On Diana as a Fighter instead of a one-shot Assassin

v good pupper··3 votes·1,224 views

So, Diana is a champion with a fighter kit, who plays like an assassin because she's able to reliably one-shot targets by pressing all her buttons as once. This seems like less of an intended assassin, and more of a problematic "full-AD-Vi" assassin. By that I mean it's where her kit gives her enough durability and disruption where if she gets ahead she's incredibly problematic, and if she gets behind she's dead in the water. It also leads to a flat and un-interactive assassination pattern where her target flat out dies with no ability to respond to Diana when she's ahead.

What I want to propose is a light rework for Diana. Switching Moonfall with Lunar Rush and lowering her burst would give her better trading in lane, less chance to one-shot targets consistently, and stronger initiation with Moonfall. As an added benefit, Moonfall could be buffed to feel like an actual ultimate and be a big high moment for Diana players. These simple changes would make Diana play in such a way that would be much better for game health, and provide opponents with more opportunities to interact with Diana, instead of getting one-shot.

3 Comments

Stellafreyja1 votes

Moonfall was originally going to be Diana's ultimate, but Riot scraped it due to low counterplay. lol

SnugglePuggle941 votes

Yea....no. Diana is actually pretty balanced. She can be strong but then also weak in some circumstances. Her kit leaves a good amount of counterplay. Her trading is actually pretty fine at the moment. Hitting too many Q's can leave her with little mana and she's melee so she has to get close and personal to farm and risks harass at the same time.

She's not like Zed who leaves little to no counterplay when he alls in. Zed can jump in, burst you down and laugh while he presses R and boop he's gone while you die. Diana has to risk her mobility to all in, and people can turn on her because she has no escapes unless she uses flash or saves an ult to hop onto a minion.

People aren't crazily asking for nerfs like Zed or Ekko. She's quite fine right now.

No rework is needed.

Espy Psyche1 votes

Diana as a fighter in its current state is actually quite strong mid-late game. She loses the one-shotting power that assassin Diana has, but instead she gains pentakill power. As a jungler, the build looks something like this: item 3930 item 3115 item 3124 item 3091 item 3143 item 3009

The biggest problem with playing fighter Diana in a match is order of items. Obviously her Devourer and boots come first, but the order of the other items is questionable. If she tries to go offense first, she'll get blown up until she gets her tank items. If she tries to go defense first, she won't have the killing power to destroy targets.

I've had best success with item 3930 item 3009 --> item 3115 -->item 3143 or item 3091 --> item 3124 --> item 3091 or item 3143. Devourer and boots into Nashor's into first defensive item into Rageblade into second defensive item. This way I have some damage when I tank up, but i'm not sitting on 0 defense all game.

As far as swapping Moonfall and Lunar Rush, I like the idea. Obviously the damage on Lunar Rush would have to come down, and Moonfall would have to gain radius and effects. Maybe it drops everyone inside on top of Diana and snares them instead of the slow it gives now (would also have a higher CD).

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