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Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Recommended Items
Items
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Threats & Synergies
Brand
If you cant dodge his Q or W your gonna be in for a rough time. Quite squishy so killable but if you get stunned you are most likely dead
Ashe
Janna can keep a squishy and immobile Ashe safe. Both ashe and janna have several slows and janna can buff ashe damage with e.
Ashe
Janna can keep a squishy and immobile Ashe safe. Both ashe and janna have several slows and janna can buff ashe damage with e.
Champion Build Guide
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
This guide will hopefully be simple. Will however look rather bland sorry first time making a guide.
Janna's passive allows her to gain a passive 8% move speed and her allies the same if moving towards her.
Provides good peeling. As I discussed earlier Janna has 3 forms of CC her Q/R knock back and her W low with the addition of the items above to provide more shields to shut down pesky assassins trying to kill your adc.
Allows her adc to make more favorable trades. Her E gives a shield and buffs the allies ad. This allows them to be able win trades more easily.
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.
Manaflow band- Gives you 25 mana just for poking and passive mana regen at 250 mana increase. Also the most useful of the page. obi orb only useful if there is more than 3 ap champs and even then I still use manaflow band.
Absolute focus- increase ap when over 70% hp so your shields are bigger.
Scorch-Boost to your damage every 10 seconds. Games don't last long enough for gathering storm nor does janna do enough damage anyways. Waterwalking is redundant and not useful as you shouldn't be in the river often or alone.
Cheapshot- Free true damage when u land Q or W
Relentless hunter- Extra move speed when getting an assist or kill on an individual champ. Not super hard to get 5 assist or kills on each champ in the game. Allows you to move super fast and be ready for any fight or whatever your team needs.
Flash- I don't think I need to say much. Most valuable summoner there is for escaping, chasing, literally can be the difference between living or dying, killing or them getting away.
Ign- Arguable the most useful botlane as adcs run heal and this gives you grevious wounds to negate some of the healing. Good vs Raka, Nami, Vlad, Mundo, Etc.
Janna's basic attacks and Zephyr deal bonus on-hit magic damage equal to 25 / 35% (based on level) of her bonus movement speed.
Q- Active: Janna summons a whirlwind at her current location which charges up over 3 seconds. Its range, speed, damage, and knockup duration increase for each second it is left charging.
Minimum Magic Damage:
60 / 85 / 110 / 135 / 160 (+ 35% AP)
Bonus Magic Damage Per Second:
»
15 / 20 / 25 / 30 / 35 (+ 10% AP)
At the end of the duration, or upon reactivation, the whirlwind launches itself for 1.5 seconds in the target direction, dealing magic damage to all enemies it passes through and knocking them up for 0.5 − 1.25 (based on seconds charged) seconds.
W-Passive: While Zephyr is not on cooldown, Janna is aided by an air elemental who ghosts her and grants her bonus movement speed.
Bonus Movement Speed:
6 / 7 / 8 / 9 / 10% (+ 2% per 100 AP)
Active: Janna commands her air elemental to attack the target enemy, dealing them magic damage and slowing them for 2 seconds by an amount, capped at a maximum of 99%.
Magic Damage:
55 / 90 / 125 / 160 / 195 (+ 50% AP) (+ 25 / 35% (based on level) MS)
Slow:
24 / 28 / 32 / 36 / 40% (+ 6% per 100 AP)
E-Active: Janna shields the target allied champion or herself for 5 seconds, decaying over the duration after 0.75 seconds.
Shield Strength:
80 / 115 / 150 / 185 / 220 (+ 70% AP)
While the shield holds, her target gains bonus attack damage.
Bonus AD:
10 / 17.5 / 25 / 32.5 / 40 (+ 10% AP)
Each ability that slows or knocks an enemy champion airborne reduces Eye of the Storm's cooldown by 20%, up to once per ability cast.
Eye of the Storm can be used on turrets, causing Janna to be credited for any champion kills it earns while the shield holds.
R-
Active: Janna channels for 3 seconds, knocking back all nearby enemies up to 875 units based on their proximity to her, while stunning them for 0.5 seconds.
While channeling, she releases soothing winds that heal nearby allies every half-second.
Heal Per Half Second:
»
50 / 75 / 100 (+ 25% AP)
Moving ends its effects immediately.
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- Works in tandem with your passive for extra damage.
Ardent censor- Must buy as well increases your most important stat shields and heals.
Athean's unholy grail- More you poke it gains blood stacks than gives you a bigger shield and a heal.
Twin shadows- Extra AP CDR and a active that sends ghostly ghouls to slow enemies, or find them or chase them all very useful for Janna. This helps her ward safely if shes unsure if they are there. To catch up to an enemy with a W follow up slow or to engage and start a fight.
Banshees- AP plus a morgana like spell shield. Good vs high cc/high ap champs. Expensive tho.
Locket- Extra MR another shield to go along with your E very good item for every enchanter to buy. Only buy if you actually use actives not very good if you don't press the button for it.
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.
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.
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.
Note: Minion survivability scales with time, so you may have to adjust your last-hitting as the game progresses.
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. I don't recommend trying to charge the Q from long distance. It seems like a good idea, but the longer the tornado travels, the more opportunity the enemy will have of evading it. Even if you charge it out of their vision, they'll be able to dodge it once it's in their vision range, since it's rather slow moving.
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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