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Janna Build Guide by NirvanaBunny

Support Bunny's Guide to Janna, the Storm's Fury

Support Bunny's Guide to Janna, the Storm's Fury

Updated on May 2, 2019
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League of Legends Build Guide Author NirvanaBunny Build Guide By NirvanaBunny 17 3 40,429 Views 5 Comments
17 3 40,429 Views 5 Comments League of Legends Build Guide Author NirvanaBunny Janna Build Guide By NirvanaBunny Updated on May 2, 2019
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Runes:

Sorcery
Summon Aery
Manaflow Band
Celerity
Scorch

Inspiration
Cosmic Insight
Biscuit Delivery
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)

Spells:

1 2
Standard Spells
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

Ability Order Bunny's Sequence...Kinda

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None









I'm not exactly sure what to say here so here it goes:

Hi! I'm NirvanaBunny! I play League of Legends casually--and just recently started trying in ranked. I am a support main at heart, but I can play other roles such as Mid Lane and ADC. I am a college student and a twitch streamer, though I do not stream a lot of League (You can find me HERE if you're interested).

Also, if you enjoy this guide please feel free to check out my other up to date guide(s).



Please be sure to comment on this guide your thoughts, and if you really like itp lease upvote it :D I work hard on these and I don't mind a little cirtizism!
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In this guide, I will tell you how and why I play/build Janna the way I do. I will try my best to explain why I build the way I do and how my personal play-style is with this champion. I will also explain as to why you should at least appreciate your support because, to be honest, we are very underrated for what we do.


Where do I start when it comes to describing supports and the rules they follow?

Support is probably one of the most important roles, and underrated roles, in the game. They control the flow of the game and a great deal of map control. A lot of things happen behind the kills that most people do not realize or refuse to. As the name implies, this role helps the team to achieve victory by enabling them to get kills and objectives, such as the Rift Herald , Baron Nashor or the Dragon .


As a support, you head to the bottom lane with your AD Carry, and as the name implies, you support them. When you are in laning phase, don't last hit the minions for gold. There are items that will passively give you gold as the game progresses (That being said, you can farm the minions when your ADC is out of lane). Your job is not to take kills, but to set up kills for your team, so try not to kill steal!

Watch whole map, not just your own lane and ping/inform your allies of approaching enemies. Pinging missing champions and maybe even writing in the chat goes to this section and even if your mid doesn't say anything, but the enemy is gone there, you can ping it instead. Remember to buy and put wards and beware of ganks, inform your own jungler of the enemy wards and set up ganks. Remember: you can only place 3 wards at a time and 1 Control Ward. Remind others to ward as well, this is a team game.

Janna is probably one of my favorite supports, but her learning curve can be steep if you don't pay attention. For this past season, I haven't played her in ranked because I had been re-learning her and working on my play-style....SURPRISE it's passive. While she can't be used in every game, she sure can be a massive help when picked.
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]

Pros


+ High movement speed
+ Strong peel
+ Strong teamfight potential
+ Heals with ultimate
+ Knockback with ultimate
+ Shield with E
+ Slow with W
+ Knockup with Q

Janna has really nice movement speed and a beautiful movement speed buff with her passive. She also has really nice CC and peel with her kit! Her ultimate has a strong AoE heal as well as a knockback as soon as it's cast. With her Q it makes sure that you ahve a strong disengage/engage in lane and in team-fights.
Cons


- Squishy
- Countered easily
- Mana reliant
- Skill-cap
- Team reliant

Like all champion, Janna has her downfalls. She is a very squishy support, she has a shiled, but no heal. That means she's easy to kill with bursty, all-in champions like Thresh.
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This is where I try to explain why I chose the masteries I do and compare them to the others that I do not. I will attempt to do this as clearly as possible without too much unneeded text!


VS VS


Summon Aery is my preferred choice when playing Janna. That is because it can be used defensively or offensively. For example, whenever you shield an allay it grants them a shield that for 35 − 80 (based on level) that lasts for 2 seconds which can be important early game. You can also use it as a poke tool in lane because when you hit an enemy champion with an ability it does 10 − 40 (based on level) damage.


Arcane Comet I have used myself a few times, but I still find it inferior to Summon Aery. I use it mostly on APC champions in the mid lane, but that's about it.


I am not exactly sure if Phase Rush is actually used on any champion. It'll grant you up to 3 stacks when hitting enemy champions and will grant you 25-40% movement speed (based on level) and up to 75% slow resist for 3 seconds. I personally don't recommend it.


VS VS


Nullifying Orb could be useful for when you are facing AP champions, but I found that it generally doesn't give you too much and it feels like a waste in terms of utilization for Janna.


This is probably my favorite option when playing Janna because of the extra mana regen for the early game preasure. It's nice because you get 25 permanent mana everytime you poke an enemy! It's amazing mana sustain.


I find this an alright mastery on Janna, but I don't find much use for it. She already has a nice base speed, so the extra speed you get from your ultimate is just that. Plus, I use my ultimate to disengage, so I won't have to try to catch up to any enemies.[/b][/i]



VS VS


I found that this is an alright alternative to Celerity if you feel like rushing 40% CDR asap. While it's an alright alternative, it's only 10% CDR over the current cap of 30% and it's just a mastery.


This is my current go-to! Janna is not slow champio, but the extra movement speed from this is nice. Unlike Nimbus Cloak it's not just after you cast your ultimate, it's just extra movement speed.


Now I personally don't use this mastery....at all. I don't feel as it works for a support champion, which is why I did not use this one.


VS VS



Poking your enemy is lane is almost a must. While usually I wouldn't take this since Janna does no damage, I felt it works because it's just a nice boost when your W is up. Plus, I don't like the other masteries on her.



Waterwalking I have noticed is for champions who tend to roam and are in the river area a good amount. I feel as though this is a good option for Janna if you plan on romaing or if you have the ability. I personally don't take it because I don't usually roam.


This is usually my choice when it comes to AP supports, but I don't think it works for Janna like it does the others. Her shield does scale off of her AP, but I feel that you might be able to utilize Scorch more because you'll be pokign with your W quite a bit. Plus her shield decays after some time (please refer to abilities).





This is a no-brainer when it comes to the Inspiration tree. It lowers your cooldowns of yoru items, spell, and abilities. Plus it adds to your CDR cap!


I love this because you'll get biscuits that replenish your heath, mana, and it increases your maximum mana. You'll get one every 3 minutes for 12 minutes which is nice because that's (on average) about the time that early game ends.
.. .. ..


FLASH: This is standered on every champion, support or not.

EXHAUST: This I find is a must on any support champion! Not only does it slow the enemy champion affected by 30% for 2.5 seconds in order to help secure your carry a kill, you can use it to get out of a sticky situation or disengage if need-be.

IGNITE: This is not a spell I perosnally use or would reccomend, but that does not stop me from seeing other people take it for some reason. I would still personally recommend Exhaust and Flash.
.. .. ..


PASSIVE ABILITY
Tailwind (Passive): This is her passive. When Janna increases the movement speed of all allied champions moving toward her by 8%. Bonus movement speed grants Janna extra damage on autos and single target abilities (which is almost all of them other than her ultimate) and her basic attacks do additional magic damage based on her movement speed.


Q
Howling Gale (Q): This is your primary engage/disengage. You don't have to charg it fully because it will rarely work due to the cast time. What's really nice about this ability is that it knocks up enemies once they are hit.


W
Zephyr (W): What's nice about this ability, other than the slow, is that it's targeted--which means they can't dodge it! This make it a very powerful form of CC. What sucks about it is that it doesn't slow the enemy much or do much damage until you max it.


E
Eye of the Storm (E): This is probably my most used ability on Janna because I play her super defensive. This places a shield over an allied champion for 5 seconds (and decays over a 0.75 grace period) What's super nice about this ability is that it will shield your turrets as well.

R
Monsoon (R): This is a really nice disengage when it comes to unfavorble teamfights as well as a nice AoE heal. I tend to use it more when an annoying assassin jumps onto me or my ADC. You also have to keep an eye to whre the enemy will move to once you pop it. You can accidentally push them into an ally.
.. .. ..


#1
Monsoon

6 / 11 / 16

#2
Eye of the Storm

1 / 4 / 5 / 7 / 9

#3
Zephyr

2 / 8 / 12 / 13 / 14

#4
Howling Gale

3 / 10 / 15 / 17 / 18
> > >


Alright, so to be clear I tend to vary on my skill sequence, but I always tend to start off with my E. The reason I don't try to max Q as soon as possible is because of the cast time. It is more likely to miss a Q than it is a W--which helps slow enemy champions! I like to max my E first because I tend to play super passively, so the shield comes in handy.
.. .. ..


This item is amazing for a couple of different reasons! One reason is the fact that it has the ability to convert your mana regeneration to ability power--which increases your shield power! What's better is that when you do damage you get stacks that will heal your alley for additional HP!


This item can come in handy if used correctly. Once you activate it two cute little ghost dudes will come out and look for nearby enemies. If they find them they get slowed and you will have vision on them--even if you don't have vision in that particular area. While it's not ideal in every situation, it is in some.


This item is good for its raw healing power in a single item slot and also for its active, which cleanses CC from an ally. That makes it great for teams against heavy CC! Though, I feel like it should be taken only if you don't plan on taking Athene's Unholy Grail for reason that I will state when I get to that item.


The active of this item can be super helpful for engaging or disengaging team fights. The movement speed buff works with Janna all around. This is just a great item for her!


This is an alright situational item. I have seen it from time to time when playing games, but I personally don't recommend it. I can see this being viable in heavy AP teams and you become the target and are dying easily, but other than that I would say skip it and purchase something a little bit more useful.


This. This is a good situational item all around for almost every--if not every--support in the game in my opinion. I buy this when I know I'm going to be needing to play more defensively and I need to keep everyone alive in team fights.



This is probably the armor choice for Janna. The active reduces the attack speed of nearby enemies and this makes it useful against enemies who clearly rely on their attack speed.
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This is where I'll talk about how I usually play as Janna. Please, keep in mind that you can either play this champion or any champion, aggressively or defensively--but here I will focus on my aggressive play-style!



This phase usually goes from the beginning of the game to when the first tower, ally or enemy, is down. So, with that in mind, the main thing you want to do during this phase is to keep your ADC alive and to try to get a tower. Do not forget that you are Janna, so you do not have the best CC, so don't be afraid to ask your jungler for help when it comes to ganks.If you are not able to get ganks, try to play passively.

With what CC you have, try to poke the enemy as much as you can. Remember that your Q is slow, so spare how you use it. I would always try to shield your ally with Eye of the Storm every now and then to ensure that you get ahead in lane since it can protect them from incoming CC.

Once you hit level 6 you'll get Monsoon. Be sure to watch your map and your team before you activate it. Early game I only tend to use it when I know that we can secure a kill in the bottom lane or I know I can save my ADC from death.

Alright, now tower is gone. This makes the game a little bit more tricky when it comes to your opponents. You can be easily picked off especially when you are trying to ward (for rough warding map click here! Remember that wards/Results may vary). Always remember to keep vision on Baron and Dragon if possible! Those are very important game changers.

In team-fights, you should be sure to position yourself somewhere in between the front and the back. While you are very squishy you also have some good engage. In certain fights, you can be closer to your front line--especially if you are ahead--in order to engage and shield them--not wait for them to back off. This can help make teamfights last longer.

Remember, your ultimate is an AoE heal and will knock-back enemies. This can be very important when trying to disengage team-fights.

This is probably the hardest phase to determine when is happening, but usually, it's usually when everyone starts to group together and 5v5 for towers.

Now I feel like there's not of a difference betwen the Late-Game and the Mid-Game play-style. Team-fights are usually the same along with the objectives.
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2 May 2019
~Fixed some spelling errors

15 April 2019
~Fixed more spelling errors because I can't spell!

2 April 2019
~Fixed some spelling errors

10 March 2019
~Added Sona Guide shortcut

9 March 2019
~Fixed some spelling mistakes
~Fixed how dates are written in Change Log

19 January 2019
~Fixed some spelling errors

5 January 2019
~Added Leona Build Image with link

3 January 2019
~I revamped the look of the guide
~Added the Skill Sequence section
~Fixed some grammar and spelling mistakes

11 December 2018
~Fixed some spelling mistakes

24 November 2018
~Updated for the first time in like 4 or 5 years

23 April 2015
~Updated for Season 5

19 June 2014
~Fully Updated
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