Diana Rework Concept: Basic Attack and Ability Combo Fighter
I have several goals with this rework concept:
- Preserve both Solo Lane and Jungle Diana as playstyles.
- Give her more interesting decisions than simply dropping all of her abilities right at the start of an engage.
- Lengthen her burst window to provide enemies with more time to react, while rewarding her with more durability if she chases deep.
- Create interesting interactions and new synergies between each of her abilities.
- Smooth out her power curve to give her relevance in the early and late game, instead of being pure mid game.
PASSIVE: Moonlight Enemies damaged by Diana's abilities are afflicted with the Moonlight debuff. Moonlight lasts for 4 seconds and grants sight of the target. Using an ability consumes the debuff and grants an additional effect depending on the ability used. Champions cannot be afflicted with Moonlight for 3 seconds after the mark expires or is consumed, and grant a (3% missing HP + 20%AP) decaying shield. Non champions can be marked again with the next ability used.
Q: Crescent Strike (Range-900) (Cost-60 mana) (Cooldown-8 / 7.5 / 7 / 6.5 / 6) ACTIVE: Diana unleashes a bolt of lunar energy traveling in an arc, dealing (40 / 70 / 100 / 130 / 160 + 70%AP) magic damage. Refunds 10 mana for every marked enemy hit, and shreds -20 magic resist off each marked enemy for 4 seconds.
W: Moonsilver Blade (Cost-40 / 50 / 60 / 70 / 80 mana) (Cooldown-16) PASSIVE: Diana's basic attacks deal an additional (10 / 15 / 20 / 25 / 30 + 30%BAD + 15%AP) magic damage. This damage cannot apply Moonlight. ACTIVE: Diana's next three attacks gain (50% / 60% / 70% / 80% / 90%) attack speed. The first two attacks deal triple the passive damage to targets afflicted with Moonlight, but do not consume it. The third attack cleaves in a small AoE, and can apply or consume marks. Every marked target hit refunds 4 seconds of Diana's abilities. Consuming Moonlight from targets that took damage from all three attacks always grants a passive shield, even if they are not a champion.
E: Lunar Rush (Range-900) (Cost-60 mana) (Cooldown-9 / 8 / 7 / 6 / 5) ACTIVE: Diana transforms into the embodiment of the vengeful moon, dashing towards a target and dealing (70 / 100 / 130 / 160 / 190 + 80%AP) magic damage on arrival. When Diana consumes Moonlight from the target, she gains 20% movespeed and can move through units for 3 seconds.
R: Moonfall (Effect Radius-500) (Cost-Consumed Moonlight) (No cooldown) PASSIVE: Diana stores consumed Moonlight for 8 seconds, up to 4 / 5 / 6 stacks. ACTIVE: Diana expends all consumed Moonlight to reveal and draw in all nearby enemies, who are slowed by 80% for 1 / 1.5 / 2 seconds upon landing. A minimum of 3 stacks are required to activate Moonfall. Expending 4 stacks also grants Diana 10% reduced damage taken over the next 5 seconds for each enemy champion hit. Expending 5 stacks also silences affected enemies for the duration of the slow. Expending 6 stacks executes enemies (except for epic monsters) below 15% health.
Most of the damage values and ranges are unchanged, the biggest change is to the range of Lunar Rush. Lunar Rush is now long enough range that if you cast Crescent Strike mid dash, you will get the movespeed and ghost effect. The thing I think gives this concept the most potential is that the least loved champion reworks tend to fundamentally replace the champion, think of Malzahar and Aatrox. This rework keeps all of Diana's old abilities in one form or another, but gives you new ways to think about them. Now, each of her abilities give different rewards depending on the order you use them and the number of targets you hit. Putting Moonsilver Blade on W and giving it better synergy with AS and AD opens up potential new playstyles while still preserving the old. Now, Bloodrazor is an option in the jungle, along with Nashor's Tooth and Rageblade if you want to go full on-hit. I intentionally reduced her burst potential by reducing the damage of Q and removing the full reset of E, but maintained her damage potential with the passive effect on W. Now to go for a kill, you have to whittle someone down with partial resets and passive damage from W instead of building full AP and going for a Q+R+Protobelt+R and praying they didn't build any MR. Still though, this is probably the most worrisome part of the concept, since it essentially removes assassin Diana as a build.
Thanks for reading this. If you made it this far, you probably have strong opinions of Diana of your own, so tell me what you think. Do you like this concept? What would you change? Do you even want Diana to receive an update?