Let's Talk About Diana

Profirix··1 votes·538 views

Hello Everyone,

I've recently been exploring various champions to try and tease out their strengths and discover their weaknesses and Diana just happened to strike me as a character of interest. Diana at first glance appears to be a bruiser mage with increased durability to help her survive the engagements, however I have determined that, while she excels at engaging a single target and doing fairly high damage, she is incapable of disengaging or surviving any length of time against tanky bruisers or two+ targets. This makes team-fights incredibly difficult as you often engage, burst, Zhonias, and then either you have wiped the enemy team or you are dead. Her kit also stresses the use of auto-attacks to engage the passive damage bonus, but requires multiple auto-attacks before you deal that extra burst of damage. This is counter-intuitive since you either burst the enemy down with excessive AP, leaving you with low resistances, or you build tanky and deal very little damage. Her high mana costs also make it very difficult to harass the enemy opponent in lane or clear jungle effectively without constant use of the blue buff.

Analysis: Q - This is a powerful tool for dealing damage at moderate range on a relatively short cooldown. The high mana cost of this skill often makes it difficult to use repeatedly without draining your supply. When combined with Lunar Rush (R), it resets your ultimate to allow for a quick recast of your primary mobility tool. I do not think players are rewarded enough for landing this skill, as the firing arc is abnormal and is actually relatively difficult to land unless you are already on top of your target. W - This ability gives Diana a small shield that is replaced once all three orbs are detonated on a target. This is meant as a jungle clearing tool as well as provide some additional defense while engaging an enemy. Personally I think that the cooldown on this ability is a little high, considering that the defense it provides is relatively low. Either the shield needs to have its value increased, or the cooldown needs to be lowered. E - This ability allows Diana to stick to her target for additional time and disrupts any channeled abilities by pulling targets closer to Diana and applying a moderate slow for a couple seconds. This ability, while useful against immobile champions, deals no damage and applies a relatively weak slow in terms of duration and strength. I always have felt that this ability either needs a passive associated with it or needs to affect Diana's kit in some other way to make it easier for Diana to stick to a target (to make use of her passive). Just in general, this ability does not deserve to be on such a long cooldown for how little it actually impacts the game. R - This is Diana's primary method of mobility. It does relatively good damage and charges the target and can be reset if cast on a target that has been recently hit by Q. While I think this ability is in a relatively decent spot, the 100 mana cost per cast becomes rapidly overwhelming in extended engagements. Combine this cost with the cost of Q and you run out of mana after only a few short casts.

Summary: Diana is a powerful champion who has potential to annihilate a defenseless target with relative ease, however if you engage a target for any extended periods of time, you will likely be unable to survive long enough to escape, or have any mana to continue the fight. Diana has been pigeonholed into an expendable bursty assassin that should be able to take out the opposing carries before rapidly being killed, yet her kit suggests a bruiser-like design.

For the life of me I can not seem to be successful with this champion. She is out-competed by many junglers and has a relatively difficult time in lane with significant mana issues. By the time I finally have enough ability power to start trading effectively, I am not tanky enough to deal with enemy carries.

What do you think? Do you have any suggestions to improve her kit? Do you think I am completely wrong? I would like to hear your feedback!

2 Comments

mvargus2 votes

wow, 3 posts about Diana in the last 2 days.

I have Diana, and for a time she was my only mid-lane champ. She's playable in some matchups, but can prove to be useless against some of the ranged champs that make occasional appearances in the lane. (I got stonewalled against a well-played Lucian the last time I brought her out.)

I agree that she's a hybrid and doesn't really do anything well enough to excel at it. The key with her needs to be that she'll farm enough and hopefully poke her counterpart enough to allow her to roam and use her abilities to help gank top and bot lanes. She's really a more durable Katarina with a bit less burst, but a more effective dash attack when used properly.

Her kit is not "ideal" but I've seen worse. The key is understanding how it works together and the fact that unless you get a good gank from your jungler, you are really playing to stalemate your lane rather than bully and push your opponent out. Diana is more durable than the true assassins, but will lose an all-in unless she hits her combo right. She can't outrange a mage, but can take one if she gets her Q to land and then follows up with 2 ults, and as you said, she is terrible 1v2 (but very few mids are good at that, its more of a tank champions specialty.)

Diana will find a few players who are willing to fight through the high skill cap required to become proficient with this gimmicky champ. Those that do will find a good fighter who can assassinate squishy champs with ease and who scales rather well with a bit of patience. However, she's not for someone looking for a easy to play champ. She's difficult to master.

I'm not sure I want to see changes. Anything set up to increase her burst would push her towards being more aggressive. I could see her Q cooldown dropped and the mana costs dropped so that she doesn't end up with as bad of mana problems when she does end up against a ranged fighter midlane, but that would be the only solution I can think of. (and the growing number of ranged mid-lane champs is why Diana has been moving to the jungle. Her kit works there as long as she has mana and her Q-ult-W-E-ult combo is great for ganking.

GrevSev1 votes

I wish we could dash to friendly minions at double the mana cost or something Then id have a reason to grab the LB and ROA more often

Also with Diana you're more reliant on your teammates. You rush in do your combo and they do the rest. If your team stands around like jackasses watching you soak up the damage then its over for you.

Most other mids have some kind of disengage so they dont have to rely on the team as much to go in on multiple targets they can jump in, damage disengage with a skill then flash out wait for CD's and do it until they get what they want Or poke you to death from way down lane. They usually get away if theres no Rengar, Lee or Udyr to chase their ass down and silence them. You can sorta do the same with Diana if you save the E just encase you want to disengage but most of the time you'll be slowed or stunned trying so the E ware's off and you walk out dying.

She kinda feels like a champ that should go top sometimes. I dont know how they do it but ive had Dianas shit on a lot of enemy tops with ease and bring home the gold. When I try it its like unloading magic damage into a wall made of 100% magic resistant Braum shields lol

I wish I got to play her and against her before the nerfs she sounded like a good challenge to overcome

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