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Choose Champion Build:
Spells:
Ghost
Flash
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Introduction

In this guide I'll be building her as a Capturer. I know this may sound kinda random, but if you read the guide and have played Dominion, you'll se what I mean.
This is only based on my experience and opinion, and it is not perfect nor the only way to play Janna, so I'm open to advice and constructive criticism C:. I've put a lot of effort in this, so I encourage you to Upvote and +rep me if you like the guide.
(I'm not an English native speaker, so please excuse me if I make mistakes)

A Capturer is a Champ whose mission is to capture CP that are not being defended. To do this you need to be fast and have ways to escape, because capturing alone is a very dangerous thing to do and we don't want to feed the enemy c:. So they usually buy Survivability items too and

It's crucial that you are among the ones to rush to the windmill at the beginning of the game, with no stops. You should be joined by a fast melee fighters and a tanky champ, or just anyone who can manage to keep enemies away. The ideal situation would be if they protect you while you capture, joining you if there's no danger.
You can read more about Dominion Roles in the Zemiazas' "Dominion Guide: Roles and Teamwork".
These roles are not "Riot made", but I find them very accurate and helpful, so I encourage you to read that guide too c:
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Pros
![]() + // Great mobility + // Awesome escape abilities + // Global speed buff + // Very useful for your team |
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Cons
![]() - // No damage output with the Tanky build - // With this build and role, you don't take full advantage of your big support capability. - // not much engagement in battles. space space space |
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Core Build




From here you can go mainly one of two ways:
The AP-Tankyish Way:
With this way, you'll be far less tanky, but you'll have much more utility too! If you want to make the most of the support capabilities of Janna, this is your build.



A) Make your shield stronger, which is Awesome; and
B) Improve your healing a bit, wich is nice.


The Hardcore Tank Way:
With this build you'll have less utility for your team, but will be pretty much indestructible and be able to soak damage for your comrades.
(Note: the order of these items depend completely on your situation, some may rush
Quicksilver Sash before anything, or maybe your enemy team has a lot of AP casters, so you'll go for
Force of Nature instead. It's up to you)









Optional Items








Increases the movement speed of all allied champions by 3%, the bonus is lost when Janna is dead.
This Innate just Rocks in Dominion. Giving your whole team more speed is really helpful and I find it essential, as many others do. As you know, they lose it if you die, so... try not to c:

Janna summons a mighty whirlwind. She can activate the spell again to release the storm. On release the storm will fly towards the direction it was cast in, dealing magic damage and knocking any enemies in its path into the air for 0.8 seconds. The damage done and the distance traveled by the whirlwind increases for each second it channels to a maximum of 3.
-Maximum Range: 1700.
-Cost: 90/105/120/135/150 mana.
-Cooldown: 14/13/12/11/10 seconds.
-Magic Damage: 60/85/110/135/160 (+0.75 per ability power).
-Additional Damage: 25/30/40/50/60 per second charging.
This is one of your damage spells, but we don't really use it for the damage, seeing that landing it fully charged is kinda hard. It's more useful for it's knock up when escaping or just to disrupt the enemy team. A little trick is to point the gale in the direction you are running to, so when enemies get "pass" it, thinking they are now safe, you send it and get away easily (this is not the best thing to do in some cases though).

(Passive): Janna summons an air elemental that increases her movement speed and enables her to pass through units.
-Movement Speed Bonus: 8/10/12/14/16%.
(Active): Janna launches her elemental to deal magic damage and slow an enemy's movement speed for 4 seconds. The passive is not active while the ability is on cooldown.
-Range: 600.
-Cost: 40/50/60/70/80 mana.
-Cooldown: 12/11/10/9/8 seconds.
-Magic Damage: 60/115/170/225/280 (+0.8 per ability power).
-Slow: 24/30/36/42/48%.
Oh, the beloved Zephyr (what a cool name!). It is what turns janna into







Janna conjures a defensive gale that shields her target from incoming damage for up to 5 seconds. The target will also gain an attack damage bonus for 5 seconds. It can target turrets.
Cooldown: 10 seconds.
-Range: 800.
-Cost: 70/80/90/100/110 mana.
-Shield Strength: 80/120/160/200/240 (+0.9 per ability power).
-Attack Damage Bonus: 14/23/32/41/50.
Although I love Janna´s shield it's no really useful in the Tank way. If you go AP instead, keep i mind that this is one of the most powerful shields in the game, so use it wisely. The AD boost is cool either way and it can help an AD DPS Ally greatly.

Janna knocks surrounding enemies back and channels healing winds, restoring health to nearby allies each second for 4 seconds.
-Cooldown: 120 seconds
-Radius: 725
-Max. knockback distance: 950 (estimate)
-Cost: 200 / 275 / 350 mana
-Heal Per Second: 70 / 110 / 150 (+0.35 per ability power)
Janna's breeze of love














Skill Sequence
AP-Tankyish Way:




We give priority to




Hardcore Tank Way:




Pretty much the same as stated above, but since our shield will be pretty weak, we'll take


Kennen, The Heart of the Tempest
Kennen is a champion that is hard to master, he depends a lot on combos, thus you'll find a few not very good Kennens around. Anyways, when a Kennen is good at landing his combos properly, he can become a real threat. Kennen's deal starts with his innate


What can you do? Well, if you manage to see how that Kennen plays, you'll know what to do. If he's not very good, don't even bother for him, just take into account that he can stun you at least once. If he is good, but goes with an AD build, you can be a little more relaxed, since his abilities won't deal a lot of damage, and he can't autoattack while in



Nocturne, the Eternal Nightmare
This is not a champ to get cocky with, he has a set of skill that can counter you easily.






What can you do to avoid a dreadful death? Well, first of all, if he's chasing you, don't go in a straight line,



All this precautions and your good friend


Rammus, the Armodillo
Rammus , this is one though opponent in Dominion. A lot of summoners use him as a capturer, and since he is a tank, building him tanky is more effective than you. The flaw with him is that he only gets super fast when using

How to counter him? Well, basically, don't underestimate him, Never, and even less if he is not alone. Your abilities, when well-landed, should be enough to stop his



Q: When you're capping and you see in your mini map that a champion is very close on tapping you. Do you run away immediately or you let them hit you before you let them chase you?
A: Depends on how close are you from capturing and the enemy. If I am really close to capturing a CP I usually take the risk of getting hit. Nevertheless, as you know, there are dangerous champs out there, so you have to take into consideration who champion is coming for you, if there's the possibility of more coming soon and how has it played along the match. At the end, one hit hardly ever ends up in death if it is just one champion, but if there are two, be a lot more careful and you might want to run 80% of the times because one hit means less speed from your boots (plus, distracting two enemies at the same time is just great!)
Q: Once you Capture one, do you rush to the second open tower or you defend and wait for someone to defend it for you before you move to your next target to capture?
A: If I have just captured a CP which is the third your team has, and you see an enemy Right there, waiting to capture it, I would probably defend it for some time while pinging that CP. There have been times in which there were 2 enemies trying to capture one CP of mine. I just leave the CP area and throw gales at them, togheter with auto attacks and Zephyrs, making them waste a Lot of time interrupting their channels. Eventually one of them will have to stop you, and if they chase you, that's more time they are losing.
If I have just captured a CP and you see no one coming to get it, I would just go for the next one.
If they are being defended by one squishy champion, you can go there and harass them. With some luck, you might even be able to deal some good damage or an ally will come to help in taking it. If it is a good Tanky Defender, I would just leave them and go help my teammates do something. Remember you may not do a lot of damage or have a resistant shield (with no AP) but you have a powerful slow, one massive knock up and one massive knock back.
Q: You're in the middle of the map. You see team fights 4v5 on the right and you see 2 open towers on your left. Where do you go?
A:This is very tricky. It would be very strange if this happens, because if you are being a very good and annoying capturer, there'll always be someone looking for you. Given the case that it does happens, you need to know how good your teammates are, and how many CPs you have. If you have more CPs than the oppose team, you can go join the teamfight if you don't thrust your allies a lot. If you do thrust them, go capture! Most of the times someone will leave the fight just to get you, so you are already helping your allies. If you have less CPs than them, take the chance and go capture. If they come after you, you at least neutralized a CP, preventing some Nexus damage. If they don't come for you, you would have captured a CP (or even two!), preventing even more damage or dealing damage to them. In both cases there seems not to be a wrong way to go, just analyze the situation and follow your instinct c:
9/26/11 - Improved the Item chapter and changed the build, adding the Optional Items section too.
9/27/11 - Changed the main build at the top, added a new build. Changed the items chapter. Updated the skills descriptions to match the new builds. Added

10/03/11 - Changed the Masteries in order to grab the 2 points on

10/03/11 - Added the "Dangerous Champions" chapter.
10/03/11 - Added

10/04/11 - Changed a bit the "What the Holy winds is a capturer??" chapter.
10/06/11 - Added

10/07/11 - Added the "Questions and Answers!" chapter.
10/14/11 - Added




9/26/11 Thanks to Dont, for the idea on the use of

9/27/11 Thanks to Tierus for his thoughts on the build.
(Sorry if I assume you are male, but if your profile doesn't say, I will do that :P)
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