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
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Introduction

Hello everyone, 8thful here and this is my guide to play

Warning: This is a guide intended for experienced LoL players so if you are fairly new to the game, you may have a hard time understanding some things, however you can always ask in the comments.
Enjoy :)











Despite





Because of the way she has been designed, she is a perfect choice for high-skill summoners who like to have the power of their team's fate in their hands. People may think you're the weakest player of the team but the truth is, you're the strongest and one of the most influential roles (in this case) in deciding who wins the game. Play your role correctly as Janna and you'll win your team games, despite how much they are failing.
All jokes aside, take a look at some of her obvious and subtle Pros and Cons.


----Pros----
* Movement Speed to Allies
* Generally, Long Range Abilities
* High Passive Movement Speed to Self, Mobile
* Damage Shield that also boosts AD of target it is on
* 2 Multiple-Target CC's, both with Instant-Casts
* Ultimate has decent base heal amount
* Can push well when necessary
* Is not dependent on AP to support, can support great with or without it
* Flexible Build Options and Versatile
* Difficult to pin down because of Abilities

----Cons----
* No Consistent, Low CD heal
* Ultimate, when being channeled, can be interrupted
* Must be standing still to channel Ultimate
*

*

* Ultimate can push enemies away when it is desired for them to sit still, takes proper placement to utilize correctly
* Generally, weak early unless picked/built appropriately (counter).
Now that a few things have been covered, time to relate it to the current Metagame
Currently, the meta wants the support to be bottom with the AD carry and preferably have heals, unless they can make up for it with other useful abilities. The standard goal of the bottom lane is to get the AD carry fed however necessary as well as push the lane and win the turret at the appropriate time to put pressure on other lanes and have better control of the map and therefore buffs and Dragon.
So now that the basic concept has been explained for those who didn't know, now would be a good time to share what I feel is the situations
Janna benefits most from:
What are some situations where I consider someone else like
Soraka,
Sona,
Taric,
Leona
Alistar,
Lulu,
Nunu & Willump,
Blitzcrank,
Lux,
Zyra or
Nami a better choice than
Janna?
So now that the basic concept has been explained for those who didn't know, now would be a good time to share what I feel is the situations

- You are supporting and your team needs more CC's
- You are supporting and you and/or your team needs mobility (
Janna's passive)
- You are supporting and your team may need someone to roam to keep up with an unpredictable enemy team such as a ganking, roaming
Evelynn, etc.
- You are supporting an AD carry that is good at surviving and/or sustaining themselves and can benefit from a huge burst of AD (Janna's shield). Examples:
Graves,
Kog'Maw,
Vayne,
Ashe
- You need to be a support that can easily disrupt an enemy ulti like
Galio,
Kennen, etc
- Your team is highly dependent on wards, and is relying on you to place them everywhere as early as possible without too much cover (I find
Janna to be the best at warding as a support).
What are some situations where I consider someone else like












- Your team can highly benefit from a global heal (
Soraka)
- Your team needs someone that can get in the chaos quick, stay, fight & survive
Alistar,
Taric,
Leona
- Your team needs consistent heals badly (
Alistar,
Taric,
Soraka,
Sona),
Nami
- Your team can highly benefit from a constant movement speed buff (
Sona,
Nami)
- Your team wants an ult that pins people down, not spreads them out
Sona,
Leona,
Nami,
Nunu & Willump,
Lulu
- Your team needs armor buffs badly (
Taric,
Sona,
Soraka)
- Your AD carry can heavily benefit from unlimited Mana (
Soraka)
- Your team desires someone that can do an insane amount of damage and support (
Lux,
Nami,
Sona,
Lulu,
Leona,
Taric,
Zyra,
Blitzcrank).
I've condensed this section because I honestly feel my guide is too long and explains far too many things that often don't need to be explained.
I prefer 5/3/22 because the 5 in offensive gives me the CDR I need as well as the buff on Exhaust. The 3 in Defense for the additional health regen (no heal on
Janna) and 22 in utility for the below reason:
As a final note, these masteries are most definitely flexible.
I prefer 5/3/22 because the 5 in offensive gives me the CDR I need as well as the buff on Exhaust. The 3 in Defense for the additional health regen (no heal on

- Lower CD Summoners
Janna depends on Flash when used offensively
- More mana regen (with low cooldowns
Janna burns through mana - often mid/late game).
- More gold per 10 and more starting gold (Needed)
- A tasty biscuit, works great early against ignites
- A ****py ward, works great early to control a bush momentarily until you can decide which lane bush you want to ward (depends on where you want to freeze/push lane).
- A very helpful way to gain gold
- Even more CDR
- More movement sped to help since I rarely upgrade boots
As a final note, these masteries are most definitely flexible.
Simple explanation:
If
Janna has tons of early CDR, she can effectively counter her own weakness (weak early). The lower the cooldowns you have, the more you can spam them and the more mana you spend. Therefore, to alleviate the stress on Janna with low CDR, you need more Mana regen (typically mid/late) so mana regen per level seals go a long way.
Since my
Janna always dominates, I have no need for gold from runes, I instead stock up on more armor to deal with burst from AD carries.
If

Since my

The Recommended
![]() ![]() |
SPACE |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Even with the nerf to the cooldown, this Summoner Ability is still super handy in games where you are pretty much the sole warder/map-awareness guy (fail teammates). |
NOTED: At this current time I see almost no reason to run ANY of the other Summoner Abilities over the mentioned as

Things to Consider:
- Spam Sight Wards, you should always have the bottom half of the map covered, except initially, that will be hard but still possible). By Mid-Game, you should be warding nearly all the map (min: 3 wards), constantly. Keep in mind that you do not want to follow this to the tee, improvise and build accordingly, this is an outline, a guide, a suggestion, not the real deal.
- Boots? You can actually get by find as
Janna without boots or with standard. It's extremely beneficial to delay them long enough to finish your core build and by then most games are over. Some games however, you will have to build Merc treads or Ninja Tabi to stay alive. I see no reason to build CD boots as my
Janna because you will be beyond 40% CDR late.
- I wouldn't recommend
Randuin's Omen on Janna, if you are in range to use on a group of enemies, you are probably doing something wrong. If you are in a dangerous position, it's because you are ulting to separate enemy team, after ulting, you run like hell not sit around and Randiun's, you can but it's risky as hell, I rather be back and protecting the AD Carry.
Zhonya's Hourglass is a pointless item on
Janna, you shouldn't be sitting still that long anyway (especially with amazing movement speed), plus, she is a protector, you aren't protecting much if you are sitting still for that long. You shouldn't need the invulnerability anyway if you've done the build correctly and utilized your speed.

Core Items





Explanation: -





Starting Items






Explanation: - You should usually get Philosopher's Stone first so it's



Core Early




Situational Items
Support Your AD




Debuff Enemy Team

Explanation: - This item can be beneficial to grab if you have another teammate grabbing Zeke's Herald and



Miscellaneous




Explanation: -



















Conclusion to Items
Don't take the item recommendations to heart, always test out your own stuff. These are the item builds that have made me a very successful Janna, I don't know how many games I've saved because of the actions I've done for my team to assure a win in a team-fight but there are always new things to experiment with and my build has changed so many times to get where it is at now, and if I learn new things, I will update the guide. The game is ever-changing, we must adapt to stay at the top.
Get the items that do the most for the team, not you! Weigh options, if you get your

NOTE: I've decided only to give video examples of her Ultimate
Monsoon because of its complications. Her other moves are pretty self explanatory. If you would still like to see them in action.
Ability Breakdown:
Howling Gale is a very useful ability for
Janna. With my build, I use this for it's CC-effect, NOT for it's damage. I like to get this at level 1 because of early team-fights or early-harass, it can benefit my team a lot more than
Eye of the Storm. Occasionally, I will toss a 2nd or 3rd point in this over
Zephyr, especially if I'm being less mobile because it lowers the cooldown. The main reason I don't like putting more points in this early is because the Mana cost gets a bit too far up there, plus you often need the speed from
Zephyr. With
Mobility Boots, this ability is effective with it as you can run up the danger zone, place a
Howling Gale and run away without losing the speed bonus. Once the whirlwind goes off, the movement speed debuff kicks in, but you are already out of the danger zone, 90% of the time though I don't need to upgrade boots but when I do, it is either Merc treads, or Mobility. The more time this ability charges up, the further it goes but I often find myself rarely allowing it to do that unless I'm just poking. For initiation or a simple counter to a
Galio ult, it is better to just run up quick and drop it fast and interrupt or initiate with it. I do however let this ability charge up when I need a delayed effect such as a bait enemy into a bad position (for them) just as a
Howling Gale comes out of nowhere and hits them, CC-ing them for my team leading to 3-1 gank, etc.
Ability Breakdown: I kind of use
Zephyr for its passive more than anything. It however does really nice damage, quickly for how cheap it costs, thus the reason why I max it out 2nd. It is pretty much a simple ability, use when your team needs a slow, utilize the range (use it after the enemy champion flashes if you are already right next to them unless you are far away, slow them and get up close and stay close.
Ability Breakdown:
Eye of the Storm is
Janna's most useful ability to an AD carry. I don't know how many lives I've saved or how many times my AD Carry has been like wow, thanks for the damage! It can be used in critical moments on a tower on that final shot that normally wouldn't kill them but does not and best of all, it's instant-cast with a nice range. Max this out ASAP and spam it on your AD carry whenever they go to harass or when they are about to take damage. This ability goes hand-in-hand with
Howling Gale
Ability Breakdown: Such an amazing ability,
Monsoon will save your team in dangerous situations when they get out of position, used with
Eye of the Storm you can prevent/restore much of the damage done to your team in a team fight. When
Monsoon is down, let your body become the prevent-er taking damage for your team instead of letting them take it, especially your Nukes since they often don't have health sustain options mid-game. Because the knock-back is instant, in combination with
Flash you can do some incredible things. Use this to separate an enemy team at a crucial moment or put an enemy through a wall into your team, or even just to
Flash somewhere quick to save a teammate, it can be worth it. Lastly, try to not neglect the channeled heal when you know your team needs it. Hunker down behind them, position as best as you can, lay down a
Howling Gale to defend yourself from melee CC's and let the whole thing channel out for your team. The hardest part about this ability, is knowing when to use it for defense and when for offense, takes practice and good awareness[/color], good luck!

Ability Breakdown:









Ability Breakdown: I kind of use

Ability Breakdown:



Ability Breakdown: Such an amazing ability,






Here are some video examples on how
Janna's Ultimate
Monsoon can be used:
(The ways to use it are explained in this order:)


(The ways to use it are explained in this order:)
- Defensively as a Knockback
- Defensively as an AoE channeled Heal
- Offensively as Knockback
- Offensively to Separate Enemy Team
- Offensive and Defensively combined
The Early Game
Early game is all about getting your AD carry FED and staying alive in the process. Get them farms, do this by keeping control of the bushes or one-bush in your lane with wards and yourself. Make sure you and your carry can't get ganked easily with well-placed wards in or near the river. Build accordingly, If your carry has the potential to dominate your lane in farms, harass, and push effectively and they only need more Mana Regen to do this, alter your build, get the

Your second priority early is to protect and support your jungler as they jungle and counter-jungle, give them the best possible wards you can to make his or her life much easier, this also applies to your Nuke and even your top in some cases. If I can get a key early-game ward to the enemy blue when they aren't going for it, I do it. Keep your






Early game those are your only priorities unless your team needs you somewhere else for a very important reason, the AD carry is huge though, never neglect them, get them farms, get them kills, protect them and let yourself ONLY GET ASSISTS, NO KILLS!!!
Intentionally (if you are good enough to handle it) underlevel yourself by giving your AD Carry as much solo XP as they can handle, stay near them, just intentionally get out of range of XP so they get more. Giving them more XP can mean they hit 6 at a critical moment before the opponents and pick-up a kill because of it (Example:


The Transitioning Early to Mid
This is when priorities start to shift, at this point you may end up roaming more, bouncing back and forth from bottom to mid to support the jungler and more effectively ward your side of the map. Dragon becomes a huge ***set at this point and controlling the area with wards is critical, you MUST do it. This is why it's so important to have Sighstone and a gold item at this point. If there is one enemy in the bottom lane, and you can't kill them, leave it and let your carry get the solo XP they need to keep up with or pull ahead of the enemy carry. Do not wander too far though, unless you KNOW they can handle themselves and give them a minimum of a 2 ward perimeter to prevent sneaky ganks on them.
Ward, Ward, Ward in all key positions, entrances and exits to enemy jungle if you control the lanes that well, if you are pushes back in lanes, ward your own jungle, etc.
Usually, your deaths will happen around this time, they are almost inevitable, most will not be your fault if you play very well, you will however die for your teammates if you must, that is your job as support. If you can save your fed nuke or AD carry, do it, the enemy will often get less gold.
Always remember that a trade isn't a trade just because 1 person per team died, the assists counts as well. If your nuke is fighting someone and you can get the assist for the kill, GET IT, but don't steal the kill. If you someone has to die on your team, let it be you AFTER getting off your key abilities if you can.
Be smart with Vision wards, I often save them for crucial moments like stealing an enemy buff, protecting your own, or securing a Dragon.

The Transitioning Mid to Late
Team fights, constant Dragons, back-dooring, Lane-Control and Barons now become the main focus of the game, 1 death at a crucial moment can lose your team the game. As a support, you make sure that doesn't happen, that is your first priority. MAKE SURE NOBODY DIES. You do this by giving them amazing awareness of the map, if you have placed less than 20 wards at this point, you aren't playing well enough imo. You should have at least 3 wards on the map at any given time covering key positions, you should have visions at baron, dragon, and any other place you know the enemy wants to control with a ward if the position needs to be safe.
Often you will not initiate as a





In the team fight itself, if you need to separate the enemy AD carry from the fight with a well-place ult, DO IT. If however, your team needs the heals from it more, position yourself behind them, cover yourself with a well-place whirlwind and keep your team at good hp by channeling your full ulti. DEFEND YOUR AD CARRY. Do not let anybody kill them. If they die, your team may lose the fight and even defend your nuke if they need it. Shield



REMEMBER: Your




Godspeed.

This is my first guide so don't hate!
Thanks for reading! - And if you have any questions or concerns, ask away and I'll add it to this awesome Q & A section.
Thanks to everybody in the comments who has given advice on how to improve the guide! and jhoijhoi for making a guide that definitely helped me improve mine.
Q: Is she really viable still?
- A: Yes, really. Learn to survive and use your abilities appropriately and you'll pull 0-2-29's out of your *** in 20 minute games.
Q: Can I Solo Mid or Top as AP?
- A: Yes, but you are often wasting your awesome support abilities
Q: Are there any specific champions she counters?
- A: Anybody that has to get up close and personal to get **** done,
Wukong Ult
can be countered by
Janna Ult
,
Kennen ult
can be countered by
Janna Ult
,
Galio ult
can be interrupted by Janna "Q"
from far away. Time your moves and you counter all kinds of champion abilities.
Q: Do you have to be a high ELO player to be good at

- A: NO, in fact, you may be an amazing
Janna and have mediocre ELO, truth is supports get no love! They are hard to pull off in solo queue and single-handedly win your team games, duo however with a good bro and you two can tear it up.
Q: Can I build

- A: gtfo
Q: You seem to support the idea playing other supports, why not always

- A: I don't believe in any one champion carrying your team to victory, there are counters to keep in mind, there are games where
Janna is a rough pick and games where she is a beautiful pick, keep those in mind. My main is actually
Sona.
Q: What is your favorite champion or champions to pair up with

- A: Kog Maw, Draven, Graves - I can keep them alive and they heavily benefit from my ad shield.
Q: Do you plan on making other Guides?
- A: I imagine so but I'm lazy.
Q: Do you ever do stuff not on your guide?
- A: Of course, I try all kinds of crazy stuff in games to up the fun or sometimes to try out new builds! If I ever figure out something new that benefits the Support role, I'll always update the guide.
You must be logged in to comment. Please login or register.