Making Diana a Diver

AHarmlessTaco·4/9/2019, 7:54:47 AM·2 votes·2,871 views

The recent announcement that itemization is going to see changes got me on an AP bruiser spree so here I am with Diana. Whenever I see Diana she is played as an assassin, but Riot has voiced in the past that they would like to see her played more as a diver. Below I made changes that I think would bring her more in line with a diver play style. Main points are:

  • Increases in base damage values at the expense of AP ratio scaling
  • Changes to Pale Cascade to reward building items that grant health and utilizing Moonsilver Blade
  • Damage reduction added to Lunar Rush in a way that encourages using it as a sticking tool rather than for additional burst

Moonsilver Blade

INNATE: Casting an ability grants Diana 30% − 90% (based on Moonfall's Rank) bonus attack speed for her next 3 basic attacks on-hit.

Every third basic attack on-hit within 3.5 seconds cleaves nearby enemies for 25 − 255 (based on level) ~~(+ 80% AP) ~~ (+ 70% AP) bonus magic damage and restores (15% AP) mana.

Crescent Strike TARGET RANGE: 900 COST: 55 MANA COOLDOWN: 8 / 7.5 / 7 / 6.5 / 6

ACTIVE: Diana unleashes a bolt of lunar energy that travels in an arc, dealing magic damage to enemies hit and afflicting them with Moonlight for 3 seconds, granting sight of them for the duration.

MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 70% AP) ---> 70 / 115 / 140 / 175 / 210 (+ 65% AP)

Pale Cascade EFFECT RADIUS: 200 COST: 40 / 55 / 70 / 85 / 100 MANA COOLDOWN: 10 ---> 14

ACTIVE: Diana shields herself for up to 5 seconds and creates three spheres that orbit her for the duration, detonating upon contact with an enemy and dealing magic damage to nearby enemies upon detonation.

If all three spheres detonate, Pale Cascade's shield is reapplied, stacking with its original shield, and its duration is refreshed.

NEW EFFECT: Diana reduces Pale Cacade's cooldown by 1 second every time she damages an epic monster with Moonsilver blade, doubled to 2 seconds against enemy champions.

SHIELD STRENGTH:» 40 / 55 / 70 / 85 / 100 (+ 30% AP) ---> 40 / 55 / 70 / 85 / 100 (+ 40% AP) (+4.5% bonus health) MAGIC DAMAGE PER ORB:» 22 / 34 / 46 / 58 / 70 (+ 20% AP) ---> 22 / 34 / 46 / 58 / 70 (+ 15% AP) «TOTAL SHIELD STRENGTH: 80 / 110 / 140 / 170 / 200 (+ 60% AP) ---> 80 / 110 / 140 / 170 / 200 (+ 80% AP) (+9% bonus health) «TOTAL MAGIC DAMAGE: 66 / 102 / 138 / 174 / 210 (+ 60% AP) ---> 66 / 102 / 138 / 174 / 210 (+ 45% AP)

Moonfall EFFECT RADIUS: 450 COST: 70 MANA COOLDOWN: 26 / 24 / 22 / 20 / 18 ---> 19 / 18 / 17 / 16 / 15

PASSIVE: Increases the bonus attack speed gained from Moonsilver Blade.

BONUS ATTACK SPEED: 50 / 60 / 70 / 80 / 90% ACTIVE: Diana reveals and draws nearby enemies up to 225 units toward her location, slowing them for 2 seconds afterwards.

SLOW: 35 / 40 / 45 / 50 / 55%

Lunar Rush TARGET RANGE: 825 COST: 50 / 65 / 80 MANA COOLDOWN: 25 / 20 / 15

ACTIVE: Diana Dash dashes to the target enemy, dealing magic damage.

NEW EFFECT: Diana gains 15 / 20 / 25% damage reduction for 1.25 (+1 per 100 bonus armor) (+1 per 100 bonus magic resistance) seconds whenever she damages an enemy champion with Lunar Rush, refreshing the duration each time.

MAGIC DAMAGE: 100 / 160 / 220 (+ 60% AP) ---> 80 / 160 / 240 (+ 40% AP) If the target is afflicted with Moonlight, the effect is consumed on all enemies and Lunar Rush's cooldown is reset.

Other abilities can be used during the dash. If the target is 400 range close to Diana she will dash through them.

If anyone thinks there is something wrong with my approach, feel free to leave a comment. I try to be pretty civil and since I don't play her much I only have generic design philos to work with.

18 Comments

Frosted Tips4/9/2019, 8:02:49 AM1 votes

I personally think she needs more work than this, but I like this a lot.

Z3Sleeper4/9/2019, 9:49:37 AM1 votes

NEW EFFECT: Diana reduces Pale Cacade's cooldown by 2 seconds every time she damages an enemy champion with Moonsilver Blade.

Kinda oof imo. Super weak early but potentially too strong late (when CDR comes into play). I think to strike a balance it should just be a % refund instead of flat. Something like 20% vs champs.

I also think it's fine just making it vs minions and monsters as well but for a quarter of the effect (5% per unit hit, quadrupled to 20% vs champs). It won't make her clear super crazy so jungle Diana will remain relatively unchanged (in conjunction with that base cooldown nerf to 14 seconds and the fact that Blue, Red and Gromp don't have extra monsters to proc it on). As for laning it'll really just help her not get destroyed since it's her only form of defense so having it upped by 4s early really hurts.

Essentially it changes it from 2s reduction to 2.8s - 1.68s refund per champ (at 0% - 40% CDR) and 0.7s - 0.42s refund per minion/monster.


The new effect on the ult should just really not exist imo. I know it looks like it favors a tankier Diana but in reality it really just favors burst Diana by giving her a pretty long grace period of damage reduction (3s essentially). Also it's way too big of a buff for her level 6 since her bases are buffed here so she isn't losing out on damage or anything (level 6 Diana is already scary enough).

I think the W change alone alongside the AP nerfs and base damage buff on Q is enough to make her transition to a more diver playstyle and less burst mage. If anything, I think giving her movement speed upon landing either R or E would be a better way of making this work so she can actually stick which is the whole reason she is a burst mage in the first place: after her initial combo, she just can't stick unlike every other diver.

MiracleMorg944/9/2019, 12:25:50 PM1 votes

Well just fyi, she IS a Diver, and is classified as such, but her playstyle is an assassin. Riot just never wants to work on her because they want to spend millions of years on Ryze and other pets they have that seem more important to them.

ZaFishbone4/9/2019, 12:59:04 PM1 votes

Riot never cares about anyone else's opinions on how they should change their champions.