Diane SSR
The Serpent Sin of Envy — three premium all-Earth SSR kits.
Diane — the Serpent Sin of Envy — is a premium SSR Giant whose every path is Earth: three units in one slot. Axe is a Breaker-stacking charge bruiser, Gauntlets is a Burst-Gauge Buster, and Nunchaku is a Petrify/barrier Warden support. This guide reads every line of her in-game data so you know exactly which Diane to bring.
- The Serpent Sin of Envy
- SSR
- 3 weapon paths
- All Earth
- Attacker · Buster · Warden
Should you build Diane?
Diane is a premium SSR Earth carry, not a budget filler — her base stats are high and her multipliers are SSR-tier across all three weapons. Every path serves a clean role inside an Earth composition. Axe is a charge bruiser whose passive Giant Girl adds +25% damage to Earth-Burst targets and self-inflicts Breaker (Stun + 150%-of-Defense hit + 30% increased damage taken) every 5 hits, while Charged Slash grants +50% Crit Damage against Earth-Burst targets. Gauntlets is a Burst-Gauge engine: Metal Drop grants Heavy Metal (reaction immunity, +50 enemy Burst Gauge) and the passive Secret Art of the Giants adds 10%-of-Defense bonus damage per hit. Nunchaku is the team-enabler — Desert Sands Petrifies (which raises Earth/Physical damage taken by 50%), Ground Rising shreds 20% Earth Resistance, and Breath of the Giants grants the whole team Heart of the Land (Taunt + a 15%-Max-HP barrier + HP regen).
If you only invest in one path, match it to your team: Axe for a self-sufficient Crit-Damage Breaker bruiser, Gauntlets for a Burst-Gauge accelerator that wants reaction uptime, or Nunchaku for an Earth core that needs Resistance shred, Petrify and a team barrier. As an SSR she is a real damage headliner — her flat Potential values are larger than an SR's, so the investment scales further.
Bottom line: Diane is worth building as a premium SSR Earth piece — Nunchaku as the enabler for a dedicated Earth core, Axe as the self-contained Breaker bruiser, Gauntlets as the Burst-Gauge accelerator. She headlines, she does not fill.
Strengths
- Premium SSR — high base stats and SSR-tier multipliers; a real damage headliner across all three paths.
- Three full kits in one hero — Axe (Earth Breaker bruiser), Gauntlets (Burst-Gauge Buster), Nunchaku (Earth Warden support).
- Axe passive Giant Girl: +25% damage to Earth-Burst targets and self-inflicts Breaker (Stun + 150%-of-Defense + 30% increased damage taken) every 5 hits.
- Axe Charged Slash grants +50% Crit Damage for 20 sec when attacking an Earth-Burst target.
- Nunchaku Ground Rising cuts enemy Earth Resistance by 20% for 40 sec; Desert Sands Petrifies (+50% Earth/Physical damage taken).
- Nunchaku passive Breath of the Giants grants the whole team Heart of the Land — Taunt, a 15%-Max-HP barrier and HP regen.
Weaknesses
- Premium SSR — the headline investment cost; not a free roster piece.
- Every path is Earth — her best value needs an Earth team to pay off Petrify, Earth-Res shred and Earth-Burst synergy.
- Gauntlets' Desert Sands costs 666 MP and the Nunchaku path's high MP costs make rotations resource-hungry.
- Nunchaku is the support path — its personal damage is low; its value is the Petrify, Resistance shred and team barrier.
- Her Combined-Attack data ships only 2-hero entries — her own combo base is fixed at 371% with no team-bonus debuff text.
Weapon paths
Diane swaps the entire kit with the weapon you equip. Pick the path that matches the team you are building.
Axe
A charge-Breaker Earth bruiser with a strong Crit-Damage window.
- Quake Smash: 100% / 307% by charge; a fully charged final strike on a Breaker target resets the cooldown.
- Charged Slash: 205% and +50% Crit Damage for 20 sec when attacking an Earth-Burst target.
- Ultimate Rock Blast: 371%, inflicts Breaker for 10 sec; as a Combined-Attack base it gives +30% Defense and +30% Normal Skill damage for 20 sec.
- Passive Giant Girl: +25% damage to Earth-Burst targets; self-inflicts Breaker every 5 hits.
Gauntlets
A Burst-Gauge accelerator that scales bonus damage off Defense.
- Normal Terra Punch & Combination Kick: +20 / +30 Burst Gauge per hit while Heavy Metal is active.
- Martial Drive: 181% and +30% own Defense for 30 sec.
- Ultimate Metal Drop: Heavy Metal for 15 sec (reaction immunity, +50 enemy Burst Gauge), then a 278% hit.
- Passive Secret Art of the Giants: +10% of Defense bonus damage per hit; alternating Normal/Special attacks grant Passion.
Nunchaku
An Earth team enabler: Petrify, Resistance shred and a team barrier.
- Terra Shot: 96%; with Heart of the Land, −30% enemy Attack for 40 sec.
- Desert Sands: −40% enemy Movement Speed and a 16%/sec field; 5 hits → Petrify for 6 sec (+50% Earth/Physical damage taken).
- Ultimate Ground Rising: 219%; −20% Earth Resistance for 40 sec on slowed enemies.
- Passive Breath of the Giants: every 20 hits grants the whole team Heart of the Land (Taunt, 15%-Max-HP barrier, HP regen).
Axe — the charge-Breaker Earth bruiser
The self-sufficient path: a charge big hit, a Crit-Damage window and a self-applied Breaker.
Axe is Diane's straightforward bruiser. Quake Smash is a chargeable hit that deals 100% at low charge and 307% fully charged, and a fully charged final strike on an enemy affected by Breaker resets its own cooldown. Charged Slash deals 205% and, when it lands on an enemy with Earth Burst activated, raises Diane's Crit Damage by 50% for 20 seconds. Her Ultimate, Rock Blast, deals 371% and inflicts Breaker for 10 seconds — and when used as the base of a Combined Attack it grants +30% Defense and +30% Normal Skill damage for 20 seconds.
The reason to run Axe is the passive Giant Girl: damage to enemies with Earth Burst active is increased by 25%, and attacking them 5 times self-inflicts Breaker for 10 seconds. Breaker is a heavy debuff — it Stuns for 4 seconds on the first application, deals 150% of Defense, and increases the damage that enemy takes from Diane by 30%. Paired with the +50% Crit Damage from Charged Slash, that is a clean, self-contained SSR damage package as long as the target carries an Earth Burst.
Axe skill breakdown (from in-game data)
- NormalEarth Cleaver
Filler combo between casts (26% / 31% / 52%).
- FirstQuake Smash
100% / 307% by charge level; a fully charged final strike on a Breaker-affected enemy resets the cooldown.
- SecondCharged Slash
205%; attacking an Earth-Burst target grants +50% Crit Damage for 20 sec.
- TagGround Down
Tag-in hit; a guaranteed Critical Hit when attacking Petrified enemies.
- UltimateRock Blast
371% and inflicts Breaker for 10 sec; as a Combined-Attack base, +30% Defense and +30% Normal Skill damage for 20 sec.
- PassiveGiant Girl
+25% damage to Earth-Burst targets; inflicts Breaker for 10 sec after attacking them 5 times (Stun 4 sec, 150%-of-Defense, +30% damage taken).
Gauntlets — the Burst-Gauge Buster
A Burst-engine path: Heavy Metal reaction immunity, Defense-scaling hits and fast gauge fill.
Gauntlets turns Diane into a Burst-Gauge engine. Her Normal Attack Terra Punch and the multi-hit Combination Kick each add +20 and +30 Burst Gauge per hit while Heavy Metal is active, so the path's whole loop is about keeping Heavy Metal up and flooding the gauge. Martial Drive deals 181% and raises her own Defense by 30% for 30 seconds — which matters because the passive Secret Art of the Giants adds bonus damage equal to 10% of Defense on every hit. Her Ultimate, Metal Drop, grants Heavy Metal for 15 seconds (reaction immunity, +50 to the enemy's Burst Gauge, +3% Shatter Resistance per hit) and then lands a 278% strike.
The path rewards a rhythm: Secret Art of the Giants grants Passion for 10 seconds when you land alternating Normal and Special Attacks, and each Passion hit adds another +20 Burst Gauge (up to 5 stacks). Combined with Heavy Metal's gauge bonuses and the Defense-scaling damage, Gauntlets is the Burst-acceleration path for a Burst-centric Earth team.
Gauntlets skill breakdown (from in-game data)
- NormalTerra Punch
Filler combo (15% / 17% / 27% / 44%); +20 Burst Gauge per hit while Heavy Metal is active.
- FirstCombination Kick
145% (30% / 45% / 70%); +30 Burst Gauge per hit while Heavy Metal is active.
- SecondMartial Drive
181% and +30% own Defense for 30 sec.
- TagRock Down
Tag-in hit; Taunts for 3 sec.
- UltimateMetal Drop
Heavy Metal for 15 sec (reaction immunity, +50 enemy Burst Gauge, +3% Shatter Res per hit, max 10), then a 278% hit.
- PassiveSecret Art of the Giants
+10% of Defense bonus damage per hit; alternating Normal/Special attacks grant Passion for 10 sec (+20 Burst Gauge per hit, max 5).
Nunchaku — the Petrify / barrier support
The team-enabler path: Petrify, Earth-Resistance shred and a team-wide barrier.
Nunchaku is Diane's Earth-team enabler. Terra Shot deals 96% and, if Diane holds Heart of the Land, decreases the enemy's Attack by 30% for 40 seconds. Desert Sands is the path's centrepiece: for 10 seconds it cuts enemy Movement Speed in range by 40% and deals 16% of Attack every second, and enemies hit 5 times are Petrified for 6 seconds — Petrify incapacitates and increases Physical and Earth damage taken by 50% (while cutting non-Physical/Earth damage taken by 75%, so keep the team on-element). Her Ultimate, Ground Rising, deals 219% and decreases Earth Resistance by 20% for 40 seconds when the enemy is slowed.
The path's team value comes from the passive Breath of the Giants: every 20 attacks Diane lands grant all allied heroes Heart of the Land for 20 seconds. Heart of the Land Taunts nearby enemies for 5 seconds on first grant, gives a barrier equal to 15% of Max HP, and restores HP equal to 10% of Defense every 0.5 seconds. Combined with the −20% Earth Resistance and the Petrify damage amp, Nunchaku is a complete enabler for a dedicated Earth composition.
Nunchaku skill breakdown (from in-game data)
- NormalEarth Strike
Filler combo between support casts (13% / 14% / 23% / 37%).
- FirstTerra Shot
96%; with Heart of the Land, −30% enemy Attack for 40 sec.
- SecondDesert Sands
−40% enemy Movement Speed and 16%/sec for 10 sec; 5 hits → Petrify for 6 sec (+50% Earth/Physical damage taken).
- TagCrushing Art
Tag-in hit.
- UltimateGround Rising
219%; −20% Earth Resistance for 40 sec if the enemy's Movement Speed is decreased.
- PassiveBreath of the Giants
Every 20 hits grants all allies Heart of the Land for 20 sec (Taunt 5 sec, 15%-Max-HP barrier, +10%-of-Defense HP per 0.5 sec).
Potential priority
Each path has its own Potential track unlocked with Diane's Potential Points (Exchange Shop, server-capped).
The pattern matches every hero: odd levels (1, 3, 8) are flat Attack / Defense / Max HP — larger flat values here because Diane is an SSR — and even levels are the meaningful skill amplifiers. Prioritise reaching the amp levels for whichever path you committed to.
Where the value sits
- Nunchaku first (support) — If you only ascend one path, Nunchaku gives the most team value — the −20% Earth Resistance, the Petrify damage amp and the team-wide Heart of the Land barrier scale your whole Earth core, not just Diane.
- Axe second (self-sufficient) — Axe needs no teammate setup beyond an Earth Burst — the +25% from Giant Girl, the self-applied Breaker and the +50% Crit Damage from Charged Slash are the highest solo payoff.
- Gauntlets last (rhythm-dependent) — Worth deep investment for a Burst-centric Earth team — but the loop wants Heavy Metal uptime and alternating attacks for Passion, so it asks more of the player.
Weapon and gear direction
Diane's compatible weapons and what their passives reward.
Diane's universal pick is Black Flame Wings (activating a Burst → +28% Attack and +6% Crit Chance for 10 sec), available across all three of her weapon types. As an SSR you can run her premium picks freely: Crimson Flame (Burst → +28% Attack) and Jet-black (Ultimate → 20% chance of +50% Crit Chance for 7 sec) are excellent on the Axe and Gauntlets damage paths, Ruler of the Forest / Corrupted Will (on hit → 20% chance to increase a skill type's damage by 8% for 15 sec) suit any path, and Dead Spirit's Breath on Nunchaku (attacking an Incapacitated enemy → −40% All Elemental Burst Resistance for 20 sec) pairs directly with her own Petrify. Note Gluttonous Soul grants Fire damage, which is off-element for an all-Earth hero — skip it here.
Notable compatible weapons (data-listed)
- Black Flame Wings — Activating a Burst → +28% Attack and +6% Crit Chance for 10 sec. The universal pick across all her weapon types.
- Crimson Flame — Activating a Burst → +28% Attack for 10 sec — a strong, accessible option on every path.
- Jet-black — Using the Ultimate Move → 20% chance of +50% Crit Chance for 7 sec; excellent on the Axe / Gauntlets damage paths.
- Ruler of the Forest / Corrupted Will — On hit → 20% chance to increase a certain skill type's damage by 8% for 15 sec (25 sec cooldown). Forest on Axe, Corrupted Will on Gauntlets.
- Dead Spirit's Breath (Nunchaku) — Attacking an Incapacitated enemy → −40% All Elemental Burst Resistance for 20 sec (30 sec cooldown) — pairs with her own Petrify.
Costumes
Diane ships with the default grade-3 Giant Girl in Love costume, a grade-4 skin Tavern Hostess, and two grade-5 skins in the data: The Serpent Sin of Envy and Cheerful Girl. There is no weapon costume in her data — costumes are cosmetic plus the standard crafted-armour effects, with no path-changing weapon skin to plan around.
Best teammates
Diane's own Combined-Attack base is a fixed 371% — as an SSR she is a real combo carry, not just a utility piece. The numbers below are each partner's Combined-Attack damage as listed in her data; pair her with a high-payload partner whose damage her Breaker, Petrify and Earth-Resistance shred amplify.
- 1
Drake461%Highest listed partner — the carry to build the combo around. - 2
Meliodas449%Premium carry most accounts own from launch. - 3
King433%Heavy combo payload. - 4
Howzer406%Strong, accessible combo partner. - 5
Elaine402%Reliable round-400% combo damage. - 6
Dreyfus400%Round 400% combo damage. - 7
Escanor397%Premium carry that loves her Earth-Resistance shred.
Her data ships only 2-hero Combined-Attack entries (no fixed 3-hero combos) and the combo base is a static 371% with no team-bonus debuff text — use the live community teams below to see how players actually run her.
Plan it on ZeroLuck
This guide tells you how the kit works — these free community tools let you actually build it, share it and race it.
FAQ
- Which Diane weapon should I build first?
- Nunchaku for an Earth team — it is the cheapest way to add team value: −20% enemy Earth Resistance, Petrify (+50% Earth/Physical damage taken) and a team-wide Heart of the Land barrier. Build Axe if you want a self-sufficient Breaker/Crit-Damage bruiser, and Gauntlets for a Burst-Gauge accelerator on a Burst-centric Earth team.
- Is Diane worth building as an SSR?
- Yes — she is a premium SSR with high base stats and SSR-tier multipliers across all three paths, and her flat Potential values are larger than an SR's so the investment scales further. Nunchaku enables a whole Earth core, Axe is a strong self-contained bruiser, and Gauntlets accelerates Burst.
- What does the Axe path's Breaker do?
- Giant Girl self-inflicts Breaker after 5 hits on an Earth-Burst target, and Rock Blast also inflicts it. Breaker Stuns for 4 seconds on first application, deals 150% of Defense, and increases the damage that enemy takes from Diane by 30% — and a fully charged Quake Smash on a Breaker target resets its own cooldown.
- Who is Diane's best Combined-Attack partner?
- By the damage values in her data, Drake (461%) is the highest, followed by Meliodas (449%) and King (433%). Her own combo base is a fixed 371% — as an SSR she is a real combo carry, so pair her with a high-payload partner whose damage her Breaker and Earth-Res shred amplify.
- What does her world passive do?
- Summon Rock gathers the power of the earth to summon rocks from the ground — an open-world traversal/exploration tool. The data ships no combat numbers on it, so it does not change her damage.
Sources & method
Every number, skill name and mechanic on this page is read directly from the game's own data tables — nothing is invented. The analysis and recommendations are our own editorial reading of that kit.
- ZeroLuck.GG 7DS: Origin game data — Diane skill, potential, combination and costume tables (importer output, in-game values).
- Netmarble official 7DS: Origin announcements — banner and roster