
Diana
Hardest matchups for Diana in Mid (Emerald, patch 16.20):
Tryndamere,
Gwen,
Ekko. Easiest:
Lucian,
Smolder,
Corki.
Try it in a draftCountersPower curvesIn the tier listWho wins into DianaOn the pro tier list
Diana on patch 16.22
- Mid50.3%#42 of 91B8,028 games
- Jungle50.1%#41 of 74B7,737 games
- steady since 16.21
Diana’s main role on patch 16.22 is Mid: a 50.3% win rate across 8,028 Emerald games, #42 of 91 Mid champions on the tier list (grade B), picked in 3.2% of games. Diana is also played Jungle: a 50.1% win rate across 7,737 games, #41 of 74. Since patch 16.21, Diana Mid has not moved by more than chance explains: 0.2 points across 63,717 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Mid49% of its games | B | 50.2%50.2% raw ±0.6 | 25,869 | 3.7%3.4% banned | 51.8%47.8% first time |
| Jungle46% of its games | B | 49.4%49.4% raw ±0.6 | 24,542 | 3.5%3.3% banned | 50.0%48.9% first time |
| Top5% of its games | C | 49.0%48.6% raw ±1.9 | 2,589 | 0.4%3.3% banned | 52.4%47.3% first time |
| Support0% of its games | too few games | 47.6%35.8% raw ±7.1 | 190 | 0.0%3.4% banned | 50.1%47.4% first time |
| Bot0% of its games | too few games | 49.3%43.4% raw ±9.5 | 106 | 0.0%3.3% banned | 51.4%47.0% first time |
Matchups
Every matchupHow to read this
Diana’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Diana, the part not explained by either champion’s strength.
Hardest for Diana
Lane leads and team bans
What Diana’s team bans
Champions a team bans more often when it has Diana than the other team does in the same games (212,850 games). The other team banned before Diana was picked, so the gap is the ban spent because Diana was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Diana is built in this lane, most common first, with the items those builds finish and how they win.
- AP burst


52.1%20,021 games - AP sustained


51.3%5,130 games - Tank


51.2%37 games - Mana stack


51.9%10 games - On-hit


51.8%3 games
Runes and summoner spells
How to read this
How Diana does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
27,765 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Ignite50.4%24,301 games · 88% pick rate · the usual choiceRecommended
Flash + Teleport48.8%2,722 games · 9.8% pick rate · same players: −2.7 pts vs the usualRare: not recommended
Keystones

Electrocute + Sorcery50.9%6,966 games · 25% pick rate · same players: +0.0 pts vs the usualRecommended
Electrocute + Resolve50.0%12,807 games · 46% pick rate · the usual choice
Stormraider's Surge + Resolve50.7%5,036 games · 18% pick rate · same players: −3.1 pts vs the usual
Minor runes with Electrocute
Sudden Impact50.4%99% take it
Grisly Mementos50.3%93% take it
Sixth Sense50.6%5.1% take it
Deep Ward50.3%2.2% take it
Treasure Hunter50.3%90% take it
Relentless Hunter50.9%5.6% take it
Ultimate Hunter50.1%4.8% take it
Manaflow Band50.8%93% take it
Scorch50.9%91% take it
Absolute Focus52.9%5.0% take it
Transcendence50.0%4.8% take it
Gathering Storm50.4%3.8% take it
- Adaptive Force50.2%95% take it
- Attack Speed49.0%4.7% take it
- Adaptive Force50.2%99% take it
- Health50.6%19% take it
- Health Scaling50.1%80% take it
These numbers describe, they do not prove. Each rate is Diana’s record when its player chose that option, pulled toward Diana’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Diana does when built that way.
The learning curve
Champion pool
On a first game Diana wins 47.7%; in the hands of players with the most mastery on it, 51.8%. That gap ranks it 117 of 173 for how much practice pays. It crosses 50% at about 120K mastery points.
Pro play
On the pro tier list
Diana in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Mid | 50.3%3W 1L | 0%0% in any lane | 100% counter | +1,266 gold | — |
| Jungle | 49.7%0W 2L | 0%0% in any lane | 100% counter | −1,608 gold | — |
How much knowing Diana pays
Players on their Mastery band win 4.1 points more on Diana than first-timers do: #117 of 173 champions for how much mastery pays.
At 300k+ mastery points, Diana players win 51.8%: #119 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 53.3% lies beyond the data and is an estimate, not a measurement.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.