Wild Rift Guides
Diana Jungle Wild Rift Guide
Diana jungle counters include Hecarim, Vi, and Taliyah. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
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 (3rd) is gone you have no escape from her.
- Taliyah: Seismic Shove (2nd) flings you away the instant you leap, Unraveled Earth (3rd) 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 (Ult) stops the cougar from leaping out.
Early Game
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 Game
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
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
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.