Janna Build Guide by Jpope3614
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.
Janna's play style flows like an ocean through an archipelago. Without further antcipation, this guide is an in-depth look at the Tempest's Fury, Janna. This guide is being written with the Xerath patch notes in mind. I have contemplated making this Janna guide for two major reasons, The effort to put in a nicely done guide takes time and patience. The other reason is because Janna has an easier learning curve than other champions that do similar support techniques.
Graves patch **Update**
Not much was changed in this patch for Janna and how she works as a support, I did further editing on grammar, punctuation, and bbcode. I didn't change her functions and utility aspects. Have fun with Graves :D
Fizz patch **Update**
This guide is unsuitable with the newly redone masteries. I advise people look for new builds, for I will not be updating this guide. Thanks to all the people who thought this guide was useful and special thanks to the people who helped me make some corrections. Sorry, I will not be updating this guide, but there are too many variables for me to get a fluid and coherent guide without enough data and practice.
+++Best level 1 CC in the game with Howling Gate
+++Tier 1 support champion
++Amazing shield/damage amplifier with Eye of the Storm
++Her passive rivals Gankplank's in terms of overall usefulness
+Above average single target slow with Zephyr
-Weak in teamfights (she can be nuked, easily)
--Weak at securing objectives
--Low burst damage
--Bruisers with a blink can close the gap fast between themselves and Janna
I don't want to waste your time so I will tell you that Clairvoyance is a must and is your most important asset as a support.
For your other summoner spell, You can go one of two ways. Get Flash and use it as an offensive measure or defensive retreat. Or, you can go my preferred method and get Ghost which gets you an incredible boost in kiting and chasing. This is a preference choice because both are useful. Flash is designed to either close the gap on a short distance or add more distance between you and your attacker. Ghost, however is great for closing in on long distances and great at sustained fleeing.
The summoner spell Ghost should only be used for expert players because Flash gives you an instant OMGWTF effect while Ghost can't get you out of bad positioning. If you don't have the ability to get out of places without Flash than don't use Ghost. Flash is used for people who need to play aggressive and must break the enemy line. If they over-extend they can easily escape over a wall with Flash. Janna, however needs to be with her teammates as to maximize her potential support.
Don't lock in your skill until you know what is about to happen as there are two options at level 1 that are used for different situations. Howling Gale should be picked first if you are invading the enemy jungle in hopes of FB or you are protecting an incoming invasion from the enemy team on your jungle. Eye Of The Storm is the best level 1 laning tool because it grants your AD carry compatriot a significant damage increase and a shield to prevent incoming damage from the enemy team. The timing and placement of your shield is very important, it should be used before your lanemate extends to kill enemy mobs or to prevent incoming damage from long range poke from the opposition. By level 3 you should have gotten 1 rank of all your skills. The skill order after level 3 goes as follows Monsoon< Eye Of The Storm< Zephyr< Howling Gale.
This Chapter is open-ended because I find myself switching between 9-0-21 and 0-9-21 too often to say one is better than the other. The 21 points in utility will always be static and unchanging unless there is a patch that changes the Masteries system.
If you go for 9-0-21I highly suggest you work for the 15% magic pen, .6 Ap per level, and 3$ cool-down reduction. This is a great way to increase your level 1 damage output and cool-down reduction. With this build and CD glyphs and 6% utility CD you can build a total of ~15% CD from the start of a game.
If you want to reduce incoming attacks from harassers go 0-9-21 making sure to max out your armor and magic resist mastery points. The 3 points left should be focused on gaining health regeneration, which in reality isn't make or break, but will give you a better starting chance giving an additional 2 health regeneration per 5 seconds at level 1. That will change your measly 6hp/per5 into a decent 8-9hp/per5. I only did an approximation of the Health Regen Data because it is almost frivolous until level 18. where you can get 14hp/per5 upwards to 20.
A word of caution before I expand on this subject. I don't like the use of per level runes, that is my choice and neither you nor Mark Merrill can sway my judgment otherwise.
It is in my belief that runes are to be utilized for the early and mid-game lane and only special cases are needed when someone would use the per level runes over the flat runes. When doing the math for primary runes, it will take until level 11 before the per level runes give more stats than the flat runes. If you don't have the necessary items by level 11, then you are hurting your team and the per level runes will not help you succeed, either way. The only exceptions are for specific junglers who can use a plethora of rune setups.
I will break down this section into four miniature sections focusing on each tree of the rune page.
In no particular order, there are three acceptable red runes.
Greater Mark of Magic Penetration- Magic Penetration
Greater Mark of Desolation- Armor Penetration
I prefer magic resist reds against mixed damage users in the bottom lane like Teemo, Kog'Maw, and Twisted Fate. It is effective against other supports like Alistar and Blitzcrank whose primary damage output is magic damage. Armor penetration runes are for the rest of the bottom lane combos because the magic resist reds fail in comparison to the magnanimous armor pen reds in terms of usability.
Greater Seal of Armor is the only Seal that I use because of the damage reduction against an AD carry on bottom lane. It is too important to skimp out on armor in the lane phase and without any items that grant armor until I purchase the cloth armor component of Aegis, hurts my survivability early in game. It is a great way to go toe-to-toe with an enemy AD carry and poke them harder than they can poke you.
There are two types of runes that help Janna fulfill her role more effectively in the blue slots.
Greater Glyph of Magic Resist
While the Focus glyph is primarily in use to decrease the cooldown on Howling Gale and Eye Of The Storm, Glyph of Warding is used to mitigate hits from AP casters in through the early laning/mid game phases. These both work, but under different item builds. Glyph of Warding is Synergistic with Ionian Boots, Shurelya's Reverie and Frozen Heart. While, Glyph of Focus works well with Mercury Treads, Aegis of the Legion, and Zeke's Harbinger. In both item builds, you will need Shurelya's Reverie for its usefulness on Janna's speed altering effects.
There is an amazing amount of viable options for this rune type.
Greater Quintessence of Health
Greater Quintessence of Movement Speed
Greed is good, that is why Avarice Quints are the most important of all these options. Avarice grants three gold per 10 seconds which in turn means 18 gold a minute and in a full 45 minute game it grants 810 gold. However, you might say to yourself "psssh, that isn't even worth one component of one of my legendary items." Moreover, you would be right, but you would be soooooo wrong. For you see, 810 gold will grant you one Oracle's Elixir and five Sight Ward over the course of a game. If you believe that wards are useless, please go find a rubber band and snap it over your eyeballs because sight is useless and you shouldn't be burdened by it. The other runes are just placeholders until you get the Avarice Quints.
There are multiple item paths to choose from but, they start from the same core items. These core items are Wards, Philosopher's Stone, Heart of Gold, Oracle's Elixir, and Boots of Speed. Everything after this core is optional and should be based on your own team comp and the enemies team comp.
Path 1 Mid Game- Ionian Boots, Aegis of the Legion
Path 1 Luxury Items- Stark's Fervor, Frozen Heart, Shurelya's Reverie
Path 2 Mid Game- Mercury Treads, Warden's Mail
Path 2 Luxury Items- Raduin's Omen, Abyssal Scepter
It is in my opinion that Janna is the best stun lock support in the game and has the best augmentative skills for helping AD carries excel at their job.
She, like all champions minus Gankplank have weaknesses. But, her skill set is far too overpowering too deny her from competitive play.
Thanks for reading the guide if you have any questions, comments, or concerns. You can contact me on LoL. My name is Jpope3614.