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Janna Build Guide by Snowfall

Janna - The Troublesome Tempest

Janna - The Troublesome Tempest

Updated on April 9, 2012
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League of Legends Build Guide Author Snowfall Build Guide By Snowfall 2,633 Views 0 Comments
2,633 Views 0 Comments League of Legends Build Guide Author Snowfall Janna Build Guide By Snowfall Updated on April 9, 2012
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Spells:

LoL Summoner Spell: Clairvoyance

Clairvoyance

LoL Summoner Spell: Flash

Flash

Intriguing introduction~

// Hello there! My name is Snowfall, also known as Adam or Silencing (EU West). This is my first guide on Mobafire, and it'll be on one of my favourite characters, Janna!

// She's been a main of mine since about level 15 on my first account - Which was somewhere around Dec '10. I've got to know Janna quite well, and I'd love to share my knowledge with Mobafire.

//
So, without further ado, I present to you, Janna - The Troublesome Tempest, an indepth guide to the league's favourite support!

// Some of you may be a bit curious of what you can expect from this guide before 'wasting your time' reading on. However, I can assure you that this guide will be very useful for all people who want to play Janna - Besides maybe some professional platinum ranked LoL player. The information in this guide is from :-
  • An experienced LoL player with over 1,000 games
  • A person who constantly watches pro streamers
  • Someone who mains support characters
  • A person with a 76.5% win ratio in ranked with Janna
  • A person with 1508ELO (max) - hopefully will rise soon
// As you can see, I have quite some experience - A lot more than quite a few people do anyway (with Janna). Anyway, enough blabbering on, let's get on with the guide!



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Precious pros & Critical cons~


// Just like every other champion in the League, Janna has her strengths and weaknesses - If a champion isn't completely and totally overpowered, they will have cons, and of course Janna isn't overpowered. Whilst she has her average pros and cons against every team composition, she's stronger and weaker. Janna excels against compositions with : // Janna also pairs well with certain compositions, much better than with others - These compositions will emphasize on her abilities - Her ability to lend extra AD, to keep melee characters at bay, to keep channeled CC or high damage channels cancelled. These compositions should include :
  • Ranged AD carries - They can harass and not get harassed back easily
  • Squishy champions - She can stop people from getting too close
  • Many AD characters - Her shield lends them a free B. F. Sword

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Pros


+ High mobility / movespeed
+ Tons of crowd control
+ A very powerful shield
+ An attack damage steroid
+ Can reset a teamfight
+ Can escape everything
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Cons


- Bad lane sustainability
- Uses mana very quickly
- Her main CC is a skillshot
- Rather difficult to play
- Your ult can save enemies
- CC can destroy you easily

// Whilst you may think some of the cons destroy her, and make her a bad character, this is VERY untrue - In fact, her pros outweigh her cons by far. She's one of the best endgame supports - Sporting high amounts of CC, a strong AD steroid - Which lends your AD carry a free B. F. Sword, and the ability to instantly reset a teamfight - Or seperate their team, or stop that Galio / Nunu & Willump / Katarina channel.
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Rivetting runes~


Runes

Precision
Fleet Footwork
Phase Rush

R
E
C
C
O
M
E
N
D
E
D
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  • Greater Quintessence of Gold - A great, but cheap, set of quintessences. They provide a lot of gold - Allowing you to buy more wards, or obtain your first gold per 10 item. With the seals, you'll get the gold generation of a philosopher's stone!

  • Greater Mark of Armor - An unusual set of marks - It's likely you don't have these unless you're devoted to supports or some solo tops - However, they're great. As a bot lane champion, she'll normally be against AD carries - The extra armor will allow her to soak up a bit more harass.

  • Greater Seal of Gold - A very common set of seals for supports - Generating gold is great, considering you won't be farming often, unless your carry is never in lane.

  • Greater Glyph of Scaling Magic Resist - Also very common - I prefer these over Greater Glyph of Magic Resist due to the fact that you won't take much magic damage in the bot lane - However, later on some mages may attempt to take you down, as you're a great benefit to your team.
__ R
E
C
C
O
M
E
N
D
E
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Runes

Precision
Fleet Footwork

Q
U
I
N
T
S

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Q
U
I
N
T
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Runes

Sorcery
Phase Rush

M
A
R
K
S

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  • Greater Mark of Magic Penetration - Magic penetration is a nice addition to mages, and works for the entire game, since it will always penetrate magic resistance - However, alone, these are rather bad, so you might want to build a Void Staff, to stack up a bit more magic penetration.
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M
A
R
K
S






Runes

Sorcery
Phase Rush

S
E
A
L
S

SPACE
  • Greater Seal of Armor - Makes you much tankier early game, and also helps all game through, since you'll hardly build armor. Also, you have to consider that most of the time, you find yourself facing off someone who's AD in the top lane (Which is where you'll mainly be)

  • Greater Seal of Evasion - These runes are more commonly used for laning. I wouldn't recommend these myself though, because if you don't dodge enough, you'll die, plus, they're rather useless against burst ADs like Talon. However, it's great in laning against an AD carry like Vayne, Ashe, Caitlyn etc.
SPACE

S
E
A
L
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Runes

Sorcery
Phase Rush

G
L
Y
P
H
S

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  • Greater Glyph of Ability Power - Great for early game - Since Fizz has rather nice AP scaling. Good for if you plan on being aggressive early on and dominating your lane, or going on for first blood. These are my personal favourite.

  • Greater Glyph of Attack Speed - Since Fizz is a hybrid, you may want these, they're not that useful though - You won't be autoattacking much early game, and you won't notice these much late game.

  • Greater Glyph of Magic Resist - These are also a good pick for glyphs IF you plan on going mid, or expect to find yourself solo top against a mage, such as Swain, which is one of the more common solo top mages (Despite not being that common).
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G
L
Y
P
H
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Memorable Masteries~


// A pretty average mastery tree for a tanky mage - Taking 21 points in offense, grabbing points in summoner's wraith to improve the summoner spells you will probably be using as Fizz. Then, you take masteries for AP, such as Mental Force , for a better early game, Sorcery as a pre-requirement, Arcane Knowledge to make tanks and tanky DPSes slightly easier to manage. Then, we take Blast for a bit of extra AP, and a pre-requirement. Then, we take Archmage , which is basically 1/6th of a deathcap, minus the AP of course, however, I don't mind 5% extra AP for no cost at all, and also executioner to work extremely well with Seastone Trident. Finally, we spend our other 9 points getting more armor and magic resistance, and topping it off with a bit of extra HP.







// This is the mastery tree that I use for Fizz - With 21 points in offense, which is rather average for mages these days. It gives a lot of free AP and magic penetration now. I also take 9 points in defense to make Fizz slightly more tanky - Which is just great in lane, however you may opt to put them in utility for the movement speed. Anyway, this is why I take certain masteries :
  • Summoner's Wrath - Improves the summoners you'll probably be using, so might aswell make them more effective!
  • Mental Force - Free earlygame AP, which is great, combined with the Greater Glyph of Scaling Ability Power - With this mastery tree, I found myself entering the game with around 15 AP, which isn't bad for free!
  • Sorcery - Well, free cooldown reduction isn't bad, there is better options, however it's needed as a pre-requirement for the rest of the AP related masteries, so it's pretty much needed.
  • Arcane Knowledge - All your spells deal magic damage, this is just great! It makes the squishiers squishier, but also makes the tanks easier to kill, probably about 15% easier to kill, in fact.
  • Havoc - Extra damage! It's not amazing - However, it's better than having 3 extra points lying around, with not much use for them. Plus, 1.5% may not seem like a lot, but it pairs well with Seastone Trident and Madred's Bloodrazor with their % based damage.
  • Blast - Whilst it's not a massive increase in AP, it's still better than nothing, plus it's a pre-requirement for an epic mastery for AP champions!
  • Archmage - I can't put how cool this mastery is for mages! It's practically a bit of a Rabadon's Deathcap, but sadly, it doesn't give you 140 extra AP. When you do get a Rabadon's Deathcap, you have an extra 1/6th AP too!
  • Executioner - Perfect for a target that excels at destroying low HP targets extremely fast - But also, it pairs extremely well with your Seastone Trident, and also Ignite if you take it.
  • Hardiness - As I've said before, most of the defensive items you get in the build will actually give magic resistance, instead of armor, which is rather sad, but oh well. You'll end up getting things like Mercury's Treads and Wit's End, which are pretty much core, but you can take different options for them.
  • Resistance - I had some spare points left, and couldn't really do much interesting with 6 mastery points, but extra magic resistance is still great, since you're not spending any money on it.
  • Durability - Whilst this isn't groundbreakingly amazing, 81 free HP isn't bad, but it's not good either, however, it's there, and we need something to put our extra 3 points into something, this seems like a good idea.
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Sensational summoner spells~

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Amazing abilities~

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Perfect purchases~


Item Sequence

Stealth Ward 0
Health Potion 50
Nomad's Medallion 850
Boots 300
Aegis of the Legion 1200
Mercury's Treads 1100
Timeworn Talisman of Ascension 2200

SPACE Probably the most common boots in the game at the moment - CC reduction may just save your life, and the magic resistance may allow you to survive Mage's burst. You may want to build Ionian Boots of Lucidity for CDR if that's your style.


PROS :
  • CC reduc
  • Tankiness


CONS :
  • No CDR

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A great item - It supports your team, allowing you to zoom around the map to get to key locations faster (like Dragon/Baron), chase an enemy, or escape from a target. Also, it builds from philosopher's stone, which gives great regen, and some gold per 10 for wards.


PROS :
  • Mobility
  • CDReduction


CONS :
  • Expensive

SPACE Another great item on Janna - It significantly helps your team, by giving them a great aura to buff up their resistances, and strengthen up their attacks. Also, it gives you some nice resistances, so you can take some punishment.


PROS :
  • Tankiness
  • Nice aura


CONS :
  • Expensive

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Generic gameplay~

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Simple summary~

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Fantastical FAQ~

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Chronological changelog~

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