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Janna Build Guide by Dynjo

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League of Legends Build Guide Author Dynjo


Dynjo Last updated on September 15, 2014
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Legendary Guardian

Defense: 0


Utility: 21

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Hi and welcome to my guide

I would like to start by introducing myself, I'm Dynjo and have been playing League of Legends for a few years now and after tweaking and prodding at my Janna build for the past few months I have finally got it to where I wanted it. I have decided to make this guide for all those people that have messaged me after a game and abused me for being such a damn annoying support to play against, haters will be haters but in the end its only 2.95 a minute to make you enemies face palm themselves to death.

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Pros / Cons


+Extremely high mobility
+Heavy CC
+Can both heal and shield
+One of the best peels in game
+Ultimate wins games

Weak early game
Very squishy
Ally reliant

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Greater Mark of Armor x9 This is the obvious choice for Janna as she is far too squishy throughout the entire game without these.

Greater Seal of Armor x3 Due to the lack of armor even with full marks of armor these provide a little more Survivability.

Greater Seal of Gold x6 As a support you arn't getting kills and on occasion will have to take the fall for your Carry to allow him to escape, by taking these gold production runes you will not fall behind in gold as the game goes on and admittedly who doesn't like gold.

Greater Glyph of Magic Resist x9 These are to enable to a bit of survivability from the enemy support or if they are rolling with an AP Carry

Greater Quintessence of Gold x2 MORE gold = MORE item = MORE GG

Greater Quintessence of Movement Speed x1 If you didn't think Janna was fast enough already why not take it one step further. this is what I use but you may wish to change it out for a third gold quint or Armor/Magic Resist dependant on your play style.

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I Find going 9/0/21 with Janna is best and here is why:

Offensive Tree

4/4 Fury - A lot of people think why not go the CDR over attack speed, I personally don't see the point since you will have full CDR end game and by going with attack speed you can poke a lot faster and get away with Janna's insane movement speed before the enemy gets a chance to respond. further more more attacks means you can KS more *Cough*Kill Secure*Cough*

1/1 Expose Weakness - I'm pretty sure this Choice is self Explanatory you harass and your carry does more damage to them its a win/win

3/3 Mental Force / 1/1 Arcane Mastery - More Ability Power = Stronger shields from Eye of the Storm, Longer Lasting and stronger slows along with more passive movement speed from Zephyr.

Support Tree

3/3 Fleet of Foot - This gives you an additional Movement Speed which is Janna's speciality.

3/3 Meditation - This will give you more early lane sustain which is a must if you want to have 1500g+ for your first back.

3/3 Summoner's Insight - This will allow you to use you summoner spells more often which will improve your utility as a support heaps.

1/1 Alchemist - Increasing the duration of your pots by 10% = 10% more heals from them = win.

1/1 Culinary Master - COOKIES!!!!! nuff said.

3/3 Greed - Gold per 10 a MUST for every support in my opinion.

1/1 Scavenger - Gold each time your carry last hits, once again a MUST for every support.

1/1 Wealth - Pretty sure this one is self explanatory +40 starting gold = more pots or wards.

3/3 Expanded Mind - Really just a filler to get to the bottom but more mana = more skill uses and more mana regeneration from tear of the goddess early game, feel free to use these point elsewhere if you don't find this reasoning good enough to justify these points.

1/1 Bandit - This allows you to earn gold by doing your role as a support, with a well placed tornado you can proc it on both your lane opponents without having to get in attack range of them.

1/1 Wanderer - Taking this will give you more map pressure and you will be zipping around the map in no time.

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Starting Items
Starting with an Ancient Coin, 2 Cookies and 2 mana potions will give you the most lane sustain and allow you to get maximum gold for your first back. The only downside to starting this way is that you have to be weary of the enemy teams jungler. for new players to Janna i would recommend starting with a single Cookie a mana potion and a ward along with your warding trinket.

First Back
Ideally you want to have 1500g or more on your first back so you can get both Tear of the goddess and Mobility Boots for both lane sustain and to allow you to start being annoying as all hell to the enemy laners.

Core Items
For your Core items you want to upgrade to Talisman of Ascension as fast as possible which will provide movemesnt speed, CDR and more gold production and depending if your ahead or behind buy Twin Shadow next if ahead or Ardent Censer if you are behind.

Finishing Items
By this point in the game you should have your 750 charges up on Tear of the goddess so when you buy Archangle staff it should automatically become Seraph's Embrace. Finishing with a zephyr Will give you your last CDR putting you at 40% it will also give you additional movement speed and Tenacity at this point nobody shuold be able to catch you or outrun you with your insane amount of movement speed and CC.

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Passive - Tailwind
Increases the Movement Speed of all nearby allied Champion by 5%

This passive is extremely useful especially when in combination with Captain boots enhancement giving a total of 15% boosted movement speed for allied champions

Q - Howling Gale
Cooldown - 14/13/12/11/10
Cost - 90/105/120/135/150
Summons a mighty whirlwind which can be release to deal 60/85/110/135/160 + 35% ability Power or left charge to do an additional 15/20/25/30/35 +10% ability power per second it is charging, additionally knocking all enemies caught in its path into the air for 0.5 second + 0.25 seconds per second charging the damage done and distance travelled by this ability increase the longer it is charged up to a maximum of 3 seconds

This ability will most likely be a quick cast in 90% of situations as i quick disengage/harass tool however if placed well you can set and forget to enable a good amount of harass on the enemy team.

W - Zephyr
Cooldown - 12/11/10/9/8
Cost - 40/50/60/70/80
Range - 600
Passive - Increases Janna's movement speed by 4/6/8/10/12 + 10% of ability Power and allows you to ignore unit collision
Active - Janna launches her elemental at the target dealing 60/115/170/225/280 + 50% of ability Power as magic damage and slowing her target by 24/28/32/36/40 + 16.67% of ability power for 3 seconds. Janna loses the passive benifit of this ability while it is on cooldown.

With Janna's insane movement speed this will allow you to outrun you opponents or assist your team in catching them due to ability power increasing both the slow amount and passive movement speed.

E - Eye of the Storm
Cooldown - 10
Cost - 70/80/90/100/110
Range - 800

Janna shields an allied Champion or Turret absorbing 80/120/160/200/240 + 70% of ability Power and buffs their attack damage by 14/23/32/41/50 + 10% of ability power for 5 seconds or until destroyed.

This is in my opinion one of the best support skills in the game, a shield that has a good amount of base damage absorption + 70% ability power scaling which is really good and don't forget the ability to increase your carry's attack damage or even that of yourself which gives you a little bit of a chance when trying to bring lane to a stand still because admittedly without this ability janna wouldn't be able to hold a minion wave at bay due to her very small damage numbers.

R - Monsoon
Cooldown - 150/135/120
Cost - 100
Range - 725
Janna knocks surrounding enemies back 875 units and channels healing winds, restoring 100/150/200 + 60% ability power per second to all nearby allies for a maximum of 3 seconds.

This ability is amazing however is is a bit of a double edges sword choose your timing/ positioning of this ability very carefully because it can either win or lose your team a fight depending on your choice. this ability has amazing peeling potential + an aoe heal which makes it excellent in team fights if used correctly.

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Ability Sequence


Starting with a point in Eye of the storm allows you to be either defensive or offensive at level 1 due to the fact that it gives a shield and boosted attack damage, the other advantage of taking this skill is it allows you to shield your jungler during a leashe a the mana cost will be regenerated by the time you hit lane and will allow your jungler to get a perfect leashe if all goes will. From here it is entirely situation as to weather you take Zephyr or Howling Gale next, personally in 95% of situations i take Howling gale as it allows you to disengage or engage on the enemy team or jungle if the situation should arise. at level 3 choose which ever ability you didn't choose to take at level 2.

LEVEL 4-18
From here simply follow the R>E>W>Q you max your shield first for obvious reasons but a lot of people ask why level Zephyr or Howling Gale as my second skill, this answer is easy janna's speciality is controlling the speed of the game by levelling Zephyr first it increases the slow amount and allows your to stop enemies catching or escaping you or your carry.

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Thank for Checking out my first guide please vote and comment or if you have any questions hit my up on the oceanic server (Dynjo)