Wild Rift Guides
Diana Jungle Wild Rift Guide
Who counters Diana in Wild Rift? The toughest Diana jungle counters are Hecarim, Vi, and Taliyah. Full Diana Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Diana in the jungle is a diving AP fighter who clears safely and finishes fights like an assassin. Everything runs through Crescent Strike: the arc marks targets with Moonlight, and Lunar Rush resets onto anyone carrying that mark. Pale Cascade is the engine underneath, an orbiting shield that explodes for area damage and refreshes when every blade hits. Moonfall is what makes her a real jungler: a vortex that pulls a whole group into one spot so the rest of her kit lands on all of it. Her plan is to reach her item spike intact, then turn every skirmish into one combo that erases the squishiest target in it. She is not a level-three predator. She farms clean camps, takes the fights her shields win, and comes online hard once Moonfall and her first item exist together. From there a gank is Q to mark, R to pull them off their escape, dash through, and detonate the shield. She can power-farm to a spike or punish a sloppy lane, and in teamfights she folds a backline together and deletes the middle of it. The catch is that everything depends on landing Crescent Strike and committing the dash. Miss the arc and the gank is a melee champion with no gap-closer. Once Lunar Rush is spent, one crowd-control chain kills her before her shields matter. She has no escape in her kit, so a tracked, warded Diana gets collapsed on in the exact windows she most wants to fight.
Strengths
- Her shield-based clear costs her almost nothing, so she can move straight into scuttle and early objective fights.
- Once Moonfall and her first item land together, the pull plus the reset dash make her ganks close to automatic kills.
- 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, 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.
Build Snapshot
Rune Setup
Summoner Spells
Diana Jungle Counters
Who counters Diana Jungle in Wild Rift (WR)? These champions beat Diana in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Hecarim: Hecarim outpaces you across the map and picks every fight and disengage with his speed, so you rarely get the clean all-in your kit needs, and his sustained engage punishes you once your dash is down.
- Vi: Vi chains her knockup and lockdown straight through your spent dash and bursts you before you recover. Once Lunar Rush is gone you have no escape from her.
- Taliyah: Seismic Shove flings you away the instant you leap, Unraveled Earth zones the ground your reset needs, and her percent-health burn out-trades a champion who has to stand on top of her.
Champions Diana Is Strong Against
Diana's best matchups in Wild Rift. Diana holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.
- Graves: Graves clears fast and hits hard, but he has no real escape once his dash is spent, which is exactly the target your dive wants. Your pull stops him repositioning and your reset combo finishes him.
- Kha'Zix: Kha'Zix needs an isolated squishy target, but your shield eats his opening leap and your pull stops him leaping back out, so in a fair fight your combo finishes him before his evolves matter.
- Nidalee: Nidalee pokes from range and clears fast, but her frame is fragile once you reach her: your shield soaks a spear and Moonfall stops the cougar from leaping out.
Early Game
Your first clear looks slow because you are melee, but the Pale Cascade detonations and the refreshing shield carry you through it. Open where the shield ring can chunk a camp, weave Crescent Strike to keep your dash reset available, and finish the rotation into scuttle, which puts Moonfall 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 Game
With your first item on top of Moonfall, you contest the six minute objectives well: your clear gets you to the pit with full shields, and any group that clumps around dragon or Herald is a disaster waiting for your ultimate. 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
Late game you are a diver, not a frontliner, and you lose clean extended duels against scaled carries. Your job is the angle: flank through fog, reach the backline before their peel is set, and turn one Moonfall into a dead carry. Hold the ultimate for the cluster, not a single runner, because the pull is your whole engage and a wasted vortex is a wasted fight. Keep your shields and your dash for the commit instead of poking them away on the front line, since everything rides on the all-in landing clean. Watch the enemy lockdown on the scoreboard: once they have a stun chain pointed at you, fight second, after their crowd control is spent on someone else. At Baron and the late dragons you are the one who jumps the contest, pulls the clump, and decides the fight before anyone can react.
Teamfights
Your teamfight is one decisive jump, so make it the right one. Wait for the enemy to clump, flank through fog, then Moonfall 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.