- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Ability Power+4.95 ability power
Greater Mark of Magic Penetration+0.87 magic penetration
Greater Seal of Armor+1 armor
Greater Glyph of Magic Resist+1.34 magic resist
For marks, magic penetration is pretty much the best option for AP casters. Magic pen always helps and is very useful early game for maximizing damage output. Most champions begin at 30 MR, and can be supplemented further by MR runes and masteries, so you will want to do as much as you can early game. Flat AP quints are good to have a set amount of AP early game while the yellows will scale up. Meanwhile, MR blues help you survive in lane against many AP champions and are never a bad option.
Alternative Rune Builds:
- Flat AP Quints + Yellows, M.Pen Reds, MR Blues - Similar but no scaling AP, just maximizing damage early.
- MR Quints + Blues, HP/level yellows, M.Pen reds - Decent against LeBlanc
Runes are about fitting your playstyle and what works. Runes are subjective, so find what fits your style.
- Points Available: 30 / 30
Diana is an assassin, so speccing into what her damage is (AP) and maximizing it all in offense is what you should aim for here. In utility, take mana + mana regen to aid in lane a bit, taking 1 in Improved Recall because the other options you have are useless and 1 in Mastermind for the reduced Flash cooldown. Summoner's Insight reduces 15s flat amount whereas Mastermind reduces 4% which is 12s, on top of reducing Ignite CD.
FlashTeleports your champion a short distance toward your cursor's location.
IgniteIgnites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.
Flash is the best summoner spell in the game, it is necessary to make plays and escape from situations. Diana is really squishy and susceptible to ganks, so you will really want Flash to escape early, while also repositioning (or chasing to get a spell or whatnot in a teamfight) later on.
Core to an assassin, Ignite helps you secure kills. Use this when you're committing to a fight.
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