// Recommended builds
The best trait and item combination at every level, 2 stars, by DPS.
// Top items
What each item adds on its own, in DPS, with no other item.
Builds by level
Every combination of Diana's own traits that a comp of the chosen level can reach, ranked by the DPS of its best 3-item build against three dummies with the team's shred, sunder and burn already on them. Numbers open the DPS Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.
No comp at this level can field Diana.
// Cast timeline
From the mana bar filling until mana can come in again. No mana comes in during this time. The mana lock lasts as long as the shield holds, at most 2.00 s. Attacks continue.
- attack animation
- attack lands
- attack recovery
- cast window (mana locked)
- mana locked (no mana while the effect runs)
- effect
First cast at 4.19 s with 0.80 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.
Step by step, in words
- Mana reaches 40/40: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
- 0.00 to 0.66 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
- 0.96 s: the ability's effect fires (projectile launch, damage, shield...).
- 0.66 to up to 2.00 s: the shield keeps the mana lock on until it breaks or expires. Attacks land, no mana comes in.
- 0.66 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 0.88 s at base attack speed (the attack delay is 18% of the attack animation).
- Attack loop: the attack lands at 18% of the attack animation (mana granted) and unlocks at 36%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
- Mana gain: 10 per attack; combat starts at 0/40.
- Overflow is banked: mana past 40 from attacks or regen is kept through the cast (38/40 plus 10 casts and comes back with 8). Same rule for every champion; only the amounts differ by role.
3-cost melee AP Fighter (game role tag, range 1). Melee damage dealers take the melee support set: team debuffs plus a survival item. Mana lock 2.00 s per cast against a 5.2 s fill (28% locked). Casts per minute at base speed 8.3; with Spear of Shojin 11.4, Blue Buff 11.5, a +45% attack speed item 10.7. Blue Buff and Spear of Shojin are within 1% of each other, so either keeps the loop rolling; the default mana-per-attack set stays. One Shred item and one Burn item for the team, plus the survival item that keeps this melee unit alive longest while dealing the most calculated damage for Diana (466 DPS at 2 stars against three 2-star tanks). Burn item Red Buff: its attacks benefit from the attack speed.
3-cost melee AP Fighter (game role tag, range 1). It can hold the team Sunder and Burn items plus a survival item for an AD comp; its own AP damage does not profit from the debuff. Mana lock 2.00 s per cast against a 5.2 s fill (28% locked). Casts per minute at base speed 8.3; with Spear of Shojin 11.4, Blue Buff 11.5, a +45% attack speed item 10.7. Blue Buff and Spear of Shojin are within 1% of each other, so either keeps the loop rolling; the default mana-per-attack set stays. One Sunder item and one Burn item for the team, plus the survival item that keeps this melee unit alive longest while dealing the most calculated damage for Diana (384 DPS at 2 stars against three 2-star tanks). Burn item Red Buff: its attacks benefit from the attack speed.