All Guides Diana Guides Lunar Eclipse (In Depth Jungle Guide 8.7 patch) "The Heretic will carry"
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Diana Statistics for VanOrigin

Author's performance with Diana compared to the ranked average.

Value
Average
Games Played
2
5
Win %
100
44
Kills
4.5
7.1
Assists
7.0
6.0
Deaths
4.0
6.8
KA:D Ratio
2.9
1.9
Gold Earned
11.1K
11.4K
Creep Score
106.0
165.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

The Core Essentials (Recommended)


4.png Flash: Highly versatile and effective spell, offering a wide choice of applications in several situations. 
-Defense
Classically a defensive summoner spell which provides Diana with a much needed escape, disengage, dodge (If you don't die you can't feed).

-Offense
Also offers an offensive means by which Diana can engage and make early ganks or big plays in the late game on Key targets. 




Flex (Optional, Situational)


I highly recommend sticking the Core spells  though alternatives could be used based upon champ select and certain situations. (To replace Flash).


12.png Teleport: Diana's explosive play style means advanced Teleports can be highly effective, further more it allows her more opportunities to Gank early on. Secondly it can help Diana if she chooses to split push and also be available for objectives and team fights. Lastly just the mere presence of 131.png having 12.png can deter and cause the enemy to not go for certain objectives.

6.png Ghost: Used in a similar style to flash, both offensive and defensive purposes, allows escape, improved ganks, greater ability to use autos and proc passivedianapassive.png. The main difference is that it doesn't allow wall flashes for escape but does have a noticeable lower cool down. (Flash 300/Ghost 180)

14.png Ignite: Increased kill potential though less effective/needed late game due to your high damage. 

3.png Exhaust: Another form of CC in terms of the slow which always benefits Diana. Useful if playing against multiple high burst threats (double exhaust utility). Makes early gank survival safer knowing you can reduce incoming damage. 



New Runes Back to Top

- Runes  Ap Burst Assassin - 

*Updated*
Electrocute.png?width=32Electrocute - Higher AP scaling than comet and because of dianaorbs.png its' so easy to proc after a single dash. Cooldown is longer but it will give you more Kill Pressure on higher threat enemies. 

Sudden%20Impact.png?width=32 Sudden Impact - Gives you added AP Pen so everything after your natural ability rotation  dianateleport.png  Will hit harder.

Eyeball%20Collection.png?width=32 Eyeball Collection - + 30Ap, can't say no to that. 

Ravenous%20Hunter.png?width=32 Ravenous Hunter - This ability is great, you'll be looking to get kills with Diana so you may as well be rewarded. Free Spell Vamp, health regen during fight's, offers you more survivability. 

Nullifying%20Orb.png?width=32 Nullifying Orb - You won't be able to nuke Champs back into last seasons patch if you're dead. This offers a real nice auto proc shield to help assist you stay alive. 

Transcendence.png?width=32 Transcendence - Running cooldown on Diana is highly rewarding. Transcendence.png?width=323157.png3100.png all help allow you to carry out rotations more often and allow more reliability on your key abilities being off CD when needed most.




*With how new the runes are this is the set i'm currently having a lot of success with. (Buff's and Nerfs will come fast and often so check back)

- Alternatives -

Arcane%20Comet.png?width=32 Arcane Comet - Aim to maximise Diana's dmg best you can. It will take timing and patience to execute this ability to make sure it lands. dianavortex.png Will allow you to shorten the distance and slow therefore guaranteeing it lands. 

The%20Ultimate%20Hat.png?width=32 The ultimate hat - More CD more abilities,  While it's easy to proc and stack the cooldown buff is less effective with diana's already low CD. Plus with her regular combo you will get a free cast anyways so CD doesn't matter in that sense.

Summon%20Aerie.png?width=32 Aery - While if offers more utility  with a triple shield possibility dianaorbs.pngSummon%20Aerie.png?width=32Nullifying%20Orb.png?width=32 i prefer the outright damage on my Ap assassins.  

Ghost%20Poro.png?width=32 Ghost Poro - Helps against counter jungling and if you want to counter jungle a weak opponent.

Scorch.png?width=32 Scorch - The early game means so much to Diana and this is a nice bit of early game damage that's easy to proc. Also it hinders Regen and pots so it therefore make an early gank more deadly. With it's nef i just don't value its dmg and it just doesn't scale well at all.

Absolute%20Focus.png?width=32 Absolute Focus - Because you're in the Jungle you will be maintaining high level of health therefore you will benefit from the Dmg buff.


- Cooldown Goddess -

The%20Ultimate%20Hat.png?width=32 Transcendence.png?width=32 Ingenious%20Hunter.png?width=32 This is quite an effective build but needs full commitment from multiple runes to be fully successful. More Abilities can be cast which means more CC more DMG and More shields. Never a bad thing but requires you to make sacrifices in her early game runes.

- Auto Attack Goddess -

Phase%20Rush.png?width=32 Celerity.png?width=32 Waterwalking.png?width=32  + Relentless%20Hunter.png?width=32 or Legend%20Alacrity.png?width=32 This is centered around AA + dianapassive.png + 3115.png The ability to stay on a target, split push and proc her passive.










Abilities Back to Top

W
Q
W
E
Q
R
Q
Q
Q
W
R
W
W
E
E
R
E
E
Passive
Q
2
5
7
8
9
W
1
3
10
12
13
E
4
14
15
17
18
R
6
11
16

Core Ability Path


Starting dianaorbs.png is key to providing both damage and shielding against jungle camps on your first clear. Then go dianaarc.pngDiana's main damaging ability. It has a short cool down and Aeo damage effective against most camps. 

I emphasis putting the THIRD point into dianaorbs.png again for several reasons. More damage (AEO) and more shielding (less damage taken). This will help you clear camps faster and also maintain a higher level of health. This will allow you to  still be able to make a gank after your first clear should the opportunity arise. Diana is very weak pre 6, at higher levels people will try to take advantage of that with invades during your first clear. Unfortunately you wont be able to do much so that extra Q damage is pointless. This is why the extra shielding provides the one reliable outcome if the enemy invades early = survive and don't fall behind. You will thank me when the time arises.  

Now with the changes your 4th point should go dianavortex.png this will allow you to proc Diana's Attack Speed buff. Furthermore it will allow you to have a CC for a ganking after your first clear. From here on stack the Damage and place points in dianaarc.png & dianateleport.png. The CD on dianaarc.png means you can carry out combos at a higher rate.


dianaarc.pngdianateleport.png  over walls to camps is like a free flash to increase jungle clear times and it can be used to escape sticky situations.

Items Back to Top

Starting Items

Core Items

    1st Buy
    2nd Buy asap
    3rd Buy
    4th Buy
    5th Buy
    Last buy option
    Last buy option

Situational Items

Core Item Build


1039.png2003.png3340.png Core jungle starting items.

1001.png3706.png Time is money, get them running shoes on. Chilling smite + more CC into Diana's arsenal. Improves ganks and helps slow the enemy to ensure dianaarc.png lands.

1402.png3020.png Extra burst damage and another range ability to help proc thunderlords6362.png. Movement is key, helps stay on targets and use autos + MP is nice. 

3157.png Essential! Dive on champ goes wrong,  CC'd mid combo, caught out, waiting for cool downs. This provides such a benefit in an area Diana lacks plus AP is always good and more armor. + Cool down

3089.png Time to reach god like levels of Damage. Now everything but tanks will fear you.

3116.png More AP!, now your stacking health and providing some survive ability to Diana. Longer you survive the less you feed and more plays you can make. Also your abilities will start to slow targets. Combined with dianavortex.png+1402.png you can lock key targets down. Furthermore it helps proc dianapassive.png because it's easier to get autos off.

3151.png Even more AP! More health. Magic pen. % damage to late game tanks.


---Alternatives/situational---


3711.png Greater team assistance via ward placement (more effective at higher tiers)

3512.png Defense but also can help if you wish to split push. 

3158.png Cool down is always gonna benefit Diana. Useful if the enemy team is very damage focused and MP isn't needed.

3165.png AP + cool down + mana if you having mana issues. Grevious wounds is a nice little Debuff as well.

3115.png Ap +cool down + Attack speed. This items suits Diana on paper and allows insane split push but forces her into a play style that doesn't suit her if your forced into a team fight. (ill go in depth later)

3102.png Useful against heavy Ap teams. Helps keeps you near full strength when you come to engage.

3027.png Can be picked up early to provide a tankier item while also supplying mana and AP. 

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Medium
  • Amumu
    Hard
  • Cho'Gath
    Medium
  • Diana
    Easy
  • Dr. Mundo
    Hard
  • Ekko
    Easy
  • Elise
    Medium
  • Evelynn
    Medium
  • Fiddlesticks
    Easy
  • Gnar
    Hard
  • Gragas
    Easy
  • Hecarim
    Medium
  • Ivern
    Easy
  • Jarvan IV
    Medium
  • Kayn
    Hard
  • Kha'Zix
    Medium
  • Kindred
    Easy
  • Lee Sin
    Medium
  • Master Yi
    Hard
  • Nasus
    Hard
  • Nidalee
    Medium
  • Nocturne
    Hard
  • Nunu
    Easy
  • Olaf
    Hard
  • Pantheon
    Medium
  • Quinn
    Hard
  • Rammus
    Easy
  • Rek'Sai
    Easy
  • Rengar
    Medium
  • Sejuani
    Medium
  • Shaco
    Medium
  • Shyvana
    Medium
  • Skarner
    Easy
  • Trundle
    Hard
  • Tryndamere
    Hard
  • Twitch
    Easy
  • Vi
    Medium
  • Volibear
    Hard
  • Warwick
    Medium
  • Wukong
    Medium
  • Xin Zhao
    Hard
  • Yasuo
    Hard
  • Zac
    Medium

VS

Aatrox

Medium

Skill/engage based match up. Shorter fight you will win on burst. Prolonged fight he wins on sustained damage. Also be careful if he has red buff. aatroxq.png is the biggest threat early as he will try to land onto you using this. Late game he will mostly likely try to aatroxq.png onto your adc/mid, use  dianavortex.png to pull him away and leave him to be kited.

VS

Amumu

Hard

Get him early because if he gets tanky he will sit on you and its a slow painful death. If u see him in the jungle and you can't defo kill him..... run! bandagetoss.png will pretty much be the end of you. curseofthesadmummy.png Is a god awful ability designed to spoil every ounce of fun Diana could possibly have. this will lock you down and leave you vulnerable. Positioning to the side and not allowing yourself and others to be CC'd up at once will help reduce the effect he can have later.

VS

Cho'Gath

Medium

If they build damage you will have the movement and damage to win. If they go tank they can't kill you but its a pain to kill them. Care of feralscream.png diving in and being silenced leaves you counting sheep. Take care of his feast.png11.png combo when fighting over Baron and dragon.

VS

Diana

Easy

As long as you follow this guide you will beat them into the ground, they will report you for hacking and you can laugh at their endless amount of tears. Don't let me down.

VS

Dr. Mundo

Hard

long long long painful struggle, he can sit on you and kill you by a 1000 cuts and your pretty helpless. Don't waste time with him.

VS

Ekko

Easy

Take care with regards ekkor.png and his early game but you will destroy him later. He will probs look to slow and get on top of you in your jungle so take extra care early.

VS

Elise

Medium
elisehumane.png is her biggest threat because her full combo is dangerous if your CC'd. She is one of the strongest junglers currently and she has good sustain in the jungle so she will always be in a strong position to make plays. patch 7.15 has reduced her base damage which will slow her slightly with clears as it makes her AS buff ability less effective.

VS

Evelynn

Medium

She may catch  you on low health but 1v1 you will kill her. Diana scales so much better.dianaarc.png will light that chick up like the 4th of July .... you can't hide. Since her updated her pre 6 is even weaker so you're not as vulnerable early. Take in mind that her health regen via her passive means sher can disengage and then reengage a lot sooner than you think.


With the new runes she seems a lot more powerful and evelynnr.png is an annoying disengage/dmg threat.

VS

Fiddlesticks

Easy

They may try to invade so be warned. Early the silence and life drain is a pain but you will be able to delete him mid]/late. Take care jumping on him if he's in ult and uses 3157.png. He is dangerous counter ganking as well. Lastly be aware that terrify.png will stop you once you jump on him so u may wanna keep the second dianateleport.png for after it wears off so you can jump on him. 

VS

Gnar

Hard

Tanky with escapes and CC + range damage. Not fun play safe and wait till after your mid power spike.

VS

Gragas

Easy

He doesn't have much kill potential on you. But his ult may mess up any dives you make to the enemy back line.

VS

Hecarim

Medium

If he goes tanky don't waste time on him. 

VS

Ivern

Easy

Slaughter him

VS

Jarvan IV

Medium
jarvanivcataclysm.png Can be a pain and he has good movement. Probs will go damage so hes still able to be blown up. dianaorbs.png 3157.png is a good way to wait through his jarvanivcataclysm.png.

VS

Kayn

Hard

Has damage + chase + tankiness + escapes. It's a difficult one. Focus on not falling behind early.

VS

Kha'Zix

Medium

Comes down to who enages on who. Burst vs Burst quickest fingers win. Provide vision, counter gank and stick near a team mate to make his life hard. Dont get caught in the jungle due to his passive.

VS

Kindred

Easy

Mid/late you can kill them easy just watch out for plays around kindredr.png and don't give up deaths early. Counter ganking this champ always works well for me because she is so squish.

VS

Lee Sin

Medium

If they go Damage you can burst them down. If they go bruiser your gonna struggle and they can keep on top of you with ease. They will try to counter jungle early.

VS

Master Yi

Hard
dianavortex.png counters meditate.png. You have the combo to delete him if you get a good engage but be warned if he gets a few items he's a total pain, and will 3 shot you while vanishing in alphastrike.png
- The key is to starve him via vision early. Hold the vision game, take the river crabs. place wards ping your team mates. If he dies take his camps. Once Yi is behind it's a different game and the ball is now in your court!

VS

Nasus

Hard
nasusr.pngnasusw.pngnasusq.pngnasusw.pngnasusq.pngnasusw.pngnasusq.pngnasusw.pngnasusq.png that's the story. Avoid! Try to counter jungle and take crabs to stop his q stacks (make sure you know where he is.)

VS

Nidalee

Medium

Don't feed early and you will destroy her later. She will probs play highly aggressive and look to gank a lot. Place wards to help your lanes and watch her fall behind. 

VS

Nocturne

Hard

With his ult he will probs get the engage advantage and make life difficult. Plus his kit counters yours pretty hard. nocturneshroudofdarkness.png > dianaarc.png = stops your entire combo. nocturneduskbringer.png chase down. nocturneunspeakablehorror.png CC.

VS

Nunu

Easy

Never had much a a problem but his iceblast.png can be a pain. Just watch out for him hiding in the jungle and absolutezero.png  in corridors or in bushes

VS

Olaf

Hard

Stay away if possible, if he gets you 1v1 it's a struggle. luckily it isn't a popular pick.

VS

Pantheon

Medium

His CC and passive can be a problem. pantheonrjump.png is a danger as a major counter gank. Try to control the river vision as he will likely show trying to get into range pantheonrjump.png

VS

Quinn

Hard

Knock back CC, speed, range attack. Not good. Stay safe don't feed provided vision and wait till your god like.

VS

Rammus

Easy

Forget he exists don't waste a second on him, farm and gank.

VS

Rek'Sai

Easy

No real threat. He will however probs invade your jungle.

VS

Rengar

Medium

Before 6 you will struggle. AFTER THAT YOU OUT SCALE BUT THE ENGAGE WILL BE A BIG FACTOR. He will look to gank like all rengars so your able to possibly make some big counter gank plays. CC dianavortex.png1402.png him to kite him and use dianaarc.png to get him low before unleashing a combo.

VS

Sejuani

Medium

CC and tanky. No 1v1 threat but can disrupt in team fights. She isn't the fastest at clearing early so enjoy a little breathing room.

VS

Shaco

Medium

He will invade all day most likely, take care on initial clear. Get a teammate to ward your red if there's a LV1 invade steal and just go straight to his camp on your side of the map.....An eye for an eye.  Best thing is you can burst him down so easy just watch for jackinthebox.png. Bad part is you need to pick the correct clone.

VS

Shyvana

Medium

Poke them down with dianaarc.png . No real threat thought they will counter jungle hard.

VS

Skarner

Easy

Take care of tanky stats but should be fine. Farm his passive spires.

VS

Trundle

Hard

Tanky, CC, high base damage. Tough prolonged fights.

VS

Tryndamere

Hard

The struggle is real. His ult undyingrage.png will bait your burst combo then 3 auto attacks later your in the ****. U can't run tryndamerew.png. Possibly worth a BAN 

VS

Twitch

Easy

Get to 6 and kill that rat.

VS

Vi

Medium

The engage can be a big factor in this one. She does posses a lot of CC. So be careful in team fights. She's a dangerous counter ganker as well.

VS

Volibear

Hard

40000000 million health, chase down. Not good and don't let his passive bait you.

VS

Warwick

Medium
warwickr.png take care of heavy CC, isn't particularly tanky early mid game. 

VS

Wukong

Medium

Pre 6 take care of invade. Try not to get caught in monkeykingspintowin.png and mark him with dianaarc.png after he uses monkeykingdecoy.png

VS

Xin Zhao

Hard

Really dangerous if he gets anywhere near you, early or mid. CC + Damage 

VS

Yasuo

Hard

Don't feed before 6 or else. Late game you can burst him down if you can landdianaarc.pngbut be warned his yasuowmovingwall.png and passive shield are really annoying. Also 1402.pngdianavortex.png are nice to kite him. 

VS

Zac

Medium

Tank cc Champ, not easy and can disrupt your combos.  Be warned he has a big counter gank potential. Currently really strong though his most recent damage, CD and Health cost nerfs are a nice relief.

Jungle Path Back to Top

Core Path


Blue > Gromp > Wolves > Red > Razorbeaks > Krugs > scuttles 

Smite Early on blue after a little bit of damage to quicken things up and heal. It then will be back up for red.

This path ensures you grab both Red/Blue buffs quick since the enemy jungler may try take advantage of your weak early game and invade. Plus this will leave you in a healthy position to make a gank if possible. Though be careful without chilling smite your pre 6 ganks are very weak.

lol 1.jpg


Depending on the match up and where they will start i would maybe risk a two man invade top to the enemies red to look to pick up a kill or Red Buff and then cycle to your blue and red. this will hinder the early pressure of any other jungler and help your early.

Skill Combo + Skill tips + Ganking Back to Top

Combo's


There's 3 basic combos to use around Diana based on the situation

-Early ganks pre 6 


Aim for over extended, squishy champs or champs with low mobility 

4.png(Risk reward initiation)  dianaarc.png >  dianavortex.png > dianaorbs.png  > dianapassive.png > dianaarc.png 

Early kills will greatly benefit Diana and quickly progress her to the mid/late game where shes strong. This reward and the fact Diana lacks a gap closer pre 6 means 4.png it's viable to use offensively (will make her vulnerable while on CD).  This combo for pre 6 ganks relies on one skill dianavortex.png. Unless your teammate has a high level of CC your gonna have to play this smart. When you enter lane the enemy will always look to 4.png past you. The key is to cut off the enemies escape and force the 4.png. Your looking to head towards the enemy and trick them into flashing as early as possible to which your fully predicting will happen. To counter this always stay slightly ahead so if they do flash they're still in range of dianavortex.png. This will pull them back in and slow them = GG. Every skill is key because you don't have dianateleport.png yet so i often hold Q till after dianavortex.png so as to guarantee landing it. dianaorbs.png will give you protection and damage while also making 6362.png easy to proc, but don't forget to build autos and proc dianapassive.png3706.png Will also give much needed CC assistance if needed. 



- Post 6 combos


dianaarc.png > dianaorbs.png > dianateleport.png > dianavortex.png > dianateleport.png > dianapassive.png (Quick burst)

dianaarc.png > dianaorbs.png > dianateleport.png > dianavortex.png > dianapassive.png > dianaarc.png > dianateleport.png > dianateleport.png (Extended fight)

I always use dianaorbs.png beforedianateleport.png to instantly proc all orbs on the target and thereforeElectrocute.png?width=32 ,while also gaining full shield asap. 1402.png will allow a means to more easily land the first Q and help start these combos.



- High risk Combo (Pick potential)


This combo wins me games so often. But relies heavily on several factors. Your team being switched on and eager to get the kill and catching the enemy off guard dianaorbs.png > dianateleport.png >Electrocute.png?width=32>1402.png > dianavortex.png > dianaarc.png >  (3157.png) This combo is designed purely for pick potential and some times will result in you needing to instantly retreat but carries with it game winning plays. Situations like team fights or the enemy over extending/warding in the jungle. Top tip unless you're fed or it's  37.png dancing through the jungle solo you're gonna need team mates. Now the key fact is everyone knows dianaarc.png sets up Diana's combos anddianaarc.png itself has a short range and is slow (hard to hit). The element of surprise is key here. 22.png wants to step up for volley.png or 157.png is looking for the flank or 107.png gets to close while you do dragon or baron. BOOOOOOM! you're on top of them and still do decent damagedianaorbs.pngdianateleport.pngdianaarc.pngdianapassive.pngElectrocute.png?width=321402.png while applying heavy amounts of CC and catching them by surprise causing untold amounts of panic and confusion. The rest of your team quickly finishes them off. Now your 5v4 or they lack a jungler round objectives. This combo shouldn't be your first thought and takes good shot calling and practice to master but is a game changer. Trust me it works so often i've decided to share it. Plus if things go bad hit 3157.png.



---TO BE NOTED---

While it's possible to  dianateleport.png then instantly dianaarc.png and still be able to proc a second dianateleport.png i don't recommend it. Practice mode can help you with this skill but any amount of CC, Lag or miss input can ruin an otherwise easy kill or turn a situation into something nasty.

Gank Target Match Ups Back to Top

131.png Gains such a boost to her ganks potential post Lv6 dianateleport.png. As the guide explains she still is however effective pre 6. 
In terms of gank targets you want to prioritize champs with low mobility, over extended,squishy and low amounts of CC in order to maximize the chances of success. 

While quick farming to Lv6 is a reasonable strategy. Any amount of kills can quicken her power spike and offer help the the team. So you should always still be aware of opportunities.  

Targets to look for


34.png1.png22.png51.png114.png41.png104.png74.png40.png24.png202.png222.png30.png96.png236.png117.png21.png267.png61.png497.png68.png13.png15.png37.png16.png161.png112.png498.png101.png83.png115.png26.png143.png



Targets to avoid


103.png42.png245.png81.png86.png420.png38.png55.png7.png127.png99.png27.png58.png91.png238.png157.png

While it's still possible to kill these champs the risk reward and time dedication doesn't stack against the success rate therefore i would advise to use your time more wisely. 

Diana Pro's & Con's Back to Top

Pro's 



-You always will become an unstoppable force no matter your level of early success.

-AP scales so well with Diana because of her kit. Increasing kill potential dianapassive.pngdianaarc.pngdianateleport.png and making her tankier dianaorbs.png at the same time. Making item optimization easy.

-Has an amazing potential to snowball

- Great Mid/Late game

- Split potential with dianapassive.png late game

- Highly disruptive

- Amazing pick potential

- Simple kit

- Good Jungle clear


Con's



- Can fall behind if invaded or killed early

- Vulnerable to CC

- Weak pre 6 ganks

- Easy to play hard to master (For high level play)

- Vulnerable pre 6 to early counter jungling and invading 

- Combo relies heavily on a difficult skill shot dianaarc.png (Slow animation speed and cast time, difficult shape) 

When to pick Diana & team synergy Back to Top

Iv'e outlined how Diana is incredibly strong but like every champ she has optimal situations to help give her an added advantage.



- If your before your Mid lane picking in the draft hover over other mid lane champs even ones with a similar style  38.png55.png Before picking 131.png. They will fully expect you in the mid lane and therefore it gives your Mid a chance to counter. 


-Being the only solo AP or 1 of 2 AP champs on your team will always help you against the enemy building Magic Resist. This guide does however posses a lot of Magic pen to counter magic resit.


-Playing along side another major threat/dive champ i.e. 157.png107.png91.png. Avoid teams where the enemy is fully expecting you to be the only major kill threat and therefore be prepped for your engage such as 8.png131.png223.png51.png83.png.
This will allow you more freedom to carry out your destructive tendencies in the back line.


- Diana synergies so well with CC and chaos. Hooks, snares, fear, walls all help split up and immobilize targets so as to make Diana's life so much easier. 


- Range and poke, what's better than a 90% chance to one shot the full health enemy ADC. Answer = A 99% chance to 1 shot a half health enemy ADC and kill the multiple champs in 1 combo. Champs like 51.png134.png101.png76.png all help to create the perfect situation for you to succeed.


- Be warned playing against tanky CC comps will prove to be a struggle and should be avoided. Also team comps with a lot of poke will make your life hell, being chunked down before engaging is a nightmare.



 

Play style Assassin vs Fighter Back to Top

131.png 
Has always been talked about as being stuck in between two styles. I disagree and firmly believe the the AP assassin is where she belongs. 


- Assassin

AP assassin allows you to more effectively target key enemy champs. I personally like this play style and role. Her kit benefits the AP assassin role more effectively and is much more explosive than the fighter play style. This play style via the jungle offers you the flexibility to have such a Role (AP ASSASSIN) in a unconventional position. With the latest update on 131.png dianavortex.png and it's control over her Attack Speed burst, she can easily manage her abilities to keep procing the AS buff and therefore still produce really amazing spilt pushing even with going mainly assassin. Also because AP scales with dianapassive.png the higher 3rd strike damage (AP ratio 0.8) you get with going Assassin sort of counteracts the weaker but higher proc rate that the fighter style goes.


- Fighter

But what about building a tanky fighter with 3115.png! Yes this item does work really well with 131.png. AP, CD, AS, more dianapassive.png procs. But you're squeezing a champion into a bruiser fighter role where their kit wasn't originally intended for. Plus if you need a Fighter you're better off picking a champ designed and fully intended for that role. Going down this role will make you unable to kill foe instantly. Limiting your threat level and relying on not getting kited and landing auto attacks. Lasly it comes down to what would you build 3115.png instead of ? (1402.png3020.png) Then would you really want to have it before the huge power spikes from 3157.png3089.png ?



In the end this debate could go on till the next real life Eclipse occurs but i can honestly say after maining 131.png for 4 years i can whole heartily state she belongs as an assassin and the higher degree of success with her is within that play style.


Super Ultra Secret Tip! Back to Top

I didn't want to give away all my trade secrets but here is the biggest secret i have.





==DARK VALKYRIE SKIN==

This skin is fully infused with all kinds of unexplained luck. Survive with 5 hp, cause the enemy to miss flash, enough mana for that last dianaarc.png to secure the kill. There's no science to prove it just take my word.


VanOrign? + Guide Updates + Support Back to Top

VanOrigin


- I've played league for 5 yrs and more importantly 131.png has been my main since she was released. I took a year and a half out due to commitments and recently came back to play the champ i who made me love this game so much. I fear Diana may receive a hard change and become 1 of many fighter/brawler champs Riot has released or produced with KIT REWORKS. So for now i plan to play as much as i can.  

-I've always looked to play less popular champs in slightly unorthodox positions and with Diana's struggle in the mid lane these past few years (easily bullied) i was forced to find a haven to help Diana reach her potential while also allowing her to have an effect across the map. The jungle became just that. 

Current Success


- As of the time when this Guide was release i have a 78% win rate with 131.png in the jungle and a 2.8KDA. With plenty of room to improve and rust to shift i hope to rise through the ranks with Diana and keep this guide updated and constantly improved. 

- I hope this guide is a massive help to anyone who wants to play 131.png jungle. Hopefully with it you can reach whatever personal goal you have. 



---Supporting this guide---


- If you do enjoy this content please like this guide to help it's success, if you make it to the pro scene and win worlds using this guide and you want to support further i still need the Infernal skin for Diana to complete my collection XD. 

Future Guides--I do also plan to release a 84.png Jungle maybe in the future. 






---THINGS TO ADD---

1) More detailed Jungle match ups

2) Future patch changes

3) New season rune changes

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