Passive ability: moonsilver blade
Diana permanently has 10/15/20/25/30/35/ 40% bonus attack speed at level 1/3/6/9/12/15/18 SEQUENCELY. After casting an ability, DIANA WILL ARCHIVE HYPE attack speed bonus is tripled to 30/45/60/75/90/105/120% for 3 seconds (depending on level) NOT ONLY THAT
Every third basic attack within 3.5 seconds WILL DAMAGE nearby enemies for 20-250 AND(+40% of ability power) bonus magic damage (depending on level). Applies spell effects.
Moonsilver Blade’s damage is increased by 150% on non-Epic monsters. (SUCH AS BLA BALA ETC…)
Diana swings her blade to unleash a bolt of lunar energy, afflicting enemies with Moonlight for 3 seconds and dealing 60/95/130/165/200 AND (+70% ability power) magic damage in an arc before exploding.
Diana creates three orbiting spheres for 5 seconds that detonate on contact with enemies to deal 22/34/46/58/70 (+20% of ability power) magic damage per orb in an area. She also gains a temporary shield that absorbs 40/55/70/85/100 (+30% of ability power) damage. This shield is refreshed if AND ONLY all three spheres detonate on the object and the shield reapplies, Stacking with its original shield.
Diana dashes to an enemy, dealing 100/160/220 (+60% of ability power) magic damage. If the target is afflicted with Moonlight, the effect is consumed on all enemies and Lunar Rush’s cooldown is reset. Other abilities can be used during dash. If the target is within 400 range, Diana will dash through them.
Diana reveals and draws in nearby enemies up to 225 units toward her location, slowing them by 40/50/60% for 2 seconds.
If Diana pulls in one or more enemy champions, the moonlight crashes down onto her after 1 second, dealing 200/300/400 (+60% of ability power) magic damage in an area perimeter around her, increased by 35/60/85 (15% of ability power) for each champion pulled beyond the first.
Diana’s skill pick order starts with W ability (Pale Cascade) at level 1 because of its both offensive and defensive capabilities. This ability allows Diana to walk up to the minion wave and farm without taking too much harassment from the enemy laner. You can use this ability to last hit minions under tower easily. When you use this W ability in combination with E ability make sure to use it right before you land on top of your enemy because if you activate it early the orbs will hit minions or other enemies than the one you intended. When you use your Q ability(Crescent Strike) to poke your enemy make sure to aim the end of the Crescent strike at your opponent as the hitbox of it is larger at the end. (increasing the probability of poking, landing a skill shot.)
In mid-game after your Rod of ages is fully stacked, that’s when you get your biggest power spike. Your job in here is initiating team fights or split pushing, Depending on the team composition/ Your teams’ standing. At the beginning of any team fight, you always want to be in a flanking position. ( like a guerrilla strike) While flanking the enemy from behind is more preferable you need to make sure that the enemy frontline is not between you and your target. (no obstacle between you and your target) Also it’s always a good idea to wait till the enemies use their CC before you all in.
In team fights, you need to prioritize the most fed squishy. By taking out their strongest squishy member you are essentially crippling the enemy team while giving your teammates a chance to score an ace. Also when you are picking your target you need to consider summoner spell cooldowns. For example, if you know for sure that the enemy ADC’s flash is on cooldown, The best choice is to engage her because you know that she can’t get away.