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Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)
Spells:
Flash
Ignite
Items
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Threats & Synergies
Anivia
Laning against Anivia is an awful feeling because you can't out push her nor siege against her due to her insane waveclear. This makes roaming a very difficult task because if you do, you will be forgoing a lot of CS to the tower. Early on she'll Q you whenever you go for CS so it's a good idea to start W. Both her Q and W are on relatively low cooldowns so once you hit 6, try to bait out either of those spells and then go for an all-in. If you rush in recklessly she'll stun you very easily, place her ult down, E you, and put a wall behind you to prevent you from running away. At that point your only means of escape are flash or ulting to a minion. So BE CAREFUL. Also, do not towerdive her if she has Rebirth up. If you can proc her passive, great, but don't die for it. Naturally, Anivia also has the ability to zone you off of CS by using her wall and by simply having longer range abilities. Anivia players like to trap you in their ult by walling off your escape. If this happens use Moonfall to disrupt the channel and get some free damage or Flash away if you're low on health. As a side note, Ignite can be a good option to take against Anivia because it will let you proc her passive easily which allows for an easy kill later. Keep in mind that Ignite's cooldown is 3 minutes opposed to Rebirth being 5 minutes.
Champion Build Guide

1. Introduction
2. Preface
3. Pros & Cons
4. Abilities
5. Summoner Spells
6. Runes
7. Items
8. Build Comparison
9. Build Reasoning
10. Tips & Tricks

Hello, my name is Aska and I'm a Diana main on NA with over a million mastery points on the champion so I like to think I know her pretty well. I hope this guide will help you in your journey to being a better Diana player.
That said, Diana is an AP fighter and assassin which makes for a pretty interesting combination. Luckily it also means she's quite fun to play! Diana is for those who like high-risk, high-reward play styles, and enjoy being in the middle of a fight even if it means dying.
NOTICE #1: I would not recommend playing Diana in 9.14. The recent patch has pushed her to a state worse than when she was pre-9.12 as Riot had reverted the faster Q missile speed they added in 9.13 but kept the remaining "nerfs for compensation".
NOTICE #2: Diana is bugged at the time of this writing (4 April 2018). Check the following for details:
- https://www.youtube.com/watch?v=vmVLRTRtYXc
- https://boards.na.leagueoflegends.com/en/c/bug-report/vHdhM8Vc-diana-q-bug-not-hitting-targets-that-are-clearly-hit

In this guide I will cover several build including those from other popular Diana players and one trick ponies, as well as Diana's matchups against other midlane champions. My preferred build is the 'One-shot scaling' build I began using in Season 6 and have adapted to fit Season 9. The build consists of the following:
Let's get started!

Pros | Cons |
+ High burst damage + High mobility post 6 + Low skill floor + Deceptively high skill ceiling |
- No escape - No mobility pre 6 - Relatively squishy - Low base AD (CSing can be hard) |



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An arced nuke that applies moonlight to enemies struck. Your bread-and-butter skill. Crescent strike is a uniquely shaped skill shot that damages and applies to moonlight debuff to enemies hit. When enemies are hit by moonlight, they are revealed from stealth and fog of war which makes tracking them all that much easier. Moonlight also allows you to get resets on your gap closer, ![]() *A note on camouflaged enemies, your q will still make a sound if it connects with them while they are invisible. Use this to search around. |

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Shield yourself with three orbiting spheres that explode on contact. Your 'W' is a shield that deals AOE damage and refreshes if all the orbs explode. This ability alone can proc ![]() |

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Pull all enemies within a given radius towards you, knocking them up and slowing them for a short period. Passively, increase the attack speed steroid percentage given by Moonsilver Blade. The power of Moonfall lies in its ability to disrupt all channeled skills such as Katarina's ![]() Learning the timing for when to use Moonfall as a disruption spell can be tricky due to it's lengthy cast animation, but mastering it will make you a much more effective Diana player. Do note that Moonfall also grants vision so you can use it to see over walls when you don't have wards. |

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Your only means of mobility which can be reset on moonlight consumption. This ability is your only source of mobility and you need to be careful with how you use it - either to kill the enemy laner or jump to safety from ganks. Thankfully, the ability is on a relatively short cooldown so feel free to use it without too many reservations. Note that you will be granted resets on your ult even if it gets interrupted by abilities such as Syndra's ![]() ![]() |

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Ignite is a good summoner spell to consider if you intend on being aggressive in lane. It also helps with kill pressure pre-6 when your jungler comes to gank. Additionally, the grievous wounds help a lot against matchups like ![]() ![]() |
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Barrier is a good option to take if your opponent is running ![]() |
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Take exhaust when going against champions like ![]() |
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This is a popular option to take and it greatly increases your roaming capabilities. Take teleport against champions that have a lot of map pressure such as ![]() ![]() |
![]() | With the changes to the jungle in 8.10, contesting the rift scuttler has become a very important objective. The rift scuttler grants an exceptional amount of EXP, flat mana, and health when killed which can set the enemy jungler very far behind so smite is a decent summoner spell to take to contest that objective. If you take smite, don't deliberately set your own jungler behind by taking the rift scuttle from them (if they can get it). |
![]() | Diana lacks an escape so this is an absolute must. It's also key for pulling off some of Diana's more advanced combos. |


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Phase Rush provides Diana with an astounding amount of fighting potential and should be taken in matchups where you know you'll come out on top since you lack the damage from other options such as ![]() ![]() ![]() ![]() Be aware that Phase Rush and Electrocute have different playstyles and your one-shot potential is much lower with this rune setup. |
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Despite receiving a mana buff on her passive, Diana still somewhat suffers from mana issues. Simply, Manaflow Band is a fantastic remedy to that problem as it is to other champions with shallow mana pools or high spell costs.![]() |
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Due to the recent changes to ![]() ![]() ![]() ![]() |
![]() | Diana's strongest point is during the midgame and Gathering Storm helps her thrive in the lategame. It becomes increasingly powerful once you purchase Rabadon's Deathcap. |
![]() | This rune synergizes extremely well with Diana's kit and skill rotation since it immediately procs upon landing your QRWR combo. It also has no cooldown which allows it to activate a second time when Diana's W is refreshed. |
![]() | Bone plating provides a lot of survivability in lane by allowing to you take more punishment from the enemy. This can make going for CS much easier as you won't have to constantly be worried about being poked to death. |
OFFENSE |
We take adaptive force here to give us some more AP and killing power. The attack speed and CDR are negligible since we will be building CDR and attack speed is granted as part of ![]() |
FLEX | The default choice here is adaptive force, but you should take a defense option depending on the matchup. |
DEFENSE |
Taking the HP bonus will increase the chances we stay above the 70% HP threshold for ![]() |

![]() | Electrocute is very similar to the old Thunderlord's Decree in it requires three unique attacks to proc the effect. However, electrocute has a much higher damage potential as it scales with 25% of your AP. Diana is almost guaranteed to proc Electrocute with her basic combo. Electrocute is suited for an aggressive play style so take it if you plan on assassinating your targets. |
![]() | Sudden impact is a good rune to take on Diana given how often you will be using her ult. Normally, you will be using your Q before you ult so the magic penetration from Sudden Impact won't be applied to Crescent Strike's damage, so it's important to pop your W once you are next to your enemy to get the maximum amount of damage. |
![]() | A pretty basic rune. You get additional AP per takedown and ward kill which is nice when you want to oneshot your targets. Maximize your damage output early from this rune by roaming. |
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Before, we used to take ![]() |
![]() | This rune synergizes extremely well with Diana's kit and skill rotation since it immediately procs upon landing your QRWR combo. It also has no cooldown which allows it to activate a second time when Diana's W is refreshed. |
![]() | This rune compliments Diana's game phase really well. It's a great rune for sustaining in the early game where you won't have much kill pressure by providing you with a generous 60 HP while at the same time giving you offensive stats when you're snowballing. |
OFFENSE |
We take adaptive force here to give us some more AP and killing power. The attack speed and CDR are negligible since we will be building CDR and attack speed is granted as part of ![]() |
FLEX | The default choice here is adaptive force, but you should take a defense option depending on the matchup. |
DEFENSE |
Taking the HP bonus will increase the chances we stay above the 70% HP threshold for ![]() |

![]() | Electrocute is very similar to the old Thunderlord's Decree in it requires three unique attacks to proc the effect. However, electrocute has a much higher damage potential as it scales with 30% of your AP. Diana is almost guaranteed to proc Electrocute with her basic combo. Electrocute is suited for an aggressive play style so take it if you plan on assassinating your targets. |
![]() | Sudden impact is a good rune to take on Diana given how often you will be using her ult. Normally, you will be using your Q before you ult so the magic penetration from Sudden Impact won't be applied to Crescent Strike's damage, so it's important to pop your W once you are next to your enemy to get the maximum amount of damage. |
![]() | A pretty basic rune. You get additional AP per takedown and ward kill which is nice when you want to oneshot your targets. Maximize your damage output early from this rune by roaming. |
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Before, we used to take ![]() |
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Despite receiving a mana buff on her passive, Diana still somewhat suffers from mana issues. Simply, Manaflow Band is a fantastic remedy to that problem as it is to other champions with shallow mana pools or high spell costs.![]() |
![]() |
Diana's strongest point is during the midgame and Gathering Storm helps her thrive in the lategame. It becomes increasingly powerful once you purchase ![]() |
OFFENSE |
We take adaptive force here to give us some more AP and killing power. The attack speed and CDR are negligible since we will be building CDR and attack speed is granted as part of ![]() |
FLEX | The default choice here is adaptive force, but you should take a defense option depending on the matchup. |
DEFENSE |
Taking the HP bonus will increase the chances we stay above the 70% HP threshold for ![]() |

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NOT RECOMMENDED: Nerfed too hard in 8.24This rune grants a stack each time damage is dealt to an enemy while their HP is below 50%, which is very easy to accomplish with Diana's basic combo. Keep in mind that this is a scaling rune which is why we pair it with other runes such as ![]() ![]() |
![]() | Sudden impact is a good rune to take on Diana given how often you will be using her ult. Normally, you will be using your Q before you ult so the magic penetration from Sudden Impact won't be applied to Crescent Strike's damage, so it's important to pop your W once you are next to your enemy to get the maximum amount of damage. |
![]() | A pretty basic rune. You get additional AP per takedown and ward kill which is nice when you want to oneshot your targets. Maximize your damage output early from this rune by roaming. |
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Before, we used to take ![]() |
![]() |
Despite receiving a mana buff on her passive, Diana still somewhat suffers from mana issues. Simply, Manaflow Band is a fantastic remedy to that problem as it is to other champions with shallow mana pools or high spell costs.![]() |
![]() |
Diana's strongest point is during the midgame and Gathering Storm helps her thrive in the lategame. It becomes increasingly powerful once you purchase ![]() |
OFFENSE |
We take adaptive force here to give us some more AP and killing power. The attack speed and CDR are negligible since we will be building CDR and attack speed is granted as part of ![]() |
FLEX | The default choice here is adaptive force, but you should take a defense option depending on the matchup. |
DEFENSE |
Taking the HP bonus will increase the chances we stay above the 70% HP threshold for ![]() |

Description | Gold Efficiency* | |
* The gold efficiency statistic is pulled from the League of Legends wiki page and is "the comparison of an item's purchase price in the in-game shop to the amount of gold that item is actually worth, based on the stats it provides." ** Gold efficiency is important to consider when assembling a build, but if you focus too much on it you may be led towards sub-optimal build paths. This is because you are only focusing on the worth of the individual items and not on how fast certain items can get you to your next powerspike. Be careful when taking gold efficiency into account. | ||
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Protobelt is a great rush item due to it's low cost, decent AP, tankiness, and ability to help you chase or run. It also scales nicely since in addition to the initial 25%, each subsequent bolt that hits the enemy deals additional damage scaling with your AP compared to a total flat 35%. As a bonus, Protobelt's build path is pretty solid and the early ![]() |
94.87%
|
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The classic. Lich Bane greatly enhances your burst potential because Diana executes an auto-attack as soon as she finishes her dash from ![]() ![]() ![]() |
82.29%
|
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Liandry's Torment is a very strong item, but in order to make full use of its passive, the enemy needs to be CC'd which requires you to have used your E if no teammates are around (or ![]() |
96.99%
|
![]() | Hextech GLP-800 is an interesting item. It offers stats that rival a half stacked RoA and it has an active that can help you escape pursuers or chase down fleeing enemies. It also has a nice build path in which you can choose the revolver for damage or catalyst for lane sustain. I favor this over RoA because it gives me greater early game damage without having to wait for the item to ramp up while also providing similar tank stats. GLP is a good pick-up for later in the game too since you won't need to stack it like RoA. |
103.33%
|
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RoA is a nice item because it's incredibly gold efficient and offers you some nice tank stats that can help you survive when you engage. Additionally, if you play Diana as a split pusher this item or ![]() ![]() |
150.68%
|
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Since 8.4, Luden's Echo is now a fantastic rush item. It had a price increase and a reduction in flat AP, but it provides 500 mana and 20% CDR. The additional burst from the passive still exists which is great, but it unfortunately no longer grants movespeed. It goes without saying that the item is also great for waveclear. Often times, Luden's Echo is compared to ![]() |
80.31%
|
![]() | This item feels awkward to use. It is most effective during teamfights when you can stack the active effect, but performs even better in poke comps so you can absorb the charges. Diana doesn't sling spells quickly enough to stack the active on her own so buying it in a splitpush scenario is ill-advised. If you do buy the item, be sure to use its active effect before diving into the enemy team. Also be aware that its active makes your engages extremely telegraphed as your character model glows a bright red when the item is activated. So be sure you can combo before using it or the stacks will have gone to waste. Despite its awkward spell absorb mechanic and being a very situational item, it is very cheap and can offer a quick powerspike. |
91.79%
|
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Morellonomicon has had it's power changed around in 8.4 and is now a much more effective tool against MR stacking champions and those with heals. The item offers a fast powerspike and enough flat AP to match Lich Bane as well as having a comparable build path. Like Lich Bane, you can sit on ![]() |
112.7%
|
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This item is mainly for the mid-game when you're taking down onjectives. If the game extends into where I have 6 items and need something else I sometimes replace Nashor's with something like ![]() ![]() |
139.94%
|
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I hate this item. I hate buying it. I hate using it. But I still get it. Zhonya's Hourglass is a core item on Diana because of her "rush in and kill something or die trying" play style. Since Diana lacks an escape, you need as many tools to survive as possible and your shield may not be enough. Before coughing up 2,900 gold for this item, first analyze the teams and the current situation and decide whether you really need it. In actuality I'd really only get this item against ![]() |
92.73%
|
![]() | Void Staff is great for enemies that build a lot of magic resist. Even if no enemies are building MR, Void Staff is still a decent purchase because the 40% additional magic penetration will affect enemies' base ~30 MR. |
65.66%
|
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It's deathcap. It's good on every AP mage. It's even better in path 8.4. Get it. Deathcap's build path was improved fairly decently for Diana as she can easily sit on two ![]() ![]() |
92.72%
|
![]() | This is a good item to pick up if you are struggling against an AP matchup or if the enemy team consists of mainly AP champions. With the rework to the item, you deal 10% more magic damage to enemies in your vicinity which is great if the enemy team is building MR. Unfortunately, this item no longer gives AP and is purely made for tanking. |
90%
|
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On paper, Rylai's is a phenomenal item. It has one of the lowest build costs of any full item in the game and offers a very respectable 75 AP and 300 health. This item is great for catching enemies and procing the second passive of ![]() |
93.51%
|
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This item had it's stats switched with ![]() |
95.64%
|

Here is a tabled comparison of the scaling one-shot build, blue build (both of which are in this guide), as well as the popular builds from Korean Diana mains and Arcsecond. Keep in mind that the numbers here are the raw stats each item set provides. It does not take into account additional stats bonuses from runes or bonus damage done by item passives and actives.
PSA I have removed S Diana 2's and the Blue build from this comparison because SD2's build is too volatile and the Blue build is just outdated. The Korean build as well as Suntail's are substituted in place of this. Do note that Suntail almost never builds


Scaling OS |
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Korean |
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Suntail |
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Arcsecond |
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* Note that the above sequence may not necessarily be the "correct" build order. These are just the items present in the appropriate builds.
** Also be aware that the Korean, Arcsecond's, and Suntail's builds can change. I will try my best to keep them updated with each patch, but what you see in the above sequence is what they are running at the time this guide is written.
Scaling One-Shot | Korean | Suntail | Arcsecond | |
HP | 2654 | 2809 | 2509 | 2574 -> 2874 |
MP | 1387 | 977 | 977 | 1277 -> 1097 |
AP | 554 | 554 | 613 | 594 -> 634 |
AD | 104 | 104 | 104 | 104 |
Attack Speed | 0.86 | 0.86 | 0.86 | 1.18 |
Magic Resist | 53 | 53 | 53 | 78 |
Armor | 137 | 137 | 137 | 137 |
CDR | 30% | 20% | 10% | 30% |
Movespeed | 417 | 390 | 390 | 390 |
Total Cost | $15,950 | $15,750 | $14,300* | $15,950 |
* Suntail usually sells

Raw numbers don't tell everything and neither will this (we'll go more in-depth later), but the following segment details the pros and cons of each build.
Pros | Cons | Gold Efficiency | |
Scaling OS |
+ Very high burst damage (scales) + Fast powerspike (protobelt) + Decent chase potential + Good amount of CDR | - Low attack speed |
428.27%
|
Korean |
+ High early-mid damage + Solid overall (damage, initiation, utility) + Fast powerspike (protobelt) + Cost efficient |
- No mana sustain - Low attack speed |
458.68%
|
Arcsecond |
+ Good survivability + Good splitpushing + High attack speed + Good amount of CDR |
- Needs time to scale - Lowest overall burst - No utility (bruiser) |
541.73%
|
Suntail |
+ Absurdly high earlydamage + Early powerspike + Snowbally + Cheap |
- Low attack speed - Poor build path (revolver > Dcap) - No utility (pure damage) |
446.47%
|

Alright, let's discuss the build path for the Scaling One-Shot build and the reasoning behind it.
Stage | Build Progress |
Spawn |
The moment the game starts, my first buy is ![]() ![]() ![]() ![]() ![]() ![]() |
Recall #1 |
On my first back, I will buy a Doran's Ring for the extra mana sustain because it's at this point that I will want to begin setting up for kills. In addition to that, I will also get a ![]() ![]() ![]() |
Item #2 |
After finishing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Item #3-6 |
After the second item, the remainder of the build becomes situational. Get ![]() |
In essence, the main focus of the Scaling One-Shot build is to quickly reach a powerspike (Protobelt) and set yourself up to scale (Lich Bane). Everything else should be adapted to the game's progress. So, BUILD SITUATIONALLY

Learning how to RQR | |
Learning how to perform the RQR combo is without a doubt one of the most asked questions in the Diana Mains community. Despite being obnoxiously hard to pull off, there are some techniques you can use to make the learning process a little easier. First, take a look at the settings in the image below. These are my personal settings while playing the game, but when learning you should check the box that says Replace Quick Cast with Quick Cast With Indicator in the quickbind UI (leave all other settings as they are). Enabling this will let you see the range of your ult and you can later disable this once you get comfortable in knowing the range from where you need to RQ.![]() Now that you know the range from where you need to RQ, you need to work on the timing between pressing the buttons. There is no downtime between pressing the buttons so you will want to press them as quickly as you can. Using Hexflash RQR (detailed below) in the practice tool is a great way to learn the timing since it is MUCH easier to perform than the standard RQR combo. |
E -> Flash | |
E -> Flash is a really effective way of helping your jungler gank your lane or help you assist other lanes pre-6. The cast time for your E is quite long and many enemies will take advantage of that to escape if you flash before using the ability. It is much more difficult for an enemy to avoid an E -> Flash. |
Q -> Flash | |
Same principle as E -> Flash. Q -> Flash gives your opponent a much smaller window to react as opposed to Flash -> Q and is very difficult to dodge. However, Q -> Flash is a very aggressive move and can leave you open for ganks. Use it only if you know you can kill the enemy. |
Fast Q -> R | |
Diana can cast her Q and immediately ult to an enemy and get the reset even if her Q is still flying through the air. This is a really good way of getting some damage on your enemy. If you wait until the Q hits the enemy laner before using your ult, you give them an opportunity to get out of range of your ult which can cause you to lose out on a kill. Mechanically, this technique is very easy to pull off, but you have to know the damage and range of your Q which is why I labeled it as an intermediate combo. Note that if your Q kills an enemy while you are ulting to it, you will NOT receive the reset. Diana's ult must consume moonlight for her to get the reset. |
Q -> Flash -> R | |
This combo is really useful for surprising your enemy as you can ult them from 3/4 a screen away. Due to the amount of resources you need to consume to pull this combo off in addition to the fact that it rockets you to the other side of the lane with no escape, I would not recommend doing it unless you know for certain that you can kill your target and get out safe. |
Q -> E -> Flash -> W | |
This trick is really only useful against a low health target pre-6 so don't expect to get that much use out of it. That aside, it's a nice combo to use when your jungler is coming for a gank or if the enemy is low health under their tower. The Q from your initial position allows it to hit the unsuspecting enemy while the E -> Flash helps secure your W damage which you wouldn't get otherwise. Do note that there is a .5s delay between pressing Q and E -> Flash. This is to ensure that your Q fires from your original position, not your Flash location. This is essential because otherwise your Q may miss and significantly lower your burst. You can use this technique to also pull enemies into the path of your Q. For instance, imagine you are chasing an enemy and you throw a Q at them, but it falls short; you can E -> Flash to pull them into the Q. |
R -> Q -> R | |
YES, IT'S STILL POSSIBLE IN 9.13. If it's not too bold to say, Diana's R -> Q combo is one of, if not the hardest combo to pull off in the entire game. To pull it off you need to ult your opponent from max range and Q the instant you start dashing. If you are .2 of a second off you will not get the reset. No joke. This combo takes A LOT of practice to master, but if you can do it on a semi-consistent basis (70% of the time), it will make you a much bigger threat. Since your ult is a targeted ability, it will follow enemies through flashes, dashes, and pulls like ![]() |
R -> Q -> Flash -> R | |
Despite the extra complicated button input, this combo is much easier to pull off than R -> Q -> R. Flash is what makes this combo easy to pull off because it acts as a buffer for your ult causing your Q to land first. Be aware that you must flash at the end of your ult. If you flash after your ult connects with the target the combo will treated as R -> Q -> R. The downside to this combo is that because you flash, you do NOT get the damage from your first ult despite getting the reset. As a result, this combo is really only good for escaping or chasing a weak distant enemy. |
R -> Q -> E -> (E) -> R | |
Diana's RQER makes landing the standard RQR combo easier by utilizing ![]() |
Hexflash -> R -> Q -> R | |
This combo is very similar to RQER, because it uses an ability (Hexflash) to cancel the animation of Diana's Q thus allowing the damage to proc faster. As you can see from the video, this mechanic allows Diana to pull off her ult reset from a distance closer than max. In order to perform this combo successfully, you must press R -> Q while you have the Hexflash button held down. When you press R -> Q while channeling, the actual flash triggers which cancels the Q animation. Keep in mind that in this video I am channeling the Hexflash to the point it is very noticeable (for demonstration purposes) and that you do not have to fully channel the ability. You can just press R -> Q while Hexflash is held down to make the ability less telegraphed. |
Flash -> R -> Q -> R | |
You can use Flash in conjunction with Diana's RQR combo to close the gap from an even greater distance. This is particularly useful if the enemy laner is low and sitting too far away for your Q or R to hit under regular circumstances. |
Flash -> R -> Q -> E -> (E) -> R | |
Same concept as the above combo but utilizing RQER instead of RQR for "easier" ult resets. This combo is hard and requires a lot of button inputs in a short amount of time, but if you can pull it off consistently, your ult resets will be more achievable. |
Quick Pathing |
As you know, Diana's Q grants vision of anything it hits unless it's camouflaged like Teemo. Use moonlight and your ult to quickly move around the map. |
Dashing to Drake |
I find that the best place to dash into the drake pit is in the little recess that sits between the blast and vision plants. |
Dashing to Baron |
Dashing to Baron is much easier than dashing into the Drake pit because of just how large Baron's model is. The easiest place to do it is directly to the left of the blast cone. |
E Animation Cancel |
You can partially cancel the animation of Diana's E by using your ult immediately after. This allows you to displace one target and attack another or quickly displace and attack the same target. For instance, this animation cancel is particularly useful for when ![]() ![]() |
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