Friday, August 10, 2012

League of Legends -Diana Guide


Diana, Scorn of the Moon, is the 102nd champion to join the League of Legends. She is classified as a mage, melee, fighter, and jungler, and she is strongest when in the jungler role. She is a unique champion because she can have an attack damage build, an ability power build, or a hybrid build to be effective. Her passive ability is Moonsilver Blade, and her spells include Crescent Strike, Pale Cascade, Moonfall, and Lunar Rush.

You will very much enjoy chasing and demolishing your opponents on the battlefield with Diana, Scorn of the Moon. Diana's intense beauty and aggressive overall game reflect her aspiring relationship with Leona and the Solari. Using her Crescent Strike and Lunar Rush combo, she easily pursues her enemies across the battlefield. She helps her teammates in fights with Pale Cascade and Moonfall, absorbing damage and dragging foes back within striking distance. Your quick decision-making and strategic moves will make this jungling beauty shine in the moonlight.

This Diana guide is focused on introducing summoners to her abilities, recommended builds and masteries, and basic strategy to be successful with her in short matter of time. This guide is recommended for those who are just learning Dianna.

Diana's Unique Skillset



Moonsilver Blade (Passive): Increased Attack Speed. Every third consecutive slash hits nearby enemies for additional magic damage.

Crescent Strike: Diana slashes her blade which releases a bolt of lunar energy, afflicting enemies with Moonlight and dealing damage in a crescent shape before exploding.

Pale Cascade: Diana obtains three dark spheres that detonate on contact with enemies to deal damage in an area. She also receives a temporary shield that absorbs damage. This shield is refreshed if all three spheres detonate.

Moonfall: Diana pulls and slows her enemies in a surrounding area (her amazing CC spell).

Lunar Rush (Ultimate): Diana bursts to opponent and deals magic damage. Lunar Rush has no cooldown when used to burst to a target afflicted with Moonlight.

Diana's Champion Spotlight

In this video, Riot Games introduces their new champion to the league.


Diana's Ability Order (for laning)



If you're laning Diana, level up your spells like this:
Lunar Rush > Crescent Strike >Pale Cascade > Moonfall

Crescent Strike is Diana's bread and butter, putting out huge magic damage,marking each enemy hit, and setting up your combo with Lunar Rush. Level up by 9. Pale Cascade gives you three orbs of energy that smash enemies on contact, and giving you a spell shield once the orbs are destroyed. This spell puts out tremendous magic damage and gives you survivability as well. Level up by 13. Moonfall is her crowd control, however, doesn't need to be leveled quickly. Put one point in at level 3 and max last.

Diana's Ability Order (for jungling)



Lunar Rush > Pale Cascade > Crescent Strike > Moonfall

When jungling, Pale Cascade is essential because it gives you the damage output AND a shield to clear outs camps quick and easy. Put a point in at level 1 and 3, max by level 14. Crescent Strike will be maxed at 10 instead of 9 when jungling. Put a point in for moonfall at 4, max last.

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Masteries (for laning)


I recommend the standard 21-9-0 mastery page, taking all the magic damage and magic penetration points in the offensive tree, and focus on mana, movement speed, and holding on to buffs longer in the utility tree. More damage is essential for this build, and these masteries will help you be that much stronger.

Masteries (for jungling)

The masteries are nearly identical as laning, except you put 2 points into "tough skin" to clear minion camps quicker. As before, this mastery setup ensures Diana is as powerful as she can be, while having sustain as well.

Runes (for both jungling and laning)



Greater Mark of Insight (x9): Gives Diana a huge boost in magic penetration to crush both squishy and tanky champions. Great for an early game boost when harassing.

Greater Seal of Resilience (x9): Gives Diana additional armor to sustain in lanes longer, last in team fights, and be that much harder to take down.

Greater Glyph of Potency (x9): Gives Diana flat Ability Power to deal tons of damage in the early game. What more need I say.

Greater Quint of Potency (x9): Gives Diana even more flat Ability Power. This Combined with the potency glyphs gives Diana roughly +26 AP at the beginning of the match. Talk about total annihilation!

Summoner Spells (for laning)



There really is no debate when it comes to spells. You pick Ignite to finish off enemies you can't quite kill, and Flash to flee/chase/escape.

Other possible spells you could would be exhaust to slow an enemy, or teleport to help lanes quicker.

Building Diana


A few examples of building Diana with a focus on Ability Power.



Classic: Doarn's Ring ==> Mercury Treads ==> Catalyst the Protector ==> Rylai's Scepter ==> Abyssal Scepter ==> Rabadon's Deathcap

Dominion: Prosceptor's Ring ==> Mercury Treads ==> Rylai's Scepter ==> Lich Bane ==> Abyssal Scepter ==> Rabadon's Deathcap

Proving Grounds: Amplifying Tome ==> Sorcerer's Shoes ==> Rylai's Scepter ==> Lich Bane ==> Rabadon's Deathcap ==> Abyssal Scepter