Diana Champion Guide by dariencove

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Diana Champion Guide by dariencove

Version: 1.0 | Updated: 2013-01-18

League of Legends Diana Guide

Author: Donald Kelsey

Date Created: 1/17/2013

Date Updated: 1/17/2013

Current Version: 1.0

Most Recent Patch: Preseason 3 Balance Update 2, A.k.a. the Thresh patch.

IGN: ShadeFinale on the NA League of Legends Servers.


Hello, I am Dariencove, and welcome to this champion guide for the League of Legends champion, Diana.

This guide will cover her most played role, the Ability Power (Ability Power) carry that is generally placed in the middle lane.

It is my personal opinion that as a AP jungler or a AP top laner, the other two less common positions that she can be played in, Diana is much less effective and this guide may only mention situations that Jungler/Top Diana would have to deal with if Mid lane Diana may come across.

Diana is a mobile, magic dealing assassin that has very decent burst potential. Interestingly enough, she also is one of the more innately tanky mage/assasin type characters, in part due to the way her base stats work and due to the fact that she has a refreshing shield.

In addition, with certain item setups, or versus certain enemy team compositions, she can function as an initiator for your whole team, forcing the enemy team to have to be weary when in your zone of control.

If you do not own Diana, you must wait for a free week in which she is available. Otherwise, she can be purchased in the League of Legends store for 6300 IP, or 975 RP.

My Credentials

My IGN is ShadeFinale, with season 3 peak elo of 1545. I am by no means an extremely skilled player, but for someone who looks to pick up the champion I can supply a basic primer on how to play Diana.

My ranked statistics on Diana are 16 wins, 2 losses. Once the patch before the January 16th patch had come out, I avoided playing Diana in ranked games because it was a detriment to other players in the same game as me.

With the recent patch, I have begun testing Diana once more and will probably start playing her in ranked games again.

Diana's History w/ Pros and Cons

Riot has the apparant habit of releasing champions that sound fine on paper, but when the champions go live they are just too good and have to be toned down. Diana is no exception to this unfortunate fact, and her current iteration is unarguably weaker than when she was released.

On the good side, however, she has recently had some of her changes reverted somewhat, and is now definitely in a playable state.

Mainly, her range on her ultimate and the radius of her orbs has been changed back partially. While Diana no longer has her ludicrous 900 range ultimate, an 825 range ultimate that is very close to the range of Akali's is very much usable.

To restate, Diana's biggest role is to be an assassin. Due to how her abilities work, she can easily jump into enemies that are not close enough to their team and prevent them from escaping her reach by using refreshed targeted dashes or using a pull to keep them in place.

Diana's Base Stats

StatLv0 ValueStat Growth per levelLv18 Value
Hp Regen7.8522.3
Mana Regen7.617.8
Attack Damage483102
Magic Resist301.2552.5

There are a few things to note that are very out of the norm for many Ability Power Mid Lane champions.

First off, Diana, while a melee character, has 150 attack range.

Diana is one of only three characters that has 150 attack range, the other two being Nasus and Pantheon. In the current way lanes are run, the only notable people diana outranges with an auto attack are Kha'zix, and Talon. However, Diana is not as fortunate as all of the pole-arm wielding characters, who all get 175 range, and can consequently poke very slightly against top laners who do not have gap closers while not having to risk getting hit back by an auto attack.

While it is possible for Diana in the middle lane to slightly outrange Talon and Kha'zix, the only real application for this is to proc the splash damage of your passive onto them while their cone-style skillshots are off of cooldown.

Finally, the number one interesting thing about Diana is that she has SCALING magic resist.

Many of the squishier Ability Power Mid laners you will have to deal with do NOT have scaling magic resist and have to resort to items or scaling magic resist runes in order to become more survivable against magic damage as the game progresses.

Diana, on the other hand, naturally increases her magic damage migitation simply by leveling up. This does NOT mean that you should not buy magic resist in the case that you feel you are lacking in it, but it generally implies that health gives Diana an increased amount of survivability when compared to Karhus or other non-mr scaling Champions.

Diana's Moveset

This section will go in this format.

- Type of skill, passive/basic/ultimate - Name of skill - Description of skill in box - My comment about the ability


Moonsilver Blade

Diana gains 20% bonus attack speed. In addition, every third basic attack cleaves nearby enemies for


additional magic damage.

This ability also does an additional 60% of your ability power in magic damage, added to the base damage. (In other words, .6 AP ratio)

This is truly one amazing passive to have as an assassin. To put into reference how much damage such an attack does, this attack hits with about the similar strength of an un-blaze-boosted Pillar of Fire from Brand, but with an extra 40 base damage. That's her PASSIVE, not one of the skills you have to rank points into.

It is my opinion that this is the skill that needed it's damage most to be nerfed on diana, and not the damage of Crescent Strike. However, the opposite happened, and we just have to deal with it. (I mean, it's good for the Diana player but lame for everyone else)

To efficiently use this move, you have multiple options, depending on how easily you can close the gap to your target and then stick to your target.

One basic thing that can be done is to hit two minions, charging the passive, and then hit your target with Crescent Strike, dash to them with Lunar Rush, proc Moonsilver Blade, hit them two more times while you wait for your Crescent Strike to come up, hit them once again with your Crescent Strike, proc your Moonsilver Blade again, and then use your Lunar Rush twice in succession. The mere base damage on such a maneuver at level 18 is 1,440 damage simply from the abilities, not factoring in the physical damage from your auto attacks, the magic damage from using pale cascade, any damage migitation from armor or magic resist, and most importantly, your AP ratio scaling.

Obviously, in most situations you will be unable to do something such as the above unimpeded, so always plan to at least proc your passive one time on your target if you can do so.

Diana glows when she is prepared to attack with her passive.

One other thing to note about this passive is that it has only a small period in which you can proc it. Unlike passives like Master Yi's Double Strike, or Caitlyn's Headshot, if you fail to hit a target within a few seconds, Diana will stop glowing and you will have to perform two new strikes to charge the third, empowered strike.

First Basic Ability

Crescent Strike (Q)

Range: 830 Cooldown: 10/9/8/7/6 seconds Mana Cost: 55

Diana fires a skillshot nuke that takes an arced path. Diana's Cresent Strike deals magic damage and afflicts enemies with a moonlight debuff that reveals them for 3 seconds.

Cresent Strike hits any target in the arc or ending bubble of the skillshot for

60/95/130/165/200 damage.

This ability also does an additional 70% of your ability power in magic damage, added to the base damage. (In other words, .7 AP ratio)

My opinion of this skill is that it was very strong, and deservedly was nerfed. If you want to know how strong it used to be, the rank 5 Cresent Strike used to have 60 more base damage and have a .8 ratio instead of a .7 one.

Anyway, there are two things to note about this skill that aren't explained in the tooltip. To begin, the arc of the skillshot always curves counter clockwise (If you are facing north and fire it, it will curve to the left). This means that if you want to entirely cover off certain areas it may be hard depending on your positioning. As revealed by the targetting circle, (if you do not use smart cast) the end of a Cresent Strike has an AoE radius. If you plan on hitting multiple targets, try to aim for as many as you can being hit by this AoE radius and as few as possible being only in the path of the arc.

Also, although the tooltip says that moonlight reveals targets, if you hit a stealthed target with moonlight, it does NOT reveal them to you. The only thing moonlight does in that case is mark the target and deal damage. If due to some factor your target loses stealth, you should be able to see your target due to the moonlight buff if it is still on them.

A target hit by Cresent Strike gets the Moonlight Debuff. Moonlight allows Diana's ultimate, Lunar Rush, to have a refreshed cooldown if a target affected by Moonlight is chosen.

The uses of this skill are many, but the main use of this skill is to deal damage, obviously. Just like most other skill shots, the only real counter play to them is to dodge.

Cresent strike has a small travel time from when it starts moving from Diana to your targetted location. In this way, if you fire a Cresent Strike and begin to move away, you can hit someone from about 800 range and also widen the gap to 850 or 900 for any counter attack until your Cresent Strike is able to be used again.

Conversely, if an enemy is right on top of you, you want to fire cresent strike directly on top of and slightly behind them, so that you don't accidentally misfire it and send it backwards or something else terrible. The explosion radius is large enough that it will hit them if you fire a Cresent Strike that puts your opponent directly inbetween you and the end of your Cresent Strike.

You can use Cresent Strike to check jungle camps over walls, but be weary if you try to check Baron with it with low health, as Baron Nashor will retaliate to being hit by Cresent Strike.

During an earlier patch, Diana's Lunar Rush was nerfed from 900 range to 750 range. The current range for Lunar Rush is now 825, which means you can NOT use the above tactic to move backwards slightly and then use Lunar Rush if your Cresent Strike manages to hit them. If you throw Cresent Strike, you must remain within around the same distance of your enemy in order to follow up with Lunar Rush now. In general, this change just prevents abuse cases in which Diana used to be able to play extremely passive and yet still get free Lunar Rush refreshes off of fortunate pokes.

Second Basic Ability

Pale Cascade (W)

Range: It's likely around 150 but the patch notes are vague. Cooldown: 10 seconds Mana Cost: 60/70/80/90/100

Diana surrounds her self with three orbs in the same vein as Ahri's "Fox Fires." These orbs spin around Diana, and if they collide with an enemy they explode dealing 20/34/48/62/76 damage in a ~200 range radius. These orbs, unlike "Fox Fires," do the same damage to any target regardless of whether the target was previously hit by an orb's explosion.

Each individual orb does an additional 20% of your ability power in magic damage. (All three orbs put together have a .6 ability power ratio)

In addition to the spinning orbs, Diana gains a shield that blocks


damage and is refreshed on the occasion that all of the orbs have detonated.

The shield blocks an additional 40% of your ability power in magic damage. (In other words, it has a .4 ability power ratio.)

I honestly don't know what Riot's obession is with giving mages balls to attack with. This is the skill I personally dislike the least out of Diana's moveset, and that's because it's strong and isn't visibly strong.

You look at Diana's other moves, particularly her passive or her ultimate, and you can clearly see how effective they are. Pale Cascade is one of those moves that is like having an Aegis or an armor aura. The aura is so effective, but nobody really notices the direct impact it has.

use this skill whenever you have closed the gap AND you are fairly sure that the enemy is going to get hit with it. Do not burn the skill if you think your opponent or target is going to blink away from you, wait until they try to duke it out so you can ensure your shield gets refreshed.

The difference between a shield that only blocks 155 damage and one that blocks 310 damage is HUGE. 310 damage negates an entire skill for many champions, and it is vital to ensure that you are trading well versus your enemy.

If your target has a spell shield (Sivir/Nocturne/Banshee's Veil item), you can attempt to use pale cascade's orbs to break their shield, and then use your other, more damaging skills on them.

One nice thing about Pale Cascade is that it has no cast time. If you don't know what that means, it means that Diana is not inturrupted when she casts Pale Cascade. If you have played Rengar or Orianna, they both have moves that have no cast time in Rengar's W and Orianna's ball movement skill.

Range: 250 Cooldown 26/24/22/20/18 seconds Mana cost: 70

Diana pulls in enemy units that are within the radius of Moonfall. In addition, pulled units are then slowed by 35/40/45/50/55% for 2 seconds.

Diana's Moonfall is a very useful ability. Whenever your jungler ganks your ane, you want to make sure to get close enough to use Moonfall and then pull them closer to you.

An interesting thing to note about Moonfall is that it inturrupts channels. Moves such as Katarina's Death Lotus are cancelled upon being pulled by Moonfall, so always keep that in mind during the Post-6 laning phase and teamfights.

The main use of this skill is to prevent enemies from leaving your side. More importantly, is that many enemies will be aware of Moonfall's pulling effect and will opt to burn their escapes earlier than they normally would in order to avoid being pulled toward them. Abuse this fact, and try to get enemies to burn their Flash or Blink to avoid your Moonfall, and then hit them with your ultimate, essentially making it very hard for them to get away from you.

There's not much to say about moonfall overall, as unlike the previous three abilities it is seriously fairly simplistic in it's implementation.


Lunar Rush (R)

Range: 825 Mana Cost: 50/65/80 Cooldown: 25/20/15

Diana dashes to target non-allied unit, dealing


damage and teleporting Diana to target unit.

Lunar Rush does 60% of your ability power in additional magic damage. (In other words, it has a .6 AP ratio)

If the target is affected by Moonlight, Lunar Rush's cooldown is refreshed, AND all other enemies lose the Moonlight Debuff.

Diana's ult is very similar to Akali's ult, but it has a normal cooldown instead of a unit-based system.

The uses for Lunar Rush are incredible, and it is far simpler to juke or escape or move using Lunar Rush than it is with Akali's Shadow Dance. Due to the fact that Moonlight reveals targets hit, she can use Cresent Strike to hit any jungle camp over walls, and dash over the wall using Lunar Rush. Doing so also refreshes Lunar Rush's cooldown, so when Cresent Strike comes back up you can do so again.

If you want to use minions to refresh your Lunar Rush, you have to be weary. If you have a decently high amount of ability power, Cresent Strike will instantly kill the enemy team's caster minions, which means that not only can't you refresh Lunar Rush's cooldown, you can't use Lunar Rush at all!

If you have a high priority target, it is wise to save your flash and combine its range with Lunar Rush's. Doing so will allow you to cover a large portion of the screen and gap close very efficiently on a target.

Early levels (Sub 16), you should avoid using Lunar Rush on a target that isn't affected by Moonlight. If you do, you must avoid playing like you still have moonlight until it is back up. The only time you should use Lunar Rush on a non-moonlight target is if you are sure the enemy can't retaliate, if you are sure it will lead to you escaping a bad position, or if you will help secure a kill for your team.

Once you hit level 16, the cooldown is generally low enough that with some sort of CDR, either from blue buff or a blue pot, you can expect to use your dash and it will still come up in a reasonable time.

The power of Lunar Rush entirely lies in its ability to refresh itself, so if you can hit more Cresent Strikes on a target then always do that and then dash toward them.

Skill Order

I always max out Cresent Strike first, followed by Pale Cascade. At levels 6/11/16, you should always get your ultimate's point.

The only kind of variance I see in my skill order is that I will not level Moonfall until I think the jungler will gank. If the jungler is going to gank my lane, moonfall is invaluable in the amount of control it gives you over where your opponent is going. If the jungler just doesn't gank my lane, I will pick it up at level 4 and max it last.

Pre Game Setup (Runes/Masteries/Summoner Spells)

The runesets I use are usually just mixing/matching certain types of runes depending on the situation.

In all situations, I use Greater Marks of Magic Penetration. These are effectively the BEST type of Marks you will use on almost any AP champion, and Diana is no exceptions.

There are three choices for Seals. If you are against an AD mid such as Lee Sin, Kha'zix, Talon, or Pantheon, you will likely want Greater Armor Seals. There is not really a choice in this, as having only 16 armor at level 1 is almost a death sentence when you consider that with only a brutalizer and armor pen reds the enemy can deal true physical damage to you.

For most matchups that aren't the type mentioned above, I will take Scaling Health seals. Scaling health is effective as the game goes on, and migitates damage from any type of damage source, with the exception of % true damage.

Finally, if I am up against a select few matchups I will take scaling ability power seals. The only time I take this is against Karthus and Twisted Fate, and this is mainly because the damage mitigation from the health per level is not worth the ability to push back against and assassinate these two champions. They are not as effective as the glyphs, but when combined with the glyphs you get 45 ability power at level 18.

The reason why these seals are used versus Twisted Fate and Karthus is because it allows you to have just enough ability power to oneshot caster minions fairly early on in the game provided you are not losing your lane horribly and have farmed a decent amount. In addition, the extra burst of damage will hurt Karthus and Twisted Fate who both do not have a reliable escape from Diana if she closes the gap.

For Glyphs, I use pretty much solely Scaling Ability Power glyphs. You can use Magic Resist glyphs if you want to, but unless I'm against a champion I haven't really played much against I usually feel that it's unnecessary to take.

Finally, I almost always take Ability Power Quints. An extra 15 ability power is just too hard to pass up at the start of the match.

These are not the only runes you HAVE to use, but they are the ones that I use with the most frequency and the only ones I feel justified in commenting on.


For masteries, there are two setups that I employ.



This setup is the standard one. Due to the fact that Diana's main harass tool, Cresent Strike, is a low mana cost move, you generally will not mind missing out on the mana regen offered in the utility tree.

Extra health and Health per level, however, help you MUCH more than the mana regen you get from the utility tree.



If you feel you are not up to par with your mana management, there is no shame in taking the 9 points in utility instead.

I don't prefer it, however. Make sure that if you take the point to get a Biscuit, that you actually use the Biscuit early.

Summoner Options

Flash and Ignite are the ONLY summoner spells I have ever taken in ranked games on Diana. The other choices do not generally warrant you using them as Diana's main job is to put the hurt on a target.

However, honorable mentions must be given to Barrier and Exhaust. Barrier is a very hilarious move to use in the place of ignite as you can make it extremely hard for someone to deal actual damage to you for a short period of time in combination with Pale Cascade.

Exhaust is useful against certain enemy that cannot escape you and can't trade with you effectively if you put it on them, such as the less mobile AD carries. However, usually someone else on your team has exhaust, and in that case you can just rely on theirs to do the same job while you make sure you deal as much damage as possible with ignite.

When to pick Diana

Diana can be picked in many situations.

The main thing you should look at is the other team members already picked on your team. Diana excells with teammates that can do assisting damage while also locking down Diana's target.

Examples include but are not limited to:

- Amumu - Leona (Leona's REALLY good and I don't say that because they hate each other) - Orianna - Kennen - Lulu - Ashe

But, you should also consider the enemy team's picks. You probably should avoid picking any assassin type champion if the enemy team is full of 4 bruiser type champions and an AD carry or some other similar situation in which all of your targets won't go down easily to Diana. In this case, you should really consider picking characters that give either more utility or sustained damage for the fight.

Don't be selfish. I like to win more than I like to pick what I want to play, and by being a good team player and picking effectively you not only give your teammates one less thing to complain about, you show that you are thinking outside of the box that is marked "Stomp lane opponent."


Generally the way I like to think about items is that I will look at the enemy team composition at the start of the game, and decide upon two core items.

If you are not comfortable against your lane opponent, one or two dorans rings will help you very much in your lane. Consider them but know that they are neither required nor bad to get.

For example, against a team that is fairly balanced in team composition, my core two items would be:

  • Haunting Guise
  • Rabadon's Deathcap

The reason I would choose these two items is that it gives both a damage increase to any target but also helps migitate damage from any damage source that isn't % true damage.

Good examples of core items are:

  • Haunting Guise

Gives magic pen that is very useful versus any target. Also gives health, and can be upgraded into Liandry's torment. However, I generally avoid upgrading to the torment, as the whole purpose of this item is to increase Diana's Early-Mid game advantage.

  • Abyssal Scepter

I will get this item if either the enemy team has a lot of magic damage, or if I was going to buy haunting guise and I suddenly had a large amount of gold come in, such as getting two kills or a turret going down and dragon being slain.

  • Rabadon's Deathcap

Diana has pretty decent scaling with her abilities, and Deathcap increases the efficiency of other items you build

  • Zhonya's Hourglass

The hourglass allows Diana to freely dive in and pull enemies and then use the ring to avoid being hit. This allows her to semi-initiate for her team and the invincibility time allows your team to follow up on your initiation.

You should rush the core item you decide on building. Unlike other items that later in the game you may decide to build, you want your core item to be obtained as soon as possible as it generally gives some sort of benefit that the parts do not give you.

After I build one or maybe two core items, I will look at the situation of the game. If the enemy has one player that will pose a problem now or later in the game, I will build to deal with that player moreso than the others. For example, if the enemy AD carry gains a large advantage over ours, I will likely build a chainvest after getting my first core item, and plan on going to the bottom lane.

For boots, there are only two options I really consider Sorcerer Shoes or Boots of Mobility

In about 85% of situations Sorcerer shoes are the boots to buy, since they increase the damage you do to targets by a considerable amount.

However, if I think I need the extra movement speed, I will get boots of mobility in order to quickly catch up to the lane I am going to gank or just to quickly roam around the map. Once late game comes around, I would recommend selling boots of mobility and going back to sorcerer shoes.

It is up to you to decide when to upgrade boots from tier one to tier two. I generally do it fairly early, either right before my core item or right after.

For the boot enchantment, I generally go for alacrity since it is a cheaper one. You don't really need the tier 3 boots until late in the game since Diana is generally fast enough.

Early Game

Starting Options

  • Flask with potions

This start has been nerfed, as the cost of a flask has gone up. It is still fairly good, but not nearly as good as it was just a few days ago. For most games, you will probably want this option.

  • Boots with 3 potions

This start is really only versus lanes you believe an extra 25 or so movement speed will allow you to dodge skillshot abilities. I do not recommend this option.

  • Doran's Ring

This option I only take whenever my jungler assures me that he is planning to do a gank before the middle lane hits level 3 on either side. To all-in the opponent, the most damage is required, and if your opponent tries to kill you back the extra health a Doran's Ring gives is useful. In most other situations it's likely not worth it to start Doran's Ring though, as you have no sustain.

Laning Phase Once the match starts, help your jungler do their first camp and attempt to assist them with their jungle buff. Never avoid doing so unless your jungler specifically asks you not to. Especially in solo queue games, you must butter up your teammates if you want them to help you out.

During the laning phase, make sure to last hit like a madman. You will most likely have to endure harass, which is why a flask start is beneficial on Diana. Levels 1-5 are when you can get the majority of your farming in for a short period, as once you hit level 6 interestingly enough you can opt to temporarily suspend your own laning phase.

Finally, BUY WARDS!

Wards are an essential part of the next thing in this guide, which is... &

Suspended Laning Phase (Roaming)

Diana has fabulous roaming potential. Her large range gap close combined with an enemy displacement move allows her to easily set up your teammates for victory. Many of my ranked game victories were not from me winning versus my laning opponent very hard, but by going to other lanes and helping the rest of my team gain advantage.

Clear your wave by hitting the minions with cresent strike and your passive's cleave. This is not an optional thing to do. If you do not push your lane, not only will your opponent be much easily able to see where you are going, but the y can make you miss out on minions and your turret will take damage it doesn't need to be taking.

Once you have pushed your lane, what you need to do is observe on the map any place that is open to be ganked. See if your teammates have informed you on enemy ward positions. If you think the enemy team is heavily warded, have your team push up to their turret and be in position to set up a dive on the enemy team with your jungler, either 3v1 in the top lane or 4v2 in the bottom lane.

Also, watch your laner. You MUST watch your laner on the minimap while you roam to another lane. If your opponent laner seems to be walking toward where you are roaming, attempt to look like you are not going to gank and then catch them with their pants down, or just call off the gank and return to your lane if they are going an alternate route.

You have a limited amount of time to try to gank. Whether or not you are successful, assess your own health and determine if you can go back to your lane or if you need to recall and heal and buy items.

Mid Game

I consider the game to be in the midgame whenever either a turret has gone down on either side, or a few people on either side have one or more of their core items completed.

You should continue to buy wards, but be more aggressive in the spots you ward. If you believe the enemy jungler is not able to fight you 1v1 and is someone that doesn't really have the ability to escape you, you should ward their buffs and go and kill them whenever they attempt to do them.

If you think of wards as more like maphacks, instead of wards, you should understand that they are a powerful tool that gives you advantages worth more than the gold it is to buy them.

During the midgame, avoid attempting to fight for no reason. Get one of your core items, and then begin to roam around the map and push with your laners to get turrets. Diana is at this point in the game able to fight many champions and win with only two or three items, so take advantage and try to force 3v3's and 4v4's or even whole teamfights where you can quickly wipe out one of their team members and still be able to fight the rest of the fight.

Late Game

Late game, Diana's main role is to assassinate the carry in teamfights. To do this, you guessed it, you will need more wards. If you are very fed, however, you will have to do without them. The only time you shouldn't have wards is if you literally have 6 slots full of end-game items.

I would opt to have one defensive item by the time the game gets to where teamfights decide the end of the game. Your opponents will likely be able to instantly gib you if you decide to skimp on defensive items. If you feel that your opponents are very fed, you may even opt for one and a half defensive items.

How do you get half of a defensive item? What I mean by that you buy an item that fulfills both an offensive and a defensive purpose, such as Abyssal Scepter or Zhonya's Hourglass.

Unless you believe you can dive into the enemy team and not get absolutely massacred, you should not be the one initiating for your team. Jump in after your main initiator has started the fight, or in the case that you don't have an initiator, be ready to counter initiate by either attempting to peel for your AD carry or by instantly jumping their weakest character when they get in range of you during the fight.

You may wonder why I say to peel for the AD carry. Generally, the job of protect the AD carry lies on your tank and your support. However, Diana has a small amount of utility that allows her to protect your carry efficiently. In the case that you do not have your Cresent Strike or Lunar Rush up, if you cannot get in range to hit a target worth hitting you should try your best to protect your AD carry until your abilities come back up. Unlike Diana, an AD carry only has to be able to sit protected to fire attacks, and AD carries generally don't have to wait for cooldowns to do the most of their damage.

As it is with the Mid Game, you should only fight over objectives. Objectives are things like Dragon or Baron or your turrets. If you just pick a random time to fight then the consequences of losing that fight are much larger. If you are pushing down one of their turrets and you die, depending on how late the game is the worst thing that could happen is that you don't get their turret. If you are in the middle of the jungle and die, the worst thing that could happen is you lose a turret because your team has to 4v5 the enemy team or they can freely take dragon.


You can't reveal her out of her stealth with your Q. You also can't beat akali in a straight up fight in some circumstances, as she shines even more in melee range than you do.


She is one of the only champions that can escape you using your ultimate twice and using moonfall to try to keep her by you. Do not forget about it.

Lee Sin

He can catch you trying to run away and he has a very high burst too. If you can avoid dying early you scale a lot better than he does so make sure you play as safely as possible early.


He can harass you very easily, but if he jumps on you he becomes extremely all-in. Attempt to bait his jump when your jungler is in the vicinity, as that truely equals a dead pantheon. He will have to flash out of your moonfall and can still be hit by your q and ultimate if he wastes his shield on you.

However, note that his shield doesn't block your passive's empowered strike, only the auto attack.


Talon is another champion that I enjoy a lot. If you both hit 6, you should not expect to be able to kill him as once he's in danger he can simply pop his ultimate in order to escape effectively.


That's the end of the guide, essentially. I will likely update it with more things in the future, most notably if Diana gets changed once again in a future balance patch, but for now that is about it. If you wish to contact me, just send me a message on GameFaqs and I will try to get back to you.

About Guide

This guide is to be hosted on Gamefaqs.com. If you see it somewhere else, please go to gamefaqs.com and view the guide on that site instead.

(If you wish to use my guide on your site, I'll probably just put it up there myself for you.)

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