More Diana guides
This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.
Overview
This guide is about playing Diana safely and consistently. Safe jungle means full clears, counter-ganking where the enemy jungler shows up and never contesting an objective without vision or numbers. The kit brings mobility with Lunar Rush.
Strengths
- Mobility: Lunar Rush lets you reposition, engage or escape.
- Sustain from Pale Cascade.
- High magic damage: Riot rates it 8/10 in magic.
Weaknesses
- Mana-hungry early: spamming abilities leaves you empty before the fight.
- Falls behind if the early ganks fail: every wasted trip is lost farm.
Build cheat sheet
Pick the build that fits what you want to do this game.
- Defensive buildDefensiveRecommendedKeeps enough damage while adding armor, ability power and magic resist through Zhonya's Hourglass, Banshee's Veil and Dusk and Dawn. Choose it against dive, assassins or a lane you can't win.
- Against magic damageDefensiveSituationalFor a team that kills with abilities: magic resist boots and a magic resist item in the core.
Builds
Defensive build
When to use it
Keeps enough damage while adding armor, ability power and magic resist through Zhonya's Hourglass, Banshee's Veil and Dusk and Dawn. Choose it against dive, assassins or a lane you can't win.
Where it's played
Picked before the game: the main lane first, then the alternatives.

224%
176%- JungleMain76% of matches
- MidPriority 224% of matches
Jungle priorities
StartBlue buff
Objectives by priority
- 1Voidgrubs
- 2Gank top
- 3Rift Herald
- 4Scuttle Crab
- 5Dragons
- 6Baron Nashor
- 7Atakhan
Guideline, not a measurement: an early skirmisher starting blue side. Take the void grubs and look for ganks while your early damage is ahead, then Herald and dragons.
Starting items
Core items
- 1Zhonya's Hourglass
- 2Banshee's Veil
- 3Dusk and Dawn
Boots
Situational
Runes
Primary· Sorcery












Secondary· Resolve









Shards
Summoner spells
Flash
Smite
Against magic damage
When to use it
For a team that kills with abilities: magic resist boots and a magic resist item in the core.
Where it's played
Picked before the game: the main lane first, then the alternatives.

224%
176%- JungleMain76% of matches
- MidPriority 224% of matches
Jungle priorities
StartBlue buff
Objectives by priority
- 1Voidgrubs
- 2Gank top
- 3Rift Herald
- 4Scuttle Crab
- 5Dragons
- 6Baron Nashor
- 7Atakhan
Guideline, not a measurement: an early skirmisher starting blue side. Take the void grubs and look for ganks while your early damage is ahead, then Herald and dragons.
Starting items
Core items
- 1Cryptbloom
- 2Archangel's Staff
- 3Banshee's Veil
Boots
Situational
Runes
Primary· Sorcery












Secondary· Resolve









Shards
Summoner spells
Flash
Smite
Abilities
Moonsilver BladePassiveEvery third strike cleaves nearby enemies for an additional magic damage. After casting a spell, Diana gains Attack Speed for 5 seconds.
QCrescent Strike8/7.5/7/6.5/6s50 mpUnleashes a bolt of lunar energy in an arc dealing magic damage. Afflicts enemies struck with Moonlight, revealing them if they are not stealthed for 3 seconds.- Cooldown
- 8·7.5·7·6.5·6
- Cost
- 50
- Range
- 900
WPale Cascade15/13.5/12/10.5/9s40/45/50/55/60 mpDiana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. If her third sphere detonates, the shield gains additional strength.- Cooldown
- 15·13.5·12·10.5·9
- Cost
- 40·45·50·55·60
- Range
- 800
ELunar Rush22/20/18/16/14s40/45/50/55/60 mpBecomes the living embodiment of the vengeful moon, dashing to an enemy and dealing magic damage. Lunar Rush has no cooldown when used to dash to an enemy afflicted with Moonlight. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.- Cooldown
- 22·20·18·16·14
- Cost
- 40·45·50·55·60
- Range
- 825
RMoonfallUltimate100/90/80s100 mpDiana reveals and draws in all nearby enemies and slows them. If Diana pulls in one or more enemy champions, the moonlight crashes down onto her after a short delay, dealing magic damage in an area around her, increased for each target beyond the first pulled.- Cooldown
- 100·90·80
- Cost
- 100
- Range
- 475
Strategy
1Safe laning
Safe jungle means full clears, counter-ganking where the enemy jungler shows up and never contesting an objective without vision or numbers. A gank works when the lane is pushed towards the enemy tower and the enemy has used Flash or their escape: pick those moments instead of forcing a bad one.
2Surviving fights
In fights, enter after the enemy uses their key crowd control and go for whoever your team can reach with you. Your way out is Lunar Rush: if it's on cooldown, stay further back.
3Positioning and peel
Stand where the enemy has to go through your team to reach you, and protect whoever the enemy focuses.
4Playing from behind
When the game goes badly, farm what's safe, defend with your team and wait for the enemy to make a mistake: a single won fight can turn it around.
Tips
- Keep Lunar Rush for escaping, not for chasing.
- Keep Pale Cascade for the enemy's burst, not for chip damage.
- Go back when your key abilities are down: a reset costs less than a death.
- Never be the first to show on the map in the late game.
- If enemies are missing from the map, back off before they appear.
Matchups
Weak against
Taste Their Fear (fear) lets Kha'Zix pin Diana down before Lunar Rush gets them out.
Biggest Snowball Ever! (knock-up) lets Nunu & Willump pin Diana down before Lunar Rush gets them out.
Thundering Smash (stun) lets Volibear pin Diana down before Lunar Rush gets them out.
Changelog
- Guide created for patch 16.19.1.
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