VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Diana

Scorn of the Moon

Diana is a burst-focused champion who looks for a reachable priority target and a route back out. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

JungleMostly magic damageMelee attacks
Usual roleJungle
ClassFighter · Assassin
DifficultyMedium · 4/10
Basic attacksMeleeMelee basic attacks · 150 range.
Damage profileMostly magic damageMost normal kit pressure is magic. Magic resistance may help, but control, penetration and true damage still matter.
Reference patch16.20.1

Strengths and limits

What Diana does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Threatens reachable priority targets through burst, mobility or an unusual angle.
  • Combines damage and durability in committed skirmishes or extended exchanges.

Limits to respect

  • A failed commitment can leave no clean exit and little value until cooldowns return.
  • Can be worn down or controlled before reaching the range where the kit is strongest.
  • Basic attacks require close access, so enemy range, slows and displacement can deny a clean trade.

Riot ally tips

Use these while learning the champion
1

Landing Crescent Strike is critically important, but don't be afraid to miss. The cooldown is short and the mana cost is low.

2

Consider when to cast Lunar Rush without Moonlight and when to wait for another Crescent Strike.

3

Use Moonfall and Lunar Rush to stay on targets and activate Moonsilver Blade for extra damage.

Riot opponent tips

What an opponent is told to watch for
1

Dodge Crescent Strike, or move to safety if you are affected by Moonlight.

2

Pale Cascade orbs only last a few seconds. Avoid Diana and engage her after the shield dissipates.

3

Diana can play very aggressively if she uses Lunar Rush without Moonlight, but you can punish her by slowing or stunning her when she has no way to get back into position.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Diana in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily magic pressure

Magic resistance can reduce the broad spell profile, but positioning and cooldown tracking still decide whether the important abilities connect.

Fight rhythm

One short window carries much of the threat

Track the key setup and highest-impact cooldown. A missed or blocked opening can create a safer window before the full rotation returns.

Range and access

Needs close access for basic attacks

Range, slows, displacement and terrain can deny the clean contact this champion wants. Plan the route in as carefully as the damage after arrival.

Typical team job

Threaten a reachable priority target

A clean angle matters more than attacking the nearest unit immediately. Keep an exit, reset or follow-up route in mind before committing.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Diana?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Mercury's Treads usually fit better

Magic resistance addresses the broad damage profile, while Tenacity can shorten reducible control.

Choose Plated Steelcaps instead only when physical basic attacks from this champion or the rest of the team are the larger repeated threat.
DisplacementSlowsShields
MAGIC DEFENCE

Magic defence

Kaenic Rookern · Force of Nature

Magic resistance can reduce the broad spell profile.

Choose a role-appropriate option only when repeated or burst magic damage is the problem.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects. Airborne and displacement effects are not solved simply by stacking Tenacity.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
REPEATED SHIELDS

Repeated shields

Serpent's Fang

Anti-shielding can matter when repeated shields are protecting important targets.

Its offensive stats do not fit every champion; another teammate may apply it more efficiently.
BURST WINDOW

Burst window

Zhonya's Hourglass · Banshee's Veil · Edge of Night

Stasis or a spell shield can deny one decisive engage or spell when the item fits the build.

These do not replace positioning, vision or ordinary durability.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Diana fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopUnestablished route

Historical reference. Recommendation review pending. Diana is normally played Jungle and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
MidSecondary

Historical reference. Recommendation review pending. Diana has a secondary role listed in this historical reference. It is less common than the primary roles, but it has a recognisable role-specific plan.

Review this roleOpen matchup
BotUnestablished route

Historical reference. Recommendation review pending. Diana is normally played Jungle and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportUnestablished route

Historical reference. Recommendation review pending. Diana is normally played Jungle and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

Situational AP purchase

When should you buy anti-heal?

Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Start with the component

Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Finish when it fits the fight

Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Coordinate coverage

Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Will the fight last long enough?

If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Kit reference

Diana abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Moonsilver Blade

What it doesEvery third strike cleaves nearby enemies for an additional magic damage. After casting a spell, Diana gains Attack Speed for 5 seconds.

Practical readMoonsilver Blade is an automatic part of the kit involving basic-attack interaction and damage. Track when its condition is active instead of treating every fight the same way.

Q
Q ability

Crescent Strike

What it doesUnleashes a bolt of lunar energy in an arc dealing magic damage. Afflicts enemies struck with Moonlight, revealing them if they are not stealthed for 3 seconds.

Practical readCrescent Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown8/7.5/7/6.5/6 secCost50Listed range900 units
W
W ability

Pale Cascade

What it doesDiana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. If her third sphere detonates, the shield gains additional strength.

Practical readPale Cascade contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown15/13.5/12/10.5/9 secCost40/45/50/55/60Listed range800 units
Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

E
E ability

Lunar Rush

What it doesBecomes the living embodiment of the vengeful moon, dashing to an enemy and dealing magic damage. Lunar Rush has no cooldown when used to dash to an enemy afflicted with Moonlight. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.

Practical readLunar Rush contributes movement or repositioning and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown22/20/18/16/14 secCost40/45/50/55/60Listed range825 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

R
Ultimate

Moonfall

What it doesDiana reveals and draws in all nearby enemies and slows them. If Diana pulls in one or more enemy champions, the moonlight crashes down onto her after a short delay, dealing magic damage in an area around her, increased for each target beyond the first pulled.

Practical readMoonfall contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown100/90/80 secCost100Listed range475 units
Vision

This ability supplies sight or reveals its target. That information effect can matter even when damage is not the main reason to cast it.

Levels 1–18

Diana · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1640 Health375 Mana
Level 3801 Health412 Mana
Level 61,071 Health474 Mana
Level 111,596 Health594 Mana
Level 162,218 Health737 Mana
Level 182,493 Health800 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityCrescent Strike

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 18 secRank 27.5 secRank 37 secRank 46.5 secRank 56 sec
W
Basic abilityPale Cascade

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 115 secRank 213.5 secRank 312 secRank 410.5 secRank 59 sec
E
Basic abilityLunar Rush

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 122 secRank 220 secRank 318 secRank 416 secRank 514 sec
R
UltimateMoonfall

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1100 secRank 290 secRank 380 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1640375 ManaChoose the first basic ability
2718393 ManaAdd another basic ability or rank
3801412 ManaAdd another basic ability or rank
4887432 ManaSpend one ability point
5977452 ManaSpend one ability point
61,071474 ManaFirst ultimate rank normally available
71,168496 ManaSpend one ability point
81,269519 ManaSpend one ability point
91,375544 ManaSpend one ability point
101,484569 ManaSpend one ability point
111,596594 ManaSecond ultimate rank normally available
121,713621 ManaSpend one ability point
131,834649 ManaSpend one ability point
141,958677 ManaSpend one ability point
152,086707 ManaSpend one ability point
162,218737 ManaFinal ultimate rank normally available
172,353768 ManaSpend one ability point
182,493800 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

Choose a queue-aware build, compare a lane opponent, or return to the full champion library.

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