Discussion and Ideas: Diana

Stacona··2 votes·402 views

Quick overview of what I want to accomplish:

~ Move Diana away from Akali 2.0, this means moving her away from being an assassin into more of a sustain damage diver / ability power bruiser ~ Have Diana's damage more spread out over time, still will be high, but it won't be front loaded - this should introduce better counter play in letting the opponent time to properly act/respond rather than instant dying (so a more focus on Nashor's Tooth as her core item) ~ Diana's passive will be her main damage source since it plays around being in combat and damage over time so it plays around that sustain damage diver, her abilities will be a lot more about their utility and a lot less about their damage to help Diana stay in the fight/stick to her target and stay alive with her shield ~ Biggest change will be swapping around Lunar Rush and Moonfall around, so Lunar Rush will have its damage removed and replaced with a slow (weak slow because of the resets of moon marks from her Q), but Diana gains access to her dash pre-6 (will help jungle Diana out quite a bit) and Moonfall will be the ultimate gaining damage to it with a more powerful vacuum and slow, but happens one time a fight because it will have an Orianna's ultimate level cooldown (so a bigger moment of power for landing it, but also a bigger flop if you miss it)


Basic Attack Range: 175 units [from 150] Attack Speed: 0.694 +2% per level [from 0.625 +2.25% per level] (more reward for building attack speed items, her free attack speed on her passive will be removed as well making the requirement for Nashor's Tooth more important on Diana) Movement: 330 units per second [from 345] (with my planned changes to Lunar Rush a slower movement speed makes sense)


Moonsilver Blade (Passive): Diana deals 20-60 based on level bonus magic damage on-hit. Every 3rd basic attack within 3.5 seconds will cleave her target increasing this damage to 60-180 based on level bonus magic damage against nearby struck enemies.

Crescent Strike (Q): Cooldown: 7/6/5/4/3 seconds; Cost: 30 Mana; Range: 830 units
Diana unleashes a bolt of lunar energy in an arc towards the target location dealing 60/80/100/120/140(+40%AP) magic damage against struck enemies and inflicting Moonlight against them for 2 seconds, granting sight of them.

Pale Cascade (W): 10 seconds; Cost: 50/60/70/80/90 Mana; Range: 200 units Passive: Pale Cascade's cooldown is refunded whenever an enemy is cleaved from Moonsilver Blade.

Active: Diana shields herself for 40/55/70/85/100(+30%AP) for 1.5 seconds and summons three orbs to orbit her that detonate on contact with an enemy dealing 10/15/20/25/30(+10%AP) magic damage against struck enemies per orb. If all three orbs detonate then the shield duration is refreshed and Diana gains an additional 40/55/70/85/100(+30%AP) shield.

Lunar Rush (E): Cooldown: 26/23/20/17/14 seconds; Cost: 50 Mana; Range: 750 units Active: Diana turns into lunar energy and dashes to the target enemy, basic attacking and grounding and slowing it down by 30/35/40/45/50% for 1 second.

Passive: If Diana dashes to a target that was inflicted by Moonlight then all Moonlight is consumed and refunds Lunar Rush's cooldown.

Moonfall (R): Cooldown: 110/95/80 seconds; Cost: 100 Mana; Range: 550 units; Max Vacuum: 525 units After a 0.5 second delay, Diana draws in all nearby enemies to her location while dealing 150/250/350(+80%AP) magic damage and slowing them down by 50/60/70% for 3 seconds.


NOTES: I lowered Lunar Rush's dash range to 750 from 825 since 825 is an insane range for a targeted effect especially the fact that this ability is a dash. I gave Diana a short duration ground onto Lunar Rush so that the playing field is equalized against immobile champions and help tame the mobility creep in the game a tad, basically the ground allows for the additional for a short delay onto Moonfall (same as Orianna's Shockwave, this is a point of reference since despite being different effects they still hold equivalent amounts of power to each other). The ground being single target does say that Diana wants that one target dead as a diver rather than going for the entire team, even though she has a bunch of AoE damage as well.

Moonsilver Blade I lowered the cleave damage so that it is less about the burst and spread the damage out as bonus on-hit damage, most of the power is still in the cleave, but it just makes the cleave less bursty and make Diana about jumping into the middle of a fight and staying in there basic attacking for damage and resetting her shield for survivability which is a new mechanic. Pale Cascade change is same shield but the duration went from 5 seconds to 1.5 seconds since it can now be reset in cooldown, damage massively went down to compensate (roughly ~40% of the current damage it is now) which hammers home more of Diana being a sustain damage dealer that wants to stay in the fight rather than bursting an enemy out entirely before they can react. Slows down her damage but does not reduce it (over time it is a lot more damage, but it is damage you can no properly react to).

Crescent Strike is lowered cooldown, lowered mana cost, and a lot less damage - same ability otherwise just more focus on persistent damage rather than bursty poke.

2 Comments

Matake1 votes

When Diana was released she was intended to be an assassin mage.

Stacona1 votes

And is also considered as an Akali clone - making a champion more unique while keeping her main gameplay intact and introduce better counterplay should be the direction taken for Diana

More from Gameplay

More by Stacona