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Janna Build Guide by reinah

Janna-- Can't Touch This (AP/CC)

By reinah | Updated on August 26, 2011
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Janna eked out what living she could on the streets. Life was tough and dangerous for the beautiful young girl, and she survived by her wits, and by stealing when wits weren't enough. The rampant magic that characterizes Zaun was the first and most alluring tool which Janna realized could both protect and elevate her. Janna discovered that she had an affinity for a particular type of magic - the elemental magic of air. She mastered her studies of air magic in a matter of months, almost as if she was born of it. Janna went from a street vagrant to an avatar of the air virtually overnight, stunning and surpassing those who taught her. Such a rapid ascension also changed her physical appearance, giving her an otherworldly look. Seeking to right the injustice in the world (particularly the insanity that has become the city of Zaun), Janna has brought her talents to the League. She is a voice for the regulation of magical experimentation and a supporter of the development of techmaturgy, making her an indirect ally of the city-state of Piltover and the amazing techmaturgical minds that live there. Janna is also a new favorite of the League's many fans. She is often the center of attention at functions, fan appreciation days, and other celebratory events. There is something untouchable about Janna, however, and her affections can change as quickly as the wind. Do not be captivated by Janna's beauty. Like the wind, she is one gust away from terrible destruction. 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[ranked_description] => Passive: Increases Janna's movement speed by {6/7/8/9/10}% (+2% per 100 AP), and allows her to move through units. Active: Janna launches her elemental at the target dealing {55/90/125/160/195} {0.5} magic damage, and slowing their movement speed by {24/28/32/36/40}% (+6% per 100 AP, up to a maximum of 99%) for 2 seconds. Janna loses the passive benefit while Zephyr is on cooldown. [description] => Janna summons an air elemental that passively increases her movement speed and enables her to pass through units. She may also activate this ability to deal damage and slow an enemy's movement speed. 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[ranked_description] => Janna shields her target, absorbing {80/115/150/185/220} {0.7} damage and buffs them, increasing their attack damage by {10/17.5/25/32.5/40} {0.1} for 5 seconds (can target Turrets) or until the shield is broken. Eye of the Storm's shield decays over its duration after a 0.75 grace period. Each ability that slows or knocks back an enemy champion reduces Eye of the Storm's cooldown by 20%, up to once per ability cast. [description] => Janna conjures a defensive gale that shields her target from incoming damage while increasing their physical damage. 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[ranked_description] => Janna knocks surrounding enemies back 875 units, stunning them for 0.5 seconds, and channels healing winds which restore {100/150/200} {0.5} Health to nearby allies each second for 3 seconds. [description] => Janna surrounds herself in a magical storm throwing enemies back. After the storm has settled, soothing winds heal nearby allies while the ability is active. 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LoL Summoner Spell: Clairvoyance


LoL Summoner Spell: Flash


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Support Role
Ranked #5 in
Support Role
Win 53%
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Ability Order


There are many different ways to play every character. This is just one way out of many to play Janna. Every team has different needs- you may need to switch out items to best suit your play style every game. Remember, this is a guide, not something set in stone.

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 Mejai's Soulstealer from assists.

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

(sorry for the lack of examples, working on it.)
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Pros / Cons


  • 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.


  • 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
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Summoner Spells

Fortify is very useful. I usually play with premade and we try to have at least 1-2 fortifies, as it helps to protect turrets and teammates. Combined with Janna's turret-saving, stunning, and slowing abilities, it can be useful in lots of situations. Remember-- You CAN shield turrets with your Eye Of The Storm!

I like Flash because it is a nice escape move. It can also be used to jumping ahead in a team fight when someone is running away to Howling Gale them to disable them, and then putting Zephyr on them to slow them so you and your teammates can kill them.

Other summoner spells that may be of use:

Teleport - Convenient, but not really needed due to her insane speed from Boots of Mobility and her Zephyr.

Clairvoyance-- This is always useful to have on a team-- whether you're afraid you're going to get ambushed, or you want to see if they're doing Baron-- or even to see who you're laneing against early game.

Exhaust-- I can see this being of use. Personally, on Janna, I have never used it, but it's another form of disable, which is always excellent for lane kills and team battles.

Ghost-- I used to get this spell on Janna. For the best escape mechanisms, combine this with Flash and use Flash first, before using Ghost and running like hell. ;)

Clarity-- Once you get Tear of the Goddess with Janna, you don't really need mana as much. Later in game, you rarely worry about mana. This is a good early game spell, and maybe late-game during large pushes to help the mana users of your team, but personally, I've stopped using Clarity on most characters. If you get Clarity, be sure to get Insight in your Utility masteries.

Heal-- Support characters do undermine this. You might not need Heal, but being able to toss this out during team fights in addition to Monsoon can be helpful.

Cleanse-- Between Tailwind, the move speed from Zephyr, and Boots of Mobility, Janna has very high movement speed. Of course, if you're stuck, you can't move! I don't really get into situations often where I get killed as Janna. I stay back mostly in team fights, tossing Howling Gale. But if you're unsure of how good you'll be in a team game, this may be useful for you to get so you can run away (and not feed.)

Fortify-- People don't use this spell enough. I go with a premade, so we usually have at least one Fortify. I'm happy most other teams don't use it, because it's really freakin' annoying! This is a spell that is actually fairly good for Janna. Someone trying to gank at the turret? Fortify to try to kill them and defend your teammate. Teleport down while you're running to protect the turret with your Eye Of The Storm? Fortify until you can get there. Also works for protecting your team's turrets during team fights without having to run away.

Ignite-- Can be used to lower magic resist as well as get ganks. Some people swear by Ignite so that's why I'm listing this here, however I don't think I'd really use this on Janna.
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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.
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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 Boots of Mobility 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 Boots of Mobility. This gives some nice starting AP and helps fund gold for later items.

After Boots of Mobility 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 Reverie 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?
  • 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.
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How to Actually *Play* Janna


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 Boots of Mobility. 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.

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.
  • 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.)

  • 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.
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End Notes

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.
League of Legends Build Guide Author reinah
reinah Janna Guide
Janna-- Can't Touch This (AP/CC)