All Guides Diana Guides Trust the moon for the 1v9
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Diana Statistics for marco the man

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

Value
Average
Games Played
88
5
Win %
53
44
Kills
8.0
7.1
Assists
6.4
6.0
Deaths
6.8
6.8
KA:D Ratio
2.1
1.9
Gold Earned
13.5K
11.4K
Creep Score
174.3
165.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Playing Diana means you MUST get flash. Since 131.png is a "diver" class champion 4.png is absolutely needed, and also it can be used as an escale tool. 


You'll be running 4.png12.png. For basic reasons:

1. - 12.png provides aggressive early game in lane (lvl.1-4) since you can hard push the first waves and get an advantage back over the enemy midland.

2. - 12.png lets you be more confident in your roams, both to botlane and towplane (including enemy jungle invades with your jungle) so you have the teleport to go back to lane in case the enemy midlaner decides to hard push you. 

3. - 12.png allows you to be more cautious with your "all-in"s. It's very easy with 131.png to try hard and overextend trading with enemies. So when you're not running ignite you will play with more perspective. 


IGNITE SITUATIONS:

I personally NEVER use 14.png. It may be a matter of personal choice, but ignite (despite being really strong now in s8) doesn't provide you any extra potential. I will show you guys why during this guide. 

However there are some matchups where you may want to run 14.png to secure a winning trade vs some champions like 84.png8.png or even 50.png. As a personal preference, I never run ignite even vs these champions, due to 3165.png being such a good item in this season. It's up to you guys to choose for 14.png or not. 

EXHAUST SITUATIONS:

A very situational summoner, used vs weird matchups that require burst reduction like 238.png7.png or 80.png. If you don't want to sacrifice the 12.png slot for an 14.png. You can just rush 3157.png or 3102.png if you don't feel confortable playing against some burst champions like those above.

New Runes Back to Top

Electrocute.png?width=32Electrocute.png?width=32 and more Electrocute.png?width=32. This guide is based on my experience in solo queue, and it has shown me that no other runes are as strong as electrocute is on 131.pngdot-pattern.png

PRIMARY TREE:

1: Electrocute.png?width=32: extra damage, extra burst potential, insanely easy to proc with a simple W+AA+AA combo or a Q+W+AA combo. Even at lvl.1 when you are hard pushing the wave, a basic AA+W+AA will proc it and it's a free won trade you get. It escales really good during mid and late game and it allows you to one shot the enemy backline easier. 

2: Sudden%20Impact.png?width=32: a must. I repeat: A MUST! Sudden Impact is perfect for 131.png as it helps you go through the enemy resistances just by ulting them. Once you get your 3020.png , sudden impact is so "extra" as you will just do tons of dmg only with a Q+R+AA(+electrocute) combo. Don't forget that Electrocute.png?width=32 deals adaptive damage, so once you activate Sudden%20Impact.png?width=32 the damage will be even better. 

3: Eyeball%20Collection.png?width=32: Playing 131.png means you're going to snowball pretty much every single game. Eyeball allows you to gain an extra power damage to your kit. And since other options like Ghost%20Poro.png?width=32 and Zombie%20Ward.png?width=32 are quite useless in the midlane, this is our best option to go for. Maybe you think it's useless because it only gives like 15-25 additional AP, but if you combine Eyeball%20Collection.png?width=32 with Absolute%20Focus.png?width=32 and 3089.png, that extra 15-20 AP turns into 40 easily. Not bad huh? dot-pattern.png

4: Ravenous%20Hunter.png?width=32: This is a personal choice. All ravenous, ingenious and Relentless hunters are really good. Pick the one you prefer the most and use it. I use Ravenous%20Hunter.png?width=32 for 3 reasons: 
- Relentless Hunter gives you extra mov.speed, which I don't need due to rushing 3020.png and Spellbinder. 
- Ingenious Hunter gives you extra cd on active items, which I don't need due to Spellbinder having a very short cool down, and building 3157.png later in the game. This rune is good for Diana builds that require Protobelt, Shurelia's, etc.
- A little bit of healing is never bad, and it applies to you passive dianapassive.png . After 20-25minutes you will see that only one dianaarc.png  can heal you more than 80hp. That's really boosted. 

SECONDARY TREE:

1: Absolute%20Focus.png?width=32: Absolute focus is just insane. Free AP since lvl.1 (it gives you 5 AP at lvl.1 which is not bad actually). But after getting lvl.6, it gives you up to 15-19 AP (which is almost a free 1052.png). Not only escales really well into the mid/late game, but it also increases once you get your 3089.png. 40 AP at lvl.18 due to absolute focus can increase your total AP up to 35-50, FOR FREE!. thats more than a 1026.png, deal with it. 

2: Scorch.png?width=32: Another personal choice like ravenous hunter. I like it because it allows you to get an extra harass power in lane, and its cool down is very short. Maybe you feel like 20 damage at lvl.1 is not good, but I've killed many times thanks to Scorch.png?width=32's damage when the enemy was staying in lane with low hp under tower. Combined with absolute focus it gives you a strong lane phase pre lvl.6 

Other options:

Gathering%20Storm.png?width=32 if the enemy team has better scaling in the midlane, like 34.png or 134.png. I take Gathering Storm whenever I'm against a hard dps midlaner. 

Waterwalking.png?width=32 I only take water walking vs a few matchups that have faster roaming than 131.png, like 91.png or 163.png



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

There is nothing much I can say about abilities. 


MAX dianaorbs.png at lvl.1 to hard push the first wave and get lvl.2 before the enemy. The shield lets you even tank some damage from caster minions if you trade at lvl.1. Really nice AoE damage. 

lvl.2 with dianaarc.png: Right after the 6th minion dies, you will get lvl.2 once the 7th minion dies. So be ready: Position yourself in a good spot for trading with the enemy (they will surely be lvl.1 after you get 2). Start trading the enemy when the 7th minion is close to death, and if the enemy trades back, keep fighting and land a fast dianaarc.png + AA to proc Electrocute.png?width=32. You will deal tons of damage trading at lvl.1-2 and the enemy will have to respect you form now on. 

EXCEPTION!: BE careful if you have an enemy 91.png, due to his lvl.2 being stronger than yours. 

Get rank 2 in your dianaarc.png at lvl.3, since you don't need your dianavortex.png yet. 

Get your dianavortex.png at lvl.4, and start maxing dianaarc.png since is going to be your main poke damage, and combo starter most of the times. (we will talk about combos soon).

Ability preference: R>Q>W>E.

Items Back to Top

Starting Items

    Default starting pack. No reason to start anything else since Doran's ring is now better on Diana than before.
    First back, depending on your gold: 400-600Gold: extra ring + refillable + pink 600-900Good: x2 rings + pots. 1000-1300: rush a Needlessly Large Rod and get your powerspike early af :D

Core Items

    RUSH IT, RUSH IT AND RUSH IT!. Great AP stats, good extra mov. and Insane active (like old DFG). With just this item you will one shot any ADC existent in the game, and even midlaners/supports.
    Rushing cap as second item allows you to reach 300-400 AP in less than 20min, which is just ridiculous. Combined with Spellbinder gives you the one shot potential you need to DELETE the backline and give a 5v3 situation to your team.
    3rd item preference (except some matchups like Zed). It allows you to survive after diving into the backline, giving time to your team to react and help you afterwards.
    Voidstaff = cdc is gone, support is gone, midlane is gone. THE GOD OF TEAMFIGHT ONESHOTS. No matter what they build, they will get deleted once you get void's.

Situational Items

    vs. Self healing enemies (akali, vladimir, swain, soraka, mundo...) Situational but very strong even to build in other situations.
    Just for the try hard. Increases your one shot potential to an insane level. Not required if you are struggling to survive after engaging. But really strong in late game.
    vs. pick comps (Morgana, LB, blizcrank, thresh) vs. heavy AP enemies (lb, Evelyn, Elise, and ap champs that are overfed, etc)
    Very situational. This is not a dps Diana guide, this is the one shot guide. You build this when you need to be the splitpusher or vs bruiser matchups that you can't one shot (irelia mid, Jax, camille or even melee midlaners like galio).
    the 10% option. In 1 out of 10 games you will be snowballing like mad. That's your time to get Mejai's and 1v9 the universe.

Everything is explained in item descriptions, but let's do a recap:


1. RUSH SPELLBINDER: no excuses, no reasons not to, just do it boy (you will thank me later). 

2. 3089.pngRABBADON'S DEATHCAP: 2 item powerspike. You can now one shot every backline in League. 

3. Survive in the tf, get a Zhonya's Hourglass 3157.png. Now you are able to one shot, you need to be able to get away after one-shotting the enemy adc. Get it and don't complain. 

4. EXPAND YOUR LIMITS -------->3135.png. No comment (they are so screwed now). 

5. SITUATIONAL: 3102.png3100.png3165.png3152.png

6. This guide does NOT accept defensive items such as 3001.png or slow scaling items like 3027.png. We are the divers, the oneshotters, the assassins. "Build offensive so you make them build defensive".

Matchups Back to Top

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

  • Ahri
    Easy
  • Akali
    Medium
  • Anivia
    Easy
  • Annie
    Medium
  • Aurelion Sol
    Medium
  • Azir
    Hard
  • Cassiopeia
    Medium
  • Corki
    Medium
  • Ekko
    Easy
  • Fizz
    Easy
  • Galio
    Easy
  • Irelia
    Medium
  • Jayce
    Hard
  • Karthus
    Easy
  • Kassadin
    Medium
  • Katarina
    Medium
  • LeBlanc
    Hard
  • Malzahar
    Medium
  • Orianna
    Easy
  • Ryze
    Medium
  • Swain
    Easy
  • Syndra
    Medium
  • Taliyah
    Hard
  • Talon
    Medium
  • Twisted Fate
    Hard
  • Veigar
    Easy
  • Vel'Koz
    Easy
  • Viktor
    Medium
  • Vladimir
    Easy
  • Xerath
    Medium
  • Yasuo
    Medium
  • Zed
    Easy
  • Ziggs
    Medium
  • Zilean
    Easy
  • Zoe
    Medium

VS

Ahri

Easy

Focus, Dodge charm, win trades. 

VS

Akali

Medium

Rush morello as second item (she will not have gun blade yet). Abuse your passive and count her R-stacks. 

VS

Anivia

Easy

Dodge Q, avoid getting harassed by her AA range, and... ROAM. ROAM A LOT! ROAM AND ROAM 24/7.

VS

Annie

Medium

She has insane burst. Care early levels with her AA range. After spellbinder, she is done. Bait her passive when possible, then all-in her. 

VS

Aurelion Sol

Medium

He pushes faster than you (= faster lvl.2). Clear as fast as you can, and follow his roams if you can. Ping team mates when he leaves lane. At 6 he is dead. 

VS

Azir

Hard

Play defensive pre6. Let him push, wait for your 6 and bait his R with one of your R's into him, then go back with second R to minion wave. Roam to get advantages. 

VS

Cassiopeia

Medium

VS

Corki

Medium

VS

Ekko

Easy

VS

Fizz

Easy

VS

Galio

Easy

VS

Irelia

Medium

Her ireliaw.png is your epic counter. Bait it before going for an all-in. 

VS

Jayce

Hard

VS

Karthus

Easy

VS

Kassadin

Medium

VS

Katarina

Medium

VS

LeBlanc

Hard

VS

Malzahar

Medium

VS

Orianna

Easy

VS

Ryze

Medium

VS

Swain

Easy

It gets harder over time. 

VS

Syndra

Medium

DODGE! and wait for her E to be on cd to go all-in. 

VS

Taliyah

Hard

She pushes faster, roams faster, clears faster and helps faster her jungler. Focus on this matchup, don't let her roam, shove hard all waves with vision on your bushes. 

VS

Talon

Medium

Avoid early trades. After getting 2-3 doran's rings push waves hard so he can't roam. IF he roams let your team know, and try to follow or take advantage in other lanes. 

VS

Twisted Fate

Hard

TF has no counter, be careful if he wants to trade (maybe his jungle is coming). Get vision and control his cool downs before going all-in. 

VS

Veigar

Easy

VS

Vel'Koz

Easy

Dodge = win.

VS

Viktor

Medium

Dodge = win

VS

Vladimir

Easy

It gets harder over time. 

VS

Xerath

Medium

Tons of scriptures out there. try to dodge all you can and push him under tower, he has troubles last hitting due to his base AA dmg being very low. 

VS

Yasuo

Medium

It gets harder over time if u can't one shot him. 

VS

Zed

Easy

Easy. No comment. 

VS

Ziggs

Medium

You will get harassed every time you try to push the wave. BE careful for ganks and try to roam as much as you can.

VS

Zilean

Easy

It gets harder over time. Roam a lot, as he has low mov.speed base.

VS

Zoe

Medium

Dodge her E, win the trades. You will one shot her after spellbinder. 



SOME COMBOS (NOT ALL) Back to Top

COMBOS:

Combos on Diana are not as complex are they would be in other champions, but there are some tips to be a true master. 

BASIC COMBOS:

R+W+E+Q = combo with no reset on ult, to finish squishy targets. Not recommendable. 

Q+W+R = one shot basic combo. 

Q+W+R+E+AA = oneshot combo with extra E to secure proximity, and AA to proc. 


LANE COMBOS:

Q+W+AA (if in range) = basic combo to proc Electrocute.png?width=32 and secure some burst in early game. 

AA to minion, 2nd AA to minion, Q+W+R(+ electrocute)+AA(3rd with passive)+E+AA = burst combo for lane, after getting lvl.6. Insane burst power with almost guaranteed kill or enemy summoner use. 

RQ COMBO: Some people will remember the famous RQ Diana combo that was reseting her R to max burst. After Riot changed Q/R timing animations, almost nobody can do it again. (except some Diana gods, and me :P)

Explanation: You must RQ in max range (it's about 800-825 units), you afterwards cancel the cast by using E right after Q. And as Q finished early, Q hits first fight before R gets there



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