Diana Jungle Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Summoner Spells

Spell 1
Flash

Spell 2
Smite
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.
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

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

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

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.

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.

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

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.

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

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.

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

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

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.

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.
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.

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

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

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

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

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

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

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

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
- 11st Ability
Q - 22nd Ability
W - 33rd Ability
E
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.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

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.
Diana Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

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.
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.

