Diana is in a horrible place and has been for a while.

Moonfall Saber··3 votes·1,658 views

Diana has been talked about multiple times in the community, not nearly as much as Aatrox however there are probably a few more Diana mains than Aatrox out there. Not saying that Diana is in the worst of shapes however her identity sucks as well as a "confusing" kit.

These are the main problems that Diana suffers from.

1: Abysmal base attack damage Diana was classified as a Diver, give her some damn attack damage (Brand 57 base ad ... Diana 53 base ad for comparison)

2: Attack speed problem This is a 2 part problem. First Diana was given a low base attack speed because her passive gave her 20% offsetting the original problem but built around a healthy design. Then over the last 3 seasons Riot balance team started doing the worst balance in history and started changing shit around.

We now have the most awkward basic attacking champion in the game known as Diana. The passive removal along with a stupid E gimmick was a horrible change. If anyone cared to fix her you would have to go back to her base attack speed and fix it from there.

3: Moonfall While this ability has had its clutch moments "aka interupting channels" outside of that this ability is useless and serves no purpose for Diana herself. This would be like if Yasuo kept his current ultimate but his q no longer had a knock-up. Maybe it was useless back in the day when less champions had dashes and were mostly in range for it as well as Dianas auto attacks actually dealing damage. As a Diana main I find this ability almost useless unless in teamfight situations just to get in and slow them. Its not a feel good ability plus again the attack speed gimmick sucks.

4: Itemization When the fuck are we going to get a AP armor item Riot!

5: Lunar rush at level 6 What kind of diver has to wait until level 6 to get in range. Too much powerspike at level 6 and not enough power pre 6.

6: Sucks in the jungle This is easy to fix. Just give her the Ekko jungle treatment.

7: Mana Diana suffers from high mana costs and low mana pool as well as mana items not being optimal for her.

7 Comments

DW Diana1 votes

[{quoted}](name=Moonfall Saber,realm=NA,application-id=3ErqAdtq,discussion-id=PKsyAdg8,comment-id=,timestamp=2018-05-08T01:24:19.449+0000)

Diana has been talked about multiple times in the community, not nearly as much as Aatrox however there are probably a few more Diana mains than Aatrox out there. Not saying that Diana is in the worst of shapes however her identity sucks as well as a "confusing" kit.

Ok so this is an interesting post and has piqued my interest. I love Diana. She has some really strong points and really weak points which kinda balance her out. Does she need work? Maybe. Does she need attention? Probably not in the way you're thinking imo.

These are the main problems that Diana suffers from.

1: Abysmal base attack damage Diana was classified as a Diver, give her some damn attack damage (Brand 57 base ad ... Diana 53 base ad for comparison)

Her Passive is meant to make up for this.

2: Attack speed problem This is a 2 part problem. First Diana was given a low base attack speed because her passive gave her 20% offsetting the original problem but built around a healthy design. Then over the last 3 seasons Riot balance team started doing the worst balance in history and started changing shit around.

Yes this hurts her. She should have better attack speed, but I think that the new rune plus her e make her ok in this regard. This is from experience on the PBE. Trust me the new rune is good for her :P

We now have the most awkward basic attacking champion in the game known as Diana. The passive removal along with a stupid E gimmick was a horrible change. If anyone cared to fix her you would have to go back to her base attack speed and fix it from there.

Her e? You mean the thing that gives her pressure early and fixes the attack speed issue? And her passive? The thing that gives her mana sustain (which scales of AP btw which is pretty damn good).

3: Moonfall While this ability has had its clutch moments "aka interupting channels" outside of that this ability is useless and serves no purpose for Diana herself. This would be like if Yasuo kept his current ultimate but his q no longer had a knock-up. Maybe it was useless back in the day when less champions had dashes and were mostly in range for it as well as Dianas auto attacks actually dealing damage. As a Diana main I find this ability almost useless unless in teamfight situations just to get in and slow them. Its not a feel good ability plus again the attack speed gimmick sucks.

I have to disagree. Moonfall is REALLY useful, not just as a "clutch" ability, but also for CS and trading. You throw out a q to hit everything and make your laner back off a second, run into the middle of them, press E then W and you basically clear the wave. It's also great if your laner gets a bit too close, you can pull them back in. If anything this ability is what gives her kill pressure once she has engaged.

Her ult/Q on the other had is plain bad. They should merge her q and ult so it works like lee sin q but as an aoe. This would free up her ult spot for something more appropriate.

4: Itemization When the fuck are we going to get a AP armor item Riot!

You know people are just gunna say Zonyas right? What we need are items that give us tankiness and damage like steraks does for AD. Something that allows us to do our burst without having to go full assassin. Lichbane just doesn't meet this standard, neither does Nashors Tooth. The only item that gives AP, HP and anything useful to diana is morellos and thats only for the magic pen unless theres a lot of healing there lol.

5: Lunar rush at level 6 What kind of diver has to wait until level 6 to get in range. Too much powerspike at level 6 and not enough power pre 6.

This is why I say add it to her Q. While it is a HUGE powerspike, it is only so big because up until that moment you have no way to fight unless they get close enough for an e.

6: Sucks in the jungle This is easy to fix. Just give her the Ekko jungle treatment.

She's not TOO bad in jungle, but yes she could do with some extra aa here.

7: Mana Diana suffers from high mana costs and low mana pool as well as mana items not being optimal for her.

Again her passive helps here and it scales of AP. I also have found the old option from last season of backing for a 2nd or 3rd dorans ring is now worthwhile again and she can sustain mana very easily at that point and still have 1 shot potential. I'd say the Doran's ring changes REALLY helped her in this regard.

Please note I am not saying Diana is fine, I'm just saying that imo those changes that need to be made are more complex and would take a fair amount of time to fix on her. She is still perfectly viable and therefore is unlikely to get any attention in the foreseeable future (Sadly).

Moonfall Saber1 votes

I was going to quote you but it was a huge wall of texts lol

1: Diana is an aa based champion right?? Even though her passive damage is very bursty it doesnt help her in lane really at all. Originally it was made to help her in the jungle to clear camps however now she sucks in the jungle anyway. She could use more AA based damage in fights anyway. Would 5 more base Ad break her? Probably not but id rather see her passive just broke up in every auto attack dealing bonus magic damage.

2: The new rune may be good on her and I cant wait to try it out. Does this work better than thunderlords though?

3: I completely agree with the lee sin thing but I think the biggest problem is that this would take away a lot of Diana skill expression. For instance you can press r before the q lands and still have it reset. Also Dianas Q hits multiple enemies so how would that work? Moonfall has its moments but I think overall its not nearly as useless as almost any other ability in the game. Id rather have teemos move speed bonus or noctunes spell shield than moonfall and I main Diana.

4: Everyone looks at item 3157 like we cant have another item. Zhonoias sucks on Diana. Make a melee only ap item and call it a day.

5: agree

6: agree

7: agree

[slayer-pantheon-thumbs]

DW Diana1 votes

[{quoted}](name=Moonfall Saber,realm=NA,application-id=3ErqAdtq,discussion-id=PKsyAdg8,comment-id=00000000,timestamp=2018-05-08T02:09:04.866+0000)

I was going to quote you but it was a huge wall of texts lol

Lol sorry about that. Like I said it piqued my interest :P

1: Diana is an aa based champion right?? Even though her passive damage is very bursty it doesnt help her in lane really at all. Originally it was made to help her in the jungle to clear camps however now she sucks in the jungle anyway. She could use more AA based damage in fights anyway. Would 5 more base Ad break her? Probably not but id rather see her passive just broke up in every auto attack dealing bonus magic damage.

Nope, she's a high burst diver. He passive is meant as a sort of coup de grace/aid her waveclear.

2: The new rune may be good on her and I cant wait to try it out. Does this work better than thunderlords though?

You mean electrocute, and depends on what you want. Electrocute gives nice early burst but is pretty unnecessary later due to you already having a huge amount of burst. The new rune basically negates the need for things like nashors tooth because when combined with your e passive you gain about 95% attack speed for your first 3 attacks, meaning hitting that passive is so much easier. At that point you can basically build higher AP items to ensure the highest burst/passive damage (remember your passive scales of your AP as well!)

3: I completely agree with the lee sin thing but I think the biggest problem is that this would take away a lot of Diana skill expression. For instance you can press r before the q lands and still have it reset. Also Dianas Q hits multiple enemies so how would that work? Moonfall has its moments but I think overall its not nearly as useless as almost any other ability in the game. Id rather have teemos move speed bonus or noctunes spell shield than moonfall and I main Diana.

It would work the same way it does now... You press q, and it goes out in the normal arc. You then press q again on which ever target you want to dash to (much like you would with your ult) and if your original q hits then it returns some of the CD. Yey. If not then it goes on CD. The only real issue with this is that you can't have a complete reset otherwise you could literally just spam it lol.

4: Everyone looks at item 3157 like we cant have another item. Zhonoias sucks on Diana. Make a melee only ap item and call it a day.

I love Zonyas. What I want is an item that works like steraks/gargoyles but for AP. Something like this:

Spellbinders Orb (The useful half brother!) Fiendish Codex (900) + Chain armour (800) + Null Mantle (720) + Ruby Crystal (400) + 380 gold to complete

+60% ap to on hit effects 30 armour 30 MR 500HP

Unique Passive Spellbinder - Spells being used near you grant you stacks of spell power (up to 100). Each stack grants you 0.3 armour, 0.3 magic resist, and 0.3% bonus ap to on hit effects. Unique Passive Warden - When surrounded by 3 or more enemies, double the effect of Spell Bind.

This way you have a scaling item that gives benefit only to a small number of AP champions (those that dive in and use on hit effects).

5: agree

Yey

6: agree

Yey

7: agree

Yey

[slayer-pantheon-thumbs]

Moonfall Saber1 votes

This is what I think she could use in the future

Base AD: ZERO Base attack speed: Same as Aatrox

Passive: (Reworked) Moonforged blade: Dianas basic attacks Deal magic damage equal to 30-120 (based on level) +10% of Dianas maximum mana + 30% AP and restore 1% mana. Diana marks enemies after 3 basic attacks. Marked enemies are effected with Moonlight

Q: Same (less damage) Applies Moonlight

W: Active: Diana can shift the phase of the moon between full, half and new moon out of combat by channeling.

Passive: Full moon: Diana gains a slow generating shield equal to 10% of her maximum health + 30% of her AP (even in combat) Passive: Half moon: Every 3 seconds Diana generates a lunar orb (max 3) which will orbit Diana or fly towards nearby enemy champions or large monsters in range dealing magic damage and healing Diana for a small amount upon hitting an enemy. Passive: New moon: Moon shines down on Diana in a radius. Allies inside the radius are healed by 1/2/3/4/5 +4% AP per second and gain 2/4/6/8/10 armor and magic resist.

E: Lunar rush: Diana dashes and cleaves in a direction Dealing magic damage to enemies in her path. This gains increased range when moving towards an enemy effected with Moonlight and resets if it hits an enemy effect by moonlight (This can pass medium terrain)

R: Moonbeam: Diana channels for a couple of seconds then the moon releases a beam of light onto the battlefield. This deals magic damage to enemies in the beam and can be placed anywhere on the map. (Lux ult from the sky)(Maybe too much)

DoktorKaiser1 votes

For me personally Diana is the most unfun champion to play against since she has the hardest instaburst with the least counterplay while being super tanky for no reason at all. She is not broken or anything, just EXTREMELY unfun to play against. She needs a full VGU, until she does she should honestly stay in the garbage can, that's my honest opinion.

Moonfall Saber1 votes

I kind of agree with you. She has little counterplay little skill expression and crazy assassin level burst. I dont like it.

DoktorKaiser1 votes

Yeah she could have been an original champion instead of Akali 2.0 that only 1 shots a single person and then dies, but that 1 person has 0 chance of surviving. Unfun for Diana player, unfun for her victim. I really hope a rework makes her a true battlemage.

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