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Janna Build Guide by PyroFries

Support [7.11] Janna Support (Efficient Shielding + Tips) - Intermed

Support [7.11] Janna Support (Efficient Shielding + Tips) - Intermed

Updated on June 5, 2017
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League of Legends Build Guide Author PyroFries Build Guide By PyroFries 3,604 Views 0 Comments
3,604 Views 0 Comments League of Legends Build Guide Author PyroFries Janna Build Guide By PyroFries Updated on June 5, 2017
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Exhaust

Exhaust

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

About me and my build:

I'm PyroFries, known as Polysyndactyly in-game, and I've been a Janna Support main since S3. I play league with my IRL friends and primarily play normal PvP as I prefer the atmosphere to rank. My skill and success with Janna comes from 4 years of practice, as opposed to competitive experience. I consider myself to be very good at Janna and knowledgeable of the many ways to play her.

While obviously I play her support, I am able to play her as a mid-lane mage with no problem.
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A note on the order of abilities:

MAXING E FIRST:
With ADC's that have skillshots, such as Caitlin, Ezreal, Sivir, Ashe and Varus; activating your shield when they use their Q will cause them to deal significantly increased damage. At level 5 without AP, your E gives an AD boost equivalent to a BF sword. As the build contains AP items, the realistic bonus will be greater than this, and it is therefore key you level up your E as quick as possible.

Redemption will boost your Shield power by 10%, which synergises well with Windspeaker's Blessing. Ardent Censer's attack speed and lifesteal bonuses will help your ADC significantly during trades with bot lane and on the sidelines of teamfights. Athene's Unholy Grail will allow you to heal your ADC with your shield, helping to sustain them during fights.


USING Q AT A COST
While it may seem helpful to knock up minons with your Howling Gale during early game, 90 mana is a high price to pay for a small amount of damage that might throw off your ADC's farming process. It's best to max it last, as you want to keep it cheap as possible; at L5, the ability costs 150 mana which will still significantly impact you at mid to late game.

Reserve your Q for disenage and peel situations only, using it to force your opponents out of position during a gank, or to help your ADC finish off a weak foe. Howling Gale is amazing for preventing enemies from closing in; whether you're blocking an enemy Leona or Alistar from locking down your ADC, or catching Lee Sin before he can jump to your ADC under tower, it's a good ability to have ready.

Late game, if you find yourself defending a lane that everyone else is ignoring, it's smart to use your Q to weaken or kill incoming minion lanes. This will prevent the enemy team from taking advatange of your team's ignorance, and increase the likelyhood of them getting too close to turret and setting your ADC up for a free kill.
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Profiting from an enemy's power play:

If your ADC does not survive a gank or aggressive play by the enemy team, you may find yourself alone beneath turret at low health. Whether you're level 1 or level 6, it's always key to stand just above the smaller side of your turret and try to recall. If the enemy team dives, shield YOUR TURRET and pop a flash to move backwards if necessary. Boosting your turret's AD will help it to kill the enemy quicker, as well as give you the kill instead of an execute. Using your Q and W to keep the enemy beneath the turret for as long as possible.

If your ADC is an Ashe, Draven or Jinx, expect their ult to come flying past in an attempt to capture the kill. No need to be salty, you're the support after all!


2)
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Flash & Monsoon; an ode to wasted ults:

While you may think it's a good idea to jump into a 5v2 and use your ult to help your Jungler and ADC escape from a sticky situation, think about timing and placement before making any rash decisions.

Early to mid game, your ult will be very weak and is essentially a fancy knockback during teamfights. It's unlikely that you will turn the teamfight if you run in and ult. While the heal will be helpful, it won't be significant enough to sustain your ADC long enough to ace the enemy team. Look at your AP often, you'll need 150-200 AP to perform an ult mid-teamfight that will actually have an effect. Using redemption over your ult can compensate for times where your AP is lower than the recommended level.

Using your R to push away enemies from you and your fleeing ADC is not a waste, even if you don't use the heal. The more better killstreak your ADC has, the prouder you should be; you don't want the enemy team getting that bounty gold!

Healing outside fights when your ADC isn't recalling, or to heal your team in the final push from inhibitor -> nexus after an ace is a good way to prevent failure. You'll most likely find more chances to choose your ult, but throwing yourself into a fight to do a 300HP heal on two allies at the cost of yourl ife is NOT worth it!
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League of Legends Build Guide Author PyroFries
PyroFries Janna Guide
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[7.11] Janna Support (Efficient Shielding + Tips) - Intermed

League of Legends Champions:

Teamfight Tactics Guide