Janna Build Guide by Nefelibataaa
Not Updated For Current Season
Aggressive Janna Support
Final Build Example
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.
Hello Guys I'm Nefelibataaa and I am going to explain how to play Janna Aggressive Support..
Janna can be aggressive in laning phase. She scales extremely well with Ability Power and Cooldown Reduction and that will be our focus on in itemization.
Mark of Armor (9x) - I prefer having a little bit armor and that is the best option because magic penetration does not going to help with her skills ( Sheilds and the Healing ). Mark of Ablity will also be alright, but they only give you a little bit Ability power ( Note: If you're pro with juking you can go with pure Ability power build )
Seal of Gold (8x) - I prefer having a Seal of gold because it makes you to get your early sightstone and core items and Janna doesn't not need too much defensive stats.
Seal of Armor (1x) - So it would be balance just check it out with yourself :-D
Glyph Of Cooldown reduction (6x) - Just I said in introduction that Janna can be aggressive in laning phase. She scales extremely well with Cooldown Reduction and this makes you have a 15% Cooldown reduction in level 1 with your masteries.
Magic Resist Glyphs (3x) - You will not be getting any magic resist from masteries, so the 4 magic resist will be beneficial to take some poke damge into the enemy. ( You can change in into Ability power Glyphs )
Ability Power Quintessences (3x) - As I said Janna scales extremely well with Ability Power so flat Ability Power Quintessences work very well.
As I said Janna scales extremely well with Ability Power and Cooldown Reduction and that will be our focus in masteries.. 9-0-21
Double-Edged Sword (1) - Ranged - Deal an additional 1.5% damage and receive an additional 1.5% damage. So if you're dueling or poking the enemy it adds a bit damage.
Sorcery (4) - +5% Cooldown Reduction. You know the point already so yeah. :D
Mental Force (3) - +16 Ability Power at level 18 (0.89 Ability Power per level) More ability power spike..
Arcane Mastery (1) - +6 Ability Power. A very decent amount of AP in early game! <3
Fleet of Foot (3x) - +1.5% Movement Speed
Meditation (2) - +2 Mana Regen per 5, It gives you a decent amount of mana regen so you can poke or sheild your ADR!~
Scout (1x) - Increases the cast range of trinket items by 15%, So you can put your wards easily in terrain, or wall.
Alchemist (1x) - Increases the duration of potions and elixirs by 10%, Of course you need this so you can sustain your lane much longer.
Summoner's Insight (3x) - Reduces the cooldown of Summoner Spells by 10%
Greed (3x) - +1.5 Gold every 10 seconds
Culinary Master (1x) - Health potions are upgraded into Biscuits that restore an additional 20 Health and 10 Mana instantly upon consumption, Your health pots give you +20 hp and +10 mana instantly and then it gives you the "normal amount" of hp after that.
Wealth (1x) - +40 Starting Gold, additional pots.
Scavenger (1x) - +1 Gold each time an ally kills a nearby lane minion, Every gold counts. :p
Bandit (1x) - Ranged - Grants +3 Gold each time an enemy champion is attacked. This cannot trigger on the same champion more than once every 5 seconds.
Intelligence (3x) - +5% Cooldown Reduction and reduces the cooldown of Activated Items by 10%
Wanderer (1x) - +5% Movement Speed out of combat
(Passive) Tailwind - Tailwind now gives all allies in range a movement speed bonus only while they are moving toward Janna. Movement speed 8%, Range 1250.
Q) Howling Gale
Cooldown: 14/13/12/11/10 seconds
Get this at level 2 or 3 depending on the situation. Howling gale has a long cast time so basically you need to used your W first and used Q for effective harassing, and you can used this for disenage a teamfight. Note the longer it charges the more damage and knock up it will have.
Cooldown: 12/11/10/9/8 seconds
Zephyr is Janna's personal movement speed bonus has been entirely moved to W so she loses more speed when she casts it. This ability is can be used for nuking and for a huge amount of slow into the enemy so I prefer maxing it first because I play such an aggressive support style but if you are having a bad time much better if you Max E first. But If you are a aggressor you should max ZEPHYR!~ :)
(E) Eye of the Storm
Cooldown: 10 seconds
Eye of the storm is the best skill in level 1 it makes you block damage onto your ADC. You should max this if you're not winning in the lane it makes you survive in early game. Note that this gives an additional damage.
Cooldown: 150/135/120 seconds
Janna's ultimate makes her as one of the premier support of defending the back lines, and Janna's ultimate is the most trickiest ability for Janna to use. Janna's ultimate have many options to used you can used this for healing your allies, or disenaging a teamfight, or flashing towards the enemies and knock up them into your allies. That is why Janna is called Queen of Disengage!
Mejai's - Mejai's is quite easy to stack on Janna with her shield and CC. Being one of the safest supports allows Janna to survive most fights and engagements, so losing stacks is rare for a Janna.
Ionian Boots of Lucidity - Lucidity boots give you 15 CDR for spammable shields on your ADC. With your masteries and runes it total in 30% CDR in such early game.
Mikael's Crucible - A good item if you need the mana regen and allows Janna to give her AD Carry another chance to survive.
Banshee's Veil - An imperative defensive item if you're versus heavy AP.
Zhonya's Hourglass - A good defensive item if you're up against assassins that want to remove you from the equation before you can use your skills.
During early laning phase you should let the enemy push your lane so either your jungle can gank you. This is due the fact that Janna need exp to make her combo, after gaing some exp harass your enemy with W and Q or you can even poke your enemy with normal attack while shielding yourself it depends on the situation.
During mid game you are looking to ward the map and peel for your teammates as much as possible. Stick with your ADC as much as possible, as at this point you two should be quite strong together, and should be able to push quite far with your peeling abilities.
In Teamfights your job is to keep everyone on your team alive for as long as possible. You do this by spamming shields, ulting the enemy away from your ADC etc.