Using an ability causes Diana's next 3 attacks to gain 30% Attack speed for 4 seconds.
Every thid attack deals 30 (+50% AP) magic damage in an area.
Deals 50% damage to structures, and 110% damage to monsters.
Creates 3 spheres that orbit Diana for 5 seconds. Upon contact with enemies the spheres detonate, dealing 25 / 40 / 55 / 70 (+20% AP) magic damage.
Also grants a shield that absorbs 40 / 60 / 80 / 100 (+40% AP) damage. If the third sphere detonates, the shield is increased by 40 / 60 / 80 / 100 (+40% AP).
Dashes to a point near an enemy, dealing 40 / 75 / 110 / 145 (+25% AP) magic damage and removing Moonlight in an area.
Lunar Rush's Cooldown is reduced to 0.5 seconds if it removes Moonlight from an enemy.
Hold: Summons the moon, slowing enemies by 20% and applying Moonlight in a growing area.
Cast: Slams the moon down, spiraling enemies toward Diana and dealing 150 / 200 / 250 (+40% AP) to 300 / 400 / 500 (+80% AP) magic damage (scaling with charge time).
Diana is a mid-lane magic damage assassin. She's a melee champion and can struggle a lot in the early game (especially vs ranged champions) when trying to walk up to last hit minions. Once you hit level 5 and get Moonfall, you can look to roam around the map with her aggressive playstyle. Lunar Rush is a dash ability and can be used to get onto the enemy champions and then you can use your ultimate to deal a massive amount of damage.
Using an ability causes Diana's next 3 attacks to gain bonus attack speed for a few seconds. Every third attack deals bonus magic damage in an area.
When going in for engages it's important to try and attack minions/monsters twice before going in, so you can get the bonus magic damage as soon as you initiate. Also, make sure when playing Diana to auto-attack in between using abilities to you make full use of the passive.
Diana unleashes an arcing bolt of energy that deals magic damage and applies Moonlight for 3 seconds. Moonlight is an important effect for your Lunar Rush (3rd Ability), allowing Diana to jump to the champion hit.
As this spell is an arc, it is always better to manually aim the ability to make sure you can hit the intended target. This allows you to jump to the enemy you choose to.
Creates 3 spheres that orbit Diana for a few seconds. Upon contact with enemies the spheres detonate, dealing magic damage. Pale Cascade also grants a shield that absorbs damage. If the third sphere detonates, the shield is increased.
Pale Cascade is a great ability that can help you survive during the laning phase which can be a bit rough at times. The best way to proc all 3 orbs quickly is to make sure to use Lunar Rush (3rd Ability) before using the ability so you are in melee range of the enemy to instantly proc all 3 orbs.
Diana dashes to a point near an enemy, dealing magic damage and removing Moonlight in an area. Lunar Rush's cooldown is reduced to 0.5 seconds if it removes Moonlight from an enemy.
This ability on top of Crescent Strike (1st Ability) is the core to playing Diana. Before using Lunar Rush make sure you hit the enemy with Crescent Strike before so you can reduce the cooldown of Lunar Rush and use it again within the next second. This can allow you to jump 2,3 sometimes even 4 times during a fight which is huge.
Moonfall has 2 effects. The first is when you hold down the ability, Diana summons the moon, slowing enemies and applying Moonlight in a growing area. Once you let go of the ability, Diana slams the moon down, spiraling enemies toward Diana and dealing magic damage (the longer you hold down the ability the more damage you will deal).
You can use this ultimate as a quick burst of damage or use your Crescent Strike + Lunar Rush combo to get into the enemy team and try to land a 5 man ultimate to win the teamfight!
Diana builds ability power items to help with her damage from her abilities and passive. Luden's Echo is a perfect first item for Diana. This item gives Diana a lot of damage and helps with her wave clear so she can roam around the map. After Luden's you want to build items that give you as much Ability Power as possible so you are able to burst enemy champions before they can blink.
For runes we have the following:
Diana will always jump into fights as an assassin, especially with her Crescent Strike + Lunar Rush combo. After this combo, one more attack or ability can proc Electrocute, allowing her to do huge burst damage.
With Diana, she will always be using her Lunar Rush to jump into the enemy's back line. When she uses Lunar Rush, she gains Magic Penetration to deal more damage with her other abilities.
Mark of the Weak is the best option in this row. This rune helps Diana deal huge burst damage. Also, Diana doesn't benefit from Empowered Attack or Cheap Shot.
Eyeball Collector is great since it gives Diana more Ability Power every time she gets a takedown. Zombie Ward can also be a good choice if you often roam and look to kill wards.
Since Diana is a melee champion and she will be dashing into the backline a lot, she will be vulnerable to taking a lot of damage. Bone Plating will help Diana take reduced damage from the first three instances of damage which will help her survive longer.
Diana struggles a lot in the early game as a melee champion. Most of the time you want to stay back and use her Crescent Strike to last hit minions or poke down the enemy. Once you hit level 3 you will get Lunar Rush which will allow you to dash to a target. Diana's 3rd ability combos really well with her 1st ability. If you hit her Crescent Strike on an enemy champion and apply Moonlight, you can dash in with her Lunar Rush. When you do this, the spell will not go on cooldown as it will consume Moonlight from the 1st Ability. This means you can dash into the enemy and trade a bit of damage, then after you can dash to a minion to escape.
When Diana reaches the mid and late game and she gets a few items, this is where Diana can be very useful. When you are grouped with your team and about to have a team fight, the best thing you want to do is get to the enemy backline where you can kill the enemies carries. You have a lot of mobility if you combo your 1st and 3rd ability. Diana's Moonfall is a great way of dealing massive amount of area of effect damage in team fights. One thing to note is that you can hold down the ultimate button, this will increase the area and damage of the ability.
Diana has a very unique playstyle. You have to play safely in the early game and farm up until you have enough confidence to go into team tights. With Diana, it's always about learning when is the right time to go in. When you do go in you can get a huge team fight ultimate to win the game!
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