Diana Build Guide _ -Ascending Nightfall- __ League of Legends Strategy Builds

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  • 8/19/2019 Diana Build Guide _ -Ascending Nightfall- __ League of Legends Strategy Builds

    1/19

    21/3/2016 Diana Build Guide : -Ascending Nightfall- :: League of Legends Strategy Builds

    http://www.mobafire.com/league-of-legends/build/ascending-nightfall-383064

    CHEAT SHEET

    Doran's Ring Health Potion WardingTotem

    STARTING ITEMS

    Cloth Armor Health Potion

    STARTING ITEMS #2

    CorruptingPotion

    WardingTotem

    STARTING ITEMS #3

    Boots of Speed

    Doran's Ring Seeker'sArmguard

    NegatronCloak

    FIRST BUY

    Sorcerer'sShoes

    AbyssalScepter

    Zhonya'sHourglass

    CORE ITEMS

    Voi d Staff R ab ad on'sDeathcap

    WHEN POSSIBLE

    Luden's Echo Lich Bane Nashor's Tooth

    CHOOSE ONE

    Elixir of Sorcery

    Elixir of Iron

    ELIXIRS

    Frost Queen'sClaim

    Morellonomicon

    Athene'sUnholy Grail

    Rylai's CrystalScepter

    OFFENSIVE ALTERNATIVES

    Mercury'sTreads

    GuardianAngel

    Banshee's Veil

    DEFENSIVE ALTERNATIVES

    WardingTotem

    OracleAlteration

    FarsightAlteration

    TRINKETS

    Enchantment:Distortion

    Enchantment:Alacrity

    BOOT ENCHANTS

    Diana MidDIANA BUILD

     

    COMMUNITY CUPS

    VIEW ALL  TOURNAMENTS ON MOBAFIRE

    Diana

    MORE GUIDES

    TOP DIANA GUIDES

    -Ascending Nightfall-BY EMIKADON

    S6: Jungle Disastrous DianaGoing Offensive or Defensive.BY NJOROR

    Jungle Diana: A new moon isrising! (Season 6)BY MISDIRECTION

    Diana 100% Carry - Jungle[PATCH 5.24 -THEORYCRAFTING]BY PAN0U

    DIANA BUILD GUIDE BY EMIKADON

    -Ascending Nightfall-

    Emikadon Last updated on March 18, 2016

     

    BUILD GUIDE DISCUSSION (109) MORE DIANA GUIDES

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gue-of-legends/item/negatron-cloak-26http://www.mobafire.com/league-of-legends/item/seekers-armguard-179http://www.mobafire.com/league-of-legends/item/dorans-ring-25http://www.mobafire.com/league-of-legends/item/boots-of-speed-1http://www.mobafire.com/league-of-legends/item/warding-totem-188http://www.mobafire.com/league-of-legends/item/corrupting-potion-307http://www.mobafire.com/league-of-legends/item/health-potion-27http://www.mobafire.com/league-of-legends/item/cloth-armor-12http://www.mobafire.com/league-of-legends/item/warding-totem-188http://www.mobafire.com/league-of-legends/item/health-potion-27http://www.mobafire.com/league-of-legends/item/dorans-ring-25

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    21/3/2016 Diana Build Guide : -Ascending Nightfall- :: League of Legends Strategy Builds

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    WardingTotem

    Sorcerer'sShoes -

    Distortion

    AbyssalScepter

    Zhonya'sHourglass

    Rabadon'sDeathcap

    Void Staff Luden's Echo

    TRINKETS

    1 3 7 8 9

    2 4 10 12 13

    5 14 15 17 18

    6 11 16

     

    Ferocity: 12

     

    Cunning: 18

     

    Resolve: 0

    ABILITY SEQUENCE

    MASTERIES

    THREATS TO DIANA WITH THIS BUILD

    THREAT  SHOW ALL

    THREAT CHAMPION NOTES

    1   KatarinaYou have a huge advantage on Katarina. Your kit was basically made tocounter hers. Your Q deals just as much damage as hers does and your W isa shield that can mitigate said poke. In addition, your dash can keep up withher E, and your E is a form of CC to interrupt her ultimate.

    WEEKLY FREE CHAMPIONS

     

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    +  CREATE   JOIN TODAY   LCHAMPIONSGET

    PRIME

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  • 8/19/2019 Diana Build Guide _ -Ascending Nightfall- __ League of Legends Strategy Builds

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    21/3/2016 Diana Build Guide : -Ascending Nightfall- :: League of Legends Strategy Builds

    http://www.mobafire.com/league-of-legends/build/ascending-nightfall-383064 3

    Table of Contents

    In General

    Introduction

    Pros / Cons

    Thanks!

    Getting Ready

    Summoners

    Runes

    Masteries

    Abilities/Skills

    Skill Explanations

    Skill Sequence

    Combos

    Item Choices

    Starting Items

    Core Items

    Situational

    Gameplay

    Laning Phase

    Roaming

    Teamfights

    WelcomeHi there, and welcome to my Diana  mid guide! I

    hope to teach you how to play this champion and

    why the build presented is the optimal way to build

    her. You will be shown example build paths, how to

    use her abilities, her teamfight potential, and all of 

    those things that make Diana a viable AP Carry.

    About DianaWhy is Diana  a viable choice? Diana is a melee

    burst assassin, and she can pull off huge amounts of 

    damage in a very short amount of time. Due to her

    mobility with her ultimate, Lunar Rush, she is

    difficult to peel and can be a nightmare for enemy

    squishies. While her early game damage and utility is

    lacking, her late game potential is amazing. Not only

    is her kit extremely powerful once she gets ahead,

    but she is also very fun to play!

    About MeI'm Emikadon, a Season 5 Plat V ranked player on

    the NA Server. I main Support and ADC, but I have

    come to love the mid lane role. If you liked this

    guide, you should check out my others  as well!

    This guide is a free to use resource, but if you find

    it's really helped you, a donation  is always

    appreciated! Any tiny thing helps! :)

    Side NoteThis guide is extremely long, since I will cover nearly

    everything you need to know in order to master

    Diana. If it was helpful in any way, please upvote  my

    guide to let me know I've done a good job

    explaining! (And coding. I spent a ridiculous amount

    of time coding this xD) If you disagree with anything

    I have to say, please leave a comment and I will

    gladly discuss anything you have to say ^_^

    LORE

    https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=emily****1234%40gmail%2ecom&lc=US&item_name=Emikadon%27s%20Guide%20Resources&item_number=Emikadon%C2%A4cy_code=USD&bn=PP%2dDonationsBF%3abtn_donate_SM%2egif%3aNonHostedGuesthttp://www.mobafire.com/profile/emikadon-445298/content/buildshttp://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/champion/diana-102http://www.mobafire.com/league-of-legends/champion/diana-102

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    21/3/2016 Diana Build Guide : -Ascending Nightfall- :: League of Legends Strategy Builds

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    Pros

    + High damage

    + AOE pull

    + Very mobile

    + Can initiate

    + Ult CD reset

    Strengths

     Diana, like all assassins, has a high amount of burst damage. Between her abilities and

    passive, she can easily melt down squishy targets or weaken a tank. She has an AOE CC ability,

    which can be detrimental in teamfights. Diana is extremely mobile, since she has a long ranged

    gap closer. If played correctly, she can be nearly impossible to peel off. Her gap closer can also be

    used to initiate a teamfight, which will be discussed more in-depth later. However, the best part

    about her kit is the fact that her ult's cooldown can be reset. This allows you to have a double

    (even triple!) dash.

    Weaknesses

     Diana's main weakness lies in the fact that she is melee. It is always dangerous to walkup to CS, since the enemy laner can easily turn on you. This is heightened since Diana's

    early game isn't very strong. She doesn't have any major burst until she gets her ultimate

    at level 6, nor does she have any mobility until then. Even though Diana has a huge gap

    closer, she doesn't have any escapes (aside from Flash). This makes her very susceptible

    to ganks, since she can't get away from a 1v2 situation.

    Cons

    - Melee

    - Weak early game

    - No mobility til 6

    - No escapes

    - Easily ganked

    BACK TO TOP

     

    Flash

    Flash is absolutely necessary in every single situation you can possibly think of. Diana has no form of 

    escape whatsoever, despite the fact that she has an excellent gap closer. Flash is the only hope you have

    of getting away from any bad situations, such as a gank from the jungler while you're pushed up. In

    addition, you can use it to either run away (blinking over a wall) or chase (dashing forward to land your

    abilities). Flash just gives you so many opportun ities to make plays that there's really no other spell to

    replace it.

     Ignite

    Ignite is a great spell to have, since it adds even more damage to your burst. It adds a lot of kill

    potential to your kit, especially if your own jungler comes to gank. Ignite is fantastic for finishing

    off those low health targets.

     Teleport

    Teleport will allow for a lot more map pressure, both early and late game. You can easily gank

    lanes early game by teleporting to wards, or you can regroup with your team if there's an

    impending fight later on. This ability will also assist Diana to splitpush easier during the late game.

    For when your team gets in trouble, you can just Teleport to them to turn around the fight.

     Ghost

    If you are not yet level 8 and you don't have access to Flash, you should take Ghost instead. While

    this does not have the same element of surprise that Flash does, it gives you a nice burst of speed that can

    help you get away if used with the slow from Moonfall. This is only for pre-8, since Flash just gives you

    so many more choices than Ghost can.

    BACK TO TOP

    Recommended Runes

    http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/summoner-spell/ghost-2http://www.mobafire.com/league-of-legends/summoner-spell/flash-14http://www.mobafire.com/league-of-legends/summoner-spell/ghost-2http://www.mobafire.com/league-of-legends/summoner-spell/teleport-6http://www.mobafire.com/league-of-legends/summoner-spell/ignite-11http://www.mobafire.com/league-of-legends/summoner-spell/flash-14http://www.mobafire.com/league-of-legends/summoner-spell/flash-14http://www.mobafire.com/league-of-legends/summoner-spell/ghost-2http://www.mobafire.com/league-of-legends/summoner-spell/teleport-6http://www.mobafire.com/league-of-legends/summoner-spell/ignite-11http://www.mobafire.com/league-of-legends/summoner-spell/flash-14http://www.mobafire.com/league-of-legends/summoner-spell/flash-14http://www.mobafire.com/league-of-legends/champion/diana-102http://www.mobafire.com/league-of-legends/champion/diana-102

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    21/3/2016 Diana Build Guide : -Ascending Nightfall- :: League of Legends Strategy Builds

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    These should be your go

    to marks as an AP carry.

    It increases your

    damage output early

    game, as well as helping

    to reduce MR later on.

    All of your spells deal

    magic damage, which is

    most of your burst.

    With the nerfs to Armor

    seals, running Scaling

    health seals is a much

    better alternative. This

    will help with your

    squishiness early game,

    and they scale quite well

    into late game. Since

    you will most likely beinitiating some team

    fights, the extra

    survivability is extremely

    useful.

    Beyond helpful in lane.

    Since you are melee,

    you can expect to get a

    lot of harass from the

    enemy opponent, which

    is most likely going to be

    another AP carry. The

    MR will help with early

    game trades a lot, which

    is essential since you're

    so weak pre-6.

    Since you don't have

    any AP in any of your

    marks/seals/glyphs, it is

    essential that you get

    some more damage in

    your quints. 15 AP at

    the very start of the

    game makes you much

    more powerful, since youhave excellent scalings

    on your abilities, as well

    as the more potent

    shield.

    ALTERNATIVE RUNES

    BACK TO TOP

    MASTERIES

    5/5 1/1 5/5 1/1 5/5 1/1 5/5 1/1 5/5 1/1

    The best mastery tree is 12/18/0 for Diana, and all other damage dealing champions in general. It gives your

    damage output a huge boost, all the while keeping some points in the defense tree for some tankiness. This set up

    will allow you to stay relatively safe early and still have the points necessary to scale into late game.

      Sorcery gives you more damage, and because it

    scales with percentage, it becomes stronger as the game

    goes on. Alternatively, you can take Fury for the

    attack speed.

      Double-Edged Sword is really nice, since Diana is a

    melee champion with ranged abilties (namely her Q,

    Crescent Strike).

     Natural Talent is an "okay" mastery, but because

    most of Diana's abilities (including her passive) are AoE,

    the spell vamp from the other option is sub-par.

      Bounty Hunter may not seem like a lot, but as an

    APC you should be getting more and more kills as the

    game goes on. Alternatively, you can pick up Oppressor

    to synergize with your E, but your Q + R (+ W) won't

    benefit from it (see Combos section).

      Wanderer is really nice for roaming, which is

    something Diana can do with relative ease.

    http://www.mobafire.com/league-of-legends/mastery/wanderer-221http://www.mobafire.com/league-of-legends/mastery/bounty-hunter-214http://www.mobafire.com/league-of-legends/mastery/natural-talent-213http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/mastery/double-edged-sword-150http://www.mobafire.com/league-of-legends/mastery/fury-208http://www.mobafire.com/league-of-legends/mastery/sorcery-209http://www.mobafire.com/league-of-legends/mastery/thunderlords-decree-232http://www.mobafire.com/league-of-legends/mastery/precision-229http://www.mobafire.com/league-of-legends/mastery/dangerous-game-228http://www.mobafire.com/league-of-legends/mastery/merciless-225http://www.mobafire.com/league-of-legends/mastery/secret-stash-224http://www.mobafire.com/league-of-legends/mastery/wanderer-221http://www.mobafire.com/league-of-legends/mastery/bounty-hunter-214http://www.mobafire.com/league-of-legends/mastery/natural-talent-213http://www.mobafire.com/league-of-legends/mastery/double-edged-sword-210http://www.mobafire.com/league-of-legends/mastery/sorcery-209http://www.mobafire.com/league-of-legends/rune/greater-quintessence-of-ability-power-338http://www.mobafire.com/league-of-legends/rune/greater-glyph-of-magic-resist-263http://www.mobafire.com/league-of-legends/rune/greater-seal-of-scaling-health-297http://www.mobafire.com/league-of-legends/rune/greater-mark-of-magic-penetration-351

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      Secret Stash helps your sustain in lane. Alternatively,

    you can pick up Assassin if you want to focus on

    picking people off before teamfights.

      Merciless is a very good mastery. After your initial

    burst, your target should easily be below 40% health,

    and this mastery will help you finish them off before

    they escape while your abilities are on cooldown.

      Dangerous Game is amazing. I can't count how many

    times this mastery has saved my life. Your job is to get

    in the fight, kill the squishy, and get out. The 5%

    health/mana back will help with you surviving.

      Precision + Thunderlord's Decree isn't as strong as

    it used to be, but it's still very strong. Diana's combo is

    very quick, so the Thunderlord's proc is an almost

    instantaneous additional burst.

    BACK TO TOP

    In this section, I am going to cover all of the details regarding Diana's skill set. Remember to keep in mind the

    tips and things to note when playing! There are a lot of subtle nuances that separate the good Diana's from the

    great  ones.

    Moonsilver Blade (Passive)

    Every 3rd attack cleaves nearby enemies for 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 / 80 / 

    90 / 105 / 120 / 135 / 155 / 175 / 200 / 225 / 250 (15 + 5 / 10 / 15 / 20 / 25 at each

    level) (+ 80% AP) magic damage. The counter will reset if Diana hasn't attacked for 3.5 

    seconds.In addition, Diana permanently has 20% bonus attack speed.

    Useful tips

    When CSing, you can use the AOE damage to hit multiple minions at once. This can

    allow you to pick up two low health minions without missing either.

    This ability can be really useful for pushing a lane quickly. Hit two different minions

    for the 3rd proc, and then position yourself so that you'll hit as many creeps as

    possible.

    Once you hit level 6, you can stack two hits first, and then gap close to the enemy

    using your ultimate to proc the third hit for a lot of burst damage.

    This makes Diana an excellent splitpusher. The 20% AS bonus as well as the bonus

    magic damage allows you to shred turrets quickly.

    Things to note

    The passive does not show up on your HUD, but rather her blade pulses when you've

    hit the 3rd stack.

    Smart enemies will start backing off if they see you have your passive stacked, so

    don't overextend to get the proc on them.

    The AOE effect is not a complete circle around Diana's figure. It is more of a crescent,

    so positioning is essential!

    Crescent Strike (Q)

    Diana unleashes a bolt of lunar energy that travels in an arc. Enemies struck take magic 

    damage and are afflicted with Moonlight, granting sight of them for 3 seconds.

    http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/moonsilver-blade-514http://www.mobafire.com/league-of-legends/champion/diana-102http://www.mobafire.com/league-of-legends/mastery/thunderlords-decree-232http://www.mobafire.com/league-of-legends/mastery/precision-229http://www.mobafire.com/league-of-legends/mastery/dangerous-game-228http://www.mobafire.com/league-of-legends/mastery/merciless-225http://www.mobafire.com/league-of-legends/mastery/assassin-247http://www.mobafire.com/league-of-legends/mastery/secret-stash-224

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    Range: 8 30

    Cooldown:  10 / 9 / 8 / 7 / 6

    Cost:  55 Mana

    Magic Damage:  60 / 95 / 130 / 165 / 200 (+ 70% AP)

    Useful tips

    This can be used as a scouting tool. It will reveal any enemies hit for a short duration,

    so you won't ever need to face check a suspicious bush.

    Since it is a curved skill shot, most opponents won't know how to avoid it. Aiming the

    ability in different angles can hit the enemy champion in ways they won't expect.

    Sometimes people may try to dodge as if it is straight, and get hit instead.

    This ability will pop Spell Shields.

    Things to note

    Since it is a curved skill shot, it is different from landing straight skill shots. Shooting

    it at an awkward angle has the potential to go around the enemy and miss them

    altogether.

    It will not reveal stealthed units like Teemo.

    Pale Cascade (W)

    Diana gains a temporary shield for 5 seconds that absorbs incoming damage. She also

    creates three spheres that orbit her for up to 5 seconds. The spheres detonate on contact 

    with an enemy unit, dealing magic damage to all nearby enemies.

    If all three spheres detonate, the shield is reapplied and the duration is refreshed. Thissecond shield stacks with the original shield.

    Range: 2 00

    Cooldown:  10

    Cost:  60 / 70 / 80 / 90 / 100 Mana

    Magic Damage per Orb:  22 / 34 / 46 / 58 / 70 (+ 20% AP)

    Maximum Magic Damage:  66 / 102 / 138 / 174 / 210 (+ 60% AP)

    Shield Strength:  40 / 55 / 70 / 85 / 100 (+ 30% AP)

    Maximum Shield Strength:  80 / 110 / 140 / 170 / 200 (+ 60% AP)

    Useful tips

    Remember that the orbs burst to deal AOE damage. If you want to push your lane

    quickly, you should stand in the middle of the creeps.

    This is a low cost shield, especially at rank one. You can activate this ability when

    going up to CS to mitigate harass.

    Since Lunar Rush ignore unit collision, the spheres won't detonate when you gap close

    to the enemy until the animation wears off.

    The shield refreshes when all three orbs are popped, so make sure all of them

    detonate for the most optimal shield. Also, keep in mind that the shield stacks. If you

    still have a shield before all three are popped, the new shield will add on with your

    original.

    This ability makes Diana deceptively tanky. With armor and MR from your core items,

    she is quite durable.

    Things to note

    The spheres will rotate around you, so if you walk past the enemy at the wrong time,

    the sphere will miss them altogether.

    The shield only lasts a few seconds. if you activate it too early, it might wear off 

    before all three orbs detonate.

    Moonfall (E)

    Diana draws in all nearby enemies to her location, slowing them for 2 seconds afterwards.

    Range: 2 50

    Cooldown:  26 / 24 / 22 / 20 / 18

    Cost:  70 Mana

    Slow:  35 / 40 / 45 / 50 / 55%

    Useful tips

    http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/champion/teemo-9

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    This ability will draw in everyone around you in a full circle.

    Moonfall can be used to draw in the entire team during teamfights, and subsequently

    slow everyone.

    Try saving this ability until the enemy has already ran away from you a short distance.

    This will draw them back farther towards you.

    This can be used to interrupt animations. For example, when timed right you can

    interrupt Thresh's Dark Passage.

    Things to note

    This ability has a very long cooldown. Do not just throw it around.

    Even though it will pull in any enemies in range, it will not deal any damage. It will

    only slow.

    Lunar Rush (R)

    Diana becomes the living embodiment of the vengeful moon, rushing at an enemy and 

    dealing magic damage to it.

    When used to teleport to an enemy afflicted with Moonlight, Lunar Rush's cooldown is

    refreshed and the Moonlight debuff is consumed. All other enemies will have the

    Moonlight debuff removed regardless of whether they were the target of Lunar Rush.

    Range:  825

    Cooldown:  25 / 20 / 15

    Cost:  50 / 65 / 80 Mana

    Magic Damage:  100 / 160 / 220 (+ 60% AP)

    Useful tips

    When timed correctly, Lunar Rush can be used to avoid skill shots. This is because you

    become untargetable while still in the animation.

    This is a main ability that makes Diana such a terrifying enemy. Between Lunar Rush

    and Moonfall, it is nearly impossible to escape her.

    Used in conjunction with the Moonlight debuff, you can double jump (even triple jump)

    to an enemy champion. This exceptional for initiating a teamfight.

    Try to have your passive fully stacked when you go in with Lunar Rush. This will

    maximize your damage output.

    If the enemy is out of range, you can Moonlight + Lunar rush to a nearby

    minion/monster, and then Lunar rush again immediately to cover twice the distance.

    Using Crescent Strike and then dashing to the enemy while your Q is still in the

    animation will still allow your ultimate to refresh instantly.

    Things to note

    After using Lunar Rush the first time, you will need to make the choice of waiting for

    your Q to come up again or just going ahead and dashing again.

    Lunar Rush can be cancelled if you're interrupted, such as by Thresh's Flay, and it

    will still go on cooldown.

    BACK TO TOP

     Crescent Strike

      Pale Cascade

      Moonfall

      Lunar Rush

    1

    Q

    2

    W

    3

    Q

    4

    W

    5

    E

    6

    7

    Q

    8

    Q

    9

    Q

    10

    W

    11

    12

    w

    13

    W

    14

    E

    15

    E

    16

    17

    E

    18

    E

    On Diana, you want to max your Q, Crescent Strike  first. As an AP carry, you

    want to maximize your damage output and this is your main damage ability. In

    http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/flay-563http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/dark-passage-562

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    #1. Lunar Rush

    6 / 11 / 16

    #2. Crescent Strike

    1 / 3 / 7 / 8 / 9

    #3. Pale Cascade

    2 / 4 / 10 / 12 / 13

    #4. Moonfall

    5 / 14 / 15 / 17 / 18

    addition, you want the cooldown to be as low as possible.

    Next, you want to start maxing your W, Pale Cascade. Since Diana has no

    built-in form of sustain, this shield is super important. It will shield you more as it's

    ranked up, so you'll be more durable by the time teamfights start breaking out.

    Also, this is your second damage tool. Since you're melee, you'll be up in the

    enemies' faces anyway and you'll be able to easily detonate the spheres.

    Lastly, you want to max your E, Moonfall. Save this one for last, since the only

    things that are upgraded is the slow percentage and the lowered CD. It doesn't

    deal any damage, so there's really no point in putting extra points in this until

    absolutely necessary.

    And of course, always take a point in your ultimate, Lunar Rush whenever youcan. It deals an additional 60 base damage every time it's ranked up, as well as

    lowering the cooldown by 5 seconds without the reset of Moonlight.

    An alternative to starting with your Q, Crescent Strike, you can start with your W, Pale Cascade  instead. As

    Vynertje  says: "Mids don't need to leech buffs anymore. It only wastes your own XP/CS because you'll often be a

    tad late to lane if you do. It's quite good to be in lane at level 1 because it allows you to dictate the pace (as far as

    you want to do that as Diana). The shield isn't aimed at offensive purposes but just for sustain/safety, as Diana

    has 0 kill potential pre-6 anyway. Most mids will try to poke you with AA's and this is just a way to stay in lane

    longer / get denied less CS."

    In addition, you can take your Moonfall  earlier if you feel like it would help you assist in ganks or escape

    because of the slow. However, it isn't all that useful early game, since most of the time you won't be able to get in

    range for the pull. Save it right before you get your Lunar Rush, as it'll allow you to chain your CC as soon as

    you hit your power spike. Thank you GrandmasterD  and FalseoGod!

    BACK TO TOP

    Diana is a unique champion in the fact that she is an assassin that relies on going all in to pull off her burst. There

    are many different ways to do so, and her abilities can be combo'd for different sitations. Here, I will first tell you

    what the combo is, and then proceed to explain how it should be done and why it is useful. At the end, I will

    include a video demonstrating the combo.

    Remember!  Diana's passive is amazing, because once you get into mid-late game, it does almost as much

    damage as a whole other spell. To proc this passive, you must weave in autoattacks between each of 

    your abilities.  Learning to attack move is essential, and is the only way you can make her combos really shine!

    Attack-moving comes with practice, so do it not just on Diana, but every single champion you play!

    Standard Combo

    Q

    W

    E

    This is the standard combo you want to use when playing as Diana. Using your Q, Crescent Strike, you

    can afflict your target with Moonlight. You then immediately R, Lunar Rush  to them to consume this

    debuff. Once you get into range, activating your W, Pale Cascade  will provide you with a shield to mitigate

    incoming damage that you'll most likely receive because you're in such close quarters. The orbs will pop as

    they come in contact with your target, or anything else around them. This then refreshes your shield.

    Once the enemy target tries to flee, using your E, Moonfall  will pull them right back to you, as well as

    slowing them so they can't try to get away again. Since this has all happened within a second or two, go

    ahead and Lunar Rush  without the Moonlight debuff again to land the killing blows.

    Keep in mind that throughout this entire process, you are weaving in autoattacks. This way, you can stack

    your passive. In addition, if you have any on-hit items (like Lich Bane), you'll get the bonus damage from

    that as well.

    Standard Combo Video

    http://www.mobafire.com/league-of-legends/item/lich-bane-74http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/champion/diana-102http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/lunar-rush-518

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    Diana Main Combo

    Insta-Ulti Combo

    Q

    W

    E

    This combo takes a lot of practice. You'll really need to be used to Diana's ability animations to begin

    pulling this off consistently. Basically, you activate your R, Lunar Rush  before you activate your Q,

    Crescent Strike. This will give you the element of surprise when suddenly going all in. In addition, if done

    correctly, your ult won't even go on cooldown.

    How is this possible? Well, when you press R to begin your dash, there is a short window in which you can

    activate an ability while still in the dash itself. As you dash forward, you have to flick your mouse a little,

    moving your mouse forward a tiny bit. This will ensure that your Q lands successfully so that your ult will

    indeed go off cooldown.

    Insta-Ulti Combo Video

    New Trick: Diana Insta Ulti Combo!!!

    No Cooldown Combo

    Q

    W

    E

    Q

    W

    In this combo, there is a slight break in between your abilities. You should honestly only try to pull this

    combo off if you have a lot of CDR, so the gap between your E, Moonfall  and Q, Crescent Strike  is not

    quite as noticeable. In the few seconds that you are waiting for your Q again is a few seconds in which you

    are vulnerable because you have no abilities up for you to use.

    The mechanics of this combo are the pretty much the same as that of the Standard Combo, except you must

    be able to attack move very well. Since you won't be dashing until your Q is up again, you'll need to be able

    to keep up with your target until then. Learning how to smoothly attack move is essential to being able to do

    this combo without messing up/falling behind/dying.

    No Cooldown Combo Video

    http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/crescent-strike-515https://www.youtube.com/watch?v=4Do8eFYxomUhttp://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/champion/diana-102http://www.mobafire.com/league-of-legends/ability/lunar-rush-518http://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/ability/pale-cascade-516http://www.mobafire.com/league-of-legends/ability/crescent-strike-515http://www.mobafire.com/league-of-legends/ability/lunar-rush-518https://www.youtube.com/watch?v=dkH0Wr86BPc

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    League Of Legends - Diana funny jumps and moves (Triple...

    Zhonya's Hourglass Combo

    Q

    W

    E

    #

    Q

    W

    This is an extremely teamfight oriented combo. This is usually Diana's form of initiating, and it's an

    extremely effective one as well! Using this combo you can get in the heart of the enemy team and pull them

    all in with your E. The mechanics are identical to the that of the No Cooldown Combo, except for the timing.

    The No Cooldown Combo is used for 1v1s or individual skirmishes. On the other hand, this combo is usedwhen the entire enemy team is grouped up.

    Let's say you're about to have a teamfight. Both sides are grouped up, and everyone is in position. Throwing

    out a Q, you hit someone on the enemy team. Immediately, you dash forward with your ult, Lunar Rush

    and shield yourself at the same time. Once you arrive in the center of the team, you pull everyone  towards

    you with Moonfall. The entirety of the enemy team is slowed and in a single clump, and they attempt to

    turn onto you.

    Sike! You just went untargetable. Too bad enemy team, no dead Diana for you. Instead, you get a huge

    mouthful of team follow-up. Plus, once you're out of stasis, your Q will be up again so you can double jump

    without a single cooldown (providing you have some CDR, of course).

    Zhonya's Hourglass Combo Video

    [H/L] LOL Champs Summer 2013 RO16 Recap

    BACK TO TOP

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    Doran's Ring  is very aggressive start. The 60 health will help with your early game tankiness, but doesn't

    offer much sustain in terms of health other than that. However, the 15 AP makes your abilities stronger,

    which also means that your shield shields you for more. The mana regen should also allow you to use your

    abilities pretty often to help you CS. Only go with this start if you are experienced with playing melee vs ranged

    and if you are certain you can handle any incoming harass.

     

    If you're going against melee mids like Zed  or Yasuo, this start is really useful. It'll make you pretty

    tanky since the armor works well with your health runes, as well as your shield being harder to pop. The 5

    health potions should help with any damage that you do take, or if the enemy jungle is AP and they come to

    gank. But the best part is that this can later be upgraded into Seeker's Armguard, which can then be

    upgraded to one of your core items. Alternatively, you can take Armor Quints, which will only give you 3 less

    armor, and run that with one of the previous two starting options.

     

    A sustain start that mainly focuses on surviving against heavy poke lanes. It doesn't build into anything, but it

    gives you plenty of health/mana to farm effectively and will save you a bit of gold on potions. Sell it later to free

    up a slot for more items.

    BACK TO TOP

    Considering you are dealing mostly magic damage, you want to amplify that as much

    as you possibly can. By grabbing Sorcerer's Shoes early, you can cut through any

    base MR the enemy might have. In addition, these boots give Diana some much

    needed movement speed. On a melee champion, it is essential to keep up with any

    targets you are chasing. The 45 movement speed + your gap closer + your pull usually

    is enough to keep you stuck to the enemy to net the kill.

    AND

    > 120 AP is a huge amount. It will make

    your burst much more meaningful, as well

    as increasing your shield amount for more

    durability.

    >  An early Seeker's Armguard  is

    amazing against AD enemies. It will allow

    you to get more AP/Armor as you farm,

    reduce incoming damage, and build in

    Zhonya's Hourglass!

    >  50 armor is tremendous, especially for an

    APC. It'll allow you to pull off your burst

    without as much fear of the enemy physical

    damage tearing you apart. This is really

    useful considering you are melee, and will

    need to get into melee range to complete

    your combo.

    >  The active is huge. This will allow you to

    do what most other APCs cannot: Initiating.

    Imagine, you use your Q and ult to get into

    range, pull everyone on the enemy team

    back towards you, and once they attempt

    to turn on you, you go untargetable. Pretty

    awesome, eh?

    >  On Diana, you can get away will

    building defensively because your passive

     just does so mu ch damage if you stay alive.

    So building an early Negatron Cloak

    against the enemy APC will make you

    pretty much unkillable early-mid game.

    > That then builds into this, Abyssal

    Scepter. 70 AP isn't quite as much as

    Zhonya's Hourglass, for instance, but it

    gives 20 MR reduction. Considering Diana is

    melee, the debuff will always be applied

    because of your close range to the enemy.

    > The 45 MR is huge. It'll help you stay

    alive when you begin to engage the enemy

    APC, and with your mobility you'll be

    extremely difficult to kill. Plus, the 70 AP

    will strengthen your shield, which will also

    make you a little more tanky.

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    Void Staff 

    When you can, you want to get Void Staff. This is a major item when the enemy begins building MR.

    This will shred enemies even more when stacked with Abyssal Scepter and your runes/masteries. In

    addition, the 70 AP adds a lot to your shield and overall damage output. More often than not, this should

    be the third major item you build, unless the enemy team is really dumb.

      Rabadon's Deathcap

    A must take on any APC. Once you get it, boosts your AP by a huge margin. The passive gives you flat

    AP, which is a really nice item to round off with. This will make your late game assassinations beyond

    deadly, and with the rest of your build will give you almost 700 AP. However, I have seen too many APCs

    rush this item and get it first. Do not do this.  Since it gives you more AP based on how much you have,

    it isn't gold efficient early game because you don't have very much AP. Get it once you have a good

    chunk so it'll spike your power even more.

      Warding Totem

    For Season 4, each individual person on the map can place only 3 wards. This means that you can no

    longer flame your support by saying "no vision GG" or whatnot. Now, it's up to you to help them out and

    trinkets can help you out a lot. Your Warding Totem can store up to 2 wards, so be sure to place

    them in choke points for vision.

      Deathfire Grasp

    Deathfire Grasp gives you huge single-target burst, which works really nicely since you are an assassin

    targeting squishy ADC/APC. It actually works extremely well if you use the active while you're still in the

    dash animation from Lunar Rush. The moment when you hit the enemy, you'll already have theamplification on all magic damage. Plus, it deals damage according to the maximum health. Added along

    with the rest of your burst, you can easily take down a squishy within a second.

    RIP DFG 2009-2015   80 AP is really useful. It gives your burst

    a really nice boost, so your overall damageoutput is increased.

    > 250 mana helps with your small mana

    pool. If you don't have a blue buff, this

    alone will allow you to cast over 4 more Qs,

    which is really useful if you want to poke.

    > The 5% movement multiplier will make

    you a lot more mobile. Since melee champs

    like you rely so very heavily on keeping up

    with your target, the 5% goes a really long

    way. Added along with your dash, pull, and

    boots, you'll be extremely difficult to escape

    from.

    >  The passive is what makes this item

    really amazing on Diana. Since your passiverelies on you autoattacking, the Spellblade

    passive gives your autoattacks themselves

    a lot of damage. If you stack 2 hits before

    you go in with Lunar Rush, the

    combined damage in that split second can

    deal almost 500 damage (not counting any

    MR/Magic pen).

    > 60 AP isn't quite as much as Lich Bane's,

    but it still adds a lot of damage to your kit.

    >  50% Attack Speed will allow you to stack

    your passive much more quickly. Added

    along with the fact that your AS is always

    increased by 20% because of the second

    part of your passive, it works really well

    together.

    >  20% CDR is huge. It's especially helpful

    since you can now spam your Qs more

    often. It lowers the cooldown of your max

    rank Q by almost 2 full seconds. *If you're

    willing to wait a small delay, you can even

    double jump with your ult with complete

    resets. Added along with blue buff and a

    blue pot, you'll have reached the cap.

    >  Once again, the passive is what really

    makes this item shine. While it does not

    give as much instantaneous burst as Lich

    Bane, it makes you more powerful in

    extended trades. It increases your DPS,

    since you now have additional damage on

    your basic attacks (which have been

    boosted due to the attack speed bonus).

    *Note: This does not mean that you must  wait for the cooldown. If you need  an immediate gap closer, do

    not wait.

    BACK TO TOP

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    Because no game is ever the same, I've included some situational items that all work pretty well with Diana's kit.

    These include both offensive and defensive paths, all depending on the amount of each you need in that game.

    There are some pretty niche picks, so be very careful about when to choose what item.

    Offensive Alternatives

     

    Frost Queen's Claim

    Despite the nerfs, it's still a very strong item. It's a good item to rush if you want the extra gold

    generation and lock down potential. The ghost active is very strong for scouting (especially since vision is

    so weak right now). In addition, the AP, CDR, and Mana Regen will help with Diana's early game

    problems. Later in the game, it's good to sell this item in favor of a more powerful one (such as Luden's,

    Rylai's, etc.)

      Morellonomicon

    Instead of getting one of Lich Bane or Nashor's Tooth, you can get this item instead. While it

    doesn't do anything to enhance your autoattacks, it has a really nice passive that will help make enemy

    healers completely useless. In addition, it gives 20% CDR (Be careful of the 40% cap!) and plenty of 

    mana regen if you're having problems. Finally, the 75 AP is plenty useful for your burst.

     Athene's Unholy Grail

    You can substitute Abyssal Scepter with this instead. While you'll be losing the MR reduction aura,

    you'll get more mana regen and CDR instead. You can now spam more abilities, without as much fear of 

    going out of mana without blue buff. However, keep in mind that if you do get this item, you'll need to

    keep track of your CDR. Since it maxes out at 40%, you don't want to be spending gold on unnecessary

    stats.

      Rylai's Crystal Scepter

    A very strong item ever since the AP got buffed to 100. The damage is very good for all of your abilities,

    and it helps not just your damage output, but also your survivability because it scales with your W. In

    addition, it provides flat health which works very well with the resistances you already have (from

    Abyssal/Zhonya's). Finally, Diana's only form of CC is her E, so the slow will help you lock down and kill

    targets.

    Defensive Alternatives

     

    Mercury's Treads

    Diana is a champion where you want to inherently build defensively because you'll always be in range of 

    the enemy. For just that slight bit more of defense, you can get Mercury's Treads for the tenacity and

    MR. Alternatively, you could also get Ninja Tabi if you're being killed by physical damage. However,

    you do not get the tenacity bonus that you would from Merc Treads.

      Guardian Angel

    A new moon shall rise again...

    This item should be pretty self-explanatory. If you feel like you'd rather sacrifice some of your damage so

    that you can live twice and come back to life to pull off your burst a second time. Just make sure that

    you don't accidentally pop it and waste the passive.

      Banshee's Veil

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    This will give you a spell shield that will most likely protect you from long ranged skill shots/abilities. As

    an assassin, your job is to stay out of the fight until you get the opening to dive in and delete the enemy

    squishies. This should help you avoid getting caught out before doing so.

    Enchantments

     

    Enchantment: Distortion

    This is a really good Enchant to have, since it lowers the cooldown on your Flash. Diana has no

    escapes, even as you later into the game. So the more times you have Flash up, the better. In addition,

    if you ran Teleport for the Splitpush power, it will lower the CD on that summoner as well. Overall a

    really nice Enchant to have, but always prioritize your actual items.

      Enchantment: Alacrity

    If you'd really like to move fast, you can grab this enchantment. The 20 movement speed will allow you

    to get in range for your Crescent Strike and will make you even more difficult to peel off. It'll also

    allow you to reposition yourself before teamfights with more ease.

    BACK TO TOP

    Now, I will describe how you should play Diana early game and add any tips and tricks that you can keep in mind

    while playing. Playing smart, as well as staying safe are essential, since Diana is at her weakest early game. I'm

    going to tell you in general terms what to expect, but remember that every game is different. Not all of the

    situations will be exactly as described.

    Farming/Last Hitting

    Pre-6, your main objective is to get as much farm as you possibly can. Farm

    = Gold. Gold = Items. Items = Useful Diana. Plus, without your ultimate you

    don't have any kill potential in lane (unless your jungler comes to gank). Try

    and last hit as much as you can without overextending. This means that you

    should not go too far forward to try and get a CS. If the dying minion is in

    the enemy laner's zone, know your limits and back off. It is better to lose 15

    gold than it is to be chunked down to half health.

    At the 10 minute mark, there are 114 minions available. However, this is

    absolutely perfect CS and does not count any other factors—harass, ganks,

    deaths, kills, recalling, etc. You want to have a realistic goal, though. I'd

    recommend trying to get about 80 farm by 10 minutes. Keep in mind it is

    very difficult to get perfect CS consistently, and it will only come with

    practice. Try opening up a custom game and just last hit for 10 minutes.

    Remember that each kill on average is worth about 15-20 minions. Also, if 

    you manage to get a kill on the enemy laner pre-6, you're not only allowed a

    short amount of time to just purely free farm, but you're also denying them

    their own farm.

    Don't push the lane too often. 

    Diana has no escapes in her kit, aside from Flash. If you push too far, you

    leave yourself wide open to ganks from the enemy jungler. Her base

    movement speed alone is pretty slow, so if you get ganked while too far up,

    you'll most likely end up dying. Try not to hit too many minions with your

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    abilities, unless you are using those abilities to get those out of range creeps.

    However, there are times where you want to intentionally push your lane.

    One of these reasons is because you want to recall. Whenever you go back

    to fountain, you want to make sure you've pushed your wave up, so that

    you'll miss as little amount of minions as possible. In addition, pushing up to

    the enemy tower will in turn make them lose minions to the tower.

    Another reason to quickly push lane is if you want to roam and gank other

    lanes. Since you are in the center lane on the map, you have access to both

    top and bottom lane, and it is partly your job to help snowball your team

    through map pressure. By quickly pushing your lane, you force the enemy

    laner to farm those under tower, and they won't be able to follow you to

    counter gank. This will be covered more in detail in the roaming section.

    Using your abilities

    Don't be stingy about when to use your abilities. You want to take as little

    damage as possible, and if using your abilities will protect you, by all means

    use it. However, make sure you manage your mana well. Know your limits

    and back off when needed to avoid draining your mana pool too quickly. Of 

    course, this won't be a problem once your jungler allows you to get blue buff.

    For example, you can use your Crescent Strike to reach out of range

    minions. In addition, you can position your Q so that you'll hit both the

    minion, as well as the enemy laner for some poke. This way, you'll be

    essentially getting two things out of a single Q. Just be sure not to push the

    lane when doing so, otherwise you'll leave yourself open to ganks.

    If you're feeling brave and you want to go up in melee range to get a last hit,

    use your shield Pale Cascade  as soon as the enemy laner turns on your to

    harass! Just be sure to pop all three orbs so that you can get the maximum

    shield. This will most likely push the lane since it does AOE damage, so make

    sure you have everything warded!

    Ward the major choke points 

    You are a champion that lacks any form of escape, except through that of a

    summoner spell. This makes you extremely, extremely vulnerable to

    ganks. Therefore, by logic, we have to conclude that we should not get

    ganked to do well early game. To do this, you must have the major traffic

    areas warded. In the picture to the right, the green spots are the standard

    places to ward if you need vision in either your own jungle or the enemies.

    These will allow you to see when the enemy jungler is doing jungle camps,

    roaming up and down river, in the major bushes, blind spots, etc. The pink

    dots are where you could place your vision wards.Click to Enlarge

    BACK TO TOP

    Briefly mentioned in the last chapter, roaming  is a huge part of playing in the mid lane. Since you are directly

    in the center of the map, you are expected to travel either top or bot to gank their lanes. This puts massive

    amounts of pressure on the enemy team, as well as will allow you to help your own team to snowball.

    Why do you roam? 

    When you roam, you are leaving your lane to visit other lanes to potentially net a kill or

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    take an objective. Why do you do this? Well firstly, it puts tremendous amounts of 

    pressure across the map. If you just stayed in your own lane and did nothing but farm,

    the enemy top and bottom lanes have only the jungler to watch and keep track of.

    However, if you throw in a second roaming entity, you throw in twice the amount of map

    awareness needed. By forcing the enemy to multitask as they try to keep track of when

    and where you are, they are more prone to making mistakes that you and your

    teammates can capitalize on.

    In addition, by roaming to (let's say) bot lane, you can possibly net a few kills, as well as forcing the enemies to

    use their Summoner Spells to try and escape. Since summoners have such a long cooldown, you are ensuring

    an advantage for your teammates. If you do end up getting a kill, you get massive amounts of gold (both from

    the kill, as well as the assists). By eliminating the champions around important objectives, particularly

    Dragon  , you can take them for free and get one step closer to winning the game.

    How do you roam? 

    To roam, you'll need to leave your own lane to go and gank others. To ensure that

    you do not lose too much farm or leave your turret vulnerable, the most logical thing

    to do would be to shove your lane forward as fast and as far as you can without

    putting yourself in danger. Diana  is particularly good at shoving because 2 (3 if 

    you count her passive) of her abilities deal AOE damage. Quickly shoving the lane

    with your Q and W will force the minion wave to get to the enemy tower, where the

    enemy laner will have to deal with cleaning up, and they will be unable to follow you.Click to Enlarge

    Once you've done this, it's time to start actually running to different lanes. Keep in mind that should you run

    into any wards, a smart enemy will immediately back off and you will have wasted your time. Usually to

    minimize this as much as possible, I run through allied territory, since most enemies only keep a few wards at

    the choke points. In the diagram above, this is the general pathing you should take, depending on which side of the map you are on.

    When on the blue side of the map, it is easiest to roam to the top lane. Because the enemy top lane player

    usually only has wards around the exit of your own team’s blue buff, you can frequently gank top unseen by

    walking behind the Baron Nashor  cove. Roaming when playing on the purple side of the map is very similar

    to doing so on the blue side except that you will be walking behind the Dragon  cove to gank the enemy

    bottom lane.

    BACK TO TOP

    Now that we have explored in length about what to do in early game skirmishes or 1v1 situations, it's time to talk

    about what to do in teamfights. Mid-late game, people will start grouping up to take objectives to get ahead of the

    other team. However, both teams will try to do so, and will end up facing each other in an impending teamfight.

    Your job as Diana is either one of two things: Be an initiator or be an assassin.

    Being an initiator 

     Diana is a unique APC in that she has the ability to suddenly and quickly initiate

    teamfights. As discussed in the Zhonya's Hourglass Combo, she can jump to one

    target, and then using the reset on her ultimate, jump from the edge of the teamstraight into the center. In the heart of the enemy team, she can pull everyone in

    using Moonfall, and subsequently slow everyone.

    Click to Enlarge

    However, you need to make sure your own team is in a position to follow up. Timing is very important when it

    comes down to initiating. Go in when you land a Q on a grouped up team. Hitting your Zhonya's after quickly

    dealing your first wave of burst should keep you alive while your team catches up. While you are in stasis, your

    team's CC champions should be diving in to lock down high priority targets, like the enemy ADC or APC. Once

    your invulnerability wears off, you should jump on these targets to burst them down with your second wave of 

    abilities.

    Being an assassin

    With Diana's high mobility, she is classified as an assassin. If your team needs someone to 100-0 someone

    http://www.mobafire.com/league-of-legends/champion/diana-102http://i.imgur.com/x10YaHS.pnghttp://i.imgur.com/x10YaHS.pnghttp://www.mobafire.com/league-of-legends/ability/moonfall-517http://www.mobafire.com/league-of-legends/champion/diana-102http://www.mobafire.com/league-of-legends/wiki/minions/dragonhttp://www.mobafire.com/league-of-legends/wiki/minions/baron-nashorhttp://i.imgur.com/SHyjb.pnghttp://i.imgur.com/SHyjb.pnghttp://www.mobafire.com/league-of-legends/champion/diana-102http://www.mobafire.com/league-of-legends/wiki/minions/dragon

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    21/3/2016 Diana Build Guide : -Ascending Nightfall- :: League of Legends Strategy Builds

    http://www.mobafire.com/league-of-legends/build/ascending-nightfall-383064 18

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    quickly, that job may fall to you. To do this, you must go in at the right time. I have seen far too many

    assassins go in too early, just to die because the enemy team quickly locked them down. Timing is essential:

    Too early and you'll be CC'd. Too late, and your team will die without you.

    The ideal time to go in as an assassin is after the enemy team's CC has been mostly exhausted. For example:

    Enemy team has a Sona support? Wait until after she has used her ultimate, Crescendo. This way, she no

    longer has any hard CC to lock you down. Another example: Enemy team has a Morgana. Wait until she has

    already begun using her Soul Shackles  before going in to deal your damage. Third example: Enemy team

    has an AP Lulu. Wait until she has already used her polymorph. From these three examples, you can see how I

    listed the enemy champions' major lock down abilities. As an assassin, you want to wait until these have

    already been used, so you won't be locked down right next to the enemy ADC/APC.

    BACK TO TOP

    Well, congratulations! You've reached the end of my ridiculously long Diana  Mid guide! I hope you've learned

    something after reading this guide, and I hope I've inspired you to play more of this champion. If you believe my

    guide was helpful in any way, please leave me an upvote! They always make my day ^_^ If you have any

    objections to my build/reasoning, let me know! I'll be more than happy to hear your side of the argument, and I

    know I'm not perfect. If my logic is wrong, please do not hesitate to correct me! I want this guide to be as

    accurate as possible, and I will update it if I do end up agreeing with you!

    Thank you for reading!

    A few people I'd like to credit:

    Jhoijhoi, for her wonderful Making a Guide

    Check out my graphic café, where I made this artwork!

    Vynertje and GrandmasterD  for the awesome, in-depth discussions.

    Meiyjhe  for the Super Epic Guide Breakdown 5000  review, which most likely took a lot of time.

    MILESTONES

    BACK TO TOP

    33Like

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  • 8/19/2019 Diana Build Guide _ -Ascending Nightfall- __ League of Legends Strategy Builds

    19/19

    21/3/2016 Diana Build Guide : -Ascending Nightfall- :: League of Legends Strategy Builds

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