Please verify that you are not a bot to cast your vote.
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
Alister is a tanky Champion who can be played in different styles. He can be used as passive disengager or as aggressive enager. If he choose to play aggressive against you, you wont have a lot of problems since you got the best disengage and protection, even without ultimate. (It is also possible to interrupt his headbutt with Q, but since it is so fast without any cast time most people will have problems with it.) Anyway the more he goes aggressive, the more you play passive. The easiest way to pick up kill is in this case to ask your jungler for a good planned gank. Just wait or try to bait out his to aggressive spells, right after your jungler should went in and kill them/bait summoners out, since Alister got no disengage left.
If Alister choose to play passive it will be a pretty safe but boring lane. Tell your jungler not to gank, since Alister can take the possibility easily to secure a kill under the enemy tower. Also keep everything warded up since you are a good target for ganks with his CC, although your disengage is pretty safe.
Recommended Items: -
Annie
Annie is a high damage champion with low health and a hard avoidable stun. With some ADCs, like (Graves, Lucian or Vayne), you will be able to burst her down if she fails her combo or uses Q on a creep. Save your shield for incoming damage. Since Annie is very squishy and pushes the lane with her abilities, your jungler can gank and secure a lot of kills. If the lane stays for a long time 2 vs 2 you will get at least after level 6 problems against her. It is not a mistake if you are able to use your exhaust on Annie before she uses her combo on you or your ADC, since she deals insanely high damage.
Recommended Items: Locket of the iron Solari
Ashe
Ashe should not be a huge problem for you or your ADC. Her poke is ineffective against Janna, since you can hide behind minions and shield your Marksman every time she casts her W on him. You can make good use of your CC since she got not a single escape spell, which also makes her a good target for ganks, especially before she reaches level 6.
The easiest way to win the lane against her: Knock her up with your Q, shield your Marksman and let him make a short damage trade. The shield will protect from most incoming damage and help dealing even more damage.
Ashe will also push because of her W, so call your jungler for a few ganks to pick up free gold.
Recommended Items: Boots of Swiftness, Mikael's Crucible
Blitzcrank
Blitzcrank is good against everyone who is bad at dodging skill-shots. Janna is probably the best Champion for dodging skill-shots, because of her high movement speed. If you are able to dodge his hooks you have won the lane pretty much. If your Marksman get hooked, you do engage while they focus him, which means knock up both target (but try to load Q as long as possible first), shield him. If they engage you into a huge minion wave you can even fight them.
Just tell your Marksman to push the lane under enemy tower OR let them push, but if you just push about 2/3, he can hook everyone right under the tower, which is deadly.
Recommended Items: Boots of Swiftness
Braum
Braum is a tanky Support with a lot of CC and strong protection. He will play play very aggressive early, which can be a problem especially if he has a Marksman as Lucian or Vayne on his side who activate his passive very fast. Playing passive will be the best way to win the game, since Braum snowballs really hard if you make a mistake. Disengage if he engages but try to trade a bit if he waste his shield.
Wouldn't recommend a gank if you don't have warded everything, since he is more useful in an early team fight
If he engages, cast your Q once but don't shot it yet, since Braum can block it with his shield. Wait until he passes it and then let it go and knock up their Marksman.
Recommended Items: Boots of Swiftness, Mikael's Crcible
Caitlyn
Caitlyn is an extremely annoying champion, especially in the early phase. Her high range makes it possible to poke hard and deny your Marksman to farm. Your shield doesn't work well against her auto attacks since it costs mana and have CD, while her AA is an infinity source. I would still recommend to block as much incoming damage from her with your shield as possible, but don't waste your shield on yourself unnecessary because you got 2 healpots anyway. If Caitlyn push a lot so don't bother to ask for a gank, she is still squishy and you can at least take a lot of health down, which makes your lane easier.
Never shield the one who is focused with Caitlyns ultimate, but focus the one who will actually tank it.
Recommended Items: Locket of the Iron Solari, Zhonya's Hourglass
Corki
Corki has high burst damage, a strong escape but a low range. Most Marksman on your side will be able to poke and outtrade him, so just shield him for the bonus AD and fight. Try to protect your Marksman from Corkis Phosphorus bomb and dodge it yourself. After level
6 be careful since he got a lot of poke with ultimate.
If your jungler comes for a gank try to interrupt Corkis escape with your Q or R.
Recommended Items: -
Draven
Draven is the Marksman with the highest damage. Better tell your Marksman to play passive and lose farm than risk something and feed Draven. Draven will make a lot of pressure botlane and probably push. Asks for a gank and kill Draven. He got no a good escape and your CC is very effective against him. The most important thing is to deny to kill him before he can make use of his passive stacks. If your jungler is busy and can't gank, stick under tower farm passive but don't risk feeding him.
Recommended Items: Frozen Heart
Ezreal
Ezreal can deal a lot of damage if played right, especially in the early levels with his Q. They safest way is to hide behind creeps and just shield if you think he is gonna hit you or your Marksman. Although he got a very effective escape he is squishy so you should trade him, especially if you can hide behind your minions from his skillshots.
If he tries to escape you can try to predict when and where he gonna use his E and cast your howling gale in this direction so you can make use of a longer knock-up time.
Recommended Items: Randuin's Omen
Graves
Graves has a high burst damage between level 6 and 11, that will be the hardest time. Early lane phase shouldn't be a huge problem. His low range makes him a good target to be poked. I wouldn't recommend to make longer trades with him, just shield your Marksman, let him attack until your shield is gone and then back off from him. It is very hard to dodge his Q, so try not to go in his range, if it is not necessary.
He is really tanky for an Marksman, since he has more health and and a lot of armor and magic resist thanks to his passive. Still he is good gankable because he has such a short range and only a short escape. But do not make risky dives, his burst damage is deadly and if he is good, he can easily outplay everyone with his "smoke screen".
Recommended Items: Randuin's Omen
Jinx
Jinx is a very squishy champion, without any escape but high damage and poke. The easiest and best way to win this lane if with his jungler. If Jinx pokes you with her big gun, she will automatically push the lane. Just tell your jungler to come bot and pick up the kill easily. If Jinx is denied in the early game, she wont become useful again, because of her lack of escape.
If your jungler can't gank bottom, you can play really aggressive and trade against her. Just try to fight in a minion wave, so her W wont hit you. If your Marksman pokes her down while after while and she gets low, you can easily take her down with your CC.
Your high movement speed makes it easy to dodge her 2 high damage skillshots, W & R.
Recommended Items: Frozen Heart
Karma
Karma can be very hard to play against, since she got a lot of damage. As disengager Janna is really useless against long range, burst AP Support. All you an do is to shield yourself or your Marksman from her Qs. It is very important to dodge her Qs or you have to go back all the time.
Karma is also very hard to gank, since she got a heal, snare, slow and a very fast movement speed boost.
I would recommend to play extremely passive and hope for the lategame, when Karma falls off and Janna becomes the most useful Support.
Recommended Items: Boots of Swiftness, Locket of the Iron Solari
Kennen
Kennen is not played as Marksman at the moment, but if you play against him you wont have any problems. His low range makes him a good target for poke, although not for a gank, because of his movement speed boost. Most of his abilities are useless if he play on AP and you can deny his ultimate with your ultimate. Try to dodge his Q, so he can't land his stun on you, but you should never lose this lane.
Recommended Items: -
Kog'Maw
Kog'Maw is a strong late game Marksman but also pretty good on lane. He has a lot of health early and also a high range with his W and deals a lot of damage. I recommend to gank him since he got absolutely no escape. Kog'Maw will always be useful, but if you deny him early you will probably win in the mid game, where he is not that strong, because of his lack of escape. Your movement speed makes it easy to escape his ultimate.
Just try to deny him early, no matter how.
Recommended Items: Frozen Heart
Leona
Leona can be easily denied before she reaches level 6, since you can interrupt her E. Stick on the lane with your Marksman and interrupt every attempt she makes to get close to one of you. After she reaches level 6 it gets more tricky, especially if she focuses you with her ultimate. If she stuns you, you wont be able to do much, she will just dash to you and permanently stun you. If you are lucky you can use ultimate to safe yourself from Leona and her Marksman. If you get slowed, don't panic, you can still cast Q to interrupt her E. Once you have your boots and have around ~500 movement speed, you should be able to completely dodge her ultimate.
Recommended Items: Mercury's Treads, Mikael's Crucible, Locket of the Iron Solari
Lulu
Lulu can be very annoying with her strong poke and slow. She is also very hard to gank her since she can give a movement speed boost, slow, shield and is able to make 1 of you useless. I would recommend to play passive, try to dodge her Q and trade after she used it and got no slow left. Never dive a Lulu if you don't feel safe, since all of her abilities are perfect to survive a long time, even with little health. The good thing for you is that Lulu get no sustain/heal. If you poke her with your Marksman harder back, you force her to go back, which will give you a huge advantage.
Recommended Items: Locket of the Iron Solari
Lux
Lux is not played as Support very often, but if you lane against her she can be really annoying. She has good poke, cc and shield but no heal or sustain. Since she is very squishy the best way to win is with make short trades against her. Just wait until she used her E or Q, shield our Marksman for extra damage and let him make a short engage, as soon as the shield breaks down back off. If you continue for a few times she will be very low and you can make a final engage with good use of your abilities she will be dead.
Recommended Items: Mercury's Treads, Locket of the Iron Solari, Mikael's Crucible
Nami
Nami is a very aggressive support with high damage and a heal, which makes her a good counter to Janna, especially in the lane phase. You cant trade with her at all, since she deals more damage than you and also can heal up again. But she is also very squishy and got no escape, if you tell your jungler to gank it should be an easy kill. If he can't make a gank, try to play passive with your Marksman and farm up, once you both reach level 6 it should be possible to make an all in and kill her or her Marksman.
Recommended Items: Boots of Swiftness, Mikael's Crucible
Nunu & Willump
Nunu is not in the support-meta at the moment, but even if you play against here you wont have a lot of problems. Your E perfectly covers up his damage from his Q, while your Q/R is an easy way to interrupt his ultimate. Just be carefully if you walk in an unwarded bush, as soon as you suddenly lose a lot of movement speed, cast your Q right in the bush! In the lategame he can be very dangerous because of his attackspeed boost, especially if he plays with a Marksman as Vayne or Kog'Maw. A good Nunu can also give a very good peel, because of his mega slow, although Janna is still more useful.
Recommended Items: Boots of Swiftness, Locket of the Iron Solari, Mikael's Crucible
Quinn
Quinn is not a very effective Marksman, although he is okay against Janna. It is possible, but very hard to deny his E, with your Q. You can shield away the damage from his Q, but the blind will stay so be careful when you engage with your Marksman. If she activates her ultimate she will even have more movement speed than you, which makes an escape without using your ultimate very hard. If you make a 2vs2 fight on botlane after level 6, wait with your exhaust until she casts her ultimate, so you can block most of her damage. Anyway, since Quinn is a very useless lategame Marksman you will win sooner or later anyway, as long as you don't feed early.
Recommended Items: Boots of Mobility, Twin Shadows
Sivir
Sivir is not a very effective Marksman, although he is okay against Janna. It is possible, but very hard to deny his E, with your Q. You can shield away the damage from his Q, but the blind will stay so be careful when you engage with your Marksman. If she activates her ultimate she will even have more movement speed than you, which makes an escape without using your ultimate very hard. If you make a 2vs2 fight on botlane after level 6, wait with your exhaust until she casts her ultimate, so you can block most of her damage. Anyway, since Quinn is a very useless lategame Marksman you will win sooner or later anyway, as long as you don't feed early.
Recommended Items: Randuin's Omen, Twin Shadows
Sona
Sona is a very strong pick against Janna. She has more damage, a heal and a shield, so you can't really outtrade her at any point. But she is also an extremely squishy support without any escape, so I would recommend an early "all-in" with your Marksman. Try to push the lane very fast and reach level 2 before they do, so you can burst her down. Even if she doesn't die instant she will have to burn 1 or 2 of her summoners and maybe the heal from her Marksman, which wins the lane pretty hard for you. After level 6, be carefully with her ultimate, since it is pretty much impossible to dodge and works very will with most Marksman.
Recommended Items: Locket of the Iron Solari
Soraka
Soraka can be a very strong pick against Janna. Her heal and sustain makes it possible to make a hard trade with you and your Marksman and get their HP back right after. You should try to dodge as much Qs from Soraka as possible to deny her self-heal. Once she used her Q and failed you and your Marksman should be able to engage and burst her down, since she is very squishy. But be carefully with her silence because if she times it good she will be able to stop you from protection your Marksman.
Recommended Items: Morellonomicon
Taric
Taric is a weak champion, especially against Janna. He got no skillshots so you don't have to dodge, but your movement-speed is high enough that you can run away before he reaches you after he stunned you. He also has no gap-close which makes it just very easy to protect your Marksman from him. Just play passive early, since he has a nice damage early and a heal, so trades wont win you the lane. In a teamfight Taric is completely useless, so just don't throw it early. Be also careful when he reaches level 6, since he got a high burst damage.
Recommended Items: Mejai's Souldstealer
Thresh
Thresh is a very popular pick, because he is one of the few Supports, who is truly OP compared to others and is able to carry the botlane alone. Luckily there are only a few good Threshs out there. You can easily dodge their hooks, since they are most of the time really obviously and your high movement-speed makes it easy to move away fast. Be careful that he can't poke you down with his auto-attacks, because with his E he gets a lot of bonus damage. If he hooks your Marksman you are able to interrupt his dash with your Q, although it is insanely hard if you are new to Janna. Even harder, but still possible, is to interrupt an enemy who tries to use the lantern. You can cast ultimate, which works better than Q, but it is still very hard.
If Thresh engages after you got level 6 close to your tower, you can move behind him and use your ultimate to kick him under your tower, then knock him up with your Q and use W for a slow. But I would recommend to play passive, since he deals a lot of damage, especially in the lane-phase. Ganking him is also very hard because of the lantern, if you get a gank you should catch them together or focus Thresh.
Play passive on lane to prevent a throw, and peel for your Marksman in the lategame.
Recommended Items: Boots of Mobility
Tristana
Tristana is not a huge problem, at least not on lane phase. Her E is pretty useless against Janna, since her shield can deny the whole damage. Her jump has a cast-time and is pretty slow, so it is not hard to interrupt it, especially if she tries to jump in your direction. Her low range early makes her a good target for poke, which you should make use of bottom; shield your Marksman and let him make a short engage and use your CC on her while she tries to trade back.
Lategame is harder because of her insanely high range. You will have trouble come in her range to use exhaust or any other spells. Just stick with your Marksman and let your teammates take her.
Recommended Items: Ninja Tabi, Randuin's Omen
Twitch
Twich is easy to deny on lane phase, but really strong in teamfights and lategame. While you are on lane, don't trade with him, he got a lot of damage. But he is very squishy and got no fast escape, so try to knock him up and let your Marksman poke him down a bit. The safest and easiest way to win the lane is with your jungler. He has low range, no fast escape and very low health it is the perfect target for all junglers. In the lategame you should try to ulti him away when he appears from his invisibility and casts ultimate.
Varus is not a strong pick at the moment and you wont have problems against him- Your CC is very effective against him, since he got no escape. His main damage source, Q, is dodge able and so is his ultimate. You should be able to win against Varus lane phase but also late game. Just be careful because he got a strong poke which could give him an advantage if you let it happen.
Recommended Items: Frozen Heart
Vayne
Vayne is a very strong Champion in every lane phase, but most people can't play her. Make long trades with her does not work well, since her W deals really high damage, but it is possible to poke her down, since her range is really low. Be always careful that you don't stand next to a wall, where she can knock up against it. She is easy to exhaust in the most teamfights so don't forget to do it and also try to knock her with your ultimate to your team. On the lane phase you should ask for an early gank so she gets denied a bit.
Zyra is an extremely strong Support when it comes to dealing damage. Her poke is very strong with her plants and her burst is even stronger, especially when she reaches level 6. On the other hand she is very squishy and got no escape at all, so ask your jungler for an early gank and you should be fine against her. On a 2vs2 lane Zyra can be a very dangerous enemy for Janna. Although you will be able to dodge her spells with high movement speed your Marksman will probably get a lot of damage and you too because of her plants.
Just try to play as safe as possible and wait for your jungler and shield all incoming damage from her. If you got a strong early game Marksman, try to burst her down immediately after you and your Marksman turned level 2.
Hey, my name is The Storms Fury and I am a Diamond player on EUW. I play Janna in every game possible when I queue up in ranked and of course she is my main since a long time. I trained her ages and think I finally master her to 100%. So I decided to share everything I know with you guys. I made this guide on LolKing and Solomid already and after they both were a success I want to post this Janna-Guide on other websites too. I really hope that my guide will help you to become a better player.
I also started hobby-streaming, if you are interested just check it out here. :)
Runes
Runes
: With this Runes your movement speed with Boots of Swiftness, Nomad's Medallion and Zephyr on level 5 is about 500. You escape easily and survive more often than with any other runes you could take.
: The main damage, in the early lane phase, comes from their Marksman -> Armor Runes
: Health is useful both AD and AP damage. Since there are also a lot of AP Supports, this Runes will be very useful.
: AP Carries deal the most damage in the late game. -> Magic resist per level Runes
Masteries
Masteries
Offense
-
Defense
++: This masteries will help you during the lane phase. Health is always useful and reducing the auto attack damage is especially nice against champions like Caitlyn and Ezreal. +: This masteries will help you in the late game. Since I recommend buying a lot of defensive items, you will get a pretty good bonus on health, armor and magic resist.
Utility
: I really like this mastery because I stay as long as possible on a lane to get XP and money, even if I am low on health. A faster back-port can safe your life once you decide to go back. +: Janna is the fastest support and with this masteries you will escape every enemy who chases you. It also make it a little bit easier to dodge skillshots or bait the enemies for your team. : As support, you will use your trinket more often and more effective. This mastery will give you a little bit of support while you are supporting. : This mastery can be very useful, especially if you play against a support who doesn't use this mastery. Since you have your summoner spells earlier up, you can fight the enemies as soon as your exhaust is up and improve your chance of winning. : It does't happen a lot that Janna get kills, but if it happens it is possible that you get a buff, as example because of a greedy towerdive, which you should use as long as possible. There are also some games, where you get a full AD team and they let you blue-buff so you can spam shields and howling gales. +: Makes the lane phase easier, especially against champions with a strong poke. The 10 Mana you get can also be very useful. +++: The team with leading gold wins most of the time. 4 masteries which increases you gold can bring you a huge advantage against the enemy team. : This is a very important mastery, if you buy my recommended items you will have up to 4 active items, which all have a lower cool-down time thanks to this mastery. Also the cool-down reduction on your abilities is very useful, since you wont get a lot of cool-down reduction early.
Items
Items
or
If you get 2 or more AP Champs in your team you get
If your team is mostly based on AD Champs or you have mana problems you get
or
If the enemies got 1 AP Champ and 3 AD Champs you since you slow their attack speed as long as you life.
If the enemies got 2 AP Champs and 2 AD Champs you get since the health helps you too against AP.
Skill Sequence
Skill Sequence
: Passive: Increases the Movement Speed of all allied champions while they are moving toward Janna by 8%. Active: - Range: 1250 : Passive: - Active: Knocks enemies up and damages them. Cost: 40/50/60/70/80 Cooldown: 12 Range: 1100-1700
High Mana cost and less effective than shield and slow in the early game. -> max. it last. : Passive: Janna has bonus movementspeed and is able to move through units. Active: Slows and damages the target. Cost: 40/50/60/70/80 Cooldown: 12 Range: 600
The movementspeed bonus and the slow are increasing with every level but the shield is still more important as Support -> max. it as second main spell. : Passive: - Active: Shield yourself or an allied champion which increases the damage until it breaks. Cost: 70/80/90/100/110 Cooldown: 10 Range: 800
As a passive Support the shield is the most important spell -> max. it first. : Passive: - Active: Knocks the enemies away from Janna and heals yourself and unit next to her. Cost: 100 Cooldown: 150/135/120 Range: 725
The heal increases with every level and the CD decreases -> max. it at level 6, 11 and 16.
Summoner Spells
Summoner Spells
: This is the most important summoner spell for Janna. Q-Flash-R combo. : Important against their ADC in lane phase. Always use exhaust against their highest damage dealer. : Okay against fast champions without burst (Singed, Shyvana, Rammus,..). : Good against champions with auto-focus attacks/AoE Damage (Karthus, Fiddlesticks, Lux, Galio,...). : Okay against champions with auto-focus attacks (Karthus, Caitlyn, Veigar,...). : Okay against champions with AoE Stun, otherwise you wont be the focus (Veigar, Galio, Amumu,...). : Okay with poke team or mana addicted champions (Urgot, Nidalee, Jayce,...). : Good against healer or sustain champions (Soraka, Mundo, Aatrox, Fiddlesticks,...). : Good with premade counter jungler or global ulti champions (Nunu, Caitlyn, Ezreal,...). : Useless for Janna.
Warding blue Team
Warding blue Team
Full Map
Dragon
Baron
Warding red Team
Warding red Team
Full Map
Dragon
Baron
Marksmen Synergy
Marksmen Synergy
Caitlyn works great with Janna. As a Marksman with a very high range for poke and 2 abilities which scale on AD, she fits perfectly together with Janna who can give her up to 50 bonus AD (even more if you buy AP items). Jannas Q and Caitlyns trap works very well together, which makes ganks also a lot easier. Caitlyn alone has a very strong peel and even a good escape but with Janna in a teamfight, Caitlyn is impossible hard to get killed.
If Caitlyn casts her ultimate on a low health target and a teammate of the enemy team want to block in, you can flash next to him and use your ultimate to throw him out of Caitlyns ultimate so it hits the focused target. If Caitlyn casts her Q or have her passive up and wants to poke an enemy always shield her for the bonus damage.
Vayne will be the strongest Marksman with Janna if she plays well. Her true damage makes her to an awesome lategame Marksman, her invisibility & knock-back/stun makes her not as easy to focus as the most Marksman, all she needs is an Support who can give her a lot of peel, like is Janna. The hardest time will be early, on the lane. Because of her short range, the enemies will try to poke and engage her on lane, to deny her so she wont be useful later. Try to poke back as good as possible if they focus Vayne and prevent the incoming damage to her with your shield. Vaynes early damage is fine so you can actually fight a 2vs2, the biggest mistake/problem appears, if you go deep with her to attack the enemies, Vayne will stand in the middle of the enemy minions, because of her short range. Try to fight if they engage you or if you made a fast wave clear. Once you win a trade and the enemies bottom are afraid of you you can play passive and farm up, especially if the enemy Marksman is stronger in the early game than in the lategame.
Once you group and the teamfights starts, you have to stick with Vayne and peel for her. There will be up to 3 enemies on Vayne (Top, Mid & Jungle) which means 3 from your Team should focus the enemy Marksman. You can peel better than every other Support, which means that you can protect your Marksman better than the enemy Support, at least in the most games. Of course it is hard to protect Vayne from 3 enemies, but once your Team managed to kill the enemy Marksman they will help you and the teamfight should be won for your team.
Tristana is one of the best late-game champions, because of her insanely high range & attackspeed with Q, her ultimate which can be used as disengage and her jump, for an easy escape. Tristana got the best self-protection compared to all other Marksman and with a Support like Janna, she is nearly unkillable. The biggest problems will appear on the lane-phase. Although she got high health compared to other Marksmen, her low auto-attack range and low damage will make it hard to win the lane. As always, shield your Marksman from incoming damage and disengage as soon as the enemies engage, so Tristana can farm as good as possible. Once you both reached level 6, you can start to trade and fight against some enemies, but be careful most Marksmen and Supports are stronger on level 6. Ganks are always possible for you, since her jump can use as engage with a strong slow and of course Jannas CC is always useful. After level 6 ganks work even better, since both Ultimates can knock the enemies in every direction you want to. If you both have your ultimate up and are bot on the 2vs2 lane you can try to get behind 1 enemy, knock him/her to your tower and let Tristana jump behind them and use her ultimate to throw the enemy into the tower. In the lategame stick with Tristana but you will soon notice that you wont have a lot of problems to protect her, as long as they don't have very strong gap-closer.
Early Game/ Lane Phase
Early Game/ Lane Phase
As soon as the game starts you go in a bush near the buff which is on the south-east to defend your jungler from invades and to give your team some vision. (If the enemy team has typical "invade champions" I recommend to place your Warding Totem and move somewhere else so you have more map control)
Once you have pulled the buff for your jungler (use your E) go with your Marksman to the bot lane. You have to be carefully, sometimes the enemy jungler starts with the buff next to the top-lane and the enemy bottom lane is able to wait for you in a bush. If you know that the enemy jungler starts with the buff near the top-lane I recommend to take the longer but safer way to your lane.
Once you, your Marksman and the enemies have reached the bottom lane, the "lane phase" begins.
Aggressive
You can decide if you want to play very aggressive, fight and trade a lot and try under higher risk to get kills and money earlier in the game by winning against the enemy Support & Marksman. Of course the chance of being ganked is higher and it is also possible that miss-plays happens and you lose the fight. If you still decide to play aggressive I recommend to place your Stealth Ward early.
Place the Stealth Ward in the trybush near the "Krugs" if you are in the red team with the base north-east on the map.
Place the Stealth Ward in the river next to the "Dragon" if you are in the blue team with the base south-west on the map.
When you have enough map vision to see the enemy jungler early enough you are able to begin a fight. Although Janna is a passive Support with the best disengage existing, she is able to to pick up an early fight and win it. If your Marksman is ready, shield him and let him use the full potential of the bonus AD you gave to him. Try to knock both enemies up or safe Q to interrupt an engage from the enemy support. If you are winning the fight and they try to run back, slow one of them with your W. If you are losing the fight go back and deny them to follow up or engage with your Q.
Farming
There is also the possibility that your Marksman doesn't want to risk so much and decides to concentrate on farming. You job in this situation is to make it possible for your Marksman to farm and also try to deny the farm of the enemy Marksman, which is really hard as Janna. If the enemy bot-lane decides to play aggressive they will try to engage you and especially your Marksman, which you must deny. It is a lot easier if the enemy Support is melee / tanky than ranged / AP. If they engage physically try to interrupt them with your Q and W but if they engage with their abilities use your E. If you deny their engage a few times successfully they are most likely to stop it and also concentrate to farm. If you were not able to deny their engage and are losing the bot-lane, ask your jungler or your mid-laner for help.
Mid Game/ Lane Phase/ Dragon/ 6+
Mid Game/ Lane Phase/ Dragon/ 6+
Once a team is strong enough to do the drake the situation on the bot-lane will get more intense. The most important thing is to have vision on the area around drake. This means you should have Sightstone already and buy at least 1 Vision Ward. If your team is ready to do the drake, you and your Marksman should kill the minions as fast as possible in order to push the lane near the enemy tower. If you are able to do this, it is a good time to rush the Dragon, as long as your jungler is ready for it. If the enemy bot-lane follows up, they will lose a lot of minions and maybe also their tower. If they decide to stay and safe the tower and take the minions by their own, you will be able to kill the drake. (If you are not able to push the lane but they were, you have to decide by your own.)
It can happen that the junglers decide to gank bot and try to delete his enemy in order to pick up drake more easily. It can happen that there are between 5 and 10 champions on the bot-lane since mid can follow up and top can use (if selected) teleport. In such a situation you have to stay calm and protect the most valuable player in your team and focus the most dangerous enemy with your abilities and spells.
Anyway, sooner or later one team will start to attack the Dragon. If your team is the lucky one, your job is not only to do what a Support should do but also to deny the enemy jungler, if he tries to steal the drake. Since no kind of CC helps against the cast of smite, you must use your ultimate in order to knock the enemy jungler away from the drake in the right time. In case you knocked him away to early, use all your abilities and spells on him to prevent him from coming near the Dragon again.
If the enemies are doing the drake you are not able to do much by your own, expect to put wards around the drake to give your team some vision.
Late Game/ Team Phase/ 13+
Late Game/ Team Phase/ 13+
Once a few dragons had been slain, some towers had been fallen and your team finished their core build already it is slowly time to finish the game. There are different options to win a game and in every one of them the Support can decide which team will win in the end.
Teamfight
If your team decides to group up and win with a well played teamfight, you will have the most important task to achieve: Protect your teammates from the enemies and prevent their deaths. It is simply to explain but hard to play. You will stay next to your Marksman, as long as he is as useful as a Marksman should be in the lategame and peel for him, which means to give him enough room between himself and the enemies in order to let him autoattack without getting killed. Use all your spells to deny all kind of engage but keep exhaust until they attack him, so their damage wont harm him as much. If just 1 enemy is on him try to keep your ultimate, since you will need it if more enemies engage at the same time. If you peel long enough for your Marksman he should be able to kill at least 1 enemy, while the rest of the team focus THEIR Marksman. If the teamfight happens in a very small area, you would be able to exhaust their Marksman in order to give your team a engage and damage advantage.
Baron Nashor
If the enemies are hiding behind their towers but your team is not able to destroy those, you must get the buff from Baron Nashor. Your task is simple: Ward the area around baron and destroy the vision of the enemies. Once you were successful with your map control your team is able to start. Like in the Mid Game, you must protect your team but also deny the enemy jungler from smiting Baron. Once you killed the Baron you will be able to push and take some Inhibitors or just finish the game.
Defending
If you are behind and the enemies make a lot of pressure with objectives and pushing, try to defend the inhibitor towers and force them to make a dive. If your team deletes the enemy minions while you shield the towers every time they try to push, they are forced to dive you. If they they dive, they are most likely to have a tank who engages first and takes all the tower shots without losing to much health. Your task in this moment is to make a good ultimate, which knock this tank out of the tower range, which means the tower focus a new enemy Champion, but also heal your teammates and peel for them a bit. After you used your ultimate, peel a bit more for your team but try to keep the enemies under the tower. If you are able to do this, the enemies will die very fast and you gained gold and are probably able to push back or take objectives.
Pros / Cons
Pros / Cons
Pros
fastest support
strong shield
best disengage
can be played with every ADC
AoE Heal
slow and knock-up
Contras
very squishy
low damage
bad engage
no basis heal or sustain
You must be logged in to comment. Please login or register.