
A
Diana Battlemage (Conqueror) Guide
Patch 26.19 Diamond+·Difficulty:
Diana Battlemage is Conqueror Diana built on Dusk and Dawn into Riftmaker: the damage of an assassin, played closer to a bruiser. You win the long fight, not the first trade, because your passive keeps hitting whether or not a spell landed. Farm toward your item spikes, hold R until their escapes are gone, and space your spells so your passive never drops.
Runes
Quick Tips
All phases
- •Space every hit. Move between attacks; standing still wastes the attack speed your spells give you.
- •Aim Q slightly to the side of the target, not on top of it. The curve reaches further than a straight shot.
- •Land Q and E first, then press W on arrival so all three orbs connect.
- •Into Viego, win the long fight, not the first trade. One item Viego beats one item Diana.
Skill Priority
Q
›W
›E
Q
1
·
·
4
5
W
·
2
·
·
·
E
·
·
3
·
·
Early Game
Before 1st item
- •Your first clear should have you level 4 by 2:56, and by 2:54 once you are Master.
- •Clear top to bot, and take the scuttle at the end of it.
- •Take W at level 2: it shields you if the scuttle turns into a fight, which E does not.
- •Never finish a camp with Q unless it is your last one; aim it so it also hits and pulls the next camp.
- •Hold E until Q is back up. An E with no mark on the target wastes your only gap close.
- •Build three passive hits on a camp before the big spells so every clear starts with more damage.
First Back

Regular full clear & crab
Core Build Examples
Default











vs heavy AP











vs heavy AD











Long range comps











Mid Game
1-3 items
- •Riftmaker second: the long fight is where you win, and it keeps you alive in it.
- •R into a group before you Q. The pull stacks them together and Q hits all of them.
- •Walk forward after R, never stand still. If they Flash, moving toward them keeps them in the damage.
- •Clear your weak side camps first, then path hard toward the strong side.
- •Defending a turret, throw Q, E and W into the wave; your spells clear it faster than your hits do.
Situational
vs long range comps



Good Vs









vs tanky frontlines



Good Vs









vs duelists who outlast you



Good Vs









vs AP burst





Good Vs









vs magic resist stackers



Good Vs









Snowballing



Late Game
4+ items
- •Q the frontline and wait. The longer you hold E, the sooner Q is back for the second rotation.
- •If R from fog pulls several of them, skip the Q and E and let the pull do the work.
- •Build Conqueror on the frontline first, then turn to the backline once it is full.
- •Put a hit between every spell so the Dusk and Dawn proc lands every time.
- •Your R lands while they are already low, which is why Coup de Grace is on the page.

A
Diana Battlemage (Conqueror) Guide
Patch 26.19 Diamond+·Difficulty:
Why Jungle Kingdom?
Most sites tell you what to build. We teach you how to win. Our guides are researched and written by Challenger junglers, breaking down the early, mid, and late game decisions that actually decide games.
Runes
Skill Priority
Q
›W
›E
Q
1
·
·
4
5
W
·
2
·
·
·
E
·
·
3
·
·
Core Build Examples
Default











vs heavy AP











vs heavy AD











Long range comps











First Back

Regular full clear & crab
Situational
vs long range comps



Good Vs









vs tanky frontlines



Good Vs









vs duelists who outlast you



Good Vs









vs AP burst





Good Vs









vs magic resist stackers



Good Vs









Snowballing



Quick Tips
All phases
- •Space every hit. Move between attacks; standing still wastes the attack speed your spells give you.
- •Aim Q slightly to the side of the target, not on top of it. The curve reaches further than a straight shot.
- •Land Q and E first, then press W on arrival so all three orbs connect.
- •Into Viego, win the long fight, not the first trade. One item Viego beats one item Diana.
Early Game
Before 1st item
- •Your first clear should have you level 4 by 2:56, and by 2:54 once you are Master.
- •Clear top to bot, and take the scuttle at the end of it.
- •Take W at level 2: it shields you if the scuttle turns into a fight, which E does not.
- •Never finish a camp with Q unless it is your last one; aim it so it also hits and pulls the next camp.
- •Hold E until Q is back up. An E with no mark on the target wastes your only gap close.
- •Build three passive hits on a camp before the big spells so every clear starts with more damage.
Mid Game
1-3 items
- •Riftmaker second: the long fight is where you win, and it keeps you alive in it.
- •R into a group before you Q. The pull stacks them together and Q hits all of them.
- •Walk forward after R, never stand still. If they Flash, moving toward them keeps them in the damage.
- •Clear your weak side camps first, then path hard toward the strong side.
- •Defending a turret, throw Q, E and W into the wave; your spells clear it faster than your hits do.
Late Game
4+ items
- •Q the frontline and wait. The longer you hold E, the sooner Q is back for the second rotation.
- •If R from fog pulls several of them, skip the Q and E and let the pull do the work.
- •Build Conqueror on the frontline first, then turn to the backline once it is full.
- •Put a hit between every spell so the Dusk and Dawn proc lands every time.
- •Your R lands while they are already low, which is why Coup de Grace is on the page.

