Talk:Diana/@comment-1348270-20141018180252/@comment-5606883-20141027120134

Realokkappa gives a very well thoughtout explanation and even touched on something I completely forgot about (whoops..) which is Tenacity. Diana really only synergizes with one tenacity item- Mercury's Treads. CC will shut Diana down so quickly mid to late game that these boots are a must past the 30min mark.

And Gainanist's idea is definetly an option, and probably the safer choice for summoner spells. However I disagree with it because I think that Diana works exceptionally well with Ignite. Her combo puts her in melee range of her enemy, and once level 6 comes you should be able to 1v1 the enemy mid if you were able to get a reasonable amount of farm and goto shop. Her damage potential spikes at level 6 (not to mention most mages will try to run once Diana Q-R's them, they don't usually like people ontop of them ^.^) and her raw damage + Ignite almost secures either a snowballing- kill or a get-back-into-the-game kill (depending on the situation).


 * Also, while Ghost is arguably more useful late game than Ignite, Ignite still cripples the enemy ADC- making it so his/her lifesteal is substantially reduced.

Tl:Dr ---> Boots are the only way Diana can effectivly get Tenacity, b/c CC hurts. Ignite is very useful on Diana.