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Recommended Items
Runes: I am the speed
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Threats & Synergies
Dr. Mundo
This goes for anyone who's super tanky or has an overwhelming amount of sustain, but you'll have a harder time winning lane against someone like Mundo. At the very least you should be able to just break even depending on how good you are at kiting.
Yasuo
This one is pretty obvious. Even though you're going top or mid with this build he's still a strong match because of your Q and R CC, so later on in teamfights you'll be able to abuse that synergy more.
Yasuo
This one is pretty obvious. Even though you're going top or mid with this build he's still a strong match because of your Q and R CC, so later on in teamfights you'll be able to abuse that synergy more.
Champion Build Guide


-Great Kiting: Along with her high movement speed, her Q

-Good into Melee Matchups: Her poke and kiting potential make melee matchups easier and even against champions like Irelia, Talon, and Akali you can cancel their dashes with Q and R so there's always a chance to make a play.
-Cost Efficient Build: This build is extremely cost efficient in the mid game, as the only items above 3000 gold are




-No AP(with one exception): Considering we're going an AD on-hit build, you make little to no use of the scalings in your kit. Meaning, your shields and healing on R won't be as effective as normal Janna.
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Tailwind increases Janna's movement speed by 8%. Her basic attacks and W also deal bonus magic damage scaling with 25-35% of your current movement speed. The scaling is increased by level from 1-10 -
Janna builds up a tornado at her location, which can be activated any time before 3 seconds, otherwise after 3 seconds it will automatically activate. The longer it charges, the longer the range gets. It can also interrupt dashes such as Irelia Q, Akali R, and Talon Q. -
Whenever Zephyr is off cooldown you become ghosted and gain bonus movement speed. Janna targets an enemy, dealing damage and slowing them for 2 seconds. The damage on this ability not only scales with AP, but also with the same movement speed scaling on your passive. -
Janna shields an ally or herself, absorbing damage and increasing their AD for 5 seconds or until the shield is broken. Each CC hit from a slow or knockup lowers its cooldown by 20%. -
Janna knocks back enemies within 875 units, and channels a heal which restores HP to all allies inside the circle for up to 3 seconds. This Ability can be cancelled at any time.
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Lethal Tempo is good with this build because a lot of your poke is going to be auto attacks and weaving autos between CC. Lethal Tempo pushes you past the attack speed limit and makes it easier to run people down. The bonus range also helps for kiting and keeping your distance from would be assassins. -
Presence Of Mind helps you retain mana early game, and makes hitting your abilities more rewarding. It'll be your main mana source until you get your Essence Reaver. -
Legend: Alacrity gives some nice bonus attack speed so you can hit as fast as possible. -
Cut down will be an incredible option since Janna has some of the lowest max hp in the game, and will be squishier than a vast majority of champions, ESPECIALLY solo laners. You'll have Cut Down active throughout most of the game. -
Celerity is perfect for Janna as its entire purpose is to increase your movement speed, and whatever movement speed effects you have, which is a lot for Janna. -
Waterwalking will be a more situational rune, but paired with Janna's kit it works perfectly as you're already gaining adaptive power, but then that added movement speed is pouring into her passive, giving even more power on your auto attacks.


















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