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All Guides Diana Guides [S8] Wonder Woman Diana JG?!
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2 weeks ago
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Diana Statistics for Scrappyboss13

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

Value
Average
Games Played
7
Win %
44
Kills
7.1
Assists
6.5
Deaths
7.0
KA:D Ratio
1.9
Gold Earned
11.8K
Creep Score
125.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Step 0: Get Smite. If you fail that, just stop trying. 32.png

New Runes Back to Top

Electrocute is the keystone you want for this build as it provides a nice amount of extra burst damage during your early-mid game skirmishes as you build differently from most Diana's. 

Sudden Impact is hands down the best in slot as your R will be on a 8 second cooldown without Q once you reach maximum potential. Eyeball collection is now better than Zombie Ward in my opinion as the vision given is a lot less and more damage is a bonus once you start snowballing. Ravenous Hunter is an optional choice in the last spot here as it can provide more survivability if you land your abilities, but Relentless Hunter's movement speed is just too much to give up as a jungler (and for the second part of the rune page as well).

Ultimate Hat is the rune page that makes this build quite viable as the 15% CDR on Diana's R gives an immense kill pressure on the enemy that can't be related to many other champions. Celerity is the rune I chose as 1. Synergy with Relentless Hunter, and 2. I want the extra movement speed to keep up to a running target.

Abilities Back to Top

W
Q
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
2
4
5
7
9
W
1
8
10
12
13
E
3
14
15
17
18
R
6
11
16
You could start Q, but I like W's double shield effect as I start the clear since it keeps me a little healthier after the first few camps.

Do remember that Diana's kit heavily relies on landing your Q onto the enemy champion to spam your R more. I like to be more patient after landing my first Q or Q-R combo as most players will end up burning a life saving skill somehow and this build is much more forgiving on fat fingering your R before your Q passiv is on them.

Items Back to Top

Starting Items

    The "Always Start First" Build
    3x Pots is viable too (less cost efficient)
    Stalker's Blade = Slow

Core Items

    Scrappy's Build
    Boots
    V I S I O N

Situational Items

    Situational
    REALLY situational (Kappa)
    Ornn
    Drink up
As Diana's passive gives her a nice attack speed buff and scales extra damage with it, I like to start with Machete to have faster attack speed and build into Stalker's Blade asap (4min~). The next two items I'd build would be Tier 1 boots and then Stinger. Once both are completed, Hextech Revolver is a nice mid game damage boost. Finish off Nashor's Tooth and build Bilgewater Cutlass to have a second active slow and damage. You may feel squishy at times during this point but jungle camps shouldn't be a problem and raptors may be your favorite farm by grouping them and using your AoE Q/W/Passive to clear. At this point you should have bought Merc Treads or Ninja Tabi's depending on the opposing team's main damage output (or CC) to benefit you. I don't consider any other boots besides the two (Merc Treads preferred). The final "core" item to build is Abyssal Mask as it provides the second healing effect and huge hp/mana benefits with MR as well as providing 15% more damage and 10% CDR. The next two things are to finish the jungle item into the BloodRazor and a situational item depending on the main damage output you're having issues with (Randuin's = Crit, Dead Man's = AD, Banshee's = CC Ability, Thornmail = AD Lifesteal).

This build provides 30% CDR and then 15% on R from Ultimate Hat to help mitigate a slow and constant damage output a full AP Diana would without CDR. Blue buffs will provide the final 10% CDR needed for max.

Matchups Back to Top

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

Wonder Woman? Back to Top

Once Abyssal Mask is complete, you will have a great time engaging and dropping bodies in your path to Victory. Surviability is key as you should be able to dash in and out bursting with heavy damage but not being a glass cannon to stick around.

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