How to win lane as Annie against Diana · 46.24% win rate (1,864 Emerald+ games, lolalytics, sampled July 2026) · Matchup data reviewed on patch 26.15
She has to dive a stocked stun and a bear — the assassination math fails as long as the counter glows.
Track: Diana's Q — Crescent Strike (8–6s cooldown). Moonlight marks reset her dash — sidestep the arc and her dive has no follow-up.
Read from Annie's seat: which stage windows this plan plays for against Diana.
| Stage | Favoured | Why |
|---|---|---|
| Level 1 | Even / skill | Level 1: Diana has no ranged poke without landing Crescent Strike, so Annie's Disintegrate freely punishes her approach. |
| Level 2 | Annie | Level 2: Annie's stun threat and range keep punishing Diana's need to walk into melee range to do anything. |
| Level 3 | Even / skill | Level 3: Lunar Rush unlocks a real gap-close, so trades hinge on whether Crescent Strike marks you before your stun. |
| Levels 4-5 | Diana | Levels 4-5 favor Diana: Pale Cascade's shield eats the stun-burst, and Lunar Rush is down to 16 seconds for follow-up. |
| Level 6 | Diana | Level 6 favors Diana: Moonfall drags you back in from 475 and Lunar Rush costs nothing onto any Moonlight target. |
| First item | Diana | First item favors Diana: Lunar Rush costs no cooldown onto a Moonlight target, so she bursts before Annie's stun re-arms. |
| Two+ items | Diana | 2+ items favor Diana: Moonfall pulls the clump, Pale Cascade shields the answer, and she outscales one burst combo. |
Levels 1-2 heavily favor you: Diana has no reliable poke without landing a skillshot, and her melee range means she has to walk up into your Disintegrate and stun threat just to trade. From 3-5 keep punishing every missed Crescent Strike — she's committing to a bad spot on the map and your stun can end the fight before she gets a second cast off. Push the wave and consider roaming, since Diana lacks the tools to punish you for leaving before level 6.
Pooled Emerald+ win rates from Annie's side, sampled July 2026.
The full Annie vs Diana report continues with the mid-game plan, the late-game and teamfight plan, every power spike to play around, and the win conditions for both sides — plus cooldown tracking and the live enemy-jungle tracker inside the app.
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Diana, slightly — Annie wins 46.24% of 1,864 games; winnable with the right plan.
Mostly — Diana has a small statistical edge (53.76% win rate), but execution decides this lane far more than the pick does.
No — if anything Diana has the slight edge (Annie wins 46.24%), though it stays close.
Annie takes Electrocute on the Domination tree with Cheap Shot, Grisly Mementos and Ultimate Hunter, and Sorcery secondary (Manaflow Band and Scorch) vs Diana.
Start Doran's Ring + 2 Health Potions and back for Lost Chapter (≈1300g) — refunds become a war chest. Build Stormsurge / Luden's first, then Shadowflame, with Sorcerer's Shoes / Mercury's Treads.
Playing the other side? Diana vs Annie guide →
All Annie mid lane matchups →
More Annie mid lane matchups: vs Azir · vs Brand · vs Cassiopeia · vs Ekko · vs Fizz · vs Galio