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Janna: Teamfight Tempest
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Spells:
Clarity
Ghost
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Introduction
Anywy, Janna is my main and so I thought I would post the build that gives me the best results.
I like Ghost as it is good for getting into and out-of combat.
Flash, fortify, Rally, Teleport, etc. are all options, but I like the two specified above. Your second summoner spell is a matter of personal preference. Just remember to change them masteries if you do that (the point in Ghost, is wasted when you don't take Ghost).
The reason for the strange split on the mana runes is to give you enough mana regen at early levels (say 1-4) to liberally use (don't spam!) your spells. The added bit of regen from the flat mana runes seems to work nicely (better than only mana/5/lvl).
The AP Runes can also be CDR Runes (these may be better, haven't finished testing them yet). Ultimately this is a matter of personal preference.
So we level
first. It does all that. It's like a laning champion's dream skill.But it doesn't cure cancer. So we take
next.These skills are really good, but there are times when your team has AIDS and a pantheon against them too, so we take
for those times whenever it's available.Some people like to take more W early, but the added range on
makes it better for laning and
is better for your team. So
is on the back burner.
There are only 3 permanent items above because I only put her core there. These are the items I buy every game (unless I take
The other items that are good on
This is a great item if your team scales well off AP or benefits from spell vamp. I take this most games since it is generally helpful. I considered putting this in the core build.
If your team is AP heavy, this will increase your teams damage quite a bit. A solid choice in some games.
Want to have even more crowd control and health? If yes, buy a Rylai's. This is a pretty darn good item on Janna, but often times one of the others items is better for your team. If you just plain don't know what to get, consider this.
This is a great item that makes
This helps Janna not die from pesky casters and Crowd Control.
Counter target
You will note that I included Sight Ward in your core build. This is essential. Wards are some of the best items in the game, so BUY THEM. They save lives and get your team kills.
Also, Elixer of Brilliance is cheaper now and gives you some needed CDR and AP. This with your boots and Soul Shroud give you almost-capped CDR. Before the Soul Shroud nerf it was an even 40%. Life goes on.
kills caster creeps from full health at full charge. Set your
and start attacking a melee creep. After 2-3 hits (based on level) move to another. By the time your
rips through an otherwise untouched line of creeps you will take 4 of them and leave the rest for your teammates to eat. You just paid for a ward, congrats.You can also
yourself for more damage.
This stops chasers. Remember this.
This is good for pushing.
Remember to lead with your
. I like to send the first few in a game straight through my the enemy creep. I generally nets about 20 gold and hits and enemy as they stand there like an idiot trying to get gold. I usually do the same thing with the next one, then fire the third off-center on the side I think they will dodge towards. The rest I make up as I go along.Timing is important. How much you let it charge varies by situation. In the lane and pushing I like to charge it all the way. Fire ASAP when being chased.
This is good for running (you have to stop to cast this, unlike your
and
(I have saved teammates by hitting myself with
and then hitting an enemy with
followed by
; there are certain situations when shield alone is not enough).
This is a great skill; it is a free BF Sword and a bunch of health. It even hits turrets (I have killed enemies with this). One of your best skills.
The hardest thing about playing Janna is timing your ult. I have come up with a few basic rules for using it:
If your team is about to die, use it. Note that if you have a fed carry that is getting focused, this will probably lose you the team fight so you should ult.
If you can heavily disrupt the enemy team by positioning yourself and using it, use it. This should be done when the healing is relevant if possible. Isolating an enemy carry at the same time you heal your entire team is pretty devastating.
If the enemy team is running away and you are behind them, DO NOT use it. This saves them. Kill them, then heal your team and push a tower or 2. Or position yourself to push them into your team and just win the game.






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