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Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+2% Movement Speed
+10-180 Bonus Health
Spells:
Flash
Heal
Items
Ability Order Standard
Tailwind (PASSIVE)
Janna Passive Ability
Threats & Synergies
Blitzcrank
If you get hooked in lane by Blitz with no flash you die. Have to play super safe in lane. You need to punish Blitz when he misses his hook.
Draven
All champs that are 5's are either hyper carries that Janna is able to enable them to carry or champs that you can leave them to farm alone.
Draven
All champs that are 5's are either hyper carries that Janna is able to enable them to carry or champs that you can leave them to farm alone.
Champion Build Guide
Hi, my name is ShoDesu AKA J4NNA. I am a challenger support main that plays on the NA server and have been playing Janna for about 2 years now. I play other supports but Janna is easily my most played support. I have been meaning to write this guide for a while now, as many people have asked me to so here it is! If you have any questions that his guide does not cover, feel free to come to my stream and ask them! My twitch is https://twitch.tv/shodesu !
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Pros
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+ High CC + Best Scaling Enchanter + Can solo carry + Scale + Playmaker + Consistent high winrate |
Janna is one of the most underrated champions that has been consistnetly strong in all seasons. She excels in peeling enemies, as her kit offers plenty of tools that provides heals and crowd control. Her high mobility and self peel makes her one of the best roaming supports in the game. She has very high play making potentials in team fights thanks to ![]() ![]() |
Cons
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- Hard to blind pick - Struggles against heavy poke - Weak laning - Unreliable Engage - Potential play breaker |
Janna struggles with having good match ups because of her low range on her autos and ![]() ![]() ![]() ![]() |
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Passive - Tailwind Janna gains bonus move speed moving towards allied champions and nearby allied champions gain this bonus when moving toward her. |
Every section beyond this point is outdated. Please reference the video at the start for a more in-depth explanation for this guide.
VS
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Glacial provides more peel and more utility. I belive this is single handedly THE BEST KEYSTONE to take with Janna due to the interaction with ![]() ![]() |
Aery provides more damage/shields as well as more scaling thanks to ![]() ![]() |
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GLACIAL AUGMENT![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Perfect Timing This rune is the best in the skill row as you can't utilize ![]() ![]() |
Future's Market After the mid season item rework, future's market is the best rune to take on any glacial enchanter user because of how fast you can buy a core item. The items became 200 gold cheaper and if you utilize future's market's debt you can get your mythic item early and become strong fast. |
Cosmic Insight![]() ![]() |
Font of Life Font of Life works really well with Janna's kit, glacial and echoes of helia because the slow rays trigger it. Whenever an enemy is affected by a Q, ult, or slow your allies can heal by auto attacking. The heal itself has a lot of value. |
Revitalize The best rune in the ![]() ![]() ![]() ![]() ![]() |
Mythic Choice
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Boot choice
Ionian Boots of Lucidity Most of the time you will be building this item. They are cheap and the CDR works well with ![]() |
Boots of Swiftness I believe this item is super underrated. It's the cheapeast tier 2 boots and is super effective when the enemy team has a lot of slows. |
Mercury's treads This item is very important against teams with a lot of CC. They will save you from getting CC death chained in team fights. Expensive but well worth it. |
Plated Steelcaps Like ![]() |
Mobility Boots Never get these items on Janna! Although they are super useful for roaming, the drop off speed in combat is detrimental to Janna. Due to her kit she needs to be able to weave in and out of teamfights and this criples her ability to do so. |
Early Game
I think there is a lot of variation in the early game build path that heavily depends on game state and draft; however,
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Now after these two items, there are going to be a lot of build paths you can go. Here are some example scenarios in which you would build x item:
- If you believe you can roam a lot i.e. they have a Yuumi/you have an Ezreal, you should rush tier 2 boots
- If the enemy team has heavy healing i.e. they have Sona/Aatrox, Yuumi/Sylas, etc, you would rush
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- If you believe you need stay in lane i.e. They have a strong bot lane matchup that can dive easily/you have a bad self peel adc like
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I could go on forever with this list, but I think you get the idea. It is up to you to identify what item makes the most sense and to play around that.
Just a quick note, I want to emphasize that if you are building
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Mid Game
Mid game portion of item choice is typically not as dynamic as the early game. A lot of the time, if you have your mythic, your second item is most likey going be
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In the uncommon case that you do not have to get
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Late Game
Once you have your core items of
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Laning Phase
After the rework,
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When you are against enemy hook champs/engage, you want to hold onto
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When you are against enchanter supports, you can use your
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Team fighting
Team fighting with Janna is going to be all about positioning and playing around your
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- Sometimes you need to be in the frontline to disenage a losing fight.
- Sometimes you need to be in the backline to peel for your carries.
- Sometimes you need to be in the middle to split the enemy team in your favor.
This is why Janna's skill ceiling is so high. There are so many different scenarios you can play out in a team fight, you have to make the decision in a split second for what you think is the best. As stated in the pros & cons section of the guide, you can be a play maker, turning the tides to your favor, or a play breaker, having an ult that griefs your team.
In general, the most important thing you will be looking to do in a team fight is to disrupt engages by the enemy. You should be hyper aware of things you can disengage (
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In a lot of scenarios you will be using Q/R defensively. You can be sneaky and try to look for agressive tornados in situations where both teams are "dancing" (not engaging, poking back and forth) in front of objectives. If you land a fully charged tornado on an important carry, you can straight up win a fight. I suggest to try this sparingly, as if you miss, the enemy might instantly engage, puting you at a big disadvantage.
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