Diana Mid Guide (Preview)
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Runes

The Sorcery tree is mandatory on Diana for Manaflow Band, and the Resolve tree provides essential sustain, health, and early game damage. By the time you hit level 3, bone plating will have blocked around 70 damage which is more than an Electrocute proc while the entire domination tree will have done absolutely nothing during the most crucial levels of the entire game. Electrocute also requires three separate hits to proc unlike old Thunderlords, which Diana could trigger with just her W. Now Electrocute is far stronger on ranged champions who can reliably proc it at level 1 with autos and spells.

Players often ask whether Grasp is viable into ranged matchups. Grasp and Shield Bash are much easier to use level 1 and 2 and then by level 3, they’re no more difficult to use than Electrocute or Phase Rush. The biggest problem with Electrocute is that the last two rows of the domination tree offer Diana essentially no value. When running Electrocute, the entire tree often does nothing until level 3 which is the most important part of the game and the main purpose of runes in the first place. Meanwhile, when you run keystones like Grasp or Phase Rush you gain access to runes like Shield Bash and Scorch that perform great in the early game. The reason Grasp has overtaken phase rush as Diana’s main rune is because the game has been slowed down. Phase rush and scorch have extremely poor scaling especially compared to Grasp and Overgrowth which are the runes you're trading them for. These runes also provide Diana with health which is crucial for her playstyle and can’t be gained through her current ideal build path.