High Utility Support Janna
Offensive Example Final Build
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Threats to Janna with this build
|Master Yi||If you see a Yi jungler on the enemy team, don't expect any lane to get ganked at all. If you've ever wondered what league would be like if it was 4v4 and jungling was just not a thing, play blind pick and wait for the inevitable Yi jungle mirror match. Share your sympathies with them because you know what they're going through.|
|Nunu||Who doesn't do good against Nunu? Jungle or support. Self explanatory.|
|Lucian||Lucian's attacks are predictable and I've never seen one execute a combo that wasn't easily stopped. His ult is also easy to cancel, even if it isn't cancelled, it does laughable damage. Shield your ADC whenever he tries to do anything.|
Hi I'm resumed. This is my first guide. I'm a Nami main who also has a lot of fun playing Janna, I have a very high win rate with her and because I've noticed her playrate increasing due to her high winrate, I thought I'd give my input on how to play her for a beginner, for someone who might be new to the support role, etc.
This guide is going to be very minimalist in design because I find a lot of graphics and colours in informative settings to be overwhelming and make me not want to read any more. The same goes with walls of text, so I will try to make this a TL;DR guide which cuts down to essential information.
- Powerful disengage
- Extreme mobility
- The passive is amazing
- Lots of CC
- Absolutely amazing in team fights
- Encourages kiting
- No damage
- Can't engage
- Poor laning phase
- Poor early sustain
Janna is basically an augmentation of your team's ability. She does nothing by herself, but amplifies your teams effectiveness through her extremely high utility. She can't carry games but she encourages teamwork through her CC and leads to a really positive experience in League which is a rarity.
Janna has one major flaw in that she can't engage fights due to how squishy she is. To get around this, I like to take an enemy engage and turn it into my own engage. To do this, I wait for the enemy to engage, then utilize a hard disengage using Howling Gale, then encouraging my team to re-engage using Eye Of The Storm, and Zephyr. Other times I will ping to target, but that rarely works from experience.
Greater Glyph of Magic Resist
Greater Mark of Armor
Greater Seal of Mana Regeneration
Greater Quintessence of Ability Power
The runes I have selected are all pretty basic stuff that you could would expect on Janna or anyone like Janna. They are all there to increase her sustainability in lane and resist any poking that may come her way. You could take ability power runes in place of the mana regen if you wish, but that means higher chance of going oom. If you're just starting out as Janna, you can be quite mana thirsty and that's why I have selected mana regen over ability power.
Now, the only real thing I feel I need to justify here is taking Precision over Intelligence . I've done some very simple math, and the most this build will provide you with is 40% cooldown. Also, nothing is more infuriating than seeing an enemy with just a sliver of HP left and not being able to take them down, especially when they're gunning for you.
Tailwind is Janna's passive. What it does is allow allies to make a hasty escape from any dangerous situation much easier and stacks with Boots of Mobility - Captain, which is why it is so crucial in this build. It's kind of like a reverse Soraka's Salvation, except it applies to all team mates in a large area around her. It also encourages Janna to not participate in many fights.
Howling Gale is Janna's q and is a very powerful form of CC within Janna's kit. It is your main disengage tool and you use it to keep your ADC from taking damage from champions like Trundle, who must get close to deal damage. It can also be used to cancel dashes like Poppy's Heroic Charge, but it requires perfect timing to pull off and can be extremely difficult if you are not used to it. It has a lot of uses that promote teamwork because of abilities like Yasuo's ultimate, Last Breath.
Zephyr, Janna's w. It is a targeted slow and her main source of whatever measly damage she manages to squeeze out of her kit. It's passive ability gives her bonus movement speed and the ability to walk through minions like Fizz's passive, Nimble Fighter, without the reduced damage. But you get reduced damage anyway from Tough Skin anyway, so you basically have Nimble Fighter with a cooldown.
Eye Of The Storm, Janna's e - the thing that makes Janna Janna. Janna's shield makes trades with the enemy ADC extremely one sided, as it gives a buff to your ADC's AD output via bonus AD, increasing their overall DPS. It's different from Nami's Tidecaller's Blessing because it does not provide the damage via magic damage, also, it is not limited to the number of attacks.
Monsoon is Janna's ultimate ability. It is an amazing skill to use that can be used to outplay a lot of people. It is a crowd control AOE heal that pushes all enemies to the outside of its radius and heals all allies within. In a sense, it is like Soraka's Wish fused with Azir's Emperor's Divide, and if you use it like that you can pull off amazing plays that nobody would expect from a support. It also provides your team with amazing sustain in team fights. In a war of contrition only a champion like Soraka can even come close to Janna's, and it is because of this ability.
Flash is non-negotiable. It is as essential for you as it is for every single champion in league.
Now you have some options.
I recommend Exhaust, it is almost essential for all supports because of its low cooldown and versatility as a defensive and offensive spell.
If you're not feeling too confident, you can take Heal to compensate for Janna's lack of heals and give her some sustain. However useful, heal does not allow for many opportunities in team fights. It is, however, good for riskier encounters.