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Janna Build Guide by MissMaw

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League of Legends Build Guide Author MissMaw

[8.1] The Guardian! Janna Support

MissMaw Last updated on January 10, 2018
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Team 1

Cheat Sheet
Previous Champion Build Next Champion Build

E Max

Janna Build

LoL Path: Sorcery
LoL Rune: Summon Aery
Summon Aery
LoL Rune: Manaflow Band
Manaflow Band
LoL Rune: Celerity
LoL Rune: Waterwalking

LoL Path: Inspiration
LoL Rune: Magical Footwear
Magical Footwear
LoL Rune: Cosmic Insight
Cosmic Insight

+6 Attack Damage or 10 Ability Power (Adaptive)

Precision / Domination / Inspiration: +6 Attack Damage or 10 Ability Power (Adaptive)
Resolve: +65 Health

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Support Role
Ranked #1 in
Support Role
Win 53%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Threats to Janna with this build

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Threat Champion Notes
Soraka Soraka is easy to handle because she's a very passive support who is also very squishy and doesn't heal herself reliably. She's quite annoying but the trick is to target her and exhaust her ADC if he's a problem when you try to kill Soraka.

Hey everyone, I'm MissMaw, a veteran League player and MOBAFire member. I've been playing League since September 2011 and I've got over two thousand games under my belt. In a lot of those games I played one of my favourites, Janna. Season V was when I played Janna the most and it was then that I peaked at Diamond 3 with Janna my most played champion. My win/loss with her was 63%, with a KDA of just over 10. On the site Lolskill, at the end of season V, I was listed as the 160th best Janna in the world. At the moment I am Diamond 5, having played nearly exclusively support in ranked. This was my second ever guide on MOBAFire, but since then I've released a few others:


Janna is a type of support champion that's called an Enchanter. She excels at peeling and protecting her team and ADC. Her kit consists of 3 forms of CC and a unique shield which grants AD and absorbs damage. For the past few seasons she's been a tier 1-2 support and she deserves to be there.
+ High movement speed Janna's got really high movement speed because she gets a movement speed boost from her W ability's passive, Zephyr. In addition to that, your passive grants you and nearby allies 8% increase movement speed.
+ Really good peel As said before, Janna has 3 forms of CC in her kit. She's got a strong slow on her W, a knock-up on her Q and a knock-back on her ultimate. With all of that + the items that I recommend, it isn't hard to understand why Janna's one of the most irritating champions to play against as an assassin.
+ Enhances trades bot lane Janna's E, Eye of the Storm, is one of the best abilities found bot lane. It provides the targeted ally with AD and absorbs damage, which you'll see is invaluable bot lane where trading plays a big role. When your ADC takes negative damage and deals extra, it's easy to win trades and fights.

- Squishy Although she's fast and has loads of CC, Janna's very squishy. If an enemy manages to catch you, you're as good as dead, unless you blow your spells or your ultimate.
- Low damage output Unlike many support champions, Janna doesn't do much damage alone. Her auto-attacks can be enhanced with Eye of the Storm, but short of that, unless you build AP, you won't be dealing much damage with your abilities.

Overall she is a very well-rounded support that fits into most teams and with every Marksman. Although she has a couple of drawbacks, she more than makes up for it and all in all there are very few actual bad sides to Janna.

Summon Aery is a great poke tool adding 15-40 more damage to your auto attacks and abilities. It also increases your shielding strength which very useful on Janna since E is pretty much your primary spell.

With this rune, every 60 seconds an ability's mana cost is refunded AND you also restore 8% of your missing mana. Great synergy with Janna as it allows you to spam your abilities and have the sustain to stay in lane.

Celerity is a great choice on Janna as it gives us a bonus 4% movement speed on top of our passive and W bonus MS. It also adds 8% of our bonus movement speed to our AP, which means it also adds to the damage from our passive.

Waterwalking boosts Celerity, W's passive, and your normal passive's movement speed bonuses when Janna's in the river. Aside from the flat 25 MS, you also get a bit of AP while in river. This isn't all that great of a rune but it can help with roaming, warding, and securing baron/dragon. The best rune choice for Janna in this tier.

When you impair the movement of an enemy (with Q or W or R), they'll be tagged. Allies attacking the tagged enemy get healed. Useful because you have a lot of CC, especially in lane.

Increases the strength of your shields and heals by 5% and 15% on low health allies. Great with Janna's E, though it also affects her ultimate.

If you opt for the Inspiration tree, Cosmic Insight is a no-brainer. It lowers the CD of your items, spells, abilities and your CDR cap as well. CDR is good on Janna since you want to be able to use your E and items/spells often.

This rune means for the first 10 minutes of the game you won't be able to buy boots. However after the 10 minutes (and each takedown lowers this by 30 seconds) you will get a free pair of boots and its upgrade will cost 50 gold less. Because Janna tends to get a lot of takedowns (assists in particular) and has a lot of passive movement speed, I think the trade off is worth it for her.

You'll get biscuits which increase your health, mana and maximum mana every 3 minutes until 12 minutes These are very useful against pokey enemy bot lanes or difficult match-ups.

Summoner spells are fairly straightforward!
Flash is a necessity for you, as it is for most champions. You use it to escape, to chase and to reposition. Janna has a special combo that is worth mentioning, as well. If you Flash in front of your opponent, and use your ultimate, he will be knocked behind you. You can use this little trick to force an enemy under your turret, or away from their own turret, for example.

Exhaust is my second spell of choice. It's a very useful spell with the potential to turn any fight around. In bot lane, it's extremely valuable as you can completely shut down the enemy ADC using it, because they will be doing a lot less damage and have lowered AS. Another way to use it can be to simply walk up to the enemy ADC and exhaust him, effectively slowing him and catching him off guard. This can be a way to initiate a gank, but it may not always work out so be careful not to waste the spell attempting to engage in this manner.

Heal is an alternative to Exhaust. In bot lane it's a better spell on the support than on the ADC because your healing is improved by Revitalize, and later by Ardent Censer and Redemption. Furthermore, taking Heal allows your ADC to pick a more "selfish" summoner spell like Barrier or Cleanse.

Increases the Movement Speed of all allied champions moving towards Janna by 8%. Bonus movement speed grants Janna extra damage on autos and single target spells.

The first part of the passive is the increased movement of allied champions nearby Janna + Janna herself as well. Pretty self-explanatory. The second part of her passive makes Janna's AAs and her W deal bonus magic damage based on her movement speed (35% of your bonus). This means that the more bonus movement speed you have, the more damage your will do with your autos. This can be really strong during laning phase when the extra 20-30 damage on-hit is powerful.

Due to the new second part of her passive, make sure to utilize your auto-attacks a lot in lane since it's a very effective poking tool.

In general this is really good to help your team escape or kite, which synergises great with Janna's kit as she's all about peeling for her carry, and the movement speed will keep him safer as he tries to keep his distance from any enemies that wish to target him.

Janna summons a mighty whirlwind, which she can release to deal 60 / 85 / 110 / 135 / 160 (+35% of ability power) + 15 / 20 / 25 / 30 / 35 (+10% of ability power for each second it charges) magic damage to all targets in it's path, in addition to knocking them into the air for 0.5 seconds and an extra 0.25 seconds for each second charged. The damage done and distance traveled by the whirlwind also increases for each second it channels to a maximum of 3.

Howling Gale is Janna's Q. It's a tornado which knocks up every enemy in its path.

This is your primary engage tool. As a tool for poking or doing damage, forget about that. Although it got buffed recently, the way you use it properly is usually by charging it only for half a second in close range of the targeted enemy and releasing it immediately. This gives them a small opportunity to dodge it. Charging it the full duration is rarely going to work out because 1) It'll be lucky if the target is in the same position as he was when you started channeling, because it is normal for enemies to move around at all times and never be static and 2) since it'll be travelling a large distance, the enemy will have a lot of time to react and reposition in order to dodge your Q. However, the buff is 7.19 has made your Q much faster moving at full channel, so you can give it a try from the brush.

There are many uses to Q, but the two primary ones are: for engaging and for disengaging. The best way to engage with your Q is to channel it for only a short while. It'll still go a good distance, but it gives your enemy a smaller window of opportunity to dodge it or react to it at all. So once you've used your Q, you can use your slow or Exhaust and therefore control the enemy's movement for a long time. This gives your team/ADC a good chance at killing them.

When you're using your Q to disengage, you merely need to aim your Q at whoever is chasing you or attacking you. You need not and should not channel it for long, so it gives the enemy less of a chance of dodging it. You can use your Q to interrupt certain dashes - ones like Leona's Zenith Blade or Lee Sin's Resonating Strike. Mastering this mechanic is very important, and the best way to practice is by playing.

Janna's Q is very good with certain combinations. Most notably, her Q synergises immensely well with Yasuo's ultimate - Last Breath. In addition to this, though, she has great synergy with any AoE CC because she can help CC lock enemies as her Q is difficult or impossible to dodge when an enemy's movement is impaired. It works both ways, if you successfully Q one or more enemies, they won't be able to dodge, say, Glacial Prison.

Passive: Increases Janna's movement speed by 6/7/8/9/10% and allows her to move through units. Active: Janna launches her elemental at the target dealing 60 / 115 / 170 / 225 / 280 (+50% of ability power) magic damage, and slowing their movement speed by 24 / 28 / 32 / 36 / 40 (+16.67% of ability power) % (max 80 %) for 2 seconds. Janna loses the passive benefit while Zephyr is on cooldown.

Zephyr is Janna's W ability, it's a targeted damaging slow with a passive that grants Janna movement speed.

This is also a very good ability. The ability is targeted, which means it's impossible to dodge and impossible for you to miss. This also means it's a very powerful form of CC, because it's 100% reliable. However, it doesn't slow for much or do much damage until you start maxing it, and that happens only after laning phase unfortunately.

The movement speed you gain from this ability is invaluable. It's a huge boost which makes you a lot harder to catch, gives you an easier time warding, roaming and travelling to lane.

Whenever you use the abilitiy's active, you lose your passive. This doesn't matter when you're chasing someone and want to slow them, but when you are being chased you need to make a decision on whether you want to sacrifice your movement speed and risk slowing the enemy instead.

Zephyr will do extra damage based on your movement speed. So early-mid game you shouldn't underestimate the damage of the ability.

Janna shields her target, absorbing 80 / 120 / 160 / 200 / 240 (+70% of ability power) damage and buffs them, increasing their attack damage by 14 / 23 / 32 / 41 / 50 (+10% of ability power) for 5 seconds (can target Turrets) or until the shield is broken.

Eye of the Storm is Janna's most important ability. It is a shield which absorbs damage and grants the shielded ally AD.

Laning phase is when your E is most valuable. It makes your ADC both stronger, safer and improves trades immensely. Firstly because your ADC will take less damage because of the absorption and then also because your ADC will be dealing more damage with his attacks and abilities because of the AD boost.

You can shield your ally champions, your towers and yourself. Shielding your allies has obvious benefits. Shielding the tower will give the tower damage absorption and potentially save it from the sieging enemies. You shield yourself when you're taking damage, in order to save yourself, but you may also shield yourself in order to boost your AD and then poke the enemy. This is of course only useful during laning phase. However, keep the long CD in mind when considering using the shield on yourself. If it ignites a fight, you will need to have E up for your ADC. If you get ganked, you will need to have E for your ADC.

Basically you use to shield to either save someone or to increase their damage. In teamfights prioritise your shield on your ADC or anyone else who might utilize Ardent Censer well. It's not very useful to shield your mage or yourself in teamfights, unless you need the damage absorption.

Janna knocks surrounding enemies back 875 units and channels healing winds, restoring 100 / 150 / 200 (+50% of ability power) health to nearby allies each second for 3 seconds.

Monsoon is Janna's ultimate. It's a large AoE ability that knocks enemies back and heals your allies whilst it channels for 3 seconds.

This is a tricky ability because it can make or break a fight. Although it's a heal, and Janna's only one, its primarily used to disengage fights or peel enemies with the knock-back. The heal helps, if you're allowed to channel it, but it's very rarely used as a heal on its own.

As said, ability's primarily used to disengage unfavourable teamfights and peel off sticky assassins off of your ADC/ally/yourself. Whenever a threat pounces on you or your ally you can pop your ult and knock them back. You can also interrupt dashes in this abilities in the same fashion you would with your Q. Of course, if you can survive the pounce or save yourself with your Q/something else, save your ult for later! Don't be hasty because the CD is quite high.

It can be dangerous to use this ability because you have to be sure of where the enemy is going to fly off to. You can accidentally push an enemy into your ally or push a dying enemy into safety. But you can also push an enemy under your tower or into the clutches of your team.

It can also be dangerous using this ability mid teamfight or mid fight and channeling it for a long time; standing still for so long is just really risky and it makes you very vulnerable. Everyone loves a squishy support standing still in the middle of a skirmish.

Ranking up Q will make it cost more mana, do more damage and lower its CD a little. The most important thing about your Q is the knock-up and so increasing the mana cost is a bad thing and increasing the damage is not helpful either.

W is the second ability you max. The slow gets noticeably stronger when you rank the ability up, as does the movemement speed. You get this ability at lvl 4 or lvl 3. You usually don't need the slow at lvl so it's perfectly all right to delay it by one lvl so that your E is stronger at lvl 3.

You max E because it's your most valuable ability. It's especially important because you'll be ranking this ability during lane phase, when it's most important.

As with most if not all other champions, you put your first rank in R at lvl 6, and rank it up whenever it's possible - lvl 11 and then 16.

You can also max W now if you want to play a heavy-poke Janna, which is somewhat popular lately (preseason 8+). One thing I recommend is starting Spellthief's Edge over Ancient Coin and perhaps getting Scorch in runes if you weren't planning to and maybe even Ignite. Other than that, the build remains the same. In laning phase be sure to poke the enemy ADC every time he walks into your (large, mind you) W range. You can keep pestering them like that, or build on the slow from W to engage if they are low enough or you're ahead enough.

With Janna there are two starting items to consider. Ancient Coin is my preference as I believe it gives you more gold all in all, gives you superior mana regain (in the form of mana coins) and it synergizes with your passive playstyle.

This item grants you a unique form of mana sustain and gold whenever a minion nearby you dies, without you killing it. So as your ADC farms up, you will be given free gold and mana. Once you've earned 650 gold from this item, all allies moving towards you will gain 8% movement speed. This obviously stacks with your passive, meaning allies following you gain 16% movement speed, which is huge.
This item grants a few useful boosts as well as a unique passive which will reward you with gold when you poke the enemy ADC/support. Once you've earned 650 gold from this item, you get a reward; whenever you attack an enemy champion you get a burst of speed.

Health potions can be very helpful as a squishy support, especially in case when you make a bad trade, have been ganked or you've just been in lane for a long time.

This is the trinket you start games with. It'll be your only source of wards until you get Sightstone, which is your #1 priority. Alternate using this trinket with your ADC so there's never no vision bot lane.

The following items are part of your core. You will buy these items every game without exception, no matter who you're with or who you're against.

Sightstone is the most important item to get as a support. You should prioritise this item over other items and get it as soon as you are able. Early game Sightstone will keep your lane safe with wards and later on in the game it'll give your team valuable spots of vision.

Sweeping Lens is the trinket you exchange Warding Totem for. You do this as soon as you've finished your Sightstone and you keep this trinket until lvl 9. Use it to clear wards from tri-brush (to set up a gank), lane brush or Dragon (to deny them the opportunity to contest).

Nomad's Medallion is your core item and you get it right after Sightstone. It gives you more regen, CDR and some more gold as the coins that drop now grant 10 (so 40) more gold each.
Frostfang is the upgrade to Spellthief's Edge so if you've started that item, Frostfang is your core. You get this item right after Sightstone. You gain more gold for poking, more AP and more mana regen.

After getting Sightstone and your upgraded gold item, you should invest some gold into getting boots. My preferred choice are Ionians because CDR is a grat stat for a support and they're pretty cheap. Mobis are a good alternative, as they synergizes with your movement speed, however the bonus movement speed is higher with Swifties all in all. Ionians are good since CDR is a valuable stat, but you will undoubtedly have 40% CDR without them as well.

These are items which you buy primarily because of their actives, though they generally also grant you useful stats. These items are usually the ones you want to get on Janna above all others.

Redemption is an awesome new support item. The stats on it are amazing so I pretty much recommend you buy it every game just for them; but the active is very useful as well. It's an AoE heal, whose only drawback is that it takes 2 seconds to charge up. You can use it during a fight as you'll be able to heal your allies 2 seconds after the fight begins; when they'll have lost some HP, or you can use it after a fight, even after you've died. It's long range so you can also use it to save an ally who might be low and retreated or duelling someone.

Mikael's Crucible is a very good item for Janna. In addition to the great and completementary stats, you receive an active which is similar to Cleanse. You can use it to remove a deadly stun, snare or hook from your ally or yourself.

Censer is an item which grants a lot of useful stats as well as a passive which enhances your shield and heal so that they grant allies on-hit damage and attack speed. Shielding an ally will also give you the same boosts. It used to be a lot stronger prior to patch 7.21 but it's still a decent buy; there's no need to rush it anymore though.

When you do damage to enemy champions, a percentage of the damage you deal will turn into blood stacks which will then improve your next shield by granting it a heal on whomever you shield as well. The stats, the AP MR and CDR, are very good on Janna as well. Don't buy this and Mikael's, since the passives cancel eachother out.

Talisman of Ascension is an upgrade to Nomad's Medallion, so if you went with the Ancient Coin build path, this is an option for you. Although you receive good stats from this item, what's most important is the active - an AoE movement speed buff that lasts 3 seconds. This is very helpful for engaging or disengaging as a team, and you can also use it to reach objectives faster.

Should things not be going so smoothly, you might want to build more defense. What you build will depend on both your team and the enemy team. If the enemy consists of mainly physical damage dealers, you should build armour. If they're mainly magic damage dealers, build magic resistance. And there are also times that call for specific items - if you're against a heavy CC team or a heavy AoE damage dealing enemy team, for example. Whichever the case, these are items you should consider buying to increase your defence:

Frozen Heart is the armour item of choice for Janna. The active reduces AS of nearby enemies and as such is most useful against enemies who rely on attack speed, for example Vayne or Jax.

Locket of the Iron Solari is one of the best items to get as a support. The active grants a powerful shield to all nearby ally champions. It's an item best bought against enemy teams with a lot of magic damage (as it provides you with 60 MR) or a lot of AoE abilities. It's stronger the more health you have, so I suggest getting Ruby Sightstone if you're opting for this.

Ruby Sightstone is one of the upgrades for Sightstone. It gives you a ton of health, item active CDR (very helpful since most of your items have actibes) and an extra ward to store. Overall a very strong, and relatively cheap, item.

This is an item that combines Sightstone and Frostfang. It basically boosts all the stats from the two items and merges them into one, giving you an extra slot free.
An item very similar to Eye of the Watchers, except it's a combination of Nomad's Medallion and Sightstone. I don't recommend this item either because Talisman of Ascension, the other upgrade to Nomad's Medallion, has an extremely strong active that shouldn't be skipped out on.

In general you want to stick to either utility or defense but if the game is really going well you can go a little bit crazy and just buy some AP items. If your team is winning and you've won your lane, you can focus on building AP, thus making your shields, heal and CC stronger.

The final upgrade to your gold item. Queen's Claim will give you even higher stats and it has a new unique active - Icy Ghosts. The active summons two icy ghosts which seek out nearby enemy champions. If the ghosts find somebody, they'll slow them by 40% for 4 seconds and reveal them. The slow is handy because it'll assist you when you're chasing or escaping but there's another important function which this active serves - scouting. If you're trekking onto territory where you don't have vision, popping this active will let you know if there is danger nearby. If the ghosts find someone you can escape in time (especially since they'll be slowed) and if they find nobody, you know you're safe and can venture forth.

Veil offers a mix of damage and defense and I think it's a great pick against heavy magic damage dealing enemy teams, or teams with a lot of nasty CC-ing skillshots like hooks and roots.

Strong AP/defence item that grants loads of AP and MR. Good against teams with a lot of magic damage, a fed AP carry or with a lot of CC because of its unique passive; a spellshield. It'll block an incoming ability, useful against Blitzcranks and Threshes.

Very expensive item which gives you movememnt speed and AP, both really great stats for Janna as both increase your damage. Don't buy this often, just when you're feeling kinda crazy and the game is basically already won. Or buy it every game if you want, I'm not the police.

Now that you're done reading about that boring stuff, you can jump into the real fun part - reading large blocks of text. Although support is sometimes regarded as the 'easy' role, this is only partially true. You don't need to worry about a lot of things like CS-ing or I don't know.. mid lane match-ups or whatever other roles do, but there's still a lot of pre-knowledge you need in order to successfully win a game as a support. A lot of the knowledge is not restricted to just your role, or even just bot lane. For example, although as a support you don't last-hit or really farm, you need to know a lot about farming in order to help your Marksman control the minion wave and get as many last hits as possible. So lets start off with that.

Controlling the minion wave is basically what it sounds like. You're meant to control the location of the minion wave. You can control it so that they're closer to your tower, to their tower, in the middle of the lane and so on. You control the minion wave so as to give your ADC an advantage and give the enemy ADC a disadvantage.

I'll discuss freezing, pushing, holding and last-hitting under towers.

Freezing the wave refers to controlling the wave so that it doesn't move from a certain location. For example, you can freeze the wave near your tower and then the wave won't venture off near the enemy's tower, thus the wave will remain in a safe area where your ADC can farm without having to worry about the enemy bot lane engaging or their jungler ganking you.

If your ADC is attempting to freeze the wave, you mustn't last-hit or attack any of the minions, lest you break the freeze.

Pushing a minion wave is the direct opposite of freezing it. When you and your ADC want to push a lane, you should attack the wave with your AAs and you can charge your Q in a direction that will hit all the minions. But you still have to be careful not to take any last-hits by accident - you're only damaging the minions for the ADC to kill off faster and push the wave.

An ideal time to push the wave is when the enemy laners have just recalled and you're about to recall. What does this accomplish? Pushing the minion wave down the lane will result in them eventually reaching the enemy tower and, hopefully, dying to it. With no laners nearby, the XP and gold will go to waste and your enemy will be at a disadvantage. This is also the safest time to push a lane because you're not at risk of being ganked.

Unlike with pushing, where you're assisting your ADC, this something you do on your own. Holding the minion wave means you're stopping the enemy minions from reaching your tower. You do this by basically body-blocking the wave until your own minion wave catches up, or your ADC does so he can kill all the minions. You're not meant to kill any of the minions, just distract them so they can't reach the tower and die to it - making your ADC lose valuable gold and experience. Your shield comes in handy here.

Once your minion wave comes to the rescue, you need not block the wave yourself anymore. This will, however, mean that your minion wave will now attack the enemy's minion wave. So as to lose as little gold as possible, last-hit minions close to death, but don't attack them otherwise so they can live as long as possible and hopefully get killed by your ADC later!

Last-hitting under tower can be very tricky. Luckily, you don't have to do it! What a great role support is. You are still expected to help your ADC out though, so let's learn how.

Melee minions can take 3 tower shots before they die. Your ADC should let the tower hit the minion twice, then last-hit it. Therefore, when it comes to melee minions, you shouldn't assist in any way at all unless they're not at full HP when they reach the tower. In that case you'll need to try and help your ADC out with your AAs.

Caster minions will take two tower shots before they die. However, in order to get the last-hit your ADC needs to AA the caster minion twice after it has been shot by the tower. The tower's "auto-attack CD" is just under 1 second, and it doesn't give your ADC enough time to hit the minion twice before the towers attacks again. This means that with caster minions, until your ADC gets a BF Sword or something, you'll need to help. When the tower shoots the minion once, you should AA it and then your AD should. Another thing you could do is use your Q on just the caster minions when you're under the tower. Charge it for no time at all so it does the smallest amount of damage, and release it. That'll do just enough damage and help your ADC get the last-hits!

Warding is a very complicated aspect of playing support that would be really hard to explain in a few sentences. There are some general things I can relay here that might help you become better at vision control, and I'll try to do that, but I can't tell you exactly where to put what ward and when, since that'll depend on a million different in-game factors.

Wards grant vision and vision grants your team different advantages. Wards can help your team by telling them where a particular enemy is - OR where they are not. Both are equally useful. If you are bot lane and a ward spots the enemy jungler in their jungle top lane, you'll know it is safe to engage, for example. If you have a ward top side but you do not see Lee Sin anywhere on the map, you should play cautiously as it might mean that he is bot side instead.
A long time ago when I started playing league, you could buy any amount of wards and there was no limit as to how many you could place on the map. Supports were kinda just ward-bots for the most part. Now supports have a greater role in games but they have lost the ability to completely control the map. As of getting sightstone, you will have 3 or 4 wards in your inventory at a time and you will only be able to have 3 wards on the map at any given point.

This is where people often make mistakes. Wards last 3 minutes, but that doesn't mean that a particular ward needs to stay where it is for 3 minutes or up until an enemy kills it. You might have wards bot lane, sitting there and still alive, with 1 and a half minute until they expire. But that doesn't mean they should stay there. When you only have 3 wards at your disposal, you'll need to make decisions as to whether or not you need wards there or whether them sitting there for another minute will be a waste. This is especially important when it comes to Control Wards, which can last an infinite amount of time, but will be useless sitting in bot lane tri-brush the whole game.

Sometimes wards SHOULD stay in a particular location until they expire. These are usually wards that are covering the River, Dragon, Baron etc. These wards are always useful because they will alert you if an enemy is moving through the River (AKA attempting to gank) or if the enemy team wants to do an objective. I'm gonna call these wards "general wards".

But these wards are TOO general. There are many paths an enemy can take to get to their destination. So when you are bot lane, you don't only ward River and hope they pass there. You ward their tri-brush, your tri-brush, their blue/red buff, the river bush... etc. When you are laning bot lane this isn't too hard since you are only expected to control this portion of the map. But after laning phase it can get very tricky because you will need more wards than you can carry. Where you should place wards will depend on many different factors, and I'll call these wards "situational wards". When the particular situation arises - you are about to fight or try to take an objective or turret; get rid of general wards. It's more important to have vision in the moment than to have some wards covering objectives and stuff.

Situational Wards - When doing Baron

Blue Team

When you are doing Baron you want to have wards that will give away the enemy team if they try to come near Baron. As a member of blue team, the enemy will usually come from behind the Baron pit since that's where their base is. I've placed 6 wards on this map, which obviously you can't, but hopefully someone on your team will help you out or ultimately they won't be necessary. These wards are effective as there is no direction from which the enemy can come near Baron without alerting you.

Red Team

As red team it's a little harder to ward or do Baron safely because it is sort of facing the enemy team's base. But on the plus side you can easily ward over-the-wall behind Baron to make sure they aren't doing it. This ward spot is also useful when your team is behind and you can't safely ward on the outside of the pit. When doing it, you want to ward out their entire top side jungle, on their Blue buff and the brush near the entrance to the river especially.

Situational Wards - When doing Dragon

Blue Team

As blue team you will have the option of over-the-wall warding Dragon, like how red can do so with Baron. Helpful for the same reasons as above; makes it easier to keep it safely warded without having to go into the river. When doing Dragon, you want a lot of deep wards into the bot side jungle as that's usually where they'll be coming from. Also be sure to ward over the wall near the enemy tri-brush, as there will be a blast plant there which they can abuse. If you placing a control ward, it's better to place it a bit further from the pit so that it can catch more wards, as they will rarely go far into the pit to ward it (since it's safer not to).

Red Team

On red team you will be facing the Dragon pit which makes it safer for you to ward it. When doing it, place wards directly behind the pit as there is a blast plant there with which they could jump into the pit. If you use a control ward, put it closer to the pit to make sure you can clear or disable wards that are inside; ones they might have placed over the wall. If their bot lane tower is still there, it's necessary to ward the tri brush as well.

Situational Wards - Sieging

Sieging AKA going after turrets. When you and your team try to take turrets, you will need to expect resistance. Sometimes you'll just siege under the turret against a couple enemies who are next to said turret. But usually they will attempt to flank you from the sides and try to kill you for your attempt. These wards will prevent that.

Blue Team

Above map shows warding spots when you are attempting to get red team's inner turrets. The light blue dots are wards to place when you are sieging the inner mid turret, and the dark blue spots are for the respective side lanes.

Mid lane, the most important locations will be the side lane bushes. This will prevent their top/bot lanes from coming mid, as well as of course the jungler who can come from anywhere. Wards around jungle entrances to mid lane are also important since the jungler could appear from there too.

When sieging top lane there are only three entrances from which the enemy could appear. The tri brush, Krugs bush and River.

In bot lane you will want to ward the enemy blue buff to prevent the jungler from surprising you, and river for the mid laner. The mid laner could come from your tri-brush as well. You will want to ward the enemy tri-brush as well, because it's possible for them to attempt to blast-plant over the wall and flank you from behind.

When sieging the second turret the enemy is almost certainly in their base, so you shouldn't usually expect flanking unless it's from the side.

Red Team

No explanation really necessary because it is the same situation but with the map flipped. The only different is that usually you will have more people bot lane than top lane, so deeper wards bot lane are good when sieging the first/second turret, though as blue side sieging top lane they might not be.

Bot Lane Wards

Blue Team

Red Team

General tips/tricks/info on warding

  • Buy a lot of Control Wards. Usually less experienced supports will only have 1-2 per game because they will place 1 and leave it there all game. Always buy 1 or 2 control wards per recall if you can afford it, they're always useful. Even if they get removed as soon as you've placed them, they've fulfilled their purpose of revealing an enemy. Use them almost interchangeably with Sightstone wards. Think of it like this: If you could prevent a gank for 75 gold, would you?
  • Control Wards disable other wards. If you are doing Dragon/Baron or sitting in a bush with a control ward there, you don't need to clear any wards that might be in the same location since they will be disabled - the enemy cannot see you. If you do try to attack the ward that is there, they will briefly get vision of you which defeats the purpose of a control ward.
  • Utilize Scryer's Bloom when warding the river. Pop it so it goes over the area you want to ward to make sure there are no enemies around that will kill you if you try to ward. It's also useful as a ward-sweeping tool.
  • When using Oracle Alteration or any other ward-removing device, think about where you would have warded were you in the enemy team's situation. This way you will be able to find a lot of wards, provided the enemy support knows what they are doing anyway.
  • As blue team, always have a control ward in tri-brush during laning phase since it's very hard for the red team bot lane to remove it unless they are ahead of have their jungler/mid laner with them.
  • As red team, have the little bush near the lane control warded as it's harder blue team to clear it unless the minions are pushed to your tower. This makes it easy for your jungler to gank via blast plant.

Now we'll delve into the actual playing of Janna. Janna is a support champion that excels at peeling and protecting her team and ADC. Her kit consists of 3 forms of CC and a unique shield which grants AD and absorbs damage.

Janna is widely regarded as a passive support. When people think passive, they think 'stand still, behind your farming ADC, spamming E'. This is not how you play Janna and in fact no support is supposed to stand behind assisting the AD from afar. But I would indeed consider Janna's playstyle to be a bit passive at least compared to other supports like Leona, Zyra etc. In spite of that, she's perfectly capable of poking the enemy, trading with the support and securing kills.

As we've previously mentioned, the shield is her bread and butter and it's one of the strongest abilities in bot lane. At level 1, this is the ability you'll have at your disposal. The best thing about the ability is how much it enhances trading. In bot lane, trades win lanes and with Janna you're bound to win most of your trades because Janna's ADC will do more damage to the enemy ADC and also take less damage.

Because of how impactful the shield is, you should always stick close-ish to your ADC and always be ready to pop your shield on him when it looks like he's about to exchange blows with the enemy ADC.

It can also be beneficial to use the shield on yourself but not just when you're in danger. You should utilise the shield to trade with the enemy support. It'll improve your trading just like it improves the trading of your ADC. You'll take little to no damage, but your AA will be enhanced and you'll be doing a lot more damage.

During the early stages of laning phase, I recommend that you utilise your AAs and poke the enemy support or ADC. When it comes to poking the ADC, the best time to poke is when they're killing a minion. If they've AAed a minion, their AA goes on a sort of cooldown and they can't retaliate if you attack them then. When it comes to the enemy support, using your shield and a ward you can continuously poke them while they're trying to hide in the brush. Poking the enemy support is a good idea because if they're low, they can't engage on your ADC. Furthermore, it makes it easier for you to engage if the enemy support is low on health.

You go about engaging with Janna in several ways. The most straightforward engage is done by charging up your Q for half a second while being practically in melee range of the ADC. Being so close means you don't have to charge it for a long time - which gives the enemy less chance or none at all to dodge your incoming knock-up. I don't recommend trying to charge the Q from long distance. It seems like a good idea, but the longer the tornado travels, the more opportunity the enemy will have of evading it. Even if you charge it out of their vision, they'll be able to dodge it once it's in their vision range, since it's rather slow moving.

Another thing you can do is use your W - Zephyr. You can use it to either slow your enemy before you Q them - so that they have a smaller chance at dodging it, or you can use it after your Q, so they have a tougher chance at getting away after they've been knocked up.

Before you get your Sightstone (so before your first or second back) you're generally safe-ish from jungle ganks as most junglers don't tend to gank bot lane before level 6. After level 6 you'll have your Sightstone and your ultimate, and it'll be pretty easy to deal with ganks. On the off chance that you are ganked before level 6, you still have a good chance at getting off safely if you use your skills properly to disengage the fight.

The most important thing to remember when being ganked is to remain calm and not panic. If you panic and use your abilities improperly, your chances of escaping shrink. When you get ganked, you must think fast but in a calm fashion and assess the situation. If the enemy has a dangerous dash, be ready to try to interrupt it with your Q, otherwise try to hit the Q on the most dangerous target, either the one that does the most damage or has the most CC. You need to watch out for skillshots, like if you're against a Morgana and are being ganked, be careful not to get hit by Dark Binding. Another thing you must pay attention to is the location of your ADC and be ready to peel for him and save him if you can.

You disengage fights with your Q (the knock-up will temporarily stop your enemies from advancing), your W slow and with Exhaust. After lvl 6, you also have your ultimate which is incredibly good at disengaging. It's basically a no brainer on how to use it - when a threat is nearby you and you've exhausted your other resources, pop your ultimate when they're in range. If it's your ADC who is in trouble, come close to him and pop your ult.

Around 15 minutes into the game, laning phase ends and you're thrown into mid game. It may happen earlier, sometimes even later, but generally mid game begins around the time the first tower(s) go down and the teams start leaving their lanes and grouping up more.

When should you take the tower bot lane? Usually it's best to take it as soon as you are able. Taking the tower bot lane would mean that you'd be releasing pressure off of other lanes, because you'll become a higher priority on the enemy jungler's gank list. This sounds bad, but if you're being ganked a lot by the enemy jungler, it gives top lane and mid lane an advantage. In additon to that, you'll be giving a small sum of gold to everyone on your team. It may also be beneficial to delay taking the tower. If you're very ahead in lane and are getting fed, keeping the enemy tower alive will give you a higher chance at scoring more kills. Whenever you do take bot lane, the smartest next move for you to take is usually heading up to mid lane and sieging that tower there. Another important thing to mention is that taking the very first tower of the game will grant an extra amount of money to the slayer. So if you are able to secure the money for ADC, go for the first tower every time.

Grouping around more and more will mean that teamfights are going to occur. Teamfights can be really messy and they can sometimes go either way. Your job is to disengage, peel and protect. You should always attempt to disengage unfavourable fights. If your team is even or behind the enemy team, for example, and the enemy team outnumbers you and engage, this is not a good time for your team to fight. Whatever attempts they make, you should try to counter.

Peeling is forcing an enemy away from their target. For example, if in a teamfight an Irelia jumps on your ADC, you can peel her off by knocking her up or away, Exhausing her or slowing her. These things will keep the Irelia away from the ADC and will put her in a vulnerable situation as well. Janna is a great peeler and in teamfights it's smart to try to stick close to your ADC so that you're always available for peeling enemies off.

Lastly I want to talk about which ADC does best with Janna. Overall Janna is compatible with just about any ADC. Some ADCs do better with more aggressive supports - Twitch for example - but even these will do great in lane with a Janna. Thus I will merely list a few ADCs, ones that paired with Janna make an exceptional lane.
Jinx is an immmobile long ranged ADC. Her Q has good synergy with your E as her Q will increase the range and damage of her auto attacks. This means that Janna and Jinx make for a great pokey lane. As she is immobile, Janna's disengage and peel go a long way and can help a Jinx stay alive throughout the game. Another bonus is that Jinx's abilities, with the exception of her E, scale with AD and will be enhanced by your shield.

Caitlyn is an ADC with exceptionally long range. Her AAs and abilities are greatly enhanced by your shield and together Janna and Caitlyn make for an extremely annoying poke lane. When Caitlyn's Headshot is ready, make sure you shield her to deal a ton of the damage to the enemy.

Ashe is somewhat similar to Jinx as they are both immobile ADCs who benefit greatly from Janna's protective kit. Ashe's strength is the CC she brings to the table, especially after 6. Janna and Ashe can keep an enemy impaired forever because of their numerous slows, the stun and knock-up. Furthermore, Janna's E makes Ashe's Q and crits very deadly.

Sivir too is an immobile ADC who makes for a good poke lane. Her Q coupled with your E will shred the enemy ADC and support. You'll also be able to push lanes down fast with Sivir due to your E and her ultimate.

Lastly I'd like to mention Vayne. Vayne's a late game ADC and has a pretty poor laning phase. This is where Janna comes in, a support who can babysit Vayne until she can stand on her own two feet. After laning phase, if Vayne is well farmed she becomes an absolute monster and you can make her even deadlier with your shield and peel.

Of course, as I've mentioned before, Janna works well with every single ADC so you don't really need to worry about who has the highest synergy with her.

That concludes my guide! Thank you all for reading and I hope you found the guide helpful! Drop an upvote if you did! If you have any comments, suggestions or questions (including anything related to the aesthetics of the guide) please feel free to post here or send me a private message. I will read everything and reply to questions and criticism. Good luck and have fun on the Rift!

A very special thanks goes to jhoijhoi, who made all the beautiful banners and icons in the guide ♥ You can find her signature store by clicking on the image below!

If you liked this guide, feel free to check out my other guides as well by clicking on the champions icons below: