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Diana

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Diana
Tier 3

Diana

Arbiter ArbiterChallenger Challenger
Stats
HealthHealth
850/1530/2754
ArmorArmor
50
MRMR
50
Attack DamageAttack Damage
0/0/0
Attack SpeedAttack Speed
0.8
ManaMana
0/50
RangeRange
1
Crit ChanceCrit Chance
25

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Start a Builder plan with Diana and recommended items.

Diana Quick Summary

targetRole

Melee damage frontliner · Arbiter and Challenger

inventory_2Best Items

Bloodthirster, Titan's Resolve and Guinsoo's Rageblade

flagWhen To Play

Strongest when upgraded around Stage 3

grid_viewPositioning

Front row side, avoid full focus

Champion Strategy

sports_esports

How to play Diana

Diana is a 3-cost Arbiter and Challenger champion that usually plays as a frontline sustain unit. Its sustain or shielding makes it valuable when it survives long enough to buy time for the rest of the board. Diana appears in Anima Cashout lines, so keep copies when those boards are open.

flag

When to play Diana

Consider playing around Diana when you find a two-star copy in Stage 3 and your components already fit the unit. For items, Bloodthirster and Titan's Resolve are strong signals that Diana can stay on the board. For team direction, it fits naturally when you are already moving toward Anima Cashout. If it stays one-star, the traits do not activate, or the items point elsewhere, treat it as a transition unit instead of forcing the line.

construction

Why these items work

Bloodthirster, Titan's Resolve and Guinsoo's Rageblade are recommended. Bloodthirster adds sustain and a low-health shield for extended melee fights, Titan's Resolve rewards long fights with stacking damage and durability and Guinsoo's Rageblade ramps attack speed in longer rounds. The point of the setup is to keep it alive long enough to cast and hold the frontline.

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Item alternatives

When the perfect setup is not available, use Hand Of Justice, Edge of Night, Sterak's Gage and Red Buff as substitutes. For frontline substitutes, prioritize durability, sustain, and opening damage reduction without stealing every carry item. If Diana is only a trait slot, one useful item is enough and the premium items should go to your real carry or main tank.

timeline

Early, mid, and late game

Early: hold useful components, but do not force the line before copies appear. Mid game: two-star Diana is the main power window for Stage 3 and Stage 4. Late game: either commit to a three-star angle or use it as a trait anchor while higher-cost units take over the items.

grid_view

Positioning tips

Place Diana in the first row on a side, or in the second row when it needs protection. It should enter combat quickly without eating every enemy attack at once. It needs time to start casting, so avoid letting it get deleted immediately.

Ability

Mana
Mana0/50
Pale Cascade
Active

Pale Cascade

Active

Passive: Attacks deal 52/78/135 AP bonus magic damage.

Active: Gain 275/325/475 AP Shield and summon 3 encircling orbs for 3 seconds. Orbs deal 212/318/520 AP magic damage to enemies they pass through, and rotate faster based on Attack Speed.

Synergies

Arbiter

origin

Arbiter

Scribe a unique divine law, allowing you to choose an effect for Arbiters. 17.4 groups inputs into Consistent, Conditional, and Economy pools, and outputs into Offense, Defense, and Economy pools. One option from each pool is offered each game, and excess Gold or Leona reward chance can roll a second reward up to 2 triggers.

2

Choose a cause and effect for your law

3

Effects are stronger.

Challenger

class

Challenger

Your team gains 10% Attack Speed. Challengers gain bonus Attack Speed. When their target dies, Challengers dash to a new target and increase their Attack Speed bonus by 50% for 2.5 seconds.

2

15% AS

3

28% AS

4

42% AS

5

55% AS

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