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Runes: Shielding Ally Focus in Heal
1
2
3
4
Sorcery
Resolve
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
Extra Heal
Flash
Heal
Items
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Annie
Ideal
Strong
Ok
Low
None
Introduction
Boots Of Mobility
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I like this boots for supports i recommended this instead of ![]() |
Ruby Sightstone
Ardent Censer
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This item is must be rush to build if your AD carry has map awareness, sometimes it depends on your AD carry if he/she want to build you this or else ![]() |
Redemption
Locket Of The Iron Solari
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I rush this item when the enemy team has ![]() ![]() ![]() ![]() ![]() ![]() |
Talisman Of Ascension
Talisman Of Ascension | One thing that's why i didn't choose Frost Queen ,often of AD carry they do not want them to mess their minions kills and will gain much more gold. |
Situation: When Your Enemy Team Want's TO Kill You First Instead Of Your AD Carry
i build this
Frozen Heart when the enemy team having attackspeed type champs like masterYi,
Vayne,
Thornmail Give you a lot more armor when your enemy team having assassins type champs,
Randuin's Omen is like
Frozen Heart but randuins for critical type champs to less the critical damage received.
NOTE: you must only pick one on this situational item.





NOTE: you must only pick one on this situational item.
Against Heavy AP Enemy Team
if you want healt regen for heavy AP damage choose
Warmog's Armor if the maskman enemy team don't have
Blade of the Ruined King else if they have just pick
Spirit Visage, if you have an
Brand like enemy with subsequence magic damage buy
Adaptive Helm to reduces 20% damage taken in 4 secs.





Zz'rot Portal and Banner of Command
Mikael's Crucible
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Buy this when you think your AD carry having trouble with champions with a lot of CC like ![]() ![]() ![]() ![]() ![]() |
Elixir of Iron
![]() |
Buy this item when you think you need more armor if the enemy team want to kill you in the late game. |
Elixir of Sorcery
![]() |
Buy this item when you think you want more AP to increase you barrier and magic damage, or buy this when your team has advantage on team fights. |
Tailwind (Passive)
Increases the Movement Speed of all allied champions moving towards Janna by 8%.
Howling Gale (Active)
By creating a localized change in pressure and temperature, Janna is able to create a small storm that grows in size with time. She can activate the spell again to release the storm. On release this storm will fly towards the direction it was cast in, dealing damage and knocking away any enemies in its path.
Summons a whirlwind, which deals 60/85/110/135/160 (+35% Ability Power) magic damage to enemies in its path and knocks them into the air for 0.5 seconds.The whirlwind can be charged for up to 3 seconds. For each second it charges, it deals 15/20/25/30/35 (+10% Ability Power) bonus damage, knocks up for an additional 0.25 seconds, and travels 35% further.Activate again to release the whirlwind early.
Cost: 90/105/120/135/150 Mana
Range: 1700
Summons a whirlwind, which deals 60/85/110/135/160 (+35% Ability Power) magic damage to enemies in its path and knocks them into the air for 0.5 seconds.The whirlwind can be charged for up to 3 seconds. For each second it charges, it deals 15/20/25/30/35 (+10% Ability Power) bonus damage, knocks up for an additional 0.25 seconds, and travels 35% further.Activate again to release the whirlwind early.
Cost: 90/105/120/135/150 Mana
Range: 1700
Zephyr (Active)
Janna summons an air elemental that passively increases her Movement Speed and enables her to pass through units. She may also activate this ability to deal damage and slow an enemy's Movement Speed. The passive is lost while this ability is on cooldown.
Passive: Increases Movement Speed by 9/11/13/15/17% (+[2% Ability Power]%) and allows movement through units.
Active: Deals 60/115/170/225/280 (+50% Ability Power) magic damage to an enemy and slows their Movement Speed by 24/28/32/36/40% (+[6% Ability Power]%) for 3 seconds. Passive benefit is lost while Zephyr is on cooldown.
Cost: 40/50/60/70/80 Mana
Range: 600
Passive: Increases Movement Speed by 9/11/13/15/17% (+[2% Ability Power]%) and allows movement through units.
Active: Deals 60/115/170/225/280 (+50% Ability Power) magic damage to an enemy and slows their Movement Speed by 24/28/32/36/40% (+[6% Ability Power]%) for 3 seconds. Passive benefit is lost while Zephyr is on cooldown.
Cost: 40/50/60/70/80 Mana
Range: 600
Eye Of The Storm (Active)
Janna conjures a defensive gale that shields an ally champion or turret from incoming damage and increases their Attack Damage.
Shields an allied Champion or turret for 5 seconds. The shield absorbs up to 80/120/160/200/240 (+70% Ability Power) damage and grants 10/17.5/25/32.5/40 (+10% Ability Power) Attack Damage until it breaks.
Cost: 70/80/90/100/110 Mana
Range: 800
Shields an allied Champion or turret for 5 seconds. The shield absorbs up to 80/120/160/200/240 (+70% Ability Power) damage and grants 10/17.5/25/32.5/40 (+10% Ability Power) Attack Damage until it breaks.
Cost: 70/80/90/100/110 Mana
Range: 800
Monsoon (Active)
Janna surrounds herself in a magical storm, throwing enemies back. After the storm has settled, soothing winds heal nearby allies while the ability is active.
Summons forth the might of the wind to knock surrounding enemies back and restores 100/150/200 (+50% Ability Power) Health to nearby allies each second for 3 seconds.
Cost: 100 Mana
Range: 725
Summons forth the might of the wind to knock surrounding enemies back and restores 100/150/200 (+50% Ability Power) Health to nearby allies each second for 3 seconds.
Cost: 100 Mana
Range: 725
There are those sorcerers who give themselves over to the primal powers of nature, forgoing the learned practice of magic. Such a sorceress is
Janna, who first learned magic as an orphan growing up amidst the chaos that is the city-state of Zaun.
Janna eked out what living she could on the streets. Life was tough and dangerous for the beautiful young girl, and she survived by her wits, and by stealing when wits weren't enough. The rampant magic that characterizes Zaun was the first and most alluring tool which
Janna realized could both protect and elevate her.
Janna discovered that she had an affinity for a particular type of magic - the elemental magic of air. She mastered her studies of air magic in a matter of months, almost as if she was born of it.
Janna went from a street vagrant to an avatar of the air virtually overnight, stunning and surpassing those who taught her. Such a rapid ascension also changed her physical appearance, giving her an otherworldly look.
Seeking to right the injustice in the world (particularly the insanity that has become the city of Zaun),
Janna has brought her talents to the League. She is a voice for the regulation of magical experimentation and a supporter of the development of techmaturgy, making her an indirect ally of the city-state of Piltover and the amazing techmaturgical minds that live there.
Janna is also a new favorite of the League's many fans. She is often the center of attention at functions, fan appreciation days, and other celebratory events. There is something untouchable about
Janna , however, and her affections can change as quickly as the wind.
Do not be captivated by
Janna's beauty. Like the wind, she is one gust away from terrible destruction.





Seeking to right the injustice in the world (particularly the insanity that has become the city of Zaun),



Do not be captivated by

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