By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Diana
Scorn of the Moon
FighterAssassin
League of LegendsPatch 26.16TopRanked Solo/DuoEmerald+NA14,858 gamesSample data
Role snapshot (Top)
- 49.0%
- Win Rate
- 2.9%
- Pick Rate
- 9.6%
- Ban Rate
14,858
Games
Moderate
Confidence
Matchup map (Top) — level 1–18
Conditional build matrix
| vs AP Burst | vs AD Assassins | vs Tanks | vs Sustain | |
|---|---|---|---|---|
| Mythic / Core | ||||
| Core 2 | ||||
| Core 3 | ||||
| Boots | ||||
| Situational |
Popular build
6,835 games49.4%Win Rate
Reliable build
4,903 games48.1%Win Rate
High observed win rate
1,783 games51.5%Win Rate
Runes
Primary: Sorcery
Summon Aery
Axiom Arcanist
Celerity
Waterwalking
Secondary: Precision
Triumph
Legend: Haste
Shards
+9 Adaptive Force
+9 Adaptive Force
+10-180 Health (based on level)
Skill order
| Q | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| W | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| E | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| R | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
Ability details

Moonsilver Blade
Every third strike cleaves nearby enemies for an additional magic damage. After casting a spell, Diana gains Attack Speed for 5 seconds.
Passive — never cast

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.
Cost 50 ManaCooldown 8/7.5/7/6.5/6sRange 900

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.
Cost 40/45/50/55/60 ManaCooldown 15/13.5/12/10.5/9sRange 800

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.
Cost 40/45/50/55/60 ManaCooldown 22/20/18/16/14sRange 825

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.
Cost 100 ManaCooldown 100/90/80sRange 475
Scaling — level 1–18
DianaTop average
1918
1918
1918
Counter plan — how to beat Diana
Avoid extended fights — its sustain grows with every trade it survives
Deny the reset — it wants a kill to come back out; a warded exit removes it
Punish the cooldown — Diana is exposed while its rotation is down
Ward the flank — vision is what turns its best opening into a worse one
Respect the spike — Riot rates the kit 4/10, so a practised player gets more out of it than the average
ARAM performance
- 52.0%
- Win Rate ▲ 1.2%
- 8.7%
- Pick Rate ▲ 4.1%
- 6.3%
- Ban Rate ▲ 0.0%
- Damage dealt
- 96.5%
- Damage taken
- 95.6%
- Healing
- 96.6%
- Shielding
- 103.6%
- Ability Haste
- +4
Best ARAM build
Patch timeline
We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.
- 26.16Live now+0.7
- 26.14Sample win rate across this patch+0.0
- 26.11Sample win rate across this patch+0.9
- 26.08Sample win rate across this patch+0.1
- 26.05Sample win rate across this patch+0.1
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Methodology
- Data window
- 512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
- Rank aggregation
- Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
- Role assignment
- A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
- Counters
- A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
- Minimum sample
- The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
- Why a build is not a cause
- The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
- Where the numbers come from
- Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.
