Team Synergy

Diana wants teams that can either start the fight for her or make her Moonfall impossible to ignore. She is strongest when someone else forces enemy movement first, then she enters from the side or off Snowball and pulls multiple targets into one burst window. The team functions she needs most are: reliable first engage, layered crowd control after her pull, magic or mixed damage follow-up, shielding or speed to survive the exit, and enough wave control that she is not forced to dive from a bad angle.

1. Malphite - Best hard engage partner

  • Synergy mechanism: Malphite gives Diana the cleanest entry signal. When he knocks up multiple enemies, Diana does not have to spend the first second chasing or guessing who will flash. She can immediately Q, dash in, and cast Moonfall while the enemy team is already stacked.
  • Combo: Let Malphite start when two or more enemy carries stand near each other. Diana should hover just outside poke range, then follow the knock-up with Q into E and R. If Snowball is available, she can mark a front target before Malphite commits, then take the Snowball after the knock-up to land deeper without burning her dash too early.
  • Best scenario: This pairing is brutal against backline-heavy teams that rely on spacing instead of peel. Malphite forces the first displacement, Diana pulls them back together, and the rest of the team dumps damage into a fixed area. It also works well when your team has delayed area damage waiting behind them.
  • Enemy answer: Smart enemies will spread wide, keep a tank between Malphite and the carries, or hold displacement for Diana after Malphite goes in. Spell shields, stasis, cleanse-like tools, and instant knockbacks can break the second half of the combo even if Malphite lands well.
  • Failure risk and recovery: The biggest mistake is Diana entering before Malphite commits. If he misses or only hits a tank, do not chase the backline alone. Clear the wave, wait for the next Snowball angle, and punish whoever steps forward to poke while Malphite’s threat is still respected.

2. Amumu - Best lockdown chain

  • Synergy mechanism: Amumu adds the control Diana lacks after her pull. Diana can group enemies, but she still needs them to stay in the kill zone long enough for allied damage to finish the fight. Amumu’s wide crowd control turns her engage from a burst attempt into a real teamfight lock.
  • Combo: Amumu can start with a bandage-style engage or wait behind Diana. If Diana lands Q or Snowball and pulls multiple champions, Amumu should instantly follow with his own area control. If Amumu starts first, Diana should avoid dashing to the same target too early; let the enemy clump, then enter as they try to retreat.
  • Best scenario: This is one of Diana’s best pairings into mobile carries. Champions that normally dash away after Moonfall get caught by the second layer of control. It is also strong when your other teammates have slower damage patterns, because Amumu buys the time they need.
  • Enemy answer: Enemies can beat this by forcing Amumu to engage on the frontline only, then saving peel for Diana. Long-range poke teams may also chip both divers down before either can find a clean start. If Diana and Amumu both dive at low health, the fight often flips immediately.
  • Failure risk and recovery: If the first engage is messy, do not stack both ultimates on one tank unless that tank will actually die and open space. Diana should back out with her shield and reset behind the minion wave, while Amumu holds the next crowd control threat to stop a counter-engage.

3. Orianna - Best ball delivery and follow-up damage

  • Synergy mechanism: Orianna makes Diana’s dive more threatening because the ball can ride in with her. Diana already wants to be in the center of the enemy team; Orianna wants a reliable delivery champion who can reach that center. The two kits naturally collapse the fight into one area.
  • Combo: Orianna should place the ball on Diana before the engage if Diana is healthy enough to go in. Diana looks for Q, Snowball, or a flank from brush, then dashes into the backline and casts Moonfall. Orianna follows with her own pull or burst while enemies are grouped and deciding whether to flash, stasis, or peel.
  • Best scenario: This duo is best when the enemy team has several medium-range champions standing behind one frontline. Diana threatens the backline, Orianna punishes the clump, and any survivor is forced to walk through allied poke on the way out. It also helps Diana when she lacks another true engage tank.
  • Enemy answer: Enemies will try to track the ball. If they see it sitting on Diana, they may disengage before she commits or bait her into diving a target with defensive tools ready. Displacement after Diana’s dash can also pull her away from the perfect Orianna angle.
  • Failure risk and recovery: The failure point is timing. If Orianna uses her burst before Diana actually groups the targets, the combo loses its kill pressure. If Diana enters and Orianna is out of range, Diana dies alone. Recover by slowing the game down: use Diana as a threat, not the first body in, until the ball is attached and the wave is close enough for Orianna to follow.

4. Yasuo - Best payoff for knock-up chains

  • Synergy mechanism: Diana’s pull can help create a grouped fight for Yasuo, while Yasuo rewards any allied knock-up or displacement that puts enemies in a punishable state. Even when the exact chain is not perfect, Diana forces panic movement and clumping, which gives Yasuo better targets than a scattered poke fight.
  • Combo: Diana should not always be the first engage here. If Yasuo or another teammate can start with a knock-up, Diana follows with Q into E and Moonfall as the enemy team lands or tries to peel. If Diana starts, Yasuo should be close enough to enter immediately after the pull instead of walking from a full screen away.
  • Best scenario: This pairing is strong into teams with low peel and multiple squishy champions. Diana dives past the frontline, Yasuo arrives during the chaos, and the enemy backline has to choose between spacing away from Diana or grouping into Yasuo’s damage. It is especially strong when your team has one more source of setup, like a tank knock-up or wall control.
  • Enemy answer: Exhaust-style damage reduction, point-and-click control, and instant disengage punish this duo hard. If enemies hold their peel for Yasuo instead of spending everything on Diana, the second champion in can get stopped before dealing damage.
  • Failure risk and recovery: The risky version is both divers entering through the same narrow angle into a prepared frontline. If that happens once and fails, change the pattern. Diana should threaten from brush or Snowball, Yasuo should play behind minions and wait for a real trigger, and the team should kill the enemy frontline if the carries refuse to step up.

5. Lulu - Best protection for aggressive dives

  • Synergy mechanism: Lulu does not make Diana’s engage cleaner, but she makes it far harder to punish. Diana often survives the first second with her shield, then needs extra health, speed, or peel to avoid being deleted after Moonfall. Lulu gives her a second life and can turn a suicidal dive into a winning front-to-back collapse.
  • Combo: Diana should signal before committing so Lulu can pre-position. If Diana lands Q or Snowball onto a high-value target, Lulu speeds or shields her as she enters, then uses defensive tools when enemies turn to burst her. Diana should cast Moonfall while Lulu’s protection is active, not after she is already too low to stay in the fight.
  • Best scenario: This is best when your team already has damage but lacks a durable engager. Lulu lets Diana take the angle that would normally be too risky, especially against poke teams where Diana arrives at half health. It also works well with a second carry behind them, because enemies who spend everything killing Diana may have nothing left for the follow-up.
  • Enemy answer: Enemies can ignore the buffed Diana briefly, kite backward, then re-engage after Lulu’s protection is gone. They can also dive Lulu first if she stands too close to the front. Anti-shield pressure, long-range crowd control, and repeated poke reduce the value of this pairing before the all-in starts.
  • Failure risk and recovery: If Diana dives out of Lulu’s range, the synergy disappears. If Lulu burns protection too early, Diana may enter with no safety net. Recover by playing shorter engages: Diana marks a target, threatens the dash, then waits for enemy peel to be used before committing. Lulu should stay central, not chase Diana into the enemy backline unless the fight is already won.

Draft note: Diana does not need every teammate to be an engager. She needs one reliable way to start, one way to keep enemies inside the pull, and one source of protection or follow-up damage after she lands. If the team has only poke and no lockdown, Diana becomes a desperation diver. If the team has layered engage and patient follow-up, she becomes the champion who turns one misstep into a full wipe.