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Janna Build Guide by Gofighure

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 Gofighure

Janna, Any Way the Wind Blows

Gofighure Last updated on June 4, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
3/
Intelligence
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 21


Table of Contents
Guide Top

Introduction

I recently bought Janna, and looked up a guide. It had lots of aura items, but none that would make me really table tipping. I wanted a bigger shield for my teammates, more damage, more healing. I believe I have made a guide fitting those criteria.


Guide Top

Stats

Utility

40% Cooldown Reduction
20% Spell Vamp
380 Movement Speed

Attack

397 Ability Power
102 Attack Damage
.902 Attack Speed
0% Critical Strike Chance

Defense

2564 Health
112 Armor
30 Magic Resistance


Guide Top

Summoner Spells

Pick One



Heal Heal is a high sustain summoner spell that will help keep you and your carry in lane as long as possible, however, it has a longer cooldown than most spells, such as Clairvoyance.

Clairvoyance Clairvoyance is a good summoner spell for checking bushes while avoiding the commonly fatal facecheck, and also has a short cooldown. All these components make it a great choice for a summoner spell.

Clarity Clarity is not a recommended spell. If you end up getting stuck soloing bot because of your carry getting low on mana, this may or may not be a good decision.

Pick One



Flash I find flash optimal because of the ability to juke your enemies through walls, or catching up to make the kill. It has a fairly long cooldown, but in the end, it is worth the wait.

Ghost If you prefer to get back to lane just a little faster before you get your boots. Not as good as flash for escapes, as you can't go through walls using Ghost.

Teleport Has minimal escape powers, but gets you back to lane to save that turret. Not recommended.