Janna Build Guide by Chewyturtle

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.


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League of Legends Build Guide Author Chewyturtle

AP Janna , Anti-carry / Utility

Chewyturtle Last updated on November 21, 2011

Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
4
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
3/
Intelligence
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 21


Guide Top

Introduction


Heya! This will be my first guide, so please don't be afraid to comment/vote as I would love comments and feedback on this :) I find Janna to be an amazing support, I really do. In fact, she's one of my two favorites ( Sona being the other one). However, going "AP Carry Janna" is pretty good as well!

She still has amazing disrupts, abilities that deal massive harass damage, a shield that isn't used just for the free BF sword effect, and a nice heal from her ultimate, Monsoon.

The reason why she has the capability to be AP Janna is because of the scaling on her abilities, which are pretty damn high. By the time you max out your Howling Gale, you will be raping the minion line and when you max out Zephyr, you'll smack AD carries such as Ashe or Vayne like a boss!

Note that this guide is not completely serious and you should not be doing this in ranked games as you are still pretty squishy and are very cooldown dependent.


Guide Top

Pros / Cons

Like every champion, Janna has her strengths and weaknesses that are crucial to know and get used to while playing her like this.


Pros
  • Great at taking out the minion wave
  • Good mana control
  • Great sustain
  • Still supporty!
  • Disrupt heaven!
  • Hard to lane against
  • Hard to gank
Cons
  • Squishy
  • Often targeted first in teamfights
  • Cooldown Dependent
  • Needs Solo Top / Mid to be truly effective
  • Needs decent amount of farm
  • Lots of queue dodges coming your way
  • Hard countered by MR


Guide Top

Runes

Runes

Greater Mark of Magic Penetration
9

Greater Mark of Ability Power
9
Runes

Greater Seal of Scaling Mana Regeneration
9

Greater Seal of Mana Regeneration
9

Greater Seal of Ability Power
9

Greater Seal of Armor
9
Runes

Greater Glyph of Ability Power
9

Greater Glyph of Scaling Cooldown Reduction
9

Greater Glyph of Cooldown Reduction
9
Runes

Greater Quintessence of Magic Penetration
3

Greater Quintessence of Ability Power
3


Guide Top

Ability Breakdown

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18



Priority System

> > >




Howling Gale: Howling Gale is the spell you will be using for the majority of the game. Known for its superb knockup, it can be used to quickly disable enemy champions such as Fiddlesticks and Katarina when they use their respective channeling moves. Howling Gale is also a nice way initiate a gank during laning phase, following Howling Gale with Zephyr to slow them down immensely, resulting in a kill or a Flash

Most people underestimate the raw damage Howling Gale can do to enemy champions if you are playing AP. As support, this does barely any damage, but when you are AP Howling Gale deals a great amount of damage, especially when charged. You want to max this first as this is the only spell you should be using against enemy minion waves. Howling Gale is needed to smach through minions and push your lane when they get too aggresive.
Tips and Tricks!
  • Remember that the damage and the range increases depending on how long Howling Gale is charged! Keep this in mind and experiment with the range.
  • Always charge up Howling Gale for max damage against minion waves; do not let it off early if you're not attempting a kill
  • Do not harass with Howling Gale, use this to instead push your lane and destroy the minion wave
  • Only use one tornado per minion wave, as it is mana draining early on
  • While being chased, quickly throw a non-charged Howling Gale behind you (assuming you know the distance) to knock them up.





Zephyr: Zephyr has an amazing passive early on! It gives you free movement speed, making it so you do not need to get Boots of Speed at first. The unit-free collision needs no explaination, as it is just amazing.

Zephyr will become your primary nuking and chasing ability mid-late game, as it slows the enemy champion down and allows for your team to catch up to the poor fellow and finish him/her off! Zephyr is weak early game and is advised not to be used for the damage and instead for the slow at this point.
[Tips and Tricks!
  • In teamfights, poke the enemy carry with Zephyr
  • Slow down the enemy with Zephyr, using it offensively or defensively
  • Floating is OP, therefore Zephyr is cool.



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