Diana AP Fighter Rework Idea

Targon·8/8/2017, 9:35:38 PM·5 votes·555 views

http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Diana_2.jpg

A few months ago, Riot classified Diana as a diver - however, her current kit doesn't support this fantasy very well. Diana's current kit is much more akin to that of an AP assassin than a diver (albiet Diana doesn't have a built-in escape). For the last few months, I've read a few Diana threads and many Diana mains (including myself) would like to see the following in her eventual mini rework:

  • Make her moonlight debuff feel more impactful.
  • Make her E - Moonfall, feel more impactful
  • Give more skill expression to her kit.

A few days, I came up with a small rework that I hope would tackle a lot of these. Please note that the numbers are just examples and would probably need to be tweaked a little.

Changes/removals are indicated with a line through them and I indicate new additions with the word "New".


Base Stats: Diana's base stats will probably need some tweaks with the proposed changes below. Possibly increasing her base attack speed, mana regen, and base mana.


Passive: Moonsilver Blade Description: Every third basic attack within 3.5 seconds cleaves nearby enemies for 20-250 + (80% AP) bonus magic damage and restores 15% AP mana.


Q: Crescent Strike Cooldown: 8/7.5/7/6.5/6 Mana: 55/55/55/55/55 Diana unleashes a bolt of lunar energy that travels in an arc, dealing 60/95/130/165/200 + (70% AP) magic damage to all enemies hit and applying them Moonlight for up to 3 seconds, granting sight true sight of them for the duration.

  • Crescent Strike is Diana's signature ability. Before Galio's rework, it was the only curved skill shot in the game (if I recall correctly). The only change I made to this ability is for it to grant true sight as opposed to just sight. This fits better with Diana's lore.

W: Pale Cascade Cooldown: 10 >> 14/13/12/11/10 Mana: 40/55/70/85/100 Diana shields herself for up to 5 4 seconds and creates 3 spheres that orbit her which detonate upon contact with an enemy. The shield absorbs up to ~~40/55/70/85/100 + (30% AP) ~~>> 15/25/35/45/55 + (30% AP) + (4% Max Health) damage. If all 3 orbs detonate, the shield is reapplied for a maximum total shield that absorbs up to ~~80/110/140/170/200 + (60% AP) ~~>> 30/50/70/90/110 + (60% AP) + (8% Max Health) damage. Each orb deals 22/34/46/58/70 + (20% AP) >> 15/25/35/45/55 + (20% AP) magic damage, for a maximum of ~~66/102/138/174/210 + (60% AP) ~~>> 45/75/105/135/165 + (60% AP) magic damage.

New: Basic attacks against champions and jungle monsters reduce the CD of Pale Cascade by 1 second.

  • If Diana is intended to be a diver then she naturally needs to build more health and resistances to survive. However, Diana's current W scales only off of rank and AP - so it's actually stronger when Diana builds glass cannon. Instead, the shield should scale partially off of %Max Health so that it's more effective with AP bruiser builds while making glass cannon builds more susceptible. I also added the new effect of reducing the CD of her W on basic attacks to guide her to become more AA reliant - which is Riot's intent with Diana down the road.

E: Moonfall Cooldown: 26/24/22/20/18 >> 22/20/18/16/14 Mana: 70/70/70/70/70 >> 50/60/70/80/90 Diana draws in nearby enemies to her location, slowing enemies in the area by 35/40/45/50/55% for 2 seconds, and grants Diana~~ 50 / 60 / 70 / 80 / 90% attack speed with her next 3 basic attacks~~ >> 30/45/60/75/90% attack speed for 6 seconds.

New: Upon activating E - Moonfall, Diana becomes empowered. For the duration, every third basic attack cleaves nearby enemies for 20-250 + (80% AP) magic damage [as usual], however, her other basic attacks cleave nearby enemies for 30/35/40/45/50% of Moonsilver Blade's bonus magic damage. If Diana hits a target afflicted with Moonlight, the debuff is consumed and her next basic attack is guaranteed to deal 100% of Moonsilver Blade's bonus magic damage.

  • The changes to Moonfall will make it a much more satisfying ability. It gives Diana a defined period of strength and weakness. It also adds more skill expression and options. Do you want to consume the Moonlight debuff for bonus AOE damage OR do you want to consume the Moonlight debuff to gap close for single target damage? Also, with the bonus damage from E, I have reduced the damage on W (see above) and the damage on R (see below).

R: Lunar Rush Cooldown: 25/20/15 Mana: 50/65/80 Diana dashes to a nearby enemy - dealing 100/160/220 + (60% AP) >> 60/100/140 + (40% AP) magic damage. If Diana dashes to a target afflicted with Moonlight, the debuff is consumed and the cooldown of Lunar Rush is reset.

New: If Diana dashes to a target with moonlight, she also gains 15/20/25 bonus armor and magic resistance for 5 seconds - which stacks up to 3 times for a maximum of 45/60/75 bonus armor and magic resistance.

  • Once again, Diana needs more tools to be a diver - and giving her bonus armor and magic resistance for committing to fights seems appropriate - however, it is not all upfront which still allows teams to punish a poorly planned out dive. At max CDR and max points in Q, it would take about 10 seconds to get the maximum bonus armor and magic resistance. Furthermore, it would add some much needed counterplay to Diana's engages. A fed Diana can one-shot a squishing without her R reset. These changes would make that more punishing.

5 Comments

Nixtarma8/8/2017, 10:06:09 PM1 votes

Two problems:

  1. This is the wrong board for this sort of thing.

  2. You do not change the play pattern which makes Diana an assassin, namely the ability to double cast her ult. You shaved some damage off the ult, but put it right back with your E change. This would cause a slight change in damage profile, but would just make her an annoyingly difficult assassin to kill.

Asayake 5150glow8/8/2017, 10:22:47 PM1 votes

For E, I assume you mean attackspeed for those percentages? You kinda just wrote a % for 3 autos then 6 seconds, not really sure what that number means.

Nerfing the base shield of W means that %health ratio won't really do much, especially since 8% maxhealth isn't really too impressive for a shield on someone who isn't stacking health. Diana probably gets around 3k health, even with only really RoA or maybe a Rylai's for tank stats, so it's still way more effective to build AP to get the shield numbers higher. Personally I would put the CD at 12/11/10/9/8 with 1 second CD reduction on each auto, except putting the shield down to 35/45/55/65/75 each except 30% AP on the double proc and 15% on the normal proc. The low CD and not as big shield makes it more of a sustain tool.

Personally I think E changes should just be giving it way more CC, as a diver Diana should have decent lockdown (look at the other divers), and right now it's kinda shit. It would also make it way more satisfying, giving it a 1 second knockup on it's pull.

I think the passive numbers should be nerfed a bit, 80% AP and 250 base damage is a little strong for a 3hit passive, compared to other divers. I think 60% AP + 200 base damage is a good amount. To compensate, Diana could get attackspeed boosts from proccing her W, like 20/25/30/35/40% attackspeed for each orb for a total of 60/75/90/105/120% attackspeed. Numbers are a bit high but attackspeed items for AP are kinda limited.

Personally I think Q damage should go down, but just as much put into her R instead. The reason is that having a high damage Q makes poking a little strong, and also keeps her DPS low due to her pseudo DPS from multiple Q's although having high damage on the engage is still nice.