Diana Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Diana Jungle

Diana Jungle Guide

Updated for Patch 7.3E
A Tier

Diana Jungle Wild Rift overview and best build snapshot

How to play

  • Clear camps before forcing ganks Attack between your abilities to make use of your attack speed and stronger third hit.

  • Mark your target before dashing Hit your 1st ability to mark the enemy, then dash to them with your 3rd ability. The mark refreshes your dash so you can follow an escape.

  • Wait for enemies to group up Use your 3rd ability to dash close, then hold and release your ultimate to pull nearby enemies together when your team can follow.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Her shield-based clear costs her almost nothing, so she can move straight into scuttle and early objective fights.
  • Moonfall (Ult) and her first item give her ganks reliable control and enough damage to punish an overextended lane.
  • She is a top dive teamfighter who pulls a backline into one spot and detonates her whole combo on the cluster.

Weaknesses

  • Everything starts with landing Crescent Strike (1st), so a missed arc leaves her a melee champion with no gap-closer.
  • She has no escape, and once the dash is spent a crowd-control chain bursts her before her shields pay off.
  • She is fragile and predictable before her item spike, so vision control and an early counter-gank can kill her.
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Diana Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Diana Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power, which speeds up a clear that runs entirely on her abilities.

BOOTS

Spellslinger's Shoes

Magic penetration, which turns an early gank from a chunk into a kill.

CORE BUILD

Nashor's Tooth

Rush first for ability power, attack speed, and magic on-hit damage. Faster attacks bring Moonsilver Blade's (Passive) third-hit cleave around sooner and help Diana clear camps and damage objectives.

Dusk and Dawn

Build second after Nashor's Tooth. Every spell gives Diana Moonsilver Blade (Passive) attack speed and primes Spellblade. Weave attacks between casts to use the extra on-hit application with Nashor's Tooth during clears and ganks.

Rabadon's Deathcap

Build third to multiply her ability power. Her gank is one dive with everything in it, so all of it goes up at once.

Void Staff

Build fourth for percentage magic penetration against enemies buying magic resistance. Choose it over Cryptbloom when maximum personal damage matters more than ability haste and team healing.

Zhonya's Hourglass

Finish the build with stasis for the return damage after Diana dives into the enemy team. Buy Seeker's Armguard early for the armor and ability power.

SITUATIONAL ITEMS

Infinity Orb

Situational for finishing low-health targets. Its bonus damage on abilities and empowered attacks helps Diana finish a carry left low by her opening dive.

Lich Bane

Another Spellblade on top of her passive, adding burst to each gank and speed to her clear.

Stormsurge

Her dive already does enough damage to trigger the mark, and the move speed chains her to the next lane.

Cryptbloom

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help in the fights she starts. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Oceanid's Trident

Build this when shields absorb Diana's gank damage. Crescent Strike (1st) applies the reduction before Lunar Rush (3rd) and Moonfall (Ult) commit her to the target.

Morellonomicon

Build this when the enemy heals through her dives. Buy Oblivion Orb early, since the anti-heal works from the component and the full item can wait.

Banshee's Veil

Build this when the enemy has crowd control that is waiting for her at the end of the dash.

RUNES

KEYSTONE

Electrocute

Her arc, her dash and her empowered attack are three separate hits, so it triggers on her normal gank combo.

PRIMARY

Sudden Impact

Her E (3rd) is a dash, so it triggers the bonus true damage as she reaches her target.

Chain Assault

Her gank is a full rotation on one target, which is what this rewards.

Eyeball Collector

Her ganks are all-ins that end in kills, and each takedown adds the adaptive force that powers the next one.

SECONDARY

Legend: Alacrity

Her passive triggers on her third attack, so more attack speed means it comes around sooner.

SITUATIONAL RUNES

Legend: Haste

Take this over Legend: Alacrity for extended skirmishes against teams that can survive the opening combo. More frequent Crescent Strike (1st) and Pale Cascade (2nd) casts help Diana regain a shield and prepare another Moonlight engage.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Her ultimate pulls everyone in, and Flash is how she gets to the middle of them first.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Diana Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Diana Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Diana Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Diana Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Your first clear looks slow because you are melee, but the Pale Cascade (2nd) detonations and the refreshing shield carry you through it. Open where the shield ring can chunk a camp, weave Crescent Strike (1st) to keep your dash reset available, and finish the rotation into scuttle, which puts Moonfall (Ult) in your hands at level five. That is the point your ganks become real, so use the camp respawn timer to find a lane where an enemy has stepped too far: mark from a brush, pull them off their escape, and detonate the shield before they react. Clear again when the camps are back and go looking for the next one. Your early duel is fine, not free: you beat the slow farmers over the crab and lose to junglers who out-damage you before your stacks matter, so read the matchup before you walk in. Remember you have no exit button. Ward behind you, keep the dash to dodge a key spell instead of engaging with it, and never get caught mid-clear by a jungler who can lock you down.

Mid / Late Game

Levels 9+
Moonfall (Ult) and your first completed item make clustered river fights your preferred battleground. Take that fight when your team is winning skirmishes. When it is even, Herald is the safer trade because it becomes a tower without needing a won teamfight, and you should only prioritise dragon when your team is built to fight for soul. Between objectives, power-farm the camps and gank while they respawn, since every camp brings the next spike closer. Invade the slow scaling junglers, steal what they cannot defend, and punish anyone who face-checks river without vision, because a marked target in the fog is a free dash and a dead body. Late game you are a diver, not a frontliner, and scaled carries beat you in a clean extended duel. Look for a flank through fog and reach the backline after the enemy peel has committed elsewhere. Hold Moonfall (Ult) for a valuable cluster rather than a single runner, and keep Pale Cascade (2nd) and Lunar Rush (3rd) ready for the entry. Track the control spells that can stop your dash, then enter after one is spent or when your team can follow immediately. At Baron and Elder, threaten the contest from an unseen angle instead of standing with the frontline and revealing the approach.

Teamfights

5v5 Combat
Your teamfight is one decisive jump, so make it the right one. Wait for the enemy to clump, flank through fog, then Moonfall (Ult) the cluster to drag their backline into one spot and detonate your whole combo on all of it at once. Reaching their carry is the dream, but the vortex is worth more when it catches two or three people, so pick the angle that folds the most of them together over the one that reaches a single target. Time it with your team, since a pull is far better when someone follows the lockdown, and a solo dive into set peel just trades you away for nothing. Save your dash and shield for the entrance, not for poke, because once you commit there is no exit and the fight comes down to whether the all-in lands before their crowd control answers. If the clump never forms, wait at the edge and threaten the jump, since a Diana in the fog changes how five people stand.
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