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Recommended Items
Runes: Normal runes
+8 ability haste
+6 Armor
+6 Armor
Spells:
Flash
Heal
Items
Threats & Synergies
Pyke
Skill match-up similar to blitz or thresh, if he lands Q you die. Ult also counters ur sheilds. Can poke him hard if you dodge Q and janna has lots of tools for disengage/ big move speed but a rough matchup.
Draven
Hyper carry that can solo win games when ahead. (careful tho draven mains have fat egos)
Draven
Hyper carry that can solo win games when ahead. (careful tho draven mains have fat egos)
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 (post edit, I am now Emerald playing both adc and support) I am finally updating this guide.
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.
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.
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
Tailwind
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
COOLDOWN: 12
CAST TIME: NONE
RANGE: 1100 − 1760 (BASED ON SECONDS CHARGED)
WIDTH: Range model 240
SPEED: 880 − 1408 (BASED ON SECONDS CHARGED)
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.
MINIMUM MAGIC DAMAGE:
60 / 85 / 110 / 135 / 160 (+ 35% AP)
BONUS DAMAGE PER SECOND:»
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.
Zephyr
COST: 50 / 60 / 70 / 80 / 90 MANA
COOLDOWN: 12
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.
BONUS MOVEMENT SPEED:
6 / 7 / 8 / 9 / 10% (+ 2% per 100 AP)
Zephyr
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%.
MAGIC DAMAGE:
80 / 110 / 140 / 170 / 200 (+ 60% AP)
SLOW:
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
CAST TIME: NONE
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.
SHIELD STRENGTH:
75 / 100 / 125 / 150 / 175 (+ 55% AP)
While the shield holds, the target gains Attack damage icon bonus attack damage.
BONUS ATTACK DAMAGE:
10 / 15 / 20 / 25 / 30 (+ 10% AP)
Monsoon
COST: 100 MANA
COOLDOWN: 150 / 135 / 120
CAST TIME: NONE
EFFECT RADIUS: Range center 700
Monsoon
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.
HEAL PER TICK:»
25 / 37.5 / 50 (+ 12.5% AP)
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.
Swiftness boots- Underated and good for the slow resist
Merc treds- Good vs heavy AP
Steel caps- Good vs heavy AD
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.
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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