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Janna Build Guide by Dotje

Support [11.5]🌪️Dotje's guide on Janna

Support [11.5]🌪️Dotje's guide on Janna

Updated on March 4, 2021
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League of Legends Build Guide Author Dotje Build Guide By Dotje 16 0 28,720 Views 0 Comments
16 0 28,720 Views 0 Comments League of Legends Build Guide Author Dotje Janna Build Guide By Dotje Updated on March 4, 2021
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Runes: Meta

1 2 3 4 5
Arcane Comet
Manaflow Band

Taste of Blood
Relentless Hunter

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


1 2 3
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Ability Order Standard (It can variate per game!)

Threats & Synergies

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

Champion Build Guide

[11.5]🌪️Dotje's guide on Janna

By Dotje
˙.˙Hey fellow summoner!˙.˙

Welcome to my guide! This is my third guide and I would like to inform you that: I'm NOT a pro. Please keep in mind some of my advice is experience/opinion based!

Everybody has their own playstyle and opinion, and I try to consider that! Just keep that in mind you have to find out what works for you. And don't assume I know everything or am right about everything!

If you've seen my Nami guide or Lulu guide you can see some resembelence, but don't worry, I looked trough it all! Some advice just applies to most enchanter supports.

˙.˙Short about me˙.˙

Drawn by Rosyre/Rin
Hello I'm Dotje, I'm a support main and I've been playing league for several years now. I'm from the Netherlands and I'm 22 years old. Playing games for me is about having fun. I play on the EUW servers and sometimes on NA. The reason I main support is because I enjoy empowering my teammates and because I used to always have internet and fps issues. Recently I have been practising new champions and roles but support is my go to. :)

When I reached diamond for the first time I main Janna and Soraka. When I slowly fell in love with Nami I started playing her less. But the past year I've been picking her up again, I still need to regain a lot of experience, but I hope this guide is useful. And of course, as I play more Janna this guide will be updated!

You can also check me out on where I will stream my gameplay sometimes. I'm not planning on growing but if you're interested or got any questions leave me a follow and drop by :)
Why Janna?
˙.˙Lots of peel˙.˙

Janna is an absolute queen of peel, especially now in the preseason. Certain champions that she is good against are meta again. Because you're super slippery you can force a lot of vision control and lane dominance. You can poke down almost any enemy laner with your Arcane Comet and out sustain trades with your Taste of Blood and Eye Of The Storm. If poking is not your playstyle, or you need to play safe in lane, you scale super well too! And laning phase is not the most important in the game, when mid-game starts your power starts to shine.


[+] Lots of peel
[+] Can cancel a lot of channels and dashes
[+] Easy to pick up
[+] Can be poke heavy in lane
[+] Scales well
Janna has always been the queen of peel, when played right she can carry games. You can shut down a lot of heavy engage, and are hard to catch. It often comes down on how you're utilizing your abilities which makes Janna hard to master. Because Janna is a pretty straightforward champion she's easy to pick up. Right now Janna is a super pokey champion, and can win lane most times. If you don't win lane, you for sure have a shot on winning the game as Janna scales pretty good.


[-] Squishy
[-] Looked down on
[-] Hard to master

Like every enchanter support, Janna is squishy. You can peel yourself pretty good, but it's best to get good at positioning and utilizing the extra movement speed Janna has. Because it's hard to master Janna or to properly play around her, a lot of people look down on picking her. You have to ignore the negativity and try her anyway, good players know the real strength of Janna. Personally I think mastering this champion needs a lot of playtime, patience and decision making.
˙.˙Support item˙.˙

A support item is a must-have as support, else you will lose a lot of gold income and vision control. Because lately Relic Shield is a viable option you have to choose. I recommend Spellthief's Edge for the casual players. In pre-season Spellthief's Edge is the better choice because it grants you more gold, but make sure you're able to proc this. If not, you can still go for Relic Shield.

Shard of true ice
You buy it as Spellthief's Edge and it upgrades into Frostfang into Shard of True Ice as you get stacks. You don't have to buy the upgrades anymore but make sure to trade when you have stacks to upgrade it sooner. It's easiest to poke turrets a little when you get the chance. When this item upgrades you are able to place up to 3 wards, use them for objective control!

Bulwark of the Mountain
After a lot of test games this item is legit a good choice to be safe in lane. Consider this item vs hook matchups or matchups you prefer not trading against. This not only denies the enemy laner gold, but also keeps you healthier to sustain. You can save your mana for heals and ganks. Make sure you try to use all its charges on canon minions and melee minions for extra gold. When this item upgrades you are able to place up to 3 wards, use them for objective control!


Always get boots! Consider getting them earlier when you're against a hook lane like Blitzcrank because you are able to dodge and reposition faster.

Boots of speed
Movement speed is important for dodging abilities, getting out of a fight and warding. Though if you are able to survive without them, you could use that gold to finish another item faster.

Boots of mobility
These boots are always a good choice because you can roam well, position better, and get your wards down quicker. The boots also give quite some pressure and allow you to dodge better too! People tend to rush these when botlane is miserable because you can roam better.

Ionian Boots of Lucidity
Because Janna scales with movementspeed, I do not recommend these boots. If you really prefer getting more ability haste, why not. Getting this does make you a little more vulnerable, and slower overall. Just test it out and see what works for you!

Boots of swiftness
These boots have always been my favourite, and in 10.5 they have buffed it to make it viable again. It's now cheaper than Mobility Boots and has a consistent speed buff. Because of the constant movement speed this is a good choice. Boots of Swiftness makes it easier to get out of fights and reposition. You should try it out!

Mercury's treads
These boots are a great option when you're playing against a composition with a lot of cc. Getting stunned means you're not able to do anything, or even die. It's best to position a way you won't get hit but there are some champions that are hard to avoid like Leona and Nautilus and not even the pros can dodge everything.

Plated Steelcaps
I've bought these boots a lot of times on tanks, but on Janna it doesn't feel worth getting. You could consider it when the enemy is full ad and you gathered some HP, but honestly you better get another kind of boots and stack some armor/hp.

˙.˙Core items˙.˙

These are the items you basically want to get every game. If you're going the Guardian build you probably want to reconsider Ardent Censer. But in any other build these items give you the most power.

Staff of flowing water
This item gives you and your ally a movement speed and damage bonus! I think this is a great general item to have. Font of Life also triggers this item just as it triggers Ardent Censer.
I think this item fits great playing with Ezreal and Kai'Sa.

Ardent censer
With this item your ultimate and shield will be a great empowerment for your team. If you have a hypercarry or an ad based team this is a must have. Because Staff of Flowing Water gives movementspeed and ability power, you should think about what to build first.

˙.˙The mythics˙.˙
Moonstone renewer
This item gives a lot of healing, it sadly doesn't give the mana regen like the old athene's did. But the ability haste and stronger heals are still great to have generally. On Janna I find it reliable to build this item if what you need is more sustain in a fight, and not extra damage from Imperial Mandate.

Imperial Mandate
I think this item is the best when your team is snowballing, especially when your team is good lategame as well. The bonus movementspeed and damage are not to be underrated. You can simply proc this item by pressing W Zephyr on the enemy you want to damage, or if you hit a nice tornado.

Shurelya's Reverie
In combination with a good engage this item will be most useful. Now together with the movementspeed all allies affected get a damage boost for the first 3 attacks. I'd usually get this item for a better disengage or position in fights. But right now you need to consider if taking this item will be more worth over the others.

Locket of the iron solari
If your team has the better lategame composition I'd go for another mythic item. If your team is not snowballing or needs a little more defence against burst, I'd go for this item. Because Janna herself doesn't profit much from this item I haven't been building it.
The shield also procs Ardent Censer and Staff of Flowing Water for your team.

˙.˙Optional items˙.˙

To finish up your item build you should always consider what your team needs, the enemy has, or what you need. Your team can't kite fights, your carry gets bursted/cc'd down. Maybe you just keep getting killed, which makes you unable to help the team. Take these cicrumstances into consideration and try to use items to save these fights!

Mikael's Blessing
When your carry (doesn't have to be your 'adc') get's shut down by cc it's great to get a Mikael's Blessing this item also empowers your heals by 20% instead of 10% which should not be understimated. The new Mikael's Blessing now also gives a small heal! I also suggest taking this item if you're in need for some magic resist.

This item gives a big aoe heal that is really strong in teamfights when placed well. Combined with other healing buffs and Ardent Censer it can give a huge comeback to fights.

Chemtech putrifier
This item is the ideal antiheal item for a support. Because it gives mana regen, ability haste and extra healing reduction for a shielded/healed ally. This item also only has 20 less ability power than Morellonomicon. If you ever need antiheal on Janna I think this is the better choice, because you don't need the hp Morellonomicon gives.

Zeke's Convergence
With the new season they changed this item. It scales with health and ability power. I now think this item is a great tank alternative if you're not thinking about taking Locket of the Iron Solari as mythic. Zeke's Convergence now also gives 20 Ability haste, which can be useful.

˙.˙Whenever you're ahead or think it fits better˙.˙

Whenever you're ahead, or think this fits your comp even better these are some considerable items. It's important to have fun in your games, especially normal games.

Mejai's soulstealer
If you're good at surviving, this item is a lot of fun to build on Janna. It doesn't only give you a lot of ability power, but also grants extra movementspeed on 10 stacks. This mean you're even faster, will have more damage, and will have stronger heals/shields. Especially because in some games you will not get your last item anyway, this is a cheaper option to get stronger.

Rabadon's Deathcap
We all know why you will build this item, lots of ability power! Try it out, you'll be very scary, and your heals are even stronger!

Cosmic drive
I personally am a movementspeed addict which is why I enjoy building this in various champions. This item also gives 30 ability haste, which is a lot of one item. Because Janna becomes even more slippery with this item, I enjoy building it for fun. I do not know how worth this item is over other support items yet.

Banshee's veil
Againt heavy ap based comp you can consider taking this item. But I recommend taking Mikael's Blessing for the magic resist. If you really need the ability block from this item, or want a little more ap as you get mr, feel free to take this item. Against heavy ap burst I'd still recommend Zhonya's Hourglass.

I'd suggest taking Chemtech Putrifier over this one. But if you want more ability power and hp over mana regen and ability haste, why not.

˙.˙The basic rune page˙.˙
Arcane comet
This keystone makes your poke very painful. You can proc this with your W Zephyr and Q Howling Gale. Because your W Zephyr slows, they can't dodge it. Make sure to try and time your poke with your Arcane Comet or/and Taste of Blood for the best effect.
Manaflow band
Manaflow band is unmissable on most supports. Because you're most likely poking off cooldown with W Zephyr you can easily stack some mana from it. You can earn up to 250 bonus mana and get bonus mana regeneration when it's stacked.
Because you already gain bonus movement speed, this rune will make you even faster and harder to catch. You can roam quicker and are slightly safer while placing wards. Besides, because Janna scales well with movement speed so you get even more damage with this rune. If this is not valuable to you, feel free to take Transcendence or Absolute Focus instead. I think those runes are also great, depending on your playstyle.
If you're focused on poking the enemy down, this is the rune for you. Every time you press W Zephyr on the enemy they will slightly burn from more damage. If your team is more focused on lategame, or you want to be even quicker, feel free to take Waterwalking or Gathering Storm instead. Because Janna is best off as a poke champion these patches, it's recommended to go full poke.
Taste of blood
I've found this rune surprisingly powerful, your sustain increases by a lot. Because you're already going for poke in this page, this is the perfect combination. Every time you use W Zephyr in the enemy, you gain a little hp back.
Relentless hunter
As Janna we like to be fast and slippery. This is not only because movement speed gives you more damage. But also because as a support you want to be out of the enemy's reach, so you can support your teammates. Taking this rune will make you super hard to kill, and be everywhere you're needed. The only alternative I can suggest is Ultimate Hunter but I've felt that Relentless Hunter is the way to go on Janna.
Other viable options
Summon aery
Personally I often prefer this rune over Arcane Comet because Summon Aery also procs with your basic attacks. And Summon Aery also gives your shielded ally a stronger shield. Real lane dominance comes with Arcane Comet though.
˙.˙What are Janna's abilities?˙.˙

It's useful to know what your abilities are, and how to use them. There are different ways to use them in different team comps. So keep in mind to think for yourself, but I wrote some utilization tips you should know to get started. (I hope they're not too obvious)

˙.˙Ability sequence˙.˙

There's a lot of variety when it comes to ability sequence for Janna. You can generally max W>E>Q, but it's often not needed to max W. A few points in W makes the poke powerful enough to just go for shield.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18



Janna passively gains 8% bonus movement speed and grants the same amount to nearby allied champions moving towards her.

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

This passive is the reason you'd like going movement speed on Janna. You'll do more damage, and grant more movement speed to allies.

˙.˙Howling Gale˙.˙


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. Howling Gale can be recast after a short delay.

At the end of the duration, 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 (based on seconds charged) seconds.

Recast: Janna launches the whirlwind early.

This ability has a lot of usages. It's mainly used as an disengage, or interruption. You can interrupt for example a Zac or Rengar jump or to cancel Katarina's or Malzahar's ultimate. It's most reliable to instantly cast, but if you cast this from a bush in lane you can set up some good trades. If you're a real pro you can combine this with the knockback of your ultimate for a great cc combo.



Passive: 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 them magic damage and slowing them for 2 seconds by an amount, capped at a maximum of 99%.

With the meta being pokey Janna again this is your main source of poke together with your basic attacks. You lose movement speed when casting it, so be careful when you're using it. Make sure to try and time using this ability with the cooldown of Arcane Comet and Taste of Blood for the best effect.

˙.˙Eye of the Storm ˙.˙


Active: Janna Hybrid 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.

Slowing or applying an airborne effect with an ability to at least one enemy champion reduces Eye of the Storm's cooldown by 20%. This can only occur once per cast.

Eye of the Storm can be used on turrets, causing Janna to be credited for any champion kills it earns while the shield holds.

It's very tricky to know when it's best to use this shield. You kind of want to shield your carry from damage, but also want to make sure it gives the bonus damage. I think it's most important to proc any of your items with it. Using it early also makes it possible to use it again because of the cooldown reduction by hitting crowd control.

˙.˙Monsoon ˙.˙

Active: Janna channels for 3 seconds, knocking back all nearby enemies at the time of cast to up to 875 units (but not through terrain) over 0.5 seconds based on their proximity to her.

While channeling, Janna releases soothing winds that heal nearby allies every 0.5 seconds.

This ultimate is also great to cancel jumps or channels because of the knockback. This ability can be a great life safer by interrupting an engage and buff for your team.

This ability is best used as an counter vs Rengar in ulti, against engaging assasins like Zed or Akali. Make sure to disrupt any combos they're planning on doing with the knockback of your ulti. It's best to use Monsoon as soon as you can in a fight, so your team gets the usage of Ardent Censer or Staff of Flowing Water.

Spicy Janna players love using this ability to knock people back into the turret by using Flash and R Monsoon. I personally really enjoy setting up a tornado to knock people in to with my R Monsoon.

General tips
  • Make sure to hold your Q Howling Gale for dashes like Lee Sin's Resonating Strike, Zac's Elastic Slingshot or Rengar's leap.
  • Consider using your E Eye Of The Storm before you use your other abilities. This is because any slow/knockup you do reduces the cooldown of the next E Eye Of The Storm.
  • Set up a tornado in the direction you will place your ultimate in case you'll be targeted for a countermove.
  • Set up a tornado in the direction you will most likely knock the enemies in with your ultimate Monsoon for an extra wombo combo knockup.
  • Don't alway fully charge your Q Howling Gale an instant use of it can do the job
  • Charge a Q Howling Gale into a direction you will face check/ward to defend yourself from enemies.
  • You cannot knock people over a wall.
Playing support
˙.˙What is the support role?˙.˙

There are mixed opinions on what the support role is supposed to be. But as far as I know is your main objective supporting your teammates to empower them, especially the (ad)-carry. You achieve this mainly by:

[☁]Protecting your carry/teammates
[☁]Granting vision control
[☁]Engaging teamfights
[☁]Disengaging teamfights
[☁]Roaming to gank/ward or assist your jungler

Also by:
[☁]Keeping an eye on summoner cooldowns for your teammates, maybe even write them collectively down in chat for your team.
[☁]Keeping a good eye on the map and ping wherever necessary
[☁]Buying supportive items
[☁]Shotcalling for your team


I could provide in-depth information on where to ward. Instead I'll grant you some general tips which I find more important. Surerly experience will teach you the most.

‧˙✰.‧˙﹤Where do you place wards?﹥˙‧.✰˙‧

I will probably add a picture with some general wards later. But what's important to remember is the objective to your vision.

[☁]Ward to get vision over the enemy, even if it's not for an objective. It's important to know by example if a fight will be in your favor, if the jungler is around for dragon or if you can go for a dive.
[☁]Ward according to the objectives, a simple ward at drake can already be gamechanging.
[☁]Do not always go for perfect vision.
[☁]Clear out wards this is very effective too.
[☁]Think of going to base for wards when an important objective is going to be up.
[☁]Keep a slot in your inventory for control wards!
[☁]Keep in mind you do not always have to ward where the enemy will be, but more likely will pass. Unless you do not pay attention these wards can be more useful.[/indent]

‧˙✰.‧˙﹤When do you place wards?﹥˙‧.✰˙‧

As a role that doesn't farm you have quite the free time to place wards. Make sure you squeeze this in at the right time. Keep in mind:

[☁]Not to miss too much xp from minions in lane
[☁]Not to leave your carry vulnerable, make sure you are ready to instantly walk back to lane without warding as the enemy sees this as an oppertunity to engage.
[☁]You can assist your jungler, and he can assist you when he's around if you're going for some (deep) wards.
[☁]Ward according to objectives. Objectives like drake, baron or rift but also tower attacks, defence and just generally to see the enemy's rotations.
[☁]Keep in mind wards last a total of 150 seconds (2 minutes and 30 seconds) Rift scuttler lasts 90 seconds. Think ahead!

‧˙✰.‧˙﹤Do not die while placing wards﹥˙‧.✰˙‧

Oh man.. The amount of supports that die while warding is tragic. If you know when the enemy support is warding you can often catch them off-guard. Make sure you're not that support! Here are some tips:

[☁]Make sure the enemy doesn't know your position! Some notice you leaving lane or spotted you with a ward. This is why using sweeping lens during warding is really handy.
[☁]Use an ability in a unwarded bush to be safe
[☁]Know where the enemies are! If they just backed it's the safest moment to slip in some wards.
[☁]Try not to place wards alone. Bring an ally with the assistance ping + a ping on your warding item. This is my communication method. Don't be frustrated when you go alone, teammates often have better things to do.
[☁]Do not go for risky wards. If you do, make sure you have an oppertunity to escape. It's often better to place a slightly worse ward, as long it grants vision on the enemy's position.
[☁]Not dying>vision. Keep in mind vision control is just an advantage. Just like a 4v5 is. If you're dead you might give the enemy a better advantage than vision control.

˙.˙Supporting in lane˙.˙

You're also supposed to help your adc in lane. Your role is helping you adc farm, and try to get the enemy adc to farm less. You also want to 'win' you lane. I'll cover laning tips in another chapter. But I find it important here to mention how to help your adc farm. Here are some tips to cover that and more.

‧˙✰.‧˙﹤Farming under turret﹥˙‧.✰˙‧

Farming is what your adc does, but that doesn't mean you shouldn't help him doing that. It's helpful, especially when the minions are under turret, to help your adc last hit them. Keep in mind, the melee minions need 2 towers shots and one auto attack to die (so you probably don't want to touch them) and caster minions need 1 tower shot and 2 auto attacks (before your adc bought ad). When you get the hang of this you should try to predict what the wave needs to be killed as optimal as possible. Try to start practising as soon as possible, because your adc will love you.

‧˙✰.‧˙﹤Freezing the wave﹥˙‧.✰˙‧

You probably do not want to attack minions at all, unless it's your intention to push, or get a level up sooner. Freezing the wave is when you try to keep the minions at 1 position. You mostly achieve this by tanking the minions on the spot you want them to crash. And also by last hitting the minions as late as possible, this is what your adc does. Freezing is best when you need to play safe, or withold the enemy from farm by zoning them while you freeze the wave at your side of the lane.

‧˙✰.‧˙﹤Pushing the wave﹥˙‧.✰˙‧

Another option is pushing the wave, you most often want to try this when the enemy is backing, or not present in lane. You do this by killing the minions as soon as possible. Keep in mind your adc still want to last hit them, so you probably should stop hitting them when they're getting low, or getting a lot of aggro by your minions.
Game phases

‧˙✰.‧˙﹤Before the minions crash in lane﹥˙‧.✰˙‧

League of Legends offers a lot of variety each game, which is why you should always consider your priorities in a game. Before the game actually starts it's not bad timing to consider:
  • What do I do in this matchup botlane? You need to know how argressive you can be, and where you should spend your mana on.
  • How can the enemy jungler gank us? You need to know where to prioritize your ward and how safe you have to position when the enemy jungler is around.
  • Should I roam to the midlane? Because the enemy midlaner's mobility can be low and/or your midlaner snowballs well.
You often consider this automaticly, but to be aware of what's going on you'll have better decisionmaking.

˙.˙Early game˙.˙

In the first waves you should always try to get level 2 before the enemy does, else back off!(level 2 happens when 3 melee and 3 caster minions have died) You can try to hit the minions to help them die faster for this advantage.
When your lane is going well, try to keep track of where the enemy jungler is, ping his starting position. And frequently look at the mini map to help your allies know when to back off.

You basically want to trade, especially if you have Spellthief's Edge. Your sustain is really great and you should use this to have some lane advantage (more HP, XP and a better position). A basic attack could already be good enough, the best moments to try and go for these cheeky auto attacks or trades are:
  • When the adc is about to last hit a minion, because then she cannot attack you (yet)
  • Especially when the enemy is going for a canon minion is a good moment to trade also because the adc will move perdictable.
  • When the melee support needs to execute a minion for their support item
  • When the enemy wasted their abilities (and should be afraid of you)
It's also great to get spellthief stacks off turret, when my adc recalls I often drop a few auto's off the turret because I recall as well. These oppertunities are also great to get a trade off, remember you don't HAVE to trade. But if you don't the enemy possibly will.

˙.˙Getting into mid-game˙.˙

Just fighting and chasing it not (always) the way to win. You probably want to try and get some objective control. You get this by not fighting recklessly when you are planning on getting one. It's best to back before you do, get some vision control, and try to be in the right position. Especially in the lower rankings your team doesn't always want to take objectives you so nicely set up, which is fine, it's always a good practise. Place some wards, sweep the area and especially don't die while doing that. (so try to take your teammates with you with the assistance ping)

Defensive wards are important too, this way you can defend better or even turn the fight around. When you notice the enemy grouping/going for an objective like a turret. Just place some simple defensive wards to make sure your team can play around it well.
These are great wards for sieging tier 2 turrets and general vision (creator=Picklepants)

Roaming is very important. I sometimes roam at level 2/3 already when something's up in river. When you're getting used to looking at the minimap all the time your response time is a great oppertunity for some free kills and (deep)wards.
You basically want to roam when:
  • Your lane is pushed in
  • When the enemy botlane backed
  • When the enemy botlane is dead
  • Maybe even when your ad died and their botlane doesn't move
  • When you come back from base
  • Whenever you can follow your jungler
    There are more oppertunities, but it comes with experience. Just keep in mind not to miss too much XP and try to protect your ADC with a ward.

˙.˙Finishing the game˙.˙

It's really important to know how to finish a game, especially lower rankings don't know how to do this. which is why you probably need to take control and type/ping your team to do certain things. Especially in soloQ it's impossible to control your team, so try to point them into the right direction, but make sure to be nice.

There are few ways to finish a game, it's often decided between taking inhibitors, baron or elder dragon. An open inhibitor gives a lot of pressure pressure, and in my opinion a more secure win in the end. You can consider going baron after getting an inhibitor, or back instantly to prevent the enemy from getting it. It is also possible, especially in team play, to have your toplaner split push, take inhibitors or end while you put pressure on baron.

If your team is planning on sieging/splitting for turrets, make sure to get vision inbetween the lanes. Don't force fights, especially as Janna you probably just want to wait for the enemy to engage. Sieging goes slowly, but surely with patience. If people tend to dive, make sure you live yourself, but go with the team anyhow!

If your team has control over a major objective like dragon(soul), baron or elder dragon. You probably want to get vision control too, take 2 control wards and make sure the enemy has to risk their life to contest this objective. This could also be just a bait by your team. Your vision control in these cases can be the win for the team. Make sure you position a way so you can quickly help the team if someone engages in a fight. But don't hug your team so you are safe, and thus able to help your teammates better.
Teamfight tips

It's important to know what your role is in a teamfight. Try to find your role, compared to their champions, fed champions and carry potentional of your specific teammates. Janna is mainly a peel champion, but there is some variation. To keep it simple we divide this into 4 objectives engage, disengage, peel or empower.


If your team is in a great spot, or already engaging you have a decent follow up. Make sure to check on their assassins position in case you need to peel your back line. I often try and set up a tornado on my adc's position leading into the enemy team. This makes me able to cancel any jumps into my adc's direction. If the enemy has a Rengar and he's the biggest problem, make sure to save your R Monsoon and time it at the moment he jumps in so his jump gets canceled and he can't do his one shot combination. Versus someone like Evelynn, Zed or Akali I suggest doing that same thing.


Because Janna is mainly a peel champion, I suggest not going in the middle of the enemy team and focus on helping your back line. If it's needed, make sure to hold onto your tornado, or place it into a tight spot your team is line up in. Make sure to use your ultimate to or, peel your carry from some sort of assasin/burst champion. Or to use your ultimate to power up your back line right after the start of a fight.


You basically want to focus on peeling, but there are some cases you can try to engage. What I often try is baiting enemies into a Q Howling Gale I set up before walking forward. Because you're super fast it's easier to escape enemies chasing you. In lane I also try to setup a Q Howling Gale from the bushes, so we have a good shot at trading/engaging.

It is also possible to chase someone down using W Zephyr and Q Howling Gale, I suggest only doing this when you know where the teammates are.

Some people like to go behind the enemies as Janna and knocking them back into their own team/turret with R Monsoon I only suggest trying to do this for fun, or to be fancy.


Empowering your teammates can differ from simply shielding/healing them, to following up with an aggressive tornado or setting up your Imperial Mandate. If you're building Imperial Mandate you sure want to try and keep poking enemies with your W Zephyr so that your ally can proc it. If you have a strong frontline going in, you might as well help them out with your shield to give them any bonuses from Ardent Censer or Staff of Flowing Water. You can safe your ultimate for the back line, or to follow up later in a fight.

˙.˙Play for fun!˙.˙

The first season I managed to hit diamond I was a Soraka and Janna main. I enjoyed being able to peel off assassin carries of my teammates, being able to carry some fights that way. Because I picked Janna back up again, together with her being really strong again I decided to write a guide on this champion as well. I hope you enjoyed reading it, and possible learned something from it.

Janna is a fun champion to play, so I hope you will enjoy her as well. Some times she can be boring but when you really get the hang of her she's super fun! Make sure to keep your cool versus toxic teammates as Janna can be disapproved by many. She scales well, so hold onto that lategame!

This guide will be updated along the way, as I still need even more experience on this champion. And I need to figure out how to properly display all the information.

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Dotje Janna Guide
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