Diana Patch - Unofficial Patch Notes

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


Draws in all nearby enemies and slows them by 35/40/45/50/55% for 2seconds.
Cost - 70 Mana
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


  • 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.


  • Pyroclasm - Pyroclasm now prioritizes champions ablaze for the next bounce, instead of increasing missile speed.


  • 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.


  • Agony's Embrace now has a 120/100/80 secs cooldown, down from 150/120/90.


  • Zephyr now scales from 60% of AP, down from 80%.


  • Finales Funkeln is now named Infinite Light.


  • Black Shield now has a 23/21/19/17/15 secs cooldown, down from 23 secs cooldown at all ranks.


  • Magic Resist increased to 31.25 (+1.25 per level), up from 30.


  • Base Damage increased by 52, up from 50.


  • 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.


  • Omen of Famine - The healing effect is halved against minions.

New Champion Skins - Splash Screens

Gallery: Diana Patch Skins



  • #32 MICHAEL419

    Didn't it do that before with a higher base?

  • #36 Gameguy301

    yeah they lowered the damage by 5. it used to be 15.

  • #39 syyyr

    This 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.

    Last edited by syyyr: 7/29/2012 3:34:48 AM
  • #15 EsperMagic

    This 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?

  • #10 ZeMarmotte

    Twitch 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.

    Last edited by ZeMarmotte: 7/28/2012 2:16:44 AM
  • #7 Kantuti

        Lol, 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.






  • #16 Gameguy301

    Dianas 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.

    Last edited by Gameguy301: 7/29/2012 3:12:06 AM
  • #23 Kantuti

    I 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.  


  • #29 Irishfafnir

    She would be way better if she had AP and AD ratios. 

  • #37 Gameguy301

    no 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.

    Last edited by Gameguy301: 7/29/2012 3:14:56 AM
  • #5 TheOnlyGBeast

    I thought they already made that Morgana change?

    Also finally new Ryze splash 


    it looks like a revert of last patch's nerf.

  • #3 Solatoral

    Honestly, I dislike the Amumu nerfs, but I can't say I disagree. He hit way too hard for someone who should be more of a tanky damage soak (in my opinion). Yes it was nice to hybridize him (and abyssal will still be bought no doubt), but he got too much benefit for it.

    In other news, "Finales Funkeln is now named Infinite Light.". WHYYYYYYY. As a Lux mainer of over 8 months I'm so dissapointed. Infinite Light sounds so cheezy. At least call it "Final flash" like it translates too...

  • #4 earthpeople

    agreed, the name change is absolutely horrible

  • #6 AndarelR

    Toriyama / Dragonball / Toei / Viz / idk probably still has "final flash" under copyright.

  • #8 Crazykiddo

    Finales Funkeln is copyrighted into some game called Touhou or something, I believe.


  • #11 Solatoral

    What I don't get is, they've had the name for so long. Lux was released October 19th 2010. IF the reason they changed it was due to copyright, then why now, nearly 2 years after release?


    Possibly due to a complaint by the copyright holder, possibly because as a company expands, its legal team expands too and things like this that might have slipped through the cracks for a long time won't be able to anymore.

  • #14 mcrackar

    i guess this means the same will happen to yomuu's ghost blad and wriggle's lantern

  • #9 ZeMarmotte

    Amumu's damage was his main selling point with his R, though. He's not as tanky as other tanks, he only has one CC skill with a decent cooldown, which can be blocked by creeps, and overall, he's very weak when built with GP/5 items compared to Nautilus and Maokai.

    The AP Bruiser Amumu build has been popular on Dominion for monthes, and no one ever had an issue with it. What was the point of nerfing a strong and original build that wasn't even game breaking in the first place?


    Last edited by ZeMarmotte: 7/28/2012 2:19:09 AM
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