Diana Rework Round 3, Tweaked with LoLWikia

AHarmlessTaco··3 votes·592 views
AHarmlessTaco: Diana Rework

Had some fun playing with Diana, http://leagueoflegends.wikia.com/wiki/User_blog:AHarmlessTaco/AHarmlessTaco:_Diana_Rework

It is not 100% finished and cleaned up and balanced, but Im fishing for feedback on overall concept before I worry about that. Its pretty similar to her current kit but Im trying to give it a more delayed attack pattern that is akin to most fighters. Not saying its a great rework, just sharing what I came up with! :)

Moonsilver Blade

INNATE: Every third basic attack within 3.5 seconds cleaves the area before her, dealing 20 - 250 (based on level) (+ 85% AP) bonus magic damage to enemies hit and afflicting them with Moonlight for 6 seconds. Once every 60 seconds, if Diana attacks an enemy champion afflicted with Moonlight, she enters a fury for 6 seconds, gaining 40% bonus attack speed and causing all of her basic attacks to cleave nearby enemies.

Crescent Strike TARGET RANGE: 800 COST: 80 / 75 / 70 / 65 / 60 MANA COOLDOWN: 14

ACTIVE: Diana unleashes a bolt of lunar energy that travels in an arc, dealing magic damage to enemies hit and afflicting them with Moonlight for 6 seconds. MAGIC DAMAGE: 55 / 75 / 95 / 115 / 135 (+ 70% AP)

Pale Cascade EFFECT RADIUS: 200 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 14 / 12 / 10 / 8 / 6

PASSIVE: Diana is orbited by up to 3 Moonlet Orbs, generating one every 10 seconds. Every third Moonlet Orb that Diana creates shields her for 3 seconds. Each time Diana cleaves nearby enemies with Moonsilver Blade, she generates a Moonlet Orb. SHIELD STRENGTH: 55 / 75 / 95 / 115 / 135 (+ 70% AP) ACTIVE: Diana’s current Moonlet Orbs become volatile for 2 seconds, detonating at the end of the duration or when they contact enemies, dealing magic damage to nearby enemies upon detonation. MAGIC DAMAGE PER ORB: 35 / 45 / 55 / 65 / 75 (+ 35% AP)

Moonfall EFFECT RADIUS: 850 COST: 70 MANA COOLDOWN: 26 / 24 / 22 / 20 / 18

ACTIVE: Diana surrounds herself in the light of the moon, creating a field around her that diminishes in size over 3 seconds. Enemies caught in the field are increasingly Slow icon slowed the smaller it becomes, and at the end of the duration all nearby enemies are revealed and drawn up to 300 units toward her location and stunned for 1 second. INITIAL SLOW: 15 / 20 / 25 / 30 / 35% MAXIMUM SLOW: 65 / 70 / 75 / 80 / 85%

Lunar Rush TARGET RANGE: 825 COST: 50 / 65 / 80 MANA COOLDOWN: 25 / 20 / 15

ACTIVE: Diana chooses an enemy and begins channeling for up to 3 seconds, granting sight of her target for the duration. While moving towards her target, Diana projects a lunar barrier that reduces incoming damage and shields her from crowd control. MAGIC DAMAGE: 70 / 140 / 210 (+ 50% AP) At the end of the duration, or if Diana recasts Lunar Rush, Diana dashes to any point in front of or behind her target, so long as she has sufficiently charged Lunar Rush, dealing magic damage to all enemies she passes through. DAMAGE REDUCTION: 25 / 30 / 35% (+ 10% per 100 AP) If Diana damages an enemy afflicted with Moonlight, Lunar Rush’s cooldown is reset and the effect is consumed on all enemies.

1 Comments

Targon2 votes

I really, REALLY like the fury idea on her passive but the damage is definitely way too high xP. Q and W base damage nerfs are a bit too harsh and would make her early game much weaker than it already is, while the potential 105% AP ratio on her W would be a crazy strong nuke if she got an early lead. The delays on her E and R would hurt her engage and make it too telegraphed, and giving damage reduction on R is probably a risky idea, especially if with it scaling with her AP (at 600AP she'd get 95% damage reduction at rank 3 of R).

Since Riot has classified Diana as a diver, here's my thoughts on a possible mini-rework:


Here's my idea of a mini-rework:

Base Stats: Diana probably needs higher base ATK speed with the changes below.


**P - Passive: ** Every 3rd basic attack cleaves nearby enemies and deals 20-250 + (80% AP) bonus magic damage.


Q - Crescent Strike: CD: 8/7.5/7/6.5/6 Mana: 55/55/55/55/55 Damage: 60/95/130/165/200 + (70% AP) Description: Shoots a bolt of lunar energy in an arc, granting vision of its path and marking enemies with moonlight for 3 seconds. Enemies marked with moonlight are revealed (true sight) for the duration.

Summary: Almost the same as her current Q - the only difference being that her Q will now grant true sight as opposed to regular vision - which would tie in nicely with her lore.


W - Pale Cascade: CD: 14/13/12/11/10 Mana: 40/50/60/70/80 Damage: 15/25/35/45/55 + (20% AP) per orb, maximum 45/75/105/135/165 + (60% AP) Shield Strength: 15/25/35/45/55 + (30% AP) + (5% Max Health) [minimum shield], 30/50/70/90/110 + (60% AP) + (10% Max Health) Description: Diana shields herself for up to 4 seconds. If the orbs are popped, she refreshes the shield. Basic attacks reduce the CD of Pale Cascade by 1 second.

Summary: W has a higher CD and reduced base damage, while her shield has lower base values but now scales on her max health. Duration of the shield is reduced a little but can now be refreshed multiple times in longer fights if Diana commits. If Diana is intended to a diver, she'll naturally want to buy health and her defense should scale a bit with her health. She should also be rewarded in extended fights and have less durability if she plans to build more like an AP assassin.


E - Moonfall: CD: 22/20/18/16/14 Mana: 26/24/22/20/18 Attack Speed Bonus: 30/45/60/75/90% Description: Diana draws in nearby enemies to her location, slows enemies hit by 20/25/35/40/45% for 2 seconds, and grants Diana bonus attack speed for 6 seconds. For the duration, each of Diana's basic attacks cleave. As normal, every third AA cleaves to deal 20-250 + (80% AP) bonus magic damage, while the other two cleaves dealing 30/35/40/45/50% of the bonus magic damage. However, enemies marked with moonlight take 100% of the cleaved damage but consume the moonlight.

For example, let's say Diana is level 18. If she casts E, she will become empowered for 6 seconds and her basic attack pattern will be like:

AA Cleave 125 + (40% AP) bonus magic damage AA Cleave 125 + (40% AP) bonus magic damage AA Cleave 250 + (80% AP) bonus magic damage AA Cleave 125 + (40% AP) bonus magic damage AA Cleave 125 + (40% AP) bonus magic damage AA Cleave 250 + (80% AP) bonus magic damage

If Diana hits an enemy with moonlight though:

Q - Moonlight AA Cleave 250 + (80% AP) bonus magic damage + Consumes Moonlight AA Cleave 125 + (40% AP) bonus magic damage AA Cleave 250 + (80% AP) bonus magic damage AA Cleave 125 + (40% AP) bonus magic damage AA Cleave 125 + (40% AP) bonus magic damage AA Cleave 250 + (80% AP) bonus magic damage

Summary: I stole this idea from your passive idea. It would make E feel more impactful and make her a better fighter overall. The slow is reduced a bit from what it is currently to compensate for the additional damage. It would also make her moonlight debuff seem more impactful, and would add some skill expression: Do you want to get closer to the target and do higher single target damage? If so, save the moonlight from Q for her R. Do you want to deal additional AOE damage? If so, save the moonlight from Q for the bonus damage from E.


R - Lunar Rush: CD: 25/20/15 Mana: 50/65/80 Damage: 60/100/140 + (50% AP) Bonus AR/MR: 10/15/20 for 6 seconds (stacking up to 4 times for a maximum of 40/60/80 bonus armor and mr) Description: Diana dashes to a target enemy, dealing magic damage and gaining bonus armor and magic resistance for 6 seconds. If Diana targets an enemy with the moonlight debuff, the CD of Lunar Rush is reset and she gains the same bonus resistances - stacking up to 4 times.

Summary: Reduced base damage on her R, but now grants her flat armor and magic resistance so that she can fulfill the diver fantasy more effectively. The longer she is in the fight and resets with Q > R the more resistances she can get, up to a maximum of course. Once again, this rewards Diana for longer battles and if played correctly, the enemy team will have a harder time blowing her up instantly with the bonus resistances.

Overall: Her nuke potential is reduced but her sustained DPS and survivability should be a bit higher with the W and Q > R changes. Moonlight and E feel more impactful and the changes should give Diana more room for skill expression. Early game strength should be about the same as it is now. Level 6 is probably a bit weaker against ranged matchups but stronger against most melee matchups. Late game Diana is probably a bit stronger with a better team fight presence. She can also still be played as an assassin (total combo damage should be around the same as it is now) but a bit more delayed to allow for more room for counter play.

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