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Choose Champion Build:
-
Carry
-
Ofttank
Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Introduction



The idea of Jungle

With the arrival of Season 3,


I love



spaaace |
PROS
+ Very high base damage + Her clear speed is fast + Provides a lot of utlity to her team + Can snowball out of control + Versatile in terms of build options + WAS BORN WITH A THOUSAND SWAG CHROMOSOMES |
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CONS
- Very squishy early game - No escape mechanism in her kit - Ganks are terrible before level 6 - VERY blue buff reliant - Cannot duel without double buffs - Has only one form of CC, which requires melee range |

The Carry:
This build is aimed at giving

When to pick this build?
- When you have a tank in your team
- Your mid-laner is not an AP carry
- When your AP carry is not doing very good
- The enemy team lacks CC
The Offtank:
Thanks to


When to pick this build?
- When your team has a lot of AP already
- When you are being constantly focused down
- When your team needs auras/utlity

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This is essential to take when jungling as ![]() ![]() ![]() |
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For both offensive and defensive purposes. Since ![]() ![]() ![]() |
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I find this to be a very good spell for pre-6 ganks. The movement speed lets you get into melee range quickly. It also has a lower cooldown than ![]() |

Runes






Runes





Runes







Runes








9/12/9
Offense:




Defense:









Utility:













Why no Classic 21/9/0 masteries?




+ An awesome passive to abuse when jungling
+ Actually has higher base damage/AP ratio than

+ The extra damage works on turrets and enemies next to it




+ You can use this spell to check bushes
+ You will usually want to aim slightly behind an enemy for it land
+ Chaining




+ Move yourself closer to the jungler monsters to detonate each orb, as

+ Casting

+ If there are no minions around, try activating





+ Timing is very important when it comes to this skill, as it has a long cooldown.
+ Try not to waste

+ Use this spell when your enemies actually try to run away. However, you may let your finger slip in reflex!
+ Combined with







+ Make sure to land your


+ In team-fights, it is ill-advised to

+


+ Juke your enemies by running into a bush, then

+


+ Level 1: You will want to put your skill point in

+ Level 2:

+ Level 3: Another point in

+ Level 4: You can unlock

+ After level 4: You should focus on maxing your Q,










Your bread-and-butter combo, all through the game. Early game, you want to make sure your enemy is below 50% health before doing so, as you won't wave enough damage to bring them from 100 to 0.







Chunking combo. This combo means business, and is best done mid to late game, when








An alternative to your standard combo. If you happen to be in the middle of a team-fight, using






To switch places with your enemy. The idea behind this is to shift behind them while they're mid-air. It makes a nice juke.

START:


With the arrival of Season 3, the best starting item to take on junglers is the

The Machete itself does not provide any stats, but it allows you to deal 10% more damage to neutral monsters, and basic attacks deal 10 true damage. The rest of your 175 gold will be spent of 5 health potions, as

FIRST BACK:


By the time you make your first recall, you should have enough gold for



Any extra gold should be spent on a



RUSH:




philosopher's stone provides even more sustain, and a good passive gold income. You can choose to upgrade this into

kage's lucky pick is essential to take on Jungle






With it's cheap price and nice stats,











Boots are essential on any champion. When the enemy team lacks hard CC,







If you plan on carrying your game, you will want to rush a





Feel another power spike! This item is amazing for it's huge dose of AP, the armor and it's active, which makes your invulnerable for 2 seconds. This almost 'makes up' for your glass-cannoness as you can dive into a fight with your team, eliminate the enemy carry and then turn yourself golden so you can't be focused down.



A core item on

Why no Spirit Stone upgrade?
While rushing






Sixth Item
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A favourable option if you want even more damage and your team can protect you. With ![]() |
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GA provides a good amount of all round stats. Very useful if you get focused late game, when respawn times are longer. |
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Stacking health late-game usually means the enemy team has a true-damage dealer such as ![]() ![]() ![]() ![]() |
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A good item to burst down high-health/tanky carries such as ![]() ![]() |
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The passive works extremely well with ![]() |
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Whilst commonly seen as a carry,





Ideally, you want to upgrade your boots into













If you jungle for long enough, you'll be able to buy a










Way too good to pass up on, even when building








I love this item for it's utility and it's synergy with





kage's lucky pick ->

When running this build, you'll definitely want to pick up a Lucky Pick early for the passive gold income. Later in the game, when team-fights start, you'll want to upgrade it into


Sixth Item
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An extremely strong item for countering ADC's or anyone else who has fast attack speed. The extra mana it provides is very rewarding. You'll definitely want to take this item if no one else on your team will be. Build this before ![]() |
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The more offensive version of ![]() ![]() |
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![]() ![]() ![]() ![]() |
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For an all-round boost in stats, take this. It's an ideal item to take late game, when respawn timers are long, or if you're being focused really hard. |
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If you are doing very well, grabbing a Cap greatly increases your damage output. It's a nice round-off to the end of a build. |
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With the


SPAWN: Buy



WOLVES: They will spawn at 1:40. You want to stand at the back of the camp. Use

BLUE GOLEM: Otherwise known as Blue Buff. Hit the golem once and pull it out. Turn on



WRAITHS: Aim


WOLVES (again): By the time you finish wraiths, they should have respawned. Use both abilities to clear the camp. At level 3, put another point in

RED LIZARD: Also known as red buff. Pull the lizard out and try to land


WRAITHS: Again. As soon as you kill everything in the camp, you will hit level 4. Put your skill point in

IF YOU HAVE OVER 50% HEALTH LEFT:
If a lane is pushed enough to allow you to pull off an easy gank, do it. If not, you can go to the Small Golems and jungle your way to level 6.
IF YOU HAVE LESS THAN 50% HEALTH LEFT:
This is an opportunity to recall and buy some items.

Knowing when each camp/objective spawns can prepare your team to take them.








It is not impossible to gank before level 6, depending on your team composition...
MID LANE
Description: The home of AP carries. Champions who lane here usually have high burst and deal magic damage.
Ganking Pre-6:
- There are some champions who naturally push their lanes with AoE abilities, such as
Morgana or
Ziggs. If you find your mid laner farming at their turret, this makes an extremely good opporunity for you to gank.
- If your mid-laner has their own form of hard CC, such as
Ahri's
Charm or
Lux's
Light Binding, you will have little problem ganking the lane. Wait for your AP carry to land their CC, then run straight in.
Ganking After 6:
- By the time you have hit level 6 yourself, it is most likely your mid-laner has as well, thanks to solo lane experience. Most AP carries have high damage ultimates, or a skill that enables them mobility. With both your ultimates combined, there is little chance of the enemy escaping.
- Take note of whether or not the enemy AP carry has their CC or ultimate on cooldown. You will have the upperhand if they have already blown their skills in a one-on-one.
TOP LANE
Description: Here you will find bruisers and tanks. Top lane is usually a farm lane. If the lane is ignored, some champions can farm themselves to 2-3 levels ahead of everyone else.
Ganking Pre-6:
- Extremely risky to gank, simply because of most top-laner's power early game.
- Be wary of your own top laner's health bar and condition in comparison to the enemy.
- Try and bait out the enemy's escape mechanism, whether it be
Riven's
Broken Wings or
Jayce's
Thundering Blow / Acceleration Gate.
- Prepare to be in long-ish engages with the enemy, as some champions can duel 1 vs 2.
Ganking After-6:
- If the enemy is at over 50% health, don't try stick around for a long engage. Dealing heavy burst damage with Q and R, then backing off is much safer.
- If the enemy is below 50% health, you should have little problem bursting the enemy down, seeing as most top-laners don't build magic resist early.
BOT LANE
Description: Bottom is where the AD Carry and Support lay. The AD carry will most likely focus on farming until the Support opens up an opportunity to lock down and kill the enemy. Most AD carries and their supports are extremely squishy.
Ganking Pre-6:
- There are some AD carries/supports who have absolutely no mobility, allowing an easy loop/bush gank.
- Your AD carry and Support should initiate the fight and have the enemy's attention before you enter the picture. This way, the enemy won't have enough time to react.
- Lanes that do not favour
Diana are lanes with a mobile AD carry such as
Vayne and a Support who can peel, like
Nami with her
Aqua Prison. However, most mobility abilities/peel abilities have long cooldowns, and can be baited quite easily.
- Lanes with a tanky support who also has hard CC such as
Alistar and
Leona should be approached with caution, as a simple combo can turn a gank into kills for the enemy carry.
Ganking After-6:
- Similar to how you would gank before level 6, having the enemy engaged in battle before you join in is the best way to enter.
- It is very important to land
Crescent Strike to chain your
Lunar Rush. If you can refresh your ultimate, you will be able to catch back up to the enemy once they blow their escape.
- Know when to use
Moonfall, as it has a long cooldown. Try and wait for them to use their
Flash or
Valkyrie before you
Lunar Rush again, then use
Moonfall.
- Prioritise the AD carry!





Tribush Gank


Loop Gank




Bush Gank


YOUR ROLE
Whether playing

AS THE CARRY
Wait for someone else to initiate. Since you are basically a glass cannon mid-game, you do not want to dive in head first and get eaten by the enemy straight away.
Typically, a team will have a tank to initiate, e.g.




>>


>>


Initiates can also come in a large AoE ultimate:
As soon as your initiator takes the lead, follow him into battle. You will want to land your


AS THE TANKY DPS

A powerful initiation can consist of abilities chained together. Examples are:



>>




>>




Do keep in mind that you will be focused if you are the first one into battle. Use your



Map vision is a powerful tool in League of Legends. Vision allows your team to set up ganks, escape from them and know what the enemy team is doing. In higher level play, map vision and sight is crucial at every stage of the game.
Where should I ward as Jungle
Diana?

Sightstones
The


If you upgrade it into a



This is a wonderful little item. Instead of always having to buy wards for 75 gold each, you can have infinite wards all through the game as long as you have the item with you.
If you plan on buying a

Oracle's Elixir
Enemy team warding everywhere? Can't gank because bot lane has full vision of everything? For 400 gold, grab and

Every team needs an

Oracle's is also good for shutting down stealthed champions such as:
Akali in her
Twilight Shroud
Talon escaping with
Shadow Assault
Shaco ganks with his
Deceive


I hope my readers have enjoyed what I've written. I had a lot of fun writing this guide, and assessing it over. I plan on playing some ranked in 2013, and hopefully I will be able to play Jungle Diana and test this build for ranked.
If you've got some idea and tips on how I can improve this guide, please leave a comment!
Until next time,
KoriDjinn aka Cloverdose

>> Thank you to LaCorpse for providing the fractals in my Introduction image
>> Thanks to jhoijhoi for the guide template, which you can find here.
>> Credits to ShadowLight for the switching places combo.
>> GisAlmeiga for her Eclipse Diana image which was used in my banners
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