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Choose Champion Build:
-
Jungle
-
Mid
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Introduction
Welcome to
Diana

While she can work in 3 different lanes (Top, Middle, and Jungle), This guide will focus on her jungling capabilities, as i feel other guides have top and mid covered well enough. However, most of the guides on mobafire either don't focus on her jungling, and if they do they are outdated, so i will do my best to provide everyone on the site with a comprehensive guide.
My name is Primordial Rain, most of you probably can't pronounce it, nor do you know what it means, but that is irrelevant! I am an avid League of Legends player, and huge Diana fan. Over time i fell in love with Diana and played her constantly, coming closer and closer to what i believed to be the optimal build. In this guide i will share with you my tips, and the information that i believe will make you successful at playing the champion that i love.
As an aspiring YouTuber, i love feedback, so thank you for reading my guide, and please be sure to let me know what i can do to improve. If you downvote it, please let me know why! I will work on introducing my six thousand odd YouTube Subscribers to the world of League soon. As most of those come from other games i would kindly request that you let me know if you would be interested in League of Legends videos from me, so comment below and let me know. (For Curious souls, you can find my Youtube Here)
Without further ado, enjoy my guide to

Pros / Cons
Pros
+ Low Cooldown Ultimate + Extremely Good Gank Post 6 + Naturally Tanky AP + Sustained Damage (Via Passive) + Can Assassinate Carries Easily + Refreshing Shield + Shreds Structures thanks to ![]() Diana hits a huge power spike at level 6 thanks to ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Cons
- Weak Pre-6 - Mana Hungry - No Escapes (Unless an enemy minion is nearby) - Melee - Easily CC Locked - Must Fully Commit To A Fight Diana's main weakness comes from her early game Pre-6, without the use of ![]() ![]() |
Greater Quintessence of Ability Power: More damage is always a good thing, and with
Diana jungle you will be building
Hunter's Machete and
Spirit Stone before any AP Damage Items. AP quints helps you with early game damage as well as a faster clear time due to your passive,
Moonsilver Blade.
Greater Mark of Attack Speed: Attack speed will allow
Diana to proc
Moonsilver Blade much more often (especially in the first few jungle clears). Since she is an AP jungler, you need this passive in order to effectively clear camps.
Greater Glyph of Scaling Magic Resist: Diana needs to be tanky in order to survive most teamfights, magic resist will allow you to better survive other AP's burst and will let you walk away from a lot more close encounters than you might think. Life is good, so don't die.
Greater Seal of Armor: These help greatly to keep your health up in the jungle, and make you take less damage from jungle monsters. Again, it also makes you deceptively more tanky, and will let you go toe to toe with AD bruisers early game.
Masteries
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With this build you only get to 30% CDR, the extra 4% doesn't go over the 40% cap and lets you spam your abilities all that more often, For all AP reliant champions this is extremely important |
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More damage, please |
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Even more damage? Yes please |
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I could jokingly just say "More Damage" here, but in all honesty this skill is extremely valuable. Magic pen is a stat that isn't given by any of the items in this build (Unless you opt for ![]() |
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Flat AP is good for early game, so take full advantage of it |
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Considering that ![]() |
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With an effect similar to that of ![]() |
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Helps you to secure kills and clean up fights, ![]() |
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You could arguably put this point into more flat armor, but the extra 10 gold every time you use smite stacks up. In the average 30 Minute game, you will probably use ![]() |
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When it comes down to it, 100 extra health at level 18 makes a huge difference, living longer is always a good thing as it allows you to deny gold to the enemy team and deal more damage |
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This is an essential mastery for Jungling, Don't take it if you want to have a much harder time clearing in the early game |
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Helps greatly with early game clear, Make sure to take this so you can get to level 6 faster and start making the game changing ganks! |
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30 Health at rank 1 is a lot, and considering you'll be taking quite the beating from jungle monsters, it helps a lot |
Summoner Spells
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Items
Item Sequence






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This is your first main damage dealing item, and part of your core build. While it is also extremely useful for clearing jungle camps thanks to the Attack Speed + ![]() ![]() |
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Although this item isn't necessary on a 6 item build ![]() ![]() |
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Any of the Boots listed above can all work for different situations, but i find merc treads the most usefull. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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The Rylai's passive, how i love it so. Along with providing a great amount of durability with 500 Health, you get 80 AP and passive that stacks well with ![]() ![]() ![]() ![]() |
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Lich bane provides legendary burst and goes along with ![]() ![]() ![]() ![]() ![]() |
Preference Items
These Items can be built if you prefer them over any of the ones i suggested. Again, all of these can work in the right situation and would be great to build on

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Giving a massive 50 armor and 120 AP, what else could you ask for? Not like its active is extremely useful or anything. Remaining in an invulnerable stasis is extremely good with ![]() ![]() |
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A lot of people will probably criticize me that i didn't put this in my core items, and while i find it is extremely strong on ![]() |
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If you want more damage, go with this. Sacrifice some durability and go for straight offense if you're just that fed. |
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If there is a high priority single target that you need to assassinate (such as a fed AD carry or AP Carry), this is the item you want. Jump in, assassinate the carry and ![]() |
Ability Explanation





























Ability Sequence Order
As with all ultimates take ![]() ![]() ![]() ![]() |
Jungle Route And Other Jungling Information
If you are new to the game, or simply don't know what jungling is, it is a role that consists of taking the neutral monster camps around the map instead of actually spending the majority of your time "in lane". Most junglers either start on wraiths/ wolves depending on which buff they are taking, and take blue or red buff with the help of their laners. Having a laner or 2 help is called "Leashing" and lets the jungler get off to a much faster start. Some junglers prefer to go for a "smiteless" start, and save their

Invades/ Invading
Some well coordinated teams may decide to "Invade". This consists of grouping with usually 4 or 5 members to go and attempt to steal the enemy junglers buff, setting them extremely far behind and gaining a buff, and experience for a few memebers of your team. If you get lucky, or the other team is unaware of your invade, you may even get 1 or 2 kills off of it, depending on how much CC your team has, or if the enemy has flash. Teams with a lot of CC at level 1 are considered good invade teams, and if you notice that the enemy has champions like


Guarding for the invade usually either consists of a few players lining the riven entrances to your jungle, in order to assure that no on is coming. Other alternative methods include using

Jungle Route


For an easier explanation, Refer to this list
1:


2:

3:


4:

5:

6: Return to Base To Buy
7: Begin Ganking other Lanes with Red Buff
Ganking
Ganks are one of the main reason why the role of the jungler even exists. It forces laners to buy wards to warn of the junglers presence, as a sudden 1 vs 2 will most likely never go your way. Without a jungler, laners would push all the way to the tower and constantly zone, without any fear of having someone come from behind to kill you. The jungler exists to stop other lanes from pushing to the turret the whole game, and to help a laner that is having a hard time. Bot Lane is the hardest to gank, as a 2v3 is easier to pull off than a 1v2, although if executed properly, you could end up giving your lanes a double kill. Always do your best to give your laner the kill, it lets them snowball their lane so they can have an easier time against an opponent, and it makes it so you can concentrate on other lanes. Top lane is generally a snowball lane, and it is in your best interest to help this person get as fed as possible. Having a 10-0 Riven will most definitely turn the battle your way, and regardless of whether this person is nice or not, it's impossible to deny that a fed top laner is a bad thing. Mid is the easiest to gank, as you can pass by it most often.
The general concept of a gank is to secure a kill that normally 1 person would have trouble doing alone. Whether this means providing a huge amount of burst damage, or simply CC'ing the enemy for long enough that your laner can get the kill, a successful gank will either result in a burned

Getting behind the enemy in their lane, and forcing them to run to you to get back to your tower is often your best bet, but "in lane ganks" (usually sneaking up into a front bush without the enemy noticing, and surprising them when they facecheck or pass by the bush) are also quite effective.
Do your best to never reveal your location to the enemy team, if the other team has a ward, try not to walk by it, as this will tell the other lanes "

Encourage all of your lanes to ward, as it will prevent unnecessary deaths due to the enemy jungler.
Counter Jungling
If your team has absolute map control, you might decide to go invade the enemy jungle after the first 2 minutes are up. This will set the other jungler behind even more and will be especially important if you can deny the enemy mid laner their blue buff, or an ADC their red. However, clearing smaller jungle camps and just leaving the small creep will not allow the camp to respawn until the last minion has been cleared. This is a common tactic used, and it forces the enemy jungler to go clear a camp for little to no reward. Practice it often if you dont fear getting caught behind enemy lines.
Using Smite
Whether you believe me or not, knowing when to use



Jungle Timers
Remember what i said about saving your



Wraith Camp - Spawns at 1:40 and every 50 seconds after the last creep is cleared
Wolves - Spawn at 1:40 and every 1 Minute after the last creep is cleared
Double Golems - Spawn at 1:40 and every 75 seconds after the last creep is cleared
Ancient Golem (Blue Buff) - Spawn at 1:55 and every 5 minutes after the last creep is cleared
Lizard Elder (Red Buff) - Spawn at 1:55 and every 5 minutes after the last creep is cleared
Dragon - Spawn at 2:30 and every 6 minutes after being slain
Baron - Spawn at 15:00 and every 7 minutes after being slain
Teamfight Positioning and Skill combos









You can poke with








If your team isn't on the same page as you however, let your team initiate, as your way of doing the same job is extremely situational. In a 1v1 situation, a gank or in a chase,

Ganks Pre-6




Agressive Gank





Ganks Post 6









If you miss any of your


Solo/ Duo Queue


In solo queue you can't always (Scratch that, you can never) rely on teammates to know what you're planning to do, so make sure you say "going top" or "

As a general rule of thumb, never rage in solo queue, it just makes your whole team do worse, and as frustrating as a 1-8 Mid lane might be, just always assume that for as many times as you get a bad player on your team, there will be a bad player on the other team. The same goes for AFK's and DC's. As much as we all hate them, how many times has someone on the other team done the same thing and given you an easy win? It may feel like it's always on your team but as long as you ignore it and improve, you should be able to carry yourself out of an ELO bracket.
If a lane is losing horribly, judge for yourself whether or not its worth ganking them. If the other laner is so fed it could just result in a double kill for them. Usually giving up on an 0-5 pantheon to focus on other lanes is for the better. If you can snowball an


Champion Combinations
Some champions just go exceptionally well together, here are a few that all almost always a great thing to have on a team.



































If you have any more that you would like to be added to this list, please leave a comment.
Frequently Asked |
Answers |
Q: How Do we know that you aren't terrible with ![]() |
// Anyone could think that i'm terrible, and many would probably argue so, but here's my stats with ![]() ![]() ![]() ![]() My Current KD with her is around a 6 and i have a 70% win rate in ranked. Judge for yourself. |
Q: Why do you like ![]() |
// She fits my playstyle well, i love bursty champions that are capable of chasing people down. She just has something about her that screams PENTA |
Q: Will this guide make me the best ![]() |
// Absolutely not, no guide here will make you the best at anything, it takes time and practice to perfect the game mechanics, and learning one champion fully can take an extremely long time. Keep working on it, and hopefully you'll see progress! |
Q: Why didn't you include a mid or top build? |
// I prefer playing ![]() ![]() ![]() |
Q: Why is your profile picture of ![]() ![]() |
// Before i was a ![]() ![]() ![]() |
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