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League of Legends: Diana Gameplay and Review - MOBA Spotlight (Ep. 1) LoL - Video Dailymotion
I went to various friends for suggestions for building Diana with an emphasis on purchases on my first back. Another suggested getting the spirit stone for early regen and later building that into spirit of the ancient golem.
Buy two of them. They are just so effective on Diana since every stat is helpful. She can be aggressive only when mid is well warded. If you have mana issues, dont harass with q. At level 3 you can level up your shield to level 2 instead of q level 2. There ordered by my preference. Tear, chalice or Morrelonomicon are usually not worth it. Frozen Hearth it good, but situational. You can also start 2hp pots one mana if you think you can get away with it. Nashors tooth is very costeffective and increases your dps without hurting your mana.
Good for splitpushing and generally farming. Abyssal and Zhonyas are core. It ended before I could buy it, though. I think so far I've only tried: With the first option I don't have mana problems; I only have them when I use the shield to farm something one friend has told me to do. You should be agressive with your ult, but before 6 all you can really do is harass a bit with q or push with you passive.
Presuming the enemy is ranged and wont get hit with e,w or passive. Both Rhylais and Lich Bane are kind of expensive for Diana, there nice, but you already have a slow, a refreshable gap closer and you cant maximize Lich bane damage since your Combo is q-r-e instead of q-auto-r-auto-e.
Poke if you can, but don't miss CS and try not to push the lane. You have Flash to avoid ganks and that's it. Focus on using your Q to farm and try to only shield when you need to soak up harassment, since as you've noticed it kinda chugs mana. Don't worry if you fall behind a little. Look for kills against most mids.
Just f-in take it. Unless your jungle is way behind you need it a ton more than he does. Diana is one of the few mids who can easily solo Blue. It comes up at around the seven minute mark so just keep an eye out and go grab it.
You can poke to keep'um honest, but with no wards you're never safe to go all in unless you see their jungle somewhere else on the map. Before your first back this start will give you the most power in your lane. The wards let you do whatever the hell you want and the mana will give you plenty of freedom to poke or farm. Best start if you plan to attempt a kill or force a back the moment you ding six, something Diana is quite good at since she has amazing base values.
This means that you have to apply some pressure and keep your CS even of you'll be way behind. Up side is that you get a quicker Armguard, downside if you have to be very careful with your mana consumption. Focus on CS, not trades, chug pots and do you best not to get bullied. You'll have a chance to turn the tables after you back and return with your Armguard.
Pick up boots and a Doran's or finish Armguard if vs an AD champ. Bring back a couple wards and some pots as well. Start poking, roaming and looking for kills. If she's keeping pace or is ahead Diana is a force from about Diana has a choice of three different items for her first rush.
Abyssal; is well rounded and hard to go wrong with. It's got defense, offense and an aura. Hourglass; expensive as all get out, but a good choice if you are against an AD and plan to get Armguard anyway. Hourglass is Diana's single best item, so even if it comes a little slow it's still great to have earlier than normal.
Situational, I wouldn't advise it unit you have a better handle on her. It's a great buy if you're snowballing hard or plan to push a lot of towers down, but you lose some of your front end burst until your second item is done so if you're playing from behind or not sure it's the right choice don't bother.
One of the great things about Diana is that her only true core items are Boots and Hourglass. The other four slots are yours to play with. Some examples of Diana item builds from people who are way better at her than me. I start with 1 or 2 Doran Rings, after it rush the Rod of Ages. Remember that you have a powerful passive, so its important to be tanky, in order to stay alive for a minimum of 6 autoattacks!!!!
You could also try Rylai if your team does not have CC. Then - it all depends. Usually the easiest way to build Diana is to rush Sorcerer's Shoes and Nashor's Tooth which is an amazing item - gives you Attack Speed insane procing your passive and Rylai's Crystal Scepter sustain and better chasing your opponents.
But this varies - sometimes, when people have heavy mres, it would be better to think about Abyssal Scepter instead of Nashor's Tooth. If you went bad in midlane, do not hesitate to buy Philosopher's Stone you become quite independent of blue buff and think of Maw of Malmortius or Mercurial Scimitar depends on the type - if the AP carry is rather bursty, pick MoM; if it channels his kit or has CC - MS.
Other items worth to consider: Rabadon's Deathcap is unnecessary - you are to assassinate, not to make an AOE combo-wombo like Karthus. And, for God's sake, buy wards - it's only and can save your life.
Try to make sure that you've got vision of both bushes on the river. If you face Akali or Evelynn - buy Vision Ward and place it in the middle of the lane. If they are clever and buy theirs so they destroy yours, buy Oracle.
Boom Boom Pow, the witch is dead. To answer your real question: You'll never see this in a LCS match, but you also never see a Rod of Ages on her, 'cause in a premade env you'll always be able to have the blue buff. Also, most of pro players have a way better mana management and generally avoid the sustain items unless they're playing a late game champion. That said, if you facing a huge mana issue buy items that give you mana or mana regen.
The mana you'll get from RoA is good, but it's a little overkilling. Also, CDR and defensive stats are good on Diana and if you want to build the Nashor you'll have your ultimate available in about second even if you fail landing Crescent Strike.
Overall, I feel Athene's is better on her. Rylai's is highly situational: If you find you've to intiate and need to lock the enemy team in place, pick a Randuin's instead. The real strenght of Diana is that you can build almost everything on her and she'll work anyway. Said otherwise, she's very flexible and the only item I can surely identify as core is the Zhonya. On Chalice - a good APC is not a spamming APC unless you play someone with high-cost spells or a champion that deals damage nearly only by spells I mean: If you spend it too much and mana regen runes don't help you, try to consider what are you doing wrong: Are you zoned and you have to kite under the tower?
Are you too much aggressive if yes, your mid will probably be babysitted by a jungler unless the opponent can profit your recklesness. If you really need that mana, you should better consider Tear of the Goddess and Manamune though I think it's a usless waste of slot and money since Muramana doesn't do very well on such champ.
On the other hand - Rylai gives you slow on your Q and W which allows you to zone enemy extremly easy with ability to land your R perfectly on the running snail ;.
On Randuin - it's highly situational. Been doing some testing and rushing Nashors is not really a good idea. Get some AP first. Hourglass is also really strong, but armguards are for defensive use. Rush more early dmg if it's possible. Other starting paths are usually inferior. At least 1 dorans ring will serve you well on first back. Dont hecitate on getting merc tread vs.
Most importantly - buy wards!