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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Introduction
Anyways,the reason I like to play Janna the way I do is due to her wide choice of options, you'll understand further down ;)
The way I normally play her, and the way I will explain in this guide is a tanky version with GREAT crowd controls, extremly mobile and quite the threat 1v1 or even 2v1 since you can barely outrun her and you can barely catch up to her once she gets going!
Pros
+ Several crowd controls
+ Good for escaping
+ Hard to outrun
+ Very hard to kill late game
+ Fun to play, annoys enemy team
Cons
- Mana problems early game
- Hard to hit skills good
- Can't do much when skills are on CD
- Are better supports as tanky
- Might not be very strong until late game
Glyphs
The main reason you want Scaling Magic Resist and not flat, as I see alot of players using, is the simple reason that you'll be in the bot-lane. That means in most scenarios you're up against an AD-damage dealer with a support, and we all know, supports normally don't deal tons of damage. Obvious choice here really in my opinion.
Marks
Scaling Ability Power, why? Well, flat AP runes could be better early game since it buffs your damage output and increases your shield capacity, which would increase your chance of early kills. Although they only grant 0.59 AP each, which means at lvl 6 scaling AP is higher, however, the reason we want scaling is also to increase our healing value with the ultimate, even if it only increases slightly.
Seals
Here I would use flat armor, due to the reason you're mostly up against AD-damage dealers and that way flat is more usefull than scaling since we will be building a bit of armor mid-game.
Quints
Same as for marks. We want to get higher AP for increased shield capacity and healing value with our ultimate.
The reason I'm using these masteries is quite reasonable, we want that point in

The points into the defensive tree is for the trades, increases our sustain and saves you from having to return to base due to taking too much damage.
Our points in utility increases our sustain a bit further, reduces our cooldowns on items (which we will be using quite alot since we're support), it also increases our gold/s which is really good since we shouldn't farm or kill (assist grant a bit of gold but still not enough).



Zephyr (sorry for not linking the ability, the item links instead -.-) it's a slow when used and otherwise it buffs your movement speed. I max this second after




Let's start with the ultimate


Other ways to use








We don't need boots early/mid-game mostly due to our skill sequence, so this will allow us to get these really good items before having to spend gold on boots like most other champions have to, hopefully, and mostly as far as I've experienced, the advantage which is the key to winning your lane.








Well easily said, you want to go after items that will enhance your teams life while debuffing your enemies, with these items listed you will have a very strong CC aswell as an anti-CC. You'll also be hard to kill which means you can keep supporting your team all game!
TIP!

This build is what I play in normals and only normals so far, might try ranked later. If I do I will update this guide and give my thoughts about it in ranked.
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