Ranked by how close their five-axis heatmap looks — role-agnostic.
Where it thrives (5-comp fit)
Attacknatural · 60%
Catchnatural · 60%
Splitforced · 20%
Diana pours teamfight damage on once the engage lands. Enough Catch and Split sits in the kit to punish a caught enemy before the fight starts. Passive triples attack speed for 5s after casting a spell, encouraging attack-ability weaving.
Kit quirks
Passive triples attack speed for 5s after casting a spell, encouraging attack-ability weaving
E (Lunar Rush) resets to 0.25s cooldown when hitting a Moonlight-marked target, enabling repeated gap-close/reset combos
W shield reapplies itself when all three orbiting spheres detonate on a target
R (Moonfall)'s damage lands as a zone centered on her a full second after the pull begins, not an instant tether to whoever got yanked in — positioning after the pull, not just the initial pull itself, decides who's still standing in it.
How Diana actually performs in ranked solo queue · 94 weighted games