Making Diana a Fighter

Frosted Tips··3 votes·634 views

Passive - 10/15/20/25/30/35/45/55/65/75/85/100/115/130/145/160/180/200(40% AP)(5% bonus Health) and the attack speed scales with lvl just like the damage 30/32/34/36/38/41/44/47/50/53/57/61/65/69/73/78/83/90%

Q - CD 8/7.5/7/6.5/6 damage 70/90/110/130/150(50% AP)

W - CD 10/9/8/7/6 damage 30/40/50/60/70 (30% AP) per orb. Shield strength 60/70/80/90/100 (20% bonus Health) 2.5 second shield but then once the orbs pop the shield gets extended for an additional 2.5 seconds.

E - CD 20/18/16/14/12 Same pull but now Shreds 10/15/20/25/30% magic resist for 5 seconds. And the attack speed is moved to the passive.

Ult - CD 25/20/15 damage 100/150/200(40% AP)

What do you guys think? IMO it keeps her abilities pretty much identical and gives her some health scaling to help out with surviving and magic shred to help kill people with MR because AP fighters don't want to build item 3135 just like AD fighters don't want to build item 3036 or item 3033.

PS. If you disagree let me know why. I would really appreciate the feedback.

5 Comments

PandaNator434 votes

I really like the health scalings

I like the idea of the magic shred, both because it removes the dependency on void staff (as you noted) but also because it gives her some utility in cases where shes behind.

My concern with the magic shred is that it would likely have a low satisfaction/power ratio (too much invisible power since Diana's teammates would benefit from it too). Perhaps it would feel better to apply some sort of DOT, or mark to interact with other sources of magic damage. I imagine some cool visuals could be done for that within Diana's theme too :)

Do you have any ideas on how to replace the magic debuff with something that would feel better but still 1) remove the dependency on void staff and 2) give her some utility for when she is behind?

Frosted Tips1 votes

No I do not. IMO her E active alone is amazing. It has a brief but cool animation. It is super impactful as an engage tool, but people don't see it right now because Diana is played as an assassin so she either deletes people before her E or she doesn't do nearly enough damage and dies right after using it. I personally think people would be able to appreciate this ability more on her kit if she truly became a fighter.

PandaNator431 votes

totally agree.

but people don't see it right now because Diana is played as an assassin so she either deletes people before her E or she doesn't do nearly enough damage and dies right after using it

This is exactly why I like your MR debuff idea. Even if she dives in and dies, her team could still benefit from the debuff. As a proof of concept, imagine if her E added the Brittle Debuff to every enemy it hit. Even if she dies, her team can still proc the brittle debuff. But with the proc'able debuff both Diana and her team know that Diana was the one providing that power. (as opposed to an invisible MR debuff).

Am I making any sense?

Frosted Tips1 votes

I like it the only thing is that then she can't fight AD fighters or tanks anymore. The MR debuff was also suppose to make her more of a threat 1v1 with those types of champions and I think that would hinder her drastically if she lost those fights inevitable because she can't build against them building against her. I do like your idea too but I think it would be one or the other in her kit or else it would start to become too strong and overloaded so I think the MR shred is my personal favorite but yours is good as well.

PandaNator431 votes

fair enough :)

I like your ideas much more than the live version, shes a really cool champ, but never really feels viable.

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