The information below will help you get familiar with the game on the Mid Line DIANA. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
 Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy 
 Boots of Speed at an early stage.
    
        Amplifying Tome
 +25 Ability Power
 500
        
    
    
        Lich Bane
Attacks deal bonus damage aster ability casts
 +80 Ability Power
 +7% Magic Penetration
 +10 Ability Haste
Bane: 
 +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD 
 + 50% AP 
. (1.5s Cooldown) Damage is reduced vs structures.
 2950
        
        
        Lich Bane TIPS: This item is perfect for mages and champions who deal both magic and physical damage. It provides bonuses to ability power, magic penetration, and ability haste, helping to increase damage and the frequency of ability usage. The "Spellblade" effect allows you to deal bonus magic damage with your next attack after using an ability, adding burst damage and helping to quickly take down squishy enemies. This item is especially effective against champions with low magic resistance, such as AD carries, mages, and assassins, who are vulnerable to high magic damage.
    
    
        Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
 +45 Ability Power
 +150% Mana Regeneration
 +45 Move Speed.
Magic Break: 
 +8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.
 1400
        
        
        Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements.  — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
    
    
        Yordle Infinity Orb
Abilities deal bonus damage
 +80 Ability Power
 +7% Magic Penetration
Destiny: 
 +5% Move Speed.
Balanced: 
 +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 (
) plus 10%
 to nearby enemies.
 2900
        
        
        Yordle Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.
    
    
        Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
 +45 Ability Power
 +150% Mana Regeneration
 +45 Move Speed.
Magic Break: 
 +8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.
 1400
        
        
        Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements.  — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
    
    
        Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
 1000
        
        
        Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
    
    
        Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. and reducing the target's Magic Resistance by 15% for 3s. After cast, gain 20% Movement Speed thatdecays over 3s. (50s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.
 500
        
        
        Protobelt Enchant TIPS: This enchant grants a forward dash followed by a burst of missiles that deal magic damage and briefly weaken the target’s magic resistance. After casting, you gain a temporary movement speed boost for continued pursuit or escape.
    
 Lich Bane (Attacks deal bonus damage aster ability casts) as your first item, followed by 
 Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is 
 Yordle Infinity Orb (Abilities deal bonus damage).
                    
 Stasis Enchant (Turn invulnerable). You may want to replace it with 
 Protobelt Enchant (Small dash), it all depends on your playstyle and the situation on the battlefield.
                    
    
        Lich Bane
Attacks deal bonus damage aster ability casts
 +80 Ability Power
 +7% Magic Penetration
 +10 Ability Haste
Bane: 
 +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD 
 + 50% AP 
. (1.5s Cooldown) Damage is reduced vs structures.
 2950
        
        
        Lich Bane TIPS: This item is perfect for mages and champions who deal both magic and physical damage. It provides bonuses to ability power, magic penetration, and ability haste, helping to increase damage and the frequency of ability usage. The "Spellblade" effect allows you to deal bonus magic damage with your next attack after using an ability, adding burst damage and helping to quickly take down squishy enemies. This item is especially effective against champions with low magic resistance, such as AD carries, mages, and assassins, who are vulnerable to high magic damage.
    
    
        Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
 +45 Ability Power
 +150% Mana Regeneration
 +45 Move Speed.
Magic Break: 
 +8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.
 1400
        
        
        Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements.  — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
    
    
        Yordle Infinity Orb
Abilities deal bonus damage
 +80 Ability Power
 +7% Magic Penetration
Destiny: 
 +5% Move Speed.
Balanced: 
 +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 (
) plus 10%
 to nearby enemies.
 2900
        
        
        Yordle Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.
    
    
        Rabadon's Deathcap
Boosts Ability Power
 +100 Ability Power
 +7% Magic Penetration
Overkill: Increases Ability Power by 20-45%
.
 3400
        
        
        Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.
    
    
        Riftmaker
Ramping Damage
 +150 Max Health
 +80 Ability Power
 +7% Magic Penetration
 +15 Ability Haste
Assimilation: +11% Omnivamp
.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
 3300
        
        
        Riftmaker TIPS: This item is perfect for mages and champions who need to increase damage over time while fighting. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Void Corruption" effect allows you to gain stacks of Corruption every second while in combat with champions, increasing your damage with each stack. At maximum stacks, the additional damage becomes true damage, making this item very powerful in prolonged fights. This item is especially useful for champions who can sustain in long battles, dealing damage while healing.
    
    
        Crown of the Shattered Queen
Blocks an enemy ability
 +60 Ability Power
 +7% Magic Penetration
 +200 Max Mana
 +20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
 increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
 3000
        
        
        Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
    
    
        Riftmaker
Ramping Damage
 +150 Max Health
 +80 Ability Power
 +7% Magic Penetration
 +15 Ability Haste
Assimilation: +11% Omnivamp
.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
 3300
        
        
        Riftmaker TIPS: This item is perfect for mages and champions who need to increase damage over time while fighting. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Void Corruption" effect allows you to gain stacks of Corruption every second while in combat with champions, increasing your damage with each stack. At maximum stacks, the additional damage becomes true damage, making this item very powerful in prolonged fights. This item is especially useful for champions who can sustain in long battles, dealing damage while healing.
    
    
        Yorlde Liandry's Torment
Abilities deal bonus damage
 +250 Max Health
 +75 Ability Power
 +7% Magic Penetration
Torment: Damaging abilities or empowered attacks deal 0.6-2% (
) of the target's max Health as bonus magic damage over 3 seconds.
Infernal Agony: Every 4 seconds, Torment detonates, dealing true damage equal to 40 plus 5%
 to the target.
 3000
        
        
        Yorlde Liandry's Torment TIPS: This item enhances your abilities with a damage-over-time effect that scales off the target’s health, allowing you to wear down tanky opponents over an extended skirmish. Periodically, the torment detonates for a burst of true damage to finish off weakened foes.  — Perfect for mages who want to drag out engagements, shred through frontline tanks, and execute them with true damage.
    
 Yorlde Liandry's Torment — This item enhances your abilities with a damage-over-time effect that scales off the target’s health, allowing you to wear down tanky opponents over an extended skirmish. Periodically, the torment detonates for a burst of true damage to finish off weakened foes.  — Perfect for mages who want to drag out engagements, shred through frontline tanks, and execute them with true damage.
    
        Crown of the Shattered Queen
Blocks an enemy ability
 +60 Ability Power
 +7% Magic Penetration
 +200 Max Mana
 +20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
 increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
 3000
        
        
        Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
    
        Morellonomicon
Magic damage reduces enemy healing
 +150 Max Health
 +70 Ability Power
 +7% Magic Penetration
 +20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
 2500
        
        
        Morellonomicon TIPS: This item is perfect for mages who need to reduce the effectiveness of healing and regeneration on enemies. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Affliction" effect applies Grievous Wounds on enemy champions when you deal magic damage, reducing their healing and regeneration effectiveness by 50% for 3 seconds. This item is especially useful against champions who rely on healing, such as Soraka, Dr. Mundo, and Vladimir.
    
    
        Crown of the Shattered Queen
Blocks an enemy ability
 +60 Ability Power
 +7% Magic Penetration
 +200 Max Mana
 +20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
 increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
 3000
        
        
        Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
    
    
        Oceanid's Trident
Anti-Shielding
 +200 Max Health
 +80 Ability Power
 +7% Magic Penetration
 +10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
 + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
 + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
 2600
        
        
        Oceanid's Trident TIPS: This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, and ability haste, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.
    
 Oceanid's Trident — This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, and ability haste, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.
    
        Crown of the Shattered Queen
Blocks an enemy ability
 +60 Ability Power
 +7% Magic Penetration
 +200 Max Mana
 +20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
 increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
 3000
        
        
        Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
    
    
        Crystalline Reflector
Reduce physical damage and deals magic damage back
 +200 Max Health
 +45 Armor
 +60 Ability Power
 +7% Magic Penetration
Mirroed Force: Each ability cast grants a mirror shard that lasts 3 second(s). The shard blocks 8-25 incoming physical damage
 from enemy champions and deals magic damage equal to 10 + 3% AP
 + 1% bonus Health
 to them. Shard durations do not stack.
 3000
        
        
        Crystalline Reflector TIPS: This item is perfect for mage assassins who need to enhance their survivability against champions dealing physical damage. It provides bonuses to maximum health, armor, ability power, and magic penetration, making it valuable for both defense and damage. The "Mirrored Force" effect creates a mirror shard with each ability cast, blocking incoming physical damage from enemy champions and reflecting it as magic damage back to the attacker. This item is ideal for champions facing physical attackers and wanting to increase their survivability while dealing damage in return.
    
 Crystalline Reflector — This item is perfect for mage assassins who need to enhance their survivability against champions dealing physical damage. It provides bonuses to maximum health, armor, ability power, and magic penetration, making it valuable for both defense and damage. The "Mirrored Force" effect creates a mirror shard with each ability cast, blocking incoming physical damage from enemy champions and reflecting it as magic damage back to the attacker. This item is ideal for champions facing physical attackers and wanting to increase their survivability while dealing damage in return.
    
        Crown of the Shattered Queen
Blocks an enemy ability
 +60 Ability Power
 +7% Magic Penetration
 +200 Max Mana
 +20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
 increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
 3000
        
        
        Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
    
    
        Soulstealer
Takedown increase Movement speed an reduce cooldowns
 +150 Max Health
 +65 Ability Power
 +7% Magic Penetration
 +20 Ability Haste
Soul Hunt: 
 +15% Magic Penetration.
Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks.
 3000
        
        
        Soulstealer TIPS: This item is perfect for champions who frequently secure kills or assists and want to increase their mobility and ability uptime. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Wandering Soul" effect reduces your ability cooldowns by 25% after taking down an enemy champion, and you steal 10% of their base movement speed and 50% of their ability haste until they respawn. The stolen ability haste stacks, making it especially useful for champions who are often involved in kills and want to improve their stats by taking down enemies.
    
 Soulstealer — This item is perfect for champions who frequently secure kills or assists and want to increase their mobility and ability uptime. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Wandering Soul" effect reduces your ability cooldowns by 25% after taking down an enemy champion, and you steal 10% of their base movement speed and 50% of their ability haste until they respawn. The stolen ability haste stacks, making it especially useful for champions who are often involved in kills and want to improve their stats by taking down enemies.
 Flash (Teleport a short distance) and 
 Barrier (Gain a shield) as your Summoner Spells.
            
    
        Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
        
    
    
        Barrier
Gain a shield that absorbs 120 (120–560 
) damage for 2.5 seconds.
Cooldown: 100s
        
    
    
        Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
        
    
 Dark Harvest (Attacking a low-Health champion deals adaptive damage and harvests a soul from the victim.) as your keystone, followed by 
 Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit.), 
 Empowered Attack (Empowers the next attack, causing it to deal bonus damage.) and 
 Eyeball Collector (Gains Adaptive Force after champion takedowns.) in the primary tree, as well as 
 Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
                
                    
                        Dark Harvest
Bonus Damage
Damaging a champion below 50% health deals adaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 11.
Dark Harvest damage: 50 + 11 per soul + 25% bonus 
 + 15% ![]()
Cooldown: 20s (Resets to 1s on takedown)
                    
                
                    Sudden Impact
Bonus Damage
Damaging an enemy champion deals a bonus 10-80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 10 true damage.
Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
                
                
                    Empowered Attack
Bonus Damage
Every 8 seconds, the next attack will be empowered, dealing 35-50 bonus adaptive damage (
) to anemy champions.
                
                
                    Eyeball Collector
Adaptive Force
Gains 1
 or 2
 after each unique enemy champion takedown, stacking up to 10 times.
At 10 stacks, gain bonus 10
 or 20
.
                
                
                    Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 30s
                
    
Dark Harvest
Bonus Damage
Damaging a champion below 50% health deals adaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 11.
Dark Harvest damage: 50 + 11 per soul + 25% bonus 
 + 15% ![]()
Cooldown: 20s (Resets to 1s on takedown)
    
Electrocute
Burst Damage
Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.
Damage value: 40-194 (
) + 40% extra 
 + 25% ![]()
Cooldown: 20-13s (
)
 Electrocute — The rune is perfect for champions who actively use basic attacks and abilities to control enemies. It is especially effective on high-mobility champions like Zed or Tristana, as it allows dealing additional damage with frequent attacks. The rune is actively used in the early game for quickly eliminating enemy champions who can't adapt to the aggression. Keep in mind that it is important to hit the target within a short interval for maximum effect.
    
Empowered Attack
Bonus Damage
Every 8 seconds, the next attack will be empowered, dealing 35-50 bonus adaptive damage (
) to anemy champions.
    
Chain Assault
Bonus Damage
Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (20-35 (
) + 5% bonus 
 + 2.5% 
).
Cooldown: 15s
 Chain Assault — Hitting an enemy champion with an active ability marks them — your next two attacks or active abilities against that mark deal bonus adaptive damage. Great for champions who weave abilities into auto-attack combos; it provides a reliable damage boost for skirmishes and finishing off targets.
    
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 30s
    
Gathering Storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive 
 or 
. Totaling: 2/5/9/14
 or 4/10/18/28
 based on game time.
 Gathering Storm — The rune increases your adaptive strength (AD or AP) every 3 minutes, stacking bonuses as the game progresses. It is perfect for champions who need scaling power throughout the game, such as mages and damage-focused champions. The rune allows for significant damage growth in the late game, making it a great choice for champions who can build up their power over time and use it to secure victories in critical fights.
    
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 30s
    
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
 Giant Slayer — The rune deals bonus damage based on the enemy champion's bonus health, up to 16% bonus damage when the enemy champion has 1600 or more bonus health. It is perfect for champions who face enemies with high amounts of health, such as tanks. The rune helps effectively break through high health opponents, making it an excellent choice for damage-focused champions.
                        (Q) CRESCENT STRIKE
                            
 8/7/6/5s  
 50/55/60/65 
                            
                            
                            
Unleashes an arcing bolt of energy that deals 60 magic damage (60/105/150/195 + 70% 
) and applies Moonlight for 3 seconds.
                        
                        (W) PALE CASCADE
                            
 13/11,5/10/8,5s  
 70 
                            
                            
                            
Create 3 spheres that orbit Diana 5 seconds. Upon contact with enemies the spheres detonate, dealing 20 magic damage (20/35/50/65 + 20% 
).
Also grants a shield that absorbs 50 damage (50/70/90/110 + 40% 
) damage. If the third sphere detonates, the shield is increased by 50 (50/70/90/110 + 40% 
).
                        
                        (E) LUNAR RUSH
                            
 18/16/14/12s  
 20 
                            
                            
                            
Dashes to a point near an enemy, dealing 40 magic damage (40/80/120/160 + 30% 
) and removing Moonlight in an area.
Lunar Rush's Cooldown is reduced to 0.5 seconds if it removes Moonlight from an enemy.
                        
                        (R) MOONFALL
                            
 70/65/60s  
 100 
                            
                            
                            
Summons the moon, illuminating an area that expands. Enemies in this area are slowed by 20%. During this time, Diana charges for up 1 seconds, triggering Moonfall Glow when the charge is complete. Diana can move and cast abilities and spells while chargin up.
Diana cannot cast this ability if there are no enemy champions nearby.
Moonfall Glow: Slams the moon down, dealing 100 (100/160/220 + 40% 
) to 250 magic damage (200/320/440 + 80% 
) based on charge time and slowing targets by 20% for 2 seconds.
                        
We have prepared lists of champions that can really annoy you during a match with the game on the Mid DIANA. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Mid DIANA in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
    
        Mercury's Treads
Reduces Magic Damage
 +200 Max Health
 +100% Health Regen
 +35 Magic Resistance
 +45 Move Speed.
Dissolve: Reduces magic damage taken from champions by 3-12% (
).
 1350
        
        
        Mercury's Treads TIPS: These boots provide solid magic damage reduction, enhanced regeneration, and movement speed, with a passive that further lessens incoming magic damage.  — The perfect pick for tanks, bruisers, and supports who need to withstand heavy AP threats while maintaining mobility.
    
    
        Spirit Visage
Increases healing and shielding received
 +350 Max Health
 +100% Health Regen
 +50 Magic Resistance
 +20 Ability Haste
Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%.
 2800
        
        
        Spirit Visage TIPS: This item greatly boosts your health, regeneration, magic resistance, and ability haste. Its “Blessed” passive amplifies all healing, regen, drain effects, and shields on you by 30%, allowing you to recover more quickly in fights. It’s an excellent choice against champions who deal sustained magic damage, like Vladimir and Swain, as well as burst mages like Syndra or Veigar, helping you survive initial bursts and heal up rapidly.
    
    
        Force of Nature
Stacking Magic Resist and Move Speed
 +350 Max Health
 +60 Magic Resistance
Storm: 
 +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.
 2750
        
        
        Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
    
    
        Maw of Malmortius
Converts damage from attacks into a magic shield
 +55 Attack Damage
 +45 Magic Resistance
 +10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage
. The shield decays by 5% per second.
 3000
        
        
        Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
    
    
        Wit's End
Basic Attack deals Bonus Damage
 +45% Attack Speed
 +45 Magic Resistance
At Wit's End: Basic attacks deal 10-55 bonus magic damage. While below 50%
Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.
 2800
        
        
        Wit's End TIPS: This item is perfect for champions who want to deal sustained damage and have some defensive stats against magic damage threats. It provides bonuses to attack speed and magic resistance, as well as adding magic damage to your auto-attacks, making it effective against magic-based threats. The "While below 50% Health" effect heals you when dealing damage to an enemy champion, increasing survivability in fights. This item is especially useful for champions like Vayne, Irelia, or Master Yi, who can benefit from its on-hit magic damage and health restoration effect.
    
    
        Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
 1000
        
        
        Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
    
    
        Edge of Night
Blocks an enemy ability
 +250 Max Health
 +50 Attack Damage
Gouge: 
 +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
 3150
        
        
        Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
    
    
        Crown of the Shattered Queen
Blocks an enemy ability
 +60 Ability Power
 +7% Magic Penetration
 +200 Max Mana
 +20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
 increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
 3000
        
        
        Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
    
    
        Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
        
    
    
        Yordle Serylda’s Grudge
Armor Penetration (%) and apply slows
 +40 Attack Damage
 +15 Ability Haste
Last Whisper: Gain 
 +33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (10 + 2-30 (
) + 40% bonus
) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)
 3300
        
        
        Yordle Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
    
    
        Rylai's Crystal Scepter
Abilities apply slows
 +300 Max Health
 +65 Ability Power
 +7% Magic Penetration
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
 2700
        
        
        Rylai's Crystal Scepter TIPS: This item is perfect for mages who deal damage with area-of-effect abilities and want to slow down enemies. It provides bonuses to health, ability power, and magic penetration, enhancing your abilities and increasing survivability. The "Icy" effect slows enemies by 30% for 1 second when dealing damage with active abilities or empowered attacks. This makes the item an excellent choice for champions with area-of-effect damage who can control the battlefield and slow enemies, such as Lissandra or Amumu.
    
    
        Iceborn Gauntlet
Attacks create a slowing field
 +250 Max Health
 +50 Armor
 +250 Max Mana
 +30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD 
 + 25% Bonus Armor 
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
 3100
        
        
        Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
    
    
        Serpent's Fang
Anti-Shielding
 +50 Attack Damage
 +10 Ability Haste
Stab: 
 +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD
 + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
 + 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
 2800
        
        
        Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
    
    
        Oceanid's Trident
Anti-Shielding
 +200 Max Health
 +80 Ability Power
 +7% Magic Penetration
 +10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
 + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
 + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
 2600
        
        
        Oceanid's Trident TIPS: This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, and ability haste, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.
    
The information below will help you get familiar with the game on the Jungle Line DIANA. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
 Dagger. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy 
 Boots of Speed at an early stage.
    
        Dagger
 +15% Attack Speed
 500
        
    
    
        Nashor's Tooth
Attacks deal bonus damage
 +45% Attack Speed
 +20 Ability Haste
Magic Fang: Obtain 25 Attack Damage or 50 Ability Power (Adaptive).
Gnaw: Attacks deal adaptive damage (15 + 20% bonus
+ 30% bonus
) on hit.
 3000
        
        
        Nashor's Tooth TIPS: This item is perfect for champions who blend auto-attacks with magic damage. It provides a hefty boost to attack speed and reduces ability cooldowns, allowing you to cast spells more frequently in fights. The “Magic Fang” passive adapts to your build by granting either bonus attack damage or ability power, adding flexibility.  With each auto-attack, “Gnaw” deals adaptive magic damage on hit, making it especially effective against tanky targets and for wearing down opponents over time. This item is ideal for champions like Teemo, Kayle, and Jax, who rely on sustained auto-attacks supported by magic damage and need frequent ability usage to maximize DPS in extended engagements.
    
    
        Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
 +45 Ability Power
 +150% Mana Regeneration
 +45 Move Speed.
Magic Break: 
 +8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.
 1400
        
        
        Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements.  — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
    
    
        Lich Bane
Attacks deal bonus damage aster ability casts
 +80 Ability Power
 +7% Magic Penetration
 +10 Ability Haste
Bane: 
 +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD 
 + 50% AP 
. (1.5s Cooldown) Damage is reduced vs structures.
 2950
        
        
        Lich Bane TIPS: This item is perfect for mages and champions who deal both magic and physical damage. It provides bonuses to ability power, magic penetration, and ability haste, helping to increase damage and the frequency of ability usage. The "Spellblade" effect allows you to deal bonus magic damage with your next attack after using an ability, adding burst damage and helping to quickly take down squishy enemies. This item is especially effective against champions with low magic resistance, such as AD carries, mages, and assassins, who are vulnerable to high magic damage.
    
    
        Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
 +45 Ability Power
 +150% Mana Regeneration
 +45 Move Speed.
Magic Break: 
 +8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.
 1400
        
        
        Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements.  — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
    
    
        Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. and reducing the target's Magic Resistance by 15% for 3s. After cast, gain 20% Movement Speed thatdecays over 3s. (50s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.
 500
        
        
        Protobelt Enchant TIPS: This enchant grants a forward dash followed by a burst of missiles that deal magic damage and briefly weaken the target’s magic resistance. After casting, you gain a temporary movement speed boost for continued pursuit or escape.
    
    
        Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
 1000
        
        
        Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
    
 Nashor's Tooth (Attacks deal bonus damage) as your first item, followed by 
 Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is 
 Lich Bane (Attacks deal bonus damage aster ability casts).
                    
 Protobelt Enchant (Small dash). You may want to replace it with 
 Stasis Enchant (Turn invulnerable), it all depends on your playstyle and the situation on the battlefield.
                    
    
        Nashor's Tooth
Attacks deal bonus damage
 +45% Attack Speed
 +20 Ability Haste
Magic Fang: Obtain 25 Attack Damage or 50 Ability Power (Adaptive).
Gnaw: Attacks deal adaptive damage (15 + 20% bonus
+ 30% bonus
) on hit.
 3000
        
        
        Nashor's Tooth TIPS: This item is perfect for champions who blend auto-attacks with magic damage. It provides a hefty boost to attack speed and reduces ability cooldowns, allowing you to cast spells more frequently in fights. The “Magic Fang” passive adapts to your build by granting either bonus attack damage or ability power, adding flexibility.  With each auto-attack, “Gnaw” deals adaptive magic damage on hit, making it especially effective against tanky targets and for wearing down opponents over time. This item is ideal for champions like Teemo, Kayle, and Jax, who rely on sustained auto-attacks supported by magic damage and need frequent ability usage to maximize DPS in extended engagements.
    
    
        Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
 +45 Ability Power
 +150% Mana Regeneration
 +45 Move Speed.
Magic Break: 
 +8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.
 1400
        
        
        Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements.  — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
    
    
        Lich Bane
Attacks deal bonus damage aster ability casts
 +80 Ability Power
 +7% Magic Penetration
 +10 Ability Haste
Bane: 
 +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD 
 + 50% AP 
. (1.5s Cooldown) Damage is reduced vs structures.
 2950
        
        
        Lich Bane TIPS: This item is perfect for mages and champions who deal both magic and physical damage. It provides bonuses to ability power, magic penetration, and ability haste, helping to increase damage and the frequency of ability usage. The "Spellblade" effect allows you to deal bonus magic damage with your next attack after using an ability, adding burst damage and helping to quickly take down squishy enemies. This item is especially effective against champions with low magic resistance, such as AD carries, mages, and assassins, who are vulnerable to high magic damage.
    
    
        Yordle Infinity Orb
Abilities deal bonus damage
 +80 Ability Power
 +7% Magic Penetration
Destiny: 
 +5% Move Speed.
Balanced: 
 +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 (
) plus 10%
 to nearby enemies.
 2900
        
        
        Yordle Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.
    
    
        Rabadon's Deathcap
Boosts Ability Power
 +100 Ability Power
 +7% Magic Penetration
Overkill: Increases Ability Power by 20-45%
.
 3400
        
        
        Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.
    
    
        Crown of the Shattered Queen
Blocks an enemy ability
 +60 Ability Power
 +7% Magic Penetration
 +200 Max Mana
 +20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
 increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
 3000
        
        
        Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
    
    
        Crown of the Shattered Queen
Blocks an enemy ability
 +60 Ability Power
 +7% Magic Penetration
 +200 Max Mana
 +20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
 increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
 3000
        
        
        Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
    
        Morellonomicon
Magic damage reduces enemy healing
 +150 Max Health
 +70 Ability Power
 +7% Magic Penetration
 +20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
 2500
        
        
        Morellonomicon TIPS: This item is perfect for mages who need to reduce the effectiveness of healing and regeneration on enemies. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Affliction" effect applies Grievous Wounds on enemy champions when you deal magic damage, reducing their healing and regeneration effectiveness by 50% for 3 seconds. This item is especially useful against champions who rely on healing, such as Soraka, Dr. Mundo, and Vladimir.
    
    
        Crown of the Shattered Queen
Blocks an enemy ability
 +60 Ability Power
 +7% Magic Penetration
 +200 Max Mana
 +20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
 increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
 3000
        
        
        Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
    
    
        Oceanid's Trident
Anti-Shielding
 +200 Max Health
 +80 Ability Power
 +7% Magic Penetration
 +10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
 + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
 + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
 2600
        
        
        Oceanid's Trident TIPS: This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, and ability haste, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.
    
 Oceanid's Trident — This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, and ability haste, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.
    
        Crown of the Shattered Queen
Blocks an enemy ability
 +60 Ability Power
 +7% Magic Penetration
 +200 Max Mana
 +20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
 increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
 3000
        
        
        Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
    
    
        Crystalline Reflector
Reduce physical damage and deals magic damage back
 +200 Max Health
 +45 Armor
 +60 Ability Power
 +7% Magic Penetration
Mirroed Force: Each ability cast grants a mirror shard that lasts 3 second(s). The shard blocks 8-25 incoming physical damage
 from enemy champions and deals magic damage equal to 10 + 3% AP
 + 1% bonus Health
 to them. Shard durations do not stack.
 3000
        
        
        Crystalline Reflector TIPS: This item is perfect for mage assassins who need to enhance their survivability against champions dealing physical damage. It provides bonuses to maximum health, armor, ability power, and magic penetration, making it valuable for both defense and damage. The "Mirrored Force" effect creates a mirror shard with each ability cast, blocking incoming physical damage from enemy champions and reflecting it as magic damage back to the attacker. This item is ideal for champions facing physical attackers and wanting to increase their survivability while dealing damage in return.
    
 Crystalline Reflector — This item is perfect for mage assassins who need to enhance their survivability against champions dealing physical damage. It provides bonuses to maximum health, armor, ability power, and magic penetration, making it valuable for both defense and damage. The "Mirrored Force" effect creates a mirror shard with each ability cast, blocking incoming physical damage from enemy champions and reflecting it as magic damage back to the attacker. This item is ideal for champions facing physical attackers and wanting to increase their survivability while dealing damage in return.
    
        Crown of the Shattered Queen
Blocks an enemy ability
 +60 Ability Power
 +7% Magic Penetration
 +200 Max Mana
 +20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
 increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
 3000
        
        
        Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
    
    
        Yorlde Liandry's Torment
Abilities deal bonus damage
 +250 Max Health
 +75 Ability Power
 +7% Magic Penetration
Torment: Damaging abilities or empowered attacks deal 0.6-2% (
) of the target's max Health as bonus magic damage over 3 seconds.
Infernal Agony: Every 4 seconds, Torment detonates, dealing true damage equal to 40 plus 5%
 to the target.
 3000
        
        
        Yorlde Liandry's Torment TIPS: This item enhances your abilities with a damage-over-time effect that scales off the target’s health, allowing you to wear down tanky opponents over an extended skirmish. Periodically, the torment detonates for a burst of true damage to finish off weakened foes.  — Perfect for mages who want to drag out engagements, shred through frontline tanks, and execute them with true damage.
    
 Yorlde Liandry's Torment — This item enhances your abilities with a damage-over-time effect that scales off the target’s health, allowing you to wear down tanky opponents over an extended skirmish. Periodically, the torment detonates for a burst of true damage to finish off weakened foes.  — Perfect for mages who want to drag out engagements, shred through frontline tanks, and execute them with true damage.
    
        Crown of the Shattered Queen
Blocks an enemy ability
 +60 Ability Power
 +7% Magic Penetration
 +200 Max Mana
 +20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
 increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
 3000
        
        
        Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
    
    
        Riftmaker
Ramping Damage
 +150 Max Health
 +80 Ability Power
 +7% Magic Penetration
 +15 Ability Haste
Assimilation: +11% Omnivamp
.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
 3300
        
        
        Riftmaker TIPS: This item is perfect for mages and champions who need to increase damage over time while fighting. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Void Corruption" effect allows you to gain stacks of Corruption every second while in combat with champions, increasing your damage with each stack. At maximum stacks, the additional damage becomes true damage, making this item very powerful in prolonged fights. This item is especially useful for champions who can sustain in long battles, dealing damage while healing.
    
 Riftmaker — This item is perfect for mages and champions who need to increase damage over time while fighting. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Void Corruption" effect allows you to gain stacks of Corruption every second while in combat with champions, increasing your damage with each stack. At maximum stacks, the additional damage becomes true damage, making this item very powerful in prolonged fights. This item is especially useful for champions who can sustain in long battles, dealing damage while healing.
 Flash (Teleport a short distance) and 
 Smite as your Summoner Spells.
            
    
        Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
        
    
    
        Smite
Deal 600 true damage to monsters, epic monsters or enemy minions. Smiting a monster restore 127 Health (70 + 10%
). Smite upgrades to Chilling Smite after 3 uses.
Jungle Expertise:
Earn 20% bonus gold and 20% bonus XP from monsters kills, but temporarily earn 60% less gold and XP from minions kills.
Deal 15% more attack damage and 30% more ability damage against monsters.
Restore 40 Health over 5 seconds after dealing damage to monsters.
Restore 4 Mana every second while in the jungle or river.
From 11:00 onward, monster kills will no longer grant bonus gold.
At 2:00, the attack damage bonus against monsters will start to decay.
At 5:00, it will be removed.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s
        
    
    
        Сhilling Smite
Deal 1000 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%
).
Against champions: Deal 70 true damage (38 to 184
) to enemy Champions and steals 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
        
    
 First Strike (Obtains gold and bonus damage when initiate deals damage.) as your keystone, followed by 
 Gathering Storm (Damage output increases over time.), 
 Coup de Grace (Increases damage dealt to enemy champions with low Health.) and 
 Legend: Alacrity (Gains Attack Speed.) in the primary tree, as well as 
 Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit.) in the secondary tree. Below you can see possible options for replacing runes.
                
                    
                        First Strike
Bonus Gold, Bonus Damage
0.25s after engaging an enemy champion in combat, dealing damage to them grants 10 gold and a First Strike effect that lasts 3s to you, allowing you to deal 8% bonus true damage to the enemy champion. Once the effect has ended, gain gold according to the bonus damage dealt (melee: 100% /ranged: 85%) during the effect.
Cooldown: 20s
                    
                
                    Gathering Storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive 
 or 
. Totaling: 2/5/9/14
 or 4/10/18/28
 based on game time.
                
                
                    Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
                
                
                    Legend: Alacrity
Bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 20% Attack Speed.
                
                
                    Sudden Impact
Bonus Damage
Damaging an enemy champion deals a bonus 10-80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 10 true damage.
Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
                
    
First Strike
Bonus Gold, Bonus Damage
0.25s after engaging an enemy champion in combat, dealing damage to them grants 10 gold and a First Strike effect that lasts 3s to you, allowing you to deal 8% bonus true damage to the enemy champion. Once the effect has ended, gain gold according to the bonus damage dealt (melee: 100% /ranged: 85%) during the effect.
Cooldown: 20s
    
Dark Harvest
Bonus Damage
Damaging a champion below 50% health deals adaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 11.
Dark Harvest damage: 50 + 11 per soul + 25% bonus 
 + 15% ![]()
Cooldown: 20s (Resets to 1s on takedown)
 Dark Harvest — This keystone deals bonus damage to weakened enemies and harvests their souls — each soul permanently increases its damage, turning you into a stronger finisher. Great for assassins and snowball-heavy playstyles that rely on takedowns to snowball fights.
    
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
    
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
 Giant Slayer — The rune deals bonus damage based on the enemy champion's bonus health, up to 16% bonus damage when the enemy champion has 1600 or more bonus health. It is perfect for champions who face enemies with high amounts of health, such as tanks. The rune helps effectively break through high health opponents, making it an excellent choice for damage-focused champions.
    
Legend: Alacrity
Bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 20% Attack Speed.
    
Legend: Bloodline
Omnivamp
Gains 1% Omnivamp 
. Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp 
.
 Legend: Bloodline — The rune increases your omnivamp by 1%, allowing you to restore health when dealing damage to both enemies and allies. By taking down monsters, enemy champions, or minions, you gain additional bonuses, increasing your omnivamp up to 7%. This rune is suitable for champions such as fighters, junglers, and marksmen who actively engage in battles. Marksmen, who are often in the heart of the action, can effectively sustain themselves with omnivamp, enhancing their survivability in fights.
    
Sudden Impact
Bonus Damage
Damaging an enemy champion deals a bonus 10-80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 10 true damage.
Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
    
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
 Overgrowth — The rune increases your maximum health permanently with each nearby minion or monster kill. It is useful for most champions, including fighters, tanks, and junglers, who actively farm and frequently engage in fights. The rune helps improve survivability by stacking health over time, making it a great choice for champions who rely on increasing their maximum health for prolonged battles.
    
Sudden Impact
Bonus Damage
Damaging an enemy champion deals a bonus 10-80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 10 true damage.
Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
    
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 30s
 Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.
                        (Q) CRESCENT STRIKE
                            
 8/7/6/5s  
 50/55/60/65 
                            
                            
                            
Unleashes an arcing bolt of energy that deals 60 magic damage (60/105/150/195 + 70% 
) and applies Moonlight for 3 seconds.
                        
                        (W) PALE CASCADE
                            
 13/11,5/10/8,5s  
 70 
                            
                            
                            
Create 3 spheres that orbit Diana 5 seconds. Upon contact with enemies the spheres detonate, dealing 20 magic damage (20/35/50/65 + 20% 
).
Also grants a shield that absorbs 50 damage (50/70/90/110 + 40% 
) damage. If the third sphere detonates, the shield is increased by 50 (50/70/90/110 + 40% 
).
                        
                        (E) LUNAR RUSH
                            
 18/16/14/12s  
 20 
                            
                            
                            
Dashes to a point near an enemy, dealing 40 magic damage (40/80/120/160 + 30% 
) and removing Moonlight in an area.
Lunar Rush's Cooldown is reduced to 0.5 seconds if it removes Moonlight from an enemy.
                        
                        (R) MOONFALL
                            
 70/65/60s  
 100 
                            
                            
                            
Summons the moon, illuminating an area that expands. Enemies in this area are slowed by 20%. During this time, Diana charges for up 1 seconds, triggering Moonfall Glow when the charge is complete. Diana can move and cast abilities and spells while chargin up.
Diana cannot cast this ability if there are no enemy champions nearby.
Moonfall Glow: Slams the moon down, dealing 100 (100/160/220 + 40% 
) to 250 magic damage (200/320/440 + 80% 
) based on charge time and slowing targets by 20% for 2 seconds.
                        
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle DIANA. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
There are no champions in this section that synergies with {title}.
We have prepared a list of items and spells that will help counter Jungle DIANA in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
    
        Mercury's Treads
Reduces Magic Damage
 +200 Max Health
 +100% Health Regen
 +35 Magic Resistance
 +45 Move Speed.
Dissolve: Reduces magic damage taken from champions by 3-12% (
).
 1350
        
        
        Mercury's Treads TIPS: These boots provide solid magic damage reduction, enhanced regeneration, and movement speed, with a passive that further lessens incoming magic damage.  — The perfect pick for tanks, bruisers, and supports who need to withstand heavy AP threats while maintaining mobility.
    
    
        Spirit Visage
Increases healing and shielding received
 +350 Max Health
 +100% Health Regen
 +50 Magic Resistance
 +20 Ability Haste
Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%.
 2800
        
        
        Spirit Visage TIPS: This item greatly boosts your health, regeneration, magic resistance, and ability haste. Its “Blessed” passive amplifies all healing, regen, drain effects, and shields on you by 30%, allowing you to recover more quickly in fights. It’s an excellent choice against champions who deal sustained magic damage, like Vladimir and Swain, as well as burst mages like Syndra or Veigar, helping you survive initial bursts and heal up rapidly.
    
    
        Force of Nature
Stacking Magic Resist and Move Speed
 +350 Max Health
 +60 Magic Resistance
Storm: 
 +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.
 2750
        
        
        Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
    
    
        Maw of Malmortius
Converts damage from attacks into a magic shield
 +55 Attack Damage
 +45 Magic Resistance
 +10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage
. The shield decays by 5% per second.
 3000
        
        
        Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
    
    
        Wit's End
Basic Attack deals Bonus Damage
 +45% Attack Speed
 +45 Magic Resistance
At Wit's End: Basic attacks deal 10-55 bonus magic damage. While below 50%
Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.
 2800
        
        
        Wit's End TIPS: This item is perfect for champions who want to deal sustained damage and have some defensive stats against magic damage threats. It provides bonuses to attack speed and magic resistance, as well as adding magic damage to your auto-attacks, making it effective against magic-based threats. The "While below 50% Health" effect heals you when dealing damage to an enemy champion, increasing survivability in fights. This item is especially useful for champions like Vayne, Irelia, or Master Yi, who can benefit from its on-hit magic damage and health restoration effect.
    
    
        Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
 1000
        
        
        Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
    
    
        Edge of Night
Blocks an enemy ability
 +250 Max Health
 +50 Attack Damage
Gouge: 
 +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
 3150
        
        
        Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
    
    
        Crown of the Shattered Queen
Blocks an enemy ability
 +60 Ability Power
 +7% Magic Penetration
 +200 Max Mana
 +20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
 increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
 3000
        
        
        Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
    
    
        Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
        
    
    
        Yordle Serylda’s Grudge
Armor Penetration (%) and apply slows
 +40 Attack Damage
 +15 Ability Haste
Last Whisper: Gain 
 +33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (10 + 2-30 (
) + 40% bonus
) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)
 3300
        
        
        Yordle Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
    
    
        Rylai's Crystal Scepter
Abilities apply slows
 +300 Max Health
 +65 Ability Power
 +7% Magic Penetration
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
 2700
        
        
        Rylai's Crystal Scepter TIPS: This item is perfect for mages who deal damage with area-of-effect abilities and want to slow down enemies. It provides bonuses to health, ability power, and magic penetration, enhancing your abilities and increasing survivability. The "Icy" effect slows enemies by 30% for 1 second when dealing damage with active abilities or empowered attacks. This makes the item an excellent choice for champions with area-of-effect damage who can control the battlefield and slow enemies, such as Lissandra or Amumu.
    
    
        Iceborn Gauntlet
Attacks create a slowing field
 +250 Max Health
 +50 Armor
 +250 Max Mana
 +30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD 
 + 25% Bonus Armor 
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
 3100
        
        
        Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
    
    
        Serpent's Fang
Anti-Shielding
 +50 Attack Damage
 +10 Ability Haste
Stab: 
 +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD
 + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
 + 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
 2800
        
        
        Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
    
    
        Oceanid's Trident
Anti-Shielding
 +200 Max Health
 +80 Ability Power
 +7% Magic Penetration
 +10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
 + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
 + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
 2600
        
        
        Oceanid's Trident TIPS: This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, and ability haste, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.
    
Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.
            
Gromp
Monster
 ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
REWARDS
Earn XP and gold upon defeating them.
Blue Sentinel
Large Monster
 ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.
REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.
Get 15 Ability Haste.
When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.
Greater Murk Wolf
Monster
 ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.
REWARDS
Earn XP and gold upon defeating them.
Crimson Raptor
Monster
 ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.
REWARDS
Earn XP and gold upon defeating them.
Red Brambleback
Large Monster
 ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.
REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.
For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.
Ancient Krug
Monster
 ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.
REWARDS
Earn XP and gold upon defeating them.
Rift Scuttler
Large Monster
 ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).
REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:
Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.
Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).
The Pro Diana Jungle Path features a full clear that starts on the Red Buff with Diana leveling (Q) CRESCENT STRIKE. After killing the Red Buff and reaching level two, challenger players tend to level up the (W) PALE CASCADE skill that gives Diana a shield which also deals a decent amount of damage and they clear the Krugs camp. Another viable option is to take (E) LUNAR RUSH instead, so that you can (Q) CRESCENT STRIKE the Krugs camp and dash over to them from the Red Buff. Next up is the Raptor camp that grants Diana level three which unlocks the (E) LUNAR RUSH skill that accelerates camp clearing immensely. At this point Diana moves towards the Blue Buff side of the jungle and clears the Wolves, Blue Buff and Gromp. This grants you level four, upgrade (Q) CRESCENT STRIKE. Lastly, we have the Rift Scuttler after which Diana follows up with a gank onto one of the lanes that is easiest to get a kill on or apply pressure. This Diana Jungle Clear prioritizes scaling and getting to the Scuttler side which has the most priority so that you can easily see if the enemy jungler is coming and avoid the conflict if you're in a losing matchup.
The information below will help you get familiar with the game on the Solo Baron Line DIANA. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron DIANA. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared a list of items and spells that will help counter Solo Baron DIANA in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
MOONSILVER BLADE
            
CRESCENT STRIKE
            
PALE CASCADE
            
LUNAR RUSH
            
MOONFALL
            
After casting an ability, Diana gains 30% to 100% Attack Speed (
) for 4 seconds.
Every third attack deals an additional 35 bonus magic damage (20 (+15 
) + 50% 
) to nearby enemies.
Damage to monsters: 75%.

                        
 13/11,5/10/8,5s  
 70 
                        
                        
                        
Create 3 spheres that orbit Diana 5 seconds. Upon contact with enemies the spheres detonate, dealing 20 magic damage (20/35/50/65 + 20% 
).
Also grants a shield that absorbs 50 damage (50/70/90/110 + 40% 
) damage. If the third sphere detonates, the shield is increased by 50 (50/70/90/110 + 40% 
).
                    

                        
 18/16/14/12s  
 20 
                        
                        
                        
Dashes to a point near an enemy, dealing 40 magic damage (40/80/120/160 + 30% 
) and removing Moonlight in an area.
Lunar Rush's Cooldown is reduced to 0.5 seconds if it removes Moonlight from an enemy.
                    

                        
 70/65/60s  
 100 
                        
                        
                        
Summons the moon, illuminating an area that expands. Enemies in this area are slowed by 20%. During this time, Diana charges for up 1 seconds, triggering Moonfall Glow when the charge is complete. Diana can move and cast abilities and spells while chargin up.
Diana cannot cast this ability if there are no enemy champions nearby.
Moonfall Glow: Slams the moon down, dealing 100 (100/160/220 + 40% 
) to 250 magic damage (200/320/440 + 80% 
) based on charge time and slowing targets by 20% for 2 seconds.
                    
    
    
    
    
    
    
    
    
    
    
    Use this combo to initiate unexpectedly on multiple enemies.
 PROTOBELT ENCHANT towards the enemy and buffer your FLASH to quickly close the distance. Use (R) MOONFALL on multiple targets once you land. Follow up with (E) LUNAR RUSH on a priority target, then (W) PALE CASCADE and (Q) CRESCENT STRIKE. Use AA (E) combo twice to deal damage and stick to your target. Finish with an empowered AA.
Bearing her crescent moonblade, Diana fights as a warrior of the Lunari—a faith all but quashed in the lands around Mount Targon. Clad in shimmering armor the color of winter snow at night, she is a living embodiment of the silver moon's power. Imbued with the essence of an Aspect from beyond Targon's towering summit, Diana is no longer wholly human, and struggles to understand her power and purpose in this world.