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Diana Wild Rift Build — Patch 7.2e

黛安娜 · 皎月女神 Assassin A

✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 16 top-ranked China server players captured 2026-09-11

Difficulty Damage Toughness Utility

How the strongest players on the Wild Rift China server (国服) build Diana: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Diana players, captured in-game.

📖 How to play Diana

Most-used builds on the China server (Master+)

Jungle

Core items
54.9% WR
28.73% use
Lich Bane
Lich Bane
Infinity Orb
Infinity Orb
Rabadon's Deathcap
Rabadon's Deathcap
55.3% WR
19.44% use
Lich Bane
Lich Bane
Rabadon's Deathcap
Rabadon's Deathcap
Cryptbloom
Cryptbloom
55.6% WR
8.47% use
Lich Bane
Lich Bane
Rabadon's Deathcap
Rabadon's Deathcap
Infinity Orb
Infinity Orb
Runes
53.1% WR
36.77% use
Fleet Footwork
Fleet Footwork
Sudden Impact
Sudden Impact
Chain Assault
Chain Assault
Eyeball Collection
Eyeball Collection
Absolute Focus
Absolute Focus
53.4% WR
27.4% use
Fleet Footwork
Fleet Footwork
Sudden Impact
Sudden Impact
Tyrant
Tyrant
Eyeball Collection
Eyeball Collection
Absolute Focus
Absolute Focus

Mid

Core items
51.8% WR
29.67% use
Lich Bane
Lich Bane
Rabadon's Deathcap
Rabadon's Deathcap
Infinity Orb
Infinity Orb
52.4% WR
11.62% use
Lich Bane
Lich Bane
Rabadon's Deathcap
Rabadon's Deathcap
Cryptbloom
Cryptbloom
51.4% WR
7.74% use
Lich Bane
Lich Bane
Infinity Orb
Infinity Orb
Rabadon's Deathcap
Rabadon's Deathcap
Runes
47.8% WR
29.95% use
Electrocute
Electrocute
Sudden Impact
Sudden Impact
Chain Assault
Chain Assault
Eyeball Collection
Eyeball Collection
Absolute Focus
Absolute Focus
47.4% WR
11.31% use
Fleet Footwork
Fleet Footwork
Sudden Impact
Sudden Impact
Chain Assault
Chain Assault
Eyeball Collection
Eyeball Collection
Second Wind
Second Wind

Most-used items & runes · from our Top-30 screenshots

Counted on 18 real builds captured from the Chinese client, player by player. Independent from the official API above.

Items
Rabadon's Deathcap
Rabadon's Deathcap
100%
Lich Bane
Lich Bane
89%
Spellslinger's Shoes
Spellslinger's Shoes
78%
Void Staff
Void Staff
67%
Infinity Orb
Infinity Orb
61%
Stormsurge
Stormsurge
39%
Runes
Sudden Impact
Sudden Impact
78%
Absolute Focus
Absolute Focus
67%
Fleet Footwork
Fleet Footwork
67%
Eyeball Collection
Eyeball Collection
67%
Tyrant
Tyrant
39%
Phase Rush
Phase Rush
28%

Top 30 ranked players — real in-game builds📅 updated 2026-09-11

Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.

16 of the top 30 players have a public match history; the others keep theirs private.

1
player #1 name
summoner spells of rank 1 Diana player
runes of rank 1 Diana player
items of rank 1 Diana player
3
player #3 name
summoner spells of rank 3 Diana player
runes of rank 3 Diana player
items of rank 3 Diana player
5
player #5 name
summoner spells of rank 5 Diana player
runes of rank 5 Diana player
items of rank 5 Diana player
6
player #6 name
summoner spells of rank 6 Diana player
runes of rank 6 Diana player
items of rank 6 Diana player
8
player #8 name
summoner spells of rank 8 Diana player
runes of rank 8 Diana player
items of rank 8 Diana player
12
player #12 name
summoner spells of rank 12 Diana player
runes of rank 12 Diana player
items of rank 12 Diana player
14
player #14 name
summoner spells of rank 14 Diana player
runes of rank 14 Diana player
items of rank 14 Diana player
17
player #17 name
summoner spells of rank 17 Diana player
runes of rank 17 Diana player
items of rank 17 Diana player
21
player #21 name
summoner spells of rank 21 Diana player
runes of rank 21 Diana player
items of rank 21 Diana player
22
player #22 name
summoner spells of rank 22 Diana player
runes of rank 22 Diana player
items of rank 22 Diana player
23
player #23 name
summoner spells of rank 23 Diana player
runes of rank 23 Diana player
items of rank 23 Diana player
24
player #24 name
summoner spells of rank 24 Diana player
runes of rank 24 Diana player
items of rank 24 Diana player
26
player #26 name
summoner spells of rank 26 Diana player
runes of rank 26 Diana player
items of rank 26 Diana player
27
player #27 name
summoner spells of rank 27 Diana player
runes of rank 27 Diana player
items of rank 27 Diana player
28
player #28 name
summoner spells of rank 28 Diana player
runes of rank 28 Diana player
items of rank 28 Diana player
30
player #30 name
summoner spells of rank 30 Diana player
runes of rank 30 Diana player
items of rank 30 Diana player

Who counters Diana — hardest matchups & how to play them

The toughest lane matchups for Diana on the Wild Rift China server, with why each is hard and exactly how to play it.

KayleDiana vs Kayle Unfavorable

Why Kayle counters Diana: After 9 she kites you from beyond your jump range, and her R cancels your R combo right at the best moment.

How to play Diana into Kayle: Beat her up before her level 5 with E-Q-attack trades. In fights hold your R for AFTER her invulnerability, never force it earlier.

→ Kayle
GalioDiana vs Galio Unfavorable

Why Galio counters Diana: The anti-mage made champion: magic shield, taunt, and follow-up on your every entry. Your all-in makes his job easier.

How to play Diana into Galio: Never go in first while his taunt is up. Shove the wave and call your jungler: you win the 2v2, especially right after he spends his W.

→ Galio
FizzDiana vs Fizz Unfavorable

Why Fizz counters Diana: His E dodges your Q and your shield does not hold his full all-in: whoever missteps first dies, and he picks the moment.

How to play Diana into Fizz: Save the shield for the shark, not for poke. Throw Q at his landing spot: it is the only predictable instant he has.

→ Fizz
LissandraDiana vs Lissandra Unfavorable

Why Lissandra counters Diana: Root on your entry and self-R against your burst: she defuses you twice within the same combo.

How to play Diana into Lissandra: Make her waste the root before you commit, with a short feint jump. Your AoE R wins 5v5s: go in second, not first.

→ Lissandra
ZoeDiana vs Zoe Skill matchup

Why Zoe counters Diana: Her bubble punishes the fixed line of your jump, but one clean entry of yours removes her from the map.

How to play Diana into Zoe: Enter at an angle, never in line with the bubble. Below 60% health she has to base: that is where Q and E close it out.

→ Zoe

Who to play with Diana — best team synergies

The champions Diana works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.

Best Baron partners for Diana

Diana + Malphite Best pairing

Moonfall (R) is a close-range zone that slows and re-marks - it groups nobody, so you have to find them already still. Unstoppable Force (R) leaves them floored and stuck together, and every fresh Moonlight the detonation applies is another Lunar Rush (E) reset.

Diana + Ornn Best pairing

Everything in your kit starts with landing Crescent Strike (Q)'s mark: Searing Charge (E) into the Volcanic Rupture (Q) wall is a guaranteed 1.25-second knock-up every skirmish, not one per teamfight. On an airborne target you don't miss that arc.

Diana + Shen Strong

Pale Cascade (W) holds one charge and your own card says that once it's gone you get deleted: Stand United (R) shields you from across the map and teleports him in, and Shadow Dash (E) taunts whoever jumped you while Moonfall (R) charges.

Diana + Gnar Strong

Moonfall (R) can only be cast up close and the channel is visible from range, so mobile targets reposition before it detonates: after GNAR! (R) into a wall they're stunned and they can't. Wallop (W) does a smaller version of it every fight.

Diana + Volibear Strong

Thundering Smash (Q) is a hard stun he closes the gap with: the target stands still for Crescent Strike (Q) and you come in with Lunar Rush (E) already primed to reset. Stormbringer (R) disables turrets for three seconds, so tower dives become something you two can actually do.

Diana + Poppy Situational

Heroic Charge (E) into terrain is a 1.7-second stun, the cleanest way to guarantee your mark, and Steadfast Presence (W) roots whoever jumps you once your shield is gone. She's C tier at a 48.3% win rate right now: you take her for those two uses.

Best Mid partners for Diana

Diana + Galio Best pairing

You go in, spend Pale Cascade (W) and you're exposed: Hero's Entrance (R) lands on you from anywhere on the map, knocks up everyone inside the Moonfall (R) zone and shields you. That's exactly the window your own card calls fatal.

Diana + Ahri Best pairing

Miss Crescent Strike (Q)'s mark and Lunar Rush (E) doesn't reset, leaving you stranded in the middle of them: that's your number one weakness. Charm (E) takes the target's movement away for 1.4 seconds and makes that arc impossible to miss.

Diana + Lissandra Strong

Ring of Frost (W) into Frozen Tomb (R) is nearly three seconds where the target doesn't move: you mark at your leisure, come in with Lunar Rush (E) and get all the time you need to charge and detonate Moonfall (R) from inside the group.

Diana + Orianna Strong

Moonfall (R) pays in proportion to how many enemies are around you, and it isn't the one gathering them: Command: Shockwave (R) is. A compressed pile means Moonlight on all of them at the detonation and a chain of Lunar Rush (E) onto the lowest-health ones.

Diana + Annie Strong

A charged Pyromania (P) turns any of her spells into a stun, and Summon: Tibbers (R) puts one on a whole group: that's the moment you can walk in and charge Moonfall (R) with nobody stepping out of the channel.

Best Duo (ADC) partners for Diana

Diana + Ashe Best pairing

Enchanted Crystal Arrow (R) pins a target from off-screen: Crescent Strike (Q) on a motionless enemy is a guaranteed mark, and from there Lunar Rush (E) takes you in with the reset already banked. Frost Shot (P) keeps slowing all game long.

Diana + Miss Fortune Strong

Bullet Time (R) only pays against grouped or crowd-controlled enemies, and the Moonfall (R) zone leaves them slowed and slow to scatter: that's the most a jungler with no hard CC can hand her. Make It Rain (E) adds the slow that lands your Crescent Strike (Q).

Diana + Jhin Strong

Deadly Flourish (W) roots anyone who has just taken damage from an ally, and the Moonfall (R) detonation touches everyone around you: you hand him free roots. Curtain Call (R) then closes out whoever walks out of your burst alive.

Diana + Varus Strong

Chain of Corruption (R) starts on one target and spreads to whoever stands near them: inside your slow zone nobody manages to split off, so the chain takes the whole group. It's the hard CC your kit doesn't have at all.

Diana + Xayah Situational

Bladecaller (E) only roots with three feathers on the same target, and feathers land on things that aren't moving: the Moonfall (R) slow helps, but a slow is not a stun. Worth it if she can wait for your entry instead of firing early.

Best Support partners for Diana

Diana + Thresh Best pairing

Death Sentence (Q) hands you a stunned, motionless target: Crescent Strike (Q) cannot miss it. And after the dive, once Pale Cascade (W) is spent, the Dark Passage (W) lantern is your only way out besides Lunar Rush (E).

Diana + Leona Best pairing

Zenith Blade (E) into Shield of Daybreak (Q) locks a target long enough for you to mark it, dive it and detonate Moonfall (R) from inside; Solar Flare (R) then slows anyone trying to leave the zone before it goes off by 80%.

Diana + Nami Strong

Aqua Prison (Q) is a clean stun that guarantees your mark, and Tidal Wave (R) knocks up a whole line while your zone charges. Tidecaller's Blessing (E) adds a slow to your hits when you have to chase whoever escaped the detonation.

Diana + Rakan Strong

Grand Entrance (W) into The Quickness (R) is nearly two seconds where nobody moves: you come in with Lunar Rush (E) and charge Moonfall (R) safely. Battle Dance (E) recasts within five seconds, so it shields you twice in the same dive.

Diana + Lulu Strong

Rampant Growth (R) on you is the second health bar you don't have once Pale Cascade (W) is spent, and it knocks up everyone around you - the ones inside the Moonfall (R) zone. Whimsy (W) instead removes the diver who answers you.

Diana + Blitzcrank Situational

Rocket Grab (Q) rips a carry out from behind their line and Power Fist (E) knocks them up as they land: an isolated, motionless target, the best case for your single-target burst. A missed grab leaves you both without the fight's only hook.

Stats by rank bracket & lane

Diamond+
LaneTierWin%Pick%Ban%Pos.
JungleA52.81%2.25%0.32%#13 / 40
MidD48.6%1.29%0.32%#35 / 39
Master+
LaneTierWin%Pick%Ban%Pos.
JungleA52.7%2.34%0.34%#13 / 40
MidD48.48%1.3%0.34%#34 / 38
Challenger
LaneTierWin%Pick%Ban%Pos.
JungleS53.48%2.79%0.4%#6 / 42
MidD48.64%1.39%0.4%#36 / 39
Sovereign
LaneTierWin%Pick%Ban%Pos.
JungleB53.57%4.01%0.68%#20 / 41
MidD46.29%1.5%0.68%#40 / 41

Abilities (original CN names)

Moonsilver Blade
Passive
Moonsilver Blade
月银之刃
Crescent Strike
Q
Crescent Strike
新月打击
Pale Cascade
W
Pale Cascade
苍白之瀑
Lunar Rush
E
Lunar Rush
月神冲刺
Moonfall
R
Moonfall
月之降临

How to play Diana — Wild Rift guide, combos & tips

Diana, the Scorn of the Moon, is a magic-damage assassin in Wild Rift built around a single reset: land Crescent Strike's Moonlight mark, then dash in with Lunar Rush to strip it and cut that skill's cooldown down to 0.5 seconds for an almost-free second jump. She trades team utility for some of the highest single-target burst in the game, backed by a self-shield from Pale Cascade and a wide, expanding slow zone on her ultimate, Moonfall. She's most dangerous isolating one priority target rather than spreading damage across a group, and she snowballs hard off every kill she personally converts.

Strengths

  • Devastating single-target burst - a full Q into E into passive/W rotation deletes most squishies in one trip, and successfully stripping Moonlight with Lunar Rush drops its cooldown to just 0.5 seconds for an immediate follow-up dash.
  • Strong early skirmisher - the passive's 30% attack speed proc plus Pale Cascade's shield (50 absorbed, +50 more when the third orb detonates) lets her win extended trades against most lane opponents.
  • Lunar Rush is a repositioning tool as much as a finisher - it can be cast on minions or jungle monsters to safely close distance, escape, or reach a target that would otherwise be unreachable.
  • Moonfall gives her rare area control for an assassin, but it works up close, not at range: the moonlight zone expands around her while she keeps moving and casting, then detonates for damage, a slow and a fresh Moonlight mark on everyone caught — and it can't even be cast without an enemy champion nearby.

Weaknesses

  • Everything depends on landing Moonlight first - miss the Q, or fail to remove it with Lunar Rush, and that skill's cooldown stays long, leaving her stranded deep in enemy territory with no reset.
  • Very little to offer teammates - no hard CC, peel, or sustain for anyone else, so her value is tied almost entirely to how many picks she personally converts.
  • Fragile once her shield is gone - Pale Cascade only holds one charge, so once it's on cooldown, hard-engage or burst champions can turn her own all-in into a free kill on her.
  • Moonfall can't even be cast without an enemy champion nearby, and its channel is visible from a distance, giving mobile or long-range targets (Kayle, Zoe) a window to reposition before Falling Moonlight lands.

Combos

  • Q into E into autoattack into W into R - Crescent Strike marks the target with Moonlight, Lunar Rush dashes in and removes it for the 0.5s cooldown reset, the follow-up autoattack can proc the passive's bonus magic damage, Pale Cascade adds a shield and burst, and Moonfall cleans up anyone who survives or extends the fight.
  • E onto a minion or monster into Q into E reset - dash off a wave or jungle camp to close the gap safely, land Q on the real target from a shorter and less telegraphed range, then chain a near-instant second Lunar Rush once Moonlight connects.
  • R into E into W into autoattack - open a fight by stepping into the enemy group with Moonfall (it can't be cast unless an enemy champion is already close), let the zone expand to mark and slow everyone caught, dash onto the lowest-health marked target with the guaranteed reset, shield up with Pale Cascade, then autoattack to trigger the passive's attack speed and bonus damage.

Skill order: Q > E > W (start Q for the Moonlight mark and reset uptime, take one early point in W for the shield, and level R at 5/9/13)

Early game

Use Crescent Strike's arc to poke safely and start trades - landing the Moonlight mark before committing Lunar Rush turns most 1-vs-1s in her favor, and Pale Cascade's shield lets her out-trade most lane opponents in extended fights. Manage the wave so you can roam or all-in the moment you hit your level 4-5 power spike, and hold Lunar Rush rather than burning it on a whiffed engage since it's also your only escape. Remember Moonfall needs an enemy champion nearby to even activate, so scout carefully before committing to level 5 plays.

Mid & late game — teamfighting

From the mid game on, Diana's job is to pick off the highest-value marked target rather than open the fight herself - let the front line clash first, then step in and let Moonfall's expanding zone mark and slow everyone around you, since it can't even be cast without an enemy champion close by. Once committed, chain Q into E for the initial burst, shield with W, and look for a second Lunar Rush reset onto the next lowest-health marked target if the cooldown allows; if there's no safe entry, hold Moonfall and wait rather than forcing a bad dive - it does nothing from the back line. Positioning around her dash range is everything, so bait out CC or Flash from the front line before committing her jump to the backline.

Pro tips

  • Never jump onto an unmarked target if you can help it - Moonlight is what makes your second Lunar Rush nearly free, so confirm the Q hit (or a reset from a previous E) before committing.
  • Use Lunar Rush on minions or jungle monsters to cross terrain, escape a bad fight, or reach an otherwise unreachable target - it's as much a repositioning tool as a finisher.
  • Hold Falling Moonlight as long as the channel allows when it's safe to - more charge time means more damage and a longer slow, but remember the ultimate won't activate at all without an enemy champion nearby, so pre-position before committing to the play.