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Janna Build Guide by ONICH4N

Support ONICH4N's Guide to Janna

Support ONICH4N's Guide to Janna

Updated on September 11, 2023
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League of Legends Build Guide Author ONICH4N Build Guide By ONICH4N 8,911 Views 0 Comments
8,911 Views 0 Comments League of Legends Build Guide Author ONICH4N Janna Build Guide By ONICH4N Updated on September 11, 2023
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Runes: Normal runes

1 2
Glacial Augment
Perfect Timing
Future's Market
Cosmic Insight

Font of Life

+8 ability haste
+6 Armor
+6 Armor


1 2
Main Spells
LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

ONICH4N's Guide to Janna

Get to know me :D
Welcome all to my first guide on mobafire. Im ONICH4N, I have been playing this game mostly since season 3 but sparingly during beta and season 1/2. Peaking in season 4 as a mid to high diamond player who played most of their games as a support. I planned to make this guide to introduce you all to the wonders of enchanter supports.

A little bit more about me: As I've said, I've been playing since beta. I began playing this game as an adc player loving the champs Ashe and Jinx. Around season 3 my friends wanted to play together and the only roles available were support or jungle. Seeing as I was a new player I wasnt to fond of all the pressure of being a jgler, having to know when to gank, when to get objectives etc so I decided to play the support role and peel for my team. It wasn't until season 9 when I transitioned to played several roles most notably going back to adc and occasionally playing mid. That being said, support is still by far my most played role and it remains my main and favourite one.

As of rn I don't play a lot of ranked but I've been sitting at high plat for the past few seasons. Season 5 was the year when I played Janna the most and I had the most success in ranked at that time. I peaked at Diamond 1 with Janna as my most played champion in that season. My win/loss with her was 66%, with a KDA of just over 5.1. With averages of 1.1/3.6/16.8 KDA (post edit, I am now Emerald playing both adc and support) I am finally updating this guide.
Pros and cons
Janna is an enchanter this meaning that she buffs her allies whether that be with increase AD, movement speed, etc. However she cant just pick fights like an engager ie Leona would do. Rather she needs to make her teammates stronger, faster, better and relies on them to win the game. Her kit is excellent at peeling with 3 forms of cc being her Q howling gale as a knock back, her w zepher as a slow and her R monsoon as a knock back, while also having a shield that grants extra AD and absorbs damage. She is excellent vs assassins and bruisers with her many tools of disengage and peeling. She also has by far one of the best scalings for a enchanter support there is. Janna is a simple champion that I'm sure many of you will come to love as I have.
The cons of Janna is her low range, her inability to start fights and the fact that monsoon as good as it is can acctually lose you fights if missused. She is also not blind pickable in most cases as you cant simply walk up and trade in most cases.
What are the issues with janna?
Squishy- As mentioned before Janna is very squishy, if she is caught she is more likely dead unless she blows flash/ ultimate. Although she is pretty fast and mobile this does not mean you should blindly check bushes and what not.

Low damage- Her damage is quite lacking with out any AP, Her whole goal is to keep people alive while buffing your ad champs more so than maybe brand who puts out more damage or leo that wants to tank and peel the enemy.

She gets heavily out traded by most supports.
Glacial agument is the best rune for janna at the current moment due to the fact it procs well off of Q howling gale, while also allowing it to scale up with her E and moonstone.
Perfect timeing, as it is the only thing you can take in that slot as free boots is not very helpful for supports that wanna buy it first back. Also hexflash on janna LMAO.
Futures market, Free money ( as JG wentworth said its my money and I need it now) Item spike faster and more efficently.
Cosmic insight- Summoner spell cooldown is just way to good.
Font of life- triggers off glacial so your teamates heal for free.
Reviatalize- Goes well with monsoon and eye of the storm
EFFECT RADIUS: Range center 1200
INNATE: Janna gains Movement speed icon 6% bonus movement speed while facing nearby allied Champion icon champions, and grants them the same amount while they are facing her.

Howling Gale
COST: 60 / 70 / 80 / 90 / 100 MANA
WIDTH: Range model 240
Howling Gale
ACTIVE: Janna summons a whirlwind at her current location that charges up over 3 seconds, increasing its range, speed, damage, and Airborne icon knock up duration every second over the duration. Howling Gale's direction is determined by this cast.

60 / 85 / 110 / 135 / 160 (+ 35% AP)
15 / 20 / 25 / 30 / 35 (+ 10% AP)
Howling Gale can be recast at any time within the duration, and does so automatically after the duration.

RECAST: Janna launches the whirlwind in the direction she targeted over 1.25 seconds, dealing magic damage to enemies hit and Airborne icon knocking them up for 0.5 − 1.25 (based on seconds charged) seconds.

COST: 50 / 60 / 70 / 80 / 90 MANA
CAST TIME: 0.245
TARGET RANGE: Range center 650
PASSIVE: While Zephyr is not on cooldown, Janna is Ghost ghosted and gains Movement speed icon bonus movement speed.

6 / 7 / 8 / 9 / 10% (+ 2% per 100 AP)
ACTIVE: Janna sends an air elemental at the target enemy that deals magic damage and Slow icon slows them for 3 seconds, capped at 99%.

80 / 110 / 140 / 170 / 200 (+ 60% AP)
20 / 24 / 28 / 32 / 36% (+ 6% per 100 AP)

Eye of the Storm
COST: 70 / 80 / 90 / 100 / 110 MANA
COOLDOWN: 15 / 13.5 / 12 / 10.5 / 9
TARGET RANGE: Range center 800
PASSIVE: Whenever Janna's abilities Slow icon slow or Airborne icon knock up at least one enemy Champion icon champion, she gains 15% Heal and shield power icon heal and shield power for 4 seconds. This may occur only once per cast.

Eye of the Storm
ACTIVE: Janna grants the target allied champion, Turret icon turret, or herself a Hybrid resistances icon shield for 5 seconds, decaying after 2.5 seconds.

75 / 100 / 125 / 150 / 175 (+ 55% AP)
While the shield holds, the target gains Attack damage icon bonus attack damage.

10 / 15 / 20 / 25 / 30 (+ 10% AP)

COOLDOWN: 150 / 135 / 120
EFFECT RADIUS: Range center 700
ACTIVE: Janna unleashes a blast that Airborne icon knocks back all nearby enemies to up to 875 units over 0.5 seconds based on their proximity, though not through terrain.

Janna also Channeling icon channels for up to 3 seconds, Heal power icon healing nearby allies every 0.25 seconds.

25 / 37.5 / 50 (+ 12.5% AP)
Starting items
Spellthief's edge- Gives you gold for poking and other bonuses
Pots-Restores health when you take a bad trade or being ganked.
Warding totem. Starting ward as you don't have your support item upgraded yet. Will eventually trade for oracles to sweep out enemy wards.
Ionian boots- CDR is really useful and nice on Janna but with the normal build shown above usually this just becomes extra cdr that goes over the cap.

Swiftness boots- Underated and good for the slow resist
Merc treds- Good vs heavy AP
Steel caps- Good vs heavy AD
Here's where we get to the fun stuff, where I teach you support isn't just this boring role where you just sit there doing nothing but pressing keys sometimes. While it is true support isn't as demanding a role as the other roles not needing to know how to cs or jg pathing etc. there are many important things a support needs to understand to truly be good at this role. First important thing to note is wave management, while we are not last hitting the minions it is just as important to understand wave management to better help your adc last hit.

How you control the wave dictates where the minions will be at, Whether that be your tower to make it easier for you to get a gank. Mid wave so your not likely to be dove. Or their tower to set up for a dive or apply pressure/ have priority over the dragon pit/ warding the enemy jg.
Freeze in League of Legends refers to keeping the minion waves at a set location. The minion waves get stuck neither shifting to your tower or the enemy’s tower. As a rule of thumb to successfully freeze a lane, you want more enemy minions than ally minions. It is impossible to keep a lane frozen, but by lasting hit minions and attacking them more only to prevent the minions from going under your turret, you help freeze the lane.
Example: Freeze the lane Ashe so Vayne misses minions

This means if your adc is trying to freeze don't auto attack the minions or last hit.
Pushing means that a friendly minion wave is moving towards an enemy tower. You can accomplish this by constantly autoattacking and/or using abilities on the enemy minion wave. You will often do this when the enemy champion(s) is not in lane, and you want to attack the tower, or when you want to deny the enemy champion farm (because the turret will kill your minions). Make sure to have the entrance(s) to your lane warded!

To accomplish this you just need to auto the minions and use Q occasionally to do damage to the minions but be careful of taking cs. Best to shove/push the wave when the enemy recalls to make them miss minions as the tower will kill them.
Holding a lane
Holding the lane just simply means blocking/ taking damage from enemy minions so they don't reach the tower. This gives your adc plenty of time to catch up to the wave and not miss much cs. Your shield is very useful in this scenario. If however your minions reach the wave last hit to prevent much xp and gold to be loss but don't shove the wave.
Last hitting under tower
Either through no fault of your own, or deemed necessary by yourself, sometimes enemy minion waves will progress past the half-way mark of your lane and start milling around your tower. Last hitting under a tower can be tricky. For melee minions, wait for the tower to attack them twice then hit them for the kill with a skill, or an auto attack if you're strong enough. For ranged minions, hit them once, let the tower attack them, and then land the killing blow. This course of action can differ among champions, and you must also calculate the amount of damage your own minions are doing, but the principle remains the same.
Note: Minion survivability scales with time, so you may have to adjust your last-hitting as the game progresses.
Laning phase
Laning phase isn't to partially difficult. To begin you should look to auto attack/poke enemy adc/ support when possible. Best times to hit an adc is when they walk up to cs. This means they have to decide to I take the cs or do I not take the damage and maybe lose the cs. Hitting a support is best when their cd is down and you have shield as you can easily out trade them. This will result in them getting low and unable to fight. AA into a W or W into a bunch of AA's as they are being slowed.

There are several ways to engaging with Janna. The most straightforward way is by charging up your Q for half a second while being practically in melee range of the ADC. Being so close means you don't have to charge it for a long time - which gives the enemy less chance or none at all to dodge your incoming knock-up.
Another thing you can do is use your W - Zephyr. You can use it to either slow your enemy before you Q them - so that they have a smaller chance at dodging it, or you can use it after your Q, so they have a tougher chance at getting away after they've been knocked up.

Generally speaking you should be safe from ganks as you can have several tools to disengage.
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