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Spells:
Exhaust
Flash
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Introduction


Hi, and welcome to my



SPACE |
Pros
+ Lots of cc + Attack damage buff + Shield + can interrupt channeled abilities + best joke ever |
SPACE | SPACE |
Cons
- Squishy - Hard to land Tornado for new players - Wrong use of ulti can ruin a team fight - Not good with bad laning phase AD champs, E.G. ![]() - Only one heal, which is her ulti and it has a long CD |







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I always take this whilst playing Janna, usually with an offensive summoner spell like Exhaust / Ignite, but Flash is a must for escaping ganks etc. |
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Can replace ![]() ![]() |
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Don't really take heal unless the AD (Attack damage) carry is taking something other then ![]() |
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Was in the old meta for supports to take ![]() ![]() ![]() |
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I only ever take this if we're against a ![]() |
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My most used second summoner spell, able to reduce the damage of the enemy's carry by 70% and movement speed by 40%. A must have on any team. |
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Any summoner spell not mentioned in my opinion isn't worth taking.

Runes




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I take this rune because of the sole fact that you'll be against an AD carry, making them not hit as hard against you, it keeps you durable and able to stay in lane longer. |
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Same reason as ![]() |
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these Quints give you 1 gold every 10 seconds, this with your Philosopher's Stone and ![]() |
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These could be useful to make your abilities hit a little bit harder, but I don't see why they should be because you're the support, but if you wanna do some extra damage, I suggest taking these. |
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These would be good if you find you're going OOM (Out Of Mana) too quickly, giving you some extra MP5 & Janna is really mana hungry early so they could benefit you quite a lot. |
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These Glyphs are good if you would like to change around the Item build provided to make sure you hit the 40% CDR cap. |
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These Quints grant you more health, making you able to take more hits, these are great if you don't feel the need for the 3 GP10 Quints. |
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Tier 1 // ]
![]() ![]() I take ![]() Tier 2 // ![]() ![]() Taking ![]() Tier 3 // ![]() Tier 4 // ![]() ![]() ![]() ![]() Tier 5 // ![]() |

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In my opinion, one of the best passives in the game. It gives everyone on your team 3% Increased movement speed, which benefits everyone. (The passive is lost on everyone if you die as Janna)

This ability is very useful in lane and in team fights, its able to knock up the enemy team for a duration, its very good for chasing enemy's, and retreating.
The knock up duration is 0.8 seconds, and increases by 0.1 seconds for every second it charges for, the distance and damage is also increased. (Charges for 3 seconds)
Interrupting - Its able to interrupt channeled abilities like



Chasing - When chasing an enemy, this ability could easily stop them in there tracks and secure a kill for your team, if you're able to


Retreating - While running away from a gank or people chasing you or a low health team member you can send out a quick tornado to slow them down and making it a lot easier for you or your team mate to escape without dying.
Ganking - When another champion, be that the Jungler or another lane, comes to gank your lane you should try your best to hit them with a



Passive - Increases Janna's moment speed by 8 / 10 / 12 / 14 / 16 % and makes it able for her to move though units. When running away from someone I think its best to keep this Passive up and not using it to slow the enemy chasing you. The reason is because the cool down is a lot longer then the actual slow, and also it enables you to move through units. So you get more benefit from the passive then the slow whilst running away.
Active - This ability slows whoever she targets with it for 24 / 30 / 36 / 42 / 48 % for four seconds, but loosing the Passive. When chasing a target you should use this to slow down the enemy to get in range for a quick



Janna shields her target absorbing 80 / 120 / 160 / 200 / 240 damage and increasing there attack damage by 14 / 23 / 32 / 41 / 50. (Attack damage buff is lost when shield breaks) This ability is what makes Janna who she is, its absorbs damage and gives the person with the shield increased Attack damage, which is amazing because throughout the game you're in lane with an AD (Attack damage) carry. It gives them more damage whilst shielding them from enemy damage, it can also be used on turrets to stop some incoming damage on them, which makes this skill have a lot of uses.


Janna knocks back all enemy champions 875 units and channels healing winds restoring 70 / 110 / 150 health to all friendly targets stood in the winds. This ability has a lot of uses, it can be used to heal; interrupt, break up a team and knocking enemy's into your team.
Interrupting - Just like



Healing - I don't use this ability as a heal that much, unless its really needed (for example whilst fighting Nashor and everyone is really low) but occasionally you'll be able to get off the full channel in a team fight and a little bit of a heal is better then no heal at all.
Breaking up a team - Being able to get in between the tanks and the carry's and splitting them up is what I use this ability for the most. Splitting a tank away from a carry will make it easier for your carry's and tanks to focus there carry's thus winning a team fight.
Knocking enemy champions into your team - This is also a great way to use your ultimate, flash ulting onto an over extended enemy might just win you the game, creating what would of been a 5v5 team fight into a 4v5 just because you where able to catch them off guard.


Here's a quick video with some good ways to use a Janna ultimate, hope you enjoy:

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I priorities my ulti over everything because the healing from it increases with each level. |
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Next is my ![]() |
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This comes third because the more points you put into it, the greater the slow speed & the movement increase is from it. |
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This comes last because the only difference in the higher levels is the damage, and you're not there to do damage you're there to support the team in any way you can. |
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Item Sequence



















I always start the game off with






On your first back you should be picking up your Philosopher's stone and



Philosopher's stone |
This should be the first item you pick up on your first back, it gives gold per 10, health regeneration and mana regeneration, all the stats are useful to you and it'll build into ![]() |
Philosopher's stone |

On your second back you should be picking up


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Your next gold per 10 item, same reason as why you pick up Philosopher's Stone and you get bonus health! |
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This is also a very good support item, building from your Philosopher's Stone it makes it a must buy for any support. Giving you 330 health, 30 health regeneration, 15 mana regeneration and 15% cool down reduction. It also has a one in a kind active ability where it speeds you and nearby friendly champions by 40% making it great for retreating and chasing enemy's. If you're having trouble with warding and engaging/escaping from enemy teams you could also build this straight after your ![]() |
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This is an all around great item to have late game, giving you armor health and health regeneration it just makes you that bit more tankier, also giving you a unique active which slows the attack speed and movement speed everyone around you for 35%. Which makes it a must have for late game team fights. Building off your ![]() |
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I take these boots because I don't feel the need for ![]() |
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Zeke's Herald |
Another well rounded item, good to build if you have (for example) ![]() ![]() ![]() |
Zeke's Herald |


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Your AP Carry needs the extra spell vamp? He's getting destroyed in a short space amount of time? No problem! With this Item you're sure to help them survive a little longer, also with champions like ![]() |
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This is a newer item in League of Legends and its perfect for supports! It builds off your ![]() |
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Another way to get a quick and cheap armor boost if they have a lot of AD Damage coming from there team. |
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Having trouble counter warding because you're always getting caught? These boots will sort out that problem, making you run even faster then before. |

You need to position yourself correctly with


Prioritizing:
Are the enemy tanks attached to your Carries?


Do they have a channeled hard hitting champion ultimate like


Can you break up there team making it easier for your tanks to attach to there carries? Basically you need to get into the middle of there team and

Defending:
If your tanks aren't able to defend the carries you need to try your best to be there wall, even though you're pretty squishy yourself you can defend carries pretty well.

As a support you should always be buying wards, be that sight wards or Vision wards its a must!!! Below is a map of Summoners rift and a short explanation on what all the different colored dots mean.

Yellow dots - Low priority defense wards, provide some more defense throughout the game, some are only really needed while you're in the lane.
Purple dots - Objective wards, usually warded throughout the game with



This is an Image from a game I won, as you can see i'm mid with the Talon because I was roaming around warding and ganking, some key points in this picture is that the river from mid to bot is fully warded for my AD carry to avoid ganks, also objectives like Baron, dragon and there blue buff is warded. This is what the map usually looks like for me till about 20 mins, then I start roaming up the river between mid and top to ward Baron, there red buff and put some defensive / offensive wards down depending how the games going.
One of my favorite lane comps, incredible CC with Frost Arrows,

Tactic: A good tactic is for





I love being in a lane with a




Tactic: Get up behind your targeted champion and











This comp is one of the weakest in the game in my opinion, because of her squishy and low damaged early game







Tactic:










This isn't a bad comp, but I don't really like playing




Tactic: Engage on this with your









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Adding 'Other viable Item' section. - Completed
Making the guide a bit more pretty. - Completed
Adding some headers to the guide. - Completed
Adding more information to the 'warding' section. - Completed
Adding more information to the 'Champions' section. <-- Next to be updated.
Adding more information to the 'Role in team fights' section
Adding more information to the 'Other viable Runes' Section.
Published Guide! 07/07/12
Started 'Warding' section. 07/07/12
Started 'Champion' section. 07/07/12
Edited my map for warding. (credit goes to The LZ for correcting me on this) 07/07/12
Edited Vayne information. (credit goes to The LZ for correcting me on this) 07/07/12
Edited Item build. 08/07/12
Got my CDR from 45% to 40%. (Credit to Gott der 7 Meere for helping) 08/07/12
Edited masteries. 08/07/12
Added 'Picture' Section. 08/07/12
Edited 'Warding' section. 08/07/12
Added 'Role in team fights' Section (Credit to Icecreamy for suggesting) 08/07/12
Edited 'Mastery' Section. 08/07/12
Added my pretty banners (Credit to LaCorpse for making them) 08/07/12
Added 'Other viable Runes' Section 10/07/12
Making a Guide?

Also I would like to thank IceCreamy for his help with columns and coding for them too! Check out his guides!
How to use and make colums

Would like to say thanks to Gott der 7 Meere for helping me with my item build to hit the 40% CDR cap.

Would really like to thank LaCorpse for the banners, they're really pretty and you should check out her Banners & Sig shop!
LaCorpse's Signature Café!
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