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Janna Build Guide by ONICH4N

Support ONICH4N's Guide to Janna

By ONICH4N | Updated on January 12, 2020

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Runes:

Sorcery
Arcane Comet
Manaflow Band
Celerity
Scorch

Domination
Cheap Shot
Relentless Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

Main spells
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Support Role
Ranked #5 in
Support Role
Win 53%
Get More Stats

Ability Order

Threats & Synergies

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

Champion Build Guide

ONICH4N's Guide to Janna

By ONICH4N
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 3 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


This guide will hopefully be simple. Will however look rather bland sorry first time making a guide.
Pros and cons Back to Top
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. Janna is a simple champion that I'm sure many of you will come to love as I have.
Why is janna good? Back to Top
Her kit gives her high movement speed with the inclusion of relentless hunter/mobi boots, she can reach moving speeds of 500+.

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.
What are the issues with janna? Back to Top
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.
Runes / Summoners Back to Top
Arcane comet- Allows you to poke in lane and using W(Zephyr) means it will land every time.

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.
Abilties Back to Top
Passive- Innate: Janna passively gains 8% bonus movement speed and grants the same amount to nearby allied champions moving towards her.
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.
Starting items Back to Top
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.
Boots Back to Top
Mobility boots- General boots I go for since it works with relentless hunter.

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.
Core items Back to Top
Redemption- AOE heal for the whole team is a must. Does require 2 seconds cast time but if used correctly can turn a fight. Can be used after a huge fight to secure a drake or baron. Also can be used when dead so it can save an ally or a team fight even if you died.

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.
Optional items Back to Top
Mikael's- Basically a cleanse with extra stats good vs morg ashe or other cc based champs. DO NOT I REPEATE if you get this item do not get athean's or Vise versa as the passives do not stack.

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.
GamePlay Back to Top
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.
Freezing Back to Top
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 Back to Top
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 Back to Top
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 Back to Top
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 Back to Top
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. 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.