Diana Wild Rift Build Guide
Diana Wild Rift: is an assassin fighter suitable for the jungle position. The way to build Diana is magic damage and magic penetration equipment. How to play "Scorn of the Moon" gank often thanks to its ability to approach and put good damage.

Damage: Magic
Tier | B- |
Win rate | 49.77% |
Pick rate | 9.4% |
Ban rate | 21.1% |
Diana's Item Build & Runes
Diana runes Win 58.28% and Pick 28.31%
Diana runes Mid with Win 51.92% and Pick 21.45%
Build Diana Wild Rift with the highest win rate
Diana build second
Diana item build third
Best Picks vs Diana
Worst Picks vs Diana
Best Lane Counters vs Diana
See more build Blitzcrank Wild Rift in Meta

Diana position
Mid
Jungle
Diana summoner spells
+
Diana Build
Diana's passive deals 30 extra AP on the 3rd attack, so the indispensable item is Nashor's Fang that deals extra magic damage on hit.
Specifically, the right way to build will include both damage and tank. Agreed to be an assassin, but it took too long to let go of the last move, so what's the point of eating a bunch of effects? Then Diana would be a gladiator killer that would make the most sense.
Diana ability
Diana ability order
You increase skill 1 first to have the ability to poke enemies. Skill 2 builds armor and skill 3 at level 3 ready for stacks of damage.
Diana abilities
MOONSILVER BLADE
Using an ability causes Diana's next 3 attacks to gain 30% Attack Speed ( 4 ) for 4 seconds.) in
Every third attack deals 30 bonus magic damage (30 +50% an area.
Deals 50% damage to structures, and 110% damage to monsters.
CRESCENT STRIKE
Cooldown: 9s
Cost: 55
Unleashes an arcing bolt of energy that deals 60 magic damage (60 +70% ?) and applies Moonlight for 3 seconds.
TPALE CASCADE
Cooldown: 13s
Cost: 70
Creates 3 spheres that orbit Diana for 5 seconds. Upon contact with enemies the spheres detonate, dealing 25 magic damage (25 +20% ).
Also grants a shield that absorbs 40 damage (40 +40% ). If the third sphere detonates, the shield is increased by 40 (40 + 40%)
LUNAR RUSH
Cooldown: 22s
Cost: 20
Dashes to a point near an enemy, dealing 40 magic damage (40 + 25% ) and removing Moonlight in an area.
Lunar Rush's Cooldown is reduced to 0.5 seconds if it removes Moonlight from an enemy.
MOONFALL
Cooldown: 70s
Cost: 100
Hold: Summons the moon, slowing enemies by 20% and applying, Moonlight in a growing area.
Cast: Slams the moon down, spiraling enemies toward Diana and dealing 150 (150 +40% 2) to 300 magic damage (300 +80% ), (scaling with charge time).
How to play Diana
At the beginning of the game, Diana is quite weak, to reach the threshold of strength, you must at least reach level 3.
Diana can dash to the target up to 2 times. The trick is that you must use skill 1 before placing Moonlight mark on the enemy. Then as soon as you surf will get New Moon's cooldown immediately.
Combo:
1: +
+
+
2: +
+
+
3: +
+
+
+
Diana pros and cons
Pros
Diana's ability to initiate teamfights is extremely good thanks to her quick approach and wide-area knockdown ultimate.
Open vision in dust or dark areas with skill 1.
You can even level up a mage tank if needed.
Assassin-oriented mage with extremely high mobility.
Thanks to the skill 3 Diana has much better resistance than other mages.
Not afraid of the 1-1 solo phase.
Cons
Flash is the only tool to escape.
Pretty weak early game so need to play safe.
Diana counters
Picking ranged champions to fight Diana in the laning phase
Just dodging skill 1 Diana lost half of her power.
No need to attack or hit her orbs. Chi simply steps back until the effect wears off.
Conclusion
Diana Wild Rift is very useful in teamfights thanks to her ultimate wide area control. Quickly approach the enemy formation from "LUNAR RUSH" and gather the whole enemy formation. The ability to 1vs1 is also good, so Diana often ganks to find the main enemy both in and out of combat. The magic-heavy Diana build and the addition of magic-piercing items ensures that each combo deals as much damage as possible.