Janna Build Guide by
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.
This build is used to annoy, harass, and otherwise solo a lane for ever without needing to return to base other than to buy. This build also changes the approach to using Janna from defensive support to offensive support. She will live forever, dish out the hurt, save lives in an unconventional way, and drive kills and assists on the team like never before.
The skill selection is designed around not being support in the traditional sense. Most people play Janna to shield allies. Well guess what!? She has offensive capabilities that support too. Leverage her howling gale to knock enemies up in the air as an AOE stun. Then with your Zypher you can move through the ranks and slow your target so they can't get away. This combo will rack up a lot of assists/kills. Enemies can't get away from you or your team. You hit them up, run ahead and slow. Keep pace and keep knocking them up and slowing them down. This build will also boost your survival. Use the Howling Gale to stop people chasing you, and then slow them if they flash or use other abilities to catch back up. With your cool down reduction over 30% + the Reverie, and your Ult knock back you should have no problem escaping a 3v1 - 5v1 if you are smart. Save the shield for end game with the team battles begin. Don't waste your time early game. With all the mana and health regen and G/5 you can stay in the lane all day, maximize gold, frustrate other plays into submission, and make allies super happy with their support by not preventing their deaths with shields so much as assisting in offensive pushes and playing interferance when your team mates need to get out of combat.
Ok, so you could go with a mana manipulator and gain 1.2 MP5, and share with allies. However, with the 2 charms you get almost the same mana regen and you get 3 health pots so you can lane up to level 8-10 easy without having to go back for health/mana. This gives you pleanty of time to save enough money to get both phil stones and the t1 boots. Yes, I know Phil stone gold doesn't stack. That's not the point genius. The HP5 & MP5 do! this further supports keeping Janna in the Lane-a. Got it? Good! You also have some chase down power with your boots. Besides, the next item you buy converts one of those phil stones to some CD reduction which is much needed, as well as another form of escape. Pick up the boots with tenacity. You'll need them. With the extra tenacity you won't get owned when playing interference for team mates when they need you. The last 3 items are designed for the group battles that come late game. The shield and shroud give group auras and benefits that will help you and your team drive the dagger home. Finally, the banshee's vail gives you the last bit of an edge you need to survive in the group battles. The last item Eleisa's Miracle helps cap out Tenacity and boost your mana regen. You get this last because the Phil stone helps you earn the gold to cap out until you are buying this last item. From here on out it's all potions.