Fighter · Assassin

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

Region

Patch 16.20, the current one

LaneGradeWin rateGamesPickedMains
Mid49% of its gamesB50.2%50.2% raw ±0.625,8693.7%3.4% banned51.8%47.8% first time
Jungle46% of its gamesB49.4%49.4% raw ±0.624,5423.5%3.3% banned50.0%48.9% first time
Top5% of its gamesC49.0%48.6% raw ±1.92,5890.4%3.3% banned52.4%47.3% first time
Support0% of its gamestoo few games47.6%35.8% raw ±7.11900.0%3.4% banned50.1%47.4% first time
Bot0% of its gamestoo few games49.3%43.4% raw ±9.51060.0%3.3% banned51.4%47.0% first time
How 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.

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.

How to read this

How Diana is built in this lane, most common first, with the items those builds finish and how they win.

  • AP burstStormsurgeShadowflameZhonya's Hourglass52.1%20,021 games
  • AP sustainedHextech RocketbeltDusk and DawnZhonya's Hourglass51.3%5,130 games
  • TankHeartsteelUnending DespairSpirit Visage51.2%37 games
  • Mana stackArchangel's StaffWinter's ApproachDusk and Dawn51.9%10 games
  • On-hitWit's EndLich BaneNashor's Tooth51.8%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

Summoner spellsFlashIgniteFlash + Ignite50.4% · 24,301 games
KeystoneElectrocuteSorceryElectrocuteDomination + Sorcery · 50.9%
RunesSudden ImpactGrisly MementosTreasure HunterManaflow BandScorchSudden Impact · Grisly Mementos · Treasure Hunter · Manaflow Band · ScorchShards: Adaptive Force · Adaptive Force · Health
BuildDoran's RingHealth PotionStart: Doran's Ring + Health Potion · 51.9%Lich BaneShadowflameKey items: Lich Bane → Shadowflame · 52.3%Sorcerer's ShoesBoots: Sorcerer's Shoes · 52.6%
Every option, with its numbers

Summoner spells

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

Keystones

  • ElectrocuteSorceryElectrocute + Sorcery50.9%6,966 games · 25% pick rate · same players: +0.0 pts vs the usualRecommended
  • ElectrocuteResolveElectrocute + Resolve50.0%12,807 games · 46% pick rate · the usual choice
  • Stormraider's SurgeResolveStormraider's Surge + Resolve50.7%5,036 games · 18% pick rate · same players: −3.1 pts vs the usual

Minor runes with Electrocute

Row 1
  • Sudden Impact50.4%99% take it
Row 2
  • Grisly Mementos50.3%93% take it
  • Sixth Sense50.6%5.1% take it
  • Deep Ward50.3%2.2% take it
Row 3
  • Treasure Hunter50.3%90% take it
  • Relentless Hunter50.9%5.6% take it
  • Ultimate Hunter50.1%4.8% take it
Secondary: Sorcery
  • 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
Shard row 1
  • Adaptive Force50.2%95% take it
  • Attack Speed49.0%4.7% take it
Shard row 2
  • Adaptive Force50.2%99% take it
Shard row 3
  • 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.

Champions like Diana

The champion map

Two different questions: which champions share its toolkit, and which ones the players who play it also play.

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.

  1. 48%First Time
  2. 48%Newbie
  3. 49%Casual
  4. 50%Experienced
  5. 51%Advanced
  6. 52%Mastery

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.

LaneWin ratePriorityBlind / counterLane @15Best pro
Mid50.3%3W 1L0%0% in any lane100% counter+1,266 gold—
Jungle49.7%0W 2L0%0% in any lane100% 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.

50%<5k5–20k20–50k50–150k150–300k300k+First Time (<5k MP): 47.73% over 94,088 seatsNewbie (5k-20k MP): 48.07% over 172,906 seatsCasual (20k-50k MP): 48.54% over 198,700 seatsExperienced (50k-150k MP): 49.72% over 279,784 seatsAdvanced (150k-300k MP): 50.87% over 163,362 seatsMastery (> 300k MP): 51.80% over 321,517 seats

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.

Take Diana Into ActionPick in live draft, view lane counterpicks, or practice in solo arena.