Arrr, good patterns
- Arrr, threatens reachable priority targets through burst, mobility or an unusual angle.
- Arrr, combines damage and durability in committed skirmishes or extended exchanges.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
Scorn of the Moon
Diana be a burst-focused champion who looks fer a reachable priority target and a course back aboard out. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Landing Crescent Strike be critically fit fer th' captain's eye, but don't be afraid to miss. Th' cooldown be short and th' mana cost be low.
Consider when to cast Lunar Rush without Moonlight and when to wait fer another Crescent Strike.
Use Moonfall and Lunar Rush to stay on targets and activate Moonsilver Blade fer extra damage.
Dodge Crescent Strike, or move to safe harbour if ye be affected by Moonlight.
Pale Cascade orbs only last aboard a few seconds. Avoid Diana and engage her after th' shield dissipates.
Diana can play very aggressively if she uses Lunar Rush without Moonlight, but ye can punish her by slowing or stunning her when she has no way to get back aboard into position.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.
Track th' key setup and highest-impact cooldown. A missed or blocked opening can create a safer window afore th' full rotation returns.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
A clean angle matters more booty than attacking th' nearest unit immediately. Keep an exit, reset th' course or follow-up course in mind afore committing.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.
Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Diana be normally played Jungle and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Diana has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
Old chart, matey. Recommendations await inspection. Diana has a secondary station in this historical log, matey. It be less common than the main stations, but has a recognisable plan for that station.
Old chart, matey. Recommendations await inspection. Diana be normally played Jungle and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Diana be normally played Jungle and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, Situational AP purchase
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishEvery third strike cleaves nearby enemies for an additional magic damage. After casting a spell, Diana gains Attack Speed for 5 seconds.
Arrr, practical readMoonsilver Blade be an automatic part o' th' kit involving basic-attack interaction and damage. Track when its condition be active instead o' treating every fight th' same way.

Arrr, what it doesEnglishUnleashes 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.
Arrr, practical readCrescent Strike contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishDiana 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.
Arrr, practical readPale Cascade contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Arrr, what it doesEnglishBecomes 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.
Arrr, practical readLunar Rush contributes movement or repositioning and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

Arrr, what it doesEnglishDiana 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.
Arrr, practical readMoonfall contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
This trick supplies sight or reveals its target. That ship's intelligence effect can matter even when damage be nay th' main reason to cast it.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 640 | 375 Mana, arr | Pick th' first aboard basic trick |
| 2 | 718 | 393 Mana, arr | Stow another basic trick or rank |
| 3 | 801 | 412 Mana, arr | Stow another basic trick or rank |
| 4 | 887 | 432 Mana, arr | Spend one trick point |
| 5 | 977 | 452 Mana, arr | Spend one trick point |
| 6 | 1,071 | 474 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,168 | 496 Mana, arr | Spend one trick point |
| 8 | 1,269 | 519 Mana, arr | Spend one trick point |
| 9 | 1,375 | 544 Mana, arr | Spend one trick point |
| 10 | 1,484 | 569 Mana, arr | Spend one trick point |
| 11 | 1,596 | 594 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,713 | 621 Mana, arr | Spend one trick point |
| 13 | 1,834 | 649 Mana, arr | Spend one trick point |
| 14 | 1,958 | 677 Mana, arr | Spend one trick point |
| 15 | 2,086 | 707 Mana, arr | Spend one trick point |
| 16 | 2,218 | 737 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,353 | 768 Mana, arr | Spend one trick point |
| 18 | 2,493 | 800 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.