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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 Gives you the mobility needed to escape, catch people, and outplay your opponent.

14.png Increases your damage, allows you to secure kills, and the healing reduction is strong against opponents who rely on spell vamp.

21.png 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 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

The increase in damage not only helps you burst down champions, but helps with your wave clearing. Simply the most effective Quintessence for this reason.


MARK MAGIC PEN.png Marks

Hybrid Penetration

  • 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

  • Only taken if you're against middle laners that do magic damage
  • Reduces incoming magic damage allowing you to win trades

Ability Power per Level

  • You can take these in match ups that you crush
  • Take these against AD mids
  • Helps increase your overall burst and wave clear


SEAL OF MANA REGEN.png Seals

Flat Armor

  • Physical damage comes from many sources in League of Legends - towers, minions, and auto attacks all do physical damage. Even if you're against an AP mid it will help you win trades in lane. It also helps deal with the variety of other AD centred champions that will occupy top, bot, and the jungle.

Flat Mana Regen

  • I don't like flat mana regen seals anymore because I simply find I don't need them. Still, they can be a viable option when facing an AP mid. I would never take them against an AD mid since I need my seals to give me armor.
Read Author Notes

Masteries

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1/1
0/4
4/4
0/1
0/1
0/3
3/3
0/1
1/1
0/1
1/1
3/3
0/1
0/3
3/3
0/1
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
  • 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.png
  • The extra armor will help deal with them if they choose to play aggressive
  • You have to be cautious of jungle ganks when starting this build since you won't have a ward.

Trinket

3340_32.png

  • Best starting Trinket for mid laners right now
  • 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


Core

Abyssal Route

3020_32.png1056_32.png1056_32.png3001_32.png

  • Build this when against an AP mid 
  • 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.png3115_32.png

  • This is a very aggressive build 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
  • It's also used a lot in the professional scene because it increases your ability to clear minion waves as well as do more damage to towers by having your passive up more often.
  • I would go this build when I'm against an enemy mid laner that's fairly squishy and doesn't have very much kill potential on me.
  • You need to get a more defensive orientated item after 3115_32.png to help prepare yourself for the team fights that will happen mid game.


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.


3128_32.png - You can get this instead of Guardian Angel if you feel that you don't need a defensive item and would prefer an offensive item.

Read Author Notes

Matchups

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7
1 year ago
Hey, as a fellow Diana player I couldn't help but wanting to check out your guide an