Janna Build Guide by justaleaf
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
You hear a gust of wind behind you and dash to the side... sure enough a tornado erupts from the bushes to your right, but your dodge was anticipated and you find your feet far off the ground. As you land you are hit with magical force that hurts and locks your muscles down so you are hardly able to me. In a last ditch effort to live you turn and fire off some shots at the assailant only to see a beautiful priest of air in front of you, shielded from your attacks. And in a fury of pain she bludgeons you down with her mighty staff.
AD Janna was nothing but a stupid troll idea I had recently. I knew there was a few AD Janna's out there, but I'd never hear of one being any good, especially for the tight quarters of Twisted Treeline . To my amazement, she was not only viable, but incredibly fun to play and bewildering to the opposing teams.
Also, please do not flame this guide. I'm not asserting that AD Janna is better, or as good, as her true mage counterpart. What I AM asserting, is that this build is viable and fun in 3v3.
Pros / Cons
- Amazing Duelist
- Great team support
- Tower Killer
- Escape artist
- Susceptible to burst ganks
- No burst damage
- Difficult early game
- Late game damage not up to par with other AD champs
First of all, I know how many summoners would scoff at the items I am building. This is still very much "in progress". Many items like Malady, Atma's Impaler, Hextech Gunblade, and others have been used in my matches to great success, but I am yet to reach a truly cannon build of items yet.
I don't get amazing numbers with this build. But... our team wins a lot when I play her because her damage, versatility, and support is just so helpful to the game. And my team really enjoys it when I play her.
As you can see, I did get stomped (by Xin Zhao and Nunu) in that last match. They completely shut me down. However, the trend has been respectable scores and many wins, as a result of what Janna brings to the team.
ALWAYS. I know we're building Janna as an AD Carry, but here's the thing: Health, MP5, Ability Power. These things dramatically improve Janna lvl 1-5. You DON'T need Doran's blade or Doran's sheild unless you know you're going to lane against Jax, Gangplank, etc, since her E is more than enough protection and damage for early game. Lastly, Doran's ring is the only MP5 item you need in the match, as her mana management is just fine.
Here's one of the things that makes Janna cool. Because of the two ranks in Zephyr + her passive Tailwind, she can hold off on boots for a bit, as her mobility is already respectable. So, unless I'm fighting a particularly fast champ, I rush straight to this item, sometimes getting Pickaxe first if I die or feel the need to up my damage sooner and grab a ward.
Guinsoo's Rageblade offers Janna cost-effective AD, AP, and a healthy amount of Attack Speed. It's just a wonderful all-game item.
Usually my next stop is for my boots. And while Janna's speed is already decent without any boots at all, getting some boots will give her a distinct speed advantage over most champs. I usually going with these boots to enhance the attack speed from Guinsoo's Rageblade.
Twisted Treeline is a fast paced game and sometimes the core items, above, are all you need to get into the base. However, many matches also allow you to finance up to 15k builds if you are good with your farm and kills. My highest Twisted Treeline earnings with Janna was about 19k.
This is my most common second damage item, as the lifesteal and massive damage enhancement really helps Janna's already resilient presence be if more demoralizing for the opposing team. In combination with Guinsoo's Rageblade and Janna's Eye Of The Storm, she can now pull down towers very quickly.
Due to the speed of the match, I frequently pick up the infamous B. F. Sword prior to getting the The Bloodthirster.
All things considered, however, I may be removing The Bloodthirster from this build if I can find a better choice for Janna as her lifesteal is sub par since she doesn't hit quite as hard as other carries.
Such a wonderful item for Janna! Although you could go straight to another big AD item, lich-bane, much like guinsoos-rageblade, gives Janna few of her favorite things all in one high-power item. It buffs Eye Of The Storm, increased her mana, strengthen the nuking power of Zephyr, and enhances her AD following any ability.
I usually pick up Sheen first, and then build to this later. However, if my gold is plentiful, and I don't need all the Magic Resist, I will occasionally pick up Trinity Force instead, as the damage enhancement (and slow) make it better for killing champs while still giving her oodles of other fun things.
Who doesn't love this weapon? It's so great for 3v3 when people (like myself, lol) don't usually grab as many defenses. It makes the crit damage on this beauty unleash some serious pain. With every other attack being a near guaranteed crit, your overall damage can more than double. It's worth noting that this and Trinity Force are not good together. They're too expensive together to be worth it and the damage from Trinity Force is calculated at a normal crit level. Therefore, you will not benefit as much, for the price, with this combination. You would be better off selling Sheen to go phantom dancers + Infinity Edge.
Eye of the Storm
This ability is really what makes AD Janna tick. It allows her to shield herself (or another target), "absorbing 80 / 120 / 160 / 200 / 240 (+90% of ability power) damage and buffs them, increasing their attack damage by 14 / 23 / 32 / 41 / 50 for 10 seconds (can target Turrets)."
It's the key to your harass and all your notable damage during the game. At seconds long, it lasts long enough to buff you through a full hard harass. The shield won't stay up for more than 1 or 2 hits against most champs, but it buys you that little extra time to get in a few auto-attacks and increased damage. You can combine this with Surge if low-level harass is a real priority for you.
Lastly, remember that you can target allies and turrets with this shield! You can save the turret from pot-shots from turret-killing champs like Jax or Nocturne, giving you time to get in and Monsoon them away from it.
I used to max Zephyr first, as it is a wonderful ability. It's passive speed increase is amazing and is what allows Janna to stay in lane effectively without boots. Make sure to grab 2 ranks in this before level 5 if you do not plan on picking up boots before your Guinsoo's Rageblade.
Aside from this, the active does respectable bit of early-game damage and inflicts a pretty gnarly slow on the enemy. The passive from Guinsoo's Rageblade buffs the damage on this nicely, making it a great finisher.
This spell is amazing. It's got incredible zoning, crowd control, and an extremely long range. It's useful for initiating fights, slowing a fleeing opponent, or stopping a pursuer.
The reason it gets lowest priority is that it does decent damage at rank one and is primarily used, on AD Janna, for her Crowd Control. It's cheap and intimidating.
Don't forget about it whilst fleeing! Knocking an opponent up stops most mobility abilities and ults (including Master Yi!)
The might Monsoon is a great ult to have. It can be used for ganking, fleeing, guarding a tower, and healing up allies, and it's on a relatively low cooldown.
As AD Janna, it's healing power is fairly low (though still impressive), but it is far more useful for it's pushback.
You can effectively push all three attackers from you, or your ally, with it, following up with a Howling Gale to further disrupt their positioning. Or run into a team fight directly behind a called target and use the pushback to force him into the jaws of your team and push his allies away. Use the same tactic to push champs away from your turret while forcing one of them further in to reckon with you, your allies, and your turret!
Note: You can break off Monsoon at any time, so, when using as a knock back, pop it and them move/attack immediately.
During the laning phase, wait until you are close to a bush and your minions outnumber the minions of your opponent (and that your health is in order... and not if your're laning against Shaco, Nidalee, or Caitlyn).
When you have minion advantage dart into the bush and setup your howling-gale. If the champ tends to run from your advances, put it above them, if they tend to charge you, set it to the path you will advance on. Wait about a second to charge your tornado and then turn on Eye Of The Storm and attack.
If the enemy is hit by the Howling Gale and you are still at a health advantage, give chase, and when they get low, nuke them with your Zephyr to try to grab the kill (don't fire this off early or you lose your mobility).
AD Janna can be an effective ganker with coordination of a stunner, like Warwick, Sion, Leona, etc. The idea is to drop down behind your opponent and use Monsoon to push them up your lane and near your stunner. After the Monsoon put up your Eye Of The Storm and damage them down. If their health is good enough to escape after the stun, slow them with your Zephyr, but otherwise hold on to it so you don't get counter-ganked.
Janna's kiting ability is very strong. Whether you're buying time for your allies or trying to 1v1, use the following strategy.
First, Howling Gale at them, then turn on Eye Of The Storm and fire off a couple attacks while they are knocked up. Then nuke them with Zephyr and retreat to max attack range and continue auto attacking. Once they get close enough to hit you once or twice, fire off your Monsoon to grab a bit of healing. At that point, consider whether to continue kiting or flee.
Around mid or late game, when your tank has sufficient lifesteal or regen, this is a great move.
Usually, you would use your Monsoon to push enemies away from dying allies. However, with your tank you can combine their survival attacks ( defense curl, Feast, Vicious Strikes, etc) with Monsoon for an unexpected gank on the pursuer.
Follow behind your tank's pursuer, unseen, if possible, and then rush up behind them. Have your tank stop suddenly (hit "s"), hit Monsoon and hold it for maximum channel time. At this point, most greedy champs will see this as a good thing and attack your tank. You tank pops their defensive ability and you continue to channel Monsoon, switching to Eye Of The Storm immediately after to help kill them.
You and your tank need to know your limits for this strategy, but it can be very effective.