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Spells:
Heal
Flash
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Hello
Latest game i played with ad carry janna I had the stats: 16/1/8

Like i said this is my first guide, I'm not the best on telling guides but ill try my best to!
Well Janna is supposted to be ap carry/ support these days. But i found out that ad carry Janna do deals a lot of good damage and cuz of slow and the Howling Gale you can stop them pretty easy from running. The passive and Zephyr gives you an increase running speed wich makes you fast for chasing.
Playing as AD carry Janna you can do these things easy
-Slow and stop them from running using Howling Gale
-Running more than 480 movementspeed for chase
-Can harass very good
-Still can support with shield and ultimate (if needed)
Playing as AD carry Janna you can do these things easy
-Slow and stop them from running using Howling Gale
-Running more than 480 movementspeed for chase
-Can harass very good
-Still can support with shield and ultimate (if needed)
There are those sorcerers who give themselves over to the primal powers of nature, forgoing the learned practice of magic. Such a sorceress is Janna, who first learned magic as an orphan growing up admist the chaos that is the city-state of Zaun. Janna eked out what living she could on the streets. Life was tough and dangerous for the beautiful young girl, and she survived by her wits, and by stealing when wits weren't enough. The rampant magic that characterizes Zaun was the first and most alluring tool which Janna realized could both protect and elevate her. Janna discovered that she had an affinity for a particular type of magic - the elemental magic of air. She mastered her studies of air magic in a matter of months, almost as if she was born of it. Janna went from a street vagrant to an avatar of the air virtually overnight, stunning and surpassing those who taught her. Such a rapid ascension also changed her physical appearance, giving her an otherworldly look.
Seeking to right the injustice in the world (particularly the insanity that has become the city of Zaun), Janna has brought her talents to the League. She is a voice for the regulation of magical experimentation and a supporter of the development of techmaturgy, making her an indirect ally of the city-state of Piltover and the amazing techmaturgical minds that live there. Janna is also a new favorite of the League's many fans. She is often the center of attention at functions, fan appreciation days, and other celebratory events. There is something untouchable about Janna, however, and her affections can change as quickly as the wind.
Do not be captivated by Janna's beauty. Like the wind, she is one gust away from terrible destruction.
Seeking to right the injustice in the world (particularly the insanity that has become the city of Zaun), Janna has brought her talents to the League. She is a voice for the regulation of magical experimentation and a supporter of the development of techmaturgy, making her an indirect ally of the city-state of Piltover and the amazing techmaturgical minds that live there. Janna is also a new favorite of the League's many fans. She is often the center of attention at functions, fan appreciation days, and other celebratory events. There is something untouchable about Janna, however, and her affections can change as quickly as the wind.
Do not be captivated by Janna's beauty. Like the wind, she is one gust away from terrible destruction.

Janna summons a mighty whirlwind, which she can release to deal 60/85/110/135/160 (+0.75) + 25/30/40/50/60 (for each second it charges) magic damage to all targets in its path, in addition to knocking them into the air. The distance traveled by the whirlwind increases for each second it channels.
Cost
90/105/120/135/150 Mana
Range
1700

Passive: Increases Janna's movement speed by 8/10/12/14/16%, and allows her to move through units.
Active: Janna launches her elemental at the target, dealing 60/115/170/225/280 (+0.8) magic damage, and slowing their movement speed by 24/30/36/42/48% for 4 seconds. Janna loses the passive benefit while Zephyr is on cooldown.
Cost
40/50/60/70/80 Mana
Range
600

Janna shields her target ally champion or tower, absorbing 80/120/160/200/240 (+0.9) damage and buffs them, increasing their attack damage by 14/23/32/41/50 for 5 seconds (can target Turrets).
Cost
70/80/90/100/110 Mana
Range
800

Janna knocks surrounding enemies back and channels healing winds, restoring 70/110/150 (+0.35) health to nearby allies each second for 4 seconds.
Cost
200/275/350 Mana
Range
725








Early game
First off you always start by taking neither your Zephyr or Eye of The Storm depending on who you lane with. If you lane with an support you pick Zephyr, if not pick Eye of The Storm.
First item you buy is Dorans blade that gives you the oppotunity to last hit easier.
Once recall for heal reg or needs to recall for some reason, buy another Dorans blade[/url and after that Boots of Speed.
Mid game
When it have gone atleast 30 min, you should be able to neither get Infinity Edge or The Bloodthirster already. Just keep farming or do teamfights to earn more items to become stronger.
Your Zephyr should be maxed and slows 48% of their movementspeed and that means you can kill them easily.
First off you always start by taking neither your Zephyr or Eye of The Storm depending on who you lane with. If you lane with an support you pick Zephyr, if not pick Eye of The Storm.
First item you buy is Dorans blade that gives you the oppotunity to last hit easier.
Once recall for heal reg or needs to recall for some reason, buy another Dorans blade[/url and after that Boots of Speed.
Mid game
When it have gone atleast 30 min, you should be able to neither get Infinity Edge or The Bloodthirster already. Just keep farming or do teamfights to earn more items to become stronger.
Your Zephyr should be maxed and slows 48% of their movementspeed and that means you can kill them easily.
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