Diane SSR
How Diane is actually run — a durable Earth-Burst Buster slotted into the dominant Meliodas core — read from live community teams.
Diane on the Gauntlets is not a carry — she is a durable Earth Buster: a cheap Burst-Gauge engine (Heavy Metal), a 3-sec Taunt, Defense-scaling damage, and a Combined-Attack bonus that buffs the whole team's Defense and Normal-Skill damage. So she is not built around — she is slotted into the carry core the playerbase already runs. This guide takes the comp straight from what is actually run with her (the 24 most-popular live Diane teams), then explains every pick with the heroes' own kit data.
- Diane — Gauntlets / Earth
- Meliodas (carry)
- Daisy
- Mannie
- Played meta, not theory
The team people actually run — and why it works
Reality first: across the 24 most-popular community Diane teams, she is run on the Gauntlets (13 of 24, the rest left unspecified in the build), and the partners are overwhelmingly Meliodas (19/24), Daisy (12/24) and Mannie (11/24), then Elaine (8) and King (6). That is the exact dominant core from the Meliodas and Daisy team guides — Diane is the Earth Buster/utility piece slotted into it, not a carry the team is built around.
The kit explains it. Diane Gauntlets pumps the enemy Burst Gauge (Heavy Metal: +50 on cast, plus per-hit gauge on Terra Punch / Combination Kick), Taunts for 3 sec (Rock Down), self-buffs Defense +30% (Martial Drive) and deals bonus damage scaling off her Defense (Secret Art of the Giants). Her Combined-Attack bonus grants the whole team +30% Defense and +30% Normal-Skill damage for 20 sec. She is the durable control/utility body that lets the Meliodas carry + Daisy/Mannie support shell do their job.
So the flagship is Meliodas (Sword1h, carry) + Daisy (Book) + Mannie (Staff) + Diane (Gauntlets). Run it if you own Diane on the Gauntlets — it is the real, most-played configuration. Her Combined-Attack table is covered honestly lower down, but the team above is the one actually fielded.
Strengths
- Built from real usage: the 24 most-popular live community Diane teams, not a tier-list opinion.
- Every pick is justified by the partner's own kit data, not vibes.
- Diane Gauntlets is a cheap Burst-Gauge engine: Heavy Metal adds +50 enemy Burst Gauge on cast, plus per-hit gauge on her 10-MP Combination Kick.
- Self-sufficient utility: Rock Down Taunts 3 sec, Martial Drive +30% own Defense, Secret Art adds damage equal to 10% of Defense per hit.
- Her Combined-Attack bonus is real team value: +30% Defense and +30% Normal-Skill damage to all allies for 20 sec.
- She drops straight into the proven Meliodas + Daisy + Mannie core — the most-tested shell on the site.
Weaknesses
- Diane-Gauntlets-only — her Axe (Earth Attacker) and Nunchaku (Earth Warden) paths are different roles not covered here.
- She is utility, not damage — if you want a Diane carry this is the wrong build (use her Axe path).
- Three SSRs in the core around her (Meliodas, Daisy, Mannie) — an invested-account team.
- Her value is conditional on Heavy Metal uptime for the Burst-Gauge pressure to matter.
- Her Combined-Attack table exists but, as with the other guides, is not how the team is built.
What people actually run with Diane
Not a tier-list guess — the partner distribution across the 24 most-popular live Diane teams.
Pulled from the live community team feed: 24 popular Diane teams, run on the Gauntlets (13 of 24; the rest leave the slot weapon unspecified in the build). The partner usage is unambiguous and matches the site-wide meta — Meliodas 19, Daisy 12, Mannie 11, then Elaine 8, King 6. Diane is the Earth Buster/utility slot inside the dominant Meliodas carry core, not a hero the team is built around.
This is the same core the Meliodas and Daisy team guides describe, seen from Diane's side — strong cross-confirmation that this is the real meta, not a guess. The next sections explain each pick from kit data.
Diane partner usage (live popular teams, this is the meta)
- Meliodas — 19 / 24 — The carry. Diane is the Burst-Gauge/utility body in his team (see the Meliodas team guide).
- Daisy — 12 / 24 — Book crit-support — the shared core support.
- Mannie — 11 / 24 — The universal cooldown/Magic battery, as in every other team guide here.
- Elaine / King — 8 / 6 — The real rotating alternatives in the support/flex slots.
Diane — the durable Earth-Burst Buster
Why she is utility here, and exactly what she contributes.
Diane on the Gauntlets is an Earth Buster whose value is control and durability, not personal damage. Combination Kick is a 10-MP, 5-sec-cooldown 3-hit that, under Heavy Metal, adds +30 enemy Burst Gauge per hit; Terra Punch adds +20 per hit under Heavy Metal; her Ultimate Metal Drop grants Heavy Metal for 15 sec (Reaction-immune) and immediately adds +50 to the enemy's Burst Gauge. Rock Down Taunts for 3 sec. Martial Drive gives her +30% Defense for 30 sec, and her passive Secret Art of the Giants adds damage equal to 10% of her Defense on every hit — so building her tanky is also building her offence.
Her Combined-Attack bonus is genuine team value: when her Ultimate is the combo base, all allies gain +30% Defense and +30% Normal-Skill damage for 20 sec. She is the body that controls the Burst Gauge and shields the team while the Meliodas carry and the Daisy/Mannie support shell do the damage.
Diane Gauntlets — the utility kit (in-game data)
- FirstCombination Kick
145%; under Heavy Metal each hit adds +30 enemy Burst Gauge. Cheap, spammable.
- SecondMartial Drive
181% and +30% her own Defense for 30 sec — fuels the Defense-scaling passive.
- TagRock Down
Tag-in hit; Taunts for 3 sec.
- UltimateMetal Drop
Heavy Metal 15 sec (Reaction-immune) + +50 enemy Burst Gauge, then 278%. Combined-Attack base → team +30% Defense & +30% Normal-Skill damage 20 sec.
- PassiveSecret Art of the Giants
+10% of Defense as bonus damage per hit; Passion on alternating Normal/Special attacks.
Meliodas — the carry Diane joins
The dominant carry across the whole 7DSO meta; Diane is utility in his team.
In 19 of 24 popular Diane teams the carry is Meliodas, almost always his One-Handed Sword: a Darkness-Burst carry whose Blazing Cross deals 449% with +100% versus Darkness-Burst targets. Diane's Burst-Gauge pressure and Taunt give that carry a controlled, survivable window to operate in, and her +30% team Defense / Normal-Skill bonus is flat value on top.
Because this is the same core seen from Meliodas's and Daisy's guides, the pairing is the meta, not the abstract Combined-Attack table. The dedicated Meliodas team guide covers his rotation in full.
Daisy + Mannie — the support spine
The same two pieces that anchor every team guide on the site.
Daisy (Book, 12/24) is the crit-support: +15% team Crit Damage, −50% enemy Crit Defense on her Ultimate, −Crit Resistance on her passive — exactly what amplifies the Meliodas carry. Mannie (Staff, 11/24) is the universal battery: Flash Explosion resets all allies' Normal Skill cooldowns, her passive refills Magic and adds +30% Ultimate damage, and Priestess's Blessing stacks +30% Crit Damage and +25% Magic Charging.
Diane completes this spine with the control/durability layer the pure damage-and-crit core lacks: Burst-Gauge pressure, a Taunt, and the +30% Defense team buff. The four roles dovetail — carry, crit-support, battery, control body.
Team rotation
Every step uses only mechanics written in the heroes' in-game data.
Diane's job is to open and hold the window; the carry cashes it. Nothing here is a fabricated number — each effect is the one listed on the skill.
Opening → burst
- 1 · Diane opens Heavy Metal — Metal Drop grants Heavy Metal (Reaction-immune) and adds +50 to the enemy's Burst Gauge; spam Combination Kick / Terra Punch to keep pumping the gauge.
- 2 · Diane controls — Rock Down Taunts for 3 sec; Martial Drive gives her +30% Defense (feeding the Defense-scaling passive) so she survives as the front body.
- 3 · Daisy + Mannie buff — Daisy: +15% team Crit Damage and −50% enemy Crit Defense (Ultimate). Mannie: Priestess's Blessing (+30% Crit Damage, +25% Magic Charging) and Flash Explosion cooldown reset.
- 4 · Combined Attack with Diane base — Trigger the Combined Attack on Diane's Metal Drop for the team +30% Defense and +30% Normal-Skill damage (20 sec) before the carry dumps.
- 5 · Meliodas dumps — Inside the crit window, on the Darkness-Burst target, Meliodas fires Blazing Cross 449% +100% with the Chain Attack reset.
Diane's Combined-Attack table — and why the meta differs
Reconciling the raw data numbers with what is actually played.
For completeness: Diane has a Combined-Attack table (13 pairwise entries, no fixed 3-hero combos), and her combo bonus is real and team-useful — +30% Defense and +30% Normal-Skill damage to all allies for 20 sec when her Ultimate is the base. By raw payload that table would point at high-number partners, the same way Escanor's pointed at Drake/Howzer.
Live usage is the correction, consistent with every other team guide here: Diane is played as the Earth-Burst utility body in the dominant Meliodas core, not as a combo-payload pairing. The community builds the team that uses her control and Defense buff, not the biggest combo digit. Treat the table as trivia; the team above is what is actually run.
Gearing Diane
Because her damage scales off Defense, her gear priorities are unusual.
Diane Gauntlets' passive adds damage equal to 10% of her Defense per hit and Martial Drive buffs her Defense, so Defense is a genuine offensive stat for her here, alongside the survivability it already provides. Build for Defense, HP and enough Attack/Burst-Gauge to keep Heavy Metal pressure up. Use the community build tool below to copy a full Diane Gauntlets loadout, and the team builder to lock the Meliodas + Daisy + Mannie + Diane core against your roster.
Who is actually played with Diane
Partner frequency across the 24 most-popular live community Diane teams (counted once per team). This is usage data, not the Combined-Attack table — it is what the playerbase actually fields, and it is the basis for the core above.
- 1
Meliodas19 / 24The carry Diane is the utility body for. - 2
Daisy12 / 24Book crit-support — the shared core. - 3
Mannie11 / 24The universal cooldown/Magic battery. - 4
Elaine8 / 24Element-agnostic support flex. - 5
King6 / 24Bloom carry / Magic-Charging battery flex. - 6
Guila4 / 24Fire/utility body flex.
Source: the 24 most-popular published community Diane teams, as of 2026-05-19. Diane is run on the Gauntlets where the build specifies a weapon (13/24). The Meliodas + Daisy + Mannie core is shared with the Meliodas and Daisy team guides — the same meta seen from a third hero. Her Combined-Attack table is not the played meta — see the honesty section.
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
- Is Diane a carry or utility here?
- Utility. On the Gauntlets — how she is run in the 24 most-popular Diane teams — she is an Earth Buster: Burst-Gauge pressure (Heavy Metal), a 3-sec Taunt (Rock Down), Defense self-buff and a +30% team Defense / Normal-Skill Combined-Attack bonus. She does little personal damage. For a Diane carry, that is her Axe (Earth Attacker) path, a different build.
- Why Meliodas as the carry?
- Because the live data pairs them: Meliodas is in 19 of 24 popular Diane teams, the same dominant carry as in his own and Daisy's team guides. Diane gives that carry Burst-Gauge control, a Taunt and the +30% team Defense buff to operate behind.
- Why Daisy and Mannie too?
- They are the shared support spine across every team guide here — Daisy (12/24) is the crit-support (+15% team Crit Damage, −50% enemy Crit Defense), Mannie (11/24) is the universal battery (cooldown resets + Magic + +30% Crit Damage). Diane adds the control/durability layer they lack.
- What does Heavy Metal do?
- Diane's Ultimate Metal Drop grants Heavy Metal for 15 sec: she becomes Reaction-immune, the enemy's Burst Gauge jumps +50 immediately, and while it is active her Terra Punch / Combination Kick add extra Burst Gauge per hit. It is the core of her Burst-Gauge pressure.
- Is any of this invented?
- No. The team comes from live community usage (the 24 most-popular published Diane teams) and every 'why' is read from the heroes' own in-game skill data. Her Combined-Attack table is reported separately, with an explanation of why the played meta does not follow it.
Sources & method
The team is taken from real community usage (the live most-popular Diane team feed); every mechanical reason is read directly from the heroes' own in-game skill data. Diane's Combined-Attack table is reported separately and honestly. Nothing is invented; the rotation and role reasoning are our editorial reading of that usage plus public kits.
- ZeroLuck.GG — the 24 most-popular published community 7DS: Origin Diane teams (as of 2026-05-19).
- ZeroLuck.GG 7DS: Origin game data — Diane Gauntlets, Meliodas Sword1h, Daisy Book, Mannie skill tables and Diane's Combined-Attack bonus (importer output, in-game values).
- Netmarble official 7DS: Origin announcements