Diana
Strongest when games end at 20–25 minutes (48%). On average ahead of the lane opponent at 15 minutes (+246 gold).
- Win rate
- 43.9%
- ±6.7 · role avg 50.0%
- Tier
- D
- #70 of 74
- Pick rate
- 1.9%
- ban 1.4%
- Games
- 212
- ranked solo/duo
- Win rate
- vs expected
- CS at 10
- Solo kills
- First blood
Diana mid wins 43.9% of 212 ranked games in EUW, rank 70 of 74 mid champions (tier D). Most players finish Stormsurge first, at about 10:42.
What most Diana players run
Stormsurge 11:03 · 48% · 98 games
Sorcerer's Shoes 12:24 · 76% of games
Shadowflame 18:54 · 72% · 63 games
Zhonya's Hourglass 24:16 · 74% · 23 games
Rabadon's Deathcap 29:06 · 16 of 46 games Best when games end at 20–25′
Win rate by when the game ended. Faded: under 30 games. Icons: when each item is usually finished.Watch out for Locke
Hard Easy Points above or below what both champions' overall win rates predict. Every opponent, minute by minute →First Baron: 80% against 24%
Taking an objective goes with winning; it isn't the whole cause. First inhibitor is left out: it mostly means the game is already won.
More solo kills, more damage to towers
What stands out (10% or more) against the average mid laner. Blue: better for winning, red: worse.
About average: gold, share of team damage, kill participation, minions, damage.
Item by item, with the clock
What players finish in each slot, and when. Pick items to follow a build: every column then shows only games that match your picks, and a picked item doesn't appear in another slot. Fewer games last long enough for items 5 and 6.
Most common full builds
Each row stops where games ended or the next item was too rare to list on its own. Boots (dashed ring) sit where they're usually bought.
Items 2–4 against each team
Against teams with mostly physical damage
Against teams with mixed damage
Against teams with magic heavy damage
Against teams with no frontliner
Against teams with one frontliner
Against teams with two or more
Against teams with little
Against teams with some
Against teams with a lot
Against teams with little
Against teams with some
Against teams with a lot
Teams are grouped by their champions' usual damage, toughness, healing and crowd control, from all games.
Start, boots, spells, skills
Starting items
Boots
Summoner spells
Skills
Laid out like the game: the most picked rune in each row is in colour. Hover or tap a rune for its name, description and numbers.
Watch out for Locke
Good into Ahri, Yasuo
Behind at 15 against 2 of 4, still wins 1 of them
Fewer than 10 games (26)
Diana does better than expected here
Against Ahri, Diana is ahead on gold at 15 minutes in 67% of games and wins 70% of those. When behind, Diana wins 40%.
Diana does worse than expected here
Against Locke, Diana is behind on gold at 15 minutes in 75% of games, and still wins 22% of those. When ahead, Diana wins 67%.
Diana does better than expected here
Against Yasuo, Diana is behind on gold at 15 minutes in 56% of games, and still wins 20% of those. When ahead, Diana wins 75%.
Diana does worse than expected here
Against Ekko, Diana is ahead on gold at 15 minutes in 70% of games and wins 57% of those. When behind, Diana wins 0%.
Enemies that cost Diana games: Kai'Sa, Lulu
Teammates that change Diana's games
Dies more than most mid laners, and more of it is ganks
Before 14 minutes Diana dies 2.7 times a game (average 2.3). 56% of those deaths involve the enemy jungler, against 48% for the average mid laner. 27% are fair 1-v-1s.
Ganks and collapses both hit your half of mid

Ganks: 27% in your half of mid. Collapses: 39% in your half of mid. 1-v-1s: 45% in your half of mid.
Each square takes the colour of the most common kind of death there; brighter = more deaths. Red-side games are flipped, so the map always reads from the blue side.What kills Diana
Ganks come at 3:00 and 5:00–10:00, then every minute
Ward the river before 3:00 and 5:00. From 10:00, keep vision up: ganks come every minute.
Deaths involving the enemy jungler, per 100 games, by minute. Narrow bars: Diana; wide light bars behind them: the average. Highlighted: the laning peaks.Wins fights in their half of bot lane, loses them in your half of mid
Wins fights in their half of mid, loses them in your half of mid
Wins fights in their jungle, loses them in the top-side river

Before 14 minutes: 2.3 kills per death in their half of bot lane against 0.4 in your half of mid. Overall 1.2 kills per death.
From 14 to 25 minutes: 1.8 kills per death in their half of mid against 0.7 in your half of mid. Overall 1.1 kills per death.
After 25 minutes: 1.3 kills per death in their jungle against 0.7 in the top-side river. Overall 0.8 kills per death.