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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction
Janna is considered one of the hardest supports with a champion difficulty of 9/10. However, she was one of the first supports that I picked up and I put in as much effort as I could into figuring her out. I'm happy to say that she is one of my main go to supports! Here's some reasons why...
Pros:
Cons:
- Shield super-charges AD.
- Only champion in the game that can shield turrets.
- Tons of CC.
- Excellent team fighter and zoner.
- Master escape artist.
- High utility.
- Works well with a lot of champions.
Cons:
- Difficult to learn.
- Low range and poke ability aside from her tornado.
- Mana hungry early game.
- Tornado very hard to aim.

Flash is something I simply consider to be a standard choice when it comes to most bot laners in general. Great escape, great pursue, you get the idea.

Like

Runes






The runes I go with usually actually depends on my mood. I'm playing more aggressively? I'll probably want to throw in some AP glyphs. More passively? Some mana regen and cooldown reduction. The only thing I usually keep consistent is that I always go with armor marks or seals. I don't want to get ****ing poked to death protecting my ADC, sorry mom.
Here is another option for more aggression:
Runes






Tailwind

Keep in mind that this only affects nearby allies, meaning your ADC and sometimes your jungler. However, this is part of why she is so great with escapes, and this will be very useful to get your team out of a teamfight.
Howling Gale

This is Janna's zoning tool, and it can help stop many otherwise game changing abilities like










Something you also need to keep in mind that this is probably going to be the skill you'll need the most practice with. It is very hard to aim and crucial to time properly if you want to stop any of the enemy champions. Aiming the tornado properly is a matter of predicting where the enemy will be within those three seconds it's charged.
A couple of techniques I personally like to do once you master the tornado, is getting to one side of the lane and aiming it towards the other side while running to stop anyone pursuing you. Another one is aiming these diagonally across the lane, and casting the tornado in the bush so enemies will be less prepared for it while pursuing your ADC.
Zephyr

Active: Janna sends her bird to slow an enemy unit for three seconds. Remember that when you're slowing enemies with this skill the passive ends until the cooldown is over.
While this is a pretty decent chase, escape, and poking tool, keep in mind that minions will end up in your way again for a while after you activate it. I personally don't hold very high priority for it due to it being so hard to poke as Janna. However, it wouldn't hurt to put a point or two in this skill early.
Eye of the Storm

Active: Janna surrounds a target ally champion with a wind shield that absorbs incoming damage for 5 seconds. While the shield persists, the target will also gain an attack damage bonus.
Unless you plan on playing a bit more aggressively, I'd usually recommend to get this first. Especially if you have an ADC with relatively weak early games in comparison to others like





Monsoon

Active: Janna emits a powerful blast of wind, knocking back enemies nearby and then channels, releasing curing winds that heal allies that walk through the winds every 3 seconds.
Something very important to keep in mind about this skill is that you do not use it to sustain your ADC in lane. Yes, this is Janna's only heal. However, its potential as a skill will be wasted if you simply use it to heal every now and again. If you wanted to have a heal, you should've just picked


This is a great escape tool, and also an excellent initiate if you find yourself behind the enemy with any of your allies in front of them. You can knock them into your ally to help them get the kill, or on the contrary knock them away so your ally can escape. The most potential it has however, is in team fights. It throws everyone on the enemy team off about where they are and what their focus was. It also gives that focus a chance to regain their health so they can fight longer. While you don't have too many opportunities to use it as a heal in lane, it's a damn good one when you have the opportunity.
I focus on








Starting Item Options
With my masteries and how much I just love warding around the map, this is my typical starting build for most passive supports like Janna or Soraka.








I start out this way so I can build towards my




This is also a decent alternative start, but I consider it to be pretty risky. It gives you a good head start on your

This is a good way to start if you choose not to have the



Early Game Goals

Always, always, always get your
Sightstone first if you're playing support. I don't care who you're playing.
Thresh,
Leona,
Lulu,
Nidalee, I don't give a ****. Map awareness is vital for the entire team, so it's important to ward as much as possible. I wouldn't say you have to make it a
Ruby Sightstone right away, (especially if your lane isn't doing too hot) but at least get the basic
Sightstone ASAP.








I'm going to say this as soon as possible before people get the wrong idea, you do not always need to get an
Oracle's Lens. I recommend upgrading to Oracle's if the enemy team has anyone that can go invisible or be hard to spot. (i.e.
Teemo,
Evelynn,
Shaco, etc.) But if there isn't anyone invisible on the enemy team, there's no point. At least get the
Sweeping Lens as soon as you get your
Sightstone. Especially if someone on the enemy team has
Teleport.








It's your choice to upgrade this into
Mikael's Blessing or
Athene's Unholy Grail, but either way this item is vital for taking care of your mana problems. Both of the upgrades lower your cooldowns, too. Sometimes when I was new to supporting I accidentally grabbed this before my
Sightstone. Oops. But hey, that's just how good it is.




This is usually a pretty important element for what I consider key AP support items. talisman of ascension,
Mikael's Blessing, and
Ardent Censer primarily for Janna. Overall, you'll need a maximum of three during the game but since it's so cheap and important to what I hope to be at least one item in your build grabbing it for the mana regen wouldn't hurt.



Boots are good. That's all I really have to say, it helps you get places. What else do I have to say?
Mid Game Items

I try to keep this a relatively high priority for a very wide variety of reasons. The cooldown reduction is amazing, the mana regeneration is remarkably more helpful than it sounds, and the active is God probably. It will save tons of your teammates' lives when used properly. And the definition of properly is very, very vivid in the best possible way.
Sejuani's
Glacial Prison,
Fiddlesticks's
Crowstorm,
Ashe's
Enchanted Crystal Arrow,
Vayne's
Condemn,
Morgana's
Dark Binding,
Onslaught of Shadows,
Leona,
Annie's
Pyromania... I could literally go on for a good several paragraphs about how many skills you can save your teammates from. It's a very important goal and beneficial for everyone as an escape and turn around.














talisman of ascension Talisman of Ascension
Do you need the movement speed? Probably not. But whatever. This makes a really great escape and pursuit, and acts somewhat similarly to
Ghost except it also benefits people around you. The range is somewhat limited, so keep that in mind when activating it as either. It's good for the mana regen, cooldown reduction, caters to the non-existent salary of the support, just nab it. But if you don't...


Now, I'm far from saying this is a bad item and I know I'm going to sound like it while I write this description. I personally just think it's not the better gold item for Janna. (Especially since you're restricted to one gold item now.) This is probably just better for more aggressive AP supports like
Lulu or
Nami. This can be used as an escape, but it acts so similarly to
Zephyr, there really isn't much of a point getting it for Janna. It will make
Zephyr hurt a bit more, and also make your
Howling Gale more painful. Just keep in mind that it's not really the best item. At least in my opinion.






You might actually want to get this a little bit earlier than mid game. This item synergizes very well with Janna's shield. Her shield increases attack damage, and
Ardent Censer causes the shield to also increase the attack speed. This is especially useful if you have any AD based melee champions like
Fiora or
Yasuo. It helps them take out targets more quickly while taking less damage. It's quickly become one of my favorite items on Janna.




Do you need the movement speed? Ehh... This is probably just my personal preference talking again, but I would honestly pick
Mobility Boots over
Ionian Boots of Lucidity in general. As soon as laning phase is over, the support is needed all over the map. It's important to get to your lane to make sure your ADC isn't taken advantage of if left all alone, but it's not what I would call a key item for Janna. After you get your talisman of ascension, I'd say to trade these over for
Ionian Boots of Lucidity if you do decide to get these boots. But at the end of the day, it's all up to preference.



End Game Goals

I feel like I might want to list this as a more situational item. If your team has a lot of tanks, you don't really need it. If the enemy team doesn't have a lot of AP champions, you don't really need it. If your jungler already grabbed this, you might not need it. Like talisman of ascension, it's a good escape tool. But it's not something you need to get in every single game.

While I don't typically build it on Janna, it's usually just because of my playstyle. I usually play her more passively. (But I've slowly become a bit more aggressive, so I might make this a pretty important part of my build.) This item emphasizes her ability to escape even more than before. Not only will enemies be knocked airborne when you use
Howling Gale, but they will also be slowed by this item. It will make you a little bit less squishy, and during her
Monsoon the ultimate escape will be possible with ease. However, I don't feel like you need it if you decide to go for
Frost Queen's Claim or you're supporting an
Ashe. You have enough slows, come on.





This is definitely something you pick up if you choose to play more aggressively. You can get this before or after
Mikael's Blessing based on your playstyle. Either way, if you plan on getting this I usually don't recommend going without
Mikael's Blessing unless the other team doesn't have too much CC. (Or if your team is also doing really well!)


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