Janna Build Guide by Jovy
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Threats & Synergies
Alistar isn't very tough to deal with because he's a melee support who you can poke down during early levels. He's very tanky and can engage well, but luckily Janna's kit can counter his engages and you can usually walk away free from his attempts.
Blitzcrank can be tough to play against because Janna is so squishy. He's not very tanky and he's melee, so if you can poke him down there's a good chance that you can kill him. Unfortunately, if he gets a hold of you, it'll be tough to get away as you are so squishy and his burst combo is very swift and very strong.
Leona isn't difficult to deal with because of how good Janna is at disengaging. Leona doesn't handle poke well and because she's melee, she may not be able to protect herself from poke. So long as she's low, she can't afford to go in and if she manages to go in, your kit counters her and you should be okay. Remember to interrupt her E.
Lulu can be tough to deal with because she herself has a lot of disengage and peel. Although she's squishy, she's tough to kill and may turn fights around with her Polymorph and her ultimate. She does a good bit of poke damage that you need to look out for.
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.
Bard can either focus on sustaining and peeling for his ADC, in which case he's annoying at best, or he can build damage and be a bit of a threat, as his tricky stun can catch you off guard. Luckiy, he's a squishy guy who will die fast if gotten a hold of.
Braum can be hard to deal with because he's very tanky and difficult to kill. His ADC will also be difficult to kill and you'll need to be careful when engaging fights because his E will absorb damage and make you and your ADC useless for the duration.
Brand can be quite difficult to handle beause of his extremely strong poke and incredible burst. Dodging his Q and his W are the only ways for you to survive this lane. He's squishy, but when in close range of him you need to be careful not to get stunned, as getting stunned could very well end in your death.
Nami is very similar to Lulu. A support capable of poking you if you're not careful and one that can disengage a lot of fights. She's got a heal that can be annoying but spamming it will result in her going oom. Take advantage of her while she's still squishy, during the early stages of laning phase.
Nautilus is very tough to deal with because he's a very tanky champion who also does a lot of damage. If you get hooked by him it can be very difficult to survive, because his combo is very deadly, especially when he's being asissted by his ADC! Your Q and your ult can interrupt his Q and you should do your best to disengage unfavourable fights with him, try to poke him and hope for ganks, because this lane is going to be very tough for you.
Janna can win lane against Thresh but it can go either way. His poke is strong and his engage is stronger. Although you can disengage fights, he has more than one way to engage. If you stop his Q, he can still flay you. Try not to get into his range and pay close attention to him so as not to get hooked unexepectedly.
anna generally doesn't do well against Zyra. She can't outpoke Zyra but Janna can defend well against her poke and she can deny engages. Still Zyra just chunks you and your AD and you can't really do much against it except try to dodge her abilities and shield as much damage as possible.
Janna doesn't do well against Sona. Like Nami she outpokes and outsustains you. Her hitting her ult on you could result in your death or your ADs death. Try to stay out of her range when she's gotten AP items as her Q will definitely chunk you.
Morgana's main form of pressure is her Q, if she misses her Q she can't do much until the CD is up. As long as you dodge her Q, it's a pretty safe lane for you. Some Morganas like to flash-ult when they hit 6 so always be vary of that. She will usually shield herself before she does this, so ulting in a panic will not save your ADC, keep that mind as well.
Rakan is super slippery which makes him very hard to lock down. But he's very squishy and his auto-attack range and damage output (except on his W) is quite low. Treat him as a melee support, and be sure to poke him in the early levels so he can't engage safely. When he hits 6 it can be problematic for you because of his hard engage, but you have the disengage to help yourself and your AD survive.
In general a pretty difficult match-up, but it will depend on how good the Pyke is. I'd compare it to a Thresh or Blitz lane, they can kill Janna (easily even, damage wise) but they have to hit you with their Qs first. As long as you can dodge, he'll have a hard time engaging on you since you outrun him and have a lot of disengage for yourself and your ADC.
Janna can keep a squishy and immobile Ashe safe and amplify her auto-attack damage with her E.
You can CC-lock enemies with Caitlyn if they step into a trap. Once they're stuck on one, you can easily slow them or knock them up. Your E makes her headshots all the more deadly.
Janna can keep people off Draven with her Q and ult, and make his spinning axes even deadlier with her E. The only reason this guy is in "strong" and not "ideal" is because he does better with a burst support than with Janna. But they are still a fine lane.
Ezreal doesn't need as much peel as other ADCs, and he doesn't rely on his AA as much as his crit-reliant brethren, so your E is a bit less useful. They're still a fine pair though.
You will always know when Jhin's 4th shot is available and you can always E him before it hits an enemy, making it deadlier due to your AD boost. He's also immobile and especially vulnerable while ulting; so Janna should aim to keep him safe.
Jinx needs the peel that Janna can provide because she has no real escape bar her Get Excited passive. You can CC-lock the enemy if they get caught in her traps.
Kai'Sa will do a lot of damage with your E on her, and you can keep her safe with your peel. She has an escape in her ultimate but it's not as reliable as Ezreal or Lucian's, so your peeling will be welcome.
So by now you've realized Janna literally works with every ADC. I've come up to "K" on the list of ADCs and I'm out of ways to spin the same tale: your E works with every ADC cuz everyone likes AD and everyone wants to take less damage. Your Q and ult are useful for everyone because most ADCs are immobile, and if they're not, by some miracle, then they're still useful abilities for CC-locking the enemy in place for the ADC chuckleheads to peck at with their incessant auto-attacking. Also, I fuckin hate Kalista, I don't think I've played with one in 3-4 seasons because back when she was popular everyone and their mum played her, and they all did super badly, to the point that I'm traumatized when I see her on my team in champion select.
Void dogo needs peel and protection at least until he gets Rageblade and can do some damage.
His passive means he gets to AA twice every so often and that means your E is kinda twice as useful in that situation. He isn't as peel reliant as other ADCs, but your QW is still devastating because it means the enemy is stuck and Lucian can just swoop in and kill them.
Janna can keep MF safe and set up her ultimates with her Q and her W slow.
Sivir is an ADC that is generally picked against something super deadly on the enemy team. Some sort of disaster of an enemy team that no ADC without a built-in spellshield can survive. That's probably the perfect scenario to pick Janna into as well, and they're a good "heck you" lane because it'll be really hard to engage on them.
Your E has the same synergy with her as with ADCs, your Q is still strong as an engage or disengage. The only reason this gal is in "strong" and not "ideal" is because he does better with a burst support than with Janna. But they are still a fine lane.
This thing also needs a lot of peel because he's squishy as hell. When he ults, he essentially stands in place and it's necessary to keep him safe so he can spray and pray away.
I like this lane because he's one of the few ADCs who can dish out any CC. His ult is a great set up for your Q and vise-versa. You can also keep him safe.
Vayne is a great late game champ but has a shaky early game, which is why Janna is a great pick for her. She can babysit her in lane and help her out later on with her peel too.
They work together like everyone else. This is the last ADC on the list but if I've missed anyone, just imagine that they're also an ideal ADC for Janna.
|Summon Aery is a great poke tool adding 10-40 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.|
|This rune grants 25 permanent mana everytime you poke an enemy, up until you have gained 250 extra mana. A great boost to begin with and it will also, upon reaching the 250 threshold, grant you passive mana regen. Just a nice way to keep yourself mana-sustained throughout lane, since spamming E or W can be quite costly.|
|Celerity grants you 1% movement speed increase which synergizes well with your passive and your W. More movement speed on Janna also means more damage, so it's an invaluable stat for you.|
|Increases your AP when you're above 70% health, thus effectively increasing the strength of your shields, the amount of AD they grant, as well as your overall damage.|
|Once every 10 seconds an ability of yours will do extra damage, like the old mastery Deathfire's Touch. It's a nice little boost of damage to your W whenever it is up.|
|Causes you take less damage from subsequent enemy attacks. This will make poking you a bit tougher.|
|After you shield yourself, your next AA deals bonus adaptive damage. This is great for trading with the enemy bot/support early on in the laning phase.|
|Just makes your E and ultimate slightly more potent. Not a bad alternative to the above, though I don't think it's as valuable personally.|
|This rune means for the first 12 minutes of the game you won't be able to buy boots. However, after the 12 minutes (and each takedown lowers this by 45 seconds) you will get a free pair of boots. 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.|
|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.|
|You'll get biscuits which replenishes your health, mana and increases your maximum mana. You get one every 3 minutes until 12 minutes. These are very useful against pokey enemy bot lanes or difficult match-ups.|
In terms of which stats to take, I think different setups work in different games. In the first tier, flat AP or CDR are good. In the second, pick either armour or MR in accordance to what the enemy team is like. In the final tier, you can opt for more armour or MR if you think you'll need it, otherwise take health for a beefier laning phase.
|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.|
|Ignite is my second spell of choice. It's a very useful spell which will give you the necessary oompf in laning phase to finish off kills. Outside of laning phase, it can be invaluable in games where you face healing champions such as Vladimir, Aatrox or Dr Mundo. Be sure to save your ignite for teamfights when you are against these guys, since the anti-healing can completely shut them down.|
|Exhaust is an alternative to Ignite. In bot lane, it's 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.|
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. Additionally, Janna's basic attacks cause additional magic damage based on her bonus Movement Speed.
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.
some notable Interruptable dashes
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 (+10% of ability power) and allows her to move through units. Active: Janna launches her elemental at the target dealing 55 / 100 / 145 / 190 / 235 (+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 decays over its duration after a 0.75 grace period.
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 AKA the utility. The damage is not important so there's no reason to put any points in this ability prematurely.|
||W max is the favourable way to go right now since, during laning phase, it will allow you to punish the enemy harshly with poke. Points in this ability, aside from increasing the very damage, will also make the slow more potent and this will make engaging skirmishes bot easier.|
||You can opt to max E first if you believe you won't be able to safely poke the enemy bot lane - i.e. you're against Pyke and Draven, for example. In that case, you might as well double down on E max and try to stay safe.|
||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.|
SPELLTHIEF'S EDGE: 10 AP, 2G GEN, 25% MANA REGEN, QUEST
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.
ANCIENT COIN: 5% CDR, 2G GEN, +5 MOV SPEED, QUEST
This item is favourable if you're against a hyper-aggressive bot lane who you will not be able to freely harass. Think Draven, Pyke, Blitzcrank and so on.
HEALTH POTION: +150 HP/15 SEC
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.
WARDING TOTEM: 90-120 SEC WARD EVERY 2-4 MINS
This is the trinket you start games with. It'll be your only source of wards until you get Eye of Frost reward, which is your #1 priority. Alternate using this trinket with your ADC so there's never no vision bot lane.
FROSTFANG: 20 AP, 10 CDR, 2G GEN, 50% MANA REGEN
On your first back you want to buy Frostfang immediately so that you can more quickly achieve your quest goal and get Eye of the Frost.
EYE OF THE FROST: 20 AP, 10% CDR, 2G GEN, 50% MANA REGEN, 3X 150 SEC WARDS
After you have earned 500 gold with Frostfang (doesn't work with only Spellthief's), it will turn into Eye of the Frost. This will make the rest of laning phase a lot safer.
BOOTS OF LUCIDITY: 10% CDR, +45 MOV SPEED, 10% SUMMONER SPELL CDR
CDR is a valuable stat on Janna so I like to pick up these boots. Mobility boots are a nice pick-up as well as they will make roaming and warding a lot easier. You will buy these boots after your Slightly Magical Boots are delivered to your inventory.
BOOTS OF SWIFTNESS: +55 MOV SPEED, 25% SLOW RESIST
These or Boots of Mobility are both alternatives to Ionian's that mesh really well with Janna as she already has a lot of movement speed. Swifties will increase the damage your autos and W do due to your passive.
EYE OF THE WATCHERS: 35 AP, 10% CDR, 2G GEN, 200 HP, 50% MANA REGEN, UNIQUE PASSIVES
This is an item that combines your Eye of the Frost with a ruby crystal and gives you an extra ward slot and some health. I recommend you buy this item after your first bigger purchase, i.e. Redemption or Ardent Censer, because you will need all the wards you can carry to ensure a win for your team.
REDEMPTION: 10% CDR, 200 HP, 50% HP REGEN, 150% MANA REGEN, 8% HEALING/SHIELDING, UNIQUE ACTIVE
Redemption is an invaluable support item. 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 entire team if it's placed appropriately, you can use it after a fight in case you are going to push objectives such as Dragon or Nashors and you can even use it after you've died, and aid your team from the afterlife; so to speak. It's got very long range so you can also use it to save an ally who might be low and retreated or dueling someone.
ARDENT CENSER: 60 AP, 10% CDR, 50% MANA REGEN, 8% MOV SPEED, UNIQUE PASSIVES
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. This is a must-buy when you have an attack-based ADC a la Twitch, Xayah, Kai'Sa, Vayne and so forth and so forth.
MIKAEL'S CRUCIBLE: 10% CDR, 40 MR, 100% MANA REGEN, UNIQUE ACTIVE
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. I recommend this item against enemies such as Morgana or Ashe, since their roots last very long and can easily lead to your ADC's death if not removed.
SHURELYA'S REVERIE: 40 AP, 200 HP, 5% MOV SPEED, 10% CDR, UNIQUE ACTIVE
Great item for Janna in terms of all the gained stats. The active can be very helpful for engaging or disengaging team fights. The movement speed buff synergizes with Janna's W, her passive and other movement speed items.. It's a great item all in all for this champion.
ATHENE'S UNHOLY GRAIL: 30 AP, 30 MR, 100% MANA REGEN, 10% CDR, UNIQUE PASSIVES
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 each other out; by which I mean, only one of passives will work and not both.
FROZEN HEART: 100 ARMOUR, 20% CDR, 400 MANA, UNIQUE PASSIVE
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: 30 ARMOUR, 60 MR, UNIQUE ACTIVE
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.
BANSHEE'S VEIL: 75 AP, 60 MR, 10% CDR, UNIQUE PASSIVE
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. Only drawback is the high price.
TWIN SHADOWS: 70 AP, 10% CDR, 7% MOV SPEED, UNIQUE PASSIVE
Great item for Janna since it gives you CDR and AP which are both very helpful to you. The passive sets out two ghosts which seek out enemies then slow them. It can be useful as an engage tool, but more often you'll want to use this for chasing enemies and scouting. If you're in an unwarded area you can cast Twin Shadows and then they'll find enemies if they are around. If not, you know it's safe.
Now that you're done reading about that boring stuff, you can jump into the real fun part - reading large, yes, exceedingly large, blocks of text. Although support is sometimes regarded as the 'easy' role, as I may have mentioned in the introduction, 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 meaningless things other roles do... BUT, regardless, there's still a lot of "pre"-knowledge that you need in order to successfully play and win as a support. In fact, a lot of the knowledge has pretty much nothing to do with your role, or even just bot lane. For example, although as a support you don't last-hit or 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 Eye of Frost, 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
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.
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
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).
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.
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.
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
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 Eye of Frost 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 Lens 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. This is actually a cheap reiteration of what I said in the introduction, but it's worth a reminder before we jump into what she can actually do in laning phase.
Well, in the past, she was a textbook passive baby-sitter type of support. Basically, what did she do? - and I'm saying this for all the people who didn't play season 2-6... - well, nothing! You would get into lane, kinda sit in the bush and shield your ADC every so often. But NOW, after her soft champion update, she has a bit more agency and responsibility in the lane.
That is not to say that Janna's lost her previous shield-maiden function. Although the shield was slightly changed - it decays now - it can still be used in the same way as before. Another reiteration: the basic two-word thing her shield accomplishes is enhancing trades. 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 - all due to her shield.
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, as people are wont to do. You should also 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.
And be sure to follow up a quick W when you go in for the AA-trades, because, as it is maxed first, it'll do a wallop of damage to the enemy. In fact, if you can, try to W and then unleash an array of AAs onto them while they're slowed. This sort of constant harass is very difficult to repel.
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 Eye of Frost reward 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 Eye of Frost 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.
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. You could also trade lanes with the enemy top laner and try to quickly get the top turret before rotating mid and gearing up for bigger and better team fights.
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 team fights 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 team fight an Irelia jumps on your ADC, you can peel her off by knocking her up or away, Exhausing her or slowing her with W. 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 team fights it's smart to try to stick close to your ADC so that you're always available for peeling enemies off.
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: