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Ahri Statistics for Ahri

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

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  • Author Champion Statistics
  • Guide Details

Summoner Spells

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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 simply 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.

14.png Ignite

Ignite is taken to increase your damage. This helps you with 1v1 fights in lane, but can also secure kills in team fights. The healing reduction is very strong against champions that rely on spell vamp such as Swain or helps reduce the AD carries life steal such as Caitlyn. Don't be too afraid of using ignite as there's nothing worse than an enemy escaping with 50 hp because you didn't ignite them. It has a relatively low cooldown so even if it was "wasted" on a kill it will be back soon enough. If you're planning on all-ining someone you should ignite near the start of your combo. This is because you want to reduce their healing in half. A lot of the time people will consume health pots while you're fighting. By igniting early on when we're trying to kill someone we reduce their natural regeneration they receive from base stats as well as the healing from their health pots.

21.png Barrier

Go barrier against extremely high burst champions that you will struggle against. It can work well against Zed, Fizz, and Malzahar just to name a few.

12.png Teleport

You can take Teleport to counter roam centred mid laners such as Twisted Fate, but it's player preference.
Read Author Notes

Runes

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QUINT AP.png Quints

Flat ability Power

You take the flat ability power quints to increase the damage on your abilities. Not only does this increase your burst damage against enemy champions, but it also helps you clear minion waves faster since your spells will do more damage.


MARK MAGIC PEN.png Marks

Hybrid Penetration

I take hybrid penetration as you only sacrifice 2.3 magic penetration for an extra 8.1 armor penetration. Diana receives increased attack speed from her passive as well as auto-attacking being a key part of her damage. Because of this the 8.1 armor penetration will help increase her auto-attack damage. It also helps increase your auto-attack damage to minions - meaning slightly easier last hitting.

GLYPH MAGIC RESIST.png Glyphs

Flat Magic Resist

You want to take Magic Resist glyphs since the vast majority of the time you will be facing Ability Power champions that do magic damage in the middle lane. This will help reduce the amount of damage that they do thereby helping you win trades and all-ins. Some people take scaling magic resist, but I prefer flat magic resist to help me in the early game.

Ability Power per Level

You want to take ability power per level glyphs when facing a physical damage mid laner since you won't need any magic resist.


SEAL OF MANA REGEN.png Seals

Health per Level

Health Per Level seals are very strong. They will synergyze with your magic resistance glyphs to give you more effective health - meaning you will be tankier and the opponent will have to do more damage to kill you. The combination of health and magic resist in your seals and glyphs will help you survive the magic damage casters' burst that you're facing in the mid lane.
 

Armor per Level

Take this when facing a physical damage mid laner. I prefer armor per level over flat armor since it's much more efficient and quickly overtakes flat armor at level 6.
Read Author Notes

Masteries

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1/1
0/4
2/4
1/1
0/1
0/3
3/3
1/1
0/1
0/1
1/1
3/3
0/1
0/3
3/3
1/1
0/1
3/3
1/1
1/1
Offense: 21
2/2
2/2
0/2
0/2
1/1
3/3
0/1
0/1
1/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1
Defense: 9
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1
Utility: 0

21/9/0

Offense - 21 points

  • Double-Edge sword is an efficient mastery for melee champs since you will deal an additional 2% damage and only receive an additional 1% damage. This is great for Diana who is a burst, melee assassin
  • Butcher is taken to unlock Feast - also has the added benefit of making last hitting slightly easier
  • Feast is taken as it will help restore a lot of health and mana throughout the laning phase.
  • Cooldown reduction is taken as it's a more efficient mastery than Fury.
  • Spell Weaving is taken since you'll be auto-attacking a lot in your burst combo
  • All other masteries I've taken in the offense tree are mandatory because of their usefulness and strength

Defense - 9 points

  • We take 9 points in Defense over utility when we're in a relatively tough lane where we feel we'll benefit from the additional defensive stats.
  • Recovery will give us additional health regen which will help us deal with harass in the early laning phase, which is common when playing Diana
  • Block and Unyielding will help reduce the amount of damage you take from auto attacks as well as other damage sources - this is mainly to help deal with auto attack harass from ranged champions in the early laning phase
  • Juggernaut is simply the best mastery in Tier 3 for Diana

OR


21/0/9

21.0.9 page.png

The only difference in this Mastery Page is that we're running 9 points in Utility instead of Defense

Utility - 9 points

  • Fleet of Foot makes you move slightly faster, but you can take Phasewalker for 1 point instead - it's player preference
  • Meditation is taken for a small increase in mana regeneration during the laning phase
  • Alchemist equates to an extra 10 hp for each Health Potion or Flask charge you consume
  • Summoner's Insight will reduce the cooldown on your Summoner Spells by 10%, which is always good
  • We take Culinary Master as it's extremely strong during the laning phase. Being able to instantly restore an additional 20 health and 10 mana on consumption can be the difference between living and dying.
Read Author Notes

Abilities

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Slot 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
 
Passive
Q
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
R
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

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 W instead of Q if you're planning on taking a lot of damage/harass at level 1.


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 wraiths/wolves


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



Read Author Notes

Items

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Start With
Core
Situational

Start With

Crystalline Flask

2041_32.png2003_32.png2003_32.png2003_32.png

A safe start with Diana. The flask is a cost efficient item and will pay for itself as the game progresses. A great start in a harass heavy match up (which is most for Diana).


Cloth 5 Pots

1029_32.png2003_32.png2003_32.png2003_32.png2003_32.png2004_32.png

Use this starting build against strong AD mid laners such as 238_64.png or 121_64.pngThe extra armor will help deal with them if they choose to play aggressive. You will then want to build this into a 3191_32.png and grab a 1056_32.png or two.


Aggressive Start

1056_32.png2003_32.png2003_32.png

This is a very aggressive start you can go in some matchups. Only go this matchup when you're against someone who doesn't have any harass as you have a lack of sustain. I almost never go wit these starting items, but it should mentioned. 

Trinket

3340_32.png

Best starting Trinket for mid laners right now. This will help you cover key choke points on the center of the map during the laning phase to help keep track of the enemy jungler. Try to place your ward around the 3:00 minute mark on the side the enemy jungler will be. This will be the standard timing most junglers have their double buffs and will be looking to gank you.

Core

Abyssal Route

3020_32.png1056_32.png1056_32.png3001_32.png

Build this when against an AP mid. It gives you increased damage as well magic resist to reduce damage. By reducing the enemy AP mid's damage, while also increasing your own, will allow you to survive their damage when you engage onto them in lane. I almost always get a 3157_32.png after 3001_32.png.


Zhonya's Rush

3020_32.png1056_32.png1056_32.png3157_32.png

This build is required when facing an AD mid, but can even be used against an AP mid. You generally want to go this build when the enemy mid laner has an ultimate that can be dodged with 3157_32.png's active. It's more of a defensive build. The active from your 3157_32.png helps you to go aggressive in team fights by using the active when their team focuses you. It will also help you block ultimates from a variety of champions and outplay opponents.


Nashor's Rush

3020_32.png1056_32.png1056_32.png3128_32.png

This is a very aggressive item where you go for pure damage rather than defense. The active will help increase your overall burst damage. This can be a good build when facing a fairly easy mid laner who is squishy and easy to kill. You'll want to build some more defensive items afterwards to prepare for team fights.


Situational

3026_32.png - A great item on Diana because after she revives she can still do tons of damage and stay alive using her shield. You'll also be in the middle of the fight, meaning that you'll often be the target of a lot of high burst spells. This will let you initiate, absorb important enemy spells, and then revive and continue to do damage.


3115_32.png - This is a very aggressive item where you go for pure damage rather than defense. The attack speed will increase the amount of times your passive is up, which increases your overall damage per second. This is mainly built when going for a split push strategy since it increases your wave clear and damage to towers. 

Read Author Notes

Matchups

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7
2 years ago
Hey, as a fellow Diana player I couldn't help but wanting to check out your guide and see how you made it. It's pretty well written, short but detailed. The only question I really have is, why do you get that much mana regeneration? I've never really gone for either Doran's Rings/Mana reg talents S2 and cannot see how it can be useful, apart from that GREAT guide.
14
2 years ago
Hey, thanks for checking out my guide. There's a few reasons I get that much mana regeneration. 1) Doran's Rings are extremely cost efficient for the stats they give. I use them to get an immediate advantage rather than wait to build a complete item. 2) I need the mana regeneration early on so I can spam my shield to block harass. This is important against a champion like Swain who would be constantly harassing you. I also need the mana regeneration so I can farm minions with my Q that would otherwise put me out of position if I were to auto attack them. 3) It allows you to take wraiths before you get your blue buff when you otherwise wouldn't be able to. I hope that helps answer your question ^.^
2
2 years ago
It did very well indeed :) Thanks a lot.
1
2 years ago
Aren't armor runes more usefull than mana regen ? Since she has to jump on the ennemy during teamfights I feel like she gets easily focused and need to be tanky, but perhaps Zhonya should be enough... Also she has to survive ennemy jungler's ganks. What do you think about MS quints so she can roam even more easily ? Can you also say word about her combos ? Thanks for this very useful and effective guide. :)
2
2 years ago
Armor runes will weaken your early game. The Flat Mana regen makes you stronger early since you can use more spells, especially since Doran's Rings mana regen have been nerfed this patch. A better alternative would be HP per level rather than Armor. I don't like MS quints as I like the damage boost from flat AP. I'll be updating this guide throughout Season 3 and will try to add a section about her combos.
0
8 months ago
how were you able to get a picture of her abilities in the description?
0
5 months ago
the two doran rings are usefull for the life and the ability power and a good early start, because she needs the first kill on her lane, then when she come into the underplay she feed(i hope you unerstand my bad english)
2
2 years ago
Quick question, what do you think of getting a magicpen/reduction build simular to those being run on evelynn? Something along the likes of Haunting guise -> Abyssal -> Haunting upgrade -> Void staff
3
2 years ago
The magic pen build was good on Evelynn because the penetration worked well with DFG and her ultimate, which both dealt %'s based damage. This isn't the case for Diana. Diana has great scaling so Rabadon's is still the best choice for increasing your damage. Zhonya's is a requirement on Diana because of how useful the active is. Zhonya's+Rabadon's gives you a massive boost in damage while still increasing your defense through armor and Zhonya's passive.
0
2 years ago
What do you think about 21/9/0 on masteries?
0
2 years ago
The 9 points in defense is actually very strong, but I get 9 points in utility for Runic Affinity, which gives an extra 20% duration to blue/red buff. Also, Mastermind is an amazing mastery, which gives a 10% lower cooldown on summoner spells when maxed.
0
2 years ago
What do you think about Diana as a jungler?
0
2 years ago
I haven't tried it out yet so I couldn't give you an educated opinion. She's definitely not bad, but I'm not sure how good she is in comparison to other junglers. I'll have to wait and see as the season progresses.
1
2 years ago
A very good jungler. It is a bit harder to keep ganking until level 6 but after that... BOOM! You've got an excellent assassin.
2
2 years ago
This a definitely a great guide for Diana players! I would suggest adding more items for your item build. I think an addition to the list such as Deathfire Grasp or some other great items would make your item guide a bit more versatile. I know many players that would only follow that 6 item build, but you can perhaps enlighten them with more item options! Cheers! :D
2
2 years ago
Thanks for the constructive criticism. I'll be updating my guide and expanding on different builds as Season 3 progresses. I think it's a great idea to explain other item options even if I don't use them myself.
0
2 years ago
TRy to get Unholy grail.It is very useful in teafights becoz restors 12% of maximum mana per kill or asist and diana needs to get mana back when spaming regular combo 3 times:D
1
2 years ago
heyy, your guide looks really nice but i want to ask something. in masteries, i prefer to use wanderer(3) meditation(1) and sum. ins. isnt it better than mana regen? and what do you think about buying "Athene's Unholy Grail" and "Sheen" with new patch??
0
2 years ago
Athene's is weaker now and makes other choices more viable. I would never get it on Diana as it's for champions that need a lot of mana such as Anivia. I don't like Sheen on Diana because I prefer using that item slot for more defensive items. You can use Wanderer instead of Meditation, that is completely personal preference. I might switch to Wanderer if I find I don't need the extra mana, either is completely fine.
0
2 years ago
Stolas why am I still not 2k yet