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I made some minor edits to bring the guide, but I'll do a more flushed out update later. The botlane meta is just weird right now.
Minor rune reorganization for the Inspiration tree. We're probably still in League of Stopwatches though.
Finally added W maxing notes to the guide body.
Changed recommended runes from resolve to inspiration. (I'm not jumping on the stopwatch bandwagon, mostly because I keep not actually needing/using it. Perhaps I just need more practice.)
Matchups and warding are still in the works. Sorry for the delay, but semester started and I'm getting swamped already.
Best of luck on the Rift!
It is such a masterpiece both in content and design you get my +1 and +fav 2000%
<3 your introduction and the reference to "as much rage in the enemy team as a Teemo" ^^
Very original and beautiful summoner's spells section
Even more original and beautiful runes chapter
All the strategy part is meaningful and covering a wide bunch of variations yet remains super clear
Great items part too but maybe slightly too many choices (trying to find anything not praise to say)
Thank you a lot for this fabulous guide.
I'll do my best to make it even more fabulous ;)
1/25/2017 Patch 8.2 Updates (a.k.a. rip my active items cdr)
Expect a detailed supports matchup up soon! Formatting it is taking a bit longer than expected.
A few things I think you overlooked:
- Knight's Vow is not a very good item for Janna. It provides pretty weak defensive stats, and the healing is cut in half. It isn't a lot to begin with anyway. You're much better off swapping in a hard defensive item like Frozen Heart.
- Banner of Command is a pretty nice buy on Janna, especially if you don't have someone who can safely generate pressure in side lanes. The minion is also great for knocking down turrets.
- I would argue that Janna has a lot of hard engage. Her R, when used at the right time or with a flank, is as devastating as a Gragas ultimate. She can totally disrupt a team if it is done perfectly. Obviously this is a very risky strategy but it can really be a game breaker if you know when and how to do it.
- I see that you included almost every single availble set of boots. Mobility Boots are 9/10 the default choice for Janna. Extra MS means more AP and it stacks with W and passive. With how utterly squishy Janna is, boots don't really help much at all. You need the speed for warding safely anyway.
- In addition, she can engage on a caught out target in two ways.
1. Charging up a Q in fog of war and hitting it
2. Walking up and using a W Q combo to slow them for your team.
- While your runes look good, I personally feel that Resolve is non-negotiable. Especially if you want to play up and be aggressive, you need Iron Skin to keep you healthy. Also, Revitalize adds so much healing and shielding to just about every part of Janna's kit. Too good to pass up!
- I like that you include Banshee's Veil. This item is really great for Janna, as it increases the likelihood that she will be able to channel her ultimate for all 3 seconds without getting shut down. I don't see this item anywhere in the build path, though.
This is more of a stylistic thing, but you can surround champion names and items in brackets to make them pop more. You can also mouse over them to read info. Done like this.
Once again, you did a really great job. Keep up the good work!
A few things I think you overlooked:
- Knight's Vow is not a very good item for Janna. It provides pretty weak defensive stats, and the healing is cut in half. It isn't a lot to begin with anyway. You're much better off swapping in a hard defensive item like Frozen Heart.
- Banner of Command is a pretty nice buy on Janna, especially if you don't have someone who can safely generate pressure in side lanes. The minion is also great for knocking down turrets.
- I would argue that Janna has a lot of hard engage. Her R, when used at the right time or with a flank, is as devastating as a Gragas ultimate. She can totally disrupt a team if it is done perfectly. Obviously this is a very risky strategy but it can really be a game breaker if you know when and how to do it.
- I see that you included almost every single availble set of boots. Mobility Boots are 9/10 the default choice for Janna. Extra MS means more AP and it stacks with W and passive. With how utterly squishy Janna is, boots don't really help much at all. You need the speed for warding safely anyway.
- In addition, she can engage on a caught out target in two ways.
1. Charging up a Q in fog of war and hitting it
2. Walking up and using a W Q combo to slow them for your team.
- While your runes look good, I personally feel that Resolve is non-negotiable. Especially if you want to play up and be aggressive, you need Iron Skin to keep you healthy. Also, Revitalize adds so much healing and shielding to just about every part of Janna's kit. Too good to pass up!
- I like that you include Banshee's Veil. This item is really great for Janna, as it increases the likelihood that she will be able to channel her ultimate for all 3 seconds without getting shut down. I don't see this item anywhere in the build path, though.
This is more of a stylistic thing, but you can surround champion names and items in brackets to make them pop more. You can also mouse over them to read info. Done like this.
Once again, you did a really great job. Keep up the good work!
Yesterday, I built Knight's Vow as Leona. My Draven almost got a pentakill. :D
1) I really like Frozen Heart, but I feel like that's more of an item I grab when my team is ahead. It has really nice stats, but it's more of a selfish item, and it's only utility is targeted towards attack speed champions, which makes it even more situational.
You're right in that it's not a great buy on Janna, but it is pretty efficient in stats. Since you're following whoever is carrying/needs the most protection, you get 60 armor most of the time anyways. The added health (even though it got nerfed) also works nicely with Locket of the Iron Solari. Also, the lower 10%cdr is preferable because this is usually one of your later items, and you're already around 30%-35% before you buy this. Unless you have Transcendence the extra cdr on Frozen would be wasted.
Very good point, I should change my description of it in the guide to include the drawbacks.
2) Nice catch! I completely forgot about this. I actually don't use it too often, and I should try it more. I often get frustrated by the fact we can't generate enough pressure across the lanes, so this could help.
3) I see where you're coming from, but I believe it's only possible if other long range CC spells are on cooldown and if you're flanking a smaller skirmish over a team fight. In a team fight, the ult knocks people back but the range isn't enough to outrange a lot of spells and CC (i.e. hooks, charm, various kinds of stuns, silences). I have done it once where I flanked, the enemy ADC was mispositioned and got blown into my team while I immediately followed up the knockback on the rest of the team with a Q.
You're definitely right about its potential and risk. Because of how risky it is, I feel like it's too situational, and as Janna you are too valuable to risk dying while attempting a flashy play. I might add this in a new section later. Thank you for pointing it out!
4) I honestly feel that every pair is viable on Janna. She has enough movement speed anyways, and yes, Mobility boots allows you to ward faster and safer, but that can be rectified by both Frost Queen's Claim and talisman of ascension. Also, sometimes the early armor/MR in lane and make a huge difference since people usually don't build penetration early on. This can increase your survivability. Too often I've survived getting camped with slivers of health because of the extra defenses (sometimes netting assists in the process). Also, Boots of Swiftness has the most base MS all the time even in combat so it's also good for Celerity, whereas the Mobility Boots are only out of combat. You're right that you can default to these with Janna, I've just found that the others are just as useful situationally.
5)Very true! I need to add those/emphasize them. Perhaps I need to add an "Engaging Smartly" section or something of the sort. Flanking can also be covered there.
6) I can see where you're coming from, but I think Revitalize can be subsituted with items in game. It does mean you are so much more strong early game though, so I can see why it's important. However, Cosmic Insight with the extra cdr is just as useful. Also, Zombie Ward gives unprecedented vision power! I've been able to consistenly ward the enemy buff or the buff my jg is not starting at and have that give vision of the area for a very long time, since the stealth ward expires a little after the actual camp clear, and then no one is there to kill the zombie. So there's a huge time span of vision. Even if the ward it cleared, it gives information on pathing. Also, expired wards and wards you kill also become zombie wards. You can feasibly have so, so many wards on the map if you're diligent about ward clearing. That information is enough to rival the extra power from Revitalize. (Lol, can you tell which subtree is my favorite?)
I can see iron skin being nice defense, but it's also too selfish of a rune for my playstyle. I do mention it in the runes subsection, but something like Font of Life gives more utility. Also, it's not as essential if you're being aggressive only when they are distracted ;) (AKA csing etc.)
7) Ah! I think I deleted it by accident. I'll add that back.
8) Thanks for the tip! I'll probably need to go back and stylize the blocks of text to make them more readable.
Thank you again for the lovely insight! I'll do my best! (Oops I kind of wrote a lot there.)
1) I really like Frozen Heart, but I feel like that's more of an item I grab when my team is ahead. It has really nice stats, but it's more of a selfish item, and it's only utility is targeted towards attack speed champions, which makes it even more situational.
You're right in that it's not a great buy on Janna, but it is pretty efficient in stats. Since you're following whoever is carrying/needs the most protection, you get 60 armor most of the time anyways. The added health (even though it got nerfed) also works nicely with Locket of the Iron Solari. Also, the lower 10%cdr is preferable because this is usually one of your later items, and you're already around 30%-35% before you buy this. Unless you have Transcendence the extra cdr on Frozen would be wasted.
Very good point, I should change my description of it in the guide to include the drawbacks.
2) Nice catch! I completely forgot about this. I actually don't use it too often, and I should try it more. I often get frustrated by the fact we can't generate enough pressure across the lanes, so this could help.
3) I see where you're coming from, but I believe it's only possible if other long range CC spells are on cooldown and if you're flanking a smaller skirmish over a team fight. In a team fight, the ult knocks people back but the range isn't enough to outrange a lot of spells and CC (i.e. hooks, charm, various kinds of stuns, silences). I have done it once where I flanked, the enemy ADC was mispositioned and got blown into my team while I immediately followed up the knockback on the rest of the team with a Q.
You're definitely right about its potential and risk. Because of how risky it is, I feel like it's too situational, and as Janna you are too valuable to risk dying while attempting a flashy play. I might add this in a new section later. Thank you for pointing it out!
4) I honestly feel that every pair is viable on Janna. She has enough movement speed anyways, and yes, Mobility boots allows you to ward faster and safer, but that can be rectified by both Frost Queen's Claim and talisman of ascension. Also, sometimes the early armor/MR in lane and make a huge difference since people usually don't build penetration early on. This can increase your survivability. Too often I've survived getting camped with slivers of health because of the extra defenses (sometimes netting assists in the process). Also, Boots of Swiftness has the most base MS all the time even in combat so it's also good for Celerity, whereas the Mobility Boots are only out of combat. You're right that you can default to these with Janna, I've just found that the others are just as useful situationally.
5)Very true! I need to add those/emphasize them. Perhaps I need to add an "Engaging Smartly" section or something of the sort. Flanking can also be covered there.
6) I can see where you're coming from, but I think Revitalize can be subsituted with items in game. It does mean you are so much more strong early game though, so I can see why it's important. However, Cosmic Insight with the extra cdr is just as useful. Also, Zombie Ward gives unprecedented vision power! I've been able to consistenly ward the enemy buff or the buff my jg is not starting at and have that give vision of the area for a very long time, since the stealth ward expires a little after the actual camp clear, and then no one is there to kill the zombie. So there's a huge time span of vision. Even if the ward it cleared, it gives information on pathing. Also, expired wards and wards you kill also become zombie wards. You can feasibly have so, so many wards on the map if you're diligent about ward clearing. That information is enough to rival the extra power from Revitalize. (Lol, can you tell which subtree is my favorite?)
I can see iron skin being nice defense, but it's also too selfish of a rune for my playstyle. I do mention it in the runes subsection, but something like Font of Life gives more utility. Also, it's not as essential if you're being aggressive only when they are distracted ;) (AKA csing etc.)
7) Ah! I think I deleted it by accident. I'll add that back.
8) Thanks for the tip! I'll probably need to go back and stylize the blocks of text to make them more readable.
Thank you again for the lovely insight! I'll do my best! (Oops I kind of wrote a lot there.)
1) You are definitely right about that. Most ADC and some tops laners rely a lot on AS, so having Frozen Heart to slow them down is good. I think I've had a "one track mind" recently because I've been playing against a lot of Jhins and MFs. (And haha, oh yes.) I haven't had to build it lately with the short game lengths. It's usually such a late game item. I wonder whether it's actually that good of an idea now. The range on the passive is 1000 which is the minimum range of Janna's Q, and it's a surprisingly small distance. Since Janna is a squish support and in the backline, will she be close enough that Frozen Heart affects the enemy ADC on the other backline? Or perhaps this item should be more for when you're against AS melees (i.e. Yasuo and Tryndamere?) I'll definitely need to explore this more. Thank you!
3) Very, very true. It's part of why it's important to not fully push to tower and instead freeze the wave. I'm surprised at how efficiently Janna can zone once a wave is frozen just by throwing out tornados and standing there. Of course this doesn't work all the time. I've played against Leonas that did that! Oh I totally learned the hard way ;-; Now I remember to always respect her engage power, even if I do bully her to the ground >:)
4) Yep, definitely important to have some form of boots. Janna is spoiling me in this reguard. I'm so used to her high mobility that I forget when I'm playing someone like Zyra or Soraka.
5) Nice! It's very fun to do that. I've always had trouble against Sona myself though. I've always found her poke to be much greater than mine.
6) I think they can be amazing against harder matchups. I want to try out the whole tree at some point, but I've been so distracted by the other trees. The fact it's a mostly tank tree doesn't help.
Thank you for taking your time to write such a detailed comment! Really made to think hard about itemization.