Diana Jungle for those under Master Tier.
The only real advice you need on Diana, the 1-4 clear. Staring on blue with a leash you will q and auto fully with passive. If you feel comfortable with back spacing in between autos, do so otherwise just use your passive and space back when it is no longer up in order to not miss out on damage. When the passive is down after every auto of the Bramble back you can wait a little less than half a seconds to walk back and then issue the attack command a bit after. You want to level E here and Q E over the wall after finishing the Red Buff. You can either save your last q or stack up the triple attack to aoe clear the last 4 spawns. Outside of that your first Q will go on wolves, but the second will be used to leash the blue buff as you use the attack speed to aoe down the low hp wolves with auto attacks. You can do the same thing with Blue buff, with the second q being used to leash gromp and this time, do both camps together with the aoe of your moonlight slash.
On red side, you will do a regular, Blue, gromp, wolves, raptors, red, golems clear. The only big things are making sure to kite the camps back to kill them on near empty patience, walking up towards the next camp. Just like with the wolves into blue transition you will use your 2nd Q while doing raptors on Red to leash it over as auto attack finish the job.
The only cute tips are multiple E resets. This happens if you E dash to a target while your Q is still in the air and has not yet hit the targets on the end. When you dash, all marked targets will lose the passive to refresh your E cooldown, but your Q while still in the air can mark new targets. This leaves you with the ability to get 2 E resets as long as you space the Q crescent over a good distance and commit to an early first dash.
This guide is coming from Nidkind, a newer account of a 10 year long player. Playing on the NA server and being diamond since season 4, averaging at around D2 mmr the past three years. Jungle primary and secondary Mid. Having said that, I have climbed to Diamond from every role before.
Diana is an arguably S tier pick that is under used as a lot of players end up liking the ad champions a little more. Still, this is one of the closes feeling champions to those of the ad variety. Very reliant on quick combos into using attack speed buffs on your passive, much like Lee Sin. This champion can swing games very early with multi man ultimates and Crowd Control combinations.
It is very easy to pick up and has one of the best early game clears while keeping healthy. About 3:05 with all six camps done and level 4. You can force any champion that does not match you off of the first scuttle with a level lead. Very much in line of the biggest guy on the block, an approach in making the enemy jungler back off, from a level difference that can translate into an item difference. You can pick up an ap option that scales incredibly into the game as long as the enemy team can not outrange too much. A solid and reliable champion.
Just the best jungle page to use on most ad/auto attack based champions. No other runes will give you the consistent damage amp of conqueror as the fight goes on
No other spells you will be running.
Skill order is always the same. Q is the main source of damage and W will both deal damage and shield you when necessary. Only difference is if you feel comfortable enough on your clear to take E level 2 instead of W, but you will still have all three leveld on level 3.
- Skill Path
Nashor's will provide amazing damage, and is the best for doing so. There are many games you will have to skip it and build more defensive, but if you are looking purely for 1v5 power it will deal the damage. However against some team compositions or fed champions you will have to prioritize staying alive. While you might burst for less the consistency in being able to stay in fights will help you win team fights that might be lost if you are the biggest factor in deciding team fights. Better to give yourself more chances, and options instead of having to run away from fights because of one red corki rocket or such poke. In which case a third item, Force of nature or an early 2nd item hourglass can make the enemy team over invest cooldowns in order send you back to the fountain.
The featured items below the build, can be one or two offs in the final build depending on the game state. With athemas not only blocking one fed member, but also reducing their tenacity, allowing your team to stun them for longer.
- Item Set 1
Evelyn will always hurt to fight against, because she has a favorable ult interaction against you, the same can be said for Olaf. Avoid all ins from these champions, and bait out their cooldowns before ever trying to fight or you will be shred like paper and they will run over your team. Kayn and Karthus are hard to deal with, because they never have to be in contact and can space well against us. The best ways to deal with them are deep wards and team assistance, or a farm race into better gank setups. You can take the 1v1, it is just on them to make the mistake in allowing it to happen.
Even matchups just depend on how comfortable you are on Diana and how much experience you have. They will either feel great, or terrible for you. That being said, there is no reason for these champions outside of late game hecarim and ekko to be able to force 1v1 kills on you, as long as you respect their engage range. Use your farming speed and item choices to outvalue them over the game, and with your aoe ultimate send them and an enemy back to the fountain together.
Remember: you're the expert, not us. Add the content you want, whether it's combos or custom assets. Happy writing!