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Janna Build Guide by Saurlash

Janna - The Support of the Storm

Janna - The Support of the Storm

Updated on August 10, 2011
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League of Legends Build Guide Author Saurlash Build Guide By Saurlash 1,253 Views 0 Comments
1,253 Views 0 Comments League of Legends Build Guide Author Saurlash Janna Build Guide By Saurlash Updated on August 10, 2011
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Spells:

LoL Summoner Spell: Heal

Heal

LoL Summoner Spell: Clairvoyance

Clairvoyance

Introduction

Hi there,
I'm Saurlash, and this is my Janna guide.
I've seen many people playing Janna, and very, very few playing her right. I pity the fools, because Janna is, in my opinion, the best support in the game. I think she outshines EVERYONE in this role. So I wrote a guide about Janna, hoping many more people can enjoy playing the best support in the game, and playing the best support in the game right.
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Pros 'n Cons

Pros

- Best support in the game
- Can shield towers
- Has incredible mobility
- Has a game-changing ult
- Your team will love you
- Has incredible CC

Cons

- Squishy
- Usually first focus
- Is very depending on laning partner
- You cannot truly shine in Solo Queue
- Hard to master
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Summoner Spells

This is really helpful. It wil help u stay in your lane longer, rescue yourself and your teammates. Awesome, right?

This is a must. When you bought all your items, wait around 10 seconds, and then use Clairvoyance to see which lane your enemies are going, and what items they have. This might even help you pick some situational items.
Clairvoyance is also great when the enemy team has a jungler. If both teams have junglers, ask yours where to cast it, so your jungler can easily counter-jungle. Dont be afraid to use Clairvoyance, it's on a really short cooldown (especially if you take the mastery for it).
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Runes

For runes, I take:

Greater Mark of Ability Power - Gives you the AP needed early game, for improved shields/harass.
Greater Seal of Replenishment - Gives you that Mp5 early game, since you don't have a high mana pool
Greater Glyph of Scaling Ability Power - Stacking this with your Rabadon's Deathcap adds a nice amount of AP mid/late game
Greater Quintessence of Health - I just love these. I can't tell you how many times this has saved my ***, surviving with 50 HP.

Viable alternatives

Marks
Greater Mark of Magic Penetration - You're here to support, not to deal damage. Viable, but I don't recommend these.
Greater Mark of Scaling Ability Power - You can use these, but since they don't give you that much mid/late game, I recommend taking Greater Mark of Ability Power

Seals
Greater Seal of Scaling Mana Regeneration - I used to take these, but since you have a and a these might seem redundant.
Greater Seal of Ability Power - Is a viable choice for Janna, but I feel that I need that Mp5 early on.

Glyphs
Greater Glyph of Ability Power - Great, but since Greater Glyph of Scaling Ability Power beats these at level 6, I don't recommend these.
Greater Glyph of Replenishment - Your Greater Seal of Replenishment beats these, but if feel the need to, take these.

Quintessences
Greater Quintessence of Ability Power - These are the only other Quintessences viable, but they're really, really great. I just like my Greater Quintessence of Health better.
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Masteries

In the way of masteries, I go for 9/0/21. I take the spell pen in offense, which is great.
In the utility tree, I decided to take the increased XP, which is really self explanatory. You can see that I focus on increased Mp5, grabbing the full Perseverance and Meditation . I take both points in the increased buff duration, since I almost always have the blue buff on.
The increased movement speed is also great, it may not seem that much, but if I recall correctly, you have a passive, and the passive of your Zephyr, which will give you a pretty nice amount of movement speed. The improved CDR and Mystical Vision is really self explanatory. Same goes for the Presence of the Master .

You may decide to go 0/9/21 or 0/21/9 to get the reduced cooldown on your Heal, but I highly recommend taking 9/0/21, because this greatly increases your harras and utility.
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Skills

Increases the movement speed of all allied champions by 3%. The bonus is lost when Janna is dead.

Explanation:

This passive is often underrated. Your teammates do really take benefit from this. To make that Anivia moving. And not only your teammates benefit from this, but you do too. Stacking this with the passive of your Zephyr and the Quickness mastery, this adds a nice amount of movement speed to Janna.

Janna summons a mighty whirlwind, which she can release to deal 60 / 85 / 110 / 135 / 160 (+75% of ability power) + 25 / 30 / 40 / 50 / 60 (for each second it charges) magic damage to all targets in it's path, in addition to knocking them into the air. The distance traveled by the whirlwind increases for each second it channels.

Cooldown 11seconds
Cost 90 / 105 / 120 / 135 / 150mana
Range 1700


Explanation:

This is what Janna is known for. Hard to master, but what makes Janna the best harasser in the game. It has everything. It's a long range, high damage knockup. This can be great of you're being chased. Turn around, use your Howling Gale and immediately release it, then make a run for it. Also, use it to interrupt chanelling spells, like Requiem or Nether Grasp You can also use this at level 1 for an easy first blood, but if you have a bad laning partner or you just know you won't get first blood, for example, when you're fighting a Tryndamere and a Soraka, grab your Eye of the Storm first.
Though Howling Gale is a great skill, I take 1 point at level 1 and max it last, since you are playing a support, you just need it for the knockup effect and harass.

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 (+80% of ability power) 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.

Cooldown 13 / 12 / 11 / 10 / 9seconds
Cost 40 / 50 / 60 / 70 / 80mana
Range 600


Explanation:

Are you kidding me?! ANOTHER increased movement passive? ZOMGBBQSAUCE!
Stacking this with your passive Tailwind gives you insane movement speed. Also, the moving through units is really, really great. This skill allows you to catch up to enemies or to escape from a gank with ease. And the active effect of slowing your target, combined with the increased movement speed and moving trough units passive, means nobody, and by nobody I mean NOBODY to escape you and your team. I max this skill second. Why? You are playing Janna in a supportive way, and your Eye of the Storm is by far more supportive then Zephyr.

Janna shields her target, absorbing 80 / 120 / 160 / 200 / 240 (+90% of ability power) damage and buffs them, increasing their attack damage by 14 / 23 / 32 / 41 / 50 for 10 seconds (can target Turrets).

Cooldown 12seconds
Cost 70 / 80 / 90 / 100 / 110mana
Range 800


Explanation:

This is one of the, if not the, best support spell in the whole game. Here are a few reasons why:
    - Shields high amounts of damage
    - Scales with 90% of AP
    - Can be lifesaving
    - Can be cast on turrets

This skill, is the reason why I build Janna the way I do. This is why I take items such as Rabadon's Deathcap, Rod of Ages, Morello's Evil Tome and more AP items. When your build is finished, your allies should be able to tank over 5 turret hits without taking any damage at all. Probably even many, many more.
Also, this gives you your own little Fortify. You make them nearly invulnerable, and instead of increasing attack speed you increase it's damage.
In addition, you can use this to save allies really easily. They can dive those nasty little towers with ease and gives you the ability to save your allies from, let's say, that insane burst from champions such as Malzahar or Annie.
I max this skill first, but that is self-explanatory, of course.

Janna knocks surrounding enemies back and channels healing winds, restoring 90/130/170 (+0.35) health to nearby allies each second for 4 seconds.

Cooldown 120seconds
Cost 200 / 275 / 350mana
Range 725


Explanation:

No. J-just... no. This can't be. Why the hell would you create an ultimate like Monsoon. A knockback and a heal that scales with your health.
I love this ultimate. This can change the tides in teamfights.
Though, while being absolutely epic, Monsoon is really, really extremely hard to master. You will probably be very frustrated when you play Janna for the first time. Just because you don't know when to use this. To help you out, ill tell you how to use it.

When NOT to use Monsoon
First of all: Do NEVER, NEVER use this ultimate in a teamfight of are winning it. You will blow the enemy champions away and your team will be really pissed at you. And teamwork being the key to playing a support champion, this will greatly decrease your chance of winning the game.
Also, do not use Monsoon to escape from chasers. Thats what your Howling Gale is for, remember?

When to use Monsoon
This is the trickiest part of playing Janna. You have to get used to it.
There are two ways of using Monsoon.
The easiest way of using it, is when you are helping a teammate pushing a turret. Here, you will be using Monsoon to heal you, your friend, and mostly: the minion wave. If the turret can't kill your minions, it won't be able to hit you, nor you teammate(s), so you can continually push the turret.
The hard way of using it, is in teamfights. If you are pushing a turret, but you know there's gonna be a teamfight in, let's say, 40 seconds, save Monsoon.
It is more important to use this well in teamfights, than using it when pushing a turret.

When the your tank initiates, you run into their team, placing 2-3 enemies between you and your team, and 2-3 enemies your other side. Remember to keep on Eye of the Storm while doing this. Also, do it really, really fast, because you might die if you stand just 2 seconds inside the enemy team. Make sure to keep your team inside of your range, so you will also heal them. Now, use Monsoon. This results in you and your team being on full hp again, and the half the enemy team standing inside your team, and the other half standing in a safe distance for you and your team to crush the 2-3 enemies you caught in your epic ultimate. Congratulations, you just mastered Monsoon.
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Items

Starting items:

OR Sight Ward

I usually take the Sapphire Crystal and a health and a mana pot to stay in my lane longer and to turn that Sapphire Crystal into a Catalyst the Protector early on, so I won't have to worry about my mana and I can turn my Catalyst The Protector into a Rod of Ages very quickly. If the enemy team has a jungler, you should be replacing your Health Potion and your Mana Potion with a Sight Ward.
If you feel like you should have more mana regen, I recommend starting out with a Meki Pendant and health and mana pot, and if they have a jungler, replace those two with a Sight Ward again.

First trip back:

Catalyst The Protector OR

Go back to base when you have at least 1500 gold. This should be enough to build into a Catalyst The Protector and to buy your Boots. If you started out with a Meki Pendant get your Tear of the Goddess. Later on, you want to build your Catalyst The Protector into a . If you have a , build an Archangel's Staff after your Rod of Ages.
You want to buy some wards too, view the wards chapter for more information.

Boots



Getting the Ionian Boots of Lucidity is usually the best, but if they have alot of CC and you are being focused go for the Mercury's Treads.

Core Items:
Philosopher's StoneSight Ward

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Janna - The Support of the Storm

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