Diana Statistics in North America

  • Game patch: 10.15
  • Game count: 337,062
  • Average match length: 29:17
  • Game type: RANKED SOLO
  • Map: Summoner's Rift
Diana

Diana

Scorn of the Moon

  • P Moonsilver Blade

    Moonsilver Blade

    Every third strike cleaves nearby enemies for an additional 20 - 250 (+40% bonus Ability Power) magic damage (increased by 150% on non-Epic monsters). After casting a spell, Diana gains 10 - 40% attack speed (at levels 1 - 18) for her next 3 attacks.

  • Q Crescent Strike

    Crescent Strike

    Cooldown: 8/7.5/7/6.5/6Cost: 55 manaRange: 900

    Unleashes a bolt of lunar energy in an arc dealing 60/95/130/165/200 (+70% bonus Ability Power) magic damage.

    Afflicts enemies struck with Moonlight, revealing them if they are not stealthed for 3 seconds.

  • W Pale Cascade

    Pale Cascade

    Cooldown: 15/13.5/12/10.5/9Cost: 40/45/50/55/60 manaRange: 800

    Creates three orbiting spheres that explode on contact with enemies dealing 18/30/42/54/66 (+15% bonus Ability Power) magic damage. Lasts 5 seconds.

    Grants a temporary shield that absorbs 30/45/60/75/90 (+30% bonus Ability Power) (+10% of bonus Health) damage. If the third sphere detonates, the shield increases by 30/45/60/75/90 (+30% bonus Ability Power) (+10% of bonus Health).

  • E Lunar Rush

    Lunar Rush

    Cooldown: 22/20/18/16/14Cost: 40/45/50/55/60 manaRange: 825

    Becomes the living embodiment of the vengeful moon, dashing to an enemy and dealing 40/60/80/100/120 (+40% bonus Ability Power) magic damage.

    Lunar Rush has no cooldown when used to dash to an enemy afflicted with Moonlight. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.

  • R Moonfall

    Moonfall

    Cooldown: 100/90/80Cost: 100 manaRange: 475

    Reveals and draws in all nearby enemies and then slows them by 40/50/60% for 2 seconds.

    If Diana pulls in one or more enemy champions, the moonlight crashes down onto her after 1 second, dealing 200/300/400 (+ 60% bonus Ability Power) magic damage in an area around her, increased by 35/60/85 (+ 15% bonus Ability Power) for each target beyond the first pulled.

Statistics by Role

Summoner Spells

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Ignite

    Ignite

    Cooldown: 180 seconds
    Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.

Frequent Runes

Precision

Become a legend
Improved attacks and sustained damage

Domination
Hunt and eliminate prey
Burst damage and target access

Skills Order

Q
Crescent Strike

Crescent Strike

Unleashes a bolt of lunar energy in an arc dealing magic damage.

Afflicts enemies struck with Moonlight, revealing them if they are not stealthed for 3 seconds.
1
4
5
7
9
W
Pale Cascade

Pale Cascade

Diana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. If her third sphere detonates, the shield gains additional strength.
2
8
10
12
13
E
Lunar Rush

Lunar Rush

Becomes the living embodiment of the vengeful moon, dashing to an enemy and dealing magic damage.

Lunar Rush has no cooldown when used to dash to an enemy afflicted with Moonlight. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.
3
14
15
17
18
R
Moonfall

Moonfall

Diana reveals and draws in all nearby enemies and slows them.

If Diana pulls in one or more enemy champions, the moonlight crashes down onto her after a short delay, dealing magic damage in an area around her, increased for each target beyond the first pulled.
6
11
16
Win Rate:51.12%
Ban Rate:9.61%
Pick Rate:6.40%
Kills: 7.35
Deaths: 6.13
Assists: 6.46
Minions Killed:147
Gold Earned:11,345
Gold Spent:10,413
Double Kills:1.00
Triple Kills:0.00
Quadra Kills:0.00
Penta Kills:0.00
Killing Sprees: 1.83
Largest Killing Spree: 2.83
Largest Multi Kill: 1.67
Wards Killed: 1.50
Wards Placed: 7.98
Vision Wards Bought: 1.00
Tower Kills: 1.22
Win rate by Game Length
This graphic shows you the average Win Rate for Diana based on game duration.

With this information you can get an idea about when this champion performs better during the game.
Damages

This graphic breaks down the different types of damages this champion generally deals.
You have to take into consideration that this doesn't strictly tells you that a champion is purely AD (Attack Damage) or AP (Ability Power). There are hybrid champions with abilities that does AD AND AP damage.
Some champions use items as part of their core builds which makes hybrid damage too, which is included in this graphic.

The Damage Taken information though depends on the enemy team composition and doesn't give you that much information about a champion. It's here just because we have that data.

Minions Per Minutes

This graphic shows you the average amount of minions a champion generally kills per minute at different times.
It's a common pattern that due to the game nature at later phases of the game this statistic tends to decrease.

Minions Difference Per Minutes

This graphic shows you the average difference between the amount of minions a champion generally kills per minute versus the same statistic of the champion's enemy laner.
This can give you an idea wether some matchups are harder for a champion in terms of keeping up with the farming.

A negative value means that the champion tends to have a farming disadvantage against their opponents. This doesn't limit the farming to the original lane.
A positive value means that the champion tends to have a farming advantage against their opponents. This doesn't limit the farming to the original lane.

Damage Taken Diff. Per Minutes

This graphic shows you the average difference between the amount of damage a champion generally takes versus the same statistic of the champion's enemy laner

A negative value means that the champion tends to take less damage than his opponent. This include damage received from all sources.
A positive value means that the champion tends to take more damage than his opponent. This include damage received from all sources.

Damage Taken Per Minutes

This graphic shows you the average amount of damage a champion generally takes at different frame times of the game.

Gold Per Minutes

This graphic shows you the average amount of gold a champion generally earns at different frame times of the game.
This includes minion kills, champion kills, assitances and objectives.

Exp Difference Per Minutes

This graphic shows you the average difference between the amount of experience a champion generally earns versus the same statistic of the champion's enemy laner.

A negative value means that the champion tends to earn less experience than his opponent. This include experience from all sources.
A positive value means that the champion tends to earn more experience than his opponent. This include experience from all sources.

Experience Per Minutes

This graphic shows you the average amount of experience a champion generally earns at different frame times of the game.

Core Items

This statistic shows you a list of a set of three items that are usually bought for this champion and the frequency on which these items are bought.

This usually varies depending on the matchup and enemy team composition.

Starting Items List

This statistic shows you a list of starting items that players buy for this champion. This usually varies depending on the matchup and the players play-style.

First back items when ahead

This statistic shows you a list of items that players usually buy on their first back to base when they have a gold advantage over their enemy laner.

This includes kills, assistances and objectives.

Spells List

This statistics shows you the most frequent Summoners Spells that players use for this champion. It generally depends on matchups and enemy team composition.

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Ignite

    Ignite

    Cooldown: 180 seconds
    Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.

Pick Rate

82.07%
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Teleport

    Teleport

    Cooldown: 420 - 240 (levels 1 - 18) seconds
    After channeling for 4 seconds, your champion teleports to target allied structure, minion, or ward and grants a 30 - 50% Movement Speed (increased by 10% at levels 6 and 11) boost for 3 seconds.

Pick Rate

16.74%
  • Barrier

    Barrier

    Cooldown: 180 seconds
    Shields your champion from 115-455 damage (depending on champion level) for 2 seconds.
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.

Pick Rate

0.59%
  • Exhaust

    Exhaust

    Cooldown: 210 seconds
    Exhausts target enemy champion, reducing their Movement Speed by 30%, and their damage dealt by 40% for 2.5 seconds.
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.

Pick Rate

0.42%
Precision

Become a legend
Improved attacks and sustained damage

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

50.86%
Precision

Become a legend
Improved attacks and sustained damage

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

20.68%
Precision

Become a legend
Improved attacks and sustained damage

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

17.19%
Precision

Become a legend
Improved attacks and sustained damage

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

5.94%
Precision

Become a legend
Improved attacks and sustained damage

Resolve
Live forever
Durability and crowd control

Pick Rate

2.52%
Q
Crescent Strike

Crescent Strike

Unleashes a bolt of lunar energy in an arc dealing magic damage.

Afflicts enemies struck with Moonlight, revealing them if they are not stealthed for 3 seconds.
1
4
5
7
9
W
Pale Cascade

Pale Cascade

Diana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. If her third sphere detonates, the shield gains additional strength.
2
8
10
12
13
E
Lunar Rush

Lunar Rush

Becomes the living embodiment of the vengeful moon, dashing to an enemy and dealing magic damage.

Lunar Rush has no cooldown when used to dash to an enemy afflicted with Moonlight. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.
3
14
15
17
18
R
Moonfall

Moonfall

Diana reveals and draws in all nearby enemies and slows them.

If Diana pulls in one or more enemy champions, the moonlight crashes down onto her after a short delay, dealing magic damage in an area around her, increased for each target beyond the first pulled.
6
11
16

Pick Rate

61.13%
Q
Crescent Strike

Crescent Strike

Unleashes a bolt of lunar energy in an arc dealing magic damage.

Afflicts enemies struck with Moonlight, revealing them if they are not stealthed for 3 seconds.
1
4
5
7
9
W
Pale Cascade

Pale Cascade

Diana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. If her third sphere detonates, the shield gains additional strength.
3
8
10
12
13
E
Lunar Rush

Lunar Rush

Becomes the living embodiment of the vengeful moon, dashing to an enemy and dealing magic damage.

Lunar Rush has no cooldown when used to dash to an enemy afflicted with Moonlight. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.
2
14
15
17
18
R
Moonfall

Moonfall

Diana reveals and draws in all nearby enemies and slows them.

If Diana pulls in one or more enemy champions, the moonlight crashes down onto her after a short delay, dealing magic damage in an area around her, increased for each target beyond the first pulled.
6
11
16

Pick Rate

22.18%
Q
Crescent Strike

Crescent Strike

Unleashes a bolt of lunar energy in an arc dealing magic damage.

Afflicts enemies struck with Moonlight, revealing them if they are not stealthed for 3 seconds.
2
4
5
7
9
W
Pale Cascade

Pale Cascade

Diana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. If her third sphere detonates, the shield gains additional strength.
1
8
10
12
13
E
Lunar Rush

Lunar Rush

Becomes the living embodiment of the vengeful moon, dashing to an enemy and dealing magic damage.

Lunar Rush has no cooldown when used to dash to an enemy afflicted with Moonlight. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.
3
14
15
17
18
R
Moonfall

Moonfall

Diana reveals and draws in all nearby enemies and slows them.

If Diana pulls in one or more enemy champions, the moonlight crashes down onto her after a short delay, dealing magic damage in an area around her, increased for each target beyond the first pulled.
6
11
16

Pick Rate

11.21%
Q
Crescent Strike

Crescent Strike

Unleashes a bolt of lunar energy in an arc dealing magic damage.

Afflicts enemies struck with Moonlight, revealing them if they are not stealthed for 3 seconds.
1
4
5
7
9
W
Pale Cascade

Pale Cascade

Diana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. If her third sphere detonates, the shield gains additional strength.
3
14
15
17
18
E
Lunar Rush

Lunar Rush

Becomes the living embodiment of the vengeful moon, dashing to an enemy and dealing magic damage.

Lunar Rush has no cooldown when used to dash to an enemy afflicted with Moonlight. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.
2
8
10
12
13
R
Moonfall

Moonfall

Diana reveals and draws in all nearby enemies and slows them.

If Diana pulls in one or more enemy champions, the moonlight crashes down onto her after a short delay, dealing magic damage in an area around her, increased for each target beyond the first pulled.
6
11
16

Pick Rate

3.82%
Q
Crescent Strike

Crescent Strike

Unleashes a bolt of lunar energy in an arc dealing magic damage.

Afflicts enemies struck with Moonlight, revealing them if they are not stealthed for 3 seconds.
1
3
5
7
9
W
Pale Cascade

Pale Cascade

Diana creates three orbiting spheres that detonate on contact with enemies to deal damage in an area. She also gains a temporary shield that absorbs damage. If her third sphere detonates, the shield gains additional strength.
2
8
10
12
13
E
Lunar Rush

Lunar Rush

Becomes the living embodiment of the vengeful moon, dashing to an enemy and dealing magic damage.

Lunar Rush has no cooldown when used to dash to an enemy afflicted with Moonlight. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.
4
14
15
17
18
R
Moonfall

Moonfall

Diana reveals and draws in all nearby enemies and slows them.

If Diana pulls in one or more enemy champions, the moonlight crashes down onto her after a short delay, dealing magic damage in an area around her, increased for each target beyond the first pulled.
6
11
16

Pick Rate

0.70%

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