Diana Rework [Champion Rework Concept]

Wirelessly·10/29/2016, 1:04:52 AM·3 votes·700 views

With the the veteran Champions of the League being reworked, I thought I'd take a crack at one of my old mains: Diana. I don't think her kit is outdated or anything, an there are certainly other Champions who need a rework much more than Diana, but I really like her as a Champion and I think her kit could definitely use improvement to really hit her theme home. With this rework, I want to see Diana become more of an AP Fighter as opposed to an AP Assassin.

The problem I have with Diana's current kit is that it's too simple. There are some small combos here and there, but her kit mainly revolves around her landing her Crescent Strike and then double Lunar Rushing, and Lunar Rush is a targeted dash, which isn't very fun cough Akali cough. Moonfall, my favorite ability on her kit, feels wasted because Diana is so bursty in nature. You never really need it to kill your target because you usually kill them too fast. Moonfall would be a great ability on a Fighter-type Champion because a Fighter needs to keep his/her target relatively close for a prolonged period of time. All that is to say that I want to make Diana feel like the moon-worshiping demi-god that she is. I want to make her a top laner/jungler. I want to make her an AP Fighter. So here's my idea for her rework.

After each ability, you'll find an explanation that goes further into the ability's details.

Night and Day (Passive): Diana’s presence in a game causes a Night and Day cycle to occur every 60 seconds. At Night, Diana gains access to her passive and her basic abilities.

Explanation: Much like Skarner, this isn't her actual passive ability. This is just something that occurs when Diana is in a game. All Champions, ally and enemy, will have an icon on their screen indicating whether it's Night or Day, as well as the amount of time left in the Night/Day. It's paramount that you keep in mind that Diana only has access to her passive (the one below) and her basic abilities at Night, which means that her power fluctuates greatly every 60 seconds or so.

The Silver Moon’s Protection (Passive): At the start of each Night, Diana marks all enemy Champions with Moonlight. If Diana takes damage from an enemy Champion marked with Moonlight, she will mitigate 100% of the damage. Whenever this ability mitigates damage, the duration of the Night is reduced by 1 second. If Diana deals damage to an enemy Champion marked with Moonlight, or if the Night ends, the mark will expire.

Explanation: Before you write off this ability as being overpowered, keep in mind the following:

  1. It only occurs at Night.
  2. If Diana deals damage to them (any damage whatsoever), the Moonlight mark expires.
  3. Every time this ability mitigates damage, the duration of the Night is reduced by 1 second, meaning that DoT abilities really hurt Diana because every tick of damage will reduce the Night's duration by 1 second.
  4. Diana is still susceptible to crowd control.

Falling Star (Q): Diana leaps into the air, becoming untargetable and gaining vision over walls for up to 2 seconds. Diana can reactivate this ability to come crashing down at a target location, dealing 90/145/200/255/310 (+80% Ability Power) magic damage to all enemy units in the area and slowing them by 65% for 1 second. If Diana hits an enemy Champion marked with Moonlight, the cooldown of this ability will be reduced by 90% and the mana cost will be refunded. Diana can still use Falling Star during Moonsilver Blade's root. **Cast Range: 750 AoE Range: 200 Cost: 70/80/90/100/110 Mana Cooldown: 16/14/12/10/8 seconds (Cooldown begins after the second activation) **

Explanation: With this ability, you can get the dream: Falling Star Pentakill! This is which is when you bounce from Champion to Champion like some kind of moon-worshiping homicidal Mario. This ability's inspiration comes from 2 things: Diana's Splash Art, which looks like she's landing after crashing through a ceiling, and the Dragoon's Jump ability from Final Fantasy lll (shoutouts if you understand that reference). The AoE Range is very small because it's more important for this ability to hit one target at a time than it is for it to deal damage to multiple targets. Hitting multiple enemy Champions with this ability isn't that great because you don't get any benefits from consuming multiple Moonlight marks at once; you want to consume them one at a time to maximize this ability's potential. I also wanted to make Diana feel similar to the current Diana, which is why I kept the idea of refreshing your gap closer's cooldown by having it consume Moonlight. Instead of a complete cooldown refresh, I made it reduce the cooldown by 90% in order to give the enemy 1-2 seconds to CC or damage Diana in between casts.

Moonsilver Blade (W): Passive: Diana’s basic attacks generate 1 Moonsilver. When Diana has 3 Moonsilver, she roots herself for 0.5 seconds. At the end of the root, Diana strikes in a circle, dealing 70/105/140/175/210 (+65% Ability Power) magic damage to all enemy units around her, applying on-spell-hit effects and gaining 80/90/100/110/120% increased movement speed for 1 second if she strikes an enemy Champion. The damage on this ability can be delayed by using Falling Star during the 0.5 root. AoE Range: 300

Explanation: This ability is a variation on her current passive and allows counter-play. Because of the delay, enemy Champions can intentionally walk/dash/flash into the damage to remove their Moonlight mark, thus being able to damage Diana. It is also an ability that allows Diana's damage to be more sustained, which is essential for a Fighter-type Champion. While rooted, you can still use Falling Star in order to essentially change your location before this ability deals its damage. Once you land, the root will run the rest of its course and then you'll deal the damage.

Moonfall (E): Diana reveals and pulls in all nearby enemy units to her location and slows them by 60/65/70/75/80% for 2.5 seconds. If an enemy Champion is affected by Moonlight, this ability will instead reveal and push them to the edge of this ability’s range and slow them for the same amount. **Cast Range: Self AoE Range: 400/450/500/550/600 Cost: 75 mana at all ranks Cooldown: 24/21/18/15/12 seconds **

Explanation: My favorite ability on Diana. Against targets not afflicted with Moonlight, it's the same ability, but on targets afflicted with Moonlight, it's the opposite of her current ability. This ability fits well into the kit because you can push away enemy Champions you don't want to damage and pull in enemy Champions you do want to damage. This ability can be used during Moonsilver Blade's root to make sure you're only dealing damage to targets not afflicted with Moonlight. You want to consume Moonlight with Falling Star.

Prayer to the Silver Moon (R): After a 3 second channel, Diana shortens the Day/lengthens the Night by 15 (+5 per 10% Cooldown Reduction) seconds. If the channel completes at Night, Diana will reapply Moonlight to all enemy Champions. This ability will only come off of cooldown when a new Day or Night begins. Diana has access to this ability at level 1. Putting a point into this ability allows Diana to choose 1 of her 3 basic abilities to have access to during the Day. **Cast Range: Self Cost: No cost Cooldown: Once per Day/Night **

Explanation: This ability feels thematic because Diana worships the Silver Moon, so praying to it would make sense (unless I don't understand how religion works). Putting a point into it allows you to gain access to Falling Star, Moonsilver Blade, or **Moonfall **during the Day. However, The Silver Moon's Protection will only ever occur at Night, meaning that Falling Star's reset and Moonfall's push can only be utilized at Night. On a side note, yes, the 5% CDR cap increase Mastery will add 2.5 seconds to this ability's effect.

Overall Gameplay:

With this rework, Diana's windows of strength would be very defined to all players: She's hiding during the Day, and she's coming for you at Night (so you better hide yo kids, hide yo wife, and hide yo husband cuz she killing errbody out here). At Night, Diana players would have to be careful when fighting. On one hand, damaging too many enemy Champion will make you vulnerable to a lot of damage, but on the other hand, abusing The Silver Moon's Protection will leave you feeling like a fish out of water when the Night suddenly ends and you find yourself in the middle of the entire enemy team.

Thanks for reading stranger! :D

4 Comments

Nyctalus10/29/2016, 2:30:58 AM1 votes

Diana main, my problems with this:

  • There's no more shield. Her shield is meant to offset her range disadvantage, allowing her to have an equal playing field with ranged midlaners. You use her shield when they try to trade with you so that you can't just get poked to death.

  • 60 seconds is a long time. Being half a champ for a whole 60 seconds seems very bad imo, especially considering the high cooldowns her two abilities have. Yes, she's powerful at night, but 60 seconds is enough time to zone her off creeps completely and force her under tower. If she's jungling, the Day timer also invites early invades at no risk.

  • Why have a channel for her R? There's no real reason to have it, besides the visual effects. I'd make it so that her R reapplies moonlight, and just have the night/day times be calculated automatically.

  • Is her Q meant to be used in the jungle? It seems to me that using it only a few times would have the camp close to resetting.

I'm honestly not sure if I like this concept. The Night and Day makes her inconsistent, I'd revise it altogether. The good thing about her current Q is that it opens up the possibility of an engage without putting yourself at risk, also doubling as poke. This new Q means she has to commit to a trade, and there's always the chance of the enemy dodging it. You said her current kit is too simple, yet this revision relies entirely upon you landing that Q and following up with AAs. This new Q has only slightly higher stats, yet her W has drastically lower scaling. Her Q also costs more.

I'm sorry, but the more I analyze this, the less I like it. With this, she'd lose what makes her able to survive the laning phase while also becoming super vulnerable in the jungle. Overall it seems like a lot of work managing her resources for less of a reward than we currently get with her. I can see her becoming very powerful late game, but also easily destroyed early game. I'd take this one back to the drawing board.

I do very much like the theme, though. Having that skyfall ability and a Night/Day type change is interesting. The particulars are what made me dislike the concept.

9059/27/2018, 7:14:51 PM1 votes

Overall very interesting idea. The fact that you are bringing up the topic is good, because Diana needs changes and there is no dispute about that.

What I like about your idea is the Day/Night cycle. I think that it's something worth of trying out by Riot, it suits the character, it's something more "engaging" rather than just a passive that increases your statistics. Also Diana and Leona could have the same passive (I mean Day/Night), this would suit both of them a lot and would add that little "touch", same as with Kha and Rengo and their "The Hunt is On!".

What I don't like about your idea is the Q and W. Crescent Strike is a very unique and powerful skill, iconic for Diana, I see no need to remove it; same story with her unique double shield on W. Also I don't like the idea of "rooting" Diana in one place, not even for 0.5 sec. I think that she should be a dynamic champion.

I've also made a Diana suggested rework, you can check it out here: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Efkr796j-a-comment-idea-towards-upcoming-diver-update?show=flat&page=2