Use the wave as your first dash: Q a minion or front body, E through it for the Moonlight reset, and keep the second E for the real target’s Flash or sidestep instead of spending both dashes just to arrive
Diana’s early game is mostly about keeping camps connected rather than proving anything at level 3, because once a bruiser invade breaks the first clear she loses the healthy route and reset-driven choices that make her ganks and skirmishes feel unfair
Spend passive before you base: when Diana wins a fight, her attack-speed and third-hit cleave make grubs, dragon, and towers unusually strong follow-through, and recent data backs that up against similar AP farming junglers
When you are behind on Diana jungle, stop looking for a clean river-front engage and start looking for a route. Farm the camps that are still safe, collect side waves only when you can leave quickly, and watch for moments where a minion wave, frontliner, or nearby camp lets you Q and E through something before committing to the real target. Your comeback fights are usually one punish on a player who drifted too far, not a heroic first move into five people. If the map is quiet, trade sides and keep your levels moving. If someone shows alone near a wave, that is usually the best version of the game for you.
Every third strike cleaves nearby enemies for an additional magic damage. After casting a spell, Diana gains Attack Speed for 5 seconds.
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.
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.
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.
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.