Diana lane starts with the curved Q: if it misses, let the play die, and if it lands, use the first E to start contact while keeping the reset dash for the flash follow, finish, or exit instead of auto-burning it.
After chunking someone off the wave, Diana should often spend the next few seconds hitting the plate because her passive turns spellcasts into unusually real tower damage for a mid diver, so the crash itself is often the payoff.
Diana’s best fights are often the cramped ones where two enemies share space, because R punishes the pair or the choke directly and keeps her dangerous even when she is no longer getting clean solo dives.
Ult once the fight has stopped being clean. The best Diana R is usually not the first button you press into a full healthy team; it is the moment after Q-E has already forced contact, when two people are sharing space, someone has stepped into peel range, or the choke makes their path obvious. In lane, that often means waiting until your earlier damage makes the pull lethal instead of throwing it out on first touch. Around objectives, it means valuing the pair over the perfect carry. If stasis is unavailable, be stricter. If stasis is up or key CC is already spent, you can take much firmer entries.
Every third strike cleaves nearby enemies for an additional magic damage. After casting a spell, Diana gains Attack Speed for 5 seconds.
Unleashes 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.
Diana 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.
Becomes 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.
Diana 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.