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Spells:
Ignite
Flash
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Introduction
Pros:
With her shield, she is able to have a very high AD from early game of.
Can stun using Howling Gale to catch up enemies, or flee with.
Using Zephyr she can run very fast, with a 10% speed bonus lvl 1, and run through minions when it's not on cooldown.
Cons:
She's a bit difficult to master and play.
She's not very strong late game, and very squishy.
With her shield, she is able to have a very high AD from early game of.
Can stun using Howling Gale to catch up enemies, or flee with.
Using Zephyr she can run very fast, with a 10% speed bonus lvl 1, and run through minions when it's not on cooldown.
Cons:
She's a bit difficult to master and play.
She's not very strong late game, and very squishy.
As for all carrys, Flash is a great ability for any gank and/or to get away from any fights.
Cleanse is a great ability too - I've used it lots of times to run away.
Personally I think that Ignite or Exhaust is a must combined with Cleanse or Flash. Exhaust is both great for a fast gank and/or to run away. Ignite is more offensive and is the ultimate gank spell to be used.
Cleanse is a great ability too - I've used it lots of times to run away.
Personally I think that Ignite or Exhaust is a must combined with Cleanse or Flash. Exhaust is both great for a fast gank and/or to run away. Ignite is more offensive and is the ultimate gank spell to be used.
When ever you're in a fight keep up your shield and try to charge your howling gale before they run away or you need to run away for max damage. Only use Zephyr to slow down your enemies for a flee, if there is no minions to block the way. When it is on cooldown the "through minions" will NOT work.
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