W > E > R combo. if you don't need to back yet because you received a blue buff at level 6, simply just punish the enemy with Crescent Strike and Lunar Rush if they get near you. If they try to trade with you, pop Pale Cascade and proc Moonsilver Blade. Try to always land Crescent Strike before using Lunar Rush or else it goes down on a very very long CD, 24 seconds at level 1. A smart enemy would use this to their advantage to zone you out or to harrass, knowing that your Lunar Rush is down. At level 6, you should be able to get a kill, and thus being 1-0, is the start of snowballing your lane.

  • Landing Crescent Strike is easy when your opponent is going for:

1. CS (canon minion)

2. Walking forward makes it harder for them to change directions quick enough

Mid Game

At this point of the game, your laning phase performance will most definitely determine the end game for you and your team. Although I don't say you can definitely win games 100% with a 20-0 score, however it's very likely to. From level 6 and beyond, you should still be in laning phase farming adequately until you can get your first item.

Beating your Opponent by a Landslide


If this is the situation and you're constantly dumping on the enemy mid laner, you always need to apply PRESSURE on the map. You need to constantly push your wave to their turret, and you SHOULD take your jungler's wraiths and wolves and also the enemies as well. Whenever you see the enemy laner trying to CS under their turret, I assure you they won't be contesting you stealing wraiths because they have minions pushing up. You really need to utilize your position to gank top or bottom, whichever the jungler goes to. Snowballing bot lane is the easiest due to the flexibility of the routes you can gank. When you're fed, you need to help lanes. Once you snowball bot lane, the game is in your hands because cooperation and teamwork is key to winning games. Once you gank, you gain lane dominance and your team will be able to take objectives such as turrets and contest Dragon.

You're Losing Lane


If this is the case, you don't have an option to 1 v 1 the enemy mid laner if they're killing you constantly. With a certain degree of experience, you should never get out played by the enemy mid laner unless you don't know the match up well or if the jungler ganks you. As a high rewarding assassin, you have to play aggressive but at the same time be aware of the map. Diana has very high damage and will actually still do well even though you're not fed. In team fights, your potential to pick off carries in fights is still very useful for your team. However, when you're constantly getting bullied in laning phase, you need to ask for ganks. You need to take jungle camps (wraiths and wolves) constantly to not fall behind. It all comes down to positioning and skill when you're in team fights. If the AP caster is bursting you down efficiently, learn to itemize and build Mercury Treads or Abyssal Scepter. It's very important to not screw up your itemization for damage or else you'll get bursted down.

Late Game

At level 16-18 is where Diana shines and shows why she's a dominant laner after all those nerfs (which were necessary in my opinion). At this point of the game, your farm should be exceedingly high because she's very excellent at farming. I can't address how important farming is in conjunction to getting kills. You must be prolific at getting both or else you won't know how to advance higher. There are many situations in the late game stage:

Your Team is Winning


Please, you need to stick with your team and group up. You NEED to take objectives without wasting too much time. I've had plenty of games in Gold where my team mates are ignorant and don't realize that having more gold than a team doesn't 100% guarantee a win. Don't be selfish and continue farming. It's not a bad thing to farm, but in the late game stages past 30 minutes, death timers get considerably higher and one bad team fight can result in a huge throw. As a winning team, you have the upper hand in terms of taking down objectives and winning team fights. Your job is to take down the carries in the back line. Many people say that you need to peel as much as killing the carries, but you have to realize that you're going to get focused very hard for doing so. You need to find NARROW openings, just enough to catch someone off guard. You must get good at learning how to quickly execute her combos when you land a Crescent Strike on someone either caught off guard or too close for danger. You also need to Flash into the enemies to get closer to the carries. In some situations, you might have to Flash in, Lunar Rush and Moonfall, and then use Zhonya's Hourglass. This will give your team enough time to catch up and the fight has initiated. Your team definitely needs to grab Baron and control it by keeping time of the timer and also having wards around it. As the assassin of the team, as long as you have good focus, you'll steer your team into victory. In some other cases where you're low on turrets, Diana is one of the best split pushers in the game because of Moonsilver Blade and in conjunction with Nashor's Tooth and/or Lich Bane. Having your team push down mid while you take the remaining side turrets are very easy and this will ensure that your team gets all the global gold they can. This also reduces the pushing potential the enemy team has because your creeps will be constantly pushing harder.

Your Team is Losing


Fear not, there's always a chance to win any losing game unless it's a terrible land side for you guys. As long as you're the backbone on the team, communication and cooperation can turn things around if you tell your team instructions. Your job is to control the damage coming from the fed carries by focusing them out of the fight. You need to buy your team just a couple seconds so they don't get bursted down by them. Diana does a lot of damage with just 3 items, so you'll have the potential to fully kill the ADC or mid laner with just one combo and Ignite. Positioning is very key in every situation. Don't put yourself in a situation where you have no one backing you up. Your team becomes very vulnerable without you because you're a gap closer with a slow. You should always be fighting along side with your tank, while the ADC is behind you guys trying to kite or apply damage. If this doesn't happen, you'll lose the fight if there's not enough constant damage. When you're not in a team fighting situation, your job is to try and split push as hard as you can without dying. Sufficient wards from your support or from anyone else should help you not get ganked. Diana is very good in a 1 v 1 situation and if you get caught, you most likely will have to fight them because their whole team could be after you anyways. When you know you're going to die, always take someone with you.

Reminders


  • Always have a blue buff
  • You need Zhonya's 100% for team fights
  • Buy elixirs
  • Aim for the carries whenever it's possible
  • If you can't reach the carries, focus whoever your whole team is focusing
  • Be wary and alert in team fights, and be ready to switch focus
  • Protect your carries when you're playing defensive
  • Stick with your team when you know 5 people are pushing your base or turrets

How To Keep a Strong Lead over your Opponent

Take Jungle Creeps and Deny


When people ask me how do I average so much CS, I tell them that I farm wraiths, wolves, and take blue buff whenever I can. It's essential to always keep a couple levels ahead of your opponent because that will ensure that you have higher damage and more HP. The moment I enter laning phase, I push my wave very hard to obtain a level advantage. Also, I know the jungler will not immediately gank me. Pushing the wave to the enemy turret at level with Diana is easy because of her Crescent Strike and Pale Cascade. Certain champions such as Ryze or Nidalee will have a very hard time farming at turret. You always want to try your best to deny creeps by standing in front of them when you can and harassing the enemy for trying to get it. The best time to harass an enemy mid laner is when they want to go for the canon minion. If they're a ranged AP caster, simply just get in range to throw in Crescent Strike. If they're melee for example, Zed, you want to walk up to him and use Crescent Strike and Pale Cascade. As you progress and understand how to play Diana, you also want to keep in mind of your 3rd auto attack. You have to use any open opportunity to use your passive proc on the enemy to harass them, paired up with your Crescent Strike and shield. I don't imply having a super aggressive mind set against every mid laner. Diana does have counter picks and you shouldn't have the same exact play style against each champion. It all depends on the enemy skill level because you have the ability to out play, out farm, and out perform anyone.

Pushing Your Lane to Gank Top and Bottom


It's very important that you become a team player. Even though I average 5 assists, it just means that I'm creating opportunities for myself to grab kills and helping the other lanes grab assists and objectives. Let's just hypothetically say that you're winning lane because you played it correctly; you're past level 6 with a blue buff and you just pushed your creep wave all the way to your opponent's turret. If you see that the enemy top or bottom didn't ward, you need to gank to help snowball yourself or other lanes. Always ask if your team mates saw them ward. Ask yourself if you can kill this person or at least burn a flash without wasting your time. Tell your team mates you want to dive, so they cooperate with you. Communication is key when it comes to ganking, and everyone will be happy when you do so. The enemy should be at least half way pushed. Diana has Lunar Rush so it really doesn't matter if they're not passed half way. Remember that individual skill is great, but team work is what wins games.

Jungling

Diana can top, jungle, mid, and support. It all works out if you know what you're doing. Jungle Diana slightly differs from Mid Diana, and in this case I mean kill potential, farming, and objective controlling. In the jungle, your main role is to farm every camp you can possibly get. I'm 100% positive that by the end of the game, you're going to out CS the enemy jungler by 100. I rarely lose when I jungle Diana because of her mobility and gap closing.

Runes and Masteries




[http://i.imgur.com/5U4sFg5.png]


[http://i.imgur.com/SVIHo2U.png]




Explanations of of all 3 Rune pages:


The armor seals are there for a very general reason- you need it to survive in the jungle and against AD damage in team fights, very straight forward. Never skip out on these runes. AP Quints are very essential because it just amplifies your damage output simply. Now, MR runes are very situational. It really depends on your play style to use or not to use them. If you like to play very aggressively and like trying to burst down carries, then I'd suggest switching them for flat AP glyphs. It's all about early game baby. You may go for scaling and I find nothing wrong about that. Running MS Quints is very experimental and I don't use them a lot, but I find it very easy to gap close efficiently. If you like using MS Quints on other champions then you can definitely use them. AS marks are useful in the jungle due to wave clearing, simple as that. It's also useful for split pushing. I personally use the AP no MR page quite often because it suits my style the most, while giving me the most optimal damage and defense. It's a balance between damage and defense, choose your own poison.

Diana ganks are very effective because of she's very strong with a red buff. After getting red, ganking top lane is your first choice because there's usually no wards. Your top laner should always initiate first to create an engagement where the enemy top laner has used most of their skills. Diana at level 3 can either get 2 points into Crescent Strike or 1 point into Moonfall. Either way, your red buff can ensure the kill or force a flash. It's very situational in terms of raising all 3 skills at level 3, unless one of your lanes are telling you to come gank. I usually start ganking at level 4 where I have my semi-full kit to gank with.

Diana relies heavily on blue buff because she has no MP regen. Your mid laner needs to get no blues or at least the 3rd blue in laning phase or else you're going to be left with less than 30% of your max mana after clearing 3 jungle camps. Your level 6 kill potential is very high especially when you're the jungler, because you have the freedom to roam. Create opportunities for your team mates to snowball and you will win the game.

Itemization


Starting Build:




Explanation:


I know it doesn't seem very standard in your eyes, but I personally found the sustain from Pale Cascade enough to keep me with sufficient HP in the jungle. This requires a bit of a better leash for sure, but it's worth it. It offers you more damage than a Machete and it provides sustain for you in the jungle. Your ganks will be relatively stronger if you go for a level 3-4 gank. Overall, this starting build works well as long as you get off a good leash. However, you will have to use Smite for the double golemns instead of just straight up killing them if you want to do 1-2 cycles of each camp. Remember to always try to orb walk while taking camps because it does actually help in terms of reducing damage and practicing your mechanics. Utilize your sustain from your shield to keep yourself alive in the jungle.

First Back:



I really like going this offensive build because it's quite similar to Mid lane itemization. I like playing Diana very offensively so this starting build suits my style because once I hit level 6, I want to be useful and do as much burst damage as I can. You don't necessarily need boots on your first back because by the time you hit level 6, you have a gap closer that can do catching up for you. It's what you rely on to make plays. The Amplifying Tone is bought because you want to buy Spirit of the Spectral Wraith, without having to get Machete. You now have a hefty amount of AP good enough to make trades in a 1 v 1 or 2 v 2 situation.



This is a very nice first item if your score is neutral. My itemization definitely depends on how well I do. But in most cases, this item gives you great benefits in the jungle due to it's sustain and gold stacks it gives. As a jungler, this item is beneficial to you in many ways as it helps you maximize your gold income better. It also allows you to not rely so much on blue buff. I usually want to rush this item as fast as possible because the sustain it gives you it just some good stuff. However, in some rare cases where you have more than 1600 gold for your first back, I would just buy a large rod to do as much damage as I can for level 6 ganks.

or


As your second item, I strongly recommend picking up either one. Deathcap will enhance your ability to tag team or initiate fights and deal burst damage to the back line with the help of your team. Zhonya's will allow you to make very risky plays due to the invulnerability. It all comes down to how well your team is doing. Most likely if you're doing well, then purchase a Deathcap. But even if you're doing well and the other team has a lot of CC, it might be better to consider buying Zhonya's first to negate some of it. It comes very handy because if timed properly, people might burn skill shots and ultimates on you while you're invulnerable which is very huge.

When your team is playing very passive, you might want to consider this item:




The reason why I would get this item as a jungler is because of how efficient it is in clearing camps and waves. It makes you more reliant on auto attacks which is great in terms of conserving mana for team fights. It's great for split pushing in a solo lane and it also allows Top or Mid to group up with the team while you can take objectives such as Turrets or solo Dragon, which is very much possible with Spectral Wraith. The downside is that it lowers your defensiveness and burst potential. Overall, it's a great pick up if all you can really do is just farm and play passively. It'll help you over CS and out level your enemy jungler most of the times.

Team Fights

Your best bet is to try and find an opportunity to lock down their AD or AP mid. Focusing a tank will screw up the team because the first instinct a team does is to initiate on someone who's caught. This will screw you guys over and can throw a fight if you focus the wrong person. Always play smart as Diana, because you can easily get bursted down if you're in a bad position. Try your best to land Crescent Strike into a Lunar Rush on a carry and pop Zhonya's Hourglass whenever you have to. You're always going to force a flash if you catch someone, and by the time you apply your Moonfall, your team should be able to catch up and get a couple kills. You also have to know when to disengage when you catch someone off guard. You should be one of the last two people who survive in a team fight if you want to win. It's no use if you jump on their AD and then die right after. The outcome of the fight would mostly turn into an equal stand off or disengage. Always plan ahead, ping the enemy you want to kill, and let your team know instead of doing something irrational.

Match-Ups

Champions that Diana generally wins Lane Against:




Champions that give Diana a Hard Time in Lane




I chose these champions and grouped them in these two categories based on my solo queue adventures! The factors that I accounted for were: how easy it is to last hit against, amount of zoning, and the kill potential at 6.


Difficulty Rating 1= Easy 10= Hard



Difficulty: 6/10

Relatively easy match-up once you hit level 6. The one thing you have to avoid is getting poked out of lane and not getting CS when you know you're gonna get harassed. Simply dodge her Q and go for creeps that aren't up close to Ahri. Your level 1-2 requires you to sacrifice farm against a good Ahri, because she will zone you out and punish you for trying to get 1 cs. Always save your just to kill the canon minion when you're being zoned out. At level 6, it's really important to always try to side step her charm and Q. Most of her damage will be negated if you successfully dodge her skill shots. Try your best to get behind Ahri so you make it harder for her to land skill shots.

If you're not doing so well, remember to pick up an Abyssa; Sce[ter and Mercury treads if she's really fed. A majority of Ahri's will have a Deathfire-Grasp on them so it's really important to pick up at least some defense to not get picked off. She's a very slippery and mobile champion that is hard to kill in a 1 v 1 because of her Spirit Rush.

Difficulty: 5/10

It's very easy to harass Akali because of your strong passive and Pale Cascade. She can't do much against your Q + W and your passive, and you'll always push her out of lane if she tries to trade with you. At one point of the game, she will have a better power spike than you at level 6; if she has one stack on her ult, you can go all in on her, but if she has 3 and you didn't back yet, she can lay down heavy damage. Try to put down as much harass as you can before she gets 3 stacks. You're going to force her to shroud every time when you harass her. Stand right outside of her shroud to avoid her harass and force her to step outside of her Shroud. Don't forget to buy a Vision Ward in team fights if no one has one to make it easier to target Akali. It's not very necessary in laning phase but it'll be most helpful to get one in a 1 v 1 situation. Akali is very vulnerable to the burst that Diana provides. This matchup should always be in your favor.

Difficulty: 6/10

In the early stages, killing Anivia is really hard and it shouldn't be your main priority before level 6. Anivia has the ability to sit far back in her creep wave due to her long range to safely farm. She's relatively squishy so at level 6, you're going to out trade her. Try to avoid getting poked and harassed when you go for CS, because if she lands a Q + E combo on you, it chunks you very hard each time. Always remember to farm with Pale Cascade to absorb most of the poke you receive. And as always, use Crescent Strike to harass Anivia when she tries to CS. She has really low base health and has no strong escape. A jungler that has hard CC will be Anivia's downfall because you have Moonfall. It's really important to conserve your mana when you reach level 6 or else you won't be able to kill Eggnivia fast enough. Look for small opportunities to poke her with Crescent Strike and when you land another Crescent Strike when she has 70-75% HP, you can most certainly punish her with Lunar Rush and Pale Cascade. Play this match-up passively at first and then you can transition into a more aggressive play stlye.

Difficulty: 6/10

The only reason why she's a bit hard to lane against is that a good Annie can harass a Diana from far range and not get caught by Crescent Strike. An Annie can zone you out really hard and her stun makes you cautious of flash stuns, turning into ganks. Play safe, but she is definitely not stronger than you throughout level 1-3. Punish Annie with Crescent Strike or/and Pale Cascade if she gets too close to you. At level 6, careful of diving her or trying to kill her when she's also 6. Tibbers + ignite will do more damage than your full combo. Annie does relatively well throughout the whole game with you; her shield renders some of your damage and because she's tanky, you can't burst her down that quickly. You can shut down Annie by calling for the jungler to try to kill her or make her miss CS. Any slight lead will help you gain a level advantage so you can kill her before she reaches level 6. This is a very nice skill match up for Diana and it all boils down to who can poke each other down and find an open opportunity to go all in.

In some cases, if she's really fed, then I would recommend grabbing Mercury Treads because she provides a huge AOE stun with Tibbers so it's reasonable to pick up some Tenacity. Being the diver on the team, getting Abyssal Scepter isn't a bad idea either to make yourself a bit tankier against their AP.

Difficulty: 5/10

Brand is a simpler version of Annie because he actually has to land a skill shot in order for you to be stunned. Brand has relatively long poke with his auto attacks and he'll chunk you very hard if you keep letting him get his skill shots off you in early stages. It's easy to dodge most of his skill shots if you just practice predicting his skill shots and side stepping most of it. There's quite a lot of breathing room in terms of farming because he is an all skill shot based champion. Farm aggressively against Brand and harass him mostly with Crescent Strike if he doesn't over extend. At level 6, you should win this trade because he can easily miss one of his skill shots and therefore won't do maximum damage with his full combo. Careful when he gets Liandry's Torment because this item synergizes well with his passive. In team fights, try not to let his Ultimate bounce on you more than twice. You have to spread out in team fights or else his AOE will nuke your team very hard.

Difficulty: 7/10

An aggressive Cassiopeia can make your laning phase very difficult due to her constant poke. Your best bet is to not let her creeps get to your turret or else you'll take a lot of harass. You might have to rely on Crescent Strike for farming, but most of the times you can dodge her skill shots. Push your lane out as she can't last hit well, resulting in her burning mana to farm. Always apply pressure back towards her and show presence in lane. At Level 6 you'll win the fight as long as you dodge her ult. This can be done by flashing out of the direction (mostly forward) and just abuse her for missing it. Cassiopeia can kite you because of her super low cool down on Twin Fang (?) so be careful when you want to chase her. It's not a good idea chasing her in a straight line so keep in mind to always side step her skill shots.

Difficulty: 5/10

Cho Gath is a giant voidling and this match up is just a huge farm fest. Cho Gath basically heals up all the damage you did in one creep wave from his passive. Although he has an annoying passive, your auto attacks and Crescent Strike and Pale Cascade will actually do a lot of damage to him. Whenever you get the chance, apply Moonfall to combo him and bring him down to a lower HP all the time. Do not stand still trying to get your passive proc, or else you'll get ruptured and silenced. A Cho Gath will have a hard time rupturing an opponent who's constantly in his face, and moving. Later in the game, I like to pick up Nashor's Tooth and Abyssal Scepter because I can keep up with his pushing ability and 1 v 1 fights are a lot easier when you don't have to rely on your spells to kill him. A mid lane Cho Gath will have a hard time trying to land Ruptures if you run circles around him while auto attacking him. This is why I grab Nashor's Tooth. It has a versatile use and it's great against Cho Gath.

Difficulty: 8/10

When you play top lane Diana, going against Darius can be quite difficult but your Pale Cascade can negate most of the damage at early stages. His level 6 completely destroys yours but if you poke him hard enough with constant Crescent Strike you can eventually jump onto him. Your damage is going to be weakened when he buys a Hexdrinker and so you need to play it more careful around the early and mid game stage. Your shield at max level and with sufficient AP can actually block most of the true damage done.

Difficulty: 1/10

Evelynn is an easy match up because you can effectively zone her out with your Pale Cascade and you can hit creeps while harassing her at the same time with Crescent Strike if you land it correctly. You want to push every time against Evelynn with wards in the river to avoid getting ganked. The specialty of her is her passive (invisibility) and so you need to make her constantly lose CS if she ever tries to gank lanes. Push her turret early on if you do see her else where. It's very easy to shut her early game down and you'll always win a trade due to your strong kit against AP carries.

Difficulty: 9/10

Ezreal will rip you apart at very low levels because Diana is very vulnerable to long ranged AD carries until level 6. Ezreal has the potential to zone you out very hard and his level 2 can kill you if you're extended half way. His Q will eventually poke you down and will force you out of the lane if you're not playing it safe. Your best bet is to farm at the turret and ask for a gank. Once you hit 6 and beyond that he starts getting over powered by Diana and you can burst him at ease. As always, against someone who can put down heavy AD damage, rush a Seeker's Armguard and you'll be able to just destroy Ezreal whenever you want in a 1 v 1 fight. Most ADC's scale off at mid lane unless they do incredibly well and gank other lanes. Otherwise, their level 6 isn't comparable to most AP carries.

Difficulty: 6/10

Fizz's early game is fairly weak and you should try to zone him out for the first two waves of CS. It's best to skill Pale Cascade because most Fizzs skill Seastone Trident to last hit and harass. Doing so, you're able to farm, absorb damage, and harass him all at once. Once you hit level 2, you'll be able to out trade him with a slight advantage. Fizz is forced to harass you at melee range, so this draws creep aggro towards him. If you constantly kill creeps while slightly walking towards your melee minions, Fizz will take harass from you and your creeps. As well, you shouldn't be too afraid to play aggressive against a Fizz. You're able to win 1 v 1 trades fairly well as long as you don't let him get off a few auto attacks with his W. If you're able to dodge his Chum the Waters, you automatically win the trade which would force him to flash or die. Always try to poke him down with Crescent Strike as melee's will have to always walk up to your creeps.

Difficulty: 5/10

In the upcoming nerfs to Gragas, his Body Slam no longer scales off of AD which should be a relief to everyone going against a Gragas. His damage is significantly lower now even when he uses his W. The strength of Gragas came from his very strong mixed AP and AD damage, but now its safe to say that he's going to become a lower priority pick. As Gragas and Diana are two melee champions, you have the upper hand in a level 1 situation if you raise Pale Cascade first. If the Gragas is playing very aggressive and not respecting you, simply walk up to him and use your shield to put down some auto attacks and regardless of him throwing a barrel or body slamming, you'll win the trade. If it's a passive level 1, then simply just farm and absorb harass with your W. At level 6, Gragas is significantly weaker than before so you shouldn't be zoned out once you reach that point. Simply look for openings to land your Crescent Strike when he's farming. At level 6, you'll be able to zone him out or force him to Body Slam away.

Difficulty: 5/10

At level 1, Heimerdinger will usually put down 2 turrets before the minions even spawn. You should skill up Crescent Strike first in order to poke down these turrets. Due to the fact that you don't need to leash for your jungler, you can easily get FREE gold from killing his turrets, but it depends when he puts them down. If the enemy is smart, he would only place them during laning phase in order to prevent you from getting gold. Now, during the laning phase, you're required to push Heimerdinger as much as he tries to push you out with his turrets. In my opinion, you need to prioritize in killing his turrets with Crescent Strike and use Pale Cascade to farm/take harass. You generally don't want to trade with him early on because of how well he can sit back and kite you, but with a jungler you're able to burst him down very easily because he's squishy. If any time you see that his turrets are down, you're able to zone him off. Heimerdinger can't win trades without his turrets so if you have a chance to fight him melee range, he'll lose the trade. A Q + W combo including a passive proc can get him very low because he has very low armor and HP. At level 6, keep in mind that his turrets will most definitely do tons of damage if you get trapped by the slow. However, you'll be able to burst him down very hard if you catch him slipping and walking up too close. Overall, the only thing you need to worry about is eliminating turrets and poking him down as usual with Crescent Strike. But in all honesty you'll rarely face this guy anyways.

Difficulty: 2/10

Karthus is a slow walking champion with no gap closer. You can safely farm and harass him at all times. Just be careful of pushing too hard or his Wall of Pain will hurt you if you get ganked. Lowering your MR for his skittles and Defile will definitely kill you. At level 6, don't dive him if he's near the turret. Even though he's squishy, his Exhaust will basically make you get hit by a turret 3-4 times. Shut Karthus down early to make sure your team doesn't die to his Requiem early on. Put a ward on the enemy wraith's so you can try to steal it whenever you can. Whenever you see him use his R in your vision, take one for your team, burn Flash and use Lunar Rush and Moonfall to cancel it. Leave a man. Come back a hero.

Difficulty: 6/10

Kassadin deals a lot of damage with just his Q alone, but will drain all his mana if he does so constantly. Always foresee his Q, and use Pale Cascade to shield most of the damage. Kassadin is a hard champion to kill because of his mobility, but ganks will help you in the long run against him. He won't gib you, but you won't either. You'll win trades for sure though. Building nashor's tooth or lich bane will help you deal fast damage to compensate for the silence from his Q. I also don't raise Moonfall until level 7 unless if the Kassadin doesn't push all game. There's no point so you can just have an extra point in Pale Cascade for added sustain. Kassadin will really screw you up in team fights if you get silenced right after diving in, so make sure your team focuses him primarily because his strong burst late game will make your carries useless.

Difficulty: 2/10

Not much to say, easy to harass, but don't take too much harass from her without retaliating. If you don't fight her back you'll end up losing which would be sad. You counter her very hard. Moonfall her ult. Katarina just loses every trade against you because of your tankiness and how your kit can ruin everything about her. Do your best to zone her out of CS and pummel her at level 6. From there on you can simply snowball yourself. Even though Katarina loses lane, you have to prevent her from ganking your lanes. This is not always a guarantee win for your whole team, so you have to deny her really hard and push to her turret aggressively.

Difficulty: 8/10

Skill match-up. Kayle's harass is extremely strong, and you'll die if you plan to trade with her prior 6. You don't get shoved out the lane to the point you get no CS, but you do have to play cautious. Diana is strong, and will apply almost the same damage if you get a Moonsilver Blade proc and Crescent Strike and Pale Cascade on him. Play smart, and use the creeps to your advantage. Your level 6 is better if you can execute your combo quickly.

Difficulty: 7/10

Kennens that start off with a Doran's Blade are quite annoying during the early laning phase. They'll naturally poke you down with auto attacks and the best thing for you to do is to farm what you can and miss what you can't get instead of taking heavy harass. Most Kennens will hit level 6 before you due to his strong harass, but if you're able to get a gank on him after forcing him to Lightning Rush, he's most likely going to die. Diana has the upper hand in trades due to having a faster execution than Kennen. After level 6, you have a better chance at winning trades.

Difficulty: 7/10

Rush Zhonya's Hourglass and you'll be fine against him. He'll do a lot of damage to you if you're isolated, so stay around creeps mostly. Your trades are fairly equal, but later on in a 1 v 1, you'll out trade him. Your Pale Cascade will absorb most of the impact from his spikes and your passive will poop on him. When you have armor, you can sustain against him. Careful when he ults, he can outplay you very hard if you miss your skills. If you don't land Crescent Strike and ult him by accident, you lost 60% of your damage output basically resulting in death.

Difficulty: 8/10

You have to really watch out for her early burst because she'll snowball very hard if you're caught slipping out of position. All Leblanc's will always be squishy and so your level 6 burst will be way stronger than hers. You have to avoid getting chained because that most likely indicate a gank coming through. Most Leblancs will teleport in and out so if you're trying to land a Crescent Strike, always land it in the original spot. Always use your Pale Cascade when she wants to try and combo you. Remember to keep track of the original Leblanc when she mimics, or else you're going to fail pretty hard and die.

Difficulty: 9/10

Lissandra has a lot of poke in the early stages of the game. It's best to avoid much of the level 1-2 harass she does to you because getting close to her to use your Q and W combo would put you in a bad position. You simply want to farm this lane passively until you reach level 6 or if you get a gank from your jungler. She has high mobility due to her Claw so it's best to bait it out before trying to kill her or you might waste Summoner spells on Lissandra. She has a lot of ranged poke against you so you have to be careful. Make sure you save your Crescent Strike for farming creeps that are out of your melee range. A good Lissandra will try to zone you out from getting the melee creeps because of her low CD on her skills. Play this lane smart and you can kill her at level 6. Her burst isn't comparable to yours.

Difficulty: 8/10

Due to the recent balance to Lulu, she's been able to seen viability towards mid lane. Lulu has a terrific early game versus you, however, if you're able to poke her down with Crescent Strike, you'll be able to fight her at 6 with the help of a jungler. To be honest, 1 v 1ing her at 6 is too hard due to the fact that her ult gives her too much HP. Your ignite ticks won't really matter at all. What I found was that the moment I was able to get a Deathcap, I won all trades. Lulu simply doesn't have the sustain damage to go 1 on 1 with you. Try not to deny yourself too many creeps at level 1-3 by excessively farming with Q. It's okay to take poke early on, which is why you should skill up Pale Cascade first. Lulu isn't someone you want to push against because she can farm under turret well.

Difficulty: 6/10

Lux will really hurt you if you play too aggressive on her in your early levels. She has a strong passive that will chunk you if you keep pushing your lane too hard and allowing her to use her Q and E on you too many times. She has no escape except her Snare, so if she misses this she's going to die because of your long ranged Lunar Rush. Farm safely until level 3, where you can apply pressure with level 2 Crescent Strike if she tries to farm or harass you. With Pale Cascade, you're able to farm efficiently because if she tries to harass you too much, she'll run out of mana.

Difficulty: 7/10

Skill match-up. If you play smart, you'll beat Malzahar. For a split second Malz uses his skill shots, take that time to harass him. Always push out your lane because that's what all Malzahars do, push and push. Punish him by sending your jungle at him and get an early lead on him as soon as you can. If the lanes VERY even, you need QSS. Or else you'll become vulnerable to his whole team.

Difficulty: 5/10

This match-up is very boring and it's going to be farm fest. Her passive gives her spell-vamp so killing her before level 6 is hard. You basically want to push against her because Morgana can only push with her Soil. It's basically whoever hits level 6 first. If she lands a Binding on you, you could possibly die. her burst at level 6 shouldn't be underestimated. Play aggressive while dodging her Binding and apply a lot of pressure. You generally wont be overextended so always keep your CS intact.

Difficulty: 6/10

Mordekaiser has very strong poke prior level 6 because of his tanky shield. It's hard to chunk it down because you're not that strong against people with a shield. You'll be losing early trades if you go in too aggressively to farm because your Crescent Strike will only take off 70% of his passive. The best thing to do is get a gank from your jungler because Mordekaiser pushes very hard and has no escape. Any jungler with hard CC such as Xin Zhao, Zac, or Nautilus would put a beating down on Mordekaiser because he has nothing except for Flash. With your Moonfall accompanied with your team's CC, he becomes very vulnerable and is an easy kill if he gets ganked. In laning phase, try to farm mostly under your turret. It's possible to kill him prior level 6 if you constantly harass him when his shield is down. Overall, Mordekaiser isn't a huge problem for Diana at all. He's a simplistic champion that has many flaws and shouldn't be considered her number 1 counter.

Difficulty: 4/10

Nidalee is an extremely squishy carry without Seraph's Embrace. She still is squishy with the shield if she doesn't run MR. This lane is mostly a farm lane because most Nidalee's don't overextend much. Her traps provide a lot of poke if your jungler steps on them too many times and it provides MR reduction. It also allows Nidalee to easily snipe you with her Q from the vision traps give her. Her level 6 is not as strong as you and you should completely dominate her when you hit 6. She's simply too squishy and her spears aren't effective in close range. Avoid a lot of auto attacks and stay behind minions to avoid multiple spears. Near late game, definitely pick up a Banshee's Veil because Nidalee provides extremely hard poke while seizing turrets or defending turrets.

Difficulty: 6/10

Orianna has very strong auto attacks that you shouldn't undermine. However, Orianna is vulnerable to close range combat and will have a hard time after level 6 because you apply a lot of pressure. In the early levels, really avoid being harassed too hard by her auto attacks and spells. Farm safely and harass her back with Crescent Strike when you can. You can win trades if you see that she uses her spells to farm or if she misses them. Capitalize on Orianna or else she becomes a huge asset in team fights.

Difficulty: 7/10

Pantheon has strong level 1 poke with his Q, so raising Pale Cascade is a must at level 1. For the first wave of creeps, try to last hit it only because you don't want to have the lane pushing towards Pantheon. His level 2 is his strong point and you have to avoid taking Q's early on as much as you can. The only time you want to trade with Pantheon is when you see you have a creep advantage or when he uses his Q or E on creeps. Rushing a Seeker's Armguard is the best idea to sustain through his damage. Because his level 6 requires wind up, you have the upper hand when you reach level 6. As long as he doesn't drop on your head coming back from lane, you'll be fine. It's a poking match up and it's whoever can poke each other down the fastest.

Difficulty: 7/10

Ryze has insane early damage poke and his E reduces your MR which amplifies all of his spells. Play safe against Ryze and farm with your Crescent Strike mostly. However, Ryze is fairly squishy in the beginning before he gets Rod of Ages or Frozen Heart, so you can poke him effectively with Crescent Strike. Don't let him get off too many Q's on you because it'll chunk you very hard. A gank from your jungler can allow you to snowball over Ryze. Ryze is vulnerable to your level 6 if you keep landing Crescent Strikes on him. Your Moonsilver Blade provides a lot of damage which helps you a lot in winning trades.

Difficulty: 7/10

Riven can deal a huge blow to you from level 1-2 if you try to farm melee creeps in front of her. It's best to start with your Pale Cascade instead of Crescent Strike to absorb as much harass as you can and pick up as much CS as you can. After the first wave, it's best to keep a distance away from her because her level 2 trade is much stronger than yours, especially if she starts out with a Fort pot. Eventually, if you buy a Seeker's Armguard after your second buy, you'll be able to out trade her with ease if you correctly poke her down with your Crescent Strike 2 or 3 times. Although this is mainly a skill match-up, respect any Riven's damage and choose the appropriate time to all in her when her skills are on CD.

Difficulty: 9/10

Swain has very heavy harass and is tanky at level 6. it's very hard to kill him when he constantly regenerates HP. Your best option is to farm safely and try not to kill him until level 6, or if you get a gank. You're most optimal at level 4 when you have Moonfall for your jungler to engage. Try not to let him harass you too much because if he lands a free Snare on you, his full combo, can bring you down very low. Play safely and don't play too aggressive because Swain is generally stronger than you.

Difficulty: 8/10

Syndra has a lot of poke and safe distance between you, so it's best to just farm and not to harass her much. Your trades with her will cause you to lose out in farm, because she can take advantage of you being close to oom and can auto you a lot. She can also zone you out if you trade too much, so it's best to acquire a gank to force her out of lane for you to catch up any lost CS.

Difficulty: 3/10

TF is a highly mobile champion, and you really need to play smart in order to protect your team. His early harass is really strong because of his high MS. He'll pull a lot of blue cards on you if he can, or yellow if he can. Dodging his Q is very easy, and play the lane aggressive without getting shut down. You need to push your lane 24/7, ward, and gank lanes. You will get more CS than him at one point, but it's meaningless if he's getting kills. Try your best to push down Mid turrets as much as you can, or side lanes when there's 3 or 4 people else where.

Vel Koz - Difficulty: 5/10

Vel Koz is a fairly easy match-up because his early game isn't very overwhelming. The one thing you have to keep in mind is to understand how his spells work in terms of range and the second collision damage. By understanding that, you'll be able to dodge his skill shots and make the other person have a hard time landing their skills. You can dodge his laser at level 6 if you get past him in a 1 on 1 which will render his damage a lot.


Diffiiculty: 6/10

This lane isn't very aggressive at first due until Xerath reaches level 3 or 4 (depending if he skills his Q twice or not). As always, capitalizing on the very first level is important for every match-up but against Xerath, is much easier. Don't make it obvious for him to land his skill shots on you. Xerath is very reliant on landing his spells, and if he misses one in a one on one situation, it will swing in your favor. There's not much difficulty in this match up but a good Xerath will most definitely harass you whenever he can when you go for ranged creeps. He can keep a safe distance from you due to his long range poke. However, it's very easy to dodge if you constantly orb walk while killing creeps. This is a simple tactic which puts a lot of pressure against skill shot reliant champions because it forces them to play more accurately. Xerath will punish you if you constantly let him push you under your turret. At level 6, you have far more potential than him because you only need to land Crescent Strike, opposed to his kit. His ult should be dodge-able at closer range because you're more aware of it. When you know Xerath is in FOG, you should stay away from his creeps because it gives vision on you.

Difficulty: 7/10

Yasuo is just like playing against Zed- heavily reliant on his Q skill shot to land harass. As long as you're able to dodge his Q, which is fairly easy, you'll be able to farm safely. However, like any ad bruiser, he'll poke you down if you allow yourself to be exposed with your shield down. Play aggressive until level 6, pushing him up to his lane with ward coverage. The trade off is fairly even in the early game but your level 6 is a lot stronger than his once you pick up a Seeker's Armguard. It's better to fight Yasuo in melee combat because it'll be harder for him to block your skillshots with his Wall. If your Crescent Strike gets blocked, prevent yourself from going in because that means you have no Lunar Rush reset.

Difficulty: 6/10

Diana does well against Zed; it's easy to dodge his skills and if you do want to farm, pop your shield on him and he'll barely damage you. When your skills are on cool down, be wary of a good Zed because he'll zone you out or punish you with his W E or W Q combo and switch in to auto you. Make sure you rush an early Seeker's Armguard to minimize his damage because Zed isn't very effective pre Blade of the Ruined King. Your level 6 is stronger than his if you initiate first. At level 6 you should be poking him with Crescent Strike into a Lunar Rush and from there on you'll be doing more damage then him. You can usually get a kill on an unskilled Zed who stays because you're going to be tankier than him.

Difficulty: 7/10

Zyra can be tough early game because she can zone you out well with her plant burst. A good Zyra will always keep you on your toes because you're going to dodge a lot of skill shots. Your level 6 against Zyra is equal, but that's if she catches you off guard first. Play safely and Crescent Strike her when she tries to CS, especially when she wants to go for the canon minion. Over time, you'll wear her HP down. Play smart and dodge the plant bursts and you'll do fine.

Final Comments

I hope my guide has enlightened you with possibly the best champion in the game. For you low ELO players, I wish you luck in climbing the ladder. Please leave a comment for constructive criticism or a question you would like to know. Enjoy and have a nice day.

I would like to thank these sites for letting me use information to add onto my guide:

http://www.reignofgaming.net/blogs/a-different-view/diff-the-ender/23126-hybrid-penetration-marks-analysis-by-difftheender

http://leagueoflegends.wikia.com/wiki/Magic_penetration

Comments

April 20, 2014 - 01:28 PM #1

really liked this guide, especially the advice on early/mid/late game/teamfights sections

March 18, 2014 - 10:44 AM #2

great guide, ty so much!! :)

March 16, 2014 - 10:25 AM #3

The Lich bane nerf is definitely going to be huge. It's like the icing on the cake for Diana. However, her passive will compensate early game which is really nice. It makes her have better trades against certain counterpicks and allows for easier farming. I think it'll balance out in the end.

March 8, 2014 - 05:16 PM #4

Hi, Modified, you guide's really helped me learn to play Diana efficiently! I was wondering how you think the potential Lich Bane nerf and passive buff would effect Diana. Any thoughts about it?

February 21, 2014 - 10:18 PM #5

Modified I would like to thank you, I have loved Diana for quite some time but I always seemed to fall short with her...Using your guide my play style with her has improved significantly and for that I thank you. Now I just need to play her more often in ranked and I can climb out of bronze and silver hopefully :D Anyways once again well done and I thank you. Keep her updated!

February 9, 2014 - 01:12 AM #6

Great guide. Glad to see that people still consider Diana useful. Noticed you didn't include Heimerdinger...understandable since he's niche but I found him to be an impossible match up. Would love to see it added in the guide?

September 11, 2013 - 10:05 PM #7

This guide helped me a lot, the first game i took as Diana after reading the guide i got my first pentakill!!!!

Thanks a lot :)

August 18, 2013 - 04:25 PM #8

You need to put some more work into skills and summoner spells.



Also, the item build at the top is supposed to be brief. Make it so. Hint: leave all explanation for the item builds chapter.



You also need to provide a key for your matchup rating system. Something like 1 = easy, 10 = hard or something like that to make it easier to understand.



Remove all tool images from the middle of sentences. Replace them with the word or words.

August 18, 2013 - 07:01 AM #9

Your guide is already good enough as it is. :] Btw i added you, my ign is alltimemvpandy

August 13, 2013 - 01:32 AM #10

Okay, I will find out how to do some calculations but I'm not really good at it, hopefully I can find some sources that can help me make a chapter about hybrid runes haha

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