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Diana·Jungle Guide

Moonsilver BladeP
Crescent StrikeQ
Pale CascadeW
Lunar RushE
MoonfallR
Win rate50.1%
Pick rate4.4%
Ban rate2.2%
Matches36 100-
Diana Jungle has a 50.1% win rate and 4.4% pick rate in Emerald + and is currently ranked A tier. Below, you will find a very detailed guide for Diana Jungle, where we explain strengths and weaknesses of the champion, powerspikes, and game plans for each stage of the game. Step up your game with our Diana Jungle guide!
Diana Top
Diana Jungle
Diana Mid
Diana Bot
Diana Support
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Diana Strengths & Weaknesses
Strengths

Diana is really good in team fights because her Ultimate MoonfallR is a large AOE tool. She is really good in team fights.

Diana’s 1v1 potential throughout the game is very high. She can 1v1 most enemy Junglers to gain an early lead.

Possibly one of the best flankers in the game. She can take out the enemy backline almost instantaneously during a team fight if she is left unchecked. Besides, if she happens to get caught, her tankiness and defensive items will keep her alive for quite some time.

Weaknesses

Proper warding from the enemy team can diminish Diana’s flanking potential in team fights as she will be detected by the enemy in time. This can really reduce her ability to team fight.

When ganking an enemy, if she misses her Crescent StrikeQ, her gank will most likely fail as she will be unable to use her Lunar RushE twice. She will also miss out on a lot of extra damage.

Unfortunately, Diana relies on getting ahead. If you do not get ahead on her, the likely hood is that you won’t be strong in the later parts of the game.

Game plan
Early game
0 - 15 min
Diana is Average

She should start ganking as soon as she hits level three as her burst damage is relatively high, which will allow her to quickly get a Flash from the enemy champions' side.

Getting her Ultimate MoonfallR will make her quite dangerous in fights that happen around choke points. This helps her teammates a lot as they can easily collapse on the enemies Diana has Ultimate MoonfallR'd.

Her first item will allow her to get a massive boost in her overall damage. This will let her win duels with ease. She will now invade the enemy Jungle, provided the allied laners have prio in their lanes.

Mid game
15 - 25 min
Diana is Strong

She will have her core items during this phase of the game. Her dueling and pick potential will skyrocket enormously. She should try to fight as much as possible during this phase of the game.

Her win condition will be getting off massive Ultimate MoonfallRs off on the enemy team. Poking them out with her Crescent StrikeQ first and then going in for the kill is quite optimal for her. Bonus points if she can do it from the fog of war.

She is mighty when dealing with the enemy backline and should always try to find a flank on the enemy's carries. The best time to all-in them will be when the enemy frontline decides to all-in your team. Doing so will ensure that the enemy frontline has no form of follow-up.

Late game
25+ min
Diana is Average

She should be able to one-shot enemies with ease from now on. Her main goal will be to fight around clumped areas to get a multi-man Ultimate MoonfallR on the enemy team.

She should still focus on the enemy backline during team fights while avoiding any form of CC on her. Picking off enemies to make team fights unfair should also be an excellent way to snowball her lead.

If Diana is ahead, she should look for picks or ambush the enemy as they walk through their Jungle. Taking one enemy down could be enough to win the next fight or take the Baron.

Jungle pathing
Early Game
Early Game
How to Play Diana
How to Play Diana
Power Spikes
Early game0 - 15 min

Diana can start ganking from level 3 onwards, but the more levels behind her the better. She should avoid over forcing ganks if they’re too risky so you don’t fall behind.

Level 6 offers Diana lots of burst damage and CC. Because your Ultimate MoonfallR is such a strong tool, make sure you’re trying to gank whenever it’s available.

When Diana has completed her Mythic item, her 1v1 potential is incredibly strong. Don’t be afraid to fight the enemy Jungler alone if you have the item and level advantage.

Mid game15 - 25 min

During the mid-game, Diana would’ve maxed out her Crescent StrikeQ. This ability should start doing a lot of damage to enemies. It will also help her clear the jungle and secure objectives with her team.

At level 11, Diana will put the second point into her Ultimate MoonfallR. Her damage output in team fights will be very high, especially if she has a few items or a lead over the enemy Jungler.

As Diana has an assassin playstyle, once she has multiple items completed in the mid-game, her burst potential will be highly potent. She will easily be able to take down squishy targets that are walking around Summoners Rift alone.

Late game25+ min

In the late game, Diana should be near full build. Make sure you play around your active items and your Ultimate MoonfallR to deal the most amount of damage in a team fight.

Teams will be grouping in the late game, and as Diana’s Ultimate MoonfallR is an AOE tool, she will deal a lot of damage to enemies that are grouped closely together.

At level 16, Diana would’ve put the third and final point in her Ultimate MoonfallR. She will now deal a considerable amount of AOE damage to any enemies caught up in it.

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