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Diana
Build Guide by
S4 Mid Lane Diana
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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Moonsilver Blade (PASSIVE)
Diana Passive Ability
Introduction
Introduction
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................ | Hi, I'm Kafurflgig and welcome to my first MOBAFire Guide. This guide is aimed at teaching you all about how to play Diana as a Mid Lane Assassin. I've been playing Diana for several months now and have had a lot of fun doing so. She is a truly unique champion that's always fun to play and is very rewarding when played well. Without further delay let's begin. |
Masteries
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........In the offensive tree we take 21 points. We run all of the AP increasing masteries for pure damage. Dangerous Game adds some sustain to our all in nature. Executioner is strong for both finishing off low health enemies for example a lane opponent who you've poked down below half health will become easier to finish off or a low health enemy in a team-fight will be easier to pick-off. Butcher and Feast will help you farm your, by making it easier to last hit, and providing you with some sustain to stay out longer. Devastating Strikes and Havoc are both just nice percent increases to our damage, small, but always nice to have. In the defensive tree we take 9 points in all the small durability buffs. We run all the health increasing ones as they defend against all types of damage, and we take Block and Unyielding to help protect ourselves from poke. Recovery is for a small increase to our HP regeneration as we don't have trouble with Mana so having HP regen. will keep our resources comfortably sustained in lane. |
Exploring Other Options
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Runes
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Summoner Spells
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........These are my favorite summoner spells for Diana right now. Flash is hands down the best summoner spell in the game. You can use it in so many different ways, like chasing, dodging dangerous spells or even engaging. Remember, it has a long cooldown, so use it wisely. Enemies will try and play off of the fact that your flash is down, especially on Diana, who has no other reliable escaping move. Ignite is our second choice. We take this for the extra killing power it provides is with in the early game, when it can easily be the difference in getting a kill, or being killed. It'll help make up for our lack of early power so I highly recommend running it. |
Exploring Other Options
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Abilities
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Tips & Tricks
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Q | Crescent Strike is a pass-through skill-shot spell that fires in an arc from your right and ends in an AOE. Consider this Diana's main ability. You can use it to poke enemies or farm from a distance. The moonnlight debuff it applies reveals the enemies struck and interacts with your ult, which we'll get into later. You must hit this when engaging as it's how we setup our combo, and missing can be very devastating. |
Tips & Tricks
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Tips & Tricks
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Tips & Tricks
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R | If you've ever played Akali then you'll find this ability fairly similar to her ultimate ability. This skill will teleport you to the target enemy and deal substantial damage. If the target is under the affect of moonlight (see Crescent Strike) then the cooldown of this ability will refresh, allowing for a second cast. With this ability, you can close in on enemies and quickly burst them down. If you want to melt someone for a gank or if you catch someone, I suggest that you use the ult and its reset for huge damage. |
Tips & Tricks
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Combo |
Basic Engage:
Our standard damage combo in any situation. Always open with Q for your ULT reset. Obviously we use ULT next to get to the target. Activate W once you're on them to mitigate some damage they return and further increase the burst. If they start to run or this target dies and you found another one, use E to keep them close. At that point, use your PASSIVE while you wait for cooldowns, specifically Crescent Strike as that'll allow us to cast our ULT again. |
Skill Order
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........There's a few things I'd like to note regarding this skill order. For starters, we take points in W at level 1 and 3. This is because W provides tons of early trading power so we can have a safer lane than if we just started with Q. We only get E at level 4 as that's right before Level-6 when we begin to need it a lot more and around when we can play more aggressively in general. You can get it level 3 if you want but i find it more effective to get our damage upgraded first. As with any ULT, we take our R at level 6,11 and 16. The actual maxing order is pretty standard. E only needs one point to be effective, so we max it last. Q we max first as it's our main source of burst and poke in lane. We max W 2nd for its secondary damage and safer engaging that we only need once we start transitioning into team fights around these levels. Ult of course we take whenever we can due to its immense strength as an ability.
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Items
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........ Deathfire Grasp is perfect for any AP assassin. When your damage is going to be single target, what better item to buy then one that amplifies your single target damage. One thing to note, like I've said before, Diana is a little bit trickier to handle than other AP so I suggest you make sure you hit your Q before activating this and be absolutely sure it's safe to go in, as activating this is committing to a kill and you don't want to waste it's burst potential on a failed engage. Aside from it's active, the stats are great. CDR is nice on any caster, and the massive AP boost really helps the burst from our spells. |
........ Rabadon's Deathcap is the cornerstone of any APC build. It gives a massive boost to our AP like the DFG but also gives a boost to our total AP by 30%! Once you have a lot of AP your getting a huge boost from this item, almost to the point where you're doubling this item's value. Overall a must have to enhance our damage. |
........ Void Staff is a really strong item on any APC and Diana is no exception. This item is very cheap and for its low price, it provides us with a respectable 70 AP and a massive 35% Magic Penetration. The magic pen is very strong for helping to get through enemies MR, which is really useful considering how many common MR items there are out there that champions will tend to get. A necessity for our damage to maintain high even in the late-game. NOTES:If you need MR and the opposing team doesn't have any MR than you can buy Abyssal Mask as a replacement to this. I don't normally buy it though because there are better sources of MR and the flat MR reduction falls off quickly if enemies start to build magic resist. |
........ Zhonya's Hourglass is like a super AP fail safe. It is a final Needlessly Large Rod upgrade that like the rest provides a whooping 120 AP. It also provides some armor to make you more resistant against common AD bruisers that like to dive into your team. But the real beauty of this item is its active. Becoming untargetable after any engage will give your team time to follow up. For example if you were successful, you can avoid counter attack, if you failed to burst someone down or are trying setup an engage with Moonfall than this will allow your team to come in before they collapse on you. As well it gives you time to wait for cooldowns, so it becomes easier to engage with only one Lunar Rush and then use the invulnerability to wait for Crescent Strike to be back up to repeat the combo. Overall a must have for Diana. |
........The sixth slot is a very versatile one and can be used for many different items depending on the situation. Consider Banshee's Veil. It's actually a really strong defensive item. On top of fixing our lack of MR, it also provides a nice chunk of health to help beef us up and counter burst. It also gives a nice HP regen passive that can really help against poke. The real strength in this item however is in it's passive spell shield. This I have to say is easily one of the best item passives in the game. This spell shield is very useful for: taking some focus off of you (the aura is very discouraging), making you a harder champion to focus/dive, countering hard poke (like Javelin Toss), countering hard engage/pick abilities (like Rocket Grab) and making you harder to peel when you dive in on a champion. Such a strong item in any situation, I highly recommend it. |
Boots
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Our go to boots. They're a respectable damage increase, especially when enemies haven't built MR yet. Buy them in pretty much every game. | If you're roaming a lot than you can consider these. I don't normally buy them but they do help if you're constantly moving around the map. |
A strong choice against strong CC. If you find that enemy CC abilities are hindering you than this is a something to consider. | Only buy these if you're losing badly to an AD team that relies on basic attacks. It's very rare that you buy this, but has it's place every now and again. |
Alternative Items
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Offensive
Details
Details
Details
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Defensive
Details
Details
Details
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Purchase Order
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Laning Phase
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Easy Lanes
Trading & Fighting
Farming
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Hard Lanes
Trading & Fighting
Farming
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General Laning Tips
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- Don't overextend as you're very vulnerable ganks without an escape. If you are generally pushed up in lane, remember to buy wards and be aware of what's happening around you (e.g. what enemies are Mia, where was the jungler last seen).
- Poke your enemy Pre-6. A very good way of keeping things even in lane, but also a strong way to support your spike in power at level 6. If you've successfully whittle your opponent to low health with Crescent Strike or your other damaging abilities then an All-In at 6 can easily pick-up a kill.
- Follow your opponents roaming. A mistake I see is when people think calling "MIA" is enough. Sure it alerts enemies of the potential threat of a gank, but your allies aren't always focused on pings, and won't necessarily understand who is roaming and where they're going. Instead you might want to go further by doing things like: Pinging your enemies path, keeping track of where they come from, placing wards to find their position and even saying in the chat a note about the possible gank (who, where, when). At 6, if your sure your enemy is roaming then it's very helpful if you follow them for the counter-gank. You can pick-up kills and help your allies that way.
- Use your mana wisely. Diana isn't usually one of those champs who runs out of mana easily and quickly, but spamming your spells can still cause you to run out and thereby limit your lane presence severely. Early on you'll want to save your spells for big waves, or be efficient with them by also hitting your enemies for poke. If you're poking, don't go overboard, land easy damage here and there but also be mindful of mana costs and make sure to also use Moonsilver Blade for free damage.
- When given the opportunity to get free hits on a tower, use it. As I've said previously Diana can push waves and clear towers very quickly so take advantage of this when your enemy isn't there and there isn't a threat of a gank.
Roaming
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........With your ultimate you become incredibly strong at ganking other lanes, thanks to your high burst, strong CC and gap-closer. Try to use times where you're out of things to do in your lane (you have the tower, you're already ahead, the lane is pushed, etc.) to roam to lanes that need help or are just out of position, so you can potentially get kills and pressure objectives like towers, or Dragon. Even if your not ganking, then you can still go to other lanes to help them take down towers, thanks to your fast tower pushing. |
Teamfights
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........In teamfights, you'll want to wait for your tankier allies to initiate for you. Look for opportunities to nuke down squishy carries or enemies that are threatening your team, generally do this when they've been locked down by your team's hard CC or when they're out of position in the fight. When you don't have your DFG or ultimate available to you, you can still do incredible damage with your Passive. This can be surprisingly effective, given the buffs to your passives AP ratio a few patches ago. If you deem it necessary, you can even engage fights (usually smaller ones) yourself, by going in with Q+R and then using E to CC several enemies. If you are engaging a fight, use Zhonya's Hourglass soon after to avoid being collapsed on. It's important to remember that your E will interrupt channeled spells, so if a dangerous spell is being channeled like Death Lotus or Bullet Time try to interrupt it to protect your team. |
Synergies
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........While on your own in normals it isn't really necessary or convenient to setup a strong team. But if you're playing ranked, are with your friends, or with your friends on a ranked team, it's important to consider different synergies to maximize the effectiveness of your teams champions. My Favorite champions to play with as Diana are the ones that can easily set up kills for me in lane and engage team-fights with massive CC to tear apart the enemy lineup. The CC will allow you to easily line up your combo for a kill and pick-off stranded enemies in explosive fights. NOTES: I don't cover Top Laners or Marksman in this section, as they're not nearly as important as a strong support. For a quick explanation: Top Laners I like would be ones like Jax or Renekton who can dive fights, soak up damage, wreck the back line, and put down a bit of CC. Marksman really don't affect you much, anyone who works well with similar champions to you and does high damage works well (e.g. Lucian)
JUNGLE: Junglers are important at any stage of the game. They gank your lane, secure Dragon/Baron, engage fights, every major move in a game involves the jungler, so you definitely want a good one for you and your teammates. I like to have one that can: easily setup kills for me in lane at 6, have high pick potential for catching people out and wreck team fights for easy clean-up late game.
Vi
Elise
Warwick
SUPPORT: A strong support is very important for you, even though we're not laning with them. Whenever you go to gank bot lane they'll be the ones setting up kills and laying down CC. When you're seiging, they're the ones who'll CC an enemy champion for an easy kill. In team-fights, they're the ones protecting your allies and locking down the enemy team. They will almost always be with you, and you need them to keep your team together, so it's very important that you have a support that works well with your champion, in this case, Diana. The ones you should look for are the ones with the CC, to setup kills, and burst to help secure them. This is very strong of picking off enemies in small to large scale fights and supporting your ganks.
Morgana
Thresh
Leona
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My favorite team when playing Diana, I try to coordinate things like this with my friends. The champions are in the order of Top, Jungle, Mid (Us), Marksman and Support. Combines a bit of everything that we want, strong team fight, strong pick potential, strong damage and fairly fast tower push. |
Counters
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These are just some common champions you should look out for in both Normal or Ranked. They're common picks that Diana is more inclined to do well or poorly against. |
Common Easy Lanes
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Katarina
Akali
Fizz
Twisted Fate
Nidalee
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Common Hard Lanes
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Orianna
Syndra
LeBlanc
Lulu
Kayle
Learning General Match-ups
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........While some champions just have a clear advantages or disadvantages against Diana (the ones mentioned above), there are many match-ups that could just go either way. There were so many of them, that I really didn't feel like listing them would be an effective way of learning. Instead, I created this paragraph to explain how you can decide how hard a lane will be, and think about the ways you can handle a lane. ........When it comes to picking Diana, or any champion for that matter, there are two things you should think about. 1. Our Champion. 2. Their champion. We don't have to worry about ourselves because hopefully we know what we're doing with the champion we're playing. The opposing player could be anyone so we have no idea how good or bad they are, it's just safe to assume they know what they're are doing and leave it at that. Here are some tips on what to consider when looking at a match-up. |
- Try and decide on the more blatant things that our champions can do (e.g. we're vulnerable to poke so we should consider if they're strong at poking). These things will make up most of our laning phase so we should focus on them first. If they do have something over you, think about whether you can deal with it or if it's something that will really hurt you. If you have an advantage, decide on how much it will help you beat your opponent.
- Think about the more specific weaknesses that could hurt you greatly (e.g. champions that could interrupt Lunar Rush and thereby nullify your engage). This is more like the stuff we see in champions like Diana vs. Lulu or Diana vs. Katarina where we have a more kit specific advantage or disadvantage. If we do have a disadvantage then we need to decide how much it would really impact the lane, and if there are ways we can get around it. If we have the advantage then consider if it makes the lane worth playing when combined with the other aspects.
- Remember that at the end of it, you are the one playing Diana, so you have to make sure you're comfortable with the match-up. For example, Lux is a champion that I find really annoying so I try to avoid playing against her. Also, consider if you are good at more general mid-lane skills like avoiding poke and playing passive lanes, as this will also affect how well you preform as Diana.
In Conclusion
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