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Janna Build Guide by Efficient

The Goddess **** of Assists (Pure Support In-Depth)

The Goddess **** of Assists (Pure Support In-Depth)

Updated on September 14, 2011
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16,425 Views 5 Comments League of Legends Build Guide Author Efficient Janna Build Guide By Efficient Updated on September 14, 2011
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Clairvoyance

Clairvoyance

Introduction

Ever since the changes made to support champions and their healing abilities Janna has become an increasingly popular pick among support players. She can be incredibly annoying early game with her knock up and slow which brings great utility to her lane partner. In addition, she brings a shield that benefits from 90% of her AP and grants the target 50 AD at rank 5 for the duration of the shield. That's better than a BF sword and can be maxed out at level 9.
It is for these reasons that she is very strong with an AD carry in bot lane. Not to mention, she needs absolutely 0 farm to be viable unlike other support champs since they have had their AP rations lowered and CD on heals raised resulting in them needing more AP and CDR items.
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Runes

The runes I select for Janna are primarily focused around her lane phase so that she can be more aggressive with her AD carry and not worry as much about mana.

Greater Mark of Magic Penetration Buffs your Zephyr damage during the lane phase to help land that first blood and early kills or force enemy champs to blue pill back to base.

Greater Seal of Scaling Mana Regeneration Since the only Mp5 item you can start out with is a Faerie Charm these seals help Janna to harass with Howling Gale more and shield your carry more for pokes

Greater Glyph of Scaling Mana Regeneration Again, same reasoning for the clarity seals

Greater Quintessence of Gold Since ideally your carry will be getting all the farm you won't, these quints will help get your build completed faster as well as help pay for wards and Oracle's

Alternatives
Greater Mark of Scaling Ability Power
Greater Seal of Replenishment
Greater Glyph of Scaling Ability Power
Greater Glyph of Cooldown Reduction
Greater Quintessence of Health
Greater Quintessence of Movement Speed
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Runes

The runes I select for Janna are primarily focused around her lane phase so that she can be more aggressive with her AD carry and not worry as much about mana.

Greater Mark of Magic Penetration Buffs your Zephyr damage during the lane phase to help land that first blood and early kills or force enemy champs to blue pill back to base.

Greater Seal of Scaling Mana Regeneration Since the only Mp5 item you can start out with is a Faerie Charm these seals help Janna to harass with Howling Gale more and shield your carry more for pokes

Greater Glyph of Scaling Mana Regeneration Again, same reasoning for the clarity seals

Greater Quintessence of Gold Since ideally your carry will be getting all the farm you won't, these quints will help get your build completed faster as well as help pay for wards and Oracle's

Alternatives
Greater Mark of Scaling Ability Power
Greater Seal of Replenishment
Greater Glyph of Scaling Ability Power
Greater Glyph of Cooldown Reduction
Greater Quintessence of Health
Greater Quintessence of Movement Speed
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Masteries

I go with the standard 9/0/21 build because it helps to make your job easier, which is to support. The main benefits being that you have the mana regen, movement speed, as well as the CDR on your abilities and summoner spells; including Clairvoyance which is a must have as support. The 9 points in offense giver her a bit of extra AP in addition to more CDR for her shield early game and spell pen for early damage and poke. Alternatively, you can go for 9 points in defense however I would only advise this if you think you are going to need that extra surviveability. However, I strongly recommend staying with the 9 in offense because most likely you will be laning against another support champs who have lost their great sustainability and can be easily pushed back if you play aggressively and force their heal. In the case of Taric and Soraka, you then have a 16-20 second window depending on CDR where they are unable to heal.
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Masteries

I go with the standard 9/0/21 build because it helps to make your job easier, which is to support. The main benefits being that you have the mana regen, movement speed, as well as the CDR on your abilities and summoner spells; including Clairvoyance which is a must have as support. The 9 points in offense giver her a bit of extra AP in addition to more CDR for her shield early game and spell pen for early damage and poke. Alternatively, you can go for 9 points in defense however I would only advise this if you think you are going to need that extra surviveability. However, I strongly recommend staying with the 9 in offense because most likely you will be laning against another support champs who have lost their great sustainability and can be easily pushed back if you play aggressively and force their heal. In the case of Taric and Soraka, you then have a 16-20 second window depending on CDR where they are unable to heal.
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Items

Starting Items:


Sight Wardx2 x2

First Trip Back:


Philosopher's Stone Sight Wardx2

Core Items:


Sight Ward Philosopher's Stone Kage's Lucky Pick



Philosopher's Stone Kage's Lucky Pick
These Gp10 items are part of your core because they will help you fund early game Sight Ward and as well as earn gold for your luxury items since you will have very low CS.


I use this in every single build I have for Janna because it's just a great all-around item to get as a support champ. It gives you those extra defensive stats for yourself and a minor buff to your team and make them all the more stronger for those team fights.



Final Builds (Purchase Order):



VS Balanced

Sight Ward

In most cases this will be your go-to build. I leave one bag slot open so that you can purchase Sight Ward throughout the game since this going to be your main priority as a support. The next item that I suggest is for the early CDR primarily for your shield as well as the rest of your abilities. After you got your boots your inventory should consist of Sight Ward Philosopher's Stone Kage's Lucky Pick . For your last item slot grab a for additional HP and CDR putting you at 34% CDR at this point in the game, making your shield a 6.6 sec CD. From there you're gonna want to build it into your . This is a great early item that not only helps you by giving you the necessary HP, Mp5 and CDR, but also gives your team an Mp5 and CDR buff. After that, the next thing you want to do is sell your Kage's Lucky Pick and purchase an . This is another great support item that I strongly recommend in pretty much every game. It helps buff your own defense with HP, MR, and armor, and also provides your team with an MR, armor, and damage buff. For only 1925g you really can't go wrong with this item. From here (If the game hasn't ended yet) and you have a good chunk of gold left over I suggest selling your and buying a . It compliments the rest of her build which mainly consists of items that boost her HP along with other defense buffs and regeneration effects. Not to mention you really can't go wrong with the passive on it. It's great for soaking ultimates or skill shots that are targeting your AD carry who is the most important person on your team that you should be protecting. The last item I get is which can be upgrade from your Philosopher's Stone for only 1400g. The reason I buy this item last is because at this point in the game it's really not going to do that much for you. The CDR is overkill since you're already at 34%. The only thing you gain from this item is the HP and a little bit more health and mana regen. The active on it can be nice for chasing or retreating from a team fight which is why I eventually get it. However, if for w/e reason your teammates have maxed out their builds and you can acquire some farm you could always sell your Philosopher's Stone and get a for additional AP, health and mana. Just keep in mind that you will be passing up a good chunk of Hp5 and Mp5 which is why I almost never get it.

VS Heavy AD

Sight Ward

If you see that the other team has 4 or more AD champs then I recommend picking up . However, you can pass these up and get the if you prefer the CDR. From here you're gonna want to grab your core Gp10 items (Philosopher's Stone Kage's Lucky Pick ) and then get a . Remember that you don't need to build this item if someone on your team is building it. However, this item is great for Janna so make sure to tell your team you plan on building this item so that they can rush something else. The armor and mana on it is great and the -20% attack speed debuff will help keep your team alive against those "right-click to win" champions. Plus the 20% CDR is a must have, especially if you picked up the over the . From here I sell the Kage's Lucky Pick and grab . As I said before this item is just too good to pass up as a support champ and also provides that extra armor for yourself and your team. The next item you should definitely get is because it works so well with and can be built into from your . When you proc the active on it during a team fight you cripple their attack speed by 55% for about 3 seconds. Plus, any champions that attacks you has a chance to receive an additional -35% attack and movement speed debuff which will severely reduce the damage output from them if they are an AD heavy team. Lastly I grab for the extra HP and increased regeneration to health and mana. Plus, it's only 1400g when you upgrade it from your Philosopher's Stone.

VS Heavy AP


Option1

Sight Ward

If you see the other team has 4 or more AP champs and/or has a lot of CC then I recommend grabbing . From here I actually get a first because it has that little bit of MR on it, as well as 10% CDR and HP. Plus, the boost to your regeneration effects is also nice. Another thing is that it's actually a pretty cheap item and will allow you to finish your build faster. As always, I sell Kage's Lucky Pick for because it does have that extra bit of HP and MR which is what I try to stack against heavy AP teams while also buffing my teammates. Next I sell for because it is way too good to pass up against heavy AP teams. The stats and passive will keep you alive longer so that you can keep your team alive with and by disrupting the other team with your . Lastly I get which will get your CDR up to 34% and give you extra that HP and health regen which is buffed by your .

Option2

Sight Ward

The second build I recommend against a AP heavy team is very similar to the first option. The difference Being that you grab instead of and then grab a as opposed to . The rest of the build remains the same as option 1 from here on out. Sell Kage's Lucky Pick get . Then sell your for and finish it off with 32 Shurelya's Reverie

W/ Heavy AP

Sight Ward

If you see that your team is compromised of mostly AP champs then try to get items that compliment and buff AP. I grab for early CDR since I know I am going to need it. Next you should build a to give you and your team that extra AP as well as increase their surviveability with spellvamp. However, one of your team members might have the same idea and build it as well so make sure you find out if you need to build this item or not. If you have someone that wants to grab it then you can go ahead and start building which will buff your shields early on and make your team hit a bit harder by debuffing the other team's MR. As always I sell Kage's Lucky Pick for to help buff the defense of myself and my team for when we starting getting into those team fights. If you built a then you should sell sell your and build an . However if you went ahead and grabbed it already then you can buy an AP item like or if you want to be more tanky, a or . Then to finish your build you can grab your .

W/ Heavy AD

Sight Ward

If you see that you are on a heavy AD team then you should tailor your build to buff AD damage more. As usual, start of getting your core items and pick up for the early game CDR. Next you should grab a and build up to a . Then you can sell your Kage's Lucky Pick for to buff your team's damage and defenses. The next item you should definitely get is an If you're team is indeed AD heavy and/or your AD carry is super fed then this item will make team fights much easier. It makes your team tanky by giving them Hp5 and lifesteal. In addtion it increases their attack speed by 20% which negates the enemy team's and also lowers the armor of nearby enemy champions. For your final item grab your for additional HP and Hp5 and active aura on it.
Back to Top

Items

Starting Items:


Sight Wardx2 x2

First Trip Back:


Philosopher's Stone Sight Wardx2

Core Items:


Sight Ward Philosopher's Stone Kage's Lucky Pick



Philosopher's Stone Kage's Lucky Pick
These Gp10 items are part of your core because they will help you fund early game Sight Ward and as well as earn gold for your luxury items since you will have very low CS.


I use this in every single build I have for Janna because it's just a great all-around item to get as a support champ. It gives you those extra defensive stats for yourself and a minor buff to your team and make them all the more stronger for those team fights.



Final Builds (Purchase Order):



VS Balanced

Sight Ward

In most cases this will be your go-to build. I leave one bag slot open so that you can purchase Sight Ward throughout the game since this going to be your main priority as a support. The next item that I suggest is for the early CDR primarily for your shield as well as the rest of your abilities. After you got your boots your inventory should consist of Sight Ward Philosopher's Stone Kage's Lucky Pick . For your last item slot grab a for additional HP and CDR putting you at 34% CDR at this point in the game, making your shield a 6.6 sec CD. From there you're gonna want to build it into your . This is a great early item that not only helps you by giving you the necessary HP, Mp5 and CDR, but also gives your team an Mp5 and CDR buff. After that, the next thing you want to do is sell your Kage's Lucky Pick and purchase an . This is another great support item that I strongly recommend in pretty much every game. It helps buff your own defense with HP, MR, and armor, and also provides your team with an MR, armor, and damage buff. For only 1925g you really can't go wrong with this item. From here (If the game hasn't ended yet) and you have a good chunk of gold left over I suggest selling your and buying a . It compliments the rest of her build which mainly consists of items that boost her HP along with other defense buffs and regeneration effects. Not to mention you really can't go wrong with the passive on it. It's great for soaking ultimates or skill shots that are targeting your AD carry who is the most important person on your team that you should be protecting. The last item I get is which can be upgrade from your Philosopher's Stone for only 1400g. The reason I buy this item last is because at this point in the game it's really not going to do that much for you. The CDR is overkill since you're already at 34%. The only thing you gain from this item is the HP and a little bit more health and mana regen. The active on it can be nice for chasing or retreating from a team fight which is why I eventually get it. However, if for w/e reason your teammates have maxed out their builds and you can acquire some farm you could always sell your Philosopher's Stone and get a for additional AP, health and mana. Just keep in mind that you will be passing up a good chunk of Hp5 and Mp5 which is why I almost never get it.

VS Heavy AD

Sight Ward

If you see that the other team has 4 or more AD champs then I recommend picking up . However, you can pass these up and get the if you prefer the CDR. From here you're gonna want to grab your core Gp10 items (Philosopher's Stone Kage's Lucky Pick ) and then get a . Remember that you don't need to build this item if someone on your team is building it. However, this item is great for Janna so make sure to tell your team you plan on building this item so that they can rush something else. The armor and mana on it is great and the -20% attack speed debuff will help keep your team alive against those "right-click to win" champions. Plus the 20% CDR is a must have, especially if you picked up the over the . From here I sell the Kage's Lucky Pick and grab . As I said before this item is just too good to pass up as a support champ and also provides that extra armor for yourself and your team. The next item you should definitely get is because it works so well with and can be built into from your . When you proc the active on it during a team fight you cripple their attack speed by 55% for about 3 seconds. Plus, any champions that attacks you has a chance to receive an additional -35% attack and movement speed debuff which will severely reduce the damage output from them if they are an AD heavy team. Lastly I grab for the extra HP and increased regeneration to health and mana. Plus, it's only 1400g when you upgrade it from your Philosopher's Stone.

VS Heavy AP


Option1

Sight Ward

If you see the other team has 4 or more AP champs and/or has a lot of CC then I recommend grabbing . From here I actually get a first because it has that little bit of MR on it, as well as 10% CDR and HP. Plus, the boost to your regeneration effects is also nice. Another thing is that it's actually a pretty cheap item and will allow you to finish your build faster. As always, I sell Kage's Lucky Pick for because it does have that extra bit of HP and MR which is what I try to stack against heavy AP teams while also buffing my teammates. Next I sell for because it is way too good to pass up against heavy AP teams. The stats and passive will keep you alive longer so that you can keep your team alive with and by disrupting the other team with your . Lastly I get which will get your CDR up to 34% and give you extra that HP and health regen which is buffed by your .

Option2

Sight Ward

The second build I recommend against a AP heavy team is very similar to the first option. The difference Being that you grab instead of and then grab a as opposed to . The rest of the build remains the same as option 1 from here on out. Sell Kage's Lucky Pick get . Then sell your for and finish it off with 32 Shurelya's Reverie

W/ Heavy AP

Sight Ward

If you see that your team is compromised of mostly AP champs then try to get items that compliment and buff AP. I grab for early CDR since I know I am going to need it. Next you should build a to give you and your team that extra AP as well as increase their surviveability with spellvamp. However, one of your team members might have the same idea and build it as well so make sure you find out if you need to build this item or not. If you have someone that wants to grab it then you can go ahead and start building which will buff your shields early on and make your team hit a bit harder by debuffing the other team's MR. As always I sell Kage's Lucky Pick for to help buff the defense of myself and my team for when we starting getting into those team fights. If you built a then you should sell sell your and build an . However if you went ahead and grabbed it already then you can buy an AP item like or if you want to be more tanky, a or . Then to finish your build you can grab your .

W/ Heavy AD

Sight Ward

If you see that you are on a heavy AD team then you should tailor your build to buff AD damage more. As usual, start of getting your core items and pick up for the early game CDR. Next you should grab a and build up to a . Then you can sell your Kage's Lucky Pick for to buff your team's damage and defenses. The next item you should definitely get is an If you're team is indeed AD heavy and/or your AD carry is super fed then this item will make team fights much easier. It makes your team tanky by giving them Hp5 and lifesteal. In addtion it increases their attack speed by 20% which negates the enemy team's and also lowers the armor of nearby enemy champions. For your final item grab your for additional HP and Hp5 and active aura on it.
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Skill Sequence

Q
I pick this ability up at level 1, especially if you know your team is going to try and initiate a level 1 team fight in the jungle. It's also great during the lane phase for opening on enemy champions for a kill with your lane partner. Additionally, it can also be used to harass enemy champs that like to sit in the brush like Blitzcrank, Alistar Maokai, Taric etc. This spell is also useful for defensive purposes, such as helping your team members to escape a gank from the jungle.

W
This is another great multipurpose ability that Janna can use to be aggressive or defensive depending on the situation. At max rank it slows their movement speed by 40% and when followed up by your Howling Gale it can be great for chasing down an enemy so that the rest of your team can catch up and pick them off. Similarly, if one of your team members is being ganked you can save them by sending out a quick Howling Gale and your Zephyr to slow them down after the knock-up. The passive on this ability is also great in helping her chase down enemy champs or escape from a lost team fight and also allows her to put off getting her tier 2 boots for Gp10 items.

E
Janna's best ability in my opinion and pretty much the main reason she is so strong in bot lane with an AD carry. This spell not only shields your target from all damage, but also grants them additional AD while the shield lasts. This spell can be maxed out at level 9 and will shield them for 240 damage and increase their AD by 50. With max CDR, this spell is on a 6 second cooldown, lasts for 5 seconds and the absorb amount gains 90% of your AP. Another useful aspect of this spell is that it can also be used on towers, allowing her to help hold a lane when you are down a team member and use her to clear minion waves.

R
Janna's ultimate, like the rest of her abilities it is another great multipurpose spell. It is great for turning the tide in a team fight if your team is being ganked and unprepared for the slaughter that is about to ensue. She can stop a lost team fight from even occurring by knocking the enemies back and allowing your team to escape and regroup for a more coordinated fight. Plus, not only does it disengage the enemy team, but it also heals friendly champions in a 725 radius every second for 4 seconds. The healing aspect of this ability is what also makes it great for recuperating health lost after a team fight to help the rest of your team push after a big team fight and take a turret or inhibitor. In addition, another cool thing about this spell is its ability to open opportunities for helping your team secure easy kills. For example, let's say the enemy champs are getting ready to tower dive or push a turret; you can flash into the middle of them, sending one champion into your turret along with your teammates and knocking the other enemy champions away from the fight. Similarly, it can be incredibly useful in team fights for canceling channeled ultimates and separating key players from the fight such as the carry or support champion.
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Skill Sequence

Q
I pick this ability up at level 1, especially if you know your team is going to try and initiate a level 1 team fight in the jungle. It's also great during the lane phase for opening on enemy champions for a kill with your lane partner. Additionally, it can also be used to harass enemy champs that like to sit in the brush like Blitzcrank, Alistar Maokai, Taric etc. This spell is also useful for defensive purposes, such as helping your team members to escape a gank from the jungle.

W
This is another great multipurpose ability that Janna can use to be aggressive or defensive depending on the situation. At max rank it slows their movement speed by 40% and when followed up by your Howling Gale it can be great for chasing down an enemy so that the rest of your team can catch up and pick them off. Similarly, if one of your team members is being ganked you can save them by sending out a quick Howling Gale and your Zephyr to slow them down after the knock-up. The passive on this ability is also great in helping her chase down enemy champs or escape from a lost team fight and also allows her to put off getting her tier 2 boots for Gp10 items.

E
Janna's best ability in my opinion and pretty much the main reason she is so strong in bot lane with an AD carry. This spell not only shields your target from all damage, but also grants them additional AD while the shield lasts. This spell can be maxed out at level 9 and will shield them for 240 damage and increase their AD by 50. With max CDR, this spell is on a 6 second cooldown, lasts for 5 seconds and the absorb amount gains 90% of your AP. Another useful aspect of this spell is that it can also be used on towers, allowing her to help hold a lane when you are down a team member and use her to clear minion waves.

R
Janna's ultimate, like the rest of her abilities it is another great multipurpose spell. It is great for turning the tide in a team fight if your team is being ganked and unprepared for the slaughter that is about to ensue. She can stop a lost team fight from even occurring by knocking the enemies back and allowing your team to escape and regroup for a more coordinated fight. Plus, not only does it disengage the enemy team, but it also heals friendly champions in a 725 radius every second for 4 seconds. The healing aspect of this ability is what also makes it great for recuperating health lost after a team fight to help the rest of your team push after a big team fight and take a turret or inhibitor. In addition, another cool thing about this spell is its ability to open opportunities for helping your team secure easy kills. For example, let's say the enemy champs are getting ready to tower dive or push a turret; you can flash into the middle of them, sending one champion into your turret along with your teammates and knocking the other enemy champions away from the fight. Similarly, it can be incredibly useful in team fights for canceling channeled ultimates and separating key players from the fight such as the carry or support champion.
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Summoner Spells


Being the support champion for your team this spell is a must have. It is an incredibly powerful asset to your team and it's usefulness cannot be overlooked. It is great for keeping track of the enemy jungler as well as keeping an eye out on Dragon and Baron if your ward has timed our or has been destroyed. It's also great if you see a skirmish break out somewhere else on the map and your teammate has the enemny champ on the run. Simply CV'ing the brush can help prevent any juke attempt as well as help your allies land skillshots through brush. It also helps scope out any enemy champions that may be on their way to save their teammate.


This spell needs no explanation really. Is a get out of jail free card in most situations and as I mentioned earlier it can be used with your ultimate to disrupt team fights and land your team easy kills.
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Summoner Spells


Being the support champion for your team this spell is a must have. It is an incredibly powerful asset to your team and it's usefulness cannot be overlooked. It is great for keeping track of the enemy jungler as well as keeping an eye out on Dragon and Baron if your ward has timed our or has been destroyed. It's also great if you see a skirmish break out somewhere else on the map and your teammate has the enemny champ on the run. Simply CV'ing the brush can help prevent any juke attempt as well as help your allies land skillshots through brush. It also helps scope out any enemy champions that may be on their way to save their teammate.


This spell needs no explanation really. Is a get out of jail free card in most situations and as I mentioned earlier it can be used with your ultimate to disrupt team fights and land your team easy kills.
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Pros / Cons

Pros:
-Needs little to no farm to be useful to the team
-Lots of CC in the form of Knock-up, Slow, and Knock-back
-Shield that can give bonus AD and also be used on turrets
-Great kiting ability

Cons:
-Kinda squishy
-Mana hungry
-Can't really carry if your team is bad, dependent on your laning partner's skill
-Needs some CDR
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Pros / Cons

Pros:
-Needs little to no farm to be useful to the team
-Lots of CC in the form of Knock-up, Slow, and Knock-back
-Shield that can give bonus AD and also be used on turrets
-Great kiting ability

Cons:
-Kinda squishy
-Mana hungry
-Can't really carry if your team is bad, dependent on your laning partner's skill
-Needs some CDR
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Summary

In summary, Janna is truly a great support champion that can help your team win games if played correctly. She brings so much utility to the table and if your team doesn't completely suck she can easily help secure a victory. Thanks for reading my guide, I hope you found it to be somewhat beneficial. Feel free to leave suggestions in the comments below.
Back to Top

Summary

In summary, Janna is truly a great support champion that can help your team win games if played correctly. She brings so much utility to the table and if your team doesn't completely suck she can easily help secure a victory. Thanks for reading my guide, I hope you found it to be somewhat beneficial. Feel free to leave suggestions in the comments below.
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The Goddess **** of Assists (Pure Support In-Depth)

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