Diana Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Diana Mid Lane

Diana Mid Lane Guide

Updated for Patch 7.3E
B Tier

Diana Mid Lane Wild Rift overview and best build snapshot

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.
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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

Amplifying Tome

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

BOOTS

Spellslinger's Shoes

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

CORE BUILD

Dusk and Dawn

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.

Rabadon's Deathcap

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

Zhonya's Hourglass

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.

Void Staff

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.

Infinity Orb

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

SITUATIONAL ITEMS

Lich Bane

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

Stormsurge

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

Cryptbloom

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.

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 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.

Banshee's Veil

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

RUNES

KEYSTONE

Electrocute

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

PRIMARY

Sudden Impact

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

Chain Assault

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

Eyeball Collector

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

SECONDARY

Bone Plating

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

SITUATIONAL RUNES

Second Wind

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

Absolute Focus

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

Legend: Haste

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

Flash

Must take. Flash into her ultimate is the engage that lands before the enemy can spread out.

Ignite

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

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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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.

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.

Early Game

Levels 1-8
The first levels are about reaching your spike without giving anything up. Stack Moonsilver Blade (Passive) so every third attack cleaves, use Crescent Strike (1st) as your ranged farming and poke tool, and time Pale Cascade (2nd) to absorb trades. Diana does have ranged pressure before Moonfall (Ult); what she lacks is the ultimate's area slow, pull, and fresh Moonlight application that make a committed all-in much harder to escape.

Mid / Late Game

Levels 9+
Your ultimate coming online changes everything. A loaded leap plus the pull kills any squishy who lets you reach combo range, and most immobile mids cannot stop you reaching it. Shove the wave with your passive cleave, then leave with the dive ready and go hunt, because Diana roams as hard as she lanes and the pull works just as well on a sidelaner as it does in lane. Mid priority lets you collapse on scuttle fights, where leaping into a clustered jungle duo and pulling them together flips the contest, and it lets you zone the enemy off dragon and herald, since anyone who steps wide gets picked. Every roam can strand you if you misjudge it, so push out with an escape path in mind. By now the full combo removes a carry, so late game is patient work: get the leap onto the right target without dying while you look for the angle. Keep your ultimate ready and your shield saved for the moment you commit, and watch the edges of the map for the flank or the flash-pull that catches their back line out of position. The danger never changes: you are a short-range diver in fights full of lockdown, so timing your entry and exit is everything. Commit only to targets you know will die, land Crescent Strike (1st) on the next body so the Moonlight refunds your leap and chains you into them, and never open a fight by leaping into their whole front line because the pull looked tempting. A Diana who survives and picks her dives wins fights; a dead one wastes her team's best engage.

Teamfights

5v5 Combat
Diana does not chip a teamfight; she either starts it with a dive or pulls the enemy into one spot and bursts the middle. The best case is landing among their carries and dragging two or three of them together with Moonfall (Ult), which is both your damage setup and lockdown your team follows up on. If the clean multi-pull is not there, save the engage for their back line, since leaping onto a Moonlight-marked target refunds the dash almost instantly and turns a good fight into a chain of kills rather than one trade. Your shield is what keeps you alive through the first wave of peel, so time it with the leap, not before. Find the carry, jump, pull, and keep Crescent Strike (1st) landing so the refunded dash decides how many targets you reach.
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