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Recommended Items
Spells:
Clarity
Heal
Items
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Introduction
As a note, I don't believe in putting money into this game (I do support LoL! Just through the Tribunal System). I have not paid a single penny and don't plan on it. Also this game is just a very casual thing I do for fun. And while the guide has been built for lv profiles I am not yet 30, nor do you need to be lv 30 for this to be effective as I feel most guides require.
Too many times I've been building ability power and felt useless, and have gotten pushed, fed far too much and wanted to play another character. HOWEVER, Janna's abilities are awesome, I love the mobility and have a good mastery over her powers.
+Escape and interrupts
+Endgame control
+Very interesting powers that are fun to use
-Squishy, Squashy and SPLAT!
-No damage output, no bonuses from ability power stack
-Horribly lane
Of this build
+Survivability
+Team Play
+Gets rid of the squish factor
+You actually have damage out put!!
+Lane Control
+FUN!
+Surprise! Most people try to squish me and I end up getting them killed.
-Loss to ability power means weaker shields and your powers doing more poorly and just poor
-Attack damage can become useless endgame and especially if the team stacks against you (at which point just build a tank Janna)
-Powers buff team, and only interrupt, you deal less damage.
As a note, I attack minions with this build, we have some push and late early game and mid game we are a huge threat. I always build a little more tanky for him and have a money generator (I try to feed him as much money as possible as a fully geared Jinx is just wonderful).
For me the AP builds just don't do it. I have the utmost respect for anyone who can play them and even more for just playing Janna. Here's what I've noticed about my build compared to others are as follows:
Tornado--Loses damage however I've never seen it do well even with 2 Rabbadon's Death Caps.
Zephyr--Amazing. It always is, however I use it in chase or escape.
Shield--Does protect less and give less attack damage. While it suffer's the most I find that I'm more effective building other supportive tactics and being VERY strategic with it. With the AP builds I was too tempted to just spam bubble and would be caught off guard, and it would be broken far to quickly anyway.
I am a threat!!!--With stacked ability power sure my abilities do great, but 99% of the time opponents would run through me kill Jinx and then as dessert would kill me too. I had zero lane anything and was only kind of helpful with AP while now I deal damage and if they go for Jinx, I'm pounding them. Generally at this point Jinx can get away or kill their friend, and we flip on the tank. Honestly, a lot of survivability from this for both me and my carry is fear. Players can't kill when they are dead and will run if outmatched.
More Tactful--Because my abilities aren't so great I find I'm better with them. I always have them ready, I'm not burning mana and can stay in fights longer. Plus I'm building other things and some ability power so I'm not out on a limb anyway.
Fewer Deaths--While I may not get many kills, ever or at all I don't care to. My job is to make sure everyone else can kill.
I have more fun.--Being a threat, surviving and having a solid basic attack is truly wonderful. I feel like I'm doing more, and I can really run with the team more.
Depending on how the game goes from this point I start picking and playing with the gear I want. Hence why my alternates is so messy. Part of this build is understanding the items and what you need to help carry your team since you may be running with a different carry and team altogether.
The tornado is wonderful to start engagements, stop enemies and interrupt. I use it sparingly and it's always ready to counter (you can stop and push Tristana's jump for example).
Zephyr is always your friend. It does the most damage, can hit an opponent even if they flash, jump or charge away. If you have Captain boots, you can help your team give chase while the foe is slowed. (Also there's an item that deals more damage to movement impaired folks, a double win I think.)
Eye of the Storm or shield is the game maker for Janna. Do not spam it on your carry to kill minions (as AP builds would force you to do to have any kind of push) and know pretty well your range. Its perfect to save people, initiate fights and yes, even tank. I will initiate someone who has gotten too close with a shield (to whomever they're focused on) and we will take them out. Try to not spam as you will always be using it when you need it.
Clarity is great for mana and since we like to get in and fight, it's great for both Jinx and Janna to continue the fight.
Heal is far more useful beginning game than endgame. Don't let it's paltry endgame heal fool you though, life is life and your friends will thank you. I love heal for the beginning, keeps me up and is enough to turn a fight.
I really hate flash. I love the concept but the range is so frustratingly small it kills baby dolphins with its lack of distance.
Barrier I have found to never work. It does far less then it should and the cooldown is painful for how little it helps. Again, more dying baby dolphins because of this power.
Ignite and Exhaust are pretty decent however most everyone I team up with has it and I find that the items I'm buying, I can have more survival stuff.
Make sure to keep to the back of the crowd. If you can, attack whomever you can but don't over engage, remember you're still kind of squishy.
An added bonus, enemies wasting their powers on you! You're support right? Squishy with a side of squash yes? Well this build you kind of aren't. You goade opponents into wasting powers (like Kaitlyn's head shot or Lux's death ray) and you won't die or if they get to you, you scare them off with being so survivable and hurting them back. Plus if they leap you you can sometimes get away (better than just lying down and dying...).
Monsoon deserves some special attention here. I use it mostly for a huge heal and crowd control. Don't be afraid to use it to help your team get away or to take a tower real fast. The heal is massive and really the best thing going for Janna with the crowd interrupt and push. Just be careful not to push someone into your squishes or push them into your towers for fun!
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