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Main
5 Anima + Emblem
Lvl8
1
Traits
Comp Variations
Flex
Tips & Tricks
- Ideally only play from Arbiter cause and effect that is strong for Diana. The best Arbiter is when an Arbiter attacks X times, gain either Armor / MR or Permanent HP.
- The best spot to play this comp from is Anima opener with an augment that rewards lose streaking (e.g: Patience is a Virtue, Calculated Loss, etc.) into a 400+ cashout
- If your Diana has a permanent HP scaling Arbiter, then can also consider playing for winning rounds if you are strong enough to ensure she stacks HP in the early game.
- 5 Anima got significantly nerfed in Patch 17.8 and is no longer as easy to win like it was in Patch 17.7
Strong Conditions
+2 Tier Conditions B → S
Tiny Titans
Anima Commander
Tiniest Titan
+1 Tier Conditions B → A
Anima Emblem
Patience is a Virtue
Rolling For Days I
Calculated Loss
Heroic Grab Bag
Heroic Grab Bag+
Heroic Grab Bag++
Trifecta I
Prismatic Ticket
Trifecta II
Economy Strategy
3-Cost Reroll
- Level to 4 if strong.
- Level to 5, unless on 3 loss streak.
- Level to 6, unless it places you below 30g.
- Stay level 6, unless you can stay above 50g on 7 or you are below 40 HP and can stay above 30g on 7.
- Level to 7, roll until board mostly upgraded. Never go below 10g even if missing tank or carry.
- Build up to 50g, slow roll to 50g until 5-1.
- If below ~25 HP, sometimes you must roll until you hit here. Not ideal.
- Roll until you hit 3-star carry and tank. Can go to 0g. Only greed gold if you are above ~60 HP.
- If you hit, you can level to 8. Otherwise stay 7. Holds true for every round for the rest of the game.
P
DianaP
AuroraP
IllaoiCurrent
Best-in-Slot
Alt Build 1
Alt Build 2
Alt Build 3
Alt Build 4
Alt Build 5
Alt Build 6
Alt Build 7
When to Play
Directional Augments
Formula
Flex
Flex
Example
Patch Changes
Bia & Bayin
alt1 Ability
Patch 17.9
PBE
Passive: Attacks deal 50/80/140 (
) bonus magic damage.
Active: Gain 100/275/460 (
) Shield for 4 seconds and grant allies 15% Ability Power for the rest of combat.
Active: Gain 100/275/460 (
Passive: Attacks deal 50/80/140 (
) bonus magic damage.
Active: Gain 100/275/460 (
) Shield for 3 seconds and grant allies 10% Ability Power for the rest of combat.
Active: Gain 100/275/460 (
alt2 Ability
Patch 17.9
PBE
Passive: Attacks deal 50/80/140 (
) bonus magic damage.
Active: Gain 100/275/460 (
) Shield for 4 seconds and grant allies 15% Ability Power for the rest of combat. Then tailsweep in a semi-circle, dealing 200/230/275 (
) magic damage to enemies hit.
Active: Gain 100/275/460 (
Passive: Attacks deal 50/80/140 (
) bonus magic damage.
Active: Gain 100/275/460 (
) Shield for 3 seconds and grant allies 10% Ability Power for the rest of combat. Then tailsweep in a semi-circle, dealing 200/300/400 (
) magic damage to enemies hit.
Active: Gain 100/275/460 (
alt3 Ability
Patch 17.9
PBE
Passive: Attacks deal 50/80/140 (
) bonus magic damage.
Active: Gain 100/275/460 (
) Shield for 4 seconds and grant allies 15% Ability Power for the rest of combat. Then tailsweep in a semi-circle, dealing 200/230/275 (
) magic damage to enemies hit.
Bond of the Stars: The first cast each combat instead ushers in an auroral wave. The wave knocks up and deals 220 (
) magic damage to enemies it passes through, and restores 15% max Health to allies.
Active: Gain 100/275/460 (
Bond of the Stars: The first cast each combat instead ushers in an auroral wave. The wave knocks up and deals 220 (
Passive: Attacks deal 50/80/140 (
) bonus magic damage.
Active: Gain 100/275/460 (
) Shield for 3 seconds and grant allies 10% Ability Power for the rest of combat. Then tailsweep in a semi-circle, dealing 200/300/400 (
) magic damage to enemies hit.
Bond of the Stars: The first cast each combat instead ushers in an auroral wave. The wave knocks up and deals 300 (
) magic damage to enemies it passes through, and restores 15% max Health to allies.
Active: Gain 100/275/460 (
Bond of the Stars: The first cast each combat instead ushers in an auroral wave. The wave knocks up and deals 300 (
default Ability
Patch 17.9
PBE
Passive: Attacks deal 50/80/140 (
) bonus magic damage.
Active: Gain 100/275/460 (
) Shield for 4 seconds and grant allies 15% Ability Power for the rest of combat.
Active: Gain 100/275/460 (
Passive: Attacks deal 50/80/140 (
) bonus magic damage.
Active: Gain 100/275/460 (
) Shield for 3 seconds and grant allies 10% Ability Power for the rest of combat.
Active: Gain 100/275/460 (
17.8▾
17.8
17.7
17.4b
17.4
17.3
17.2b
17.2
17.1b
17.1
16.8
Tip changed from In Patch 17.7, the highest trait breakpoint for Anima went from 6 down to 5. This means technically 5 Anima is playable on Level 9 without Emblem or on 8 with an Emblem (drop Rhaast for either Briar or Fiora). → 5 Anima got significantly nerfed in Patch 17.8 and is no longer as easy to win like it was in Patch 17.7







i only play this comp from the start set 17 until emerald 😀
ONLY play from strong anima cash out. Otherwise its just luck if you hit top 4
Is the comp still playable since they removed the 10 hit arbiter?
Yes, it’s still playable from the same spots (early Diana with good Arbiter). I updated the tip related to best Arbiter, thanks.
Never play this shit unless you have Diana from orb + 1 Item for her + Anima opener also to start building a cashout + Vanguard spat
Not sure the conditions are quite so strict. I just went 1st in diamond with my only conditions beings a diana from orb and a good arbiter effect. My arbiter effect was stacking max HP on 10 dmg so I think BIS. But my items were trash, not a single rod from minions so I had no rageblade and I didn’t have vanguard spat. Also no anima opener, got it in late while win streaking for only 100 cashouts.
link the final lobby (lolchess)
Comeback story is very good with Diana. Just make sure you got decent arbiter effect.
It just better than Viktor without drone version I guess.
Also Arbiter damage tick effect works with Ekko artifact it seems.
Sona > Morgana > Blitz?
1* Morgana/Sona/Blitzcrank over 2* Rhaast or nah?