Idea for Diana

Sheerow·7/25/2014, 9:53:07 AM·4 votes·1,195 views

I know that Diana is potentially getting changes to make her more of a fighter and less of an assassin, and I just thought up an idea that might help her do that?

Maybe this idea is terrible, just let me know!

Innate:

Moonsilver Blade - 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. The counter will reset if Diana hasn't attacked for 3.5 seconds.

In addition, abilities afflict enemies with Moonlight, granting sight of them for 3 seconds

Q:

Crescent Strike - Active: Diana unleashes a bolt of lunar energy that travels in an arc

Range: 830 | Cost: 55 mana | CD: 10/9/8/7/6 | Magic Damage: 60 / 95 / 130 / 165 / 200 (+ 70% AP)

W:

Active: Diana gains a temporary absorption shield and creates three spheres that orbit her, both for to 5 seconds. The spheres detonate on contact with an enemy unit, dealing magic damage to all nearby enemies.

If all three spheres detonate, the shield is reapplied and the duration is refreshed. This second shield stacks with the original shield.

*Each orb applies moonlight, but if a target is already afflicted it doesn't stack

Range: 200 | Cost: 60/70/80/90/100 mana | CD: 10 | Magic Damage per Orb: 22 / 34 / 46 / 58 / 70 (+ 20% AP) | Max Magic Damage: 66 / 102 / 138 / 174 / 210 (+ 60% AP) | Shield Strength: 40 / 55 / 70 / 85 / 100 (+ 30% AP) |Max Shield Strength: 80 / 110 / 140 / 170 / 200 (+ 60% AP)

E:

Lunar Rush - Active: Diana becomes the living embodiment of the vengeful moon, rushing at an enemy and resetting her basic attack counter / immediately basic attacking

Passive: Diana permanently has 5/10/15/20/25% improved attack speed (I'm completely cool with changing these values) *This spell can only be cast on enemies afflicted by moonlight **This spell does not consume the moonlight debuff

Range : 825 | Cost ( I was thinking it shouldn't cost anything but I have no clue if that'd be OP or not) | CD: I was thinking a static CD of either 3 or 4 seconds, so that means one lunar rush per duration of moonlight from an ability (again not sure on OPness)

Orrrr the alternative would be that it does consume the stack of moonlight, but only on the enemy it's used on, and would in turn have a much shorter CD. (so it'd be more akin to Yasuo's sweeping blade)

R:

Moonfall - Active: Diana draws in all nearby enemies to her location, damaging them and slowing them for 3/3.5/4 seconds afterwards.

Range: 400 (same as Orianna's) | Cost XX/XX/XX mana | CD XX/XX/XX | Damage XX/XX/XX | Slow 45%/55%/65%

I just want to reiterate that I have no clue how strong of a kit this would actually be, I just thought of it and thought I'd share! (so please don't be too critical)

11 Comments

SerBlaise7/25/2014, 1:40:15 PM2 votes

please put in how this is a change from the old diana...i don't have her numbers memorized :P

YouLostMe7/25/2014, 5:01:38 PM2 votes

So the differences are:

  • More scaling cleave damage
  • Lunar Rush is now a basic ability, and Moonfall is her ult
  • All abilities apply moonlight
  • Lunar Rush grants passive AS and usage resets attack timer.

Stronger cleave damage and an AA reset will let her use Q -> AA -> E -> AA for basically guaranteed cleave if she autos a creep beforehand. Standard AP runes/masteries and a doran's ring yields ~50 AP. At level 2, this combo (sand shield) deals [60 + 51 + 51 + (.7 + .8 + .05)*25 (AP) ] * 80% (MR) = ~160 damage, or about a third of your average midlaner's HP. This would make Diana one hell of a lane bully because she can throw down a Q every 10 seconds with little reprisal and it looks like you want her E to have a lower CD and minimal cost. That gives Diana a strong identity (obnoxious midlane bully) but I don't think it's good for the game.

I'm also not such a big fan of making her ult just a vacuum and slow. Vacuums are strong as hell, but Moonfall doesn't feel impactful the way Shyvana's ult or Amumu's ult does. I would prefer her old ability setup, with Moonfall balanced correspondingly.

PapaGreg217/25/2014, 6:39:57 PM2 votes

[deleted]

Stacona7/25/2014, 6:40:34 PM2 votes

Here is my idea that I listed:






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.


NOTE: The vacuum effect is stronger and better than what it is currently on live.

Xehnon7/26/2014, 7:01:22 AM1 votes

I would prefer if her kit (Q-W-E-R) remained the same and get adjustment.

Moving the attack speed bonus from Passive to E was something along the line of what I would like. I kinda see and play her like an AP version of Jarvan, yet he does everything better (Shred armor, has better base AS and scalling AS, lower mana cost and decent burst without being fragile) Like wow.

Passive- I think her passive should have attack speed removed but she be given higher base to compensate early on (closer to a melee fighter, near .650 base and +3.2+ per level AS. Also, I think every third strike should lower the cooldown from her R giving more reason to initiate and stick to your target. It should also apply spellvamp allowing Diana more itemization options. (it could also penetrate MR)

Q- should remain as it is. W- should get higher base, lower mana cost and lower ap ratio. E- Should give something passively ala Nocturne, Darius. (spell pen? no too good, spell vamp? nah too morgana esque, hybrid SV and LS? maybe, attack speed? maybe.) Or just give bonus Armor and Magic Res for every enemy pulled base on E's level. Exemple 3-4-5-6-7 R- Should remain as it is, maybe get it's cooldown lowered as previously mentionned by the passive and/or get two charges (similar to Akali) it would allow Diana to initiate with R and be able to stick to a target more easily, maybe too easily) Also keeping the Q-R functionality the same. (Another idea would be that it could apply moonsilver blade as well and other on-hit effect)

Stats wise, I think her base damage should be increased to something similar to Fizz. Her base at 18 is 102 and Fizz 107. She needs that AD to let her last hit properly as a melee fighter. I would increase her base damage by 3 at level one and .1 per level.

I actually wanted to start a thread of my own but felt almost just as good leaving this here.

TL-DR

In the end, I want Diana to have more itemization options where attack speed gives more for the buck (higher base AS) and she be closer to a fighter like Jarvan, Stats wise and game play wise.

Im hoping at least one person read. =D