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All Guides Diana Guides 4 Season NA Master / Challenger Tier Jungle Guide | Diana | Updated for Season 8: [Patch 8.13] | www.twitch.tv/rocklee015
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Diana Statistics for Rocklee015

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

Value
Average
Games Played
1
5
Win %
100
44
Kills
4.0
6.8
Assists
8.0
5.9
Deaths
8.0
6.6
KA:D Ratio
1.5
1.9
Gold Earned
15.3K
11.2K
Creep Score
98.0
163.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Diana Header Summoners.png


4.png11.png Smite and Flash:


Smite and Flash are the two best summoner spells for jungle Diana. Smite is standard for all Junglers due to its objective control, jungle sustain, and power when used with Chilling or Challenging Smite. And Flash, which provides you with an instant gap closer and outplay potential.

New Runes Back to Top

Diana Header Rune Pages.png


Electrocute.png?width=64 Domination 1: Electrocute


► This page gives you very high burst damage, scaling mobility, and self sustain.

Domination: Electrocute gives you high burst damage, Sudden Impact gives you bonus Lethality and Magic Penetration whenever you dash, Eyeball Collection gives you a minor increase in AP, and Relentless Hunter gives you scaling out of combat Movement Speed for takedowns on each enemy champion. Sorcery: Celerity gives you bonus Movement Speed as well as scaling AP based off of your bonus Movement Speed, and Waterwalking gives you higher mobility and damage in the river.

The two things that you can swap on this page are Relentless Hunter Relentless%20Hunter.png?width=32 for Ravenous Hunter Ravenous%20Hunter.png?width=32 if you prefer to have the scaling sustain on ability damage for takedowns on each enemy champion, and Waterwalking Waterwalking.png?width=32 for Nimbus Cloak Nimbus%20Cloak.png?width=32 if you prefer to have increased Movement Speed that allows you to pass through units for 2.5 seconds whenever you use your ultimate.

vvvvvvv.png

Electrocute.png?width=64 Domination 2: Electrocute


Domination: Electrocute gives you high burst damage, Sudden Impact gives you bonus Lethality and Magic Penetration whenever you dash, Eyeball Collection gives you a minor increase in AP, and Relentless Hunter gives you scaling out of combat Movement Speed for takedowns on each enemy champion. Precision: Triumph restores Health on takedowns, and Coup De Grace allows for bonus damage to champions below 40% Health.

The only thing that you can swap on this page is Relentless Hunter Relentless%20Hunter.png?width=32 for Ravenous Hunter Ravenous%20Hunter.png?width=32 if you prefer to have the scaling sustain on ability damage for takedowns on each enemy champion.

Abilities Back to Top

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


► Skill / Maxing Order


Always start with Pale Cascade [W] first in the jungle, it gives you AoE magic damage and a shield to help mitigate jungle damage, this will give you the maximum damage output and jungle clear at level 1. Take Crescent Strike [Q] at level 2 for the AoE magic damage. Put a second point into Crescent Strike [Q] at level 3 for the increased AoE magic damage and reduced cooldown to help you power farm and full clear your jungle. And take Moonfall [E] at level 4 for the bonus Attack Speed and AoE slow.

Alternatively, you can take Moonfall [E] at level 3 if you need to gank or are getting invaded, but 90% of the time I put a second point into Crescent Strike [Q] at level 3 and power farm to level 4, because it's much more efficient.

Max Crescent Strike [Q] first for the AoE magic damage and reduced cooldown, this gives you the maximum damage output in the jungle and vs enemy champions. Max Pale Cascade [W] second for the additional AoE magic damage and increased shield. And max Moonfall [E] third for the increased Attack Speed, AoE slow, and reduced cooldown.


► Ability Explanations


Diana Passive2.png
Moonsilver Blade [Passive] grants you 20% bonus Attack Speed for your next 3 auto attacks whenever you cast an ability, this bonus will get increased to 50%/60%/70%/80%/90% for each point that you put into your Moonfall [E]. Also, every third auto attack will cleave nearby enemies for bonus magic damage and will restore some of your Mana, both of which will scale off of your Ability Power. So always watch your auto attack stacks to get the most out of these bonuses.

Diana Q3.png
Crescent Strike [Q] shoots out a bolt of lunar energy that travels in the shape of an arc, dealing magic damage to all enemies hit while also applying your Moonlight debuff for 3 seconds, which reveals their location and enables a reset for your Lunar Rush [R]. It's very important to consistently land this ability, especially during the late game, because if you ever miss this prior to a team fight, it may actually lose you the game. Whenever you miss your Crescent Strike [Q] it means that you won't be able to put as much AoE magic damage or get a reset on your Lunar Rush [R].

Diana W.png
Pale Cascade [W] creates three orbiting spheres around you that detonate on contact with enemies to deal AoE magic damage. You will also gain a temporary shield that absorbs damage for 5 seconds, and whenever your third sphere detonates, your shield gets increased and its duration gets refreshed. This will be your only form of mitigation until you get some defensive items, but it will help you burst people with your combos, has a pretty low cooldown, and scales off of your Ability Power. Use this ability as frequently as possible during fights or whenever you're farming jungle camps.

Diana E2.png
Moonfall [E] is your only form of crowd control, it will reveal and draw-in all nearby enemies while also slowing them for 2 seconds. It also increases the Attack Speed bonus on your Moonsilver Blade [Passive] as well. This ability can be very effective when used properly during ganks or team fights, the AoE draw-in will knock up enemies and bring them closer towards you, making it easier for both you and your teammates to kill them. But the two big problems with Moonfall [E] is that it has a very short range and a very long cooldown, so try not to waste it and always have it ready for fights.

Diana R.png
Lunar Rush [R] dashes you towards the enemy target, dealing magic damage. And If you ever land a Crescent Strike [Q] and apply the Moonlight debuff on the enemy target, you can then use Lunar Rush [R] to consume the debuff and reset its cooldown, allowing you to cast Lunar Rush [R] twice. This ability has long range, good damage, and has always been one of the best gap closers in the game. This will be the primary way that you'll engage or disengage most fights, so it's very important to understand how this ability works if you want to get the most out of your combos.

Items Back to Top

Starting Items

    Standard starting items. This will give you the most efficient early game sustain at level 1.
    You can use either upgrade, but I usually prefer taking Skirmisher's Sabre in a majority of my games.
    Standard trinket for vision control. You can also use it for warding against or setting up invades.

Core Items

    Runic Echoes is the best enchant for Diana. The Movement Speed, AP, and burst will give you the damage that you need to carry with.
    Take any of these Boot options situationally depending on the enemy team comp or your own personal playstyle.
    Nashor's Tooth is a very good item that will give you high damage, 20% CDR, and a much faster jungle clear. But it also makes you very squishy.
    Zhonya's Hourglass is your core AP defensive item. You'll build this in every single one of your games for the extra survivability while diving.
    Abyssal Mask is your core defensive Magic Resist item. The stats on this are extremely reliable and will also increase your magic damage.
    Standard AP offensive items. You'll usually build both of these in every single one of your games as your 5th and 6th item buys.
    Standard 6 item build vs any team. Swap out your Boots or Nashor's situationally if you need to.
    Standard 6 item build vs an all AD team. Swap out your Nashor's for Protobelt / Liandry's if you need to.
    Standard 6 item build vs a heavy AP team. Swap out your Abyssal Mask for Banshee's Veil if you need to.
    Standard 6 item Magic Pen build vs an all tank team. Swap out your items situationally if you need to.
    Standard 6 item final build. Sell your jungle item for Lich Bane and swap out your Nashor's if you need to.

Situational Items

    Spellbinder can be a very good item for bursting or rushing people down with your abilities. Consider building this whenever you get ahead.
    Lich Bane is built as a core item whenever you play Diana mid lane, but not for jungle. You can sell your jungle item for it late game though.
    Liandry's Torment is a good item if you need to have multiple forms of damage scaling with burn damage. It will also make you much tankier.
    Banshee's Veil can be used vs heavy AP teams if you need to spell shield something important. This isn't built too often but it can still be useful.
    Hextech Protobelt can be a good alternative to Nashor's Tooth if you ever get behind. It's cheap and can actually be good in some situations.
    You can buy one of these to get a temporary power spike. Take Iron for the increased survivability or Sorcery for the increased damage.
    At level 9 you can choose to upgrade your Warding Totem to one of these items. Usually I'll take Oracle for the extra vision control.
Diana Header Item Notes.png

◄ Starting Items ►

1041.png2031.png Hunter's Machete / Refillable Potion:

Hunter's Machete / Refillable Potion are the best starting items for level 1. Since Diana is mostly focused around auto attacking, you'll get the maximum benefit from the Life Steal and unique passive for higher jungle damage.

3706.png3715.png Stalker's Blade / Skirmisher's Sabre:

You can use either upgrade, but I usually prefer taking Skirmisher's Sabre in a majority of my games. The general idea is that Stalker's Blade is better for ganking due to the Chilling Smite, and Skirmisher's Sabre is better for dueling due to the mark it provides. Honestly both upgrades do very well on her, so it just comes down to personal preference. Usually I prefer taking the Skirmisher's Sabre to have higher damage scaling, but you can choose whichever one you like.

3340.png Warding Totem (Trinket):

Warding Totem is the best trinket you can start with early game. You can use it to ward against or set up invades, protect your laners, or get more knowledge on the enemy Jungler when you drop it in his jungle.

◄ Core Items ►


1402.png1414.png Enchantment: Runic Echoes:

Runic Echoes is the best enchant for Diana. The Movement Speed, AP, and burst will give you the damage that you need to carry with. Not to mention it will almost completely alleviate any Mana issues that you might have.

3020.png Sorcerer's Shoes:

Sorcerer's Shoes provide you with additional Magic Pen that will help you burst people whenever you snowball. I basically buy these in every single one of my games unless I'm really far behind or need the mitigation from other boots.

3047.png Ninja Tabi:

Ninja Tabi are pretty standard boots and are the best option for mitigating general damage. These boots will lower the damage you take from jungle monsters, lane minions, enemy champions, and turret shots. Making them ideal for turret diving and extremely effective vs heavy AD teams.

3111.png Mercury's Treads:

Mercury's Treads are also a standard boot option, you buy these whenever you play vs champions that have heavy crowd control or AP damage. Champions like Alistar, Leona, Morgana, Sejuani, Ryze, Kennen, Maokai etc.

3115.png Nashor's Tooth:

Nashor's Tooth is a very good item that will give you high damage, 20% CDR, and a much faster jungle clear. But it also makes you very squishy if you don't have any defensive items. This item allows you to put out a lot of damage during extended trades, the on hit magic damage passive will scale with every single item that you buy, and the Attack Speed will increase the amount of procs that you get from your Moonsilver Blade [Passive]. Not to mention this will absolutely destroy turrets and other objectives.

3157.png Zhonya's Hourglass:

Zhonya's Hourglass is your core AP defensive item. You'll build this in every single one of your games for the extra survivability while diving. This item synergizes perfectly with Diana's kit and will help out tremendously whenever you dive onto the enemy carries or engage under their turrets.

3001.png Abyssal Mask:

Abyssal Mask is your core defensive Magic Resist item. The stats on this are extremely reliable and will also increase your magic damage. The Aura will also increase the magic damage from your teammates as well, so consider buying this if your team is AP heavy or you're facing champions that have high AP damage.

3089.png Rabadon's Deathcap:

Rabadon's Deathcap has always been one of the best AP items that you can buy, especially when you're fed. It will spike your AP tremendously and scales very well throughout the game. It's also the most expensive item currently in the game, so sometimes it may be difficult to buy if you aren't ahead. You'll be building this in basically every single one of your games as a 5th or 6th item.

3135.png Void Staff:

Void Staff is the best Magic Pen item that you can buy, if the enemy team is stacking Magic Resist items then you always need to buy this to make sure that your damage doesn't fall off. You'll be building this in basically every single one of your games as a 5th or 6th item.

◄ Situational Items ►


3907.png Spellbinder:

Spellbinder can be a very good item for bursting or rushing people down with your abilities. Consider building this whenever you get ahead. This will allow you to catch people with your ultimate much easier, while also providing you with great damage.

3100.png Lich Bane:

Lich Bane is built as a core item whenever you play Diana mid lane, but not for jungle. You can sell your jungle item for it late game though because it will put out more damage. Usually if you ever try to build this as a core item while playing jungle you'll tend to be extremely squishy, and honestly you don't even need it to win your games.

3152.png Hextech Protobelt-01:

Hextech Protobelt can be a good alternative to Nashor's Tooth if you ever get behind. It's cheap and can actually be good in some situations. The bonus Health, extra mobility, and burst damage will synergize very well with Diana's kit.

3151.png Liandry's Torment:

Liandry's Torment has multiple forms of damage scaling with burn damage. It will also make you much tankier during ganks or team fights. This gives you a decent amount of AP, Health, damage scaling, and burn damage. You'll be building this as a 5th or 6th item whenever you need to get it.

3102.png Banshee's Veil:

Banshee's Veil can be used vs heavy AP teams if you need to spell shield something important. This isn't built too often but it can still be useful against champions like Annie, Cassiopeia, Leblanc, Malzahar, Syndra, etc.

2138.png Elixir of Iron:

Elixir of Iron is a temporary power spike that will give you +300 Health to help scale with all of your tank items, provide you with 25% increased Tenacity, and give your teammates a minor Movement Speed increase.

2139.png Elixir of Sorcery:

Elixir of Sorcery is a temporary power spike that will give you +50 Ability Power, +15 Mana Regen per 5 seconds, and +25 True Damage whenever you damage enemy champions or turrets.

3363.png3364.png Farsight Alteration / Oracle Alteration:

Farsight Alternation and Orcale Alteration are both trinket upgrades that become available at level 9. Usually I'll take Oracle 99% of the time for the extra vision control, but Farsight can be fun for scouting the map.

Matchups Back to Top

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

  • Aatrox
    Medium
  • Amumu
    Easy
  • Camille
    Medium
  • Cho'Gath
    Medium
  • Diana
    Easy
  • Dr. Mundo
    Hard
  • Ekko
    Medium
  • Elise
    Hard
  • Evelynn
    Medium
  • Ezreal
    Hard
  • Fiddlesticks
    Easy
  • Fizz
    Medium
  • Gragas
    Hard
  • Graves
    Hard
  • Hecarim
    Medium
  • Ivern
    Medium
  • Jarvan IV
    Hard
  • Jax
    Medium
  • Karthus
    Easy
  • Kayle
    Hard
  • Kayn
    Hard
  • Kha'Zix
    Hard
  • Kindred
    Hard
  • Lee Sin
    Medium
  • Malphite
    Medium
  • Malzahar
    Medium
  • Maokai
    Medium
  • Master Yi
    Hard
  • Nautilus
    Easy
  • Nidalee
    Hard
  • Nocturne
    Medium
  • Nunu
    Easy
  • Olaf
    Hard
  • Ornn
    Hard
  • Pantheon
    Medium
  • Poppy
    Medium
  • Quinn
    Medium
  • Rammus
    Hard
  • Rek'Sai
    Hard
  • Rengar
    Medium
  • Riven
    Medium
  • Rumble
    Medium
  • Sejuani
    Hard
  • Shaco
    Easy
  • Shyvana
    Hard
  • Sion
    Easy
  • Skarner
    Hard
  • Tahm Kench
    Easy
  • Teemo
    Medium
  • Trundle
    Hard
  • Tryndamere
    Medium
  • Twitch
    Medium
  • Udyr
    Medium
  • Vi
    Medium
  • Volibear
    Easy
  • Warwick
    Hard
  • Wukong
    Medium
  • Xin Zhao
    Hard
  • Zac
    Medium

VS

Aatrox

Medium

Aatrox can be a difficult matchup for Diana most of the time because of how powerful his combos and scaling can be. You can't really beat him in duels until you get your ultimate, especially if you get caught by his The Darkin Blade [Q] aatroxq.png or Infernal Chains [W] aatroxw.png, so always play defensively if he ever hits you with them. Usually he'll just try to knock you up with his three The Darkin Blade [Q] aatroxq.png swings and use his other abilities to stick onto you, so try not to get hit by his abilities if you can help it. For team fights you'll almost always need to focus him with the rest of your team because of how strong his engages are. Just never underestimate his crowd control or damage output while fighting him and try to dodge his abilities whenever you can.

VS

Amumu

Easy

Amumu is an easy matchup for Diana. You out damage him at all stages of the game, can invade his jungle or duel him early game very easily, and will always outscale him. His main engage is Bandage Toss [Q] bandagetoss.png into Curse of the Sad Mummy [R] curseofthesadmummy.png once he hits level 6, so try your best to dodge his Bandage Toss [Q] bandagetoss.png or the fight may go heavily into his favor. Although sometimes it might be a good idea to block it so that it hits you instead of your teammates, this can potentially save a lot of team fights.

VS

Camille

Medium

Camille is a decent matchup for Diana, but her ultimate will be very hard to deal with. Her damage is pretty consistent with the amount of catch potential she has, she can engage you from afar or disengage easily with her Hookshot [E] camillee.png, and her ultimate The Hextech Ultimatum [R] camiller.png will hold you in place long enough for her or her teammates to kill you. But since you're playing Diana you should be able to duel her most of the time, so the main thing to avoid is getting caught out by her ultimate.

VS

Cho'Gath

Medium

Cho'Gath will scale very well late game, but you'll have the advantage for a majority of the game if your laners don't die to his ganks, or until he gets his tank items. The dangerous thing about Cho'gath is the true damage on his Feast [R] feast.png and the amount of damage his Feast [R] feast.png + Smite 11.png combo can do, so never force any major objective if you know they're both up.

VS

Diana

Easy

Stop playing normal games.

VS

Dr. Mundo

Hard

Dr. Mundo is a very hard matchup for Diana. He builds all tank items and will eventually be too tanky for you, does more damage, farms faster, doesn't use Mana, has a reliable kit, and can chase or force you out of the jungle very easily. Dr. Mundo is very underrated as a jungle champion, the constant slows from Infected Cleaver [Q] infectedcleavermissilecast.png, AoE damage from Burning Agony [W] burningagony.png, scaling damage from Masochism [E] masochism.png, and self sustain from Sadism [R] sadism.png makes him quite formidable. Unless you're way ahead of him for some reason always avoid fighting him, because you'll just get chased down and die.

VS

Ekko

Medium

Ekko can be an annoying matchup for Diana. The main problem is the mobility and utility in his kit, you should be able to duel him early and mid game as long as you don't walk into his Parallel Convergence [W] ekkow.png and get stunned. But you'll have to deal with how annoying it is to chase him when he uses Phase Dive [E] ekkoe.png or Chronobreak [R] ekkor.png to stall out fights or live, and a big problem is that he can just Chronobreak [R] ekkor.png your entire damage combo if he doesn't die from it immediately.

VS

Elise

Hard

Elise is a very hard matchup for Diana. Although she may be squishy she has very high damage, a ranged crowd control, gap closers, and will punish you heavily if she ever lands her Cocoon [E] elisehumane.png. Her combo is Cocoon [E] elisehumane.png > Volatile Spiderling [W] elisehumanw.png > Neurotoxin [Q] elisehumanq.png > Spider Form [R] eliser.png > Skittering Frenzy [W] > Venomous Bite [Q]. This is basically your entire health bar and it will happen every single time she lands a Cocoon [E] elisehumane.png on you. Her team fighting will be much greater than yours if she ever lands Cocoon [E] elisehumane.png, but if she ever misses it she probably won't engage. Also never underestimate her gap close with Rappel [E] or even when she uses Venomous Bite [Q], both of which can be used to get her closer to land Cocoon [E] elisehumane.png.

VS

Evelynn

Medium

Evelynn can be annoying to deal with but it shouldn't be a big deal unless she starts snowballing. Her rework makes her pretty weak early game unless she can land a good flank or proc her Allure [W] evelynnw.png Charm on you. You shouldn't have a hard time dueling her unless she lands her fully charged Charm on you, so don't be afraid to fight her. The matchup becomes very annoying once she gets Camouflage at level 6, so try to drop pink wards on jungle routes as frequently as you can to help your team with vision control. She has high burst in the right situations but her team fighting is very weak, her late game also tends to feel underwhelming most of the time. So just get your damage items, establish vision control, play better during team fights, and you should outscale her most of the time.

VS

Ezreal

Hard

Ezreal is one of the hardest matchups for anyone in the jungle right now, his damage and utility is just ridiculous and should hopefully be nerfed in season 8. So try your best not to overchase him and be careful of his level 2 cheese, whether he uses it to gank your laners or to invade your jungle, it's extremely difficult to deal with. But if you were ever able to catch him after his Arcane Shift [E] ezrealarcaneshift.png you'll usually be able to murder him. But a good Ezreal won't let you do that, he'll just keep pressuring all of your lanes while casually invading your jungle and there's not much you can do about it. The most ideal situation is when you're able to farm your entire jungle while having your laners not die to him for the first 5 minutes, but in soloq he always gets fed somehow, so always spam ping your laners if you know where he's at.

VS

Fiddlesticks

Easy

Fiddlesticks is an easy matchup for Diana most of the time, but it can still be annoying. You can deal more damage than he does, farm faster, and scale better. If you ever run into him somewhere in the jungle, his combo is always Terrify [Q] terrify.png into Drain [W] drain.png while using Dark wind [E] fiddlesticksdarkwind.png before or after the combo. Whenever this happens you can use your Moonfall [E] dianavortex.png to interrupt the drain, but if your Moonfall [E] dianavortex.png is on cooldown you'll need to run away most of the time. But if you ever catch him without his Drain [W] drain.png all he has is his Dark Wind [E] fiddlesticksdarkwind.png or auto attacks to defend himself until his cooldowns come back up. The main thing to try and prevent or avoid is his Crowstorm [R] crowstorm.png engage, if he ever fails this engage you can usually just win the fight afterwards, so be sure to help ward the areas where you think he'll be ulting from.

VS

Fizz

Medium

Fizz can be a difficult matchup for Diana sometimes, but it's usually only when he can land his Chum the Waters [R] fizzr.png on you. His pre level 6 ganks aren't that strong, you can duel him early in the jungle, you have better team fighting, and will usually outscale him as long as he doesn't randomly get fed. But once he starts getting some of his items and has his Chum the Waters [R] fizzr.png, he becomes a big threat. Never underestimate the range or utility he has with Playful / Trickster [E] fizze.png and Urchin Strike [Q] fizzq.png, they're pretty busted when it comes to chasing people or engaging and have low cooldowns once he gets some CDR. But if he ever messes up his Playful / Trickster [E] fizze.png you can punish it pretty easily, so don't be afraid to go in if he does. You also farm faster than he does and can potentially counterjungle him a lot if he forces too many ganks or is on the opposite side of the map.

VS

Gragas

Hard

Gragas is can be a difficult matchup for Diana, you both have ways to outplay each other but he has much more crowd control than you do. The main focus in fights is trying to dodge his Barrel Roll [Q] gragasq.png, Body Slam [E] gragase.png, or Explosive Cask [R] gragasr.png, but mostly try to prioritize the Body Slam [E] gragase.png. If you can dodge or block his Body Slam [E] gragase.png with your decoy, the fight immediately goes into your favor and you have a much better chance to kill him or force his Flash 4.png. Also be careful of his Body Slam [E] gragase.png + Flash 4.png combo, he can Flash 4.png during the animation of Body Slam [E] gragase.png to get extra distance or to redirect his charge slightly. Sometimes it will be obvious when he wants to do his combo if he starts his Body Slam [E] gragase.png really far away, but if you see it coming you have a quarter of a second to react with your Flash to get away. His Explosive Cask [R] gragasr.png is also super disruptive for you, since you're a melee style champion he can keep using it defensively to knock you into a bad spot for his team if you ever mess up your engages. You can also body block his Body Slam [E] gragase.png animation by standing in front of it if you have to to save a teammate.

VS

Graves

Hard

Graves is difficult to deal with for a lot of champions, the amount of damage, mitigation, and utility he has in his kit is pretty broken, but not as broken as it used to be. All of his damage is ranged so he can attack you from afar with auto attacks, End of the Line [Q] gravesqlinespell.png, or Collateral Damage [R] graveschargeshot.png. He can blind you for up to 4 seconds if you stand in his Smoke Screen [W] gravessmokegrenade.png making it so you can't see him or anyone else on his team until you step out of it. And he can also kite you with his Quickdraw [E] gravesmove.png as he continues to do damage to you as well as provide himself with mitigation for free. He also takes no damage in the jungle and can counterjungle you very well if you give him the opportunity, you can also do that to him as well, but he has a much easier time doing it to you. He will just kite you back during all team fights and try to get a good Smoke Screen [W] gravessmokegrenade.png off to blind you. You can still do good damage to him as Diana sometimes if his abilities are on cooldown, but avoid dueling him if you ever get behind and just try to play better during team fights if you can.

VS

Hecarim

Medium

Hecarim can be a difficult matchup for Diana most of the time, especially if he gets fed. If Hecarim has Ghost 6.png or Onslaught of Shadows [R] hecarimult.png up he can force a gank in most situations because it allows him an easier time to get behind the target with his Devastating Charge [E] hecarimramp.png, so try to get deep vision on him whenever possible to predict his movements. You can also counterjungle Hecarim early game fairly easily, so don't be afraid to walk into his jungle when he's pre level 6 and try to abuse him. If he ever starts to snowball though it becomes very difficult to stop his momentum because Onslaught of Shadows [R] hecarimult.png is so good for team fighting. But the good thing about Diana into Hecarim is that you can usually beat him in most trades and will beat him in team fighting if he ever messes up his ultimate. So Just try not to get behind early game, scout him out a little bit, and try to have better jungle pathing and you'll be fine.

VS

Ivern

Medium

Ivern is a very annoying to deal with, this matchup is can be difficult sometimes because he has high amounts of crowd control, will always start in your jungle at level 1 and take one of your buffs almost instantly, usually your second buff, and has the potential to make you irrelevant most of the game. Invading him early game is a good strategy if you have an idea of what his jungle path is, usually he'll take your second buff and immediately run to cover that same buff in his own jungle, just in case you try to take it away from him. So if you ever see him running around in your side of the jungle, you can potentially do exactly what he's doing on the opposite side of the map in his jungle. This will make it so you aren't as far behind early game and allows you to still maintain some pressure. Ivern can instantly take jungle camps with Smite if he marks them, so also be aware of that. The good thing about Ivern vs Diana is that he can never 1v1 you in the jungle, so if he ever walks into you, you'll almost always be able to force him out of the jungle or kill him. If Ivern ever misses his Rootcaller [Q] ivernq.png as well, that's another sign for you to push in and pressure him. The annoying thing is that if he ever lands his Rootcaller [Q] ivernq.png he can instantly dash to you and either slow you with Triggerseed [E] iverne.png or follow up with Daisy! [R] ivernr.png for additional crowd control. Just try to play smart with early game pathing and try to avoid getting caught by Rootcaller [Q] ivernq.png and you'll always outscale him.

VS

Jarvan IV

Hard

Jarvan IV is a hard matchup for Diana, dueling him is hard if he lands his combo, and if he ever catches you out in a bad spot you could just die. Dodging the Demacian Standard [E] jarvanivdemacianstandard.png + Dragon Strike [Q] jarvanivdragonstrike.png combo will be your biggest priority, it will also put Jarvan IV into a bad spot if you do dodge it, since his primary engage is also his disengage. The thing you need to watch out for is his Cataclysm [R] jarvanivcataclysm.png, you can get trapped in this and die if your Flash 4.png is on cooldown. His team fighting will outclass yours if he lands a good Cataclysm [R] jarvanivcataclysm.png engage, so if he ever forces an engage just focus him down with your team or engage his backline for free. You can also use your Lunar Rush [R] dianateleport.png to escape his Cataclysm [R] jarvanivcataclysm.png if there's an enemy nearby to dash to.

VS

Jax

Medium

Jax is a decent matchup for Diana most of the time. You have much better jungle clear, higher impact when ahead, a safer kit, better team fighting, and a better engage. The only time trading goes bad with him is if you attack into or get stunned by his Counter Strike [E] jaxcounterstrike.png and give him bonus damage. Aside from that his movements are very predictable and can be played around easily with your kit. Just avoid long trades with him when his Grandmaster's Might [R] jaxrelentlessassault.png is up and be aware that his Leap Strike [Q] jaxleapstrike.png can also leap to minions and wards if he needs gap close or disengage.

VS

Karthus

Easy

Karthus is pretty much a joke right now in the jungle, but he can do good damage sometimes if he somehow gets ahead. You should be fine to dodge most of his Lay Waste [Q] karthuslaywastea1.png damage unless you get caught his Wall of Pain [W] karthuswallofpain.png and get slowed. He's also very squishy early game and has to play extremely safe around you, because if he ever gets caught out by your combo he's basically dead every single time. The only things you need to worry about are his Requiem [R] karthusfallenone.png, late game scaling, and speed at taking Dragon and Baron. His Requiem [R] karthusfallenone.png does massive damage and can be used as a way to countergank you, so always take the damage from his ult into account when forcing a gank after he's level 6.

VS

Kayle

Hard

Kayle is pretty hard to deal with as Diana. You can duel her fairly well at level 6 and will have more momentum than her throughout the game, but her ultimate counters your burst combo. Her power comes from using her ultimate Intervention [R] judicatorintervention.png on the right targets and doing massive AoE damage with Righteous Fury [E] judicatorrighteousfury.png during ganks or team fights. Her Intervention [R] judicatorintervention.png has a very short cooldown once she starts getting some CDR, so just try not to dedicate too hard once it's used unless you know that you can kill the target once it's over. She's pretty immobile for the most part, even with her Reckoning [Q] judicatorreckoning.png and Divine Blessing [W] judicatordivineblessing.png, so you shouldn't have too many problems landing your combo on her at least.

VS

Kayn

Hard

Kayn is a very hard matchup for Diana. He has higher damage, good team fighting, easier gank paths, and can choose between his Shadow Assassin or Darkin form situationally depending on the game. Kayn is easier to deal with early game than he is mid or late game because he won't be transformed, so try to take advantage of this if you can. Once he transforms into Shadow Assassin or Darkin the game will get much harder. Shadow Assassin provides him with more damage and carry potential that allows him to 1 or 2 shot you or your carries with a longer ranged Blade's Reach [W] kaynw.png. And Darkin is a more defensive form that provides him with more sustain and team fighting potential, giving his Blade's Reach [W] kaynw.png a knock up. He can also stall fights for a long time using Shadow Step [E] kayne.png and Umbral Trespass [R] kaynr.png to wait for his cooldowns to come up again, so try to establish an early lead against him otherwise he will just outscale and potentially carry the game. The good thing is that your team fighting will outclass his if you can land a good engage, so try your best to play around your combos.

VS

Kha'Zix

Hard

Kha'Zix is extremely strong and has always been relevant in the meta. He has much higher burst damage and good mobility in his kit, so dueling him can be hard to do as Diana. He has a fast level 3 jungle clear and will have equal or greater pace than you in the jungle. He's also able to use his Void Assault [R] khazixr.png Invisibility to dodge your attacks in between his Taste Their Fear [Q] khazixq.png cooldowns for extremely effective dueling. His mobility in the jungle with evolved Void Assault [R] khazixr.png is also very hard to deal with, as he gains Invisibility and Movement Speed upon entering each new bush, making it even harder to attack him. His evolved Leap [E] khazixe.png will also reset for any champion kill or assist, so try to be careful of this happening in the middle of a fight. Overall he's just a very hard champion to deal with in soloq, snowballs well, and has heavy damage at all stages of the game. The best thing you can do if he starts getting ahead is to farm up and play around your team as you prioritize killing him whenever he engages.

VS

Kindred

Hard

Kindred can be a very difficult matchup for Diana. Her scaling is decent and she'll beat you in a lot of skirmishes or team fights. She will kite you constantly with Dance of Arrows [Q] kindredq.png and Mounting Dread [E] kindredewrapper.png so try not to overchase her and fight outside the radius of her Wolf's Frenzy [W] kindredw.png whenever possible to reduce her damage. Her ultimate Lamb's Respite [R] kindredr.png is very good at stalling fights long enough for her cooldowns to come back up or her teammates to join the fight, but remember that you can also use it to save yourself from dying as well if you need to. Lamb's Respite [R] kindredr.png will save all units within the circle, this also includes Dragons and Baron, so she can actually use this right before you cast Smite 11.png if you aren't careful and save the objective, then try take it afterwards with her Smite 11.png.

VS

Lee Sin

Medium

Lee Sin isn't a bad matchup for Diana, but his ganks will usually outclass yours. He will almost always win every single duel against you during the early game, especially if he lands his Sonic Wave [Q] blindmonkqone.png. Lee Sin punishes you through mechanical outplays mostly, so just try not to be a in a bad position or he'll kick you into his team from a ward jump or Sonic Wave [Q] blindmonkqone.png > Dragon's Rage [R] blindmonkrkick.png combo and you'll probably die. Also be careful of his Sonic Wave [Q] blindmonkqone.png + Smite 11.png combo when forcing objectives because it will do more damage than your Smite 11.png combo if he lands it. You'll always outscale him, so just survive the early game and you should be fine.

VS

Malphite

Medium

Malphite jungle is pretty terrible until he gets level 6 and shouldn't be too much of a problem for you until then. The annoying things about Malphite is that he usually builds pure tank and his Unstoppable Force [R] ufslash.png is a perfect ultimate for engaging. But the good thing is that you also have a good ultimate for engaging, faster jungle clear, and lower cooldowns. Eventually he'll get so tanky that it's not worth killing him anymore so it's important to have a good impact early game before the team fighting phase begins.

VS

Malzahar

Medium

Malzahar is a hard matchup for Diana most of the time because his kit just doesn't allow you to comfortably engage. You have to go through his Call of the Void [Q] malzaharq.png silence and Nether Grasp [R] malzaharr.png just to get to him, and then you have to go through his Void Shift [Passive] which immunes all crowd control and gives him 90% damage reduction. And while all of this is happening you're also taking DoT damage from his Void Swarm [W] malzaharw.png and Malefic Visions [E] malzahare.png. But if you can somehow manage to get past all of this, or if his Void Shift [Passive] and Nether Grasp [R] malzaharr.png are on cooldown, you can actually kill him pretty quickly. He's very immobile without his abilities so just don't force bad fights or recklessly engage into him when they're up and you should be fine.

VS

Maokai

Medium

Maokai is difficult for any melee style champion to deal with because of how good his kit is for crowd control and team fighting. You can usually duel him early game as long as you don't walk into his Sapling Toss [E] maokaie.png traps. His combo is usually Twisted Advance [W] maokaiw.png > Bramble Smash [Q] maokaiq.png > Sapling Toss [E] maokaie.png, with or without using his ultimate Nature's Grasp [R] maokair.png. This combo basically allows for him to lock you in place for so long that him and his teammates will have an easy time killing you. Also his Sap Magic [Passive] will be healing him frequently throughout the fight as long he's able to auto attack you. Nature's Grasp [R] maokair.png is very good for team fighting or catching people and will allow him to follow up on anyone that it hits. But if he ever gets behind he'll have a fairly bad game and you'll be able to constantly invade his jungle and outfarm him, his jungle clear is also much slower than yours after his initial level 3 Sapling Toss [E] maokaie.png clear, so if you can ever get an early lead try your best to run with it and snowball during the mid game.

VS

Master Yi

Hard

Master Yi can be a difficult matchup for Diana, it just depends on how fed he gets. All Master Yi will do is auto attack you to death if he starts snowballing, but if you snowball against him, you'll be able to burst him fairly easily. You can interrupt the channeling on his Meditate meditate.png with your Moonfall [E] dianavortex.png, so try to always have it ready before fighting him. Overall, he can be very difficult to deal with as Diana and if he ever gets ahead you'll just lose, so try your best to path well and play better during team fights.

VS

Nautilus

Easy

Nautilus is very similar to Maokai due to all of the single target crowd control that he has, but for me I find him much easier to deal with. You'll beat him in most duels during the early game, but it becomes more difficult during the mid and late game once he gets 2-3 defensive items. His combo is usually Dredge Line [Q] nautilusanchordrag.png > Staggering Blow [Passive] > Riptide [E] nautilussplashzone.png > Titan's Wrath [W] nautiluspiercinggaze.png, with or without his ultimate Depth Charge [R] nautilusgrandline.png. His Staggering Blow [Passive] is actually quite disrupting during any sort of fight, his auto attacks will root you in place once every few seconds for 0.5-1.5 seconds duration depending on what level he is. He can use it on multiple people back to back as he AoE slows your entire team. Overall, he has a lot of lockdown potential with his combo and it's really annoying if he uses everything on you during a team fight, but you shouldn't have too much trouble when facing him.

VS

Nidalee

Hard

Nidalee is one of the hardest jungle matchups in the game for everyone, especially if you have a poor early game champion. She farms much faster than you, has infinite sustain with a blue buff, takes little damage from jungle camps, has low cooldowns, can invade you with little to no chance of getting punished for it, is extremely mobile across the map, and can attack you from long range then burst you with cougar form. This champion has literally been so oppressive for the last 3+ years in the jungle and it's sort of sad. If she ever lands a Javelin Toss [Q] javelintoss.png on you she can then go into her Aspect of the Cougar [R] aspectofthecougar.png form and Pounce [W] on you from a distance while at the same time using Takedown [Q], bursting you so hard that you almost die in less than 2 seconds every time. She's very squishy for the way she usually builds, but her constant heals from Primal Surge [E] primalsurge.png will keep her healthy enough to keep fighting even if you get the jump on her. There is still a chance that you can snowball against her, but it's very low. So just try to farm up, play better during team fights, and survive the early game. I would suggest banning Nidalee in higher elos.

VS

Nocturne

Medium

Nocturne can be a difficult matchup for Diana sometimes, especially if he spell shields one of your abilities. He can also snowball pretty easily in soloq when he builds damage. It can be hard to duel him in the jungle, his Duskbringer [Q] nocturneduskbringer.png will give him bonus Movement Speed and AD while fighting on the trail, if he ends up blocking anything with his Shroud of Darkness [W] nocturneshroudofdarkness.png he gains bonus Attack Speed, and Unspeakable Horror [E] nocturneunspeakablehorror.png will also allow him to put out more damage as well as terrify you for 1.25-2.25 seconds depending on the rank. He will usually build damage for the first 10-15 minutes of the game which makes him very vulnerable if you ever catch him out of position, and if he ever misses his Duskbringer [Q] nocturneduskbringer.png or uses Shroud of Darkness [W] nocturneshroudofdarkness.png on nothing, you will auto win the trade every time and force him to run away as he tries to channel Unspeakable Horror [E] nocturneunspeakablehorror.png on you. The thing you really have to worry about is his ultimate Paranoia [R] nocturneparanoia.png, it has high range, good damage, and will punish anyone out of position. He can also use it point blank to help burst his target if he needs to. But if he ever uses Paranoia [R] nocturneparanoia.png and doesn't kill his target, or chooses the wrong target, he can get put into a bad position that you can punish since he can't cancel the second activation of Paranoia [R] nocturneparanoia.png and has no reliable disengage.

VS

Nunu

Easy

Nunu is an easy matchup for Diana most of the time. He can sometimes duel you in the jungle when he has red buff but will always get outscaled, especially if he doesn't take objectives early. Nunu is a supportive Jungler that has crazy objective control with Consume [Q] consume.png + Smite 11.png combo, there is almost 0% chance that you will steal anything from him, and a very high chance he will steal anything from you. So typically you don't ever want to start an objective like Dragon or Baron unless he's dead or on the opposite side of the map. His Ice Blast [E] iceblast.png is also annoying because it slows you and your Attack Speed, but it will never allow him to win any trades against you unless you're already low or he has a red buff. But overall, unless he has really good laners, or ones that scale really well with his Blood Boil [W] bloodboil.png, you shouldn't have too much trouble dealing with him. Also his pre level 6 ganks are so terrible that he might try cheesing Dragon early game, whenever I play Nunu I take Dragon at 3 min 23 seconds every game to give you an idea, so try to keep good vision control at the jungle entrances and around Dragon. He may also try to invade you a lot if he's good, so try to counterjungle him as much as possible whenever you get the chance, especially if you see him on the opposite side of the map.

VS

Olaf

Hard

Olaf is a very hard matchup for Diana. He has insane dueling power with extremely high sustain, has high chase potential, can build tanky or AD and still do well, and can immune himself to all crowd control. You can still beat him in duels early game before he gets items sometimes, but it can still be difficult because of his sustain. He has constant slows on a low cooldown with his Undertow [Q] olafaxethrowcast.png, he gets massive healing from Vicious Strikes [W] olaffrenziedstrikes.png when he's low on Health, has true damage on his Reckless Swing [E] olafrecklessstrike.png, and can immune the draw-in effect on your Moonfall [E] dianavortex.png with his Ragnarok [R] olafragnarok.png, as well as any other crowd control or movement slowing effects. He has a pretty one dimensional playstyle and his champion kit is very old, so he may have a hard time making plays sometimes, but if his ganks ever connect they're pretty unstoppable. The only good thing about this matchup is that you can potentially have a better team fight than him.

VS

Ornn

Hard

Ornn can be a very annoying matchup for Diana. He builds all tank items, has percentage based damage, has a lot of crowd control, and can immune himself from all incoming crowd control for a short duration. You can win duels early game if you can dodge his abilities, but if you can't and he lands everything on you, the fight may not go in your favor. His Volcanic Rupture [Q] ornnq.png shoots out a fissure that will slow you and spawn a small magma pillar, Bellows Breaths [W] ornnw.png deals percentage based damage and immunes him from all crowd control for its duration, Searing Charge [E] ornne.png will displace or knock you up depending on if he hits a wall or not, and Call of the Forge God [R] ornnr.png will slow you on first activation then knock you up on the second activation. Overall, his kit is insanely good and will outscale yours, so try to establish a lead early game and remember to try and dodge whenever he forces an engage with Call of the Forge God [R] ornnr.png.

VS

Pantheon

Medium

Pantheon is annoying to deal with for most melee style champions. He has high damage, a very basic but reliable kit, and can block your attacks constantly. You can still win duels against him early game and burst him with your combo sometimes, but just be careful to not get baited by his Aegis Protection [Passive] shield blocks. His kit is so old and basic but it's actually quite good because of the damage his abilities have. His combo is usually just Spear Shot [Q] pantheonq.png spam until you get low > Aegis of Zeonia [W] pantheonw.png > Heartseeker Strike [E] pantheone.png followed up with auto attacks and more Spear Shot [Q] pantheonq.png spam. His primary engage is Grand Skyfall [R] pantheonrjump.png, he can use it from a very long range and drop down into fights unexpectedly so try to avoid the giant circle you see on the ground whenever it happens. He can also have a really bad game if he gets behind and takes a lot of damage in team fights if he ever tries to force an engage too hard with his Grand Skyfall [R] pantheonrjump.png, so if you ever see it coming always play defensively and just kill him immediately. You will usually outscale him most of the time, so unless he snowballs really hard early game, you shouldn't have a big problem dealing with him.

VS

Poppy

Medium

Poppy isn't a very hard matchup for Diana most of the time, but she can be very disruptive. You should do fairly well against her in duels until she gets 2-3 defensive items, but the main problem is how annoying the crowd control in her kit is to deal with. She can slow you with Hammer Shock [Q] poppyq.png, stun you with Heroic Charge [E] poppye.png, and knock you far away with Keeper's Verdict [R] poppyr.png. These abilities are pretty much a nightmare for any melee style champion, but if she ever misses them you'll be able to punish her for it. Her late game is very solid with a full tank build, so try to establish an early or mid game lead before it gets to this point. Her ganks aren't anything special and her jungle clear isn't as fast as yours, so you should be able to punish her throughout the game constantly by having better ganks at level 6 and outfarming her.

VS

Quinn

Medium

Quinn isn't a terrible matchup for Diana most of the time unless she gets the jump on you early game, but you need to get level 6 as soon as possible. You outscale her, have way better team fighting, and are more reliable as a champion to have on a team. She will usually win all duels early game until you get your ultimate. Her pre level 6 ganks aren't that amazing but she can skirmish very well with her Blinding Assault [Q] quinnq.png and Vault [E] quinne.png. When she gets Behind Enemy Lines [R] quinnr.png at level 6 she gets a huge momentum boost and can gank anywhere she wants with extremely high Movement Speed, but if she takes any damage while in this form it will drop instantly. Just don't chase her too hard if she gets a good Vault [E] quinne.png combo off on you or if she's already in her Behind Enemy Lines [R] quinnr.png form. You'll always outscale her, so just try to play well early game, play smart during team fights, and try to make picks on her whenever you can and you should be fine. An annoying thing about this matchup, is that her Vault [E] quinne.png can cancel your Lunar Rush [R] dianateleport.png mid air.

VS

Rammus

Hard

Rammus can be a very difficult matchup for Diana, as well as any other melee style champion. He scales equally as well with defensive items, has a decent team fight, can catch you extremely easily, has higher mobility, and will gank more frequently. You can still duel him if you get ahead early game, but eventually you won't be able to do much damage to him. He'll start to gank very frequently once he gets level 3, his combo will always be Powerball [Q] powerball.png > Frenzying Taunt [E] puncturingtaunt.png > Defensive Ball Curl [W] defensiveballcurl.png, with or without his ultimate Tremors [R] tremors2.png. His Powerball [Q] powerball.png allows him to gank or gap close freely with high Movement Speed and Frenzying Taunt [E] puncturingtaunt.png will hold you in place as he and his teammates kill you. Rammus has a very basic concept but he's still one of the best tank champions in the game, just be careful about how he moves on the map and try not to get caught in a bad spot with his Frenzying Taunt [E] puncturingtaunt.png. As a melee style champion it's very easy for him to catch you, and if he ever catches you during a 5v5 team fight you're going to take a lot of free damage or potentially die, so just be aware of when you can move in on him. The only good thing about this matchup is that you can potentially have a better team fight than him if you can manage to burst one of the enemy carries.

VS

Rek'Sai

Hard

Rek'Sai is a difficult matchup for Diana most of the time. She scales well, can build tank or damage depending on the game, has good jungle clear, better snowballing, better gap closers, high mobility, and doesn't use Mana. You can sometimes beat her in duels early game, but her damage is very high most of the time so it will be a close fight. Her main damage comes from Queen's Wrath [Q] reksaiq.png and Furious Bite [E] reksaie.png after she knocks you up with Un-burrow [W], she can also use her Tunnel [E] to help gap close or disengage over a wall if she's losing. She can also use Tunnel [E] to create very unique gank paths, similar to any other champion that can go over walls, like Nidalee or Sejuani. Her ultimate Void Rush [R] reksairwrapper.png is now one of her best abilities, it can be used to deal massive burst damage to low targets or as a long ranged gap closer. Also, an annoying thing about Rek'Sai is her Tremor Sense, she will be able to reveal your location from far away to her and her allies, so try your best not to get spotted. Overall, the game will almost always be in her favor, so just try to not give her a big lead early game and play better during team fights if you can.

VS

Rengar

Medium

Rengar can be a difficult matchup for Diana if he gets ahead. He builds heavy damage, has high burst, high mobility, good sustain, and has a very good ultimate. You'll have a hard time dueling him in the jungle most of the time, especially if he starts to snowball. His damage mostly comes Savagery [Q] rengarq.png and auto attacks, his sustain comes from Battle Roar [W] rengarw.png, his crowd control comes from Bola Strike [E] rengare.png, and his engages comes from Thrill of the Hunt [R] rengarr.png or his Unseen Predator [Passive] while in the jungle. At max ferocity the effects on his 3 main abilities get amplified, but the main one to be concerned about is the empowered Bola Strike [E] rengare.png because it will root you in place. Rengar will have high mobility while dueling you in the jungle because of his Unseen Predator [Passive] bush leaps, usually if he gets the jump on you you're pretty much dead, so try to avoid dueling him unless it's very favorable. His pre level 6 ganks aren't that good so try not to feed him early game, because if he ever gets a kill on you and is able to take your jungle camps as well, he'll just hit level 6 sooner and begin snowballing with AD CDR items. So ward up the jungle entrances, farm your jungle efficiently, and only gank or invade when it's extremely favorable.

VS

Riven

Medium

Riven can be a difficult matchup for Diana sometimes. She has very high mobility, high damage, high burst, good crowd control, good team fighting, and builds almost all AD items. You can duel her fairly well if she gives you the chance, but a good Riven will just play around her mobility until the time is right to kill you. The problem with Riven is that she can always get away from you if she's good at wall hopping with Broken Wings [Q] riventricleave.png, she can also use it as a knockup on the 3rd cast if she needs to. Her Ki Burst [W] rivenmartyr.png can stun you as you're running towards her. Her Valor [E] rivenfeint.png is used as a shield but also as a short dash, which helps her position better to compliment her other abilities. And Blade of the Exile [R] rivenfengshuiengine.png is used to increase her damage and the range of her other abilities. So you may actually be able to beat her 1v1 in most cases, but if she's good at playing Riven you'll have a low chance of actually finishing her. Her team fighting is actually quite insane if she can land her crowd control and burst combos onto your carries, so just be prepared to play defensively and kill her if she's forcing an engage. The good thing is that if she ever gets behind in the jungle she has a terrible game because her clear speed is much slower than yours and she's required to build mostly AD items which will make her extremely squishy.

VS

Rumble

Medium

Rumble can be a difficult matchup for Diana. He has decent clear speed, good scaling, good team fighting, but he can lose to you in duels if you're able to dodge his abilities. You'll be able to kill him in a lot of situations, but the main focus is just finding a way to stick onto him. The main ability that you need to dodge is his Electro Harpoon [E] rumblegrenade.png, this will slow you as you try to chase into him or his teammates, making it almost impossible to engage if it hits you. The other ability that you must avoid is his ultimate The Equalizer [R] rumblecarpetbomb.png, this is an amazing ultimate for damaging, slowing, and zoning an entire team. He tends to be fairly squishy until he gets his Zhonya's Hourglass and other AP Health items completed, so just realize that you can potentially do a lot of damage to him. Also, be aware that when he reaches high Heat his abilities will be doing way more damage, so try not to get baited into a bad fight. Just don't stand in his Flamespitter [Q] rumbleflamethrower.png or The Equalizer [R] rumblecarpetbomb.png for too long and never underestimate his damage.

VS

Sejuani

Hard

Sejuani is a very hard matchup for Diana. She has very high crowd control, amazing team fighting, great jungle clear, good dueling, good ganks, builds all tank items, and will always outscale you. You can still catch her out and duel her, but it gets harder the longer the game goes on. The amount of crowd control in her kit is ridiculous, her Arctic Assault [Q] sejuaniq.png will knock you up, her Winter's Wrath [W] sejuaniw.png will slow you and apply Frost stacks, her Permafrost [E] sejuanie.png will stun you at 4 stacks of Frost, and Glacial Prison [R] sejuanir.png will also stun you from a distance. Getting caught by any of this means you're going to have a hard time attacking anyone but the frontline, so try your best to avoid her engages and engage the enemy carries.

VS

Shaco

Easy

Shaco is an easy matchup for Diana, but he has an amazing early game compared to yours. He has less damage than you, a slower clear speed, terrible team fighting, and will never outscale you. You should be able to duel him fairly well, even if he gets the jump on you. His combo is usually Deceive [Q] deceive.png > Jack in the Box [W] jackinthebox.png > Backstab [Passive] + Two-Shiv Poison [E] twoshivpoison.png, with or without using his ultimate Hallucinate [R] hallucinatefull.png. The most he can do early game is invade your jungle or spam gank your laners if they're overextending. If he takes your second buff at level 1 it's not a big deal as long as you start blue buff, this way you can still full clear the rest of your jungle without having any Mana issues. If he ever tries to kill you at your second buff, or you think he's going to, just ward the bush on your buff prior to starting it to see if he's already in there waiting for you. Usually you'll be close to 100% Health on your first clear by the time you get to your second buff, so just don't aggro it before checking the bush and you should be fine to duel him. Also remember when fighting Shaco that you can Smite 11.png his Jack in the Box [W] jackinthebox.png if you need to avoid taking damage or getting feared, this will come in handy in certain situations.

VS

Shyvana

Hard

Shyvana is a very hard matchup for Diana. She has high scaling, high dueling potential, high jungle clear, good damage, and gets very tanky. You'll always have issues when dueling her, especially if she gets Skirmisher's Sabre or is running Exhaust 3.png. She has high amounts of damage from her kit, mainly focused around auto attacks and magic damage, and will brute force a lot of her fights. Twin Bite [Q] shyvanadoubleattack.png and Flame Breath [E] shyvanafireball.png will increase her auto attack damage, while Burnout [W] shyvanaimmolationaura.png provides her with bonus Movement Speed and magic damage to help her stick onto targets. And Dragon's Descent [R] shyvanatransformcast.png is her main engage, causing her to leap forward and knock enemies towards her, while also modifying her basic abilities. Basically you can win duels whenever she doesn't have Challenging Smite up or whenever she misses Flame Breath [E] shyvanafireball.png, but it will still be very close. The weaknesses of Shyvana is that her pre level 6 ganks are pretty bad, she gets kited extremely easily, and the only way she can reliably gap close is by using her Dragon's Descent [R] shyvanatransformcast.png. Just try not to get behind early game and clear your jungle efficiently because her counterjungling is very punishing.

VS

Sion

Easy

Sion is an easy matchup for Diana. He has low damage, low jungle clear, slow abilities outside of his ultimate, and almost never builds damage. But his crowd control and team fighting can actually be quite good in certain situations. You'll do fine when dueling him, but his abilities are very annoying whenever they land. His Decimating Smash [Q] sionq.png is a charged slow or knock up, Soul Furnace [W] sionw.png provides him with a shield and AoE magic damage, Roar of the Slayer [E] sione.png is a ranged slow, and Unstoppable Onslaught [R] sionr.png is his main engage that has a very long range and will knock enemies that it hits. He becomes completely useless in duels or team fights if he ever misses his crowd control, so try to maneuver around his abilities whenever possible. The main thing to avoid is the Decimating Smash [Q] sionq.png, if you can avoid this then you should automatically win the trade and force him to play defensively. Your ganks and team fighting should be better in most situations, so just play well and you'll be fine.

VS

Skarner

Hard

Skarner can be a difficult matchup for Diana. He has an amazing ultimate, amazing catch potential, very high jungle clear, high mobility and utility, good crowd control, can build damage or tank depending on the game, and can beat you in duels on top of his Crystal Spires. You'll have a hard time dueling him most of the time, and if you do end up dueling him try not to fight on top of his Crystal Spires so he doesn't get the bonus Movement Speed, Attack Speed, and Mana Regeneration. His combo is Crystalline Exoskeleton [W] skarnerexoskeleton.png > Fracture [E] skarnerfracture.png > Crystal Slash [Q] skarnervirulentslash.png spam, with or without using his ultimate Impale [R] skarnerimpale.png. Usually the entire point of playing Skarner is to be able to land his Impale [R] skarnerimpale.png during ganks or team fights, and it's one of the best ultimates in the game for catching people. He will have an easier time catching you with his Fracture [E] skarnerfracture.png combo or Impale [R] skarnerimpale.png since you're a melee style champion, so never underestimate him and overextend or you're probably dead. Also remember that whenever a Crystal Spire gets taken by either team, it will show on the minimap for both teams, so try to use this to pinpoint enemy locations, especially Skarner's.

VS

Tahm Kench

Easy

Tahm Kench is a decent matchup for Diana most of the time. He has slow jungle clear, poor ganks, loses in duels frequently, and has mediocre scaling. You should do fine against him in duels, just be careful of his early game damage from Devour [W] tahmkenchw.png if he's able to get a combo off on you. His combo is usually Tongue Lash [Q] tahmkenchq.png > auto attack > auto attack > Devour [W] tahmkenchw.png > Tongue Lash [Q] tahmkenchq.png, with or without using his Thick Skin [E] tahmkenche.png to help mitigate damage. You always need to try and avoid his Tongue Lash [Q] tahmkenchq.png, because if you can dodge or spell shield it the trade should go into your favor. Just be careful of Devour [W] tahmkenchw.png when chasing him, he can swallow you when he reaches three stacks to burst you, or stall for his teammates to arrive. He actually has a strong team fight when he uses Devour [W] tahmkenchw.png to save his teammates and there isn't anything you can really do about his ultimate Abyssal Voyage [R] tahmkenchnewr.png, just try not to get counterganked by it.

VS

Teemo

Medium

Teemo is a pretty annoying matchup for Diana, as well as any other melee style champions. He can attack you a distance, blind you from attacking, kite you through bushes, and do heavy amounts of DoT damage from his auto attacks and abilities. You'll do fine against him in duels after you reach level 6 if you can catch him out with your combo, otherwise he will probably beat you in trades. Whenever you get close to him he'll just auto attack spam you while using Blinding Dart [Q] blindingdart.png to blind you and Move Quick [W] movequick.png to kite you. Once he hits level 6 you'll also have to run through any Noxious Trap [R] teemorcast.png shrooms he's placed on the ground, which will slow you and do massive damage if he's building AP. But if you can ever catch him, you should be able to put out decent damage most of the time, just try not to overchase him or you're probably dead. His team fight is strong if your team plays into his Noxious Trap [R] teemorcast.png shrooms, so try your best not to walk in obvious locations and sweep the area before pushing forward in the jungle or during sieges.

VS

Trundle

Hard

Trundle is a very hard matchup for Diana. He has good damage, good dueling, high mobility, gets very tanky, can build damage or tank depending on the game, and will always outscale you. You have a chance to beat him early game in duels but you won't be able to fight him during the mid or late game at all when he has his ultimate up. All of his damage comes from auto attacks and his Chomp [Q] trundletrollsmash.png, which has a very low cooldown and can also be used on turrets. His Frozen Domain [W] trundledesecrate.png and Pillar of Ice [E] trundlecircle.png are used for catching people out or escaping bad fights. And his Subjugate [R] trundlepain.png is used to steal enemy stats and dramatically increase his fighting potential. You need to try and have better ganks than him to try to get your team ahead before the mid and late game hits and he begins to scale. Also, remember not to overchase him while his Frozen Domain [W] trundledesecrate.png and Pillar of Ice [E] trundlecircle.png are active unless he's very low, because you will never catch him. And remember to always run away or use your Zhonya's Hourglass whenever he uses Subjugate [R] trundlepain.png on you.

VS

Tryndamere

Medium

Tryndamere is a decent matchup for Diana most of the time, but his ultimate counters you. He has less damage, less scaling, slower jungle clear, terrible team fighting, and always has to build into damage items regardless if he's behind or not. You should be fine to duel him in most situations, especially during the early game. Literally all of his damage comes from auto attacks and whenever he uses Spinning Slash [E] tryndameree.png, making him extremely item and crit reliant. His combo is usually just Mocking Shout [W] tryndamerew.png > Spinning Slash [E] tryndameree.png > auto attack spam, while using Bloodlust [Q] tryndamereq.png or Undying Rage [R] undyingrage.png situationally if he needs to. He pretty much offers nothing in a team fight except for a minor engage and auto attack damage, so if he ever tries to team fight just use your abilities on him and force him to play defensively. A good Tryndamere will just try to cheese you early game and then split push the rest of the game while dueling anyone that comes to stop him. But you shouldn't have that many issues dealing with a jungle Tryndamere because you can beat him in most duels, have way better ganks at level 6, and way better team fighting.

VS

Twitch

Medium

Twitch is a fairly easy match up for Diana once you reach level 6, but before that he'll beat you in almost every trade. He's insanely squishy, never builds tank, and his only reliable playstyle is trying to cheese people early game. But his damage and team fighting can be quite overwhelming if he starts to snowball. You'll do fine against him in duels if you can catch him out with your abilities, otherwise he will probably beat you. Whenever you get close to him he'll try to use Ambush [Q] twitchhideinshadows.png or Venom Cask [W] twitchvenomcask.png to get away from you, but if you ever catch him when either of these are on cooldown, he's pretty much dead. Usually what he'll do is start red buff at level 1 then try to gank your laners immediately afterwards, typically mid lane, so make sure to warn or ping your team so that they don't get cheesed. His major strength aside from cheesing people is team fighting with his Spray and Pray [R] twitchfullautomatic.png. This will do massive AoE damage if he catches your team in a good choke, so you have to either kill him quickly or kite back whenever he uses it. He also has a very bad game if he ever gets behind, but it only takes one good team fight to get him back into the game as a carry. So just try to not let him get ahead early game and punish him whenever he steps out of position and you should be fine.

VS

Udyr

Medium

Udyr can be annoying to deal with for any champion, but he shouldn't be a big deal unless he starts snowballing. He has good dueling, very good jungle clear, decent team fighting, and will scale well if he builds all tank items. You should be able to beat him in duels as Phoenix Stance [R] udyrphoenixstance.png but not as Tiger Stance [Q] udyrtigerstance.png. He mainly just tries to abuse his Bear Stance [E] udyrbearstance.png and Turtle Stance [W] udyrturtlestance.png as he cycles in his damage stance. This provides him with high mobility and mitigation while still doing damage during any fight, and should not be underestimated. The good thing is that your team fighting should be much better than his for the most part, so just try not to give him an early lead, have better ganks than him once you get your ultimate, and don't get baited into long chases if he can spam his stances to get away.

VS

Vi

Medium

Vi can be a difficult matchup for Diana, especially if she snowballs early game. She has very high damage, good ganks, good team fighting, a good ultimate, and good jungle clear. You'll be able to beat her in duels if she ever misses her Vault Breaker [Q] viq.png, but if she lands it you're pretty much dead until you get more defensive items. Her combo is very simplistic and relies a lot on landing her Vault Breaker [Q] viq.png, she can use any combination of her abilities depending on the situation. A general combo would be Vault Breaker [Q] viq.png > Excessive Force [E] vie.png + Denting Blows [W] viw.png > Assault and Battery [R] vir.png as a finisher or to stall out for Vault Breaker [Q] viq.png to come back up again. She can punish players very hard if she's good, but if she ever misses her Vault Breaker [Q] viq.png or chooses to use Assault and Battery [R] vir.png at an incorrect time, she's basically dead because she has no way to get out of the fight. So try your best to dodge her Vault Breaker [Q] viq.png, try to have better ganks or counterganks once you reach level 6, and play better during team fights because that's where you'll mostly beat her.

VS

Volibear

Easy

Volibear is an easy matchup for Diana. He has less damage, slower jungle clear, worse ganks, worse scaling, worse team fight, and has an even worse champion design. You should do fine against him and be able to win most trades, just be careful not to get baited by the Health regen on his Chosen of the Storm [Passive]. His combo is usually Rolling Thunder [Q] volibearq.png > Majestic Roar [E] volibeare.png > auto attack spam > Frenzy [W] volibearw.png, with or without using his ultimate Thunder Claws [R] volibearr.png. Volibear has a really bad champion design and his ganks are probably the most one dimensional ganks in the entire game. His only engage comes from Rolling Thunder [Q] volibearq.png and it's so easy to stop with all of the crowd control in the game right now that the only reliable way he can engage a fight is with Flash 4.png. Just make sure to use your abilities on him whenever he tries to engage team fights and try not to get flipped into a bad position from his Rolling Thunder [Q] volibearq.png and you should be fine. Also, remember that his Frenzy [W] volibearw.png + Smite 11.png combo puts out a lot of damage when securing objectives.

VS

Warwick

Hard

Warwick can be a very difficult matchup for Diana. He has massive sustain, high damage, high mobility, good crowd control, good ultimate, good jungle clear, can build damage or tank depending on the game, and will always scale well. You can duel him early game fairly well, but eventually you won't be able to do much when his ultimate is up and he gets a few items. His damage mainly comes from auto attacks and Jaws of the Beast [Q] warwickq.png, his mobility comes from Blood Hunt [W] warwickw.png, and his crowd control comes from Primal Howl [E] warwicke.png and Infinite Duress [R] warwickr.png. His combo when ganking will usually be Blood Hunt [W] warwickw.png > Jaws of the Beast [Q] warwickq.png + Primal Howl [E] warwicke.png > auto attack spam. He uses Infinite Duress [R] warwickr.png whenever he needs to engage or escape bad situations, it has huge range, lockdown, and will heal Warwick for 100% of the dmg it deals. He has very high dueling and skirmishing power whenever his cooldowns are up, so try to avoid fighting him unless you're noticeably far ahead and focus on your own level 6 ganks.

VS

Wukong

Medium

Wukong is a decent matchup for Diana most of the time. You have about equal scaling, you beat him in duels, have a faster jungle clear, and can countergank him easily. For duels you shouldn't have a hard time fighting him unless he gets ahead or catches you low in the jungle. His main combo is Decoy [W] monkeykingdecoy.png > Nimbus Strike [E] monkeykingnimbus.png > Crushing Blow [Q] monkeykingdoubleattack.png for quick engages, but if he uses his Crushing Blow [Q] monkeykingdoubleattack.png before his other abilities he'll do bonus damage to his target because of the Armor reduction it applies. His ultimate Cyclone [R] monkeykingspintowin.png is one of the main reasons people play Wukong, it's pretty much one of the best ultimates in the game and can shred an entire team or win team fights on its own with just the knock up. The only thing that you really have to worry about aside from the surprise factor of his Decoy [W] monkeykingdecoy.png, is if he ever gets fed and lands good Cyclone [R] monkeykingspintowin.png engages, because if he's good at landing them you're pretty much done for. Wukong also has a terrible game if he ever gets behind, since he needs to build AD items early it makes him really squishy and allows you to kill him much easier whenever he engages.

VS

Xin Zhao

Hard

Xin Zhao can be a difficult matchup for Diana. He has decent scaling, high single target damage, decent jungle clear, good dueling potential, and very good team fighting whenever his ultimate is up. Duels can go in either favor, and whoever wins the duel will usually tend to snowball hard over the other. He's very good at dueling because of his single target abilities, and similar to Master Yi, if he ever gets fed he just auto attacks you to death. His combo will usually be Audacious Charge [E] xinzhaoe.png > Three Talon Strike [Q] xinzhaoq.png > Wind Becomes Lightning [W] xinzhaow.png, with or without using his ultimate Crescent Guard [R] xinzhaor.png. His Determination [Passive] will also be doing damage and healing him during this time, every third auto attack. The knock up from Three Talon Strike [Q] xinzhaoq.png is very disruptive in duels and the rest of his kit just allows him to stick onto his target easier while increasing his stats. The weakness of Xin Zhao is in his playstyle, whenever he goes in he can't really get out without his teams assistance. So if he ever engages and his Crescent Guard [R] xinzhaor.png expires, or if it isn't up, he becomes a very easy kill target.

VS

Zac

Medium

Zac can be a difficult matchup for Diana because of how tanky he gets and how good his kit is for ganks and team fighting. You can duel him early game, especially if he misses any of his abilities, but he'll be much harder to kill once he gets 2-3 tank items. Zac has great control, builds all tank items, and is extremely disruptive at all stages of the game. He has amazing engages with his Elastic Slingshot [E] zace.png and can follow up afterwards with his Stretching Strikes [Q] zacq.png and Let's Bounce! [R] zacr.png to put your team is terrible positions. Always try to track the position of where Zac is going to land with his Elastic Slingshot [E] zace.png by checking for his shadow on the ground, this way you can avoid the impact and have an easier time dodging the rest of his abilities. And also be careful when his Cell Division [Passive] is up, he can use it to bait you into bad fights, but otherwise the bloblets are very easy to kill, you can also Smite 11.png them. And something to remember is that you can interrupt the channel on his Elastic Slingshot [E] zace.png with your Moonfall [E] dianavortex.png if you really need to, this will prevent any engage or disengage from happening and potentially net you a kill.

Early, Mid, and Late Game Back to Top

Diana Header Game Stages.png


► Early Game


Diana's early game is primarily focused around farming to level 6 and ganking overextended laners. She has a pretty safe jungle clear and farms very well, but her pre level 6 ganks are absolutely terrible unless you can flank behind somebody or have your Flash up. You'll generally want to be full clearing your jungle in every single game so that you can power farm to level 6, so focus on having good jungle pathing. You might be able to get one or two ganks off while you have double buffs or Flash up, but after that you need to continue farming your jungle. Usually you'll complete two camps, go for scuttle, and power farm your jungle / look for invading opportunities. Just be careful when invading because if you ever get spotted by a ward and the enemy team decides to collapse on you when your abilities or Flash are on cooldown, you'll most likely die every single time. Your main focus will be to safely transition out of the early game and get to level 6 as soon as possible, so focus on farming and only gank when it's extremely favorable.


► Mid Game


Mid game is when you need to start snowballing with your Lunar Rush [R] ganks, so try to make as many plays as you can while continuing to farm the jungle. Diana can gank any lane pretty easily once she gets Lunar Rush [R] at level 6, but you can really punish the side lanes if you ever get a good flank off. Also, don't be afraid to take all of the kills with Diana, you snowball very well with gold and will have the option to build additional damage items if you do. A good place to gank for most of the time is bot lane if you want to secure objectives, if you can manage to get kills on bot lane it will help secure the first blood turret, early Dragons, and start opening up the map. This will be the most ideal stage of the game for Diana, especially when you're fed, so try your best to take advantage of it and snowball.


► Late Game


Diana will usually fall off late game if you don't snowball during the mid game, but her engages can still be very strong. Her late game is primarily focused on having good engages during team fights, assassinating the enemy carries, or situationally split pushing. As a melee initiator it can be difficult to engage team fights properly due to all of the vision control and items that people will have during the late game, but it's very rewarding if you can manage to pull it off. Also, Zhonya's Hourglass will be extremely important to have before any team fight, so always try to make sure that it's up before you engage. For team fighting I'll explain more about it in the "Team fighting" section down below, but generally you'll want to be diving the enemy carries to try and assassinate them with your burst combo while using Zhonya's Hourglass to survive afterwards.

Team Fighting Back to Top

Diana Header Team Fighting.png

Team fighting with Diana is pretty straightforward for the most part, you always want to be diving the enemy carries to try and assassinate them or you want to be using your engage to compliment your teammates follow up. Since Diana does a lot of burst damage with her combo, you'll usually force the enemy team to instantly play defensive whenever you engage. But sometimes if you're behind, or you have a good team comp, it's better to play around your team and their cooldowns. Usually you'll want to get your burst combo off on a priority target then use your Zhonya's Hourglass as soon as the enemy team starts focusing you, this will stall out the fight long enough so that your abilities come back off cooldown and your teammates can follow up on your engage. As soon as you come out of Stasis just attack whoever is the best priority target.

Tips and Tricks Back to Top

Diana Header Tips and Tricks.png

dianapassive.png Moonsilver Blade [Passive]:

You can use your Moonsilver Blade [Passive] to burst people in very rare situations if you watch the stacks on your auto attacks. If you're ever sitting at two auto attack stacks, you can sometimes use Flash for your third auto attack and surprise burst the enemy target. This usually only works if your target has very low Health, but still has enough to survive a regular auto attack worth of damage. Another thing that you can do with Moonsilver Blade [Passive] is use it to efficiently AoE the jungle monsters and lane minions. Always try to aim yourself so that the cleave hits as many enemy targets as possible for a much faster clear, this becomes very useful during the late game if you ever decide to split push.

dianaarc.png Crescent Strike [Q]:

There is actually a lot of benefits, tricks, and things that you need to know about your Crescent Strike [Q] if you want to be a better Diana player. To start off, Crescent Strike [Q] will always shoot out from Diana's right side, so always take this into account whenever you're clearing jungle camps, lane minions, or fighting enemy champions. Another thing is try not to hit enemy targets with the very tip of your Crescent Strike [Q], rather try to hit them with the line animation instead. This will give you a much higher chance to successfully land the ability and will also give enemies less time to dodge or react to its animation. Another thing that some Diana players do, is that they don't smart cast their Crescent Strike [Q] at all. This will help you get used to how the animation works and can increase your accuracy with it sometimes, but it's mostly a personal preference. Lastly, remember that your Moonlight debuff will also grant you vision of enemy targets for its duration. This will come in handy for chasing, checking bushes, and even escaping bad situations with a Crescent Strike [Q] > Lunar Rush [R] combo. For more information about Diana's combos make sure to check out the "Diana Combos" section down below.

dianaorbs.png Pale Cascade [W]:

There's not really a lot I can say about Pale Cascade [W] that I haven't already said. Just try your best to make use of the AoE magic damage and shield mitigation. The shield mitigation will make dueling and engaging extremely easy to do, not to mention you can use this to help you dive turrets when your Zhonya's Hourglass is on cooldown. A very minor thing to try and keep track of on this ability are the three orbiting spheres, they will always rotate counterclockwise and can take a second to detonate sometimes.

dianavortex.png Moonfall [E]:

There's not really a lot I can say about Moonfall [E] that I haven't already said. Just try your best to make use of the AoE draw-in and slowing effect during ganks or team fights, and as I mentioned before, try not to waste this ability because it has a very long cooldown. You can also use this in combination with your teammates abilities as well, which can prove to be very useful sometimes. For example, using the AoE draw-in effect will help you set up abilities like Yasuo's Last Breath [R] or Orianna's Command: Shockwave [R], which can be quite devastating for the enemy team to deal with.

dianateleport.png Lunar Rush [R]:

Lunar Rush [R] can be used in many creative ways, but it's primarily focused around combos for the most part. For more information about Diana's combos make sure to check out the "Diana Combos" section down below. But aside from that, you can use Lunar Rush [R] as a gap closer to dash away from bad situations if you need to, just use it on jungle monsters or lane minions as you're trying to escape from someone to increase the chance that you get away. You can also use it to dash onto Dragon or Baron from outside of their pit walls as long as you have vision of them, which can be very useful.

Diana Combos Back to Top

Diana Header Diana Combos.png


► Basic Combos


Basic Combo 1:
dianaarc.png [Q] > dianateleport.png [R] > dianateleport.png [R]
This is your basic [R] reset combo.


Basic Combo 2:
dianaarc.png [Q] > dianaorbs.png [W] > dianateleport.png [R] > dianateleport.png [R]
This is your basic [R] reset combo with [W].


Basic Combo 3:
dianaarc.png [Q] > dianaorbs.png [W] > dianateleport.png [R] > dianavortex.png [E] > dianateleport.png [R]
This is your basic [R] reset combo with [W] + [E].


► Expert Combos


Expert Combo 1:
dianaarc.png [Q] > dianaorbs.png [W] > dianateleport.png [R] > Auto Attack 1 > dianavortex.png [E] > Auto Attack 2 > dianateleport.png [R] > Auto Attack 3 dianapassive.png
This is your basic [R] reset combo with [W] + [E] while making use of your Moonsilver Blade [Passive].

Expert Combo 2:
dianaarc.png [Q] > dianaorbs.png [W] > dianateleport.png [R] > 11.png Smite > Auto Attack 1 > dianavortex.png [E] > Auto Attack 2 > dianateleport.png [R] > Auto Attack 3 dianapassive.png
This is your basic [R] reset combo with [W] + [E] while making use of your Moonsilver Blade [Passive] and Smite.

Expert Combo 3:
dianaorbs.png [W] > dianaarc.png [Q] (max range) > 4.png Flash (immediately) > dianateleport.png [R] > 11.png Smite > Auto Attack 1 > dianavortex.png [E] > Auto Attack 2 > dianateleport.png [R] > Auto Attack 3 dianapassive.png
This is your basic [R] reset combo with [W] + [E] while making use of your Moonsilver Blade [Passive], Smite, and Flash. This will be used for hard engaging without your Zhonya's Hourglass. Since your [W] active is 5 seconds long, we always use it prior to the guaranteed [Q] > Flash > [R] combo, this way you don't get overwhelmed trying to press [W] immediately after your Flash. This will give you more instant burst damage and allows you to comfortably press Smite after you hard engage.

Expert Combo 4:
dianaorbs.png [W] > dianaarc.png [Q] (max range) > 4.png Flash (immediately) > dianateleport.png [R] > dianavortex.png [E] > 3157.png Zhonya's Hourglass (wait for team follow up) > dianaarc.png [Q] > dianateleport.png [R] > 11.png Smite > Auto Attack 1 > dianateleport.png [R] > Auto Attack 2 > Auto Attack 3 dianapassive.png
This will be your primary hard engage for late game team fighting, but it can be used for any hard engage as long as you have your Flash and Zhonya's Hourglass up. This will also make diving turrets extremely easy to do. Since your [W] active is 5 seconds long, we always use it prior to the guaranteed [Q] > Flash > [R] combo, this way you don't get overwhelmed trying to press [W] immediately after your Flash. This combo needs to be executed quickly and accurately, but it's very easy to do with some practice. The only bad thing is that if you ever mess up this combo it can potentially lose you the game by baiting your team into a bad fight, but that should never stop you from constantly looking for opportunities to use it.


► Situational Combos


Situational Combo 1:
dianaarc.png [Q] > dianaorbs.png [W] > dianateleport.png [R] > Auto Attack 1 > dianavortex.png [E] > Auto Attack 2 > Auto Attack 3 dianapassive.png > dianateleport.png [R]
You can auto attack before your [E] if you know that your target doesn't have their Flash up in a 1v1.

Situational Combo 2:
dianaarc.png [Q] > dianateleport.png [R] (while Q is mid air) > dianateleport.png [R]
This is the quick version of your basic [R] reset combo. You execute this the same exact way as your basic [R] reset combo, but instead of potentially waiting 1-2 seconds to use [R] after your [Q] animation, you use it immediately after you cast [Q], so that it goes out with the animation. This combo will still register as a reset and it's very easy to do. The only counterplay to this is if you try to combo someone while their Flash or gap closing abilities are still up and they get away from your [Q].

Situational Combo 3:
dianateleport.png [R] (max range) > dianaarc.png [Q] (immediately) > dianateleport.png [R]
This is a very quick burst combo that will reset your [R], but your [R] must be at max range and you have to be fast with the [Q] for this combo to work. It requires some practice to pull off, and it's extremely fast, but to be honest it's not even worth doing most of the time. You have a very high chance to mess up the [Q] timing and lose the reset, and it's a lot safer to just do a [Q] > [R] (while Q is mid air) > [R] combo which is only slightly slower than this combo and far more likely to land. This combo is just a fancy non practical way to show off your reaction time.

Situational Combo 4:
dianaorbs.png [W] > dianateleport.png [R] > dianavortex.png [E] > dianaarc.png [Q] > Auto Attack
This is another quick burst combo that will do a lot of damage if you're fed. You may not get the reset on your [R], but it will still burst your target very quickly and give them less time to react.

Situational Combo 5:
dianaarc.png [Q] > 4.png Flash (immediately)
You can extend the range of your [Q] if you Flash immediately after pressing it, this is perfect for hard engaging and will come in handy during certain situations.

Situational Combo 6:
dianavortex.png [E] > 4.png Flash (immediately)
You can use Flash in the middle of your [E] animation to land a very quick AoE draw-in. But if you ever try to use [E] after your Flash, the animation won't begin until you get to your Flashed location, causing your combo to be slower and easier to react to.

Situational Combo 7:
dianavortex.png [E] > dianateleport.png [R] (immediately)
You can also use your [R] in the middle of your [E] animation to land another quick AoE draw-in. This is very similar to your [E] > Flash (immediately) combo, but it can actually draw-in people a little bit further and places you on the opposite side of them. The only bad thing is that you need to use a short range [R] because the [E] animation is too fast for medium or long range [R]'s.

Situational Combo 8:
dianaarc.png [Q] > dianateleport.png [R]
Sometimes you can use a simple [Q] > [R] combo to escape bad situations if you need to. For example, if you were trying to get away from someone as you ran by a raptor camp, you can use your [Q] to aggro and get vision of the raptors, then use [R] to immediately dash to them over the wall. This will come in handy in a surprising amount of situations.

Situational Combo 9:
dianaarc.png [Q] > Wait until the end of your Moonlight debuff > dianateleport.png [R] > dianaarc.png [Q] > dianateleport.png [R] > dianateleport.png [R]
You can cast your [R] three times if you hit your first [Q], wait until the end of your Moonlight debuff, then cast [R] as your next [Q] is coming back off cooldown. This can be useful sometimes during a duel, a siege, or if you're solo defending a turret and the enemy team underestimates you.

Lane Synergies Back to Top

Diana Header Lane Synergies.png

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Diana has great synergy with champions that have crowd control or movement slowing effects, shields and mitigation, hard engages or good follow up, and invulnerability abilities. These are just a handful of the champions that will synergize great with Diana. Bard and Alistar are both examples of champions with crowd control or movement slowing effects, which allows you to have more time to get onto your targets. Karma, Lulu, and Orianna are all examples of champions with shields and mitigation, which allows you to survive longer whenever you engage a fight. Rakan, Jarvan IV, Malphite, Shen, and Yasuo are all examples of champions with hard engages or good follow up, which allows you to have an easier time engaging and executing team fights. And lastly, Kayle and Taric are both examples of champions with invulnerability abilities, allowing you to continue fighting without taking any damage.

Pros and Cons Back to Top

Diana Header Pros and Cons.png

Pros:

  • Has very high burst damage.
  • Very good at dueling or skirmishing.
  • Very good at hard engaging.
  • Has a very good ultimate with a built-in gap closer.
  • Her ultimate can be reset with the Moonlight debuff.
  • Has very high scaling mitigation with Pale Cascade [W], making her deceptively tanky.
  • Has very good jungle clear.
  • Has very good waveclear and split pushing.
  • Very good at taking turrets with Nashor's Tooth.
  • Her Moonfall [E] can cancel out certain abilities.
  • Has perfect synergy with Zhonya's Hourglass.
  • Very good at snowballing.

Cons:

  • Has a very weak early game.
  • Literally does nothing but farm as a Jungler pre level 6, this is a huge problem.
  • Can throw the entire game with one bad engage, another huge problem.
  • Reliant on laners doing well during the lane phase until she gets her ultimate at level 6.
  • Doesn't have a reliable way to escape fights.
  • Her only form of crowd control is from Moonfall [E].
  • Can get kited or poked down very easily.
  • Gets invaded and outscaled by meta Junglers.
  • Has way less momentum than meta Junglers.
  • Has very mediocre late game scaling.
  • Has a terrible game when behind.

About Me Back to Top

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► About Me


Hello everyone my name is Jordan, and I've been a gamer my entire life. For the past 10 years I've been mainly focused on staying in the top decimal percentage of players for online games, such as WoW, LoL, and Osu!. But as much as I've played online games, my real passion is for console gaming.


► League of Legends


I've been playing League of Legends for the past 5 years, and I'm a NA Challenger Tier Hecarim Main, 2900+ elo jungle. I've been in high elo ever since I started playing back in season 3 when I finished my first season in Diamond 1, and have been Master or Challenger Tier every single season since then. I'm mostly known for my Hecarim jungle gameplay and have just over 5600 ranked games with him, but I also play Evelynn, Rammus, Udyr, Shyvana, Nocturne, Skarner, Sejuani, Nunu, and Volibear depending on the current state of the meta.

Season 3: Diamond 1 2500 elo

Season 4: Master Tier 2850 elo
Season 5: Challenger Tier 2900 elo
Season 6: Master Tier 2550 elo
Season 7: Master Tier 2650 elo

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► Social Media Links


Be sure to check out my social media if you have any questions or if you're interested at all in watching my stream! If you'd like to know when I'm streaming, make sure to follow my Twitch, Facebook, Twitter, or join Discord to get live notifications! We have a small community, but everyone is welcome!

Twitch: http://www.twitch.tv/rocklee015
Facebook: https://www.facebook.com/Rocklee015
Twitter: https://twitter.com/Rocklee015
YouTube: https://www.youtube.com/Rocklee015
Discord Server: https://discord.gg/d3DMycY

Thank you for reading my Diana Jungle Guide!
Hopefully it helps you carry your games with more knowledge and confidence as you become a better player! Take care! o/

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