get
prime

Janna Build Guide by Craven Squash

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League of Legends Build Guide Author Craven Squash

Need to keep someone alive? Choose Janna.

Craven Squash Last updated on December 22, 2015
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Ability Sequence

2
14
15
17
18
Ability Key Q
3
8
10
12
13
Ability Key W
1
4
5
7
9
Ability Key E
6
11
16
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.



Masteries

Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 0

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
5/
Meditation
 
 
 
 
 
1/
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
5/
Intelligence
 
 
 
 

Cunning: 18

5/
Recovery
 
 
Unyielding
 
 
 
 
 
1/
Explorer
Tough Skin
 
 
 
 
 
5/
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
1/
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 12



Threats to Janna with this build

Threat
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Threat Champion Notes
3
Alistar
Table of Contents
Guide Top

Introduction

So im a only a silver support main, ****py, right? Anyway, I've found this build works the best for me and I would like to know what you think about it.


Guide Top

Teamfight

Janna is best during a teamfight. You need to figure out when and where the fight is going to take place as well as where the carry is going to be at that time. With that info you then need to figure if anyone is going to charge the carry.
If so then charge up your Q to that exact point. Wherever that may be. It can stop a dash as well as knock them up long enough for the carry to get away after they have blown their gap closer.
If you believe your carry is going to be safe then you need to save it until it's needed while being chased or chasing.
As for your W, just use it to lock down left overs after, or during the fight.
Your E should be used on either the main damage absorber, or the carry depending on who is going to need it. The carry if they are going to be focused, and the tank for them to buff their health even more.
The R should mainly be used when your carry is jumped on and you have used Q, or don't have time to cast it. Another reason is to heal your team from the outskirts of the fight.
The other thing you need to take into account is your Locket. When should it be used? Use it when either the enemy team first engages, or once your team engages.