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All Guides Diana Guides [Season 8 Updated] They called me a heretic, now they are dead.
4 months ago

Diana Statistics for Hexadecimal

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

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash

Standard on most mid laners. It helps you escape, gap close, jump walls, re-position - it's simply too good to pass up. There's no other spell that's as versatile as Flash. The fact that you can use it to escape, dodge spells, or go aggressive is what makes it such a strong spell.

12.png Teleport

Take Teleport on Diana as you'll often be harassed a lot by ranged Mages that are so prevalent in Mid Lane. Teleport will give you a sort of "get out of jail free card" that allows you to recall into immediately teleporting back to minimize any cs/exp you would lose.

Teleport also helps you get through your weak early game. Diana is pretty weak until she gets access to her ultimate at level 6. For that reason, Teleport can allow you to take a lot of harass early on and not just get completely destroyed by it since you can Teleport back with more sustain and items.

You also tend to transition into a split push style in to the mid-late game. Teleport works with this kind of playstyle since you can Teleport if any team fights break out while you're split pushing.

New Runes Back to Top

Electrocute Rune page
Electrocute.png?width=32 - We take Electrocute for additional burst. This is a great rune page against squishier mid laners or teams.

Sudden%20Impact.png?width=32 - We take sudden impact for the Flat Magic Penetration so our level 6 all-in hits harder.

Eyeball%20Collection.png?width=32 - Eyeball Collection synergizes with assassins as it increases your damage as you get Takedowns.

Ravenous%20Hunter.png?width=32 - Really strong on Diana because of how much damage her abilities do. It will help you win duels since you will be healing up while damaging the enemy. Can also help you in late game split push scenarios by preventing you from having to recall when low on health since you can just heal off of the minion wave with your abilities.

Bone%20Plating.png?width=32 - This is mainly taken to help you deal with the harass you'll take from ranged mages in Mid lane during the early laning phase. On top of that, it does help you in 1v1 situations by reducing the enemy's damage, which you'll be in a lot of the time.

5abd57da0f30230001f3edd9?width=32 - Another rune we take to help bolster our early game. The extra health can help you take a small amount more of early game poke, while also making you stronger in early all-in 1v1s. On top of that, it then switches into damage after enough Takedowns.

Phase Rush Rune page
Phase%20Rush.png?width=32 - I would take Phase Rush against opponents we can't burst and who can kite us. A good example would be Vladimir who can survive our initial burst and then try to kite.

Manaflow%20Band.png?width=32 - Manaflow band helps us spam our abilities in the early game. An alternative is Nullifying%20Orb.png?width=32 into tough AP matchups where we will be dueling them such as Katarina.

Celerity.png?width=32 - I prefer Celerity over Transcendence.png?width=32, but both are viable options. Celerity will give you additional movement speed to chase, roam, and stick to opponents and a small amount of additional damage. Transcendence.png?width=32 will help you achieve max CDR in the late game.

Scorch.png?width=32 - Makes your Q poke hit a bit harder in the laning phase and gives us a bit more damage level 6+. This makes it the best option out of the 3 choices.

Bone%20Plating.png?width=32 - This is mainly taken to help you deal with the harass you'll take from ranged mages in Mid lane during the early laning phase. On top of that, it does help you in 1v1 situations by reducing the enemy's damage, which you'll be in a lot of the time.

5abd57da0f30230001f3edd9?width=32 - Another rune we take to help bolster our early game. The extra health can help you take a small amount more of early game poke, while also making you stronger in early all-in 1v1s. On top of that, it then switches into damage after enough Takedowns.

Abilities Back to Top


Skill Order  

Diana5.png > Diana2.png > Diana3.png > Diana4.png

Note: You can take a 3rd point in your E  instead of Q if your jungler is ganking. It can help secure you the kill and is more useful than the increased damage in Q.

Note: You can take your first skill point in Q instead of W if you are planning on playing very passive at level 1 and just using your Q to last hit minions that you're unable to auto-attack.

diana1.png Moonsilver Blade

  • A great passive that helps increase your burst
  • You can save your third attack to poke enemies or use it to clear minions along with your Q
  • Helps with clearing raptors/wolves
  • If your pressuring a tower remember to use an ability to activate your attack speed bonus

Diana2.png Crescent Strike

  • Great for farming hard to reach minions
  • Can clear waves extremely fast when used with your W and passive
  • Great for poking the enemy

Diana3.png Pale Cascade

  • This ability is what allows Diana to win trades
  • Use it early game to negate harass
  • Detonating all 3 spheres refreshes the shield, which means you need to get in close to maximize its potential

Diana4.png Moonfall

  • A great form of crowd control that works well with the rest of Diana's abilities
  • Lets you lock people down and stick to them
  • Try to wait until the enemy is at the max range of your moonfall so you can maximize the amount of time they take damage from you

Diana5.png Lunar Rush

  • An amazing gap closing ability with high range
  • You can time your Lunar Rush right before your Q hits to still proc the refresh
  • You can use your Lunar Rush as an escape by using it on a minion
  • You can also Q jungle camps to get vision then R to them in order to escape

Items Back to Top

Starting Items

    Standard Start
    Sustain Start
    Easy lane

Core Items

    AD Matchup

Situational Items

    Standard End Game Build
    Choose one of these boots

Start With

Standard Start


These starting items will give you a nice mix of both combat stats and health/mana regeneration. Due to Diana's W she can often shield and prevent a lot of damage. However, she still is vulnerable to harass as you will only have 2 health potions. For this reason you need to minimize taking harass when your shield is down.

Sustain Start


You can start this when you know that the Doran's start won't provide you with enough sustain. This item will be more cost efficient in the long term since it refills every time you go to base. However, keep in mind you are giving up combat stats to gain more regeneration and long term cost efficiency.

Teleport Start


Grab this when facing an easy matchup that doesn't have a lot of harass. This is a very greedy start where you're planning on eventually teleporting back to lane early anyways so you save a bit of money by not purchasing any health potions.




This build will give you the best overall damage increase. It will help you clear minion waves faster as well as jungle camps faster if you choose to take them. This is due to the attack speed and passive having great synergy with Diana's passive.

It will also give you more overall DPS in fights than other items, but you do sacrifice some straight up burst damage. However, the trade-off is worth it on Diana.

Tough AD Matchup


You want to choose this build when facing a physical damage mid laner that is giving you trouble. The additional armor will make them do less damage while the ability power will increase your damage.

The active can be very strong against physical mid lane assassins such as Zed since you can dodge portions of their damage with the Zhonya's active. In general, Zhonya's will always be one of your core purchases at some point in the game. This is due to the active being very strong with Diana's play style of engaging. You can often engage, crowd control them with your E and burst them with your combo and then Zhonya's when they try to focus you, which gives your team time to clean up and win the fight and for your cooldowns to come back up.

You want to finish your 3115.png first if you can get away with it. If you feel like you're being bullied early on and that it's going to be a rough lane then rush a 3191.png into building a 3115.png. Only rush a 3157.png if you're having a really hard time against Zed.

End Game Builds

Standard End Game Build


This is the order in which you want to purchase your items if you're choosing to go Nashor's first. It will give you the most amount of damage and burst. You will be relying on your Zhonya's active as your main defensive tool.

Choose one of these boots

3020.png - Grab this when you have no need for more defense and can get away with increasing your damage

3111.png - Get this when you're mainly facing a lot of crowd control from the enemy or struggling against an AP mid

3047.png - Get this when you're facing mainly physical damage from the enemy team

Matchups Back to Top

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

  • Ahri
  • Akali
  • Anivia
  • Annie
  • Aurelion Sol
  • Azir
  • Brand
  • Cassiopeia
  • Cho'Gath
  • Elise
  • Evelynn
  • Fizz
  • Galio
  • Gragas
  • Karma
  • Karthus
  • Kassadin
  • Katarina
  • Kayle
  • Kha'Zix
  • LeBlanc
  • Lissandra
  • Lux
  • Malzahar
  • Mordekaiser
  • Morgana
  • Orianna
  • Pantheon
  • Riven
  • Ryze
  • Swain
  • Syndra
  • Taliyah
  • Talon
  • Twisted Fate
  • Vel'Koz
  • Viktor
  • Vladimir
  • Xerath
  • Yasuo
  • Zed
  • Ziggs
  • Zoe
  • Zyra




Ahri will harass you quite a bit before level 6 - focus on farming. If she started with only 2 health pots you can look to harass her with your Q to push her out of lane. Once you're both level 6 it can be difficult to kill Ahri because her ultimate gives her so much mobility. You should look to harass her down with your Q before attempting an all-in.



  • This is a match up that snowballs extremely hard into one persons favor
  • Diana wins in a straight up 1v1 fight against Akali if both are at 100% hp and are even in lane
  • Akali can harass you down very easily and has better sustain
  • Since Akali uses energy she has infinite harass, while you are limited by your mana
  • Be careful of Akali double procing her Qs. She will mark you once and right before it expires will ult to you then Q again.
  • Buy a pink and hold it in your inventory and place it when she tries to use her shroud to escape ganks or outplay you 1v1.



  • Can harass you pre level 6
  • Once you're level 6+ you can burst her down
  • She will likely play safe and stun you when you ult on her
  • Can be baited by the jungler so be careful
  • Usually passive farming looking for openings to go aggressive



  • Can snowball in either lanes favor, but Annie definitely has the advantage
  • Early on Annie will harass you a lot, you need to try to minimize harass as much as possible
  • Consider asking for a jungle gank if she's shoving to tower and harassing you in order to relieve pressure
  • Once you're level 6+ and have gone back and bought you want to start trying to harass her down with Qs from a safe distance. Once she's about 60-70% you can all in her if you land a Q.


Aurelion Sol


He will shove the first three waves into recalling and there's nothing you can do about it. Focus on getting all the CS you can and then match his recall as fast as you can.

He will be pushing you in with nothing you can do about it until level 6. Try to place a ward in the center of the lane to see where he moves to after he pushes. Your goal is to get all the farm you can while spam pinging your teammates to let them know where he's going to gank.

Level 6+ You can look to go in if you land a Q, but you have to be prepared to outplay. Either use your second R charge to dash away to minion to dodge his Q/Ult and just land poke or use it to dash behind him to dodge his Q/Ult.




Azir will look to harass you down in lane. You want to time your shield with his Q to help reduce some of the harass. Be careful of engaging on him when he's close to his tower as he can push you into it with his ultimate.

Your ultimate doesn't go through his ultimate as well. For this reason it's usually best to avoid fighting him and instead push the lane as fast as you can and then do jungle camps or roam/gank other lanes.



  • He can easily harass you before level 6 with his E/auto attacks
  • Once you go aggressive on him he can E+Q and then walk away to peel you off him
  • Look to go aggressive level 6+ whenever his Q or E is on cooldown
  • He can have very annoying lane harass, especially once he has blue buff
  • You can still land another Q on him after he's stunned you and all in him if you're ahead
  • Your aggression should be based on when his skills are on cooldown



  • She will give you a lot of trouble early on - minimize harass
  • Dodge her harass and try to land Q harass of your own once you've bought and are level 6+
  • If you get her down to 60-70% then all in her
  • You need to dodge her ult when you all in her - to do this you need to double R immediately. After your first R you should be in front of her, then hit your ult again and it will put you behind her. You can also use flash.



  • Can snowball into Diana's favor very easily
  • Will force Cho'Gath to farm with his skills
  • You can out burst him
  • Careful about being baited into a jungle gank



  • Annoying harass pre level 6
  • Once you hit level 6+ you can burst her down
  • Your shield negates a lot of her damage



  • You counter her throughout the game
  • You can win trades with her at level 2+
  • You can burst her down once you're level 6+
  • She will likely roam so it's important to call mias and either counter gank or go for her tower



  • This matchup can snowball very heavily into one persons favor
  • Always save your shield for when he goes aggressive on you
  • This matchup is highly skill dependent. You need to land your skill shots, dodge his, and time your aggression with his cooldowns.
  • I would go barrier in this matchup to help negate his high burst damage at level 6.



  • Galio counters most AP mids
  • Just avoid fighting him - he will win most trades
  • He will eventually be unkillable while being able to harass you
  • Just try to wave clear fast and look to impact the map by roaming or take your wraiths/wolves



  • He has better sustain from his passive and takes reduced damage with his W
  • You can burst him down at level 6+ if played properly
  • Your shield negates a lot of his damage
  • His Q reduces attack speed, which counters your passive.



  • She will bully you early on
  • She will be difficult to all in as well because of her tankiness and CC
  • Look to roam/take wraiths instead of fighting her



  • Farm lane pre level 6
  • Once you hit level 6+ you can kill him easily
  • He simply has no chance against your burst
  • You don't even have to land a Q if his exhaust is down. Simply R then E him and he will be forced to flash
  • If his flash is down you can kill him without having to land your Q+R combo. Just use R+E on him



  • You do more damage than he does
  • Early on you win trades
  • He has annoying harass with his Q
  • It's difficult to actually kill him because if you R to him he will simply ult away
  • Look to zone him the best you can



  • You out burst her at all stages of the game
  • You can be outplayed pre level 6 with her W harass
  • Save your E for when she ults once you're both level 6+



  • She will give you a hard time early on
  • Once you hit level 6+ she can counter your burst with her ult
  • Look to harass her down with Qs while last hitting if you can
  • You will most likely just avoid fighting her and try to impact other lanes/farm wraiths and wolves



  • He has sustain than you early on, but your shield helps compensate for this
  • You do have potential to kill him 1v1 if you're both equal in farm once you're level 6+, but you can be outplayed by the stealth from his ultimate.
  • If he starts with a fortitude pot then you have to be very cautious
  • If you land all your spells at level 6+ you will outburst him
  • Consider buying a pink ward to help counter him in lane when he uses his ultimate to stealth



  • She can snowball out of control and give you a hard time early
  • However, if you can make it past the early game without feeding you will start to develop some counter play
  • You can start Q harassing her, which will hit hard since LeBlanc is relatively squishy
  • By using your shield to absorb damage and use your abilities to harass you can create windows to all in or force her to back and look to gank side lanes



  • Very annoying harass early on
  • Difficult to all in because of her CC and escape
  • Best bet is to harass her down with Q harass and force her out of lane
  • Rather than try to kill her look to gank side lanes and take wraiths/wolves



  • Can harass you before level 6
  • Once level 6, if you go aggressive on her she can use her shield to negate most of the damage, bind you, then E. This will allow her to create distance and win the trade.
  • The lane can snowball hard into Diana's favor if she gains an advantage
  • It's a skill based match up



  • Annoying harass pre level 6
  • Can 100-0 you once you're both level 6
  • A difficult lane, but you are much more useful in team fights
  • Look to roam/gank and farm wraiths/wolves



  • Can harass you pre level 6
  • Can snowball into Diana's favor if she gets early ganks
  • Otherwise you can't win 1v1s against him
  • Look to set up jungle ganks, it's key that you tell this to your jungler
  • Mordekaiser is actually very easy to gank with Diana's R+E combo
  • Farm wraiths/wolves and look to gank side lanes
  • If you do plan on engaging, make sure to engage AWAY from the minions in order to weaken his shield



  • Will often turn into a farm lane
  • It's difficult for you to actually go aggressive with her spell shield and bind
  • You can be baited into a jungle gank if you ult on to her since she can bind you and ult you
  • It's usually best to farm wraiths/wolves and gank side lanes



  • Can harass you pre level 6
  • Once you're level 6+ you can burst her down
  • She will usually be able to kite you, but it's difficult for her to do it
  • Be careful of overextending and being kited



  • Rush Seeker's Armguard
  • Save your shield for when he stuns you with his W
  • You are much stronger than him at level 6 since his ultimate has no effect in a 1v1 fight
  • Expect to be harassed down from his Q - stack up on hp pots.
  • Your E can interrupt his E.



  • She has the edge early since she doesn't use mana
  • This lane can snowball in either person's favor
  • Utility your long range harass with Q
  • You can harass her down while she's forced to hard engage



  • Can harass you before level 6
  • Once you hit level 6 you do a ton of damage
  • Can snowball into Ryze's favor if he gets an early kill
  • Getting in close to Ryze is dangerous, but you should be able to burst him down once you both hit level 6
  • Focus on being aggressive level 6+ BEFORE he gets important items
  • Otherwise, just push the lane and farm wraiths/wolves or gank side lanes



  • Can harass you before level 6 really hard
  • You aren't able to burst him down once you're both level 6 because of his ability to kite/snare you and the spell vamp from his ultimate
  • Still, this lane CAN snowball into Diana's favor with jungle ganks or misplays by Swain
  • It isn't a guaranteed win for Swain, but is one of the better picks against Diana




Syndra is immobile and squishy so is easy to burst. Early on make sure to focus on farming and minimize harass.

Once you're level 6 you want to engage on her if you land a Q. Save the second charge of your ultimate to dodge Syndra's knockback/stun. If you can dodge it then it's almost a guarantee you will win the fight and kill her.




She will just push you in the early levels. Try to stand away from your minions so she can't both push and land harass on you. Just look to get as much farm as you can while minimizing harass and survive until level 6.

Level 6+ you can look to engage when you land your Q on her. You can use your second R charge to dodge her W ability if you want to commit to the fight. Otherwise you can just walk out after your Q+R+W+AA combo and then if she tries to follow you for harass you can re-commit to the fight when your Q comes off CD.



  • Will snowball heavily into one persons favor
  • Your shield helps you to win trades
  • Rush Seeker's Armguard
  • If you find you struggle with the matchup go Barrier instead of Ignite
  • Punish him when he E's onto you, don't let him get free harass. His abilities will be on cooldown for a few seconds and you can return damage to him.


Twisted Fate

  • He's extremely squishy with no escapes
  • You can burst him down easily once you're level 6+
  • He can harass you before level 6, but your shield will negate most of it
  • It's important to deny his map presence through aggression or counter ganking




Vel'Koz will look to shove the wave and poke you from a safe distance. You want to minimize the harass you take and focus on farming early on.

Once you're level 6 if you land a Q you can engage on him, but again be careful of taking too much harass from him or you will be too low to fight him.

Try to stay away from your own minions so he can't both push and harass you at the same time.




Viktor can be a lane bully. As long as you time your shield with his harass and survive the early laning phase you will be in a good position to snowball the lane once you're level 6.

Early on minimize harass and focus on farming.

Once you're level 6 time your aggression around his cooldowns. If he uses his Q or E on minions that can be a good time to aggressive on him.

Be careful of his W as it will stun you and allow him to kite back. You can jump back to minions with your R to disengage if you have no other way out of it.



  • He will harass really well before level 6
  • You can kill him if you land a Q once you're level 6+
  • Can snowball into either person's favor
  • If you're both even, Diana will win level 6+ if played properly
  • Skill based match up, slightly in Diana's favor in my opinion



  • Xerath can be tough to deal with because he can safely shove the wave and harass from a distance
  • Your best bet is to wave clear and impact other lanes
  • Trying to fight him head on can be difficult and he can outplay you with stuns and flashing your Q
  • Do your best to avoid being harassed down - that's an important part of how xerath wins lane




Yasuo is somewhat easy for Diana, but due to the nature of Yasuo it's always possible for him to outplay you and snowball the lane.

You want to save your W for when he engages on you and look to time your aggression when you have your passive available.

Use your Q to activate his shield and then wait for it to expire before engaging.



  • Diana actually does fairly well against Zed if played properly
  • Rush an early Seeker's Armguard
  • You can go barrier as a summoner spell in this matchup to help negate his burst at level 6
  • Do your best to dodge his harass
  • You can win all ins at level 6+ if you have Seeker's Armguard, Barrier, and both are at 100% hp.




Stay away from your minions so Ziggs doesn't both push the lane and harass you at the same time. Ziggs shouldn't do enough damage to harass you down through your W. He's also very squishy and can be bursted down quite fast.

You can also cancel Zigg's W leap by using your E as he detonates it.




Try to stand to the side of your minions so Zoe can't both land harass and push the minion wave with her Q. She will mainly be trying to push you into tower so it's important not to let her both damage you and the minions.

Look to farm and minimize harass until level 6. Once you're level 6 you can look to go aggressive on her if you land a Q. However, often she'll be out of range playing very far back. If that's the case then just try to wave clear as fast as you can as you can often clear faster than her at this point and then look to roam, get vision control, or take a raptor camp.



  • Very squishy and easy to burst down
  • Will harass you before level 6
  • Once you're level 6 you can easily kill her
  • Still, be cautious of her damage. She does have kill potential on you if she lands her snare.

Tips and Tricks Back to Top

Tips and Tricks

Escaping using jungle camps

  • You can juke the opponent by using your R on a jungle camp
  • To do this, first use your Q to gain vision of the camp, then use R
  • It's a great way to escape from certain death

Dodging Skills

  • In the example above I break a Morgana ult before it can stun me by using R on a lane minion
  • You can use this tactic in a variety of situations
  • You can also use this to juke the enemy jungler when he ganks your lane

Standard Combo

  • Above is an example of a standard Diana combo
  • Diana's Combo: Q+R+W+E
  • Make sure to auto attack as you're using your spells to proc your passive
  • You can either R again before your Q is up for more burst or wait to land another Q so your R will be refreshed

Combos Back to Top

Standard Engage Combo

dianaarc.png > dianateleport.png > dianaorbs.png > dianavortex.png

This is your standard engage combo you'll be looking for once you hit level 6. You can use your ultimate before your Q actually lands and it will still reset as long as the Q lands.
After this combo you can commit to the all-in or you can use your R to jump back to a minion behind you to disengage.

Adding Passive

dianapassive.png > dianaarc.png > dianateleport.png > dianaorbs.png > dianavortex.png

This is the same combo as above, but instead you time your engage with the 3rd stack of your passive to maximize your burst. This is the ideal engage if you can pull it off, but it's not always possible to time your engage off your passive since you need to land your Q and the enemy has to be out of position to do that.

Engage without landing Q 

dianapassive.png > dianateleport.png > dianaorbs.png > dianavortex.png > dianaarc.png

In this combo we get the 3rd stack of our passive and then simply ult on the enemy without landing our Q. Then we use E to CC and guarantee land our Q after. This puts your ultimate on cooldown, but can work when you're facing a weak mid laner that you can beat with this burst combo into just auoting them down. Works great against Mage mid laners who lack mobility that you are snowblaling against.
Be careful of using this when the enemy is giving you a tough time or the land is even as you have no way to escape once you commit.

Max Burst Combo(Double R)

dianapassive.png > dianaarc.png > dianateleport.png > dianaorbs.png > dianateleport.png > dianavortex.png

This combo is the maximum amount of burst you can do to an enemy if you're all-ining them. We get our third stack of our passive and then land Q and engage as normal. However, you want to double tap your ultimate. This usually puts you behind them on the second ultimate so keep that in mind as you can use it to dodge abilities.
Notice how you wait to use E at the end of the combo instead of when you first land on them. This is because you're going to gap close a second time with your ultimate so it's best to wait to apply that CC after you've used all your gap close tools.

Flash Buffer your E

dianavortex.png > 4.png

Instead of using Flash+E you can actually E and then Flash. As soon as you hit your E ability you need to immediately Flash as fast as you can. This will redirect your E to the new location that you flashed to. This is good because it reduces the time the enemy can react to your E.

Early Game Back to Top

An effective strategy at level 1 is to auto attack the minion wave to push it using your passive and using your W when the enemy goes to harass. This will essentially shove the wave into the enemy tower resulting in them losing farm. However, be cautious of a level 2 gank from the enemy jungler. Certain junglers like Pantheon are much more likely to level 2 gank, making this a poor strategy against them.

During the early laning phase, specifically levels 1 to 5, you will often be passively farming or shoving the minion wave into the enemy's tower. This is because Diana has no gap close, allowing ranged champions to easily harass and kite her. You will often be using your Q to farm hard to reach minions, but be careful of hitting too many minions as it will start pushing your lane if you're planning on freezing the wave. You will also often be using your W defensively. Your goal is to last hit as best as you can while trying to freeze the lane in front of your tower so that your jungler can gank your lane or keep shoving the wave into the enemy's tower to gain a minion lead - knowing which one of these strategies to use is the bulk of skill in Diana's early laning phase. Remember, you have no escape early on, meaning that you will be very vulnerable to ganks. This is why a safer and more consistent strategy would be to freeze the lane in front of your tower rather than pushing it to the enemy's tower - you will end up overextended and open to a gank.

Sometimes you will face a melee champion such as Zed. You have a lot more counter play against melee champions early on since you don't need a gap close to engage them.

Mid Game Back to Top

Middle game is when Diana is much stronger. She has a high amount of burst, while also having her shield to absorb damage. A lot of champions will still be trying to farm up - in comparison, Diana does a lot of damage without needing items. At this point you will either be playing aggressive in lane, trying to kill the enemy mid laner in an attempt to shut them down or you will be pushing the lane to the enemy's tower in an attempt to roam around the map or take wraiths/wolves to gain a farm advantage.

Whenever you clear the wave, check side lanes and see if any of the enemy's are overextended and open to being ganked. If there isn't anyone overextended then simply take your wraiths or wolves to gain a farm advantage over the opposing mid laner. Warding is extremely important during this part of the game, not only to protect yourself, but also to help your entire team keep track of the enemy mid laner's roaming as well as the enemy jungler. Whenever the enemy mid laner begins to roam, you have to immediately decide whether to follow him and counter gank or try to punish him by taking the mid tower. Look to counter gank if the enemy team are overextended in the lane and are low on hp. If the enemy team is full hp then don't bother counter ganking and instead try to take the mid tower. Once towers start to fall the laning phase will begin to come to an end.

Late Game Back to Top

Late game you want to try to pick up side lane farm whenever you can so you don't fall behind in farm. Warding, or vision control, is extremely important during the late game. Your team needs a wards to control objectives such as Baron or Dragon. It's also important to keep buying wards as a mid laner. You need vision on the map so you can make picks and out manoeuvre the enemy team.

You either want to group with your team or implement a split push strategy. Only split push if you can essentially 1v1 anyone on their team, but you're losing team fights. Group up if you're ahead as split pushing is a very inconsistent strategy in solo queue since it's reliant on communication.

Team Fights Back to Top

In team fights you want to focus their AP or AD carry. You should decide which one to focus based on how fed they are and how easy they can escape from you. If your team is ahead and have good follow up you can simply initiate with your ultimate and then E, pulling the enemy team in closer, and then popping your Zhonya's active when they turn to focus you. Otherwise, you want to wait for your tanks to engage and then try to land your Q on the enemy AP or AD carry. It's extremely important to land your Q in team team fights as it's your only form of gap close and without it you'll just be kited to your death.

Pros and Cons Back to Top


  • Has good burst
  • Her shield is amazing and allows her to win most trades
  • Gap closing ability with good crowd control
  • Doesn't fall off that much late game
  • Can wave clear really well
  • Can clear wraiths/wolves really well


  • Can be zoned in some match ups since she's melee
  • Has no escapes which leaves her open to ganks
  • Can be baited into being overextended if she uses her ult without landing her Q first

Warding Locations Back to Top

Warding Locations

Ward Locations.jpg
Note: This is from the perspective of Blue Side - meaning your Nexus is South. The exact same ward spots apply if you were Red Side - meaning your Nexus is North, except that the ward spots are simply rotated 180 degrees/mirrored.

1 - This is where you want to place your 2055.png as gaining vision control of the lane brush is very important. This is because the lane brush offers the most quickest and convenient location to place 3340.png for the enemy. By placing a 2055.png it denies the enemy this convenience. At the same time, it clears the most common area we'll be moving through when we roam. Lastly, it keeps our 2055.png close to us, which makes it easier to defend and harder for the enemy to get rid of.

2 - This is the optimal location for a 3340.png as it covers all the choke points for that side of the river. Additionally, it is hidden from 2055.png that are placed in the lane brushes. Keep in mind, this is just the most optimal, that doesn't mean it's always practical. It's okay to place your 3340.png in location 1 or somewhere between location 1 and 2 if you're unable to move any further due to safety or potential missed minions.

3 - This is the aggressive version of the 2nd ward location and should only be used when you have lane control and the enemy laner is forced to playing passive. It allows you to see when the enemy mid laner rotates to take blue buffs, jungle camps, roam, or react to one of your roams. At the same time, it spots junglers that are coming from raptors/wolves.

4 - This is a very powerful ward that can easily be placed after you push the mid laner into his tower. This gives you vision on the enemy's raptor camp. This can give you a wide range of information. For example, if you place this ward early on it tells you whether the enemy jungler is invading/ganking the side he started on or if he's doing a standard clear. When you spot the enemy jungler doing his raptors it relieves pressure off of everyone else as you know exactly where the enemy jungler it is. At the same time, that opens your own jungler to adjust his play accordingly. On top of that, just knowing that the jungler ISN'T doing his raptors can give you information on where he might possibly be.

5 - This is simply a better version of the 4th warding location. However, it's more time consuming, riskier, and overall more difficult to get a ward here. The reason why it's better than the 4th warding location is that you can see if the enemy's jungler is skipping raptors and which direction he's moving towards. I like to ward here when I have a big lead and I do it after I push a wave to pin the enemy mid laner at his tower.

6 - This is known as the lane ward and you might have seen it before. This is best used against champions that are looking to roam and is typically used when you've lost lane and are behind. It's especially strong against Twisted Fate due to the manner in which he ganks. Essentially, this ward will let you see which direction the enemy mid laner moves to after he kills the minion wave. In a way this gives you the benefits of warding both sides of your lane with only one ward: you get to see if he's ganking either side lane. However, you also get to see if the enemy is recalling or just standing at his tower. Keep in mind the main downside of this ward is that it doesn't protect you against other enemies ganking your lane.

Ask Me Questions, Streaming, Coaching, and more! Back to Top

My IGN is Hexadecimal and I play on the North American server. I've been challenger tier every season since its release. I can play all roles, but I main middle lane. 


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