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Diana combos: cooldowns, costs and the order that matters

Ability-by-ability breakdown of Diana with real cooldowns and costs, the combo worth drilling, and why order changes the outcome.

Diana splash art

Damage is a sequence, not a sum

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.

Diana splash art

The kit, with the real numbers

Moonsilver Blade icon
Passive

Moonsilver Blade

Every third strike cleaves nearby enemies for an additional magic damage. After casting a spell, Diana gains Attack Speed for 5 seconds.

Crescent Strike icon
Q

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.

Cooldown 8/7.5/7/6.5/6sCost 50 {{ abilityresourcename }}Range 900
Pale Cascade icon
W

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.

Cooldown 15/13.5/12/10.5/9sCost 40/45/50/55/60 {{ abilityresourcename }}Range 800
Lunar Rush icon
E

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.

Cooldown 22/20/18/16/14sCost 40/45/50/55/60 {{ abilityresourcename }}Range 825
Moonfall icon
R

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.

Cooldown 100/90/80sCost 100 {{ abilityresourcename }}Range 475

Skill order, and how to reason about it

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.

Reading the cooldown column

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.

Riot's own notes on playing Diana

These are the designers' words, not ours — the tips shipped in the client for Diana.

Drill it in practice tool

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.

What the stat line does between level 1 and 18

StatLevel 1Level 18
Health6402493
Attack damage5757
Armour31104.1
Magic resist3266.9

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 →

Champion data from Riot's Data Dragon, patch 16.16.1. SmurfVault is not endorsed by Riot Games.