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Janna Build Guide by trochoff

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 trochoff

Cold Wind Blows - [S3] Ranked support Janna guide

trochoff Last updated on September 27, 2013
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Ability Sequence

2
14
15
17
18
Ability Key Q
3
8
10
12
13
Ability Key W
1
4
5
7
9
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
3/
Intelligence
 
 
 
 
 
 
 
1/
Nimble
 
 

Utility: 21


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Introduction



Hello, I'm Trochoff and this is my very first guide on MobaFire. Currently I'm in Diamond IV division on EU Nordic&East server, fallen back from diamond II. I would like to share my guide to competetive Janna.


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Pros / Cons



Pros


- Good poke with Eye Of The Storm
- Can defend turrets with Eye Of The Storm
- Safe warding with Howling Gale & Eye Of The Storm & Tailwind
- Good disengage with Howling Gale & Monsoon
- Good gank assisting with Howling Gale & Zephyr

Cons


- A good Monsoon in teamfight requires experience
- Squishy, can have trouble against burst lane
- Monsoon can be useless in AoE team compositions


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Masteries



Masteries
4/1
3/1
1/5
1/1
1/5
3/1
3/5
2/1
4/1
1/5
2/1
1/
3/
1/

Why these masteries?

My personal favourite on Janna is 0/9/21. This isn't a standard setup on most supports, since many people along with proffesional players prefer to pick Summoner's Wrath . I think that 10 resistances points reduction isn't that helpful. I run 9 points in the defense tree, to get Veteran's Scars which I find really nice. The utility tree - I prefer Meditation for additional mana regen, which with Faerie Charm will give you enough mana early game. 2 points in Artificer are meant to reduce cooldowns of Locket of the Iron Solari and shurelya's reverie. Greed and Wealth with Philosopher's Stone will keep your income at enough level to buy wards and essential items. Nimble boosts your movement speed even further with Tailwind and Zephyr.


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Runes



Runes

Greater Mark of Armor
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
4

Greater Glyph of Scaling Magic Resist
5

Greater Quintessence of Gold
3

Why these runes?

9x Greater Seal of Armor with 9x Greater Mark of Armor will allow you to get some more damage on that bottom lane which will keep you alive a little more + this armor will negate enemies early poke. There aren't really any replacers for those runes. Now for the glyphs it's really personal preferences - I like to pick 4x Greater Glyph of Magic Resist and 5x Greater Glyph of Scaling Magic Resist, but if the enemy support isn't really ap heavy you can go 9x Greater Glyph of Scaling Mana Regeneration. Janna isn't really the target in teamfights and isn't really a frontline champion (in most cases). If the enemy team catches you, you'll die anyway, so a bit of magic resist isn't that neccesary unless enemy botlane has quite strong magic damage e.g. Tristana + Sona or Leona + Varus. For quintessences, for 90% of supports I recommend Greater Quintessence of Gold and Janna isn't an exception.

ALTERNATIVE RUNES:

Runes

Greater Glyph of Scaling Mana Regeneration
9

Greater Glyph of Mana Regeneration
9
Some people lack mana only early game. To me, it isn't a problem, because with Faerie Charm I'm not running out of mana quickly. That's why I personally prefer to run scaling mana regeneration runes. I've done some math, and scaling mana regeneration runes give bigger stats at level 6 already. I think it is much better choice now, isn't it? :)


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Summoner Spells



Why these summoner spells?

Playing Janna I don't have any replacement for Flash and Exhaust. Flash will allow you to land clutch Howling Gale or Zephyr. It also allows you to reposition or catch an enemy with Monsoon. Flash is also a great escaping tool to jump over the walls or simply get out of enemy team range.
Exhaust shuts enemy carry down on bottom which allows you to win the trade or run away. In later phases of the game, Exhaust reduces damage output and movement speed of meelee DPS's who strike onto your carries.

Other summoner spells?

Ignite is a strong summoner spell on supports. Depending on AD carry, ignite can be essential in-lane or just a nice component to a burst lane. Lets say you are playing Janna with Draven on bottom lane against Soraka & Caitlyn. Someone has to pick ignite, or Soraka's Astral Blessing and Wish will simply outsustain you, since Caitlyn will be able to spam Piltover Peacemakers. Draven could pick Ignite and you could run Exhaust, but it's depending on enemy team. If enemies have hard cc besides bot lane, or strong gap closers, Draven could be forced to run Barrier or Cleanse or even Exhaust to defend agaisnt that pesky Akali or Diana. Then, it's Janna's job to pick Ignite, because someone has to stop that freaking heals. Draven and Janna is quite bursty lane, so Ignite is also a nice combo tool.


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Ability picking sequence



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

I max Eye Of The Storm first, because it is fantastic poke tool (increases your carries damage output), it denies enemy poke or helps your carry to last hit. I also take a point to Howling Gale at level 2, in order to prevent early ganks or aggresion. 2nd, I max Zephyr because it further increases Janna's movement speed, allows her to move through units and is a nice crowd control tool. I max Howling Gale last, because it only scales with damage. Take a point to Monsoon whenever possible of course.


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Items



Hey! What should I buy now?!

In the beginning of the game, I start with Faerie Charm, 3x sight ward and 3x Health Potion. This allows you to control bushes in-lane and the tri-bush / drake a bit later. If the enemy team has Blitzcrank or Thresh and sometimes Sona I replace 1 sight ward and 1 Health Potion with 1 Vision Ward to keep closer bush warded, to negate their poke or eventual all-in trade. The Faerie Charm is picked to keep my mana high and later transformed into philosopher's stone.

After 1st back, if doing well, I like to buy Ruby Crystal or if I can afford it, I buy Sightstone. If you haven't bought Sightstone, remember to always come back to lane with at least 1 sight ward, but preferably 2. Next item to get ASAP is philosopher's stone. It grants bonus gold, it increases your mana regen and gives some nice health regen too. Later on it'll be transformed into shurelya's reverie.

Later, preferable items are especially Locket of the Iron Solari - it stacks well with Eye Of The Storm and grants some health. If your jungler picked Aegis of the Legion go towards shurelya's reverie. Also upgrade Sightstone to Ruby Sightstone and buy boots. I prefer Boots of Mobility, but if the enemy team is ad heavy, buy Ninja Tabi or if enemy team is ap/cc heavy, buy Mercury's Treads. In teamfights, remember to use Locket of the Iron Solari, shurelya's reverie. Always keep a slot for Vision Ward to deward objectives (in very late game, you should also buy elixirs to deward and have some nice bonus stats.


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General gameplay



Early game, in-lane, you want to ward efficiently, because as a support it's your role to protect ad carry:



When trading early on, try to predict your carry movements so you can Eye Of The Storm him in time he pokes or gets poked/attacked. It's pretty easy, you'll get used to it with Janna. Use Howling Gale only when trying to set up kill or disengage, because long channels of Q are rarely useful. Sometimes they are of course, when trying to knock up bush or denying farm.

Mid game, the time when fights for drake and little teamfight start to occur - remember to shield your carry and use locket if you bought it already. Try to land a good Howling Gale to threaten or just CC enemy team.


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Lane partners



While playing Janna I love to have a Caitlyn in my team. It's my personal favourite lane, Caitlyn's passive with Janna's Eye Of The Storm deals heavy damage. Also, Caitlyn's Piltover Peacemaker has quite long channeling, so you can use Eye Of The Storm right before it to deal more damage. Their slows synergy well, and once Caitlyn get's caught, janna can quickly disengage or turn the fight.
Lane type: POKE LANE
How to play with Caitlyn?: You have to be aggresive and take adventage of Caitlyn's long range. Try to use Eye Of The Storm whenever Caitlyn pokes/trades and use it during Piltover Peacemaker and Ace in the Hole channeling.

2nd good lane partner is in my opinion Varus. Although I prefer Leona + Varus, Janna works with him well too. He can poke pretty nice consuming stacks of his passive with Q or E. Janna's shield works then. He also has no escape mechanizms, so Janna helps with her perfect disengage kit.
Lane type: POKE LANE
How to play with Varus?: Varus can trade really well by himself, because he has bursty poke. Play with him same way you've played with Caitlyn - aggresive, poke with Eye Of The Storm. If Varus hits level 6 before your opponents (you can take adventage of golems or wolves), go all-in ASAP! Varus should initiate with Chain of Corruption and if you are too far away, use flash to knock target with Howling Gale and right after it slow him with Zephyr. It's almost a guaranteed kill (if the enemy team has Soraka, you propably have taken Ignite - use it on the target ASAP, or he might get away.

One last recommended lane partner for Janna in my opinion is Draven. Well known for his massive early game poke (not only early game ^^), along with Janna's Eye Of The Storm and her hard cc can be called a burst lane.
Lane type: BURST LANE
How to play with Draven?: Draven doesn't have to force poke - whevener someone is in range, he will deal 145/155/165/175/185% of his attack damage. Use Eye Of The Storm when he's poking, but since level 2, you can already go for kills. Knock someone up with Howling Gale and draven will follow with his Spinning Axe's. He will land at least 2 free auto attacks + possible Stand Aside (if he hasn't leveled Blood Rush 2nd) which will drop someone below 50% hp in a split second (you'd be amazed, but this little combo can kill a Sona or Zyra).


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Thanks for reading guys!

Thank you for reading my Janna guide. If you know what I can improve in the guide, feel free to comment and vote!