Janna Build Guide by Kwiick
Not Updated For Current Season
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exemple full build
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.
Hi everyone! I'm Kwiick and welcome to my Janna Support guide: "Your carry going fall in love". In this guide I will describe what I believe to be an effective way to support with Janna.
I started ranked at S3 and I' actually 1313 elo but that stil up so I'm not a pro player but I think I'm good and able to help you.
+ High CC
+ High mobility
+ Good shield and boot AD damages
+ Can protect turrets
+ Can interrupt ultimates easy (2spells for that!)
- High cooldowns
- No heal (exept ultimate)
- Mana hungry early
- One of the most difficult champion to play (if not the most...)
- So need a lot of practice
Tailwind Increases the movement speed of all allied champions by 3%. This bonus is lost while Janna is dead. This is one of the best passive on the game.
Howling Gale Janna summons a mighty whirlwind. She can activate the spell again to release the storm. On release the storm will fly in the direction it was cast, dealing magic damage to enemies and knocking them into the air. The damage done, knock up duration and distance traveled by the whirlwind increase for each second it channels to a maximum of 3. This spell can stop ultimates like Warwick or Malzard ultimates
Zephyr Janna summons an air elemental that increases her movement speed and enables her to pass through units.
MOVEMENT SPEED BONUS: 4% / 7% / 10% / 13% / 16%
ACTIVE: Janna launches her elemental to deal magic damage and slow an enemy's movement speed for 3 seconds. The passive is not active while the ability is on cooldown.
Eye Of The Storm Janna conjures a defensive gale that shields her target from incoming damage for up to 5 seconds. While the shield holds, the target will also gain an attack damage bonus. This ability can target turrets
Monsoon Janna knocks surrounding enemies back and channels healing winds, restoring health to nearby allies each half second, for 4 seconds. You can use it to push ennemies across walls at baron and dragon for steal it, stop ennemies ultimates like Warwick&Malzar ulti, and to separate ennemy team in teamfights.
Flash This is hands-down the best summoner spell in the game. Its multitude of uses in a variety of situations make it indispensable as an escape mechanism. This is the first summoner spell pick on all my champs. You can use it for better positioning for ultimate.
Exhaust Being a support is all about providing utility for your team, and almost neutralizing an enemy is a very good spell to have and can turn battles around or ensure a kill. It makes a huge difference during the laning phase as it can easily stop the AD carry or the jungler.
Heal Heal is still useful for supports escecially for support without heal like Janna Leona etc. In my opinion its not the best pick but you can use it if you need heal your allies.
Clairvoyance is one of the best spells for a support. It lets you see a huge area anywhere the map which is usually used to track the jungler, prevent ganks, check for buffs, check for dragon and baron, peak at the jungle so you can move safely, etc. I don't recommend this spell in solo/duo queue but in team with a good coordination its the best pick
Theses masteries will gives you more sustainability, mana regen, cooldowns reduction and gold per second. Its very important for supporting well. Summonner's Wrath will be userfull if you use exhaust. That reduces target's magic resist and armor to help you carry to kill an ennemy.
Exectly same masteries exept you don't need Summonner's Wrath because you use Clarvoyance or Heal instead of exhaust. So use Block to reduces damage taken from champion basic attacks by 3.
Greater mark of Resilience You need armor early game due to laning against an AD carry.
Greater Seal of Resilience Again armor to laning agaisnt AD carry
Glyph of Magic Resist Will gives you sustain for agressive support like sona and will help you against AP nukes later.
Greater Glyph of Replenishment You will be mana hungry escpecially early game so if you don't like my magic resist glyph, I recommend you that glyph.
Greater Quintessence of Avarice You need this because you let the whole farm to your AD carry on that will help you for warding.
The order of thoses items is optimal, but not necessarily the best in all situations. Feel free to change your itemization on a game-by-game basis. Judge which items you need based on the needs of your team and the strengths of the enemy team composition.
Start off the game with a Crystalline Flask and Sight Wards. Use your regular Sight Wards to ward around bottom lane and save your gold for a Sightstone. Crystalline Flask has various uses outside of simply restoring mana/health in lane.
For the wards choice, its depend. If your jungler want early gank you lane, the second choice is better. Same if your ennemy support get only one ward (blitz often do that for pick shoes and grab you easilly) you can see that with the CV(clairvoyance) and unward the bot lane. Generally the 1st choice is better for Solo/Duo and the 2nd is better in team. The first pick is userfull to ward more and tribush if the ennemie support got lot of CC like Leona.
Sightstone is basically "the new meta" for supports. It gives you the health you lack from the removal of Heart of Gold. And if you buy it quickly enough, it ends up being very gold efficient for all of the wards you put down. Later, turn it into a Ruby Sightstone.
Boots of Speed Gives you +25 movement speed useful for escapes or use easilly your speels for slow ennemies.
Philosopher Stone will provide the gold you need to buy wards and finish your build. The regens are incredibly useful to let you stay in the lane for much longer.
Kage's Lucky Pick Same as Philosopher Stone it provide golds. This item will add an useful bonus for your shield.
Ruby Sightstone When you get your gold items, evolve your Sightstone in Ruby Sightstone to get more healt points for sustain and a 3rd free ward.
Boots of Lucidity will increase you mobility and give you the very important cooldows to support.
Eleisa's Miracle If you play with clairvoyance or Heal, build this item. Once you level up 3 times, the item vanishes, but you keep all of the stats from it including the 20% cooldown reduction on clairvoyance or Heal. I suggest turning your Philosopher's Stone into Eleisa's Miracle as quickly as possible because of how slowly supports level. This combined with Mastermind will shave a good 1.5 minutes off of the cooldown, but it takes up an item slot if you buy it at level 16 and above.
Locket of the Iron Solari The locket's active synergies with Aegis very well due to the extra resistances and it has a pretty big range so you don't have to get closer to the enemy, and let's you get assists on all the kills. It's a bit expensive, but it compliments Janna lack of heal.
Mikaels Crucrible It's excellent against focus fire in mid-late game team fights, and to remove statuses when your carry gets initiated on. If you have no idea what to build after your Ruby Sightstone, I would recommend building this. The active can save your carry while they're still going through "puberty" in mid game, especially carries who don't have blinks.
Shurelya's Revive Again a cooldow item for good support. Its a pretty cheap item for the stats you get, even without taking into account the gold philostone has been giving you throughout the game. Remember to make use of it's active to chase and run away as it's very common to forget it's active.
Shard of True Ice Cheap, helps peel, and it even keeps the GP10. It gives a slow for you carry and increase HP absorbed by you shield.
Sight wards are for warding common intersections and places of interest.
Vision Wards are for when the enemy placed a ward there as well.
Oracle's Elixir is used to counter a multiple wards instead of several vision wards.
Elixir of Fortitude, if you have spare money before going after an objective, these will raise your stats and make you stronger for the next couple team fights.
Vision ward is important on team objectives because you can be sure ennemies have wards here. Its dangerous to start a team objetive without being assured that the enemies don't see you unless you make an ace or your enemies are across the map.
Your team will rely on you for a good warding. You can't ward all the map alone so you team must help you but the most of wards must placed by the support.
More details on warding: clic here
Best Combos with Janna
Without who play Janna on the bot lane?
The best ADC (AD Carries) to play with Janna are Urgot, Ashe and Ezreal. Why?
This is a heavy poke lane. Urgot is able to poke enormously if he hits his Noxian Corrosive Charge. Acid Hunter will lock on and scales very well with bonus damage. This is where Janna comes in. Eye Of The Storm will significantly increase the damage of Acid Hunter, and with Zephyr, Howling Gale and Terror Capacitor, the opponents will be very slow, allowing for potential long range kills.
A funny wombo combo is very hard to pull off, but Urgot can use Hyper-Kinetic Position Reverse and then Janna can use Monsoon to put the enemy carry under turret and knock away their support, potentially giving an easy kill.
Escapewise, they are decent. Zephyr, Tailwind, Howling Gale, Monsoon, Eye Of The Storm and Terror Capacitor are all abilities useful while escaping, and they just have long range in general.
Good luck against this combo :D
This is an unescapable bot lane. Ashe slow the target ennemy with volley and frost shot. Same time Janna slow the target with zephyr. With al that slow she can aim easilly her howling gale to knoking the target into the air to slow it more. If you pick exhaust with janna, you slow more again and if necessary Ashe use crystal arrow and Janna flash and use monsoon to push back the target on Ashe.
Don't chase nida, don't chase singed but don't chase the combo Janna and Ashe too! :D
If you are ganked, Janna use zephyr on the most damgerous ennemy, exhaust if she pick it and use tornado to knoking the ennemies into the air. During Janna use her spell to slow ennemies, she don't run and risk to be focused. Ashe just use volley and frost shot to save Janna from ennemies who focus her. If necessary Janna and Ashe can use ultimates.
Good luck for chase and escape them ;)
Here the Shield of Janna and Ezreal Pasive are very interesting. Eye of Storm increase the AD of Ezreal and every target hitting by Ezreal increase his DPS. Ezreal can use essence flux too for increase his DPS. When Ezreal passiv is full on DPS, Janna use zephyr on the target, knoking her into the air and shield Ezreal. Ezreal jump on the target with arcane shift and now start the carnage :D
If Janna pick the clairvoyance and the ennemy escape with low HP, Janna use clairvoyance for an easier ulti from Ezreal.
Ezreal generally buy the Phage for trinity later. When he got this, with his amazing DPS he will oftener slow ennemies and got the same combo as Janna and Ashe but less effective.
Very effective and beautiful couple ^^ Especially with Forsted Ezreal and Frost Queen Janna.
Playing as support
Playing as support in Solo/Duo Queue can be interesting but can be very borring too escpecially if your team is bad.. I don't recommend the clairvoyance here because if your team have a bad coordinally that risk to be useless. The exhaust or the heal are better. I recommend the exhaust because if you need a heal its better your carry pick this because HE will be focused not you and that heal more the user. The exhasut will help you to neutralize the dangerous ennemy or kill easilly an escaping ennemy.
In ranked teams playing as support in nomly allways intersting and here I recommend you use the clairvoyance because you probably got a nice coordinally if you playing as premades.
Teams or Solo/Duo, your team will rely on you for several things:
- Warding and using Clairvoyance correctly.
- Buying Oracle's to destroy enemy wards or see invisible champions.
- Babysitting your Carry by ensuring he's allowed to last hit all the mobs.
- Calling in misses and noticing gank possibilities for both teams to prevent and create ganks.
- Provide as much utility as you can through heals, CCs, Buffs and other spells or items.
- Don't take kills exept in certain situations for which you will have no choice
- Learn and retain team objectives respawn times.
Indeed if you retain that you will help your jungler who must retain buff rewpan time and got an hard work so a good support must do this work to facilitate jungler work
I hope you liked this guide =). If you enjoyed it, vote +1 and leave me a comment to tell me what you think and to tell me what could be improved. I appreciate criticizes, as long as it's constructive.
If you've read my whole guide and still want to dislike it, please let me know why so I can fix the problem(s).