Patch 16.9jungle

Diana Jungle Build & Guide — Patch 16.9

Diana

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Fighter / Diver
Patch
16.9

Core Abilities

Moonsilver Blade
Every third basic attack cleaves nearby enemies for bonus magic damage. Casting any spell grants attack speed for 5 seconds — your main jungle clear engine.
Crescent Strike
Crescent Strike
Arcing skillshot that marks targets with Moonlight for 3 seconds. The mark unlocks free re-casts of R and is your gank setup tool.
Pale Cascade
Pale Cascade
Three orbiting orbs deal magic damage on contact and grant a shield. Great for dueling and taking jungle camps without dropping HP.
Lunar Rush
Lunar Rush
Targeted dash dealing magic damage. The cooldown resets when used on a target marked by Q — this fuels your gap-close combo.
Moonfall
Moonfall
Pulls in and slows nearby enemies, then explodes on Diana for area magic damage. Your only crowd control (CC) — short range, must be used inside the fight.

Skill Order

1
Q
2
W
3
E
4
Q
5
Q
6
R
7
Q
8
Q
9
W
10
W
11
R
12
W
13
W
14
E
15
E
16
R
17
E
18
E

Primary Combo

QERWAA

Core Items

Gustwalker Hatchling
Luden's Echo
Sorcerer's Shoes
Shadowflame
Rabadon's Deathcap

Situational Items

Zhonya's Hourglass
Zhonya's Hourglass
vs hard-engage tanks (Malphite, Sejuani, Leona) — stasis dodges their CC chain after you R
Liandry's Torment
Liandry's Torment
vs tank-heavy comps with two or more big HP frontliners (Cho'Gath, Ornn)
Void Staff
Void Staff
swap when one priority target buys a Magic Resist item (Mercury's Treads, Spirit Visage)
Morellonomicon
Morellonomicon
vs healing-stacking comps (Soraka, Vladimir, Dr. Mundo, Aatrox)
Banshee's Veil
Banshee's Veil
vs single-target magic CC (Ahri charm, Lissandra R, Twisted Fate stun)

Runes

Primary · Domination
Electrocute
KeystoneElectrocute
Sudden Impact
Sudden Impact
Sixth Sense
Sixth Sense
Ultimate Hunter
Ultimate Hunter
Secondary · Sorcery
Manaflow Band
Manaflow Band
Transcendence
Transcendence
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense

Win Condition

Land Q from fog, dash on the marked target with E, R to pull them off their team, then W and basic-attack reset under your team's follow-up. Force fights around objectives at level 6.

Weakness

Short effective range (E is only 825 units). Champions with strong disengage (Janna R) or peel push you off the carry; without a Q mark you have no second dash to escape.

Overview

Diana is a magic-damage diver: a melee assassin with a built-in shield, a free dash on marked targets, and one of the strongest single-button engages in the game (an engage = the action that starts a fight). In the jungle she trades early ganks for fast clears and a snowball at level 6 — a snowball is the early lead that grows over time (kill → gold → item → more kills). Once Lunar Rush (E) can chain a kill into a second dash, she becomes the ultimate "press R, delete the carry" pick. (A diver is a melee champion who jumps onto the back line of the enemy team.)

Her game plan as a jungler is to power through the first clear with Pale Cascade (W) and the Moonsilver Blade (P) on-hit, take the Scuttle Crab (the river crab that gives vision and a small speed shrine) at minute 3:30, then start ganking lanes with vision setup. After level 6, every fight near a Drake or Rift Herald is a teamfight win condition — Moonfall (R) pulls in priority targets and your team cleans up.

Recommended Build

Starting items: Gustwalker Hatchling Gustwalker Hatchling + Refillable Potion. The Gustwalker pet gives you out-of-combat movement speed, perfect for Diana's gank-heavy mid game. Skip Mosstomper (sustain pet) — your W already shields a clear cycle.

Core items (in order):

  1. Luden's Echo Luden's Echo — first item burst spike (burst = high damage delivered in 1-2 seconds), AP and ability haste. The bolts shred squishy targets the moment you E onto them.
  2. Sorcerer's Shoes Sorcerer's Shoes — flat magic penetration. Default boots in 95% of games.
  3. Shadowflame Shadowflame — extra burst, the HP-threshold passive (a passive that activates when the enemy is below a health threshold, in this case 35%) lines up perfectly with your R-into-E finishers.
  4. Rabadon's Deathcap Rabadon's Deathcap — late-game scaling multiplier. Your highest single-item AP slot.

Situational items:

  • Zhonya's Hourglass Zhonya's Hourglass — into hard-engage tanks (Malphite, Sejuani, Leona). Pop the stasis active (you become invulnerable but cannot move or act for 2.5 seconds) right after you R so the enemy follow-up CC misses you.
  • Liandry's Torment Liandry's Torment — when the enemy team has two or more big HP frontliners (Cho'Gath, Ornn): the burn scales with their HP pool and ticks while you reposition.
  • Void Staff Void Staff — the moment any priority target buys a Magic Resist item (Mercury's Treads, Spirit Visage).
  • Morellonomicon Morellonomicon — into healing-stacking comps (Soraka, Vladimir, Dr. Mundo, Aatrox).
  • Banshee's Veil Banshee's Veil — into single-target magic CC (crowd control: stuns, roots, charms) like Ahri charm or Lissandra R.

Boots: Sorcerer's Shoes Sorcerer's Shoes is the default. Swap to Plated Steelcaps Plated Steelcaps vs heavy AD comps with two AD threats, or Mercury's Treads vs heavy magic CC.

Skill order: Max Q first (waveclear, extra Q damage, longer Moonlight mark window). Max W second (shield value and clear speed). E last — it gains range per rank but the cooldown reset on Moonlight is what matters, not raw scaling. Take R at levels 6, 11, 16.

Runes: Primary Domination with Electrocute, Sudden Impact, Sixth Sense, Ultimate Hunter. Secondary Sorcery with Manaflow Band and Transcendence. Stat shards: Adaptive Force / Adaptive Force / Magic Resist (or Health vs heavy poke).

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Pick into

  • Squishy carry junglers without hard CC

    Diana wins extended duels in their jungle: Pale Cascade shields one rotation of damage, then Lunar Rush resets on the Q mark for a guaranteed re-engage they cannot kite.

    GravesKindredKha Zix
  • Early-game gank-focused junglers

    Their power dips hard at level 6 while Diana's R unlocks mid-game pressure. Match their first-clear tempo and trade objectives until Luden's Echo flips the game.

    NidaleeEliseShaco
  • Slow-clearing low-mobility junglers

    Diana clears faster with passive resets and reaches Scuttle Crab first. Counter-jungle the back camps after each Drake spawn — they cannot rotate in time.

    AmumuRammusWarwick

Counterpicks

  • Front-loaded burst junglers with hard CC

    They invade at level 3 before Diana has E and shut down her clear. Their CC bypasses Pale Cascade's shield: a 1v1 in their jungle pre-6 is a free kill for them.

    Lee SinXin ZhaoVi
  • Tank junglers with built-in disengage or knock-up

    Diana's R only works at melee range — these counter-engage tools knock her out of the pull window before Moonfall finishes channeling, wasting her only CC.

    Jarvan IvSejuaniRammus
  • Sustained-damage bruisers with cleanse or unstoppable

    They walk through Moonfall (Olaf R cleanses CC, Udyr R bypasses pull) and out-DPS Diana once her shield breaks — she has no second escape.

    UdyrOlaf

Key matchups

  • Lee Sin: Avoid level-2 invades — his Q-Q follow-up beats your W shield. Ward your top-side blue buff and clear bot-to-top so you meet him at Scuttle with passive procs ready.
  • Graves: You out-duel him after level 6. Engage from fog (the unwarded part of the jungle, called fog of war) with Q so his dash range cannot dodge the mark; once Moonlight is on him, E is a guaranteed gap-close (gap-close = ability that closes the distance to the enemy).
  • Elise: Power-spike race. She wins level 3 ganks; you win the level 6 fight. Match her first-clear tempo, hover Drake with vision so she cannot solo it.
  • Jarvan IV: Hard matchup. His E-Q knock-up cancels your R channel. Wait for him to commit his combo first, then E onto him for the trade. Buy Zhonya's Hourglass Zhonya's Hourglass earlier than usual.
  • Kha'Zix: Even matchup turning to your favor at item 2. He bursts you in melee range; bait the isolation jump with low HP, W-shield his Q, then E-R reset. Never path through your own jungle without ward control or you eat a free isolated jump.

Power spikes & win conditions

  • Level 3 (Q + W + E): Full kit online. First clear ends around 3:15 — rush to Scuttle Crab before the enemy jungler. The river vision plus 50 HP shrine sets up the rest of your map.
  • Level 6 (first Moonfall): Mid-river skirmish power (a skirmish is a small fight, usually 2v2 or 3v3, not a full teamfight). Q from a brush, E onto the marked target, R to pull both their carries together — your laners burst the rest. The strongest level-6 pull effect in the jungle pool.
  • Luden's Echo Luden's Echo completion (~ minute 9-11): Burst spike. A clean Q-E combo on a squishy target (a champion with low defenses, like ADCs and most mages) deletes 60-70% of their HP before their team can react. Force fights around the second Drake.
  • Rabadon's Deathcap Rabadon's Deathcap online (~ minute 22-25): One-shot threshold against any squishy without a Magic Resist item. Look for picks (eliminating an isolated enemy outside the teamfight) on Baron or Elder Dragon setup vision.

Common mistakes

  • Walking into wards on the gank approach. Diana's only sneak tool is fog. Path through the river or back through your own jungle, and have your laner clear the lane bush ward before you commit.
  • Throwing R on the front line. Your R pulls everyone in a 475-unit radius — pulling the tank toward your team is exactly what they wanted. Wait for the engage to develop, then R the back line (the back line = the carries who deal damage from a safe position).
  • Using E on cooldown without a Q mark. Without Moonlight, E has a 14-second cooldown and a short range. Always Q first; the reset on a marked target is what makes Diana feel mobile.
  • Greeding the third camp on first clear. If the enemy jungler is faster (Graves, Shyvana, Karthus), you lose the level 3 invade race. Cross-map check the enemy laners — if mid is missing, full-clear is a trap.
  • Over-committing to a gank without exit. Diana has no built-in escape after E. If the lane has no slow or follow-up CC, your engage becomes a 1v3 once enemy summoners come up.

Advanced tip

Practice the Q-Flash-E-R combo as a teamfight starter. With your Q in flight, Flash forward at the moment of impact: the marked target appears next to you, E chains immediately on the Moonlight reset, and your R catches their entire back line clumped on the carry. The combo wins fights you have no business winning — but it requires the muscle memory to Flash mid-Q animation, not after the projectile lands. Drill it in the practice tool against a stationary dummy until the input order is automatic.

Past patches

No previous versions available.

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