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

Good






Okay





Bad







Runes




Janna is extremely squishy so she needs alot of defense in runes. That is why the marks and seals are health and glyphs are magic resist per level so when the enemy carrys becomes strong you wont die instantly when they jump on you. I also get gold/10 quints for more gold.

Honestly, this is the best passive in the game. This passive is equal to 2


Range: 1100-1700
Knockup Duration: 0.8-1.1 seconds
Cost: 90 / 105 / 120 / 135 / 150 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Magic Damage: 60 / 85 / 110 / 135 / 160 (+0.75 per ability power)
Additional Damage: 25 / 30 / 40 / 50 / 60 per second charging
Maximum damage: 135 / 175 / 230 / 285 / 340 (+0.75 per ability power)
Your aoe knock-up ability, it has massive range making ganking and fights easier for the team.

Movement Speed Bonus: 8 / 10 / 12 / 14 / 16%
Janna launches her elemental to deal magic damage and slow an enemy's movement speed for 4 seconds. The passive is not active while the ability is on cooldown. â– Range: 600
Cost: 40 / 50 / 60 / 70 / 80 mana
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Magic Damage: 60 / 115 / 170 / 225 / 280 (+0.8 per ability power)
Slow: 24 / 30 / 36 / 42 / 48%
This ability makes you really fast and lets you pass through units so you don't have to worry about getting blocked by your minions. It also has a slow which can allow your team to catch up to the enemy you are chasing.

Cooldown: 10 seconds
Range: 800
Cost: 70 / 80 / 90 / 100 / 110 mana
Shield Strength: 80 / 120 / 160 / 200 / 240 (+0.9 per ability power)
Attack Damage Bonus: 14 / 23 / 32 / 41 / 50
A huge shield and bonus attack damage for the AD carry. In my opinion, this is the perfect support ability.

Cooldown: 120 seconds
Radius: 725
Max. knockback distance: 875
Cost: 150 / 225 / 300 mana
Heal Per Half Second: 35 / 55 / 75 (+0.175 per ability power)
Max Amount of Healing: 280 / 440 / 600 (+1.4 per ability power)
An aoe knock-back which can change the pace of a team fight immediately towards your favor. However, used badly and it could turn the tides towards the enemy's favor. This can be used with your flash to catch enemies out of position. It can also be used to heal if you have no other use for it.
Early Game


At the start of the game, you want to put your wards in your own jungle to protect Red or Blue from getting stolen or you could put it in the enemy's jungle to see where the jungler is. During the laning phase you should put a ward on the brush coming from the river to prevent ganks, they can also be placed in the lane brushes to give sight of enemies in the brush.
Mid Game
philosopher's stone



Mid game is when you should have an oracles. This is to destroy the wards placed down by the enemy team making them less aware of everything going around them. Philos and HoG give you a decent amount of gold and boots of mobility lets you move around the mapper quicker. Of course you still have to ward.
Late Game
Late game is when you should be quite tanky and have alot of auras like


Items you can get



zeke's herald If you have two or more ADs in your team it is very worthwhile getting this so they have more lifesteal.







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