IntroductionFirst off I'd like to say I'm not the best LoL player in the world, but what I would like to say is that I haven't seen this Diana build in game by anyone other than me.
Everyone usually builds glass cannon Diana, which has great damage but gets easily shot down in team fights. Allow me to introduce bruiser Diana.
I've used this build in a couple of games, whether I went top, mid, or jungled Diana, the build worked great.
The whole idea is that Diana is a melee ap champ. As a melee champ, being beefy is kind of a must since you're going to be up close and personal with the enemy. Also, her E spell basically pulls everyone in on you. Which will basically make it easier for them to dps you.
With this build, you get the armor and cd reduction you need from the ability power and magic resist from and to top it all off you get a nice amount of health and mana from .
The items you build after all of these are completely up to you and the enemy teams composition. I'll usually go with the for the huge damage boost.
Usually around mid game when you have the core items in your build you can + combo about every 5 seconds. To top that off you'll be able to slow them with do some extra damage when you ult to them with and your passive will do big damage late game as well.
MasteriesSo the masteries are simple, you're going to go with the basic 21 in offense as you would for any ap champ with a point for the ignite bonus. Then you're going to go 9 in the defense tree. If you KNOW you're laning against an ap champ, feel free to put the 3 points into Resistance in the defense tree.
I think all of the points are pretty self explanatory. You're going for heavy damage output with a little bit of extra early health with the 9 points in the defense tree.
You can go 9 points into the support tree for the buff extension and the mana regen but if you play Diana conservatively you can last until you get your ROA without the extra mana regen.
RunesThe runes are simple as well. They work with the whole build. You're getting flat armor yellow and flat magic resist blues, MR per level blues can work as well. Then you're getting 2 flat health red runes and 7 ability power per level reds with flat AP quints.
Tanky with some extra early ap so your poke isn't too weak.
Flash to get in or out of certain situations.
Ignite for some extra damage, also to go against anyone with heavy health regen, such as a Swain mid or maybe an Olaf top.
Passive: Moonsilver Blade
Diana has increased Attack Speed. Every third strike cleaves nearby enemies for additional magic damage.
A really good passive in my own opinion. Helps farm tremendously well, also if you can time your third attack for when you go for an enemy it'll increase your damage nicely. Not much to say about this except to be aware that you have the extra damage from it.
Q: Crescent Strike
Diana swings her blade to unleash a bolt of lunar energy, afflicting enemies with Moonlight and dealing damage in an arc before exploding.
Crescent Strike. Your bread and butter, if you can't land this your dps will be minimal. Learn how it works. It's a pretty unique skillshot, it arcs like a crescent moon, so its a bit harder to land than a normal skillshot. Practice it a lot, timing for this is key. If you miss it you could potentially miss a kill.
It does a lot of damage late game and also debuffs any enemies hit with it. Once they're debuffed if you use your ult on them the cooldown on your ultimate is refreshed. So basically, you can q and ult constantly if you can land them.
W: Pale Cascade
Diana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. This shield is refreshed if all three spheres detonate.
Get this first. Level it to 5 first. When you have this, any melee champ you'll likely go up against top won't stand a chance. It's also great for when you hit level 6 because you can ult to an enemy and pull them in with your while you have it activated for extra damage and a refreshed shield. It does huge damage and gives a shield that will definitely save your life.
Diana draws in and slows all nearby enemies.
Basically need a point in this. Helps get enemies close to you for to do damage. Also slows, which is a nice plus. Not much more to explain.
I haven't tried pulling anyone over walls with this yet, the thought just occured to me. Probably hard to do but would be great to force a flash.
R: Lunar Rush
Diana teleports to an enemy and deals magic damage. Lunar Rush has no cooldown when used to teleport to a target afflicted with Moonlight.
20 second cooldown at lvl 6? I'll take it. Goes great with your debuff and works amazing to get up close and personal.
In short, Diana is a low cooldown champion that's all about the combos.
Skill OrderBasically you want leveled first for the bigger shield. Also does nice damage and you are a melee champ, so it's likely the bubbles on it will pop. always has priority, but your is second to level, for the damage and cd reduction so you can ult more and more. Last is since it's basically just a utility spell.
Item BuildsTanky Diana, in my opinion, is the best Diana. You can get into fights do damage and survive.
This is the basic core build. Incredibly tanky and large damage output. Everything goes together nicely on Diana.
Magic penetration = more damage, it's that simple.
Health and Mana PLUS the passive that gives you more when you level up? Beautiful item, makes you tanky and devastating.
Armor, more mana and cooldown reduction. Once you finish this no ad carry will hurt you as much and you'll be able to combo way more often.
Ability power for more damage, magic resist for those pesky enemy AP carries and reduced magic resist for the enemy, which just means more damage for them to take from you. Great item.
Need even more damage? All your tankiness should be good at this point, so a rabadons will put your dps over the top.
To finish it all off for that late game that won't end, more tankiness and a revive so you can get back into the fight and clean it up.
You can go if you need more ap and magic resist
for the invulnerability, which will just let your spells come off cd and the large ap boost and the nice armor.
If you think you're tanky enough armor and magic resist wise and don't need more damage but just want to eat more enemy damage in fights.
Mercs if they have too much cc and banshees if you're getting focused by ap carries is nice as well.
There are plenty more items you can argue that would be good late game items, but of course it always depends on the team and I can post them all on here. It's preference for you and how your playstyle is, so buy what you like. These are just my best suggestions.
Early GameSo basically early game you just want to last hit. Pretty simple to do but if you can't you'll lose out on a lot of gold income.
As far as I've played, whether it was mid or top, you can just cs easily and pop your if the enemy starts poking you, it'll pop against minions and refresh the shield as well.
Once you get your you can cs with it and due to the arc of it you can poke the enemy as well. Still a difficult skillshot to land, so good luck learning it.
Just cs until you can go back and get either a or . I usually go with the Catalyst for the health mana and passive for when you level up. Great for in lane. Grab some health pots as well and head back to your lane. At around 15 minutes you're gonna want your . Once you hit level 6 getting some kills shouldn't be a problem, whether it's in your lane or if you gank another lane.
Combo is basically into then pop and to bring them in for some auto attacks and the bubbles from Pale Cascade.
You can also just poke with into and back off. Just to lower their health for when you think you can jump them.
Tower diving with Diana is simple as well. You can then then and and ult again, even if your isn't off cooldown, your ult will be refreshed and you can use it for one more pop of damage, even if it'll go on its 20 second cooldown you'll most likely get the kill if you land everything correctly.
If your lane is empty a good way to cs is to get between the melee and caster minions and to use . Once all the minions are on top of you pop and use and almost 100% of the time they'll all die, if not auto attack until it procs for the extra damage around you.
Mid GameEnemies are gonna start ganking each other's lanes and things are gonna go down. You're gonna want wards to prevent any ganks and you're going to want to keep csing and trying to get kills on whoever you're against in your lane. Don't get too crazy and dive into 2v1 fights. Once you have your and you can usually dive onto an ap or ad enemy carry and burst them down without whoever is with them being able to kill you.
Try to stay with your team and pick enemies off. Diana has huge burst and can take down weaker enemy champs with ease.
You're gonna want a lot of cs and just keep building your items. Once team fights come around you'll be able to focus anyone, even that pesky ad carry in the back.
Late GameIf you need to help ward.
If you're not fed you're still gonna have good dps at this point with in your arsenal. Control Baron and dragon and force some fights. Diana clears waves fast so you can split push and jump into a fight pretty quickly.
Shove lanes and force team fights. Diana is like I said before, good at picking off enemies. Get the ad and ap carries first.
If you have smartcast on and you land your on multiple enemies you can each of them before the debuff comes off. That's 3 seconds to burst each of them with a pop of your ult.
JunglingJust gonna quickly describe jungle Diana. I start with because I like jungling safe. Also, you can safe the cloth armor for your .
You can start wolves and have your team help you then leash blue. After do wraiths and golems and grab your red. You can either keep jungling or try to gank a lane.
If they're extended try to hook around them and land your and combo them with and . Hopefully you can slow them down enough for whom ever is in the lane to get into the fight and finish them off.
The build for jungle Diana is exactly the same, as well as the skill build.
Once you're 6 you can simply combo enemies in lane the same way as I explained in the Early Game chapter.
You can buy wards and ward river at your jungle entrances to prevent any stealing, or ward their jungle and steal some of their buffs if you feel like you can.
Diana is decent 1v1 but I haven't jungled her enough to know who not to invade or not.
Final CommentsSo that's tanky Diana. Large damage output with the ability to soak some up too.
I see a lot of glass canon builds out there but I always liked playing bruisers and I love the idea of an AP bruiser champ.
Leave some comments and suggestions and I'll see if there's anything I should try.