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Diana Scorn of the Moon
- Damage:54(+3 per level)
- Health:528(+90 per level)
- Mana:270(+40 per level)
- Movement Speed:320
- Armor:19.6(+3.6 per level)
- Magic Resist:31.25(+1.25 per level)
- Health Per 5 Sec:9
- Mana Per 5 Sec:7
- Range:150

Moonsilver Blade
Gains Attack Speed. Every third strike cleaves nearby enemies for additional magic damage.
Crescent Strike
Unleashes a bolt of lunar energy in an arc dealing 80/125/170/215/260(+0.8) magic damage. Afflicts enemies struck with Moonlight, revealing them for 3seconds.- Cost - 55 Mana
- Cooldown - 10/9/8/7/6 Seconds
Moonfall
- Draws in all nearby enemies and slows them by 35/40/45/50/55% for 2seconds.
- Range - 450
- Cooldown - 26/24/22/20/18 Seconds
Pale Cascade
Creates three orbiting spheres that explode on contact with enemies dealing 20/36/52/68/84 (+0.2) magic damage. Lasts 4 seconds. Also gains a temporary shield that absorbs 55/80/105/130/155 (+0.45) damage. This shield is refreshed if the third sphere detonates.- Cost - 60/70/80/90/100 Mana
- Range - 750
- Cooldown - 10/10/10/10/10 Seconds
Lunar Rush
- Becomes the living embodiment of the vengeful moon, teleporting to an enemy and dealing 100/160/220(+0.6) magic damage. Lunar Rush has no cooldown when used to teleport to an enemy afflicted with Moonlight.
- Cost - 50/65/80 Mana
- Range - 900
- Cooldown - 20/16/12 Seconds
Champion Changes
Amumu
- Bandage Toss now scales from 70% of AP, down from 100% of AP.
- Curse of the Sad Mummy now scales from 80% of AP, down from 100% of AP.
- Tantrum now costs 35 Mana, down from 50 Mana.
Brand
- Pyroclasm - Pyroclasm now prioritizes champions ablaze for the next bounce, instead of increasing missile speed.
Cho'gath
- Magic Resist increased to 31.25 (+1.25 per level), up from 30.
- Feast range increased to 150, from 100.
- Vorpal Spikes now grow as Cho'gath grows in size.
Evelynn
- Agony's Embrace now has a 120/100/80 secs cooldown, down from 150/120/90.
Janna
- Zephyr now scales from 60% of AP, down from 80%.
Lux
- Finales Funkeln is now named Infinite Light.
Morgana
- Black Shield now has a 23/21/19/17/15 secs cooldown, down from 23 secs cooldown at all ranks.
Rammus
- Magic Resist increased to 31.25 (+1.25 per level), up from 30.
Twitch
- Base Damage increased by 52, up from 50.
Urgot
- Acid Hunter now deals 10/40/70/100/130 damage (+0.85 of AD), instead of 50/80/110/140/170 damage.
Xin Zhao
- Damage decreased to 55.3 damage (+3.3 per level), from 59 (+3 per level).
- Audacious Charge now deals 70/110/150/190/230 damage, down from 70/115/160/205/250 damage.
Yorick
- Omen of Famine - The healing effect is halved against minions.

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Posted 7/28/2012 9:09:37 AMWow, that brand buff is borderline OP.
The night sky is in your eyes,
Interstitial nature and star-crossed lovers.
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Posted 7/28/2012 7:19:46 AMWHY?!? FINALES FUNKELN WHY?!?
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Posted 7/28/2012 7:00:16 AMWell here a Little Snipped of her in action
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Posted 7/28/2012 5:05:26 AMUrgot's Acid Hunter does 10 damage at level one now???????????
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Posted 7/28/2012 5:49:04 AMbut scales from 0.85 of his total ad instead of 1.2 of his bonus ad
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Posted 7/28/2012 9:42:43 PMDidn't it do that before with a higher base?
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Posted 7/29/2012 2:53:44 AMyeah they lowered the damage by 5. it used to be 15.
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Posted 7/29/2012 3:33:16 AMThis is a revert from last patch, where Riot changed it, so that you have to build damage to do damage, but Urgot was meant to build tanky and not to build lots of damage.
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Posted 7/28/2012 3:35:28 AMThis is terrible, Amumu didn't need it, because his ult was what made him playable. Xin Zhao getting nerfed so soon? They barely allowed time for players to adjust to him and now boom...nerf bat. I guess playable for one week is better than none?
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Posted 7/28/2012 2:08:30 AMTwitch will still be horrible, Yorick will still destroy lanes, although will have to play more aggressively - which is the right way to play anyway -, and the Brand buff is absolutely devastating - expect to be one-shotted at level 6 now. I can't wait to take 450 + 1.5 AP damage the second I get stunned near creeps, yes.
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Posted 7/28/2012 1:21:00 AMLol, 2 damage for Twitch. That's gonna so help him. Not.
Overall mostly pointless nerfs in this patch, Feast range increase much needed though.
Diana looks shit, terrible scalling and awful base damage. Somewhat fast cooldowns though, so i guess it'll be "ult in spam shit like crazy and die" champion.
On the plus side, VERY tanky for an AP, so maybe it will work. If passive is good she might as well work as attack speed/tanky bruiser. Ult+Moonfall might be a great initiation. Also i guess ult is sort of like Akali's - she could be great at commiting to specific targets but then damage is mostly AOE so i don't know what good is that gonna do. I guess we'll see.
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Posted 7/28/2012 4:18:06 AMDianas scaleing is actualy pretty respectable, and her base damage is VERY high shell be a very strong tanky/ap in the vain of rumble and galio.
How is .8 .6 .6 (.2 x3 for kantuti) and an
unknow.6 scaleing on her passive weak? Not to mention a .45 sheild that can scale to .9 since theres a chance to activate it twice.The changes to xin buff his late game but nerf his early game which he honestly needed its a power shuffle not a nerf.
Diana will be a contender for top and maybe even jungle, considering her passive and high base damage id say shes a new tanky ap jungle.
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Posted 7/28/2012 11:56:43 AMI think you meant 0.8, 0.6, 0.2. Ahri's 3-mini nukes that seem like closest thing to Pale Cascade have double base damage and scaling with half the cooldown. Furthermore if you build her tanky she's going to fall off in long games, and we also don't even know yet if passive has scaling at all, it might be flat damage like Warwicks.
I'm a sucker for AOE damage and mobile champions though so certainly going to try her at leasts.
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Posted 7/28/2012 4:12:28 PMShe would be way better if she had AP and AD ratios.
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Posted 7/29/2012 2:58:54 AMno i did did not mean .2 as you might have realised its 3 seperate balls that explode its not .2 its .6. also we DO know if her passive scales its .6 AP and the base damage is quite generous considering its a passive. thats a grand total of
.6 on her passive (once per 3 hits) AOE
.8 on her skillshot AOE
.2 x3 (if you wanna split hairs) AOE .45 sheild (with a way to refresh so pottentialy .9)
and .6 on her dash (with a mechanic to skip the cooldown so a potential 1.2) and you can hit everyone effected by the skillshot so thats .6 per target and 1.2 on your primary focus target)
that is excellent AP scaleing.
ahris spheres do reduced damage on consecutive hits to the same target with how this skill is set up there is no reduction and its an aoe splash on impact so they can hit multiple grouped up enemies such as when she uses her pull that drags everyone in.
if you dont build tanky you will be running into melee range with an AP build essentialy a suicide mission you will want defenseive stats to make the most of the sheild and to of course keep you alive in teamfights, she will be a tanky AP like galio, and rumble.
do your homework before you bash, or youll just spread missinformation.