Introduction
DISCLAIMER: Nobody knows how to play Diana yet. This guide is a work in progress. I do not claim to know the best way to play her. This guide is more of a suggestion rather than a Diana user manual. Please refrain from thumbing up or down this guide unless you've tried my suggested builds, but comments and criticisms are very much welcome below. I encourage you to try your own builds and share your experiences. Thank you for reading._____________________________________________
The new champion is here and what a fun champ it is. She is like an Akali meets Kassadin, with very fast jungle clear time. While it seems like she could lane decently mid or top, this guide will focus on jungling only.
Pros:
- Long range AoE slow
- Long range AoE poke
- Long range target blink
- Good damage all game/ratios
- Good jungle clear time
- Great with AoE team comps
- Deadly ganks at level 6
Cons:
- No sustain
- No reliable escape, requires excellent positioning
- Somewhat mana hungry
Masteries
I use a 21-9-0 mastery page focused on magic damage. It's pretty self-explanatory but I believe that you should always try to come up with your own masteries that fit your playstyle to become a better League of Legends player.
Runes
The runes suggested here will help you jungle faster and gank better. Again, I encourage you to come up with your own rune pages to fit your playstyle. One might like getting more damage early or mana regen. It's all up to you.
Summoner Spells
![summoners/smite.png [summoners/smite.png]](guide/summoners/smite.png)
![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
Explanation:
I think this is probably the best on jungle Diana.
is the obvious choice.
is probably the best since she doesn't have a good escape.
is to consider for the daring.
Skills
Passive: Moonsilver BladeDiana has increased Attack Speed. Every third strike cleaves nearby enemies for additional magic damage.
Explanation:
Great passive. This is what makes her jungle so fast and the attack speed bonus can be deadly for early ganks.
Q: Crescent StrikeDiana swings her blade to unleash a bolt of lunar energy, afflicting enemies with Moonlight and dealing damage in an arc before exploding.
Explanation:
This is a very unique skill shot that will take you some time to get used to. But if you can hit them constently you will be doing a lot of damage paired with her
. This is where positioning becomes key since this skill shot is an arc. It always goes to the right of Diana, therefore you will need to reposition accordingly to hit as many targets as possible. However, this can make Diana a little predictable. Luckily, it has very good range so it can serve as a safe poke. IMPORTANT: If you hit a target with this skill (champion or minion), it will reveal the target for a short period of time, always keep that in mind as it is one of your most useful tools.
W: Pale CascadeDiana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. This shield is refreshed if all three spheres detonate.
Explanation:
Without this skill, Diana would have a hard time jungling. The shield itself (not the skill cooldown) will refresh once if the 3 orbs hit a target.
E: MoonfallDiana draws in and slows all nearby enemies.
Explanation:
This is what makes Diana's gank scary early. The range on it is surprisingly big, so even pre level 6 you should be able to close the gap between you and an enemy champion. It is a godlike teamfighting skill and can basically serve as a free
, but better since it pulls people towards you, setting your team up for AoE damage. Synergizes amazingly with champions like
,
,
,
and so on.
R: Lunar RushDiana teleports to an enemy and deals magic damage. Lunar Rush has no cooldown when used to teleport to a target afflicted with Moonlight.
Explanation:
This skill can be a lot of fun as it has many possible usages. It has a HUGE range and used properly with
can deal a ridiculous amount of damage. As said earlier,
will reveal targets on hit so use it on champions out of vision to then blink on them with
. You can also use
+
on minions / jungle creeps to escape over walls and such. The cooldown on this skill will refresh if you blink on a target that was hit by
. So use this intelligently. Sometimes waiting for
to be back up before using
can mean the difference between life and death.
Skill Order
Very self-explanatory skill order. When playing Diana in the jungle you want
first to help you survive in the jungle.
is your main source of damage so max it first. Taking a second point in
at level 3 is highly suggested. Max
second then
last as it is only a utility skill. Of course take points in
whenever possible.
Item Builds
WORK IN PROGRESSStarting items:
+
: Allows for very fast jungle clear and good ganking ability early.First back:
: Gold per 10 is always welcomed on a jungler since you're not farming non-stop. Gives you some damage and possibility to finish
later. I would consider getting
if you're really not doing well or getting counter-jungled really hard. Boots:
or
: Cooldown reduction works really well on Diana so I usually like to get
. If you prefer to be more bursty
is also a good choice.______________________________________________
Build 1 (tankier/safer/gank orriented)
It seems like this build lacks damage but Diana excells at dealing consistent damage. So building more tanky/utility items makes you less likely to die while still dealing quite a bit of damage.
Core:
: The reasoning behind getting this item so early is that Diana's attack speed bonus makes her auto-attacks very potent early game. The slow is extremely good for ganks and with
you are 100% certain to get in range to use the item during ganks. Also makes you better at clearing big camps and sustain in the jungle.
: Gives you some decent tankiness and the slow proc synergizes well with Diana's skills and playstyle
: Since Diana needs to jump in the action but doesn't have a reliable escape, when teamfights start happening
is a great item to not get blown up too fast.Situational late game:
/
/
/
/
/
/ 
All of those items are viable. If you need to be more tanky,
and
are very good items. If you can allow yourself to get more damage, going
into
can be costly but will make you a very strong assassin. Finish
at some point but I don't think it's a priority since you are always sure to get in range to use
because of
. Ultimately, you could even sell
if you haven't finished
by late game and want more damage.______________________________________________
Build 2 (more damage/riskier)
This build tend to be hit or miss. It's much more allin than the first one. If you're fed early, going down this path can often be the better option to push your lead even further.
Core:
: Great item on her all around. Basically a 5th skill and the cooldown reduction is great.
: Go-to item for AP champions. If you want the most damage, this is what you get.
: Synergizes well with Diana's
+
combo. You can proc the
very often. Once you
+
+ [auto-attack] at an enemy, make sure you wait at least 2 seconds to
+ [auto-attack] again to make sure you proc
twice.Situational late game:
/
/
/
/ 
Same reasoning as above. All of those are very standard items that you can consider.
______________________________________________
Build 3 (happy middle ground)
Very mid game oriented build. This can be very good if you have a double AP team comp. The early magic pen lets you deal damage even if they are stacking magic resist because of your team comp. Can still be used successfully no matter what your team comp is though. It's very much a happy middle ground between the two builds above.
Core:
: Gives you a great, cheap early damage boost and some HP for survivability.
: Good item all around on her.
: Adds to your tankiness and gives you AP, you want this most of the time.-OR-
: If the other team has enough auto-attackers or their AD is just fed to s***, you could consider this in your core.Situational late game:
/
/
/
/ 
______________________________________________
Items you want to consider:
+
: If your lanes are doing well and you just want to focus on farming your jungle / counter-jungling, GP10 items are always a good option. By late game you should have a crazy amount of farm.
: Very good item if you need to 1v1 AD auto-attackers. They will have a very hard time killing you with the debuff, and again, the cooldown reduction and mana is great on Diana.
: If they are heavy on AD, this can be a great late game item on Diana. Synergizes well with her playstyle and
.
Final Comments
Thanks for reading and trying this guide. Again, Diana is new and nobody knows how to play her yet. Thumbs up if you were successful with this build or thumbs down if not, either way I'd like you to share your experience with it down in the comment section. Thanks!
Early Game
Not enough experience, will update later.
Mid Game
Not enough experience, will update later.
Late Game
Not enough experience, will update later.
Team Fights
Not enough experience, will update later.
Jungling
Not enough experience, will update later.
ProBuilds
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9 months ago
9 months ago
but i would start withh heal pot and Amplifying Tome, and then make it to sheen (nice to jungle easier and gank better)
try it ! :D