LiveUpdated 13 hours ago26.22
Jungle

Diana Build 26.22

B

Land the Q and Diana's whole game opens up, the crescent marks a target and refreshes her dash so she can chain onto it. Hit it and she rushes in, drops the pull on everyone nearby, and shreds them with her passive cleave before they can scatter. Miss it and the reset is gone, leaving a slow melee who gets kited while the cooldown ticks. She sits A fine but unremarkable pick at 49.8% and on the way up this patch, a reliable dive threat rather than a lane bully.

#42 of 87 jungle this patch · 3.3k games
Win rate49.8%+0.5Games3.3kPick rate2.9%Ban rate2.5%Last 8 patches+2.8 since 26.15Damage profilei
AP
AP 81%AD 12%True 7%
DifficultyiModerateRewards fundamentals
ClassicModernARAMCounter

When Is Diana Strongest?

The win rate tops out around the two-item spike, then levels off, and games at this rank average around 28 minutes. Diana's win condition is the all-in reset, so look for a moment when the enemy groups or over-extends, pull them in, and let her dash chain and shield turn a single pick into a fight she can carry.

Game timeline · Diana drag or hover to scrub · space plays · ←/→ step
your power minute by minute · gold = item spikes · small = components · dashed = objectives
Camps1:30Drake / Grubs5:00Herald14:00Baron20:00Avg end27:41
Ambush zone8:00–9:30 Power spike 11:40
14:1211:4014:1218:59
0:00 10:00 20:00 30:00 40:00
At 12:00
Power 60/100 · Even
Core 1/3 items
Gold ~5.6k
Phase Lvl-6 window
Next spike Sorcerer's Shoes · 14:12

Diana Item Build

Diana is an ability power diver who wants to leap onto a target and delete it, so the build blends ability power for her burst with enough health and resistances to survive the dive itself. The items exist to make one all-in rotation lethal while letting her live long enough to reset onto the next target.

Standard loadout · Diana The consensus path — reliable spikes, no dead time.
Starting items 500g Scorchclaw Pup×1Health Potion×1Stealth Ward×1 Core path · click an item for its recipe ››› Boots Sorcerer's Shoes72% · 52.4%Plated Steelcaps28% · 45.9%
Situational items pick an opponent in the bar above — the right swaps light up
vs AD threatsbuy this gamePhysical threats spike with lethality — armor answers buy the mid game back.ZZhonya's Hourglass1.6k53.0%
vs stacked resistsbuy this gameWhen resists stack, penetration beats raw stats — swap a damage slot.SStormsurge23454.3%SShadowflame62854.0%VVoid Staff14145.4%
vision controlbuy this gameFights are decided a minute earlier by the team that sees first.EEye of the Herald2584.0%OOracle Lens2.8k50.5%FFarsight Alteration3548.6%

Best Diana Runes

Conqueror is the go-to keystone. Her Q into E into passive cleave lands a burst of hits the instant she dives, which feeds the keystone right as she commits to the target. Whatever page you run, the plan is the same, land the mark and let the follow-up damage snowball off it.

The pre-game page Conqueror · Precision + Inspiration · keystone + 5 runes + 3 shards
Precision Primary ConquerorGain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions. Triumph89% · 49.7%Legend: Alacrity76% · 48.9%Coup de Grace70% · 49.6% Keystone plus three minors from Precision, two from Inspiration, then three shards — no runebook, no masteries.
Inspiration Secondary Cosmic Insight62% · 49.5%Magical Footwear63% · 49.7%
Stat shards OffenseAttack Speed+10% Attack SpeedFlexAdaptive Force+9 Adaptive ForceDefenseHealth Scaling+10–180 Health (by level)
Shards give +10%Attack Speed+9Adaptive Force+10–180 Health (by level)
Build straight toward Dusk and Dawn into Riftmaker, because Diana's kit does almost nothing until that two-item spike lands. Stalling out hurts, so press any early edge you get. Once Riftmaker is online at about the 19-minute mark, her R pull into the full combo starts erasing clustered squishies in a single dive. Play patiently toward that spike and avoid coin-flip fights before it, when her damage simply is not there yet.

Diana Skill Order

Level one goes into Crescent Strike, which tells you the plan from the first wave: mark something, then use Lunar Rush at level 2 to close on it. Pale Cascade lands third, and Moonfall at 6 turns that solo mark into a group pull.

Skill order · Diana R at 6 / 11 / 16 — always
PriorityRR›QQ›WW›EE›Max Q first; W at level 2.
Lv 123456789101112131415161718
Q14579max 9
W28101213max 13
E314151718max 18
R61116max 16

Diana Abilities

Pale Cascade is what keeps her alive mid-dive, three orbiting spheres that both deal area damage and wrap her in a shield, and landing all three refreshes it stronger. Moonsilver Blade quietly rewards every cast with attack speed, so weaving Pale Cascade between autos keeps her third-hit cleave coming fast.

Abilities · Dianapatch 26.22 base numbers · click an ability · all ranks shown
Moonsilver BladePassivePCrescent StrikeMax 1stQPale CascadeMax 2ndWLunar RushMax lastEMoonfallUltRRank-up levels here match the skill order below.
Crescent StrikeMagic damageMax 1stStatLV 1rank 1LV 4rank 2LV 5rank 3LV 7rank 4LV 9MAXDamage+35 per rank+70% APlv 170lv 4105lv 5140lv 7175lv 9210Cooldown-0.5 per ranklv 18slv 47.5slv 57slv 76.5slv 96sConstant at every rankCost50same at all ranks

Diana Base Stats

Base stats · DianaPatch 26.22
Base statslevel 1 · +per levelAD57+3AS0.625+2%MS345Range150HP640+109HP56.5+0.85Armor31+4.3MR32+2.05MP375+25MP58+0.8

Diana Matchups

Diana has to get on top of people to do damage, so ranged pokers and disengage-heavy lanes that keep her at bay before she lands her moonlight are her worst enemies. Melee opponents and grouped fights where she can chain her dash and pull are exactly what her kit is built to punish.

Lane matchups · Diana click any opponent to retune the console
Hardest lanes · click to tune
Best hunting
How to lane vs carry junglers 01Contest scuttle with full combo; you win short trades against squishy carries.02Track their clear and counter-gank; deny farm before they scale.03In fights, Lunar Rush their carry and burst before they retaliate. Win rate by game lengthDiana overall · all matchupsUnder 20 min51.5%20–28 min53.8%28–35 min46.8%Over 35 min45.2%
Early on, watch for Zaahen, Shyvana, and Zed, ranged mages and pokers who can chip her down before she ever gets to dash in. She has to respect that range until level six and a completed item. Against Ivern, Nunu & Willump, and Amumu she gets to play the bully, diving on cooldown and chaining her dash between marked targets. Look to collapse on whichever lane is holding one of them the moment you have the tempo.
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