Janna Build Guide by Lamy

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League of Legends Build Guide Author Lamy

[S3] Support Jungling Janna, Leaving The Team, Breathless

Lamy Last updated on March 30, 2013
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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: 9

Honor Guard

Defense: 21


Utility: 0

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Hi, welcome to my Jungling Janna Mobafire guide. This is my 2nd guide I made in Mobafire, my Ahri Guide being the first.

Personal Introduction-
I play League Of Legends Garena. I have 700+ wins and is currently in Bronze Tier 2nd Division (I don't play ranked anymore). My forte would be mid mostly as Ahri, but I also love to play as top solo.

Jungling Janna?
As stated in my first guide, I love to experiment on what a champion can do. I started off playing Janna as a bot lane support. Comparing Janna to the other supports, many other support champions can actually fulfill the role of supporting better, such as Nunu (who started off as a non-supporting champion), Soraka, and not forgetting to mention the world famous Taric.

After digging into how to fully utilize Janna, I find out that Janna skillset has a good amount of CC which makes her a very good ganker. To make ganking possible, she would have to take up the role as a jungler.

As Janna does not output much damage, it is better to still hold on to her as suport.

Blowing everyone away, here come Jungling Support Janna.

Notice- I would recommend experienced summoners to try this as summoners who don't usually jungle or new to the game will find it very hard to play this role.

Here is some music to listen to while reading.
One of the few songs I like, hope you all enjoy it too!

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Pros / Cons

+Awesome ganker due to 3 CCs
+Ult can change the tide of teamfights
+Great fillup for a troll team
+Levels up faster then the other support
+Will ensure that your laner will not die when ganking
+Gives a lot of bonus AD in early game

-No jungle sustain
-Thin as hell
-A summoner who suck at skillshots might fail at her
-Planting a bad Monsoon will start an internal war with your teammates.

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Summoner Spells

The two summoner spells that should be taken with you always to jungle with Janna will be Flash and Smite. Without these 2 summoner spells, you will not be able to Flash into the enemy and cast a game changing Monsoon and without Smite, you can't even jungle at all.

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Greater Quintessence of Movement Speed

Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Movement Speed x3 These 3 quintessences are used to travel around the jungle faster and enter the lane quicker, giving the enemy laner less time to react. The movement speed bonuses also stacks with Janna's passive Tailwind.

Greater Mark of Attack Damage x9 These marks are used to further increase Janna's attack damage, making her jungling life easier. As Janna's 3rd ability Eye Of The Storm only give her attack damage for a period of time, the marks will serve as backup damage and will also further increase her attack damage when Eye Of The Storm is used.

Greater Seal of Armor x9 Armor seals are used to sustain longer in the jungle as Janna has very low base armor and magic resist. It also reduces the damage taken by ganking a little.

Greater Glyph of Magic Resist x9 Magic Resist glyphs are used to reduce damage taken when ganking AP lanes.

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I use 9-21-0 Masteries.

I go for Weapon Expertise as it has 8% armor penetration. As Janna does not have any skills that deals a high amount of damage in AP, she would have to rely mostly on auto attacks to damage the enemy. With the 8% armor penetration, Janna will deal a little more damage then usual.

Summoner's Resolve has an effect where it grants 10 bonus gold on using smite, which will actually give you the gold to buy an extra item after using it for awhile.

Add a point to Bladed Armor as it returns damage when minions damages you. 6 damage alone might not be much but with the jungle minions constantly attacking you, it returns a good amount of damage.

You do not want to be suppressed by annoying CCs.

Since Janna has a low base HP pool, Juggernaut gives you a teeny weeny itsy bitsy of HP. Hey, the extra HP may one day save your life!

Since I am building armor items like Runic Bulwark, Honor Guard damage reduction stacks with the armor.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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

A very very good passive. The movement speed bonus for Tailwind will enable you to travel around the jungle faster then any other jungler. Stacked with your Quintessence of Movement Speed and Zephyr, Janna is one of the quickest moving jungler and with her CCs, tapping deep into the lane to gank will be much more easier then other junglers.

Howling Gale
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 for 0.7 seconds and an extra .1 second for each second charged. The damage done and distance traveled by the whirlwind also increases for each second it channels to a maximum of 3.

I usually give it a ability point to it at level 1 as it knocks the jungle minions into the air for 0.7 seconds- giving you 1 extra hit on the jungle minion. I usually max this ability last as it does not output much damage and is harder to hit compared to Zephyr which does not need aiming at all. This skill should be used for the CC, not the damage.

Passive: Increases Janna's movement speed by 4 / 7 / 10 / 13 / 16 %, and allows her to move through units.

Active: Janna launches her elemental at the target dealing 60 / 115 / 170 / 225 / 280 (+60% of ability power) magic damage, and slowing their movement speed by 24 / 30 / 36 / 42 / 48 % for 3 seconds. Janna loses the passive benefit while Zephyr is on cooldown.

I usually max Zephyr 2nd. This ability is Janna's 2nd CC ability- Slow. Zephyr should be used first on the enemy when ganking then Howling Gale next to make Howling Gale hit easier. Take note that Zephyr allows Janna to avoid unit collision, so when running away from the enemy, try to run into some minoins as the enemy will have to go around them.

Eye Of The Storm
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 5 seconds (can target Turrets) or until the shield is broken.

This ability makes sure that there will never ever be a gank where your laner dies as he/her got bursted down when you are attempting to CC the enemy. The shield and AD bonus makes it great for ganking the ADC lane. I usually max this ability first as the shield and AD bonuses can change the tides of early game fights. ALWAYS REMEMBER TO USE THIS ABILITY ON YOUR LANER, NOT ON YOURSELF!!

Janna knocks surrounding enemies back 875 units and channels healing winds, restoring 70 / 110 / 150 (+35% of ability power) health to nearby allies each second for 4 seconds.

Monsoon is one of those abilities that can make teamfights in favour to your team, but it can also screw your team up. The placing of Monsoon is what seperates an experienced or new Janna player. A good Janna will usually flash into a good position on the enemy team and use Monsoon to flush out the enemy carry to his/her team, while a bad one will flush a Garen and give the enemy a free engage (which what lots of ****py Janna players do). Good Janna players will also use Monsoon to push away enemies chasing their teammates that are low on health, while a bad ones will.. .. .. well.. .. .. obviously push the enemy to them -.-".

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Standard items for jungling.

philosopher's stonekage's lucky pick

Rush for these 3 items as Spirit Stone will help you clear the jungle faster, while philosopher's stone and kage's lucky pick are your gold building items since you will be giving all the kills to your laner. These 3 items could also be built into late game items later on so getting these items early is worth the gold.

UNIQUE Passive: Enhanced Movement: +60 Movement Speed.
UNIQUE Passive: Slow Resist: Movement slowing effects are reduced by 25%.

Janna should get this item as she needs good positioning to land good Monsoons without the use of Flash, land good Howling Gales and quickly fly to anyone who needs saving. With her passive, runes and items, Janna can outrun Master Yi!

180 Health.
UNIQUE Passive: Ward Refresh - Starts with 4 charges and refill each time you return to the shop.
UNIQUE Active: Ghost Ward - Consumes a charge to place a Sight Ward. You may have a maximum of 2 wards from this item at once.

Since you are still playing as a support, you should still go for support items. Get a Sightstone when you feel that the laning phase is over and the enemy are roaming all around the map ganking lanes etc etc. I strongly upgrading it into a Ruby Sightstone if you have the gold to do so.

20 Armor, 300 Health, 30 Magic Resistance.
UNIQUE Aura: Legion: Nearby allies gain 10 armor, 25 magic resist and 10 health regen.
UNIQUE Aura: Grants an additional 5 Armor, 12.5 Magic Resist, and 5 Health regen per 5 to nearby minions.

Awesome supports should have awesome support items, and Runic Bulwark is one of them. You receive both the passive and aura so buying this item will mean instant tankiness. Buying this item early will help out your team a lot as it gives 10 armor and 25 magic resist to the team, which will reduced quite an amount of damage during early/mid game. I suggest getting Runic Bulwark before upgrading either your philosopher's stone or Frostfang so that you will generate enough gold to buy it quicker since it is quite costly.

30 Armor, 500 Health, 14 Health Regeneration, 7 Mana Regeneration.
UNIQUE Passive: Butcher: Damage dealt to neutral monsters increased by 25%.
Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.

If the laning phase lasted for quite sometime, getting Spirit of the Ancient Golem will be a good idea as it helps jungling easier and makes you quite tanky. But if the laning phase has ended and you still do not have this item, I suggest that this will be one of the items you should get when you have spare gold as it only benefits your survival and not the team. Not to mention it is also quite costly.

shurelya's reverie
250 Health, 10 Health Regeneration, 10 Mana Regeneration.
Passive: +10% Cooldown Reduction.
UNIQUE Active: Nearby allies gain 40% Movement Speed for 3 seconds (600 range). 60 second cooldown.

Health, mana regen, cooldown reducion and an active that makes everyone run as fast as Singed wearing the newest pair of Nike shoes, THIS ITEM IS MADE FOR SUPPORT! Even though shurelya's reverie is a great support item, i suggest getting this item the last unless the situation calls for it as it is painful to watch someone lose his/her philosopher's stone passive.

40 Ability Power, 40 Magic Resistance, 6 Movement Speed Multiplier.
UNIQUE Active: Hunt - Summons up to 2 invulnerable ghosts for 6 seconds to seek the two nearest enemy champions. If they touch an enemy champion, they slow his Movement Speed by 40% and reveal him for 2.5 seconds. 120 second cooldown.

This item works like a shurelya's reverie but in a different way. Instead of making your teammates travel faster, it slows down the enemy. This item is great if your team wants to hunt down enemies and also proves useful for chasing escaping enemies. It could also be used to save a teammate's life. I believe this item should be one of the last items to be purchased due to the same reason as shurelya's reverie- losing gold making active. Trading this item out for a shard of true ice will also be a good choice.

Notice- I did not work on the other option items as I hardly or never even bought these items before, so I am unfamiliar on how useful are they.

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Urgh I have to sign up for Imageshack just to post this. GOSH.

To put it simply-
1)Take blue, a leash will be helpful
2)Go for wolves
3)Gank mid or top, it not go for red. Don't go for wraiths, you will DIE.
4)Either go for red after ganking or gank another lane with the red buff, unlike a normal jungler, level doesn't matter cause you are a support. Cool huh.
5)Take more buffs, gank gank gank gank gank gank gank. Take more buffs, gank gank gank gank gank.

Notice- Although Janna does not need to watch her level, make sure she is at least level 2 with her Howling Gale and Eye Of The Storm available before you gank. There might be some cases where your teammate leached some EXP while leashing for you, leaving you at level 1 even after you got the blue buff.

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I Tried

This is evidence that i tried this meta, this build, that I am actually serious about this guide. It is viable and it works wonderfully.

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With this, I finally conclude another guide. Please do try Jungling Support Janna if you have the chance. Show the world that it is possible. I strongly suggest you readers to try the build before you think this is rubbish. If you readers like this guide and want more new metas like Jungling Support Janna, please leave a comment and I will attempt to discover new viable metas to share with you all. Thank you for reading, and hope you find this guide useful! :)

Unimportant Notice- It is usually 1AM - 3AM at dawn when I decide to continue on this guide so my english might be screwed up at a few points in the guide due to sleepiness, sorry bout that haha. Completed on 2:46AM 31/3/2013, told u. Oh tomorrow is April Fools :3