Diana [Gameplay Update Ideas]

Stacona·7/21/2014, 3:48:22 AM·5 votes·485 views

These ideas are to make Diana more unique, make her more useful pre-6, more impactful in teamfights, and give her a slightly more unique identity and get her away from an AP assassin because if Diana was an AP assassin she will just be like Akali 2.0. I will treat these ideas like one of my champion concepts.

Note: I do play Diana now and like playing her, this is what I would like to see from her to help her be more viable in higher elo, especially in competitive play to see her played in the LCS.


Moonsilver Blade (Passive): Every 3rd attack cleaves nearby enemies for 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 / 80 / 90 / 105 / 120 / 135 / 155 / 175 / 200 / 225 / 250 (15 + 5 / 10 / 15 / 20 / 25 at each level) (+80%AP) magic damage and lower Pale Cascade's cooldown by 3 seconds. The counter will reset if Diana hasn't attacked for 3.5 seconds. In addition, Diana permanently gains 20/30/40/50%(@levels 1/6/11/16) bonus attack speed.

Crescent Strike (Q): Cooldown: 9/8/7/6/5 seconds; Cost: 45 mana; Range: 830 units Diana unleashes a bolt of lunar energy that travels in an arc. Enemies struck take 60/90/120/150/180(+65%AP) magic damage and are afflicted with Moonlight, granting sight of them for 3 seconds.

Pale Cascade (W): Cooldown: 10 seconds; Cost: 60/70/80/90/100 mana; Range: 200 units Diana gains a temporary absorption shield and creates three spheres that orbit her, both for 5 seconds. The spheres detonate on contact with an enemy unit, dealing 20/30/40/50/60(+15%AP) magic damage to all nearby enemies for each orb (60/90/120/150/180(+45%AP) maximum damage).

If all three spheres detonate, the shield is reapplied and the duration is refreshed. This second shield stacks with the original shield. Shield strength is 40/55/70/85/100(+30%AP) [maximum shield of 80/110/140/170/200(+60%AP)].

Lunar Rush (E): Cooldown: 26/23/20/17/14 seconds; Cost: 50 mana; Range: 825 units Diana becomes the living embodiment of the vengeful moon to rush at an enemy and slow the target by 55% for 0.5/1.0/1.5/2.0/2.5 seconds.

When used to teleport to an enemy afflicted with Moonlight, Lunar Rush's cooldown is refreshed and the Moonlight debuff is consumed. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.

Moonfall (Ultimate) (R): Cooldown: 120/100/80 seconds; Cost: 100 mana; Range: 500 units Diana draws in all nearby enemies to her location, dealing 150/250/350(+70%AP) magic damage and stunning them for 1 second afterwards.


So what I did was increase the attack speed bonus her passive gives at later levels, or at the same levels that you put points in her ultimate to be specific in order to get more passive procs off in the later game and in teamfights. Her Q was obviously left completely alone and has not changed, but I lowered the damage on the orbs of Pale Cascade to compensate for the ability to lower the cooldown from Moonsilver Blade (her passive) moving this ability to be a better ability to tank out fights for staying in fights and less about bursting out targets. The biggest changes I have made was swap Lunar Rush and Moonfall around, so what this does is give her the mobility she needs to make plays pre-6 and actually be able to do things in the early game instead of being a farming punching bag for her first 5 levels, I removed the damage on her Lunar Rush but everything else remains intact including the interaction between Lunar Rush and Crescent Strike's moonlight marks. So for Moonfall I increased the cooldown and cost to match that of an ultimate, but I doubled the range of the ability from 250 to 500 units since this ability happens a lot less often and I also gave it damage and buffed the slow % and duration to help it be a lot more impactful and be this super great initiation tool similar to Orianna's Shockwave. Another thing to point out is that the vacuum would be a lot stronger than what it currently is now, just this is something I cannot describe in a tool tip.

Overall I turned Diana into more a mage bruiser / mage tank initiator that wants to jump in, start a fight, and be constantly attacking to get as many shields and passive procs as possible to live as long as possible while also dealing a bunch of AoE magic damage, and moved her away from being less like Akali 2.0.

~ Stacona




EDIT: Crescent Strike: Cooldown lowered to 9/8/7/6/5 from 10/9/8/7/6 seconds Cost reduced to 45 from 55 mana Damage lowered to 60/90/120/150/180(+65%AP) from 60/95/130/165/200(+70%AP)

Lunar Rush: Added a 55% slow for 0.5/1.0/1.5/2.0/2.5 seconds in addition to dashing to the target (Lunar Rush is still damage less)

Moonfall: Removed the 40/55/70% slow for 3 seconds after the vacuum effect and added a 1 second stun that happens to units that were vacuum'd by Moonfall

18 Comments

PokladnicaZla7/21/2014, 10:00:25 AM3 votes

Seems good and all

I think ita better than assassins Diana,hope a RIOTer sees it :)

Diana x Me7/21/2014, 9:47:02 PM1 votes

She needs something more. I think Lunar rush needs more reward for landing q then just a refresh since she is now very ult reliant. So I suggest adding a passive in which it rewards you for continuously getting the refresh without missing on champions. So I was thinking it would be cool to fill up a moon so at no stacks you would be at a new moon which would wax and at 4 stacks would turn into a full moon. So quarter moon is just a refresh, half moon could slow or deal bonus damage, waxing crescent moon could stun or deal percent health and full moon could deal true damage on next passive proc or ult or something.

Thoughts? Ideas? Suggestions?

Stacona7/21/2014, 10:49:34 PM1 votes

Let me know what you think with this idea: Lunar Rush, besides for dashing to her target, will also slow her target by 55% for 0.5/1/1.5/2/2.5 seconds Moonfall will then no longer slow her targets afterwards but instead it will stun its affected units for 1 second after the vacuum effect