Janna Build Guide by TDAngelEUW
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Are you ready to be Blown Away
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Janna is my all time favourite support, and I love the peel and protection she brings to her ADC, but also to her team. Janna excels at peeling for her carry in teamfights, using Monsoon, while also granting them bonus damage with Eye Of The Storm.
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|+ Great Peel for ADC/Marksman
+ Good Lane "Sustain" with shield
+ Hard CC
+ Almost Unkillable
|Janna has great peel. Her Monsoon can be used to escape from ganks, she has a slow Zephyr. It also gives her a formidable movement speed buff, which also scales with AP. This means you can delay Boots of Speed. However, you must still purchase them moderately early. Howling Gale gives her hard CC for kiting and to make escapes. Also, her passive Tailwind gives nearby allies a small boost to their movement speed.|
- Weak Early Laning Phase
- No hard engage
- Her model is... Distracting
| Janna, like every champion has drawbacks. Her laning is fairly weak, but she is invulnerable to ganks. She can interrupt Leona's Zenith Blade using a well timed Howling Gale. This works on many gap closers too! She has no hard engage, so your team comp must include some other tank, whether it be the jungler or top lane.
And yes, I do find her model distracting.
Ability Sequence Order
As with most champions, we max R first ( Monsoon)
We take Eye Of The Storm first and max it for the shield strength, but also for the added AD. When you put it on your AD Carry at max rank it will give them 50 Attack Damage. This makes trades an almost definite win.
We max Zephyr second for the passive movement speed buff.
We max Howling Gale last because it just decreases cooldown and increases damage. We only use this spell for disengage.
Tailwind: Increases the movement speed of all nearby allied champions by 5%.
This passive is not too useful. It can only be used when near an ally. The old global passive used to be more effective. Just makes nearby allies slightly faster.
- Be sure to stay near your allies when running away or chasing for the extra movement speed buff.
- Walk with your ADC to lane.
Howling Gale: Janna summons a mighty whirlwind, which she can release to deal 60 / 85 / 110 / 135 / 160 (+35% of ability power) + 15 / 20 / 25 / 30 / 35 (+10% of ability power) (for each second it charges) magic damage to all targets in it's path, in addition to knocking them into the air for 0.7 seconds and an extra .1 second for each second charged. The damage done and distance traveled by the whirlwind also increases for each second it channels to a maximum of 3.
Shoots a tornado in a line which knocks up. Use it only when escaping or disengaging. Charges so remember to press it twice.
- Save this ability when escaping for an almost certified getaway.
- Double tap the "Q" button for a quick tornado to knock up pursuers.
- Charging the tornado increases the damage, but also the enemy could try and dodge. Try to work out how you like to use it.
- Save this in teamfights. DO NOT ENGAGE WITH IT This would then stop you from using it to protect your allies.
Zephyr: Passive: Increases Janna's movement speed by 4 / 6 / 8 / 10 / 12 (+10% of ability power) %, and allows her to move through units.
Active: Janna launches her elemental at the target dealing 60 / 115 / 170 / 225 / 280 (+50% of ability power) magic damage, and slowing their movement speed by 24 / 28 / 32 / 36 / 40 (+16.67% of ability power) % (max 80 %) for 3 seconds. Janna loses the passive benefit while Zephyr is on cooldown.
Passive: Gives movement speed and lets you walk through units so no minion will even ****block you again!
Active: Shoots a bird thing. Slows and does damage. Simple.
- Don't use the active if there is more than one enemy chasing you.
- Use the active if you are chasing, to make Howling Gale easier to land.
- Use the passive to get in place for Monsoon.
Eye of the Storm: Janna shields her target, absorbing 80 / 120 / 160 / 200 / 240 (+70% of ability power) damage and buffs them, increasing their attack damage by 14 / 23 / 32 / 41 / 50 (+10% of ability power) for 5 seconds (can target Turrets) or until the shield is broken.
Sticks a shield on target ally. Gives them AD. Prefect for trades in lane and saving allies later.
- You can bait out a fight saving this spell for an almost dead ally.
- Use early on on your ADC for the AD buff.
- Use in lane when your ADC pokes, or when you poke.
- The AD also scales with your AP.
- Ardent Censer gives an AD and AS steroid. - now that is OP
Monsoon: Janna knocks surrounding enemies back 875 units and channels healing winds, restoring 100 / 150 / 200 (+60% of ability power) health to nearby allies each second for 3 seconds.
Knocks back all surrounding enemies. Heals all allies inside the ring. Beware enemies can enter after the initial knock back.
- Only use this when you know you are losing the teamfight, or if you are being ganked.
- You can Flash behind the enemy and use Monsoon to push them back for a "High Risk High Reward" engage.
- You can use Monsoon before a teamfight to heal your allies
As Janna we take a 0/9/21 page.
This helps her gold generation with Greed and Scavenger , and also gives mana regen with Meditation . Wanderer helps us get back to lane faster, and Intelligence gives you max cooldown reduction.
The 9 points in defence give us a bit more tankiness just in case we get caught, and it can help us in trades.
You can take 9/0/21, but I find the defence more useful than the extra Ability Power.
Block is used to trade more effectively.
Recovery is used to recover from trades that you took damage in, which lets you stay in lane for longer.
Unyielding furthermore increases the benefits of Block .
Veteran Scars gives the extra health which could be the difference between life and death in the event that the engage on you.
Juggernaut multiplies the bonus granted by the tanky items you buy.
Fleet of Foot gives extra movement speed to make you the fastest champ on the map!
Meditation gives mana regen for shields and Zephyr in lane.
Scout helps you ward over walls with your trinket.
Summoner's Insight lets you Flash + Monsoon more, and Exhaust more.
Alchemist lets you get more out of your health pots, and gives the ability to get cookies!
Greed gives much needed gold.
Scavenger gives free gold when your ADC farms. :)
Wealth The extra biscuit at the start helps in early laning.
Bandit gives gold for poking, which you should be doing anyway from the bushes, and free
gold is free gold right?
Intelligence gives you CDR on your items and abilities.
Wanderer gets you back to lane quicker.
- 9 X Greater Mark of hybrid Penetration - Good for your poke -
- 9 X Greater Seal of Health - An extra bit of tankiness to keep you safe in the early game.
- 9 X Greater Glyph of Magic Resist - Reduce magic damage from Champions like Sona and Ezreal.
- 3 X Greater Quintessence of Armor - Because you don't have the armor in the seals, you need some armor to reduce physical damage in lane.
(Thanks to emoriam for rune suggestions)
|Great for chasing, engaging and disengaging, and also with the gold and CDR. What more could you want?? Careful with your CDR.|
|One of my favourite items on janna. I usually pick up the chalice reasonably early, after sightstone and GP10 item. Useful against champions like morgana with the long duration snare, or against DOT champs.|
|Gives 15% cdr to max out your cdr. The captain i find seful when your ADC is kiting you can stand behind them for the added 10% boost to their MS. This stacks with your passive giving them a 15% MS boost.|
|I rush the Sightstone early after Frostfang and then leave it as Sightstone without upgrading it until later in the game. The Stealth Ward vision is useful.|
|Usually it never gets this far, but Aegis of the Legion is helpful against AP heavy teams. Remeber that every item except from Sightstone and Talisman of Ascension are SITUATIONAL so please do not go and pick up a Mikael's Crucible against a team with 0 CC abilities.|
|You can take some defensive stats if you think you need some. I would recommend Randuin's Omen or Spirit Visage. For some more damage and/or utility, you could take Twin Shadows or Rabadon's Deathcap.|
(Please note: Thanks to emoriam for the tips on the last item slot, and thanks to Electro522 for telling me to add options in the Cheat sheet. Ardent Censer will be added once Mobafire add the item into the site.)
Janna can shield Caitlyn and then Caitlyn can poke with her obscenely long range. When Janna sees Caitlyn cast Piltover Peacemaker or Ace in the Hole she can use Eye Of The Storm on Caitlyn to increase her damage.
Janna has great synergy with Sivir because she has an AS buff to proc the AD buff from Eye Of The Storm more times during the duration of the shield. There are difficult to catch because Sivir is so mobile and Janna has so much peel.
Typically, Vayne builds a large amount of attack speed to proc Silver Bolts. This means the added AD from Eye Of The Storm can be utilised to its fullest potential. Also, Vayne needs lots of protection until late game where she can hypercarry. Janna can provide this for her.
Draven outputs MASSIVE damage with his Q Spinning Axe, and Janna's Eye Of The Storm adds to this damage and means that Draven can out trade any botlane duo.
High damage Early-Mid Game. Use Eye Of The Storm when she is about to use Double Up for the added poke.
Easy to shield hi when he starts charging Piercing Arrow. His Chain of Corruption makes it easy for you to get in place for an amzing Monsoon.
Jinx has massive attack speed. Jinx's main weakness is her lack of escapes, but Janna makes up for this with her excellent peel.
Ezreal has great poke, so Janna's Eye Of The Storm will aid him in that. He has the possibility to use Arcane Shift offensively because you make up for his lack of escapes for the next 10-20 seconds.
This is necessary for your Flash Monsoon combo.
Great for when the enemy team has an assassin that will dive onto your carry. Also good for the enemy ADC.
Take this when your allied ADC did not. This is OP and must be abused before it gets nerfed significantly.
Pretty much all the other spells are worthless on Janna.
Synergy: ADC's with attack speed and/or lack of escapes.
Speciality: Insane Peel
Explanation: Janna's ultimate, Monsoon, is a knockback, which protects ADC's. Her Howling Gale knocks up pursuers and can interrupt gap closers. A well timed Howling Gale can turn the tides of any encounter.
Thank you very much for reading my guide on Janna, The Storm's Fury.
I hope you enjoyed reading it, and took something from it.