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Janna Build Guide by C9LemonNation

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League of Legends Build Guide Author C9LemonNation


C9LemonNation Last updated on February 12, 2015
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Support Role
Ranked #1 in
Support Role
Win 53%
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Ability Sequence

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

Threats to Janna with this build

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Threat Champion Notes
Jax (Jax represents any Melee Bruiser) Janna is extremely strong vs any melee bruisers, I am using Jax as the main example. Janna excels at keeping melee's from being able to get to your carries.
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Welcome to my Janna Support Guide.

Janna is a scaling support with a very passive, somewhat weak, laning phase. She scales extremely well with AP and CDR and that will be what to focus on in itemization.

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Exhaust + Flash
Exhaust is a good defensive mastery, you are not aggressive at all so Ignite is not very useful. Flash is necessary for everyone.

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Janna does not benefit from defensive stats. This leaves 9 in offense for the CDR/AP. For utility you basically get every mastery that is any good at all for support champions. Inspiration is terrible, it just does not give enough experience to be relevant at all. Expanded mind is not really useful on anyone except for possibly a Ryze. Scout is not worth it, you really do not need the added range. Strength of spirit is not worthwhile on Janna since she does not build any flat mana items.

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(Armor Marks)
Armor Reds is the only real option available, since magic penetration does not help her shield or healing. Mana regeneration reds would be alright, but they give so little that I prefer having a little bit of armor.
(Gold Seals)
Janna is forced to play super passive in lane and spam shields, since she is not strong enough to be able to do much more. She does not really need defensive stats, so she is basically the only support that can get away with Gold Generation Yellows.
(Magic Resist Glyphs)
You will not be getting any MR from items or masteries, so the 13 MR from blues is beneficial to stop enemies from dealing true damage to you.
(Ability Power Quintessences)
Janna has great AP scaling, so flat AP Quints work quite well.

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Skill Explanations

(Passive) Tailwind
Used to be global, but was changed to an Aura movement speed increase. Can be largely ignored, it does everything on its own.

(Q) Howling Gale
Cooldown: 14/13/12/11/10 seconds
Get this at level 2 or 3 depending on the situation. Can be used for pushing the lane very early game, otherwise it is used for disengage. The longer it charges the more damage and knock up it will have, but do not be greedy with this, 80% of the time you want to instantly cast it, and not wait for the charge up. Can also be used for catching, but since it has long cast time you usually want to use it after using W on the person you are chasing.

(W) Zephyr
Cooldown: 12/11/10/9/8 seconds
Extremely strong ability that is used for nuking, for mobility, and for the huge slow. It should be maxed first or second, depending on the situation. Max W first if you are the aggressor and can aggressively poke them down, such as in a 2v1 situation. Otherwise Max E first. 99% of the time you are not the aggressor and should be maxing W 2nd.

(E) Eye of the Storm
Cooldown: 10 seconds
Get this at lvl 1, as it is the strongest skill for trading in lane. Starting Q at level 1 helps with pushing, but leaves you far too weak. You max this first if you cannot win the lane and have to rely on just trying to survive. Use shield to block as much poke on to your ADC as possible. In teamfights you primarily use the shield on the ADC, but do not save it exclusively for him, use it to mitigate damage on whoever is getting bursted down!

(R) Monsoon
Cooldown: 150/135/120 seconds
The trickiest ability for Janna to use, it is used for disengage, for healing, for flash pushing enemies into your team or into your tower. Using it effectively just takes practice, but the most basic way of using it is just waiting for right as an enemy bruiser gets on your ADC and spamming R. Always look for good flash ults though, they can be game changing!

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Spellthief's Edge will net you the most gold of any of the gold generation items, well also giving you some decent stats for laning phase. Rushing Sightstone lets you provide a large amount of vision on to the map, and is very important to get ASAP. Then you can just rush Frost Queen's Claim and Morellonomicon in either order to max out your CDR at 40% and get a decent amount of AP and mana regen. Getting Rabadon's Deathcap, Banshee's Veil, or Zhonya's Hourglass is situational past this, but I would lean towards getting the Deathcap.

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Annie's extremely strong bullying early game makes surviving extremely difficult. In this matchup you have to sit back and attempt to shield as much damage from her burst as possible. Only try to fight if her stun is down, and only situational. You are just trying to survive the laning phase in this matchup.
(Jax represents any Melee Bruiser)
Janna is extremely strong vs any melee bruisers, I am using Jax as the main example. Janna excels at keeping melee's from being able to get to your carries.
(Kassadin represents Assassins)
Kassadin can feed off of Janna, as she is extremely squishy. Many other AP assassins can do the same, such as Leblanc and Ahri. Janna generally is extremely hard to kill, and can take control of the map very easily due to her slipperyness - but AP assassins take this away from her.
Janna is a good counter to Leona, as Leona cannot punish Janna heavily during laning phase, and Janna can cancel Leona's Zenith Blade with her Tornado. In this matchup you need to sit back and constantly shield your ADC so that he wins trades with the enemy ADC. Always be near your ADC and ready to Tornado Leona if she tries to initiate. Constantly keep the bushes warded so that Leona cannot get the jump on you.
High damage early game ranged supports, such as Sona can bully Janna extremely hard during the laning phase, and are a big problem for her. Her shield cannot mitigate enough damage to make the matchup favorable.
If thresh is able to hook or flay you, you will likely die due to your extremely low HP early game. Avoiding that your ADC should be able to win trades with the enemy ADC due to your shields, so this is a very winnable lane. Due to Janna's outscaling and the lane being winnable, this matchup is actually favorable for Janna.

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Early Game

During the laning phase you should let the enemy lane push on you guys. This is due to the fact that Janna cannot win any fights early game. You use shield to mitigate as much damage onto your ADC as possible, but it is likely that you guys will fall a little behind early game due to being forced to last hit under tower. You are basically just trying to survive laning phase without to much damage done, since Janna excels post laning phase.

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Mid Game

You are looking to ward the map and peel for your teammates as much as possible. Stick with your ADC as much as possible, as at this point you two should be quite strong together, and should be able to push quite far with your peeling abilities.

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Your job is to keep everyone on your team alive for as long as possible. You do this by spamming shields, ulting at the optimal time, using Zephyr to peel the enemy melee bruisers off of anyone they are jumping on, and using Howling Gale to hit as many enemy champions as possible, but focusing on using it for peeling the bruisers.

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