Diana's target is guaranteed to take the damage, even if they flash out of range before the attack completes (and visually aren't within the area of effect).
Unlike similar effects, such as Double Strike and Headshot, there is no visible counter. However, each of the three attacks in the cycle has a distinct animation and her blade will glow when the empowered attack is ready.
The area of effect is centered on Diana - not her target.
The bonus damage applies to turrets.
COST: 55 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Active: Diana unleashes a bolt of lunar energy that travels in an arc. Enemies struck take magic damage and are afflicted with Moonlight, granting sight of them for 3 seconds.
Moonlight grants standard sight, and does not reveal stealthed units.
COST: 60 / 70 / 80 / 90 / 100 mana
Active: Diana gains a temporary absorption shield and creates three spheres that orbit her, both for up to 5 seconds. The spheres detonate on contact with an enemy unit, dealing magic damage to all nearby enemies.
Enemies are in the area for approximately .5 seconds maximum while being pulled towards Diana.
COST: 50 / 65 / 80 mana
COOLDOWN: 25 / 20 / 15
Active: Diana becomes the living embodiment of the vengeful moon, rushing at an enemy and dealing magic damage to it.
Magic Damage: 100 / 160 / 220 (+ 60% AP)
When used to dash to an enemy afflicted with Moonlight, Lunar Rush's cooldown is refreshed and the Moonlight debuff is consumed. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.