Ability-by-ability breakdown of Diana with real cooldowns and costs, the combo worth drilling, and why order changes the outcome.
Casting in the wrong order on Diana does not shave a little damage off — it frequently wastes an ability outright, because the setup lands after the payoff.
At 150 attack range Diana has to walk into damage to deal it, so every trade begins with a decision about whether you can afford the walk.

Every third strike cleaves nearby enemies for an additional magic damage. After casting a spell, Diana gains Attack Speed for 5 seconds.
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.
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.
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.
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.
Take Moonfall at levels 6, 11 and 16 — the ultimate is always worth the point it costs.
For the basic abilities, Lunar Rush (E) gains the most from being ranked: its cooldown falls by 8 seconds between rank 1 and max, which is the largest improvement in the kit. That is the usual argument for maxing it first.
This is reasoning from the cooldown data, not a win-rate ranking — a matchup that punishes you can invert it.
Those cooldown figures are per rank, lowest first. The gap between the first and last number is the best argument for a skill order there is — an ability that drops sharply as you rank it earns those points; one that barely moves does not.
Diana is mana-gated, which is the real limit on how often you can contest a wave early.
These are the designers' words, not ours — the tips shipped in the client for Diana.
Practice tool has no MMR attached and lets you reset cooldowns on demand. Ten minutes there beats ten games of learning a sequence while somebody fights back.
| Stat | Level 1 | Level 18 |
|---|---|---|
| Health | 640 | 2493 |
| Attack damage | 57 | 57 |
| Armour | 31 | 104.1 |
| Magic resist | 32 | 66.9 |
Movement speed 345 and attack range 150 do not grow with levels — they are the two numbers that stay true all game.
Full Diana page — abilities, stats and every skin →