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1. Perserverance > Good Hands because with the Strength of the spirit i have really good regen early game, and with my items, mid-game / late-game its really a piece of cake :)
2. I'm not a big fan of Zephyr, for me Knockback Airborne > Slow and you you can do lots of damage to minions, not at once, but you can kill minions really effectively.
3. If you see what i putted now in the Masteries note, you see that if you follow my masteries you will have 0/8/-22-, so if you go Offensive instead of Defense, you won't be able to reach Archaic Knowledge and i pick Strength of Spirit because, again, my oppinion is that is what you need to be "good" then if you have a good early-game, the rest will be good.
4. Imo Tear of the goddess really helps you, more mana since the beggining, you can spam more on minions=farm=more money for Catalyst :)
5. Hm, i really didn't thought of that, i didn't notice that because if you have good tanks, they will cover you but, as you wish, i'll add a item.
1. Good Hands > Perserverance. So why?
2. At level 2, Zephyr does more damage, and CCs for longer. Assuming you're duo laning (I don't think solo janna is a good idea), pushing shouldn't be an issue. Therefore Zephyrs > HG. So why HG first? It can't 1hit minions till late game.
3. Why Strength of Spirit? Archaic Knowledge 15% Mpen is much more useful. When you have enough mana for the Hp/5 to be useful, Hp/5 is essentially useless.
4. This might just be me, but I think Catalyst is more important than Tear because of the Hp. Then again that's jut my playstyle...
5. No MR. 269 armour is very nice, but if Leblanc can Q+R you, 269 armour is useless.
Great job on the guide.