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
Introduction
The way that I play Janna to be support, to damage, and most of all, to not let enemies get away. Most of the time she can't solo anyone, however most of the time people can't solo her, due to her CC capabilities allowing her to escape easily. Some games you may get a bunch of kills, and some games few, but you should always get a decent chunk of stacks on your

I suggest reading the whole guide. The simple items listed above work, but I mention alternatives and strategies that may be useful.


Pros
- Good support for the team
- Insanely high speeds with this build, allowing for good defense or running to help a teammate/team fight
- Disable ( Howling Wind)
- Slow using
Zephyr (always nice)
- Healing occasionally with
Monsoon
- Shield using
Eye of the Storm which shields a person or turret, and increases their attack
- Grants the passive of
Tailwind for the team
- Hextech Janna is freakin' hot.
Cons
- Somewhat low damage output, even with AP stacking
- If you DO get caught by multiple chars, very hard to escape from stuns/snares (squishy)
- Long cooldowns
- No early-level jungling ability


I like



Other summoner spells that may be of use:




























I go 9/0/21.
I highly suggest going fully into Utility. If you have a summoner spell, get the supporting mastery for it if it is in this category.
If you think you're going to die a lot, feel free to go into Good Hands-- but on Janna my deaths are usually between 0-4. I then go into the EXP bonus. I don't really ever go into Expanded Mind because it's sort of covered by
Tear of the Goddess early game. Meditation, of course, is excellent for mana regen, and then I go into Greed in almost all my characters, because hey, let's face it, I'm greedy. :P If you want to skip Greed, I suggest putting 2 items into Utility Mastery for neutral monster buffs.
If you are going with the spell
Clarity, definitely get the mastery for it because it is AMAZING for your team.
Quickness is a nice move speed boost in addition to the rest of the build.
For offensive masteries, even if you get
Ignite, I don't really think you should get the Burning Embers mastery because the 15 mpen from Archaic Knowledge is better in my opinion.
Another option for Janna is to go 0/9/21, with 3 points into Resistance, 3 into Hardness, and 3 into Strenght of Spirit. If you get
Heal, you may want to put your 9 into defensive masteries, and stick a point in Mender's Faith, but other than that I recommend offense.
I highly suggest going fully into Utility. If you have a summoner spell, get the supporting mastery for it if it is in this category.
If you think you're going to die a lot, feel free to go into Good Hands-- but on Janna my deaths are usually between 0-4. I then go into the EXP bonus. I don't really ever go into Expanded Mind because it's sort of covered by

If you are going with the spell

Quickness is a nice move speed boost in addition to the rest of the build.
For offensive masteries, even if you get

Another option for Janna is to go 0/9/21, with 3 points into Resistance, 3 into Hardness, and 3 into Strenght of Spirit. If you get

Starting off you want to get
Meki Pendant and 2
Health Potions. Then go lane. If you are having mana troubles, after you have 605 gold, feel free to go back and get your
Tear of the Goddess, but don't get it unless you can hold off because you will be missing out on important early exp. If you have
Teleport this doesn't apply-- go back and get things as long as it's up. When I don't get
Teleport I usually wait until I have enough for
Mobility Boots and
Tear of the Goddess which would be 1605 gold (Plus a little more for extra health pots.)
An option that I didn't mention in the build is getting a Kage's Lucky Pick after
Tear of the Goddess or
Mobility Boots. This gives some nice starting AP and helps fund gold for later items.
After
Mobility Boots I suggest going straight to
Mejai's Soulstealer because you want to have it in case you get any lane kills and just get it out of the way before team fights start happening.
Because of her fairly long cooldowns, I love
Nashor's Tooth on her. It provides cooldown reduction, AP, and even attack speed. The AS is really nice on her because during her cooldowns she can harass with just normal attacks, also useful if someone is snared or stunned in team fights and she's still waiting for CDs.
Archangel's Staff and
Rylai's Crystal Scepter can be switched. Why
Rylai's Crystal Scepter? Extra supporting slow. If you hit the whole opposing team with your
Howling Gale, that's 5 extra slows right there. The HP is nice too.
Archangel's Staff is just nice to finish the item, get the bonus AP, and pretty much not run out of mana. (After
Tear of the Goddess and
Nashor's Tooth you shouldn't be running out of mana, though.)
Instead of
Rylai's Crystal Scepter or
Rabadon's Deathcap you may want to consider
Abyssal Mask which is especially good if you have a lot of magic on the other team, but also a good support for lowering magic resist.
Some people really like
Soul Shroud since they don't make
Innervating Locket anymore. It's a good support item, but I personally don't ever really use it. Same with
Mana Manipulator. I wouldn't recommend startign with
Mana Manipulator because it costs 475 Gold and that means you don't have enough to get health pots. Also because the
Meki Pendant goes straight into
Tear of the Goddess.
When You Should Alter the Build
If there's a lot of AP on the opposing team I would definitely recommend getting
Banshee's Veil and
Abyssal Mask.
An item not commonly thought of for Janna is
Spirit Visage. I don't really use it on her but it increases her heals on her self, adds health, magic resist, and lessens cooldowns for a pretty cheap price.
I don't really ever recommend switching out the boots, you shouldn't be getting hit enough to need
Mercury's Treads.
Shurelya's Battlesong is another extra speed boost. I've never used it on Janna but I think it would be great for helping teammates escape. If you get this, because of the magic regen, you could probably skip
Archangel's Staff altogether.
Ionian Boots of Lucidity while useful in other Janna builds, and helpful for her CDs, this build is based around movement speed.
What About Aura Items?
If there's a lot of AD on the opposing team you may want to opt for
Frozen Heart which increases armor, gives mana, reduces cooldowns, and even lowers the enemy's attack speed when they're in range. If you don't want to fully upgrade it, you can stick with
Glacial Shroud for awhile and then upgrade.
Abyssal Mask is mentioned above.
Soul Shroud can be good for support for almost everyone.
Will of the Ancients is pretty awesome if you have an AP heavy team.
Aegis of the Legion-- It's okay, but I'm not really big on the item.
Items Recommended to New Janna Players
Rod of Ages -- get this fairly early, right after Mejai's, and get some HP boost
Rylai's Crystal Scepter-- Extra HP as well
Abyssal Mask-- Magic resist and magic resist down for team fights
What shouldn't I get?







An option that I didn't mention in the build is getting a Kage's Lucky Pick after


After


Because of her fairly long cooldowns, I love








Instead of



Some people really like






When You Should Alter the Build
If there's a lot of AP on the opposing team I would definitely recommend getting


An item not commonly thought of for Janna is

I don't really ever recommend switching out the boots, you shouldn't be getting hit enough to need




What About Aura Items?
If there's a lot of AD on the opposing team you may want to opt for






Items Recommended to New Janna Players



What shouldn't I get?
- Attack Damage items. (Duh)
- Too many health items. With this build you move so quickly that you shouldn't be getting hit a lot. Most of the time if they can catch you, you'd be dead whether you have the extra HP or not.
Lich Bane. Even with the added attack speed with
Nashor's Tooth, you don't really autoattack against champions enough to warrant the high price.
Guardian Angel... You shouldn't be dying that much. In a typical game as Janna you should be dying 0-4 times.
Laning
Start off with your items and
Howling Gale. Harass the enemies with it. The way
Howling Gale works is that the more you wait for it, the more damage it will do. If you want to hit the other team or trigger it earlier for any reason, you can hit Q again and it will fire off. It fires off automatically after it reaches its full size.
You can also harass with
Zephyr. It doesn't do a lot of damage, and there's no real benefit to slowing them, other than them worrying that you have a slow and panicking slightly.
When you reach 605 gold, go back and finish your
Tear of the Goddess. If you can, keep laning for 1000 more gold until you can get your
Mobility Boots. Keep following the item sequence above. Try not to go back unless your
Teleport is up-- you don't want to fall behind in experience.
If your lanemate leaves for any reason, don't worry too much. Hug your turret and toss a bubble (
Eye of the Storm) on it if it's being attacked, or toss a bubble on you and run in front of the turret to tank the minions attacking.
If laning turns into 1v1 you should be fine against most characters as long as you're not that aggressive.
Midding
Janna is an okay mid. She doesn't have that high damage output like some mids do but she has pretty good survivability for mid with her
Eye of the Storm,
Zephyr, and
Howling Gale. This build is decent for that. She's an excellent harasser but you can't be too aggressive against most mids. If you don't get
Teleport for this, I would recommend going
Fortify at least.
Team Fights
During team fights, your job is mostly CC. You should harass with
Howling Gale and
Zephyr while putting
Eye of the Storm on a person taking damage. If nobody is taking that much damage, put it on a melee to increase their attack damage.
When you have people running away, use
Howling Gale to disable them and then toss a
Zephyr on them.
Monsoon, and How to Use It
I'm putting
Monsoon as a whole category here because of it can be used a few different ways.
Escaping
Start off with your items and


You can also harass with

When you reach 605 gold, go back and finish your



If your lanemate leaves for any reason, don't worry too much. Hug your turret and toss a bubble (

If laning turns into 1v1 you should be fine against most characters as long as you're not that aggressive.
Midding
Janna is an okay mid. She doesn't have that high damage output like some mids do but she has pretty good survivability for mid with her





Team Fights
During team fights, your job is mostly CC. You should harass with



When you have people running away, use



I'm putting

- Use it during team fights to separate enemies. Stand in between them and channel
Monsoon as long as you can so that they go flying and are slowed when they enter your circle.
- Use it to escape. Hit
Monsoon and let them fly. Channel it for no more than a second or two so that you can run away. They can still kill you while you're using
Monsoon.
- A pumped up version of
Heal to use while laning or during team fights. Most people don't use their ult until the situation is dire. Say your team is mostly at mid to low health, and your mid turret is being pushed by a few enemy champs. Pop a
Monsoon so nobody has to go back and heal, and defend your turret. Same applies to early game laning (after level 6, of course.)
Escaping
- This build makes it fairly easy to escape from 1-2 characters, sometimes even 3. Obviously, try not to have to escape in the first place.
- Use
Eye of the Storm to bubble you while you're running.
- Use
Monsoon if it's up but ONLY IF THEY'RE BEHIND YOU. You don't want to use
Monsoon to throw enemies in the direction you're going!
- After you use
Monsoon, (or if it isn't up), use
Flash to get a little bit ahead.
- Put a
Howling Gale down and trigger it IMMEDIATELY.
- If you got
Ghost, now would be the time to use it.
- Run like hell.
- Get creative. You can fire off a gale from the bushes or through jungle walls.
- Toss your
Eye of the Storm onto turrets to protect them from opposing minions and champions.
- Use
Eye of the Storm on someone if they're fighting an enemy champ to protect them for a little bit and increase their attack.
- To help a teammate get away, use the escape techniques above to help them.
- To cast your
Eye of the Storm bubble on yourself quickly, use ALT+E.
Thanks for reading this guide. I know it's pretty different than other Janna builds currently on here, so I thought I'd do it. This is the first guide I've one. I'm open to feedback, please leave comments and ratings. If you have anything to add, comment and I'll be sure to look at it!
Have fun getting across the map in 10 seconds or less. :) And remember, the most important part about the game is to HAVE FUN.
Have fun getting across the map in 10 seconds or less. :) And remember, the most important part about the game is to HAVE FUN.
You must be logged in to comment. Please login or register.