How to win the jungle race as Diana against Locke · Matchup data reviewed on patch 26.15
Read from Diana's seat: the race windows this plan plays for against Locke.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Respect Locke | A stacked nail string into the blink-through consume deletes half a health bar — Diana has no answer to that at level 1. Q nail volleys clear camps at range while banking marks for the first scuttle fight on their half of the map too, so skip the level-1 crossing and answer the pressure cross-map. |
| Level 2 Skirmish | Respect Locke | The blink-auto mark consume chunks hard, but spending E in a duel spends the escape too, and Diana has no clean answer to it on the second camp — a stacked nail string into the blink-through consume deletes half a health bar. Fight him at full marks-zero and punish the ten seconds after his blink — E is his only exit, and give up the second buff rather than the kill. |
| Level 3 Route | Even Skirmish | Even at the opening scuttle, for a concrete reason — W's grey-health refund makes his short trades cheaper than they look — full clears cost him real HP, while the Q-dash-W full combo comes online — your first genuine kill window. Fight him at full marks-zero and punish the ten seconds after his blink — E is his only exit, and let the camp timers choose the fight for you. |
| Levels 4-5 Macro | Diana Favoured — Take Duels | Through levels 4-5 you remain the stronger duelist — keep taking short, decisive trades vs Locke, but only with the HP and cooldown lead. |
| Level 6 Breakpoint | Moonfall Favoured | Moonfall's vacuum pull plus the dash-reset combo one-rotations squishier junglers. The Purgatory totem turns any low-HP skirmish into a chain of executes and blink resets, so the margin is real but narrow: fight when your ultimate is up and Purgatory is the one on cooldown. |
| First Item Spike | Lich Bane / Shadowflame Spike | His Lich Bane spike is real: the blink-consume chunk one-shots chipped squishies. Respect the first-item window, then note his E is still a one-way door — punish every spent blink. Locke's first item makes the mark consume hit for a real chunk, which is when the blink stops being a poke tool. |
| 2+ Items Scaling | Diana Favoured — Wins Late | Locke falls off relative to you — from two items on you win the raw stat check, even though his execute floor rises with every seal, so any low-health fight inside Purgatory is lost. Drag the game long and force the 1v1s. |
Standard start — his level-1 clear is ranged but mana-hungry and his duel is honest at best; you dictate the early tempo, not him. Locke clears at range with Ritual Nails and banks marks while doing it, so his first scuttle arrives with stacks up.
Ranked by the race windows in Diana's plans — the jungle race carries no win-rate sample.
The full Diana vs Locke report continues with scuttle & dragon rules, invade windows and safety boundaries, the top-side objective fight, macro rotations and the win condition — plus the live enemy-jungle tracker that shows their start, clear and gank timers in game.
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No clear favourite — Diana holds 4 windows, Locke 2, the rest are even.
Yes — Diana vs Locke plays as a skill matchup: the jungle race swings window to window, and the better first clear usually sets the tone.
Diana takes Conqueror on the Precision tree with Triumph, Legend: Alacrity and Coup de Grace, and Domination secondary (Sudden Impact and Relentless Hunter) vs Locke.
Start Scorchclaw Pup + Health Potion and back for Fated Ashes / Amplifying Tome — clear speed jumps a tier. Build Stormsurge / Nashor's Tooth first, then Zhonya's Hourglass, with Sorcerer's Shoes.
Playing the other side? Locke vs Diana guide →
All Diana jungle matchups →
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