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Spells:
Flash
Clairvoyance
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Introduction

Heya! This will be my first guide, so please don't be afraid to comment/vote as I would love comments and feedback on this :) I find Janna to be an amazing support, I really do. In fact, she's one of my two favorites (

She still has amazing disrupts, abilities that deal massive harass damage, a shield that isn't used just for the free BF sword effect, and a nice heal from her ultimate,

The reason why she has the capability to be AP Janna is because of the scaling on her abilities, which are pretty damn high. By the time you max out your




Note that this guide is not completely serious and you should not be doing this in ranked games as you are still pretty squishy and are very cooldown dependent.
Like every champion, Janna has her strengths and weaknesses that are crucial to know and get used to while playing her like this.
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Runes



Greater Mark of Magic Penetration: Helpful for doing damage against the enemies, great for late game damage output
Greater Mark of Ability Power: Great for early game harass and helping to dominate the minion wave, but not too great.
Runes



Greater Seal of Scaling Mana Regeneration: Extremely helpful for your mana needs! Janna uses lots of mana, and these seals will help very much.
- Greater Seal of Replenishment: Same as Clarity runes but better pre-level 6. Not better than Clarity runes in my opinion but if you have them go for it.
Greater Seal of Ability Power: Good for early game minion raping and harass.
Greater Seal of Armor: Not much of a reason to have this besides survivability against AD Carries
Runes



Greater Glyph of Ability Power: So much deeps! So handy early game
Greater Glyph of Scaling Cooldown Reduction: Since Janna is great Mid-Late game in terms of dealing damage to champions, scaling cooldown runes help :)
Greater Glyph of Cooldown Reduction: Not as good as Celerity runes, but still viable.
Runes



Greater Quintessence of Magic Penetration: Sexy Magic pen is sexy, need I say more?
Greater Quintessence of Ability Power: Nice for early game like all the other Potency runes
Priority System








Most people underestimate the raw damage



Tips and Tricks!
- Remember that the damage and the range increases depending on how long
Howling Gale is charged! Keep this in mind and experiment with the range.
- Always charge up
Howling Gale for max damage against minion waves; do not let it off early if you're not attempting a kill
- Do not harass with
Howling Gale, use this to instead push your lane and destroy the minion wave
- Only use one tornado per minion wave, as it is mana draining early on
- While being chased, quickly throw a non-charged
Howling Gale behind you (assuming you know the distance) to knock them up.





[Tips and Tricks!
- In teamfights, poke the enemy carry with
Zephyr
- Slow down the enemy with
Zephyr, using it offensively or defensively
- Floating is OP, therefore
Zephyr is cool.
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