This League of Legends champion guide is for Diana, the Scorn of the Moon. I’ll be going over when you should pick the Scorn of the Moon, what masteries and runes you should be packing, her various roles, what items you should buy, and a brief overview of how you can play her. I think she’s great at Mid, and a somewhat weak Jungler since her nerfs a few months ago, but she still deals tons of damage and is one of the AP champions who are excellent at assassination.

I’m a Diamond V S3, and a Plat S2. I’ve played Diana quite a fair bit, mostly jungle with some mid, but I have a good idea how to play her in both lanes. I’m writing this guide for how you can play Diana, who is a medium difficulty champion who requires some knowledge of game mechanics to understand how to play an AP Carry who must get in melee range.

They called me a Heretic. Now they are dead.

Diana used to be a member of the Solari, a tribe of people who worshipped the sun. She always felt the moon had a stronger bond to her, and she was convinced there was a way to link the moon to the sun. She discovered a hidden temple, and inside, a curved crescent blade and shining armor, which she wore. The Solari called her a heretic and an outcast. Overcome by rage, she killed all of them and vowed to destroy the worshippers of the sun. She has issues with Leona, the sun-based Solari champion. Diana was originally considered powerful on release, and became nerfed after a few patches. She is still an incredibly powerful champion, who used to be able to jungle extremely efficiently (but not so much anymore).


  • High DPS and high burst – she has the best of both worlds with her passive and her QR combo.
  • Has a shield that can refresh itself for a double duration, adding to her survivability.
  • Has a single crowd control skill that pulls enemies into her, allowing her to initiate and pull back champions who try to flash away.
  • Can’t be targeted during her ultimate, which means she can use it to escape certain scenarios.
  • Low ultimate cooldown that allows her to dash onto enemies, and can be used mulitple times!


  • She is a melee caster who is still rather squishy, and can be bursted down with ease.
  • Using her ult without using Q or if you miss Q, will leave you stranded in the middle of an enemy team.
  • Relying on the 3rd hit of her passive for burst will usually not work.

Diana is most reliable when played mid, but I have seen her top lane and in the jungle. She used to be a much better jungler, but in the current meta, along with how much she's suffered from the nerfs, she doesn't feel nearly as viable in the jungle anymore. I’ll gloss over how to play her as a jungler but the majority of this guide will focus on playing her as a mid. Her top lane is very similar to her mid, but it feels somewhat weak because she will need to build armor to survive melee fights. She has extremely high burst damage with her combo, and packs a strong initiation skill if she cannot assassinate someone immediately.

Runes for Diana

Moonrunes are the best runes for Diana! Haha I'm just kidding…

Against an AP Mid

  • 9x Greater Mark of Magic Penetration
  • 9x Greater Seal of Scaling Health
  • 9x Greater Glyph of Magic Resist OR Scaling Ability Power
  • 3x Greater Quintessence of Ability Power

I'd take this runepage maybe 75% of the time in the current meta. When you face another AP mid, you want to ask yourself, how much damage do they do to me, how badly can they abuse my low range, and how much health or magic resist will they build early on? This will determine if you should take flat Magic Resist, which is much more helpful when you're facing say, casters like Kassadin or Ryze, who can burst you down if you didn't pack something to prevent their damage, or if you should take scaling ability power, which will provide you more damage into the late game and a slight edge in lane phase against a passive/weaker laner such as Katarina (Diana absolutely dominates Katarina!), or Twisted Fate. Marks are self explanatory, magic penetration is a definite must. As for quints, some people argue you should take magic penetration again to rely on Diana's low cooldowns and high burst to win a lane. I personally prefer AP, and the reason is that she simply scales really well with AP, especially on her passive, which is free to use. If you were to unleash your QR and simply shield and R again, that's a 2.1 ratio already, if just one orb from your shield hits! If all 3 hit, and she managed a third autoattack with her passive to deal the bonus damage, that's a devestating 3.1, not to mention her possible cooldowns coming back up from Q or R if you landed it right. It's still your preference, because magic pen does scale better, but I feel the extra AP makes a bigger difference during the lane phase.

Against an AD Mid

  • 9x Greater Mark of Magic Penetration
  • 9x Greater Seal of Armor
  • 9x Greater Glyph of Scaling Ability Power
  • 1x Greater Quintessence of Armor
  • 2x Greater Quintessence of Magic Penetration

I will use this runepage only if I'm facing an AD champion in mid. Unfortunately, Diana has to get into melee range often in order to kill creeps, and AD Casters who are in mid, such as Kha'zix or Zed, will take advantage of this. I take the armor seals, and an armor quint just for the extra bit of armor - a normal ranged AP might take just seals, but I feel the quint is a little necessary because you're a melee AP and you'll have to get close to CS. No more MR Glyphs, they're not gonna help against an AD! I choose magic penetration in this case, because AD mids will tend to buy early magic resist to negate your harass damage, so a bit more penetration feels necessary. Scaling health won't matter when the enemy champion is going to shred through it like butter since you don't have armor. :(

Jungle Diana?!

  • 9x Greater Mark of Attack Speed
  • 9x Greater Seal of Armor
  • 9x Greater Seal of Scaling Magic Resist
  • 3x Greater Quintessence of Ability Power

I miss the days where this was extremely viable - this was my runepage! Attack speed synergizes well with your passive to clear jungle creeps super quick, although not so much anymore since they nerfed her passive damage. Armor is a necessity when you jungle, and I take scaling magic resist in this case because you won't be taking a constant harass of magic damage from laning. Lastly, I choose AP Quints to clear the jungle faster and to add an extra oomph to my ganks. It's still fun to play this, but Diana doesn't fight exceptionally well in the jungle and if she gets counterjungled and killed, she'll struggle to recover.



These are the classic masteries you'll take when going mid. It's pretty self explanatory, except I also take this against AD. I know some people will ask why I don't take defensive tree for the 9 points I have in utility. I don't feel the 5 armor is a huge deal (or 5 MR against an AP caster), I'd actually much rather have my flash up more often to get away, as well as the little bit of extra mana regen so I can use my Q more often to farm or harass. The extra HP is undeniably helpful, especially the extra 100 the 2 masteries provide (Durability and Veteran's Scars) provide later in the game, especially on a melee character like Diana. I prefer the utlity masteries for flash to come up sooner personally, but experiment and see which works better for you.


These are her jungle masteries. Go ahead and try it out if you feel like it, but I don't think she's that great at jungling anymore. You can swap the points in Sorcery (Cooldown Reduction in Offense) for Fury (Attack Speed in Offense) if you prefer a very slightly faster clear speed, but cooldown reduction is always best on AP champs. Her clear speed is fast though thanks to her passive, W, and Q. Her ganks on the otherhand, often feel a little lackluster because she doesn't have a gap closer till 6, and it needs to be landed correctly.



Passive: Moonsilver Blade: Diana gains 20% bonus attack speed. In addition, every third basic attack cleaves nearby enemies for 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 / 80 / 90 / 105 / 120 / 135 / 155 / 175 / 200 / 225 / 250 (+ 60% AP) additional magic damage.

This is probably the single best jungling ability in the game - it offers attack speed AND every third hit will cleave in an AoE infront of you, and very slightly behind you (note that you can hit all 4 wraiths because it'll hit behind you). Your clear speed was astronomical (get it?) with this, although after the nerf, the damage has gone down considerably and you won't be able to clear camps as quickly as before anymore. You'll have to be careful with it during lane - the AoE will make you push the lane if you hit all the creeps with it, but it'll also give you the slight amount of damage you need sometimes to last hit a creep that's under your tower. You can also harass with this skill - either hit opponents as they come up to CS (if they're melee), or you can use QR and then auto to smack someone for a large amount of burst before backing off with your W.


Q: Crescent Strike: Diana unleashes a bolt of lunar energy that travels in an arc. Crescent Strike deals 65 / 95 / 130 / 165 / 200 (+0.7 per ability power) magic damage and afflicts enemies struck with Moonlight, revealing them for 3 seconds. Cooldown: 10 / 9 / 8 / 7 / 6 seconds. Cost: 55 mana.

Crescent Strike is a slowish moving skillshot that arcs out from you and then explodes into a small AoE. It's good for creep clearing, but you'll want a few games to get used to the arcing animation - there's a right way and a wrong way to aim this skill. If you aim the circle right where you think an enemy champ is gonna go, the thing is, the arc is gonna go slightly to the right of Diana and then come back in for the exploding AoE. If you plan on hitting them with the arcing portion, you want to aim in a way that compensates for how you think they're gonna try to dodge. This skill also applies the Moonlight debuff, so you can follow up with your ultimate and it'll be instantly refreshed so you can actually ult twice in a row (or more, if you just hold onto your ult and use it after your Crescent Strike each time). You can use this ability on bushes to reveal enemies hiding in them too - it provides vision for the 3 seconds that Moonlight is active.


W: Pale Cascade: Diana creates three orbiting spheres that last up to 4 seconds and detonate on contact with enemies, dealing 22 / 34 / 46 / 58 / 70 (+0.2 per ability power) magic damage per orb in an area. She also gains a temporary shield that absorbs 40 / 55 / 70 / 85 / 100 (+0.3 per ability power) damage. This shield is refreshed if her third sphere detonates. Cost: 60 / 70 / 80 / 90 / 100 mana. Cooldown: 10 seconds.

This ability allows Diana to trade with most champions without taking damage herself, especially other melee during lane. The orbs float around you and will only deal damage if they make contact with an enemy, in a small AoE wherever they hit. However, you want to be careful of when you activate this ability because the mana cost is very high. In the jungle, this skill is great because it deals AoE damage to creep camps, and it gives you two shields! But once again, that mana cost is just really high…


E: Moonfall: Diana draws in all nearby enemies and slows them 35 / 40 / 45 / 50 / 55 % for 2 seconds. Cooldown: 26 / 24 / 22 / 20 / 18 seconds.

Moonfall is her only Crowd Control move, and it's a really good one. Enemies are stunned when they are “drawn” in, for about half of a second. The thing is, this move sets up for her team in the best possible way - by grouping all the enemies so AoE would absolutely devastate them. Can you imagine what an Orianna ultimate from a ball attached to Diana who just Moonfalled would be like? I also use this to force people into my Pale Cascade if it's active. It is on a long cooldown, so be careful of when you use it. From the jungle, this move should be saved until you know the enemy is going to try to run away - and try to use it when they reach the edge of your attack range, so they'll be pulled right back into you.


R: Lunar Rush: Diana becomes the living embodiment of the vengeful moon, teleporting to an enemy and dealing 100 / 160 / 220 (+0.6 per ability power) magic damage. When used to teleport to an enemy afflicted with Moonlight, Lunar Rush's cooldown is refreshed. All enemies will also have the Moonlight debuff removed. Cost: 50 / 65 / 80 mana. Cooldown: 25 / 20 / 15 seconds.

With this ability, your mobility is amazing. You can escape ganks by using Q onto creep camps in the jungle and then ulting to them. You can gank other lanes by landing a good Crescent Strike and following up with Lunar Rush. Using Crescent Strike in a teamfight, Lunar Rush, then Moonfall, will group their team for easy AoE from yours. Jungle Diana can gank very well with this skill, because of the low cooldown and the high mobility it allows her as long as she can land the Q. It's important to note that when you do use this skill, Diana will appear in FRONT of her target, but if Diana is already next to her target when she uses this, she'll appear BEHIND her target. Appearing behind a fleeing target is not helpful, so make sure you're only rushing when you can appear infront of them!

Skill Order


This is what you'll want if you're going to lane. Your mana cost with Crescent Strike doesn't rise, so it's your first ability over Pale Cascade that you want to max. Moonfall is last because it simply adds more slow % and cooldown, but you really only want that ability to draw enemies backwards. I would start QWQE if you're going to lane; I don't feel taking your E is that important at level 3 unless your jungler has pinged that he will be ganking, in which case, grab it! Otherwise, the two levels in Q will help you clear waves faster and harass stronger.

If you're jungling, I still feel you should take the same abilities. Once level 6 hits, you'll want as many points in Q as possible so you can maximize your damage in a gank with the low cooldown and the ability to reset Lunar Rush. However, for skilling, you should start WQWE or WQQE, depending on the enemy jungler. Against a tough enemy jungler, open WQWE so you have extra shield in case a fight does break out between you and him, you'll have a little extra shield to protect you. Otherwise, I would take WQQE to maximize my gank potential at level 6. I know some people prefer to max Pale Cascade in the jungle, but that makes you run out of mana quicker, and you won't hit nearly as hard in ganks (which is sometimes okay, depending on your laners).



+ OR + + OR + + +

Diana has a lot of options on how to start. She can do a classic boots + health potions start, but only against weaker junglers/laners because she is somewhat mana reliant to farm in the beginning, or else she will get harassed out often by most ranged. Also, no wards with this start means you run the risk of being ganked, so you'll need to play carefully. I run the 2nd build most often. I'll take the Faerie Charm in most scenarios, since I can build an Athene's Unholy Grail for Magic Resist and for Mana Regen, not to mention Cooldown Reduction. Flask is a good alternative if you think you'll be taking a lot of harass, especially against an aggressive mid lane, or if you need extra mana during lane (mostly to CS, since Diana is zoned easily pre-6).

After your early lane phase, you’ll be looking at how you’re doing against the enemy mid to determine what you should buy. Are you taking heavy magic damage from constant harass? Consider a Negatron’s into an Abyssal Scepter, or maybe a Giant’s Belt for Rylai’s Crystal Scepter. Are you hungry for mana? A Chalice of Harmony into Athene’s Unholy Grail will solve that. Are you against an enemy AD Champion? I would suggest building a Seeker’s Armguard. Diana can itemize with a lot of items fairly efficiently – she can utilize both tanky and damage.

+ OR +

I usually like these items as my “core” build on Diana. Abyssal keeps you from being bursted, while lowering enemy MR and giving you AP. Zhonya’s Hourglass is good to both give you armor for survivability and the effect can be used right after initiation or assassination to delay a bit of time for your cooldowns to come back up. These two items give you a bit of resists, while still providing decent damage, which I think is the best build on Diana. I think every game, you should have at least these two items… but, in the current meta, because of the chance of an all AD team appearing since it's becoming increasingly popular, substitute the Abyssal with Rylai's. Rylai's will give you a bit of slow to help with your utility in teamfights, and help stop that pesky AD Carry or AP Carry from kiting you. Although I prefer Rylai's, there's also the option of Rod of Ages, which also provides health, AP, and mana. Then, further items can be rationalized by how you’re doing:

  • If you’re doing exceptionally well, a Lich Bane will continue to secure kills with a huge cleave damage/autoattack damage, adding a 0.75 to your burst. It also offers movespeed, which is a great on an initiator like Diana.
  • Rabadon's Deathcap is a definite buy for lots of extra damage - which of course, is a must buy on any hard hitting AP. Diana is slightly different because she is in melee range often, so you could choose to pass up on this item and take more survival based items instead.
  • I really like Rylai’s and Rod of Ages because of the health these items provide, since you’ll be in the front line all the time. Rod of Ages provides more tankiness and a larger mana pool which you’ll need, and Rylai’s gives you a slowing effect that’ll keep enemies from being able to get away from you. However, you should only get one or the other, if either.
  • Liandry’s is very okay. The thing is, Liandry’s percentage-based damage over time on current health won’t add a lot of DPS to you, but the health and magic penetration are both very helpful. I don’t think it’s a good trade-off compared to Abyssal though.
  • Randuin’s is amazing on Diana. It’ll stop AD Carries from being able to take you down, and gives you a slow to prevent them from running away from you, and if they do attack you, they’ll suffer a decrease in their attackspeed.
  • The spooky scary ghosts, Twin Shadows, can be used to great effect depending on how ahead you are and how well your team fights, or even if you need to mop up teamfights. The released ghosts will slow enemies down enough for you to catch up and finish them with Crescent Strike into Lunar Rush. There’s a movement speed bonus as well, and Diana does enjoy her movespeed. If you do choose to go this route, you’ll want to start on it immediately after either Abyssal or Zhonya’s.
  • I know Korean teams will often take Nashor’s Tooth on Diana, and I’m still undecided about this item. The cooldown reduction is really helpful, but relying on attack speed for a melee champ has always felt a little iffy. However, because Diana is similar to Irelia (A form of crowd control, passive on-hit bonus, and gap closer dash), it does work. You’ll want this item 2nd after either hourglass or abyssal.



A classic start for any jungler. Diana used to be able to jungle with a Doran's Ring, but with the new jungle benefiting single-target junglers more, Diana needs the Hunter's Machete to clear efficiently now. You should be able to hit level 4 with these items, and then you can recall and grab a spirit stone to help your jungle. In terms of jungle items, you'll have a lower income than lane Diana, but your core build should consist of:


Then itemization should be a bit more tanky, since your lower income makes it more difficult to purchase big ticket damage items like Deathcap or Void Staff. You can still buy Zhonya's Hourglass however, and you should! You can still refer to the notes I made just a little bit above this section for suggestions on what to build.

Playing the Moon Woman

Diana is melee range, which opens you to lots of harass from the enemy AP/AD in mid. You’ll have to spend mana to trade, when they can simply autoattack you. Because of this, you’ll want to sometimes push the lane hard if you know you can’t take a lot of harass from the enemy laner (I’ll go over some of these match-ups in the next section). You do have your shield from Pale Cascade, but Pale Cascade is really mana intensive to keep using, so save it for when you get ganked or when you’re about to take heavy damage. When you hit 6, you’ll suddenly gain a lot of laning power and you’ll be able to trade and be much more scary. Landing a Crescent Strike, followed by Lunar Rush into Pale Cascade and Moonfall, not to mention your passive strike and second Lunar Rush and Crescent Strike coming off cooldown, will deal a LOT of damage and easily kill or force out most enemy mids. To determine if you can land a kill, Diana’s burst combo will deal anything between 300 to 500 when played properly. You can also autoattack minions twice to prep your Moonsilver Blade, then use Q into R, into W and back off – Pale Cascade will help prevent them from trading back and you’ll have dealt quite a bit of damage. Diana can be losing a lane pre-6, and then winning post-6.

A gameplay note I’d like to make here is that Lunar Rush will render you untargetable for a VERY brief period of time. You can escape some abilities by using Lunar Rush, but some abilities will not be affected such as ignite or Damage over Time effects. Also, skills that don’t cast correctly and don’t go on cooldown will still be able to wreck you, such as Darius’ Guillotine.

In the mid game, your damage is ramping up rapidly. If you had a decent lane phase, you’ll be able to nearly fully combo the enemy AD Carry. If a teamfight breaks out, let your bruisers go in first and start running towards the fight. Try to land a Q on something squishy – AD Carry, AP Carry, or Support are all great, and then follow in with Lunar Rush and Pale Cascade. Don’t be afraid to use your ult again and bring it on full cooldown if you can secure a kill with it. Diana is also a great split-pusher, ward the river and the enemy jungle, and watch your 3rd hit from Moonsilver Blade absolutely shred towers (it deals half damage or so, but it’s still a massive improvement over most AP mids). If you go in and manage to pull a kill, or if you get cc’d badly and caught out, you should immediately Zhonya’s to let yourself recover your cooldowns a bit so you can escape or your team to come in and save you.

A quick gameplay note here, if you cast Crescent Strike and immediately Lunar Rush, as long as the Crescent Strike lands, you’ll get a refresh on Lunar Rush anyways. This means you’ll be able to chase by using Q, then R, then as you land, pulling the enemy into your Q if they run (provided you can do it fast enough) with Moonfall. This is an advanced tactic and will require quite a bit of practice, I’ve only been able to do this on the occasion.

In late game, with the large scale teamfights, your mission becomes a mix of assassination and peeling for your team. Your Moonfall is a large AoE to pull enemies into a tight grouping – this can set up for all sorts of AoE such as Miss Fortune’s Bullet Time, or Pantheon’s Grand Skyfall. It’ll be up to you when you want to initiate on their team using your Moonfall, or if you should be trying your best to assassinate their mid or AD Carry. If you have Lich Bane, your total burst is huge. Also, note that your cooldown on your ultimate is 10 seconds only, so don’t feel afraid to use it twice to burst something down quickly, because it’ll be up again rather quickly. Keep in mind that they’ll want to kill you as soon as possible in a fight because of your assassin tendencies and your high damage, so keep a finger on that hourglass. Keep a ward on Baron and make sure you know when the enemy is going for it – your Moonfall in Baron Pit can be absolutely deadly when combined with other AoE.

For jungle Diana, you’ll want to clear the creep camps as quickly as possible. You can’t really gank super well until level 6, because you have no gap closer… but, if an enemy is pushed up enough, you can still flash out of a bush and use Moonfall to prevent them from running. Diana’s ganks work best with more CC to add onto yours, such as a stun or a good slow. Once you have your ultimate, you can simply use Crescent Strike into Lunar Rush, and then pull them back with Moonfall and unless they have flash, the enemy lane really has no chance. Diana doesn’t gank bot well however, because if she gets hit with crowd control her entire combo will be ruined.

Keep an eye on Dragon when it comes to mid game. Diana can use her Crescent Strike on Dragon through the wall behind it, and use Lunar Rush to pass through and smite it. You’ll be playing mostly the same as if you were AP Mid Diana, so try to get on squishier targets. However, a jungler will usually make less gold than a lane, so keep in mind you might not have the damage to assassinate as if you were a mid. However, you can also use your Moonfall to peel enemies off your AD or AP.

Late game will be essentially the same as mid, but depending on how well your team is doing, you’ll be able to assassinate the enemy carries now. Play the same as AP Diana, but you might want to relegate yourself to split pushing more often due to lower damage output in a teamfight (but you’ll still push just as well!) Keep an eye on Baron and buy wards! Jungle Diana typically builds more tanky than AP Mid Diana, and that’s because your lower income will means you won’t be doing as much damage as a Mid, and are better off being an off-tank.

Laning Match-ups!

Let's discuss some of the match-ups that are in Diana's favor, some that are fairly equal, and a few that are just miserable for her.

I can't think of anything Diana counters harder than Katarina. When Katarina uses her ultimate, simply use your Moonfall to stop her from ulting, and pull her into you, which is perfect for your Pale Cascade. Her Shunpo + Sinister Steel harass is countered by simply landing a Crescent Strike on her as she uses Shunpo, and following up with your burst from Lunar Rush. When teamfights break out, you'll be able to instantly travel to her location in the midst of your team with a Lunar Rush + Crescent Strike I explained earlier (using Crescent Strike and then immediately Lunar Rush so that Lunar Rush hits first, followed by Crescent Strike) and then Moonfall to break her channel.

Fizz makes it super obvious when he wants to go in on you - he'll use his Seastone Trident spell and start to glow. This is your cue to activate Pale Cascade, which will shield and prevent the damage from his Urchin Strike. Now Fizz will try to either run, or dodge with his Playful/Trickster. Simply use Moonfall if he tries to run, since the cast animation is very short, or wait for the end of his Playful/Trickster and hit him with a Crescent Strike into Lunar Rush. Moonfalling him before he can use Playful/Trickster will make the distance he can run away with it very short, since the spell is affected by slows.

This is a fairly equal match-up. If Ahri tries to land her Charm on you, and misses, you can easily catch her with a Crescent Strike into Lunar Rush, and without her Crowd Control to stop you, you'll be able to Pale Cascade her Fox-Fire and out-trade her/kill her. On the other hand, if you jump her with Crescent Strike into Lunar Rush, she can immediately land a charm on you and burst you pretty heavily. A dangerous moment in this lane is when you use Crescent Strike to farm or harass - if she starts to move in with Spirit Rush, activate your Pale Cascade immediately, and be ready to dodge that Charm.

Not my favorite match up. If the Cho builds AP, you can handle him easily. If he builds tanky, it becomes a farm lane and you probably won't kill him. Use your Q to harass him, and if he tries to respond by rupturing you, immediately follow up with Lunar Rush to dodge the Rupture, and Moonfall him which should make him miss his Feral Scream. After that, just beat him up because those are his main cooldowns. You can't really go in on him if he doesn't use up Rupture or Feral Scream though, the knock-up/silence are both too much for you to handle and he will kill you if you mess up your burst combo. On the other hand, if he did build tanky, he'll most likely have enough sustain with his passive that you won't be able to kill him.

Oh man, you absolutely have to survive to 6 to have a chance even. Early on, he'll hit you with Overload/Rune Prison/Spell Flux as you try to cs, which will force your potions. You're gonna have to let him push you to tower at the early stages of the game because there's just no way for you to retaliate when he uses his spell combo on you. Try to get some fast MR, or else you'll be in a world of hurt. Once you're 6, wait for him to use Overload on a minion to farm, and land a Crescent Strike. You don't want to actually engage until he's a bit lower, because Overload's cooldown is only about 3 seconds - play safely in this lane and you should really wait for your jungler to come in order to get a kill on this guy; it's just too risky otherwise.

This guy is so annoying for Diana to deal with. If you Q him, he'll be able to Riftwalk out of your Lunar Rush range. If you do manage to Lunar Rush him, he can use his silence on you and then follow with Force Pulse for a slow. You'll be able to just trade with him pre-6, but he'll probably hang out in the back enough so you can't kill him. Try to harass him anyways and keep him from creeps pre-6, and post-6, if he ever silences a minion, go aggressive on him. This lane is difficult because Diana's Lunar Rush will let her dash into an enemy, but Kassadin's Riftwalk will let him go anywhere he pleases.

The Moon Also Rises

Diana is an AP Mid who excels at single target assassination and burst, and can also peel and set-up for amazing teamfights. She is melee range and can be squishy, and unfortunately can be easily bursted down in the middle of her combo. A good Diana will know when to go into a fight (usually after a few CC abilities have been blown). I hope this guide helps you successfully play Diana and show some enemies the wrath of the moon!


Pictures and skill descriptions from http://leagueoflegends.wikia.com/wiki

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