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Spells:
Exhaust
Flash
Items
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Blitzcrank
Blitz can eliminate you from the laneing phase if not careful,
Synergies
Ideal
Strong
Ok
Low
None
Introduction
My builds usually stay the same but can be adjusted to what is needed.
Runes are pretty complicated as of late. Was using a simple support page, Flat Ap quints, Flat armor marks, scaling magic resist glyphs and flat health seals.
However, I created a page to provide the most effective use of Janna's abilities.
1 x flat Cooldown(CD) Quint
2 x Armour Quint
9 x Flat AP Marks
4 x Flat CD Seals
2 x Flat AP Seals
3 x Flat Health Seals
2 x Flat CD glyphs
7 x Scaling Magic Resist Glyhps
which total to
+5.3 Flat AP
+10.5 Flat Armor
-5.6 Flat CD
+24 Flat Health
+21 Flat MR
However, I created a page to provide the most effective use of Janna's abilities.
1 x flat Cooldown(CD) Quint
2 x Armour Quint
9 x Flat AP Marks
4 x Flat CD Seals
2 x Flat AP Seals
3 x Flat Health Seals
2 x Flat CD glyphs
7 x Scaling Magic Resist Glyhps
which total to
+5.3 Flat AP
+10.5 Flat Armor
-5.6 Flat CD
+24 Flat Health
+21 Flat MR
Items are very adaptable. taking Frost Queens for Talisman is acceptable as it provides peel and chase potential.
Sightstone should always be upgraded into Ruby Sightstone as it provides cooldown on active items wich makes Locket, redemption and Mikael's much more effective.
Mobility boots are most effective as Janna is able to ward much more effectively, and other boots don't provide much more benefits.
Mikael's is there to boost shielding power as well as keeping your allies alive.
Redemption is best used when sieging to get allies full health from being poked, using redemption in a team fight can be risky as fight shift around and getting a good redemption is very seldom.
Locket effectiveness is boosted by Windspeakers and Forbidden Idol items making it shield around 650 at LvL 14 around the time you purchase it.
The last item in the build is up to the discretion of the player.
Frozen Heart for the extended fights where survival is key to winning.
Ardent Censer if the team has large tanks with the Cold Steel Passive, and when your ally benefits from the attack speed bonus.
Abyssal Sceptre if in a predominately Magic damage comp or against one.
Mejias if you are steamrolling and haven't died in a team fight and can spare the extra gold, can buy early (between forbidden idol item and locket) if far ahead. It will draw attention, however.
Sightstone should always be upgraded into Ruby Sightstone as it provides cooldown on active items wich makes Locket, redemption and Mikael's much more effective.
Mobility boots are most effective as Janna is able to ward much more effectively, and other boots don't provide much more benefits.
Mikael's is there to boost shielding power as well as keeping your allies alive.
Redemption is best used when sieging to get allies full health from being poked, using redemption in a team fight can be risky as fight shift around and getting a good redemption is very seldom.
Locket effectiveness is boosted by Windspeakers and Forbidden Idol items making it shield around 650 at LvL 14 around the time you purchase it.
The last item in the build is up to the discretion of the player.
Frozen Heart for the extended fights where survival is key to winning.
Ardent Censer if the team has large tanks with the Cold Steel Passive, and when your ally benefits from the attack speed bonus.
Abyssal Sceptre if in a predominately Magic damage comp or against one.
Mejias if you are steamrolling and haven't died in a team fight and can spare the extra gold, can buy early (between forbidden idol item and locket) if far ahead. It will draw attention, however.
Flash almost always (99.99%), Exhaust while being nerfed is still most effective spell. Ignite should only be taken if there are no applicable exhaustible targets i.e. no LeBlanc, Zed, Talon, Twitch, Draven or Vayne.
Exhaust is best used when the enemy jumps your target to burst them, the exhaust will make them very vulnerable and is also a big marker to your team saying KILL THIS ****ER, which leaves the target either dead or running for his mummy.
Ignite is particularly useful for targets such as Darius, Tryndamere or Dr. Mundo where ignite ruins their survivability, but ignite ineffective especially if they are ahead.
An enemy Soraka and their ADC suffer greatly from ignite as it cuts her healing in half and usually results in a kill, on either Soraka or her ADC
Exhaust is best used when the enemy jumps your target to burst them, the exhaust will make them very vulnerable and is also a big marker to your team saying KILL THIS ****ER, which leaves the target either dead or running for his mummy.
Ignite is particularly useful for targets such as Darius, Tryndamere or Dr. Mundo where ignite ruins their survivability, but ignite ineffective especially if they are ahead.
An enemy Soraka and their ADC suffer greatly from ignite as it cuts her healing in half and usually results in a kill, on either Soraka or her ADC
Pros
- She is the best Peeler and kiter for a support.
- Has a kit that revolves around keeping targets off your ADC while still allowing them to be killed
- can break combos easily and is very hard to chase down if targets get caught in a maxed Q.
- Great sieging and Objective protection.
Cons
- very weak when caught out with no summoner spells.
- does little damage
- offers passive ADC very few ways of engaging or killing enemy.
- Team unprotected when Janna is Dead.
- She is the best Peeler and kiter for a support.
- Has a kit that revolves around keeping targets off your ADC while still allowing them to be killed
- can break combos easily and is very hard to chase down if targets get caught in a maxed Q.
- Great sieging and Objective protection.
Cons
- very weak when caught out with no summoner spells.
- does little damage
- offers passive ADC very few ways of engaging or killing enemy.
- Team unprotected when Janna is Dead.
Try to stay in backline when fighting. With Q on a 9 - 7 seconds CD with a 5-second duration, you will be able to make sure that the target that is being focused isn't gonna die. If the team is being overpowered focus on the ally that will win the fight and effect the game more, which is usually the more experienced player with a decent score, otherwise just make sure your ADC doesn't die.
Using your actives is always a matter of timing. Using them too early or late can be very detrimental to your team. Locket should be used in the early parts of the team fight when you have grouped and can shield the full team. Mikael's should be used on the longest duration spell such as dark binding(Morgana Q) or Frost Arrow(Ashe R) where the CC is greater than 2.5 s, but be careful to not use Mikael's early to only have the ally cc'd again. Redemption is best used when sieging to get allies full health from being poked, using redemption in a team fight can be risky as fight shift around and getting a good redemption is very seldom.
Using your actives is always a matter of timing. Using them too early or late can be very detrimental to your team. Locket should be used in the early parts of the team fight when you have grouped and can shield the full team. Mikael's should be used on the longest duration spell such as dark binding(Morgana Q) or Frost Arrow(Ashe R) where the CC is greater than 2.5 s, but be careful to not use Mikael's early to only have the ally cc'd again. Redemption is best used when sieging to get allies full health from being poked, using redemption in a team fight can be risky as fight shift around and getting a good redemption is very seldom.
Avoid spamming mastery emote for dodging skill shots even though that it's very tempting. Don't focus on talking. If the team is running around with no idea looking like headless chickens, take the lead and make sure that your allies recognize the calls. Focus turrets > dragon/baron > kills.
Warding is fairly simple but place Control wards around/in objectives, then using your trinket/sight stone to ward walkways, key bushes and choke points. Janna's Passive make it easy to move around quickly and get wards down before fights even happen.
Warding is fairly simple but place Control wards around/in objectives, then using your trinket/sight stone to ward walkways, key bushes and choke points. Janna's Passive make it easy to move around quickly and get wards down before fights even happen.
While there are no overly complicated mechanics on Janna, there are some simple things to consider. Doing a flash R is very risky unless you need to kill the target. R is better used to make sure that mobile targets can't get to your backline. Like item actives
TIMEING IS EVERYTHING!!!
making sure you don't blow your R and Q leaving your backline vulnerable to mobile assassins and fighters such as Zed, Talon, Zac, Camille and Lee Sin. Use Q and R taking in mind with these champs.
TIMEING IS EVERYTHING!!!
making sure you don't blow your R and Q leaving your backline vulnerable to mobile assassins and fighters such as Zed, Talon, Zac, Camille and Lee Sin. Use Q and R taking in mind with these champs.
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