Diana in LCS play

SD Abstract·3/2/2015, 8:16:08 PM·4 votes·1,122 views

So as Diana is my all time fav champ to play i recently have been getting into 5's ranked matches,and well She is just not team comp viable. I mean i love her bruiser assassin feel and with the changes to her w recently i feel its exactly where it needs to be. but her e is well to say the least a dud. if you want to use it @ all the slow is not much and the range is horrid. It feels its whats holding her back from LCS play. Make it a stun? increase the range? maybe both like karma? So i'm in a team fight my e lays moon-fall on the ground pulling back champs and slowing as normal , (change) but if they stay in the moon-fall "mark" on the ground they get stunned much like karma's ability but w/o shooting it. i think this would give her more of a team fight capability while keeping with her design, and would also give her the means to escape or save feeling teammates. since or @ the very least increase range and slow or make it do dmg or something. Would love to her from riot on this one

thankyou,

7 Comments

LOL Spammer3/2/2015, 8:42:25 PM3 votes

I'm not sure that adding a stun is a good idea but I do agree that her e is holding her back from greater things.

Acidic Puddle3/2/2015, 8:29:51 PM3 votes

I like the idea of increasing the range a little, and adding a whirlpool effect that stays on the ground for like 3 seconds dragging people towards the center slightly.

PerishSoftly3/3/2015, 12:24:53 AM3 votes

I love playing Jungle Diana when my mid-laner picks Yasuo, there's just so much gank-setup post-6. I'm talking J4 levels of "you will burn flash and/or die" when that happens. Additionally, I really like her E for synergy with AoE comps. To clarify, I usually build Diana with 40% CDR (In jungle first two items are usually Magus-Stalker and Frozen Heart) in order to maximize damage via more spells over more damage on spells. With the loss of Deathfire Grasp, I look to the fact that Diana has a sizable impact in her AoE damage/utility in a teamfight that really helps your team depending on the comp.

Poke Comp: Probably the worst for Diana, but you can poke with Q, and sponge some damage with W before picking off an outlier.

Yasuo-comp: Oh boy, where do I start? Ult-E into the middle of the enemy team will win you a teamfight if you're not retardedly behind. While Yasuo immobilizes the enemies that you oh-so helpfully knocked-up you are in the middle of the fight, getting all that delicious AoE from your Q, your W, and your passive. Since you have 40% CDR your ult will be back up pretty soon, even if you didn't initiate with a Q-R into that fight. Additionally, your QR has excellent synergy with Yasuo's tornado, Malphite slow, Janna CC, and a slew of other abilities which let you also act as a chaser for cleaning up a fight.

Gank-heavy comp: 40% CDR with mobility and an aoe-slow-knockup. Just gank gank gank and get your team fed. If you build sturdy enough you have very little to fear from the enemy jungler, and you don't run the risk of trading a kill for a kill in ganks.

Peel comp: Similar to poke-comps this isn't where Diana shines particularly, but you can function as a fairly effective bodyguard for your ADC with E to pull away diving enemies, and then QRW to put yourself between them and your teammate while they shred the enemies.

AoE comp: Dive in and E? That Orianna can alternatively Ball you and get a shockwave off for similar effects that a Yasuo ult achieves, and then you're able to SHOCKWAVE AGAIN...albeit for no damage. Ziggs loves your initiate, Viktor loves to drop Chaos Storm on the grouped together enemy team, Cho loves to stack a Rupture onto your Moonfall... the list goes on and on.

I've noticed that (in my experiences) Diana has a very good survival rate against all-AD comps because she gets full use out of Frozen Heart, can build Sunfire or Randuin's after and pretty much use her bases and passive to "win by not losing" and just run down the fleeing enemies. Then you can get Nashor's (mid or top) or Wit's End (jungle, since you already have Magus+FH) to improve your DPS. There's very little a Zed, Talon, Kha, Renekton etc can do if they come back to lane with their initial items like Brutalizer and/or Hexdrinker and you have a Frozen Heart.

SD Abstract3/5/2015, 10:02:06 AM2 votes

thanks everyone for your comments, anyone out there from rioto wanna drop some knowledge on us about plans for Diana we saw the minor tweak to her w orb rotation speed rioto your just leaving us drooling for more D attention

Retillin3/2/2015, 8:22:51 PM1 votes

When she saw a lot of play, she dominated mid. For some reason they didn't like her double dash on the ult (once you land Q). But mostly Riot doesn't know what they want from her. Is she an assassin? AP bruiser? So until they figure that out, I wouldn't hold my breath on for tweaks.

TeemoJenkins3/2/2015, 8:57:06 PM1 votes

I have giggle fits when the ADC and APC are sitting next to each other when I play Diana... but the radius on it is tiny, making it bigger would be a QoL buff or even adding a slow element to it would be sweet.

Fauxfire3/2/2015, 8:23:45 PM1 votes

In my personal opinion, it needs to be about 25 units wider and pull in more from the edge of the ability, so those near the center are pulled in less than those at the tip. All enemies should be knocked-up for the same duration though. No stun plz, we remember the old broken Diana e, right?