Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Clairvoyance
Flash
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
How I got this idea?



Because I had some IPs to spare, I unlocked






So, we get to the point: Why play
Janna?
She is CC queen, can keep her whole team alive, can dish some nice damage and, what she excels at: she DISRUPTS your enemies EACH TIME THEY TRY TO TAKE AN ACTION. If you can react swiftly, you can answer all kinds of threats against you and your teammates with ease. You will throw enemies up and away, you will slow them and then your team swoops in, taking easy kills while enemy team is divided and still in shock, thinking: "Who the hell threw me over this wall?" Although you won´t get all the kills, you get many assists and that´s all you need, for
Janna isn´t as item dependable as some other characters are. It is more worth it surviving without any harm and having many assists than killing few enemies, but having only few HPs and MPs, being forced to retreat. As to survivability,
Janna has great escaping and team-saving mechanics, besides, your team will love you for typing: "Retreat, I hold!" And then you just
Howling Gale enemies, then you
Eye Of The Storm yourself and wait until enemies are on you, just to laugh and press the R button...
Janna is very interesting champion and in right hands, you will control the whole game.

She is CC queen, can keep her whole team alive, can dish some nice damage and, what she excels at: she DISRUPTS your enemies EACH TIME THEY TRY TO TAKE AN ACTION. If you can react swiftly, you can answer all kinds of threats against you and your teammates with ease. You will throw enemies up and away, you will slow them and then your team swoops in, taking easy kills while enemy team is divided and still in shock, thinking: "Who the hell threw me over this wall?" Although you won´t get all the kills, you get many assists and that´s all you need, for





PROS
CONS
-
Can heal
Can knock up or away her enemies
Can slow
Shielding
Team saver
Almost impossible to slay when you use her abilities correctly
Cheap
Easy to learn
Nice attack animation
Her passive boosts her team
She looks nice
She is so much fun
CONS
-
Not such a great AP nuke as others can be
Can be squishy at the beggining of game
Hard to master
Needs good team
For runes I reccomend using 9
Greater Mark of Magic Penetration, 9 Greater Seal of Replenishment, 9
Greater Glyph of Cooldown Reduction, and 3
Greater Quintessence of Cooldown Reduction. Why? If I count correctly, these 3 quints and 9 glyphs will together reduce your CDs by 10% -a pretty nice amount, if you ask me. Marks for magic penetration, as you will want to spam your
Zephyr mid to late game and use it frequently even early game. And those seals will help you to stay in line much longer, mana regen is always good on casters.




As for masteries, I chose the classical 9/0/21. The support build. You gonna need mana (
Expanded Mind
) and mana regen (
Meditation
). Summoner´s Insight lowers the cooldowns of your
Flash and increases the duration of
Clarity.
Improved Recall
is what it says-it will allow you to jump home a bit faster.
Scout
is useful for all supports who use wards-this is essential.
Intelligence
means more CDR, take it.
Awareness
makes you level faster, good to put some space between you and enemies.
Greed
and
Wealth
provides some money you will need for sure, as you won´t last hit as much as you want to. Now to the offense:
Mental Force
,
Sorcery and
Arcane Knowledge
will boost your early game damage. These 9 masteries will make you feel more bada*s and your spells will hit harder.













You are support, you wanna help your team.
I take
Clairvoyance to keep track of enemy movements and to prevent from ganks. Also, don´t forget to use this at the beginning of the game, like 10 sec after the start, to check which enemy champ goes where.
Next spell I use (and love) is
Flash. Ultimate choice. You almost cannot be caught with this combined with
Janna´s skills. And defensive use is nice, but nothing is more worth it than jumping into enemy team and sending them away with good timed
Monsoon.
Yeah, there are few another spells you can use as a support:
Clarity-even though you will want to have mana early game, if you are sensible when using your skills, you won´t need this. Janna has good mana regen and her spells aren´t that expensive.
Heal-good choice to save your partner when he screwed or was ganked. However, it is better to predict this situation with
Clairvoyance and that brain of yours. The spells I recommend just fit
Janna better.
Any other skills are waste on
Janna, or so I think.
I take

Next spell I use (and love) is



Yeah, there are few another spells you can use as a support:




Any other skills are waste on

I will begin by writing a bit about
Tailwind. This is Janna´s passive, works globally and helps whole your team. This little MS bonus is nice, but nothing extreme.
Back to the skill sequence.
Always start with your
Howling Gale. It packs quite a punch early game and its knock-up effect is really worth it. Imagine-you just send the tornado on your enemies, you knock them up, interrupt them from their actions, while landing like 2-3 free autoattacks... Do this at level one and they WILL feel it. Although this is a level one must, max it last. It will cost you more and the damage increase isn´t such a worldbreaker.
Next skill I pick is
Zephyr. Sure, most of you would pick the
Eye Of The Storm by now, but think a bit: if you can slow your enemies and then knock them up, all while making few attacks at your target... Isn´t it nice? Yeah, definetely. So max this skill first. But if you don´t like this idea, feel free to switch this skill for
Eye Of The Storm.
The third skill i pick up is the famous shield-
Eye Of The Storm. Not only it is a life-saver, it also boosts the AD of its target. At level one, it adds 10 damage. Lovely. At level five, its damage bonus is equal to that of B.F.Sword. And that is, my friends, a powerful card in your sleeve. Play it correctly and your Carry will worship you. I max my shield second.
At level four and five, increase your
Zephyr. It will kick´em up a bit stronger.
And finally, at level six, don´t hesitate.
Monsoon is the choice. Team saving tool. The ultimate defense mechanism. The supreme "enemy delivery" service. Just position yourself correctly and you can send enemies into your turrets or into your team, you can blow enemy team in all directions-making them easy targets. And you can HEAL a lot. Well, the knockback is better part, but still, I like to use every little bit of my
Monsoon. Take this spell whenever you can.

Back to the skill sequence.
Always start with your

Next skill I pick is



The third skill i pick up is the famous shield-

At level four and five, increase your

And finally, at level six, don´t hesitate.


Begin by buying your
Meki Pendant and three
Health Potions. Go with someone into bottom lane, it´s best if your partner is AD carry or fighter. Clear the bushes with either
Clairvoyance (if you aren´t on CD) or just press your
Howling Gale through. Then wait. After minions arrive, stay behind, AA enemy champs when they try to Last Hit, leave your Last Hits to your partner. Use your tornado to knock enemies up or to save your mate. You can get First Blood for your partner or for you, if you use this correctly. On level two, start using
Zephyr-
Howling Gale combo. First, start the tornado. Then slow your enemy with
Zephyr. And then let your gale fly. Kaboom, about 1/3 of their life is down...
Your partner will apreciate your shield at level three. Shield him from harm or use it to boost his damage. Good to put on your mate just before you slow your enemy. Almost 50% of enemy champion´s health brought down pretty quickly.
Don´t play too aggressively and you will live to see your level 6 without troubles. By level 7, you should have few assists or kills, and about 1600 gold, so full back and buy your
Needlessly Large Rod. Return and save your gold. Next, get
Boots. Use your remaining gold to buy wards. Return to your lane (or go help others if needed). Ward the river bushes and help your partner to bring down few turrets. By now, ganks are occuring pretty often. Don´t worry, just ward,
Clairvoyance and stay sharp. By doing this you will survive and keep your friend alive, too. If trouble comes, just knock it up, and slow (if only one enemy). When you are ganked by many guys, just knock them away with
Monsoon and run. You won´t die, only if you get REALLY unlucky. Return back after you have some money to buy
Blasting Wand. Rush
Rabadon's Deathcap and after it
Fiendish Codex. Right now, you pack up a strong punch with your really-short-cooldown
Zephyr and you have nice CDR. Go get blue and then you will try to help your team. Spam your
Zephyr, do not hesitate to use your skills when it seems right to use them. Keep your team alive and if the need is, sacrifice yourself to let your WHOLE team live. After you return (you will be forced to do so sometimes), buy
Mobility Boots. If your team is good, by now you have dominated the game. Just buy any items you like (although I recommend
Will of the Ancients), you are probably destroying enemy Nexus right now, so enjoy the scenery.







Your partner will apreciate your shield at level three. Shield him from harm or use it to boost his damage. Good to put on your mate just before you slow your enemy. Almost 50% of enemy champion´s health brought down pretty quickly.
Don´t play too aggressively and you will live to see your level 6 without troubles. By level 7, you should have few assists or kills, and about 1600 gold, so full back and buy your












Firstly, when going against melee, just knock´em up! Nothing will make them more furious than seeing their chars flying up, then being hit by



Against ranged, it is harder to hit´em with



Against tanks, just don´t prioritize them, take them on last. Nobody wants to attack their tank to have your team crushed by the rest of enemies. Just keep your distance and


Supports are such a fun to take down. Yeah, they are kinda durable and they can heal, but who cares? They will never blow as much as you will. Just spam your attack abilities and shield yourself when you AA or when in danger. No problem.
Assassins are ugly, but you have your wards and you are carefull. And when that ugly little Twitch appears, do as usual-send him flying up and away! This is the best recipe against all enemies-send them away.
Well, and that´s it. I wrote everything important I wanted you to know. I cannot command you to do as I write, I also cannot expect you to play the way I do, but I sure hope you liked this build well enough. Don´t be afraid to comment, or PM me. Thanks for your attention, I am glad you decided to enjoy your game with
Janna a little more after reading this tutorial. See you on Fields of Justice!

You must be logged in to comment. Please login or register.