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Janna Build Guide by Kominiarz

Support [13.13 EUW MASTER] JANNA GUIDE | Covering overall enchanter advice

Support [13.13 EUW MASTER] JANNA GUIDE | Covering overall enchanter advice

Updated on July 19, 2023
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League of Legends Build Guide Author Kominiarz Build Guide By Kominiarz 7 2 7,331 Views 0 Comments
7 2 7,331 Views 0 Comments League of Legends Build Guide Author Kominiarz Janna Build Guide By Kominiarz Updated on July 19, 2023
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Runes:

Inspiration
Glacial Augment
Magical Footwear
Biscuit Delivery
Cosmic Insight

Resolve
Font of Life
Revitalize
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Heal Flash
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

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

Champion Build Guide

[13.13 EUW MASTER] JANNA GUIDE | Covering overall enchanter advice

By Kominiarz
Introduction
Hello Guys, I am Kominiarz and this is my In-Depth Janna Guide. I am a Master Tier EUW player and I also stream on Twitch. I go live everyday at 8pm CET. Feel free to visit me and ask any questions you have on support gameplay or Janna in particular. Currently I am also playing Annie / Milio Support a lot. I played a bunch of Janna in the past 3 seasons and did several unranked to Diamond runs with Janna only. With this guide I will help you achieving your desired rank with Janna. In this guide I wrote notes that explain almost everything I recommend in this guide. As mentioned if there are further questions about Janna or support overall feel free to visit my Stream. I cannot cover every champ and every piece of advice for support in one guide.
Keystone
Glacial Augment is the go-to rune on Janna. With the Knockup on your Q and the knockback on your Ult it's unbelievably easy to utilize it. Try slowing the Target with W and you should be able to ensure a safe hit on your Q. For the slow duration your Heal and Shield Power is buffed. That is a mechanic on Janna you want to utilize as much as possible.

With some experience on Janna you can try out Aery/Comet for additional pressure/poke in lane but I would not recommend using that in the current meta.
Another Rune change that worked out in the past, was Sorcery tree second with Manaflow Band (for Mana) and Celerity for the additional movespeed. That would only be usefull once you are capable to utilize Janna's kit to its maximum and feel confident in taking nearly perfect roams in all of your games.
Early Game
In the early game you want to get as much gold from the support item you chose as possible.
If you decided to buy Frostfang: For that to work you want to ensure that you trade as much as possible without getting into lethal HP yourself.
If you decided to buy Relic Shield: For that to work you want to last hit only the Melee Minions or Cannon Minions as you get the most worth out of every stack you use.
In both cases: It is crucial for any good enchanter support to track enemy jungle movement. You cannot afford to get into bad skirmishes or losing summoner spells for no reason on these champs. You die so fast and are so vulnerable with summoner spells on cd.
If you know enemy jungler could be botside, DO NOT USE YOUR ******* Q for no reason! Keep it to defend you and your ADC against jungle ganks. It's you strongest utility spell pre 6 and the only way to keep distance. It interrupts Diana dash, Khazix Jump, Lee Q, Rengar Jump, Jarvan E-Q, Nidalee Jump, Rell Jump, Graves Dash, Zac Jump, and so on. Keep in mind that if any of these Champions get into close combat with you, you are most likely dead or lose your flash.
Worst thing that can happen is if you die with Janna or any enchanter in the early game without your team getting a huge lead from it. A basic trade Pattern would be W > Q > Auto.
W ensures that you hit your Knockup and you can put out some free autoattacks on the enemy target. Also you can space when they are slowed by Glacial Augment.
When the first resets take place try to roam whenever possible. You can always try to get a flash from enemy midlaner or maybe even a kill. Another thing that can help your midlaner a lot is if he needs assistance whilst crashing a wave. After most GOOD resets you can path midlane into botlane. Only real exceptions for this are:
1. If enemy bot is freezing the wave, as your ADC will get zoned 2v1 or even die. In both cases you lose a lot of XP and Gold on your carry.
2. Your ADC can't enter lane without you (which includes the danger of him getting dived while you roam).
From my experience, if you roam and your ADC gets dived in the meantime, no matter if it's his fault or not, you get rid of some LP that game. So look out for this.
Mid Game
We keep roaming mid or wherever the action takes place if we are allowed to do so.
In the mid game it is CRUCIAL for Janna to have good vision on the map. Work for it. Build up good vision around objectives so you can't get jumped from uncovered directions.
A basic mechanic for that is to cast your Q into bushes you are going to ward in case enemies wait for you. The cc/glacial combo should allow you to place a ward safely. You can't afford to die when trying to build up vision. It's essential on Janna to have low deaths every game.
Late Game
The late game is where enchanters really shine and so does Janna. If you made it until here you should be able to win most games. Sitting on 4+ items allows Janna to provide exceptional utility for the team. Avoid dieing at all costs while maintaining pressure with Q on the enemy. Every flash you can get could win the game. Same as in mid game, vision is key. Without vision on all 5 enemies you can't play Janna to her maximum potential as you have to keep in mind that someone could always jump you.
Conclusion
All in all playing enchanters consistenly on a decent level isn't as easy as most people assume. Of course it's easy to get carried on it but what if no one is carrying by themselves? These are the games which seperate a good enchanter player from the average one.
Rule No. 1: Deaths. Try to keep deaths as low as possible. I am talking about an average of below 3 deaths even in really long games.

Rule No. 2: Vision. Build up a good vision around upcoming objectives. This is crucial when trying to follow Rule No.1 You can't afford to get jumped as any enchanter. On Janna in particular, you can't really use Q on targets if you know enemy 19 kill Khazix hasn't been seen on the map this fight, can you?

Rule No. 3: Itemization. You won't buy many items in any game. The least games you will get to 3 or more items. That's why it's even more important to build the perfect items in your games. That's all your champ has besides his own kit. You can't afford to buy something your team doesn't really use well. Read the notes I wrote to the items and if there's any questions feel free to come over to Twitch and ask me.

Rule No. 4: Tilt. Tilt is KILLING your MMR and LP. Try to play full focused no matter how the games are going. Mute anyone that is pinging/texting/annoying overall. When playing cosistent on a good level YOU WILL CLIMB. You can't change your teammates, you can only change yourself.

Rule No.5: Follow me on Twitch. Thanks for reading until the end of my guide, I hope you liked it and I could help you out with it. Much Love Kominiarz! :)
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[13.13 EUW MASTER] JANNA GUIDE | Covering overall enchanter advice

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