AD Diana Jungle, now better than Runeglaive Diana
I'm a Gold 5 Diana Jungle main, and have played hundreds of games with Diana since I first fell in love with her in Season 4. Up until very recently, I was certain the strongest build for her was full AP with a splash of defense. However, with the introduction of Sated Devourer and the new Guinsoo's Rageblade, she has ascended with Master Yi and Tryndamere into this mystical realm where a champion's primary offensive stat gets pushed to the side in favor of on-hit items. She can essentially do the same thing old AD Fizz did, using her mobility, stickiness, and raw stats to allow her to stack on-hit items and deal hybrid damage that nobody can build against.
Here is a quick comparison of the Pros and Cons when comparing AD Diana with Runeglaive Diana:
PROS
Shreds tanks, structures, and epic monsters
Split pushes as hard as Jax, Trynd, and Yi
Scales better into the late game
Hybrid Damage
Build is far cheaper, clear is much faster
AoE on AoE
Solos Dragon at level 5 with double buffs and a health pot
CONS
Hits power spike way later
Shield is weaker, needs to build durability
Major mana problems
The gap is only going to widen when Runeglaive is removed next patch. Let me know your opinions on all of this in the comments, but I also encourage you all to try her out for yourself. Here is the build I've been using:
Runes and Masteries
https://gyazo.com/b90068f5fd2efd0e675fed0f566b5046
Attack speed marks, scaling armor seals, scaling magic resist glyphs, and flat AP quintessences
https://gyazo.com/47b3f80229ff4695ee268536fbf4d077
I run the same runes and masteries that I do for AP Diana, since she needs help clearing early. You absolutely want to go 18 in Cunning for the hybrid penetration mastery, but feel free to mix and match your other choices. Points of contention where it's still hard for me to decide include tier 1 in Ferocity and tier 3 in Cunning.
Skill Order
W, Q, W, E, max R, max Q, max W, max E.
W is your primary source of survivability in the jungle and then later on in fights. However, it has a high mana cost that increases with level. You have to put 2 early points in it in order to get by in the early game, but after that you max Q for the reduced cooldown.
Items
Typical 6 item build:
Alternate build A:
Alternate build B:
Diana is weak early and lacks for escapes, so use Tracker's Knife to set yourself up against counterjunglers. Place an early pink in the bush that hugs the outer wall of your red buff, then ward the other entrances your support can't get to.
Sated devourer is a major powerspike. The phantom hit passive enables you to strike with your Moonsilver Blade empowered auto every second attack instead of every third. Hard farm for it and secure as many enemy camps, scuttle crabs, and dragons as you can. Get tier 1 boots after you finish your enchant, and never before.
Guinsoo's rageblade is the reason this build is so strong. It provides the most important on-hit effect in the build and is worth almost triple what you spent for it while you have it fully stacked. Build either one of the components first; pickaxe gives faster clears, while blasting wand generates a bigger shield.
Get your choice of tank boots because, like I said, you need to itemize for durability. Stay away from Berserker's Greaves, you will have more than enough attack speed when you are done.
Everything after this point varies off of which sheen upgrade you want. Lich Bane gives the most damage, Tri Force gives more attack speed, and IBG gives stickiness and tankiness.
If you built Lich Bane, buy items that give durability and sticking power.
If you built Trinity Force, you should be planning to duel a lot. Get Sterak's Gage and an on-hit or damage item. I put in Wit's End, but feel free to get Bork, Nashor's, or Gunblade.
If you built Iceborn Gauntlet, you should be planning to group and teamfight. Buy items that give magic resist and health.
. Wouldn't it be really good on a on hit Diana as you heal off the guinsoo aoe and her passive aoe while still getting both ad and ap?
or
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