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Spells:
Flash
Clairvoyance
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Introduction
It is for these reasons that she is very strong with an AD carry in bot lane. Not to mention, she needs absolutely 0 farm to be viable unlike other support champs since they have had their AP rations lowered and CD on heals raised resulting in them needing more AP and CDR items.
The runes I select for Janna are primarily focused around her lane phase so that she can be more aggressive with her AD carry and not worry as much about mana.
Greater Mark of Magic Penetration Buffs your Zephyr damage during the lane phase to help land that first blood and early kills or force enemy champs to blue pill back to base.
Greater Seal of Scaling Mana Regeneration Since the only Mp5 item you can start out with is a Faerie Charm these seals help Janna to harass with Howling Gale more and shield your carry more for pokes
Greater Glyph of Scaling Mana Regeneration Again, same reasoning for the clarity seals
Greater Quintessence of Gold Since ideally your carry will be getting all the farm you won't, these quints will help get your build completed faster as well as help pay for wards and Oracle's
Alternatives
Greater Mark of Scaling Ability Power
Greater Seal of Replenishment
Greater Glyph of Scaling Ability Power
Greater Glyph of Cooldown Reduction
Greater Quintessence of Health
Greater Quintessence of Movement Speed




Alternatives

Greater Seal of Replenishment




The runes I select for Janna are primarily focused around her lane phase so that she can be more aggressive with her AD carry and not worry as much about mana.
Greater Mark of Magic Penetration Buffs your Zephyr damage during the lane phase to help land that first blood and early kills or force enemy champs to blue pill back to base.
Greater Seal of Scaling Mana Regeneration Since the only Mp5 item you can start out with is a Faerie Charm these seals help Janna to harass with Howling Gale more and shield your carry more for pokes
Greater Glyph of Scaling Mana Regeneration Again, same reasoning for the clarity seals
Greater Quintessence of Gold Since ideally your carry will be getting all the farm you won't, these quints will help get your build completed faster as well as help pay for wards and Oracle's
Alternatives
Greater Mark of Scaling Ability Power
Greater Seal of Replenishment
Greater Glyph of Scaling Ability Power
Greater Glyph of Cooldown Reduction
Greater Quintessence of Health
Greater Quintessence of Movement Speed




Alternatives

Greater Seal of Replenishment




I go with the standard 9/0/21 build because it helps to make your job easier, which is to support. The main benefits being that you have the mana regen, movement speed, as well as the CDR on your abilities and summoner spells; including Clairvoyance which is a must have as support. The 9 points in offense giver her a bit of extra AP in addition to more CDR for her shield early game and spell pen for early damage and poke. Alternatively, you can go for 9 points in defense however I would only advise this if you think you are going to need that extra surviveability. However, I strongly recommend staying with the 9 in offense because most likely you will be laning against another support champs who have lost their great sustainability and can be easily pushed back if you play aggressively and force their heal. In the case of Taric and Soraka, you then have a 16-20 second window depending on CDR where they are unable to heal.
I go with the standard 9/0/21 build because it helps to make your job easier, which is to support. The main benefits being that you have the mana regen, movement speed, as well as the CDR on your abilities and summoner spells; including Clairvoyance which is a must have as support. The 9 points in offense giver her a bit of extra AP in addition to more CDR for her shield early game and spell pen for early damage and poke. Alternatively, you can go for 9 points in defense however I would only advise this if you think you are going to need that extra surviveability. However, I strongly recommend staying with the 9 in offense because most likely you will be laning against another support champs who have lost their great sustainability and can be easily pushed back if you play aggressively and force their heal. In the case of Taric and Soraka, you then have a 16-20 second window depending on CDR where they are unable to heal.
Starting Items:



First Trip Back:
Philosopher's Stone


Core Items:
Sight Ward




Philosopher's Stone Kage's Lucky Pick

These Gp10 items are part of your core because they will help you fund early game Sight Ward and


I use this in every single build I have for Janna because it's just a great all-around item to get as a support champ. It gives you those extra defensive stats for yourself and a minor buff to your team and make them all the more stronger for those team fights.
Final Builds (Purchase Order):
VS Balanced
Sight Ward




In most cases this will be your go-to build. I leave one bag slot open so that you can purchase Sight Ward throughout the game since this going to be your main priority as a support. The next item that I suggest is










VS Heavy AD
Sight Ward




If you see that the other team has 4 or more AD champs then I recommend picking up











VS Heavy AP
Option1
Sight Ward




If you see the other team has 4 or more AP champs and/or has a lot of CC then I recommend grabbing









Option2
Sight Ward




The second build I recommend against a AP heavy team is very similar to the first option. The difference Being that you grab







W/ Heavy AP
Sight Ward




If you see that your team is compromised of mostly AP champs then try to get items that compliment and buff AP. I grab











W/ Heavy AD
Sight Ward




If you see that you are on a heavy AD team then you should tailor your build to buff AD damage more. As usual, start of getting your core items and pick up







Starting Items:



First Trip Back:
Philosopher's Stone


Core Items:
Sight Ward




Philosopher's Stone Kage's Lucky Pick

These Gp10 items are part of your core because they will help you fund early game Sight Ward and


I use this in every single build I have for Janna because it's just a great all-around item to get as a support champ. It gives you those extra defensive stats for yourself and a minor buff to your team and make them all the more stronger for those team fights.
Final Builds (Purchase Order):
VS Balanced
Sight Ward




In most cases this will be your go-to build. I leave one bag slot open so that you can purchase Sight Ward throughout the game since this going to be your main priority as a support. The next item that I suggest is










VS Heavy AD
Sight Ward




If you see that the other team has 4 or more AD champs then I recommend picking up











VS Heavy AP
Option1
Sight Ward




If you see the other team has 4 or more AP champs and/or has a lot of CC then I recommend grabbing









Option2
Sight Ward




The second build I recommend against a AP heavy team is very similar to the first option. The difference Being that you grab







W/ Heavy AP
Sight Ward




If you see that your team is compromised of mostly AP champs then try to get items that compliment and buff AP. I grab











W/ Heavy AD
Sight Ward




If you see that you are on a heavy AD team then you should tailor your build to buff AD damage more. As usual, start of getting your core items and pick up







Q
I pick this ability up at level 1, especially if you know your team is going to try and initiate a level 1 team fight in the jungle. It's also great during the lane phase for opening on enemy champions for a kill with your lane partner. Additionally, it can also be used to harass enemy champs that like to sit in the brush like Blitzcrank, Alistar Maokai, Taric etc. This spell is also useful for defensive purposes, such as helping your team members to escape a gank from the jungle.
W
This is another great multipurpose ability that Janna can use to be aggressive or defensive depending on the situation. At max rank it slows their movement speed by 40% and when followed up by your Howling Gale it can be great for chasing down an enemy so that the rest of your team can catch up and pick them off. Similarly, if one of your team members is being ganked you can save them by sending out a quick Howling Gale and your Zephyr to slow them down after the knock-up. The passive on this ability is also great in helping her chase down enemy champs or escape from a lost team fight and also allows her to put off getting her tier 2 boots for Gp10 items.
E
Janna's best ability in my opinion and pretty much the main reason she is so strong in bot lane with an AD carry. This spell not only shields your target from all damage, but also grants them additional AD while the shield lasts. This spell can be maxed out at level 9 and will shield them for 240 damage and increase their AD by 50. With max CDR, this spell is on a 6 second cooldown, lasts for 5 seconds and the absorb amount gains 90% of your AP. Another useful aspect of this spell is that it can also be used on towers, allowing her to help hold a lane when you are down a team member and use her
to clear minion waves.
R
Janna's ultimate, like the rest of her abilities it is another great multipurpose spell. It is great for turning the tide in a team fight if your team is being ganked and unprepared for the slaughter that is about to ensue. She can stop a lost team fight from even occurring by knocking the enemies back and allowing your team to escape and regroup for a more coordinated fight. Plus, not only does it disengage the enemy team, but it also heals friendly champions in a 725 radius every second for 4 seconds. The healing aspect of this ability is what also makes it great for recuperating health lost after a team fight to help the rest of your team push after a big team fight and take a turret or inhibitor. In addition, another cool thing about this spell is its ability to open opportunities for helping your team secure easy kills. For example, let's say the enemy champs are getting ready to tower dive or push a turret; you can flash into the middle of them, sending one champion into your turret along with your teammates and knocking the other enemy champions away from the fight. Similarly, it can be incredibly useful in team fights for canceling channeled ultimates and separating key players from the fight such as the carry or support champion.

I pick this ability up at level 1, especially if you know your team is going to try and initiate a level 1 team fight in the jungle. It's also great during the lane phase for opening on enemy champions for a kill with your lane partner. Additionally, it can also be used to harass enemy champs that like to sit in the brush like Blitzcrank, Alistar Maokai, Taric etc. This spell is also useful for defensive purposes, such as helping your team members to escape a gank from the jungle.
W

This is another great multipurpose ability that Janna can use to be aggressive or defensive depending on the situation. At max rank it slows their movement speed by 40% and when followed up by your Howling Gale it can be great for chasing down an enemy so that the rest of your team can catch up and pick them off. Similarly, if one of your team members is being ganked you can save them by sending out a quick Howling Gale and your Zephyr to slow them down after the knock-up. The passive on this ability is also great in helping her chase down enemy champs or escape from a lost team fight and also allows her to put off getting her tier 2 boots for Gp10 items.
E

Janna's best ability in my opinion and pretty much the main reason she is so strong in bot lane with an AD carry. This spell not only shields your target from all damage, but also grants them additional AD while the shield lasts. This spell can be maxed out at level 9 and will shield them for 240 damage and increase their AD by 50. With max CDR, this spell is on a 6 second cooldown, lasts for 5 seconds and the absorb amount gains 90% of your AP. Another useful aspect of this spell is that it can also be used on towers, allowing her to help hold a lane when you are down a team member and use her

R

Janna's ultimate, like the rest of her abilities it is another great multipurpose spell. It is great for turning the tide in a team fight if your team is being ganked and unprepared for the slaughter that is about to ensue. She can stop a lost team fight from even occurring by knocking the enemies back and allowing your team to escape and regroup for a more coordinated fight. Plus, not only does it disengage the enemy team, but it also heals friendly champions in a 725 radius every second for 4 seconds. The healing aspect of this ability is what also makes it great for recuperating health lost after a team fight to help the rest of your team push after a big team fight and take a turret or inhibitor. In addition, another cool thing about this spell is its ability to open opportunities for helping your team secure easy kills. For example, let's say the enemy champs are getting ready to tower dive or push a turret; you can flash into the middle of them, sending one champion into your turret along with your teammates and knocking the other enemy champions away from the fight. Similarly, it can be incredibly useful in team fights for canceling channeled ultimates and separating key players from the fight such as the carry or support champion.
Q
I pick this ability up at level 1, especially if you know your team is going to try and initiate a level 1 team fight in the jungle. It's also great during the lane phase for opening on enemy champions for a kill with your lane partner. Additionally, it can also be used to harass enemy champs that like to sit in the brush like Blitzcrank, Alistar Maokai, Taric etc. This spell is also useful for defensive purposes, such as helping your team members to escape a gank from the jungle.
W
This is another great multipurpose ability that Janna can use to be aggressive or defensive depending on the situation. At max rank it slows their movement speed by 40% and when followed up by your Howling Gale it can be great for chasing down an enemy so that the rest of your team can catch up and pick them off. Similarly, if one of your team members is being ganked you can save them by sending out a quick Howling Gale and your Zephyr to slow them down after the knock-up. The passive on this ability is also great in helping her chase down enemy champs or escape from a lost team fight and also allows her to put off getting her tier 2 boots for Gp10 items.
E
Janna's best ability in my opinion and pretty much the main reason she is so strong in bot lane with an AD carry. This spell not only shields your target from all damage, but also grants them additional AD while the shield lasts. This spell can be maxed out at level 9 and will shield them for 240 damage and increase their AD by 50. With max CDR, this spell is on a 6 second cooldown, lasts for 5 seconds and the absorb amount gains 90% of your AP. Another useful aspect of this spell is that it can also be used on towers, allowing her to help hold a lane when you are down a team member and use her
to clear minion waves.
R
Janna's ultimate, like the rest of her abilities it is another great multipurpose spell. It is great for turning the tide in a team fight if your team is being ganked and unprepared for the slaughter that is about to ensue. She can stop a lost team fight from even occurring by knocking the enemies back and allowing your team to escape and regroup for a more coordinated fight. Plus, not only does it disengage the enemy team, but it also heals friendly champions in a 725 radius every second for 4 seconds. The healing aspect of this ability is what also makes it great for recuperating health lost after a team fight to help the rest of your team push after a big team fight and take a turret or inhibitor. In addition, another cool thing about this spell is its ability to open opportunities for helping your team secure easy kills. For example, let's say the enemy champs are getting ready to tower dive or push a turret; you can flash into the middle of them, sending one champion into your turret along with your teammates and knocking the other enemy champions away from the fight. Similarly, it can be incredibly useful in team fights for canceling channeled ultimates and separating key players from the fight such as the carry or support champion.

I pick this ability up at level 1, especially if you know your team is going to try and initiate a level 1 team fight in the jungle. It's also great during the lane phase for opening on enemy champions for a kill with your lane partner. Additionally, it can also be used to harass enemy champs that like to sit in the brush like Blitzcrank, Alistar Maokai, Taric etc. This spell is also useful for defensive purposes, such as helping your team members to escape a gank from the jungle.
W

This is another great multipurpose ability that Janna can use to be aggressive or defensive depending on the situation. At max rank it slows their movement speed by 40% and when followed up by your Howling Gale it can be great for chasing down an enemy so that the rest of your team can catch up and pick them off. Similarly, if one of your team members is being ganked you can save them by sending out a quick Howling Gale and your Zephyr to slow them down after the knock-up. The passive on this ability is also great in helping her chase down enemy champs or escape from a lost team fight and also allows her to put off getting her tier 2 boots for Gp10 items.
E

Janna's best ability in my opinion and pretty much the main reason she is so strong in bot lane with an AD carry. This spell not only shields your target from all damage, but also grants them additional AD while the shield lasts. This spell can be maxed out at level 9 and will shield them for 240 damage and increase their AD by 50. With max CDR, this spell is on a 6 second cooldown, lasts for 5 seconds and the absorb amount gains 90% of your AP. Another useful aspect of this spell is that it can also be used on towers, allowing her to help hold a lane when you are down a team member and use her

R

Janna's ultimate, like the rest of her abilities it is another great multipurpose spell. It is great for turning the tide in a team fight if your team is being ganked and unprepared for the slaughter that is about to ensue. She can stop a lost team fight from even occurring by knocking the enemies back and allowing your team to escape and regroup for a more coordinated fight. Plus, not only does it disengage the enemy team, but it also heals friendly champions in a 725 radius every second for 4 seconds. The healing aspect of this ability is what also makes it great for recuperating health lost after a team fight to help the rest of your team push after a big team fight and take a turret or inhibitor. In addition, another cool thing about this spell is its ability to open opportunities for helping your team secure easy kills. For example, let's say the enemy champs are getting ready to tower dive or push a turret; you can flash into the middle of them, sending one champion into your turret along with your teammates and knocking the other enemy champions away from the fight. Similarly, it can be incredibly useful in team fights for canceling channeled ultimates and separating key players from the fight such as the carry or support champion.

Being the support champion for your team this spell is a must have. It is an incredibly powerful asset to your team and it's usefulness cannot be overlooked. It is great for keeping track of the enemy jungler as well as keeping an eye out on Dragon and Baron if your ward has timed our or has been destroyed. It's also great if you see a skirmish break out somewhere else on the map and your teammate has the enemny champ on the run. Simply CV'ing the brush can help prevent any juke attempt as well as help your allies land skillshots through brush. It also helps scope out any enemy champions that may be on their way to save their teammate.

This spell needs no explanation really. Is a get out of jail free card in most situations and as I mentioned earlier it can be used with your ultimate to disrupt team fights and land your team easy kills.

Being the support champion for your team this spell is a must have. It is an incredibly powerful asset to your team and it's usefulness cannot be overlooked. It is great for keeping track of the enemy jungler as well as keeping an eye out on Dragon and Baron if your ward has timed our or has been destroyed. It's also great if you see a skirmish break out somewhere else on the map and your teammate has the enemny champ on the run. Simply CV'ing the brush can help prevent any juke attempt as well as help your allies land skillshots through brush. It also helps scope out any enemy champions that may be on their way to save their teammate.

This spell needs no explanation really. Is a get out of jail free card in most situations and as I mentioned earlier it can be used with your ultimate to disrupt team fights and land your team easy kills.
Pros:
-Needs little to no farm to be useful to the team
-Lots of CC in the form of Knock-up, Slow, and Knock-back
-Shield that can give bonus AD and also be used on turrets
-Great kiting ability
Cons:
-Kinda squishy
-Mana hungry
-Can't really carry if your team is bad, dependent on your laning partner's skill
-Needs some CDR
-Needs little to no farm to be useful to the team
-Lots of CC in the form of Knock-up, Slow, and Knock-back
-Shield that can give bonus AD and also be used on turrets
-Great kiting ability
Cons:
-Kinda squishy
-Mana hungry
-Can't really carry if your team is bad, dependent on your laning partner's skill
-Needs some CDR
Pros:
-Needs little to no farm to be useful to the team
-Lots of CC in the form of Knock-up, Slow, and Knock-back
-Shield that can give bonus AD and also be used on turrets
-Great kiting ability
Cons:
-Kinda squishy
-Mana hungry
-Can't really carry if your team is bad, dependent on your laning partner's skill
-Needs some CDR
-Needs little to no farm to be useful to the team
-Lots of CC in the form of Knock-up, Slow, and Knock-back
-Shield that can give bonus AD and also be used on turrets
-Great kiting ability
Cons:
-Kinda squishy
-Mana hungry
-Can't really carry if your team is bad, dependent on your laning partner's skill
-Needs some CDR
In summary, Janna is truly a great support champion that can help your team win games if played correctly. She brings so much utility to the table and if your team doesn't completely suck she can easily help secure a victory. Thanks for reading my guide, I hope you found it to be somewhat beneficial. Feel free to leave suggestions in the comments below.
In summary, Janna is truly a great support champion that can help your team win games if played correctly. She brings so much utility to the table and if your team doesn't completely suck she can easily help secure a victory. Thanks for reading my guide, I hope you found it to be somewhat beneficial. Feel free to leave suggestions in the comments below.
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