Diana

Diana

Mid Build, Runes, Items · Patch 26.9

C Tier Win Rate 50.0% Pick Rate 1.2% Ban Rate 1.0% Role Mid Games 372 Patch 26.9
Patch: 26.9
Tier C
Win Rate 50.0%
Pick Rate 1.2%
Ban Rate 1.0%
Matches 372
Diana does not wait for a fight to develop — she creates it. One Q, one R, and suddenly the entire enemy backline is dealing with a problem they did not see coming.
RUNES
WR 45.59% PR 54.84% Games 204
Precision
Precision
Press the Attack
Lethal Tempo
Fleet Footwork
Conqueror
Absorb Life
Triumph
Presence of Mind
Legend: Alacrity
Legend: Haste
Legend: Bloodline
Coup de Grace
Cut Down
Last Stand
Inspiration
Inspiration
Hextech Flashtraption
Magical Footwear
Cash Back
Triple Tonic
Time Warp Tonic
Biscuit Delivery
Cosmic Insight
Approach Velocity
Jack Of All Trades
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
WR 58.89% PR 24.19% Games 90
Sorcery
Sorcery
Summon Aery
Arcane Comet
Stormraider's Surge
Deathfire Touch
Axiom Arcanist
Manaflow Band
Nimbus Cloak
Transcendence
Celerity
Absolute Focus
Scorch
Waterwalking
Gathering Storm
Resolve
Resolve
Demolish
Font of Life
Shield Bash
Conditioning
Second Wind
Bone Plating
Overgrowth
Revitalize
Unflinching
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
Items

Starting Items

Games 53 PR 14%
Item 1056
Item 2003
Item 1082
Item 2031
Games 49 PR 13%
Item 1056
Item 2003
Item 1082
Item 1052

Build Order

Item 1056
Item 1082
Item 1052
Item 3157
Item 2510
Item 4633
Item 3152
Item 3175

Completed Items

Item 3157
Item 2510
Item 4633
Item 3152
Item 3175
Item 4645

Situational Items

Item 1001
Item 3145
Item 1028
Item 3108
Item 1026
Item 3147
Item 1101
Item 2022
Ability Max Order Q > W > E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
Q
Q
Q
Q
Q
W
W
W
W
W
W
E
E
E
E
R
R
R

Overview

Diana is an AP diver built around one of the most explosive engage patterns in League of Legends. Her Q, Crescent Strike, fires a curved arc that applies a mark — and her E, Moonfall, pulls all nearby enemies toward her and slows them. Her R, Lunar Rush, has two uses: the first dash to a marked target resets immediately if the target has a Moonlight mark, and the second use after a short window pulls additional enemies toward her with Moonfall's power. This creates a combo where Diana can hit multiple grouped enemies with her Q mark, dash to one of them, and immediately dash again to chain the pull onto the entire group. In the right conditions against grouped enemies, this is one of the most devastating engage sequences in the game. Her passive empowers every third auto attack with bonus magic damage, and her W shield provides brief survivability during dives. She is not a champion who picks off single targets efficiently — she is a champion who identifies grouped enemies and makes them pay for standing together.

Strengths

  • Double R reset onto grouped enemies creates one of the most explosive multi-target engage combos in the game — a well-timed Q mark into double Lunar Rush pulls the entire enemy group toward Diana simultaneously
  • Moonfall's pull makes it nearly impossible for slowed enemies to escape once Diana has committed to a dive, especially in narrow spaces where there is no room to run around the pull radius
  • Very strong roaming threat from mid lane — her engage range is significant and she can appear in side lanes from unexpected angles, creating kill opportunities that her jungle can easily follow up on
  • Passive empowered autos deal meaningful bonus magic damage that compounds her AP scaling in extended fights beyond just her ability rotation
  • W shield provides brief but meaningful survivability during dives that allows Diana to survive the initial burst from the enemy team long enough for her damage to deal

Weaknesses

  • Heavily punished by hard crowd control — a stun or knockup that interrupts her engage combo mid-sequence leaves her in the middle of the enemy team with no way to disengage, almost always resulting in death
  • Crescent Strike Q requires landing a curved skillshot that can be dodged — missing Q removes the mark that enables her R reset, forcing her to commit without the double dash or wait for Q cooldown
  • Overcommitting is one of the most common Diana mistakes — diving too deep into a fight that has not yet started or choosing a target that is too well-protected results in dying before contributing anything
  • Falls behind hard if losing early — without items and AP to back up her dive, she dives in and deals insufficient damage to justify the risk, essentially trading her life for minimal value
  • Less effective against spread compositions or enemies with long-range engage tools who can start fights before she finds the grouped moment she is looking for

Early Game

Diana's early game requires patience more than aggression. Her Q curved skillshot takes practice to land consistently, and before her first item power spike her damage is insufficient to justify diving into dangerous positions. Focus on farming cleanly, using Q to poke the enemy laner when they step forward, and only trading when you have the Q mark applied and can follow with E and autos without putting yourself in danger. At level six your threat level increases dramatically — the R reset creates kill opportunities that did not exist before, and you should actively start looking for the moment the enemy laner is alone and at a health deficit. Between ganks and fights, continue stacking Manaflow Band and working toward your first core item, which is the primary milestone before your mid game impact becomes fully realized.

Mid Game

Mid game is Diana's strongest phase. With her first item and level advantage over side laners, she becomes a genuine kill threat in any skirmish and a powerful roaming presence. The most important habit in this phase is identifying which lane has the most vulnerable enemy — an overextended ADC or support who is farming without vision, or a top laner who is pushing into a dangerous position. Use the river or jungle path to arrive from an angle they did not expect, land Q on them, and immediately R in to start the combo. In objective fights, wait for enemies to group before committing — a Diana who engages on a spread enemy team gets nothing from her double R reset because there are no additional targets to chain onto. In tight spaces like Dragon or Rift Herald pit, her Moonfall pull and R chain can hit the entire enemy team.

Late Game

Late game requires Diana to be significantly more disciplined than she was in the mid game. In full five-on-five teamfights, diving immediately when the fight starts often results in dying to burst damage from five focused enemies before her damage can deal. The optimal late game approach is to wait for the enemy team to commit to fighting your frontline, watch for the moment two or three enemies group together in a fight that has already started, and then dive into that group with full combo. A Diana who enters after the initial chaos has reduced the enemy's crowd control availability is significantly harder to kill than one who charges in at the start. Save Flash specifically for situations where the enemy has good positioning and your only engage angle requires a Flash-plus-R combination to reach them before they can react.

Tips & Tricks

  • The double R reset requires the first target to have a Moonlight mark from Q — always land Q before using R, because an R without a mark does not reset and wastes the chain engage potential entirely.
  • Moonfall's pull radius determines who gets pulled into Diana — position yourself in the center of the enemy group before activating E to maximize the number of enemies affected by the pull and the subsequent slow.
  • Your best engage windows are when multiple enemies are already close together — do not create the grouping yourself by diving one target and hoping others follow. Wait for the enemy team to naturally group around an objective or a fight that is already happening.
  • W shield should be activated immediately after engaging, not before — using it before the R dive wastes the shield duration on travel time when you are not yet taking damage.
  • Track enemy crowd control before diving — a support with Exhaust available or a tank with a stun ready will neutralize your dive almost instantly. Know which enemies have CC available and either wait for them to use it on a teammate first or choose a dive angle where they cannot easily reach you.

For official ability details and lore, visit the official Diana page and the Diana Wiki.