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Ad carry Janna
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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!
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)
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.
Janna summons an air elemental that passively increases her movement speed and enables her to pass through units. She may also activate this ability to deal damage and slow an enemy's movement speed.
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.
Janna conjures a defensive gale that shields her target ally champion or tower from incoming damage and buffs them to increase their physical damage.
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).
Janna surrounds herself in a magical storm, throwing enemies back. After the storm has settled, soothing winds heal nearby allies while the ability is active.
Janna knocks surrounding enemies back and channels healing winds, restoring 70/110/150 (+0.35) health to nearby allies each second for 4 seconds.
Increases the movement speed of all allied champions by 3%.
An early spell that is good if your against an support or a champion with low hp and you dont wanan die by diving him/her.
Heal is needed if your playing with an support blitzgrank or other support without heal/ad/ap carry.
Always some armor is better than manareg as adcarry
Magic resist against ap carrys
Always need some extra damage at start so you can farm cs easy. You will start with 72 attack damage with right runes, masteries and items
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.
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.