Janna Build Guide by kickow

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.

League of Legends Build Guide Author kickow

Janna - The AD Tempest (AD Janna)

kickow Last updated on April 19, 2012
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

Guide Top

I. Introduction

Hello and welcome to kickow's Guide to Ownage featuring JANNA, THE STORM'S FURY.
Well if you were looking for a Support Janna, this is not the place. SORRY :)
HOWEVER, if you were looking for an AD CARRY-GLASS CANNON Janna just like what Ashe, MF, or Vayne do, you're in the right place! Hold on! (Sorry if I can't provide images, I'm a bit busy at the moments, just wanted to share you guys this. :) )

I. Introduction
II. Pros/Cons
III. Skill Explanation and Sequence
IV. Summoner Spells
V. Masteries
VI. Runes
VII. Items (w/ Gameplay)

Have fun! Note: If you have any opinions, I accept constructive criticism, obviously not derrogative/destructive comments. Thank you! Also, PLEASE NO "NOOB" COMMENT. :) Be an adult.

Guide Top

II. Pros / Cons

Janna: The Storm's Fury (AD)

+ AD Carry-like skills (Further explained later on)
+ Versatile
+ Great situational support for other champs
+ Has many escape mechanisms
+ Attack projectile speed is faster than some of the champs
+ Great animations!

- Can be an easy focus for any enemy champ
- Really skill dependent (For killing and survivability)

If you guys were turned off by the Cons, well I'm really sorry but those are the real facts. :)

Guide Top

III. Skill Explanation and Sequence


(Passive) Tailwind
Increases the movement speed of all allied champions by 3%.

*** Great, another bonus MS for Janna and her allies :) Neat.

(Q) Howling Gale
Cooldown: 14 / 13 / 12 / 11 / 10 sec
Cost: 90 / 105 / 120 / 135 / 150
Janna summons a mighty whirlwind, which she can release to deal (60 / 85 / 110 / 135 / 160) (+(0.75 per ability power point)) + (25 / 33.75 / 42.5 / 51.25 / 60) (for each second it charges) magic damage to all targets in its path, in addition to knocking them into the air. The distance traveled by the whirlwind increases for each second it channels.

*** Ah, Janna's Q. Building an AD Janna, her Q only serves mainly as an escape skill/disable for enemies chasing you. The only thing you need from her Q is the "knock into the air", which disables enemies who got hit by it in approximately 1 second. Still useful.

(W) Zephyr
Cooldown: 12 / 11 / 10 / 9 / 8 sec
Cost: 40 / 50 / 60 / 70 / 80
Passive: Increases Janna's movement speed by (8 / 10 / 12 / 14 / 16)%, and allows her to move through units.
Active: Janna launches her elemental at the target, dealing (60 / 115 / 170 / 225 / 280) (+(0.8 per ability power point)) magic damage, and slowing their movement speed by (24 / 30 / 36 / 42 / 48)% for 4 seconds. Janna loses the passive benefit while Zephyr is on cooldown.

*** Your bread-and-butter skill. Building an AD Janna requires you to have at least a handy slow/nuke to chase enemies down, or the passive additional MS for escaping enemies. Remember to use this skill as much as possible, and when the enemies got low, time to chase them and go for the kill. But be careful, ALWAYS BE CAREFUL. >:) Also remember that with Zephyr together with your passive, you gain an additional 19% MS. :)

(E) Eye Of The Storm
Cooldown: 10 / 10 / 10 / 10 / 10 sec
Cost: 70 / 80 / 90 / 100 / 110
Janna shields her target ally champion or tower, absorbing (80 / 120 / 160 / 200 / 240) (+(0.9 per ability power point)) damage and buffs them, increasing their attack damage by (14 / 23 / 32 / 41 / 50) for 5 seconds (can target Turrets).

*** For me, This is the best shield an AD champ can ever get. Offers 240++ shield value, and massively increases the attack damage of the target by 50. That's even stronger to a B.F. Sword. What's better is that this shield can be casted on Janna herself, receiving all the benefits. A perfect skill for AD Janna.

(R) Monsoon
Cooldown: 120 / 120 / 120 sec
Cost: 150 / 225 / 300
Janna knocks surrounding enemies back and channels healing winds, restoring (70 / 110 / 150) (+(0.175 per ability power point)) health to nearby allies each second for 4 seconds.

*** Another escape skill. Very very helpful when you are being chased down by a lot of champs. Just press R and the enemies chasing you will be knocked away. Can be also used to help an ally who is being chased down. Utilize the channel time and Janna can heal allies and herself over time. However, I mainly use this skill to escape.


For the skills sequence, I recommend you to get Zephyr (W) first (for the movespeed/slow utility), because this bonus can help you out of early ganks. After leveling, get EotS (E) for the shield + bonus AD. The Howling Gale (Q) should only be in level 1 when you are level 12, mainly because this is just an escaping tool. For your ulti (R), get it only at lvl 6, and max it out @ level 13 and 16.

Skill Sequence (Straightforward)


Guide Top

IV. Summoner Spells


-> Since there are some situations where your skills can't provide enough mobility for Janna to escape, you need flash to get out of those pesky situations. A must-have.

-> When you decided to not pursue an escaping enemy because of the conditions (i.e. turret-diving, back-ups), you may want to pop ignite at the enemy. This will ensure a kill, with you being safe. Ignite can also be part of your damaging combo: Slow an enemy with your W, E yourself, cheap shot, pop ignite, sure kill. It's your own preference by the way. :)


-> You may want to change Ignite into this. If you are in doubt that the Zephyr slow is still not enough, do not hesitate to put this on your list. But I personally think that W slow is already enough. :)

-> Alternative to either Ignite or Flash, but preferably swap with Flash. Ghost allows you to walk to units (ghostwalk) however this is already offered by your W, and ghost gives you bonus 27% MS. Together with Ghost, Zephyr, and your passive, you will get in total a bonus of 46% movespeed. NEAT!

-> If you feel like you are going to be targeted by enemy CC champs, you can use Cleanse as an alternative to ignite.

-> Even though you are an AD Janna, Surge isn't really the best spell out there. Sure, it can give you bonus AS and AP, but there are more spells which really offers better than this. But if you insist on adding this, you may want to swap it with Ignite.


-> As an AD Janna, you would only give your teammates minimal support (only by your R) and therefore you should not get this. Your aim is to squish the squishies, so drop this.

-> NO NO NEVER! The only spell you are going to spam is Zephyr (against opponents), your gradual Mana Regen can suffice for that. Getting Clarity is a waste of spell slot, IMO. Once I had an enemy AD Janna and she got clarity. Well she turned out to be a support champ at the end, since she needs to spam skills to make Clarity worth of it.

-> Absolutely NO, a waste of spell slot.

Guide Top

V. Masteries

I go with 21/9/0, taking all physical offenses, and taking magic armor, armor, and health per level masteries @ defenses. Still depends on your choice, but I go with this.

Guide Top

VI. Runes

For reds, I get +.95 AD FLAT. 9x.
For yellows, I get +5.35 Health FLAT. 9x.
For blues, I get +.64 AS FLAT. 9x.
For quints, I get +2.25 AD FLAT. 3x.

This rune page will give Janna the following in total:
> 15.3 Attack Damage
> 48.15 Health Points
> 5.76 Attack Speed.

However, you may change the blues with defense runes, since Janna is naturally squishy.
NOTE: I am actually not confident with these runes, but for me this is what I can have to maximize my Janna. :) Thank you for understanding.

Guide Top

VII. Items (w/ Gameplay)

At the start, I require you to buy Doran's Blade first.
Farm your way to get at least 920g, and you may recall back to get your Berserker's Greaves. OR, if you want, you can get a second Doran's Blade for the extra benefits.

Once you get to have 2 Doran's Blades and Berserker's greaves, snipe down enemies and farm neuts and minions. As soon as possible, try to get the red buff from the lizard and kite down enemy champs with your cheap shot + Zephyr. Do this until you can get 1650g, then go buy B.F. Sword.

Once you get BF Sword, you can take down squishy champs easily. As much as you can try not to die or feed the enemy. With this you can easily farm a Dagger (420g) and later on turn the BF sword and Dagger into a Black Cleaver. When you have the black cleaver, killing squishies will not be that hard anymore.

Remember to KITE enemies when you can. Get the red buff, kite down enemies, and kill them. Also remember to use your ulti to escape enemies chasing you.

By this time you are expected to get at least 5 kills. Rush for a Phantom Dancer for the bonus AS, Crit %, and MS. Remember your passive+Zephyr MS bonus? With your PD, you get a whopping 34% bonus MS.

Note, always activate your E to yourself when you are trying to kite down enemies. The bonus AD from this is really helpful. :)

After getting the items, rush for either a Bloodthirster (if you think you need to survive a head-to-head battle) or an Infinity Edge (if you think you will want to stay back behind your allies and keep on landing your cheap shots), depends on your personal playstyle. Eventually you can get both, if you will be fed enough or unless the enemy team will not surrender.