Talk:Diana/@comment-27083427-20151016135634

I keep seeing people noting that Diana 'doesn't need Nashor's Tooth for laning.' This is true. She doesn't. She DOES however need it for splitpushing. Diana is an extremely potent splitpusher, and to do that effectively for her, she needs either Lich Bane or Nashor's Tooth. Now while Lich Bane IN THEORY is faster for the tower taking than Nashor's Tooth, it requires you to expend mana, which can cause you to enter a subsequent fight with less mana. Having Tooth allows you to freely push without expending mana, as typically, you will auto each caster creep once, the Moonsilver Cleave will clear them out, then you repeat the process for the melee creep. You then can freely auto the tower into oblivion. It also limits the champions that can actually stop your splitpushing fairly heavily, as you're both a caster and an auto attacker, meaning your opponent has to have the right mix of durability and damage, while also being capable of clearing waves.

For people wanting to play Diana more, you should aim to be ending your lane phase as quickly as possible, once you pick up Nashor's Tooth, and roam, then secure the tower in that area. By freeing up your bot lane, you can very quickly push down mid. Diana has to play with her enormous midgame power spike before the tank line can catch up with sufficient defensive items and shut her out of the fight.

Now, for the people that perpetually hate on the 'no counterplay' style Diana plays, of course there is counter play. It requires you to deviate from your usual build, but Banshee's Veil goes a long way. High range AD carries are quite difficult to deal with as Diana, simply because you should never hit a Q against them, which significantly lowers your burst. You also build very little in terms of raw defensive stats, usually only carting a Zhonya's Hourglass and an Abyssal Sceptre. Forcing her to W defensively is particularly important, because it makes up a substantial amount of her burst, as well as drastically increasing how much damage she can take, and when popped early, it's only a quarter as effective as it is when she's diving. The counterplay to Diana is to push her on the back foot. She doesn't do amazingly well when forced to turn her back to you, but her damage potential is enormous, and her survivability is substantially higher than her health pool would normally lead you to believe.

To surmise, to limit Diana, you need to try and fix her in lane as long as possible, and punish her relatively weak early game, prevent her from effectively splitpushing by forcing fights on her team every time she tries, and in late game, surviving her burst will generally win you the fight, as she will die soon after.