Diana Jungle: Runeglaive vs Devourer?

Ramuhdo·7/17/2015, 3:32:38 PM·2 votes·5,360 views

I just tried out Diana in the jungle with both Runeglaive and Sated Devourer. It feels like the latter has much faster clears (especially after it becomes Sated, but also before) and provides DPS without using skills to coincide with procs. Champion.GG and ProBuilds reveal that Runeglaive enchant is still the preferred enchantment for Diana.

I'm probably playing her wrong that I like Devourer more. What is the correct way of playing Diana to her strengths? Is ASPD/Devourer to proc her passive more a trap?

21 Comments

Randomonium7/17/2015, 8:39:07 PM3 votes

I love jungling with Diana and I think both Runeglaive and Devourer are viable with her.

Devourer gives Diana much more carry potential in the late game once she gets sated. Diana's passive does more damage and scales better than any other ability she has and Sated Devourer pretty much increases that DPS by 50%. Sated devourer also makes Diana a potent split push threat because of her dueling power and ability to rapidly knock down towers. However, devourer when unsated is not a very useful item for Diana. Attack speed items increase you attack speed by a percentage of your base attack speed (i.e. if the item says +15% attack speed its 15% of your base attack speed.) Since Diana has one of the lowest base attack speeds in the game she benefits less from attack speed items than other champions. Essentially, with devourer you are trading a weaker early/mid game for a stronger late game.

Runeglaive gives Diana even more burst than she already has and allows her potent mid game to become even more oppressive. With runeglaive Diana can delete most carries with her combo. However, its late game DPS is far less than sated devourer and a runeglaive Diana can't do much against tanky champs. Runeglaive allows Diana to gank almost constantly in the mid game, get her carries fed and snowball the game. Devourer requires that your lanes be able to survive on their own at least part of the time so you can farm and get your stack up.

If you trust your allies and think you can make it to the late game without getting too far behind then devourer is the way to go in my opinion. However, if you need to win hard in the mid game or get a lane to snowball then runeglaive is the jungle item you should choose.

WildCard8237/17/2015, 6:42:01 PM1 votes

Devourer is good after it becomes Sated, but that takes away from your earlier pressure. Will you be stronger in the end with Devourer? Probably. However, Runeglaive will influence the game better if played correctly.

AyRe CoNteMpT7/17/2015, 8:17:49 PM1 votes

diana is not an auto attacking champion, she is a bruiserish-assassin. runeglaive is mandatory, also for the better jungle sustain as her damage comes from her abilities and not from her auto attacks mainly.

nashors tooth second is absolutely viable if you want to duel people who are not as easy to oneshot. if you go against full squishies or your gameplan revolves around only killing the squishies, ludens echo would be my choice for a second item.

TheMoonMan7/18/2015, 2:54:13 PM1 votes

because dianas passive is stronger than her regular spells with 1-2 ap items, and that its an on hit, sated definitly takes the cake by far.

Renaille7/18/2015, 3:09:13 PM1 votes

It's like Nashors, good for split pushing but inadequate for teamfighting and bursting.

junglerboy167/18/2015, 6:45:12 PM1 votes

devourer if going for a bruiser/DPS build with a Nashor's tooth, Runeglaive if going for a bursty assassin build.

Both are pretty viable, just they are useful for different play styles.

Hasztalan27/19/2015, 1:34:03 PM1 votes

Both good, if you want an insta gibber assassin you go with Runeglaive, if you want a bruiser-ish with nashor-dev then go for that both are equally good.

Murtagh Infin87/22/2015, 6:33:08 PM1 votes

I know that one game isn't sufficient to draw conclusions, but I used devourer exclusively on her. With the buff to runeglaive, I switched for a game. Feels entirely different. I'm more a fan of the upfront damage runeglaive provides than the carrying power of devourer.

Their Jungler7/22/2015, 7:55:04 PM1 votes

Runeglaive gives earlier pressure and allows to quickly dispose of squishies. It must be noted that devourer can proc de passive real quick which can deal loads of damage late (once you have 700 or 800 AP). However, you can also buy Nashor tooth later in the game which makes devourer kind of useless, in my opinion. It is also worth mentioning that runeglaive also gives an effect very similar to the passive, except it procs instantly and therefore does not get reset.

Diana, in my opinion, is a champion that has an insanely high snowball potential. I think you should maximize it by going runeglaive. I think that if you want to play devourer, you should play other champions that are meant for late game (shyvana obv).

item 3724 item 3285 If you manage to rush these items, you are simply a monster. Your ganks become terrifying once you hit six. This champion can hard carry games like almost no other. For that reason I also think runeglaive is just better.

For these reasons, I would never see myself building devourer on Diana.

Edit: That said, I guess I will try it out...

Merxamers7/17/2015, 4:04:33 PM1 votes

I've tried both, and it feels like DIana's carry potential is WAY higher with devourer, but it's a bit riskier. I'd be interested to hear what some Diana mains have to say; i've had some absurdly awesome games with devourer, and a few pretty bad ones.

Scazie7/23/2015, 11:49:04 AM1 votes

I love sated Devourer but hate Runeglaive. Others like Runeglaive and don't even consider Devourer. It's down to preference really. Personally I prefer Devourer since it's more reliable, scales hard and allows me to sport different play styles, some of which aren't dependent on my team. I can go Devourer into Full AP, still play like Assassin Diana once I've got 2/3 items, but also do stupid amounts of sustained damage to anything once I'm sated. I can go Devourer + Nashors into Full AP, become a retardedly strong duelist and split pusher, still be able to kill carries (the burst from your skills won't one shot them, what will kill them however is you getting in two autos which will proc your passive for like 500+ magic damage and drop like 200+ magic damage from the Devourer/Nashors, getting in two AA's is easy pease by using your E, the only champion that may be able to escape is Ezreal, in which case just R him again, anyone else is screwed). I'll also be able to shred turrets, and tanks won't be able to stop me. (Malphite's, Garen's and Maokai's...they all fall before this build. Personally I think Devourer + Nashors into full AP is far superior because it gives you the tools to do everything. Yes you won't be as great of a one-shotter as Full AP Diana, but you will be a far better split pusher and tank buster, you also won't be as reliant on landing your Q+R against immobile targets. It's more adaptable. And if I'm jungling that's exactly what I want to be - adaptable. Also you're not completely helpless till you get your sated devourer. The additional attack speed that you have will more or less even out the AP deficit at this point. (It's not like Diana gets runeglaive and OS people, far from, you need another heavy AP item with it to even be close to doing that.) Diana's pre-six is, and always will be trash regardless of what you build. So really, you're only weaker than runeglaive Diana for about 8 minutes. Which isn't that bad.