How to win the jungle race as Locke against Diana · Matchup data reviewed on patch 26.15
Read from Locke's seat: the race windows this plan plays for against Diana.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Locke Favoured | Q nail volleys clear camps at range while banking marks for the first scuttle fight, but Crescent Strike poke is real, but hold the all-in until their combo completes. You still win the straight exchange at the first buff; keep it short, keep it decisive, and keep the scuttle line yours. |
| Level 2 Skirmish | Locke Favoured | The blink-auto mark consume chunks hard, but spending E in a duel spends the escape too. Diana can make it awkward — a landed Crescent Strike into the dash-shield combo trades very hard at three — but not with one camp still up on both sides. Trade, then walk away with the second buff and the tempo that comes with it. |
| Level 3 Route | Even Skirmish | Even at the opening scuttle, for a concrete reason — the Q-dash-W full combo comes online, while W's grey-health refund makes his short trades cheaper than they look — full clears cost him real HP. Punish her before level 3 — the kit is incomplete and her dash needs the Q mark, and let the camp timers choose the fight for you. |
| Levels 4-5 Macro | Respect Diana — Path Opposite | You lose the 4-5 duel. She is farming toward six through 4-5 — Pale Cascade keeps the clear safe and the kill threat is not real yet — so let them have that half of the map and cash the other half faster. |
| Level 6 Breakpoint | Respect Diana's R | Moonfall's vacuum pull plus the dash-reset combo one-rotations squishier junglers, which is the whole problem: the Q-dash-Moonfall rotation deletes you from full health if the orb lands. Everything keys off Crescent Strike — sidestep the orb and the combo stalls, and spend Purgatory to equalize rather than to open. |
| First Item Spike | Lich Bane / Shadowflame Spike | Lich Bane turns every blink-consume into a Spellblade chunk and Shadowflame sharpens the low-HP crunch. This is your strongest duel window of the game — cash it on a pick, not a coin-flip. Diana's first item turns the Q-dash-Moonfall rotation from a chunk into a kill on anything without an escape. |
| 2+ Items Scaling | Danger — Diana Outscales | Late game you are a cleanup engine, not a frontliner: enter second, blink the marked kill, and chain E resets. Every sealed soul permanently raises the totem floor — your scaling is the seal count. |
Start Red with a leash and Q the camp from max nail range — W’s grey-health refund keeps the clear honest, but full clears cost real HP, so path toward a healthy scuttle, not a fight. Diana clears fast with Moonsilver Blade resets and Pale Cascade shields, and she leaves camps at close to full health.
Ranked by the race windows in Locke's plans — the jungle race carries no win-rate sample.
The full Locke vs Diana 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 — Locke holds 3 windows, Diana 3, the rest are even.
Yes — Locke vs Diana plays as a skill matchup: the jungle race swings window to window, and the better first clear usually sets the tone.
Playing the other side? Diana vs Locke guide →
All Locke jungle matchups →
More Locke jungle matchups: vs Bel'Veth · vs Brand · vs Briar · vs Ekko · vs Elise · vs Evelynn