•Use the wave as your first dash: Q a minion or front body, E through it for the Moonlight reset, and keep the second E for the real target’s Flash or sidestep instead of spending both dashes just to arrive
•Diana’s early game is mostly about keeping camps connected rather than proving anything at level 3, because once a bruiser invade breaks the first clear she loses the healthy route and reset-driven choices that make her ganks and skirmishes feel unfair
•Spend passive before you base: when Diana wins a fight, her attack-speed and third-hit cleave make grubs, dragon, and towers unusually strong follow-through, and recent data backs that up against similar AP farming junglers