Diana Build Guide

Diana Build Guide

Overview

With the power of the moon in her sickle and forehead and honestly probably her entire body, Diana is a jungler who excels at diving on squishy enemies and killing them. She’s a former mid lane assassin who has since carved out a role for herself in the jungle, where she’s an AP powerhouse for any teams that need champions who can delete enemies. Click here for the latest data on her best builds, including Runes, Items, Summoner Spells, and more. 

Keys to Remember About Diana

  1. Diana is much stronger when she's able to land her Crescent Strike [Q] first, but that doesn't mean you have to land it. Sometimes it's easier and faster to just Lunar Rush [E] onto a clump of champions to set up your ultimate -- especially in team fights.

  2. She's a damage dealer that needs a bit of help in locking enemies down to truly enable her, but her kit has 1v5 potential if enemies over clump, so always be ready to turn the fight.

Strengths

Diana has great gank potential early thanks to Lunar Rush [E], which becomes even deadlier if she’s able to land Crescent Strike [Q] first to allow her a reset onto Lunar Rush [E]. This means enemies need to use their flash to avoid her Q or else she can just instantly follow them if they decide to flash away after taking the Q head on. This ability to jump on enemies is a constant throughout the game, as all she needs to do to use a second Lunar Rush [E] is land her Q onto a front liner -- she can E onto the tank and then instantly onto the back liner as well, where her Moonfall [R] can do a great burst of AoE damage. She’s a menace in fights when enemies clump together. 

Weaknesses

As long as enemies are able to dodge her Crescent Strike [Q] or prepare for her to dash in if she lands it, her abilities are fairly telegraphed and should be easy to counter, especially for champions with high mobility. Diana is ultimate a fairly squishy melee champion that can be kited and burst down if she’s unable to instantly kill her targets -- this means she typically wants to be ahead early, so if she is unable secure advantages in the early game or falls behind altogether, her value will diminish as the game progresses. Once fights begin, teams that are good at tracking her whereabouts will limit her flanking capabilities, and if they also avoid clumping, it will be very difficult for her to find value. 

Game Plan 

  1. Early Game: She can gank as early as after her first jungle clear when she reaches level 3 -- enemies will expect it but it will still be hard to deal with her as long as she lands Crescent Strike [Q]. 

  2. Mid Game: Constantly look for team fights at this point in the game -- you are very strong and should be trying to jump on enemy squishies whenever they step into your range. 

  3. Late Game: You’ll still have a lot of damage at this point in the game, but it will also be easier for opponents to kill you. Look for flank angles by controlling vision.