
Diana
Every few abilities, Diana's next attack cleaves with magic damage to nearby enemies.
Base stats
Level 1 → level 15 (Wild Rift cap) · Range: 175- Health6302590 @15+140 per level
- Mana4351009 @15+41 per level
- Attack damage52102.4 @15+3.6 per level
- Attack speed0.801.05 @15+2.20% per level
- Armor40110 @15+5 per level
- Magic resistance3866 @15+2 per level
- Movement speed355no growth
- Health regen920.3 @15+0.8 per level
- Dano7
- Durabilidade6
- Magia8
- Dificuldade4
- Mobilidade8
- CC8
Counters por lane
Cada lane tem counters + dicasSelvaPrincipal · beats 6 · loses to 6
Forte contra(6)
Como jogar de Diana
- Land Q (Crescent Strike) then instantly R (Lunar Rush) — R resets on Q-marked targets
- Full combo: Q + R + W + auto (Moonsilver passive) for full burst
- Gank from fog — Flash + R surprise engage
- Time W for fight entry — shield + orbiting damage orbs
- Build Eclipse + Riftmaker + Sorcerer's Boots for burst + sustain
- Teamfight: dive backline with R reset chains across multiple targets
Como vencer Diana
- Sidestep Q (Crescent Strike) — long but telegraphed skillshot
- Buy Mercury's Treads + Banshee's Veil vs her AP burst
- Ward jungle entrances — she ganks from fog
- Open with hard CC before she gets R (Lunar Rush) reset
- Don't clump — W (Pale Cascade) + R hit AOE
- Save Flash for after she R's you — she can chain another
MeioPrincipal · beats 6 · loses to 6
Como jogar de Diana
- Land Q (Crescent Strike) then instantly R (Lunar Rush) — R resets on Q-marked targets
- Full combo: Q + R + W + auto (Moonsilver passive) for full burst
- Gank from fog — Flash + R surprise engage
- Time W for fight entry — shield + orbiting damage orbs
- Build Eclipse + Riftmaker + Sorcerer's Boots for burst + sustain
- Teamfight: dive backline with R reset chains across multiple targets
Como vencer Diana
- Sidestep Q (Crescent Strike) — long but telegraphed skillshot
- Buy Mercury's Treads + Banshee's Veil vs her AP burst
- Ward jungle entrances — she ganks from fog
- Open with hard CC before she gets R (Lunar Rush) reset
- Don't clump — W (Pale Cascade) + R hit AOE
- Save Flash for after she R's you — she can chain another
TopOff-lane · beats 5 · loses to 5
Recommended build
Boots → three core items in order, then situational picks. WildPick's own data, revised every patch.SelvaAP jungler
MeioAP assassin
Items that answer Diana
Grouped by why they work — hover or tap an item for its statsSurvive the burst
Diana kills in one rotation — a shield, stasis or revive turns that rotation into a trade.
Break the crowd control
Diana relies on a hard CC chain — tenacity and cleanses get you out of it.
Magic resistance
Diana deals mostly magic damage — magic resistance and spell shields blunt the combo.
Lock down the mobility
Diana escapes with dashes — slows and grounding effects keep them in range.
Habilidades
Official descriptions + the latest numbers from patch notesMoonsilver Blade
PCInnate: Diana gains 15 to 35% bonus attack speed. After casting an ability, this bonus is tripled to 15*3 to 35*3% for 5 seconds.
Innate - Moonsilver Blade: Diana's basic attacks generate a stack of Moonsilver Blade for 5 seconds, refreshing on subsequent attacks and stacking up to 2 times. At 2 stacks, Diana empowers her next basic attack to consume the stacks on-hit to additionally cleave nearby enemies, dealing them 20+5*(x-1) for 6; then + 10*x for 5; then + 15*x for 5; then + 25*x% (+ 50% AP) magic damage. Moonsilver Blade deals 225% damage against monsters.
- Damage
- 20 + champion level × 15 + 50% Ability Power
- Damage ratio to Jungle Monster
- 100%
Crescent Strike
PCActive: Diana unleashes a bolt of lunar energy that travels in a counter-clockwise arc before exploding at the target location, granting sight of the area for 0.5 seconds and dealing magic damage to enemies hit and afflicting them with Moonlight for 3 seconds, during which they are standard sight.
Lunar Rush interacts with Moonlight.
Crescent Strike will cast at max range if cast beyond that.
- Cooldown
- 8/7/6/5s
- Mana
- 50/55/60/65
Pale Cascade
PCActive: Diana grants herself a shield for up to 5 seconds and creates three spheres that orbit her counterclockwise for the same duration, detonating upon contact with an enemy to deal magic damage to nearby enemies.
If all three spheres detonate, Pale Cascade's shield is reapplied, stacking with its original shield and refreshing the duration.
- Damage
- 25/40/55/70 + 25% Ability Power
- Shield value
- 50/70/90/110 + 40% Ability Power
- Increase in shield value after 3rd sphere detonation
- 50/70/90/110 + 40% Ability Power
Lunar Rush
PCActive: Diana dashes to the target enemy's location, and upon completion, she deals them magic damage and consumes Crescent Strike from all enemies. If the target is within 400 range, Diana will dash through their location.
If Moonlight is consumed from the target, Lunar Rush's current cooldown is reduced to 0.25 seconds.
Diana can cast any of her abilities during the dash.
- Damage
- 40/80/120/160+30% Ability Power
Moonfall
PCActive: Diana airborne in all nearby enemies, during which they are standard sight, then slow them for 2 seconds.
If an enemy champion is pulled in, she calls down a beam of moonlight to strike upon the area around her after 1 second, dealing magic damage to all nearby enemies, increased for each champion pulled beyond the first.
- Base damage
- 100/160/220 to 200/320/440
Histórico de balanceamento
5 patches- 7.1g1 mudançasMoonsilver Blade
- Damage ratio to Jungle Monster75%100%
- 6.1d2 mudançasMoonsilver Blade
- Damage15 + champion level × 15+ 50% Ability Power20 + champion level × 15 + 50% Ability Power
Lunar Rush- Damage40/75/110/145+25% Ability Power40/80/120/160+30% Ability Power
- 6.0b1 mudançasBase Stats
- Damage received85%90%
- 6.02 mudançasPale Cascade
- Damage of each sphere25/40/55/70+25% Ability Power20/35/50/65+20% Ability Power
Moonfall- Base damage125/175/225 to 250/350/450100/160/220 to 200/320/440
- 5.1c5 mudançasCRESCENT STRIKE
- Cooldown9/8/7/6s8/7/6/5s
- Mana55/65/75/8550/55/60/65
PALE CASCADE- Damage25/40/55/70 + 20% Ability Power25/40/55/70 + 25% Ability Power
- Shield value40/60/80/100 + 40% Ability Power50/70/90/110 + 40% Ability Power
- Increase in shield value after 3rd sphere detonation40/60/80/100 + 40% Ability Power50/70/90/110 + 40% Ability Power






























































