Diana Mid Lane 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
Ignite
How to play
Farm safely when you cannot trade Use your first ability from range until you have a good opening to jump in.
Mark the enemy before dashing Hit your 1st ability to mark the enemy, then use your 3rd ability to dash onto them. This refreshes your dash so you can follow them or leave through another target.
Roam with your ultimate ready Push your wave first, then look for grouped enemies your team can help you catch.
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 leap comes back almost immediately when it consumes Moonlight, closing distance no immobile mid can answer, and Moonfall (Ult) drags the target into her team's follow-up.
- Moonfall (Ult) pulls the enemy team into one spot, turning a clean dive into fight-starting lockdown.
- Her shield absorbs the poke that stops other melee mids, so she survives chip lanes and wins the all-in at her spike.
Weaknesses
- Melee range with one engage tool, so ranged mids kite and poke her down before her ultimate comes online.
- Fully committed once she leaps; a bad jump or a baited pull strands her with no escape and no shield.
- Hard crowd control and tanky bodies blunt her burst, and she has no backup plan when the carry survives.
Diana Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Diana Mid Lane, including items, runes, summoner spells, and skill order.
STARTING ITEM

Early ability power for her Q (1st), which is her only way to contest the wave before her all-in comes online.
BOOTS

Magic penetration keeps her one-rotation burst lethal, since chunking the enemy mid leaves her standing next to them with nothing.
CORE BUILD

Q (1st) or W (2nd) opens Diana's passive attack-speed window and primes Spellblade for the next attack. Time it for her third Moonsilver Blade (Passive) hit and the extra on-hit repeats the cleave's magic damage, giving her short all-in a much sharper finish.

Multiplies her ability power. All her damage lands in one all-in, so all of it goes up at once.

Her ultimate pulls their team on top of her, and stasis turns that into a setup instead of a death. Buy Seeker's Armguard early for the armor and ability power.

Cuts the magic resist that turns her all-in into a chunk instead of a kill. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Crits against low health targets, which finishes what her cooldowns cannot.
SITUATIONAL ITEMS

Another Spellblade on top of her passive, for lanes where one extra empowered hit decides the trade.

Her all-in already does enough damage to trigger the mark, and the move speed carries her to a side lane afterwards.

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help when she dives with her team. 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 against a drain laner who heals back everything her all-in takes off. Buy Oblivion Orb early, since the anti-heal works from the component.

Build this when the enemy has crowd control aimed at her dash, which is what stops her reaching an immobile mage.
RUNES
KEYSTONE

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

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

She dives one target and spends everything on them, which is the pattern this pays for.

Her all-in wins skirmishes outright, and every takedown makes the following combo hit harder.
SECONDARY

She dives in and eats the answer, so cutting the first return rotation is what lets her rotation finish.
SITUATIONAL RUNES

Take this over Bone Plating in poke lanes, where steady chip is what keeps her from reaching her spike.

Take this over Bone Plating in easy lanes, since her shield keeps her at high health and the bonus damage sharpens her dive.

Take this over Bone Plating 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. Flash into her ultimate is the engage that lands before the enemy can spread out.

Ignite
Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.
SKILL ORDER
Skill Priority Order
- 11st Ability
Q - 22nd Ability
W - 33rd Ability
E
Diana Mid Lane Wild Rift matchups and counters
Wild Rift matchup guide for Diana Mid Lane, 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.

Lux
A missed Light Binding (1st) opens Diana's best engage window, but Lux can still slow the approach with an automatically detonating Lucent Singularity (3rd) and shield herself with both passes of Prismatic Barrier (2nd). Hold Moonfall (Ult) until Diana has crossed the slow zone and account for the returning shield before judging lethal damage.

Ziggs
None of his bombs stop your leap, and he is squishy enough to die to the full combo, since a satchel hop cannot save a mage you have already pulled.

Fizz
His pole-vault dodges targeted spells, but your cleave covers the ground he lands on and the pull is not something he can hop over, while your shield soaks the burst he lands back.

Syndra
Syndra's only answers to a dive are skillshots, and your shield covers her sphere poke while you scale. Once her scatter stun is spent, she has no dash to escape the pull and the combo.
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.

Galio
Galio is built to beat you: his shield blanks your burst, his taunt catches you mid-combo, and his magic resist cuts your damage to chip, so he wins the all-in your kit wants.

Lissandra
Lissandra's root meets your leap and her self-stasis cancels the kill you committed to, while her wave clear ignores your shove, so your one engage never gets a clean payoff.

Kassadin
Early the lane is yours, but his silence shuts down your dive, and once his ultimate is online he blinks out every time you commit and out-scales your whole plan.

Ryze
Ryze can control Diana once she enters his range and kite with the movement speed from a fully discharged rune, while his low-cooldown poke chunks you faster than your shield refreshes and his health pool eats your burst.

Swain
Swain drains health back faster than your combo deals it, his root catches your leap and pulls you into the rest of his kit, and his ultimate heals him through the all-in you started.
Diana Mid Lane Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Diana Mid Lane, from early lane control through mid and late game map play to final teamfights.

