Content guides
GUIDES:

Highly Rated Guides
Champions:

Highest Win Rate

Most Popular
Leaderboards:
All Guides Diana Guides Dj Freelo x3's freelo with Diana [8.4] Mid OTP 800k + Mastery Points Comprehensive Guide [Peak Masters promo]
0
0
Updated
4 months ago
Views
5.4K
Comments
0

Diana Statistics for Dj Freelo x3

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

Value
Average
Games Played
454
5
Win %
55
44
Kills
7.7
6.8
Assists
5.9
5.9
Deaths
5.0
6.6
KA:D Ratio
2.8
1.9
Gold Earned
11.9K
11.2K
Creep Score
166.2
163.5
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Before talk about summoner spells just a little about me : 
Hey everyone, its Dj Freelo x3 here, Ive been a realtivly high ranking Diana main since she was first released. Season 5 I hit high Diamond 1, with jungle Diana. Season 6 I hit Diamond 1 with Diana in Mid lane, season 7 I failed my masters promo 3 times in mid lane RIP. I am currenlty hovering around Diamond 3 as of 2/5/2018 season 8. 

I stream fairly often at 
https://www.twitch.tv/djfreelox3

I use to make Diana montages on my youtube Humble Demon 
https://www.youtube.com/channel/UChcsUKOjIQn3EN-ixotwjNQ

mastery.png
muVtthE.png


4.png

Flash is the single most important summoner spell in league of legends. The game is literally balanced around this spell because of how strong it is. It allows for instant repositioning, escape and gap closing. Very few champions DONT take flash. Dont be a hypster and ruin your win rate by not running flash. 

12.png

Teleport is the secondary summoner spell that 99% of Diana mains take. There are quite a few reasons why teleport fits Diana's kit better than most other spells. Being a melee mid, you tend to be bullied much harder. Most other mid laners are very opressivly pokey and bully melee mids out very well. Teleport allows you to trade poorly for cs with almost no long term punishment during the lane phase. What i mean by this is ussually you can just teleport back to lane with your first teleport once you get bullied to the point where it would risk death by trying to continue to last hit creeps. Ideally you would want to save second teleports for counter ganking side lanes, and for mid / late game you can use teleport for split pushing at some points in the game if it is required of you. Diana does do decently split pushing at some points of the game vs certain enemy team comps so this allows her that flexability as well. 

14.png

I personally pretty much never take ignite since teleport allows me to control the lane a lot more to my liking. That being said I do see very few (but some) high ranking Diana mains take ignite. Some Dianas will still take teleport 90% of games but in a certain melee match up such as talon/zed/yas they sometimes take ignite. I can see the reasoning since more all-in fights tend to happen in the lane phase with two melee mids, and since you are both melee you dont need ultimate as a gap closer to have kill potential against these melee mids, so ignite tends to give more kill potential for these match-ups. I dont see people taking ignite as often as other seasons even though its take rate has been realtivly low in the first place across multiple regions. I ussually track the top 2-5 Diana players across NA, EUW, and KR just to see what they are doing / building and see if theres anything i didnt think of trying. 

New Runes Back to Top

These two trees are the best combo as of this patch [8.4]


Electrocute.png?width=64
Electrocute is just the most consistantly good rune for most assassins. It gives a surprisingly decent add on to any burst kit and is pretty reliable. There is really no good or better alternative to this main keystone atm.

Phase%20Rush.png?width=64
I started trying this rune page when I looked up a challenger player in EUW that goes by Lunatic Zaro. I watched a couple of his vods and generally saw what he was doing with it. It allows you the flexibility to get a little more dirty in fights. With the burst of movespeed you can easily disengage or stick to the target.   



Taste%20of%20Blood.png?width=64 / Sudden%20Impact.png?width=64
I have started taking sudden impact more now since I changed to take Domination > sorcery into maximum damage rune pages. I believe its very effect however the sustain rune is still acceptable if you are struggling in some match ups. The way I look at it now is if you are playing well you shouldnt be punished hard enough to the point where you need the extra sustain. So in an ideal world you benefit more from the extra damaage. So just play perfect right? haha


Zombie%20Ward.png?width=64
Zombie ward is good especially during the lane phase. This is probably the better of the three options since Diana tends to get ganked a lot being a melee mid and easily abused by jungler ganks. There for more vision, more ability to see ganks coming, the better you are off coming out of the lane phase as a snowballing monster. Eye ball collection really doesnt do much till later in the game, and is worthless if you come out of the lane phase neuteredin the first place. Mid game is the most important phase of the game for Diana, coming out of the early laning phase even or even just slightly behind, puts Diana in a very advantageous position to controll the out come of the game. 

Relentless%20Hunter.png?width=64   /   Ravenous%20Hunter.png?width=64
So Diana's will either take Relentless hunter or Ravenous Hunter. Relentless hunter allows you to have so much mobility across the map which helps things like roams, split pushing, or catching people out. Ravenous hunter is good once the fight actually starts since it helps you during combat. So just depends on your playstyle and what you want to do. 

Gathering%20Storm.png?width=64
Gathering storm just lets you keep one shotting mid to late game. Its got great potential, you just dont get anything for the lane phase which kind of sucks. However maybe amplifying what Diana's best at is better than trying to cover her weaknesses. 

Absolute%20Focus.png?width=64
Diana's for the most part take fights when they are above 70% hp and with her dianaorbs.png It helps to stay above that health percetnage. This rune offers a suprisng amount of ability power so lets keep the one shots rolling. I want to see those adc heads going bouncing down stairs.  I personally just prefer the extra 3% movespeed from the other keystone

Nullifying%20Orb.png?width=64
If you are running phase rush then this is the go to unless you are against a zed/talon ect. The boost in magic shield acts sort of like a mini hexdrinker. It gives you great dueling pressure. 

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
dianapassive.png

INNATE: Casting an ability grants Diana 20% / 50% / 60% / 70% / 80% / 90% bonus attack speed for her next 3 basic attacks.

Every third basic attack within 3.5 seconds cleaves nearby enemies for 20 - 250 (based on level)(+ 80% AP) bonus magic damage and restores (15% AP) mana.

 [hide
Ability Details
Moonsilver Blade is a self-targeted buff with on-hit effect and point-blank area of effect components.

Additional Information:

  • Diana's target may Flash Flash out of the AoE as it has a slightly delayed effect.
  • Moonsilver Blade has a visible counter just like Double Strike Double Strike and Headshot Headshot.
    • Each attack has a distinct animation and her blade will glow when the empowered attack is ready.
  • The area of effect is centered on Diana and not her target.
  • Moonsilver Blade stacks the on-hit effect.



If you have the chance to charge this up before taking an all in then do it. This will increase your burst 10 folds. Also early game the damage on this to minions you dont directly attack is roughly 1 auto attack so you can plan out killing creeps under tower with this as well. 

dianaarc.png

ACTIVE: Diana unleashes a bolt of lunar energy that travels in an arc, dealing magic damage to enemies hit and afflicting them with Moonlight for 3 seconds, granting Sight icon sight of them for the duration.

MAGIC DAMAGE:
60 / 95 / 130 / 165 / 200 (+ 70% AP)
 [hide
Ability Details
Crescent Strike is a curved, pass-through skillshot.

 

dianaorbs.png

ACTIVE: Diana shields herself for up to 5 seconds and creates three spheres that orbit her for the duration, detonating upon contact with an enemy and dealing magic damage to nearby enemies upon detonation.

SHIELD STRENGTH:»
40 / 55 / 70 / 85 / 100 (+ 30% AP)
MAGIC DAMAGE PER ORB:»
22 / 34 / 46 / 58 / 70 (+ 20% AP)

If all three spheres detonate, Pale Cascade's shield is reapplied, stacking with its original shield, and its duration is refreshed.

 [hide
Ability Details
Pale Cascade is a self-shield with a point-blank area of effect component.

Additional Information:

  • Pale Cascade has no cast time and does not interrupt Diana's previous orders.


Use this spell almost every time when going up to kill creeps as it helps you stay in lane for longer. If you know you are going to take too much damage for a creep because your W is down then just let the creep die and wait for your W to come back up for the next creep. Trade off between going to melee creeps with W up and then using Q to last hit to minimize chances for lane opponent to punish you.  This spell early game is good for cs'ing under turret. One orb usually is about one melee attack worth of damage.

dianavortex.png

PASSIVE: Increases the attack speed gained from Moonsilver Blade Moonsilver Blade.

ATTACK SPEED:
50 / 60 / 70 / 80 / 90%

ACTIVE: Diana Sight icon reveals and Airborne icon draws nearby enemies up to 225 units toward her location, Slow icon slowing them for 2 seconds afterwards.

SLOW:
35 / 40 / 45 / 50 / 55%
 [hide
Ability Details
Moonfall is a point-blank area of effect.

Additional Information:

  • Enemies stay in the area for a maximum of approximately 0.5 seconds while being pulled towards Diana.



dianateleport.png

ACTIVE: Diana dashes to the target enemy, dealing magic damage.

MAGIC DAMAGE:
100 / 160 / 220 (+ 60% AP)

If the target is afflicted with Crescent Strike Moonlight, the effect is consumed on all enemies and Lunar Rush's Cooldown reduction icon cooldown is reset.

 [hide
Ability Details
Lunar Rush is a single-targeted dash.

Additional Information:

  • If Diana is next to her target when Lunar Rush is cast it will place her on the reverse side. 
  • Lunar Rush can be interrupted if Diana is hit with crowd control while dashing.
    • If the target has the Moonlight debuff Lunar Rush's cooldown will still reset.
  • If the target Flash Flashes while Diana is dashing she will follow them to their new location.



These Combos are highlighted in my montages a lot so if you are confused by any of them look at my montages and you will find them except for number 6, i dont have that one in any montage. 
COMBOS: 
1)dianaarc.png > dianateleport.png >dianaorbs.png > dianavortex.pngdianaarc.png > dianateleport.png : max damage extended fight

2) dianaarc.png > dianateleport.png > dianaorbs.png > dianavortex.png > dianateleport.png : quick full combo burst 

3) dianateleport.png > (dianavortex.png > dianaorbs.png while in air during dianateleport.png) > (dianaarc.png while they are knocked up) Initiating onto squishies late game leaving less counterplay or one shotting squishies if you are very strong.

4)dianaarc.png > 4.png> rest of spells : this can be used a lot to catch people if you dont have enough damage to kill them without landing Q first, but still have kill potential over. It also limits the counter play as it catches people off guard, and their reaction time has to be greater to avoid you. I use this one a lot almost to a fault. 

5) dianavortex.png > 4.png > dianaarc.png > rest of spells : used for catching up to people and if you need to crowd control them, ussually used for if my team is chasing someone but I cant kill them alone. For example if im pre-6 i use this a lot if im getting a gank that I know will be successful if my jungler can just get in range to start dealing damage. 

6) dianateleport.png > dianaarc.png > rest of combo + getting reset : this combo is very unreliable most of the time I dont get a reset so I avoid this one. 

Items Back to Top

Starting Items

    Starting Items
    Ideal First back, priority is dark seal first

Core Items

    LOLKING ISNT LETTING ME SAVE THESE IN THE RIGHT ORDER! The order i want to display is: revolver > sorc boots > ludens/Death cap > hourglass > void staff > either dcap or ludens depending on which one you didnt get yet Hourglass and void staff are interchangable in their order same with Rabadons and Nash tooth / lich bane I ussually sell revolver when i run out of inventory space late game

Situational Items

These two main builds are the ones that I am the most familiar on as they both compliment my heavy assassin play-style. These two builds are the ones I have been seeing mainly across most regions and they are the ones I feel the strongest using. I have played with both, they are relatively similar only difference is starting item being Protobelt vs haunting guise as secondary item. Over all I believe the damage out put is better with the haunting guise build but you miss some chances to press an early game advantage with Protobelt. Protobelt is an item that artificially creates lethal openings but at the cost of your mid game to late game being delayed by core damage items. Its a trade off that most of the time pays off. Its just up to personal preference. 

Matchups Back to Top

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

  • Ahri
    Easy
  • Anivia
    Medium
  • Annie
    Medium
  • Aurelion Sol
    Medium
  • Azir
    Hard
  • Brand
    Easy
  • Cassiopeia
    Hard
  • Corki
    Medium
  • Diana
    Hard
  • Ekko
    Easy
  • Fiddlesticks
    Easy
  • Fizz
    Easy
  • Galio
    Hard
  • Gangplank
    Easy
  • Kassadin
    Medium
  • Katarina
    Medium
  • LeBlanc
    Medium
  • Lux
    Easy
  • Malzahar
    Hard
  • Orianna
    Medium
  • Ryze
    Hard
  • Swain
    Medium
  • Syndra
    Medium
  • Taliyah
    Easy
  • Talon
    Medium
  • Twisted Fate
    Medium
  • Veigar
    Easy
  • Vel'Koz
    Easy
  • Vladimir
    Medium
  • Xerath
    Hard
  • Yasuo
    Medium
  • Zed
    Medium
  • Ziggs
    Easy
  • Zoe
    Hard

VS

Ahri

Easy

Lane phase is annoying if you cant dodge her Q's or position yourself in the minion wave so she is allowed to push at the same time as harass you. Usually baiting that you are about to go for a cs and then backing off of it will bait her Q out, you might miss the cs but then you have freedom to cs for the next 10~ seconds or however her Q cd is. Other than that, once you both hit 6 you can pretty much run her down before she can escape with all three ulties as long as you hit your first Q. If you are snowballing even just a little you can probably one shot her without even landing Q first. So you wont even need the second ulti proc because Ahri's always build very squishy for the most part. Their build paths force them to build squishy if they want to be relevant 

VS

Anivia

Medium

This matchups a realtivly even match up. Anivia is pretty annoying during the lane phase but its fairly easy to predict when he will Q for the first half of the lane phase. If you dodge his early game Q's you dodge most of his damage. Since his E does much more damage if any of his abilities have hit you in the last second or so. 


I believe this match up is in favor of Anivia if their jungler realizes that Anivia can set up a ton of free ganks on you with her President Trump wall. Since you are a melee mid, it is imperative that you track the jungler as Anivia will ALWAYS be in range to wall you in if you go up to cs. I will have a section on general guidelines to tracking, or having a good general idea on where the jungler might be at any given time in the very early stages of the lane phase, later in this guide. I feel as a melee mid that can only all in, playing around the enemy jungler is CRUICIAl to your success or failure in most matchups.

Another reason she is average difficulty is because her builds are naturally on the tankier side to mages, and since I play the heavy assassin style of Diana, the tankier the worse for you it is. That being said her stun is unreliable so it is countered by your ability to kind of jump her without a lot of chance for her to get away. 

VS

Annie

Medium

This is a matchup I have had trouble in the past on. A good Annie is very hard to deal with. For the most part her early game damage is roughly negated by your dianaorbs.png. However your all in potential might be negated with her extra resistances she gets from moltenshield.png mid game. If you fall behind and cannot one shot her she will win kill you. Hard to one shot if you fall slihgtly behind. Since she has a point and click stun given her passive this is another matchup where you need to make sure you are aware of where the junglers are as frequently as possible. Annies that run ignite have as much kill pressure on you as you do on them. 


Many different Annies play different styles depending on what they choose to build. For example I always get destroyed by Annie bot the handful of times ive played with him because he has a very heavy roam style and is able to abuse Diana's non-existant pressure pre level 6. Other annies build the roa liandries tankier style which is also fairly difficult to deal with since she gets relativly tanky. Then theres the glass cannon Annie which is my personal favorite to play against since it favors Diana. The roam style i mentioned earlier is also glass cannon but can get the game snowballing in their favor early to the point where doesnt matter if you can one shot the annie or not. 

VS

Aurelion Sol

Medium

This is a tricky match-up, if the Asol is very good then this is extremelly in his favor. However 99% of Asols are not perfect players and one mistake makes this game fairly easy. Asols do exhibit the roam type style as well which makes it harder since Diana doesnt really roam pre 6. Asols will typically hard shove all waves throughout the lane phase. Pre-6 Diana does not really have a counter to this besides to farm and get shoved into turret the best you can. Asols typically spend most of their mana pool during the lane phase to shove you in and may have a tiny bit of many to roam pre6. While these might be effective and get Asol and his team some vital kills nad pressure across the map. Once you both hit 6, before Asol has items you most certaintly can ALWAYS solo kill Asol. Most Asols will keep trying to hard shove you once you both hit 6 and will accidetently be in range to let you hit a Q with your passive already charged up on minions. They cant land a stun with aurelionsolq.pngon you while you are in their face, and they can only do one of two options, ulti you away, in which case you can try to counter it by using your second proc of your ulti while you are close to him so that you appear behind him and there for his ulti misses. Or he flashes, there for your second ulti to follow up can be used. Most Asols run exhuast secondary vs Diana which makes it difficult to not get baited into a counter gank by their jungler. If your burst is negated and you cant kill the Asol instantly during this time then you are effectivly fighting a 1v2 without spells and you will die. Junglers typically gank Diana level 6 because they know she will be baited to go all in with her new power spike. 

VS

Azir

Hard

Azir is the most oppressive champion to play agaist as a melee mid. If you go even in cs you are playing against a very bad Azir. He is the single hardest champion to lane against in mid lane in the current meta. Just dont die try to get the most cs you can, this is a champ where teleport is vital to have since you will most likelly need to back after only getting 15~ cs, just enough to get a dark seal and maybe a potion or two if you can hang on long enough. Mid to late game you have the ability to one shot him if you catch him out, however if its a very highly skilled Azir you have to make sure his ulti is down or he really doenst see you coming, for exmple flank, or if its a chaotic fight he might not notice you Q>flash onto him into the back line and respond quick enough. Dont all in him  if you are more than 50% into his side of the lane if both turrets are still up. His ulti will push you bakc farther than you expect sometimes and right into the turret. 

VS

Brand

Easy

Brand is a fairly uncommon match up these days, however still notable to talk about. Hes got a lot of poke and damage but most of it is fair to avoid. His brandw.png is his main poke in lane and has a delay on it making it rather dodgable. Its easy to predict when he will be using it beause he gets into range to cast it over his creeps when they are about to die because he knows you will go to last hit them. One good tip for a lot of match ups that tend to poke you out with high cd spells like these is to look like you are going to cs or last hit about a second early than you would normally. sometimes you will have to get rather close to fool some people but ussually you can tell when you need to start turning around. If you have to you might lose a cs but just once cs is not worth taking a fourth of your health from this spell or combo. Once thats down you have a rather large window to with since the cool down is rather large. 


For the first half of the game brand is a rather easy lane, however as it gets towards mid to late game he does do an insane more amount of damage in team fights than you, and it may be harder to burst him since Brands tend to go more tankier builds like roa rylas liandreis. However they dont have any mobility and you can easily dodge their skills when jumping on them around level 6. You will have a lot of kill pressure over him around this time so its a good idea to try and abuse your advantage either on him or pressuring him into the tturret then roaming at this time

VS

Cassiopeia

Hard

Not really any use talking about this match up as of patch 8.2, I dont think I have seen Cass a single time in this season or preseason yet. However when she was meta i would say this match up goes pretty much like the Azir match up, except she also gets tanky later in the game due to her build paths. I would say this match up is much like Ryze as well, only difference is Cassio can actually run you down levels 1-3 and secure a kill. Its best to always fake when you are going to cs and try to dodge her cassiopeiaq.png because if this thing hits you are most likely dead or going back to base. 

VS

Corki

Medium

This lanes just another bully as well. I generally think even though Corki is an adc and scales better into the late game, you have more than enough tools to deal with a double adc comp as an Assassin late game so it tends to swing back into your favor. In the lane phase you will be taking heavy harass but its managable. Most the damage can be negated by dianaorbs.png if you manage to dodge most of his phosphorusbomb.png in lane. Once you are 6 you have kill pressure on him unless he goes the scared little girl exhuast into hexdrinker first item. If this is the case just push him in and roam or TP counter gank his package roams. You should always when these fights post 6. Even if he goes for the exhuast hexdrinker you can still take fake all in's on him if you are full on health. If you just Q R W onto him he will take 3/4 of his health instantly and might panic exhuast you before his hexdrinker pops. If this is the case just walk away and he prob wont get very much damage off by the time exhuast runs out. This will force him to go back to base unless he sucks and stays around for another set of all ins, this time without exhuast you can actually kill him. Of course all of these engages are under the assumtion that the enemy jungler is not there so be aware of that. 


Mechanical tip: You can stop Corki's carpetbomb.png if you time your dianavortex.png right, which can be game changing.

VS

Diana

Hard

If you are against Dj Freelo x3 the best way to play against him is to not play against him. He will win 100% of the time so theres no point. Go to another lane and just try to play around avoiding him. Sorry sounds imbalanced but its true unfortunatly, until riot nerfs him just avoid the lane he is in at all costs. 

VS

Ekko

Easy

Since Ekko is a melee mid that doesnt really have kill pressure on you ever unless you really screw up, this is a pretty easy lane. You should out trade him at all stages of the game. This is a match up where I would suggest taking dianavortex.png at level 3 to pull him in when he goes for cs and increase the number of trades you take. Since Diana is always hovering above 60% health against Ekko with her dianaorbs.png he shouldnt ever get his bonus execute damage on his ekkow.png. The only think you have to watch vs a good Ekko is he knows he will never be able to fight you 1v1 so he will look to roam A LOT. It is Ekko's only win condition against a Diana. Just shove him in most you can and try to tp counter gank his roams. Or if TP is unavailable and you cant push him in for some reason, roam either in response if you can get there in time, or roam the other side of the map if its possible.

VS

Fiddlesticks

Easy

I occasionally see this mid, its bad, dont play fiddle sticks mid guys. You can kill him in almost all stages in the game except super early lane phase, and your jungler will most likely want some free be kills on him.  just save your dianavortex.png if its a 1v1 for when he starts to drain.png

VS

Fizz

Easy

Its another melee mid like Ekko. Its realitvly easy to bully him all to way till level 6. However the difference between these two champions is once Fizz gets his ultimate he does actually have kill pressure over you if you missplay. I suggest going the protobelt rush as it gives you the much needed early health, unless you feel you are doing really well and the fizz is bad, go double dorans rings too for the same reason. I would avoid spending the resources into dark seal for this match up. Other than that you can treat this match up the same as you would Ekko. 

VS

Galio

Hard

at most stages in the game as long as you dodge his Q you can pretty much out trade him, and all in him at level 6 and above. Only issue is he has lot of cc and counter ganks if you roam so you just have to be aware of that. Also he sets up nasty ganks with his junlger on you. Just avoid standing in your minion wave during the lane so he cant harass you at the same time as push. Since you are an assassin his R inherently counters you as it gives defensive stats to a person you may be trying to one shot. Treat him like an extra shen that you are against and try to avoid being next to him during team fights unless he is your primary target for some reason. Side note, I now hate his ultimate after facing 6 galios in a row, I can destroy himi in lane but then he just ultis one time I try to dive a carry and the games just over. Im very frusturated playing against this champion... I might just start split pushing and avoid fighting haha  

VS

Gangplank

Easy

Sort of rough around levels 1-4 since his gangplankqwrapper.png actually hurts like a b**** . However he is relativly squishy unless he goes hexdrinker and exhuast. If he does have these he is delaying his power a lot just to be able to 1v1 you., so just shove him in and roam to counter that. If he doesnt you have kill pressure over him at any stage once your ultimate unlocks. I ussually dont have any issues against a gp mid besides the first couple levels. 

VS

Kassadin

Medium

This is a champion that doesnt really bully you out of lane phase however I still consider a counter to Diana. He is not as strong as before since the minion agro changed to hit him after he Q's someone. However he still naturally builds tanky, hard to lock down later the game goes, and just has a much higher impact in team fights or can run you down if you try to split push against him or anything. Its tricky like on one hand you get out of the lane phase without any punishment, but he scales much better than you so you are on a clock mid game to really be as effective as you can be and effect the game the most. 

VS

Katarina

Medium

I believe this match up is pretty even, you both have kill pressure on eaceh other, you both have amazing roams, and roughly the same amount of wave clear. Whoever gets the first substantial lead will always out damage the other so avoid 1v1 fights with her if you are already behind. 


Mechanciall tip: save your dianavortex.png for when she starts her katarinar.png or she will out damage you in a 1v1 all in.

VS

LeBlanc

Medium

This is a rough lane phase as she has kill pressure on you throughout most of the game in a 1v1 because its insanley hard to land skills on her. However full build late game you can one shot her without landing dianaarc.png first. Only issue is her opressive lane phase and easy jungle set up with her leblance.png's make it very rough early on. As the game goes you scale better so just try to go even best you can or shove her in and get some nice roams off. She only wins in a 1v1 situation so if its 2v2 you will most likely win if you are atleast 6, since her damage takes time to come out while yours doesnt. 

VS

Lux

Easy

Dont get hit by bindings and dont stand in your minion wave so she can harass you and push at the same time with luxlightstrikekugel.png. If you follow those two rules you can just run her down all game or our roam her. Her builds are naturally squishy, just make sure you dont get binded late or mid game from a blind spot, or be ready with zonhya's because she can one shot you mid-late game. I usually consider Lux a free win, i beat her 95% of games. 

VS

Malzahar

Hard

He usually can never 1v1 you or solo kill you unless he has a substantial lead. However due to the nature of this champion you tend to get camped a lot by the jungler. So just be careful about that and try to do more with your roams mid game. He can flash ulti you a lot so you really have to try and know where the enemy jungler is. Vision is very important against a malzahar. 


Mechancial Tip: if you do hit him with dianaarc.png your moonligt still applies to him through his spell shield from his passive. So even if the damage of your dianaarc.png is negated you still can ulti him and get the reset. This is main reason why he cant win 1v1 for the most part.

Also if you time dianavortex.png perfectly you can interrupt his malzaharr.png. My rule of thumb though is to avoid going into a fight unless you can 1 shot him before he can ulti, or wait till he ulties then go onto your target or onto him and interrupt it with your dianavortex.png depending  on what the situation calls for. 

VS

Orianna

Medium

This is a relativly even match up at all stages of the game. Not really much to talk about other than you guys scale roughly the same, you guys both have kill pressure above eachother if you screw up. If she doesnt build anything against you mid to late game like zonhays or something rather. Then you can try to all in her and burst her before the team fight even starts. If she is a big factor at her team winning fights then this might win you the whole fight if she cant get her ultimate off on your team. I tend to try to take out squishy targets if possible before fights even start by flashing onto them and one shotting them, then zonhays to buy my team enough time to react to this new 4v5 situation. You may die but usually if you can get this off you will get your team the victory. This applies to most squishy mages that you will be agianst. 

VS

Ryze

Hard

He is realativly annoying because he 1) pokes you out of lane fast, 2) can have a point and click root for jungler gank set up on you , 3) gets naturally tanky so its hard to really consistantly all in him. However you still do more in teamfights if they end relativly quickly so it doesnt give him enough time to dish out a lot of spells. Ending fights quickly is Diana's specialty, just survive the lane phase and maybe try to get kills on him once you hit 6 if you know where the enemy jungler is before he gets tanky. 

VS

Swain

Medium

Swains getting changed so I have no idea yet. I will edit this once I know whats going on in this match up. 

VS

Syndra

Medium

Same as Orianna exactly almost. Maybe since her ulti is point and click you might want to go for an early protobelt as it gives more health to survive the R and gives you an extra dodge tool for one of her syndraq.png.

VS

Taliyah

Easy

Taliyah struggles against assassins naturally because it takes a while for her damage to come out and she doesnt have a lot of escapability or mobility to avoid your skills. Her taliyahwvc.png is very easy to dodge with your ulit wether its the first or second cast to get behind her. She will try to out roam you by shoving you in with her taliyahr.png though so just be careful. You do have kill pressure over her throughout most of the game at 6 so just try to controll what shes doing by pressuring to kill her or shoving her in / warding the side you think shes most lkely to roam so you can warn your laners of incoming talihay ganks. 

VS

Talon

Medium

As long as you dont let him get his passive off on you pre 6 you can seriously out trade the guy. He is a melee mid so you can really abuse him early on if he doesnt get the passive pressure on you. Since talon got reworked and you can no longer see him in his ultimate if you landed dianaarc.png post 6 fights have gotten very difficult in 1v1 situations. If he gets the drop on you first you lose. If you get the drop on him first you win basically. 

VS

Twisted Fate

Medium

He has the potential to out roam you mid game with his destiny.png or set up some nasty ganks in lane with his pickacard.png stun gold card and the jungler. This is another match up where you have to be very aware of where the enemy jungler is, or probably is. If you can save your second 12.png to match his first destiny.png that is ideal. If not make sure you ward around your lane to see and warn teammates if Twisted fate is looking for a roam, or just constantly shove him in most you can so he cant teleport without at least trading xp, cs, and turret pressure. 

VS

Veigar

Easy

Literally the same match up as Annie except his stun is not reliable, he doesn't poke as hard,  and he doesn't have an tank steroids. There for I find this match up relatively easy unless you get hard camped by jungler since his veigareventhorizon.png can set up some nasty ganks. I would suggest going the protobelt against him since he has a large execute damage from his veigarr.png and the extra early game durability will mean you always have kill potential on him. Plus the extra range from protobelt will either make him get zoned from creeps or surprise him when you get into range to jump onto him. 

VS

Vel'Koz

Easy

During the lane phase you can take some punishment but after that you can pretty much just jump on him easily since hes a pretty squishy non-mobility based mage. His E just like Taliyah is relatively easy to dodge with your second ulti proc. Treat this one pretty much like Taliyah without as strong potential to roam on you. however if you do initiate onto him and dont get your dianateleport.png reset for some reason he can 100 to 0 you. You can stop his velkozr.png with your dianavortex.png or just get behind him with dianateleport.png if you are close enough. 

VS

Vladimir

Medium

This guy scales like a monster so dont be feeding him early or its going to be an FF early on. Like most match ups you have kill potential once you hit 6 for a few minutes of the game. He will vladimirq.png you everytime you come into range to cs. Since there is no delay to the spell you just have to activate dianaorbs.png preemptively right before you get into range of his vladimirq.png. It will negate all the damage and you can cs safely. If it is an empowered vladimirq.png from his passive just dont get into range as this sustains him too well and it will do more damage than your dianaorbs.png can shield so its not worth the cs you are going for. He doesn't have the best wave clear early game so if you cant safely try to all in him then go for roams and try to put your team at an advantage to deal with his late game or maybe end the game before he can reach his true unstoppable potential. If you are able to burst him in team fights before his vladimirhemoplague.png pops and everyone he ultied heals him for a ton of health then you can win the fight. He gets tougher to burst longer the game goes since his builds are naturally tankier than most standard mages as well, just like cass ryze and anivia. 

VS

Xerath

Hard

This matchup is very heavily in favor of xerath. Idealy since you are an assassin should counter xerath, however a good xerath can punish your lane phase so hard, then once you hit 6 will always just be too far back for you to intiate onto. Best case in team fight you can get a nasty flank but other than that his damage can just poke you out in seige type situations before you can really do much. If you DO manage to get to him then you are in a good spot. However usually hard to find openings. 

VS

Yasuo

Medium

Just heavily depends on how good the yasuo is tbh. I think zonhya rush can be viable here as well. Yasuo isnt as consistently good in team fights just dont all in him if his wind wall is up. try to bait it out if you can. This match up takes a lot of practice as yasuo has a lot of all in pressure with ignite pre 6, but there are ways to out trade him and push him out of lane. This one you will just have to practice or watch high elo Diana mains lane against in videos, as there is too many micro movements to really explain without writing 50 pages. 

VS

Zed

Medium

Pretty much rush zonhyas and you are good probably, you out scale him pretty hard, but without a zonhya type item he will beat you at 6 in a 1v1, because he will most likely be getting hexdrinker before you can complete zonhya. Just try to be more effective across the map and in team fights and dont let him snowball off ( zonhya first item helps this a lot. ) you wont be nearly as strong with this item first but you deny zed a lot of the power he can potentially reach by doing it. You scale better so it helps you in the long run by just going even with him. 

VS

Ziggs

Easy

Pretty annoying but ziggs typically build full glass cannon which is extremely easy for diana to jump onto and one shot mid to late game. I dont find this match up in ziggs favor however might be painful if you never find an opening to jump onto him. I would say its an easier version of like brand.

VS

Zoe

Hard

Suicide is never the answer but.... i mean... :/.... But for real just once you get a few items most zoe's are pretty squishy just jump on her and sacrafice yourself to the gods and one shot her. If you are well off enough to be able to do this and zonhyas then you will win the team fight 100%. God I hate this champion... Laning against her for just about a month now, I have verbally said " Bull sh** " more tiimes than I have playing league for 7 years. 

General Mid lane guide Back to Top

Early Game: 
    - Warding -
 Warding is extremely important on Diana as she is a melee mid, there for she must overextend much more to get creeps than most champions. By over extending she gets in range for her lane opponents spells ( often some form of cc ) to set up the jungler to swoop in for an easy first blood. You should always consider the mid lane to not be a 1v1 situation but rather a 1v2 situtation. Warding around 2 minutes is ideal to prevent the first jungler gank. Not all junglers can be warded or predicted the same way and some junglers may just need to be respected even if you have vision over some side of the lane. Such examples are Zac and Shaco who can gank from very long ranges where you cant see them coming. In these jungler match ups still go head and ward but just be aware that you prob wont see them coming. There for just place safe until you see them on the map even if that means losing some creeps to the abyss. 
cJpVVRu.jpg
    In this picture a good rule of thumb is to ward around 2 minutes in the pink/purple circle if you have good reason to believe their jungler started on the opposite side. Same appies to the red circle. Now these wards wont cover if you get level 2, one buff cheese ganked, however theres really never a good way to tell if these are coming and you are going to have to just flash if they get the drop on you. If this happens that jungler will come back since you dont have flash so just play safe till he appears somewhere else. 

    - Wave Control -
In order to get your ward at 2 minutes without being seen by the enemy mid laner, because he will warn the jungler where the ward is, hard shove the two first waves if you can. There are only a few matchups where you will either get punished too hard for this, or you will simply get outpushed. For example, champions like 3.png 268.png  can out push you, while champions like 69.png112.png61.png13.png can chunk you really hard if you arnt careful and almost take you to 1/4th health at levels 1-3. For the most part with your dianaorbs.png and dianapassive.png you should be able to do this. There are more advantages to hard shoving the first two waves than just the warding though. Most enemy mid laners will try to punish you for being a melee mid as hard as they can, and rightlfully so. If you are hard shoving the first two waves it puts their attention on 1) last hitting, 2) you have minion advantage if you are pushing better, so if they auto you they take same or more damage from the minion  agro and 3) if they do still harass you they will most likely be pushing even less there for around level 1 and 2 they will have trouble last hitting under the turret unless they use chunks of their mana pool ( assuming its a mana user ) . Pretty much all game you want to be shoving your lane opponent into the turret as the mid laner as much as you can. Only if you can do so safely of course. However the reason this is the way across every mid lane champion is because mid lane has the most statistical chance to be the first ones to react to a situation across the map. You are in the middle of the map , there for you will always be able to react to some junlger brawl or maybe your bot lanes getting tower dove ect, you can start moving the second you see it if you shoved your enemy mid laner in. If they are shoved in, they will have to lose exp and gold to the turret, they will be clearly seen moving which gives your team a huge advantage, since if you shoved him in they might not really know where you went unless you walk over wards. Back to Diana, she cant really do much pre 6 but if you think you can help a situation and you already have your enemy mid laner shoved in, you might as well go since some pressure is better than none. However most situations you should just keep sides warded or take mini objectives in between waves if you can push him in. Such as taking a plant on your enemy side like the vision plant from the enemy team. Or checking objectives for cheese junglers that try to solo one, like dragon or rift. Warding or deep warding when you can to tract the enemy jungler is great too, just dont run into the jungler or you are dead. Hell even walking half way towards a lane knowing you are on a ward is great because the enemy team will start to back off and maybe give your lane a few seconds to recharge for whatever reason. Even the tiniest of pressure can have a great effect. Like for example if your bot lane is behind and being punished under turret and trying desperatly to cs just to keep up, if the enemy bot lane sees you hovering around dragon / river they might back off, your allies can cs better under turret without taking punishment, and you dont lose anything because your lane is shoved in and nothing to do anyway you feel? This is a big wall of text but i think there is some good knowledge here hope it helps! 

    - Micro Movements -
What I mean by this is basically taking the least amount of punishment during the lane phase as you can possibly being a melee mid. For example you are against a syndra who is trying to auto attack and syndraq.png every time you go up to get a creep. In this situation you won thave your dianaorbs.png every time you want to go get a creep but she will have her syndraq.png up since its on a much shorter cooldown. Just having your clicks persecond maxed out will heavily decrease the chances she can hit you with these orbs when you are not going for creeps, however one out of the three times you go to cs you can pretend you are going early to get the cs and then turn around, they will 90% of the time get fooled by this and syndraq.png early. Then you turn around and grab the creep with maybe just taking one auto attack for damage. The other two times you can kill creeps with dianaarc.png dianaorbs.png easily. Then if you are taking too much heat just use your first teleport to go back, heal up, buy a pink and some posts, and hopefully a dark seal and amp tome if you survived long enough. Always put your first command ward towards bot side as having vision towards your duo lane is the most important. It may save you from being spotted if you want to roam that direction, since two people are effected by roams from both teams and early game dragons are pretty decent then having advantage botside is very important, this is why you see 5 man bot dives all the time in high elo, because everyone recognizes it as being the most important lane to get an advantage. If your bot has an advantage and they are able to get that first turret then they can spread huge adantages across all other lanes to get more turrets easily, or at the minimum its still 2 people that end up being stronger than the enemy 2 people. Oh another reason would  be that setting an adc behind is far more effective in the long run then setting any other laner behind. If an adc / marksman cannot reach important power spikes in items they are infinetly weaker than most champs if they get behind. Also an adc thats behind means that they probably wont be building defensive for a long time which means happy one shotting Diana's :)

    - Positioning -
This is pretty simple just stay on the opposite side of the enemy jungler, or on the side you have vision on so if you see a jungler you can just walk away, however you only have one ward in the first part of the lane phase ussually so one side is completely unwarded, there for impossible to know if jungler is coming. If you are on opposite side you get far more time to react to an enemy jungler and since the side you are on is warded you are safe from that side. Or If your jungler is in proximety in his jungle, like raptor camps or river, you can lean towards your jungler.

Mid Game:
I consider mid game to be as soon as I hit level 6 on Diana. This is when the game opens up for you, and ussually when junglers gank you because of this be careful haha. I tend to either have insane kill pressure on my enemy mid laner depeneding  the match up, or the ability to shove in and have amazingly effective roams, or teleports to swing the mid game into your teams favor. In terms of roams I ussually just look to see who the easiest or most effective lane to gank will be, say you have a maoki top lane vs a GP, i consider GP a realitvly squishy and easy champion to gank, and moaki can easily set it up. However you can also track flashes being down, and bot lane is ussually my go to lane to gank as it has two realtivly squishy champs and it effects the map the most. Also your command ward will probably be on that side so maybe they wont see you coming. Roams all just come down to statistical outcome and judgement. However if their whole team is doing really poorly except for one of them, for example their top lane gnar is the only enemy doing well and might be their only win condition. Then constantly ganking top lane to even out that pressure gnar has over your top laner might be your best bet for long term goals, of course if your bot lane is smashing it might just be easily to constantly tower dive the enemy bot lane, again just depends on the game use your best judgement. I tend to switch to sweeping lense post level 9 to deny enemy vision of me coming or to know when I have been spotted roaming. 

Late Game:  
In this stage of the game it might be helpful to split push with teleport if you are strong enough to apply pressure wherever you are. If you are at risk of being run down at some point dont do it, or atleast shove one wave then back off and see if the enemy reacts and who they send bot. If you have proper vision you can play riskier but dont put yourself into a position where you might die to multiple people if your team isnt already right next to a huge objective like baron and they are actively denying vision, pressuring or doing it. Then with tp if a fight DOES break out you can either choose to take an inhib in most situations or teleport to assist the fight. Just depends on your judgement. Theres not much other strategy late game besides that or grouping to team fight with the team. 

Team Fighting: Kill the sqiushies best you can, or if your team is lacking damage you can intiate onto a squishy and zonhya's after E'ing. Getting a flank is great if you can too but have to make extra sure you dont get seen or its pretty much game. Teamfighting comes with game sense and many games so trying to explaine very situation would be impossible here. Sometimes if you cant ever be effective diving into the backline which is your job, you can try to peel for your back line if they are your win condition. During team fights if im not snowballing out of control i tend to not just dianateleport.png onto someone since i cant one shot them, ill try to land dianaarc.png first, it helps to have the dianaarc.png > 4.png combo down as it can help you surpise the enemy back line as well as give you the extra reach. 

Videos Back to Top

Full Game vs Ekko 16 Kills, example of a good game:


Post Game Synapses: 
What I did well -
What I did poorly - 

--------------------------------------------------------------------------------------------------------------------------------------------

Full Game vs Katarina Featuring Doublelift and Flame, this is an example of a game that does not go well. I think its important to show an equally poor performance as a game that goes well to compare and be critical of my overall decisions. 


Post Game Synapses: 
What I did well -
What I did poorly - 

Montages ( Highlights combos ) Back to Top

1st Montage


2nd Montage

3rd Montage

Plugs Back to Top

Thanks for reading the guide, if you have any comments or suggestions I will be checking and updating this guide frequently. 


Follow my twitch if you are interested in seeing me play Diana, OTP so ill probably be playing her. 
https://www.twitch.tv/djfreelox3 

Or my youtube 
https://www.youtube.com/channel/UChcsUKOjIQn3EN-ixotwjNQ

Moon guide us :D n
Loading comments...

Comments
Top
There are no comments yet. Log in to post the first comment!

Send Feedback