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Janna Build Guide by Hanjaro

Support Hanjaro's Janna: Support your way to Challenger!

Support Hanjaro's Janna: Support your way to Challenger!

Updated on September 30, 2021
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League of Legends Build Guide Author Hanjaro Build Guide By Hanjaro 229 9 529,635 Views 4 Comments
229 9 529,635 Views 4 Comments League of Legends Build Guide Author Hanjaro Janna Build Guide By Hanjaro Updated on September 30, 2021
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Runes: Poke

1 2
Sorcery
Arcane Comet
Manaflow Band
Celerity
Scorch

Domination
Taste of Blood
Relentless Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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






Hey guys! Hanjaro here!
A little bit about me

I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.
I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!

Why Janna?

Janna is a typical enchanter, she's got fantastic CC built into her kit with a knock-up and slow, along with her ultimates knock-back.
She has added AD onto a shield, making her synergize with nearly every ADC, and her ultimate has a built in, aoe heal.
What more could you ask for in an enchanter support?!

If you enjoy playing, or want to learn more about Janna, you can read and discuss more over at
/r/Janna.

Summoner Spells



Flash is taken as your primary escape summoner, and can be used alongside Monsoon to flash into the enemy team, and push them back into your team.

The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction.

Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.

Runes
Sorcery + Domination





Arcane Comet allows Janna to have stronger laning presence, and can be a reliable source of extra poke with Zephyr. Zephyr is a single target ability, meaning it reduces Arcane Comet's cooldown significantly faster than aoe abilities.
You can take Summon Aery for less damage, but more sustain in lane/late game, especially if playing vs a dangerous comp such as Draven and Brand.

Janna's mana costs poking with W, and sustaining with E, can ramp up quickly. Manaflow Band helps negate running out of mana in laning phase as fast, and grants passive mana regen when you reach the 250 threshold.

More movement speed on Janna equals more damage, meaning Celerity is an invaluable, and must have rune, on Janna. It synergizes well with her passive, and her Zephyr.

Scorch is used for early game, laning harass. It adds extra damage on your first ability used, and then again after the 10s cooldown. The extra damage can't be missed when using Zephyr due to it being targeted, so abuse this in lane for extra presence and poke.

Taste of Blood helps to provide you sustain in lane, and pairs well with our primary rune choices to give Zephyr maximum effectiveness during laning phase.

Relentless Hunter provides Janna with a huge boost her movement speed at maximum stacks. It synergizes well with her passive, and her Zephyr. Combine that with Mobility Boots, and you can be faster than Rammus!


Itemization


-OR-



-OR

Boots of Mobility > MOVEMENT SPEED
With Janna's passive and Zephyr, Mobility Boots is a great pick up, she will be one of the fastest champions in the game, helping catch people out and sticking close to her allies.

Boots of Swiftness > SLOW RESIST
If the enemy team has a lot of slows, you can trade Mobi's out for these. They offer 60 movement speed and 25% slow resistance.

Ionian Boots of Lucidity > CDR
If you're wanting to have a little bit more CDR, you can take these boots, helps with getting your abilities out quicker, and reducing the CD on your summoner spells by 10%.


Imperial Mandate > DAMAGE/UTILITY
Janna focuses on doing damage with her Zephyr, making Imperial Mandate a core item in its current state, as the slow applies a mark to the enemy, which ally champions can trigger, dealing extra damage and granting you and the triggering ally movement speed. You also gain AP, ability haste and mana regen, along with empowering your other legendary items with an extra 15 ability power.


Redemption > CDR/HP+MANA REGEN/SUSTAIN
Redemption offers an aoe heal in an area, adding a health sustain for her allies outside of Monsoon, or on top of. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% shielding power, which synergizes with your Eye of the Storm.


Ardent Censer > DAMAGE/UTILITY/CDR
If you have a team comp that relies heavily on fast auto attacks such as Vayne, Kindred, Quinn etc. Ardent Censer is a great pickup to maximize your carries damage output while shielding them, it also offers you a bit more burst and mana sustain.


Zhonya's Hourglass > UTILITY/SURVIVABILITY/DAMAGE
If the enemy team has a lot of burst damage threats, you can take Zhonya's Hourglass to keep yourself alive longer, or negate damage spells such as Zed's Death Mark or Ignite. It can spell the difference between living or dying, you also gain a nice chunk of AP for your burst damage, 45 armor and CDR.


Mikael's Crucible > SURVIVABILITY/CDR/UTILITY
A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Dark Binding, Cocoon etc and grants the target a small heal upon use.
Increases your Mana and HP regeneration, while granting you 50 magic resist, and 20% shielding power - good synergy with Eye of the Storm.


Moonstone Renewer > UTILITY/DAMAGE
Slightly lackluster at the moment, this item provides us with a bit extra damage, ability haste and much needed mana regen. It also provides a smart heal to the lowest health ally when you affect champions with abilities while in combat. Each second spent in combat increases this healing effect up to 150%. This also empowers our other legendary items with 5 ability haste.


Staff of Flowing Water > UTILITY/MANA
If your team has many AP users, Staff of Flowing Water can be using for granting them up to 40 ability power, and bonus movement speed for 3 seconds after healing or shielding them. You also gain mana regen, ability power and heal and shield power.

Abilities



Tailwind

Tailwind (Passive)

COST: 0 mana
EFFECT RADIUS: 1250
INNATE: Janna passively gains 8% bonus movement speed, and grants the same amount to nearby allied champions moving towards her.

Janna's basic attacks and Zephyr deal bonus on-hit magic damage equal to 25 / 35% (based on level) of her bonus movement speed.


Howling Gale


Howling Gale (Q)

RANGE: 1000 - 1750
COST: 60 / 80 / 100 / 120 / 140 mana
COOLDOWN: 12
ACTIVE: Janna summons a whirlwind at her current location which charges up over 3 seconds. Its range, speed, damage, and knockup duration increase for each second it is left charging.

At the end of the duration, or upon reactivation, the whirlwind launches itself for 1.5 seconds in the target direction, dealing magic damage to all enemies it passes through and knocking them up for 0.5 − 1.25 seconds (based on seconds charged).


Zephyr


Zephyr (W)

RANGE: 550
COST: 50 / 60 / 70 / 80 / 90
COOLDOWN: 8 / 7.5 / 7 / 6.5 / 6
While Zephyr is not on cooldown, Janna is aided by an air elemental who Ghosts her and grants her bonus movement speed.

ACTIVE: Janna commands her air elemental to attack the target enemy, dealing magic damage and slowing them for 2 seconds by an amount, - based on AP - capped at a maximum of 99%
  • You lose Zephyr's passive when you activate it, so when being chased down, you must make a decision whether slowing the enemy, or keeping your Ghost passive - will be the right choice to keep you alive.
  • Early to mid-game, Zephyr's damage shouldn't be underestimated, as it scales based off of your movement speed.


Eye of the Storm


Eye of the Storm (E)

RANGE: 800
COST: 70 / 80 / 90 / 100 / 110 mana
BASE COOLDOWN: 16 / 15 / 14 / 13 / 12
ACTIVE: Janna shields the target allied champion, or herself for 5 seconds, decaying over the duration after 0.75 seconds. While the shield holds, her target gains bonus attack damage.

Each ability that slows ( Zephyr), or knocks an enemy champion airborne ( Howling Gale), reduces Eye of the Storm's cooldown by 20%, up to once per ability cast.
  • Eye of the Storm can be cast on turrets, and you will be granted credit, or an assist, for any champion kills aided by the turret.
  • Allied turrets are granted the bonus attack damage from Eye of the Storm.
  • Use this as an enemy ability or auto attack is in flight to negate the incoming damage.
  • You can turn the tides of battle in your favor with Eye of the Storm, as well as procing Ardent Censer and Summon Aery.


Monsoon

Monsoon (R)

RADIUS: 725
COST: 100 mana
COOLDOWN: 150 / 135 / 120
ACTIVE: Janna channels for 3 seconds, knocking back all nearby enemies up to 875 units, based on their proximity to her, while stunning them for 0.5 seconds.

While channeling, she releases soothing winds that heal nearby allies every half-second. Moving interrupts this effect.
  • Spell Shield will block the knockback effect.
  • You tend to use Monsoon for the knockback, to peel your ADC or team.
  • You can Flash in front of an enemy, and use Monsoon to push them back into your team.
  • You must stand still to use Monsoon, so be careful the enemy doesn't change their focus to you while channelling it.

Gameplay

Early Game


You'll most likely want to start with Zephyr, as your Eye of the Storm has a rather long cooldown and unless you get invaded, or are going up against an aggressive lane ( Draven, Nautilus, Brand) that can all-in you level 1, it's better to start with a bit of poke and harass.


You'll want to utilize your autoattacks in lane, due to the extra damage your passive gives you, and once you level up Eye of the Storm, you can protect yourself from damage (if you're under no threat of a gank, or being engaged on, due to the long cooldown), and increase your AD to add extra poke.

You'll be engaging using Howling Gale charged up for less than 1s, primarily for the knockup, from melee range - it gives the enemies no time to react in dodging it. You can also use Zephyr to slow them, giving them less time to react to a longer charge.

Make sure not to waste your Howling Gale if you think you might be engaged on soon, as it's knock up is your primary disengage tool, as well as engage. You can use it to interrupt dashes such as Lee Sin's Sonic Wave or Leona's Zenith Blade.


Mid - Late Game


Mid - Late game your job is to disengage, peel, and protect your teams main damage threats. Other than positioning for a defensive Monsoon during teamfights, you most likely want to be at the backline with your ADC - so you can quickly knock up or slow an enemy threat that's diving onto them.
If you can be sure no one is going to engage on your ADC, or are otherwise occupied, you can throw a Howling Gale into the middle of the enemies, potentially setting up for a multiple enemy Last Breath if you have a Yasuo, or interrupting someone else's channeled ability!

The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.

You'll want to be sticking close to your ADC, while roaming efficiently and safely as possible to place deep wards. You have the advantage of high movement speed on your side, use it!

Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
Conclusion
I hope you enjoyed, and learned enough from my Janna guide, to play her as well as the pro's.

If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as engagers ( Nautilus, Pyke etc!).

If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
Update Log
  • 06/09/2019 - Published Guide.
  • 06/10/2019 - Added Itemization chapter.
  • 06/12/2019 - Cleaned up layout.
  • 11/20/2019 - Updated for 9.23.
  • 11/20/2020 - Updated for preseason
  • 01/21/2021 - Updated for 11.2.
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Hanjaro Janna Guide
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