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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal
Strong
Ok
Low
None
Introduction
Passive: Janna's passive, Tailwind, is a nice benefit to have in lane or when disengaging but it will rarely play a huge factor in deciding games.
Q: Janna's Q, Howling Gale, is a fantastic engaging and disengaging tool that can be devastatingly effective if it's able to hit multiple targets. In most situations, you'll be reactivating it immediately but when defending a tower from a siege and/or a large group of minions, you'll want to let it completely charge so that it goes the complete distance and knocks up the minions and enemies for the max amount of time.
W: Janna's W, Zephyr, is a useful tool for getting catches on champions especially when combined with Q or ally CC. It's low mana cost also allows it to be a good tool to proc spellthief's and get some poke in lane. Furthermore, Zephyr's passive allows Janna to dodge skillshots, set up picks, and make plans easier with it's massive speed boost.
E: Janna's E, Eye of the Storm, is one of the strongest support abilities in the entire game because of its ability to give your ADC an extra BF sword of AD at max level without factoring in AP. The timing and use of this ability is gravely important in lane for winning trades. This ability can also be used to shield turrets which, when used in combination with a fully charged Q, can save turrets on the brink of death, break up sieges, and most importantly: annoy the hell out of the enemy team.
R: Janna's R, Monsoon, is a game changing ultimate that can single handedly win or lose a team fight. Monsoon has three major uses:
Q: Janna's Q, Howling Gale, is a fantastic engaging and disengaging tool that can be devastatingly effective if it's able to hit multiple targets. In most situations, you'll be reactivating it immediately but when defending a tower from a siege and/or a large group of minions, you'll want to let it completely charge so that it goes the complete distance and knocks up the minions and enemies for the max amount of time.
W: Janna's W, Zephyr, is a useful tool for getting catches on champions especially when combined with Q or ally CC. It's low mana cost also allows it to be a good tool to proc spellthief's and get some poke in lane. Furthermore, Zephyr's passive allows Janna to dodge skillshots, set up picks, and make plans easier with it's massive speed boost.
E: Janna's E, Eye of the Storm, is one of the strongest support abilities in the entire game because of its ability to give your ADC an extra BF sword of AD at max level without factoring in AP. The timing and use of this ability is gravely important in lane for winning trades. This ability can also be used to shield turrets which, when used in combination with a fully charged Q, can save turrets on the brink of death, break up sieges, and most importantly: annoy the hell out of the enemy team.
R: Janna's R, Monsoon, is a game changing ultimate that can single handedly win or lose a team fight. Monsoon has three major uses:
- Disengaging when an assassin such as Katarina attempts to jump into the middle of your team and burst them down.
- Healing your team with the ridiculous 180% AP ratio so that they can have a second wind (pun totally intended) in a team fight or on the rare occasion, to heal your team while taking Baron with dangerously low health.
- And rarely, Monsoon can be used to engage by pushing the enemy team into your team and tower by combining the knock back from your ultimate with flash. Be wary of trying to play make with this combo because it puts squishy Janna in a very dangerous situation if your team cannot kill the threats quickly.
Janna's itemization should always be dependent on the enemy's team composition, who on the other team is doing the most damage, and what item will best fit your team. There is no Janna build that will work perfectly for every single game but there are three items that should be built every single game without fail.
From there it all really depends on the match-up. Some itemization choices are easy such as Frozen Heart and Thornmail VS an all AD team but others aren't aren't obvious. If you aren't exactly certain on what you think you should build, remember to focus on these two most important things: what champion is doing the most damage on the other team and reaching the 40% CDR cap (and making sure to not waste stats by going over it.) I know this is an extremely oversimplified way to explain what path of items your build should follow but it's a solid foundational rule for helping choose items.
- Sightstone is such an important item. As a support, your most important job by far is vision control. Don't worry about upgrading it into Ruby Sightstone until late game because it's not worth the price until you have nothing else left to buy. Side-note on vision: switch your green trinket to red once you complete sightstone and upgrade it as soon as you can once you hit level 9 (and make sure to kindly remind your teammates that buying wards and upgrading trinkets is cheap and not just for you.)
- Frostfang is the best choice of support item for Janna in lane and when it's fully upgraded, it gives mana regeneration, AP, gold per 10, and cooldown reduction which are all amazing stats to have on Janna. It also gives Janna's kit more utility by adding yet another disengage tool.
- Mobility Boots are a great and stat efficient pick up on almost every support but they are especially fitting for Janna. Being able to increase her already high movement speed even further allows for more efficient roaming, warding, and catches with W+Q.
From there it all really depends on the match-up. Some itemization choices are easy such as Frozen Heart and Thornmail VS an all AD team but others aren't aren't obvious. If you aren't exactly certain on what you think you should build, remember to focus on these two most important things: what champion is doing the most damage on the other team and reaching the 40% CDR cap (and making sure to not waste stats by going over it.) I know this is an extremely oversimplified way to explain what path of items your build should follow but it's a solid foundational rule for helping choose items.
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With Janna being a mainly defensive support, the best option by far for Janna is exhaust and flash. Flash is a staple on almost all champions and exhaust allows you to even further defend your team past the extent of your abilities and is important for shutting down the damage ADCs and assassins late game.
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Offensive Tree |
Putting four points in Sorcery is essential for inevitably reaching the 40% CDR cap by the end of the game. When combined with Intelligence in the utility tree, you start the game off with a nice and even 10% CDR.
Putting points into Mental Force and Arcane Mastery gives Janna a bit more AP which is also beneficial with her fantastic AP scaling.
Expose Weakness helps your carries do more damage when you hit an opponent with a spell and is by far the best way to use your ninth point in offense. It's a far better choice than Double-Edged Sword because Janna's damage output is not great enough to counterbalance the additional 1.5 damage received.
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Intelligence is the other key half in reaching 10% CDR with masteries. Also, the 10% CDR on activated items is great to have for any other active items besides yoyr support item that you may pick up such as Crucible or Locket.
Alchemist and Culinary Master are solid masteries that help your early game sustain and are frankly your best options this early in the tree (and who doesn't love biscuits?)
Wanderer is a no brainer after getting this far in the mastery tree and it synergizes with mobo boots and Zephyr's passive.
Summoner's Insight allows you to use flash and exhaust more frequently which is always a great benefit and much like Alchemist it's easily the best pick at this level of the tree.
Putting three points into Meditation allows for much more diverse itemization for Janna throughout the game because it eliminates the severity of the need for a mana item.
Fleet of Foot boosts Janna's crazy movement speed even further which allows more opportunity to make picks, roam, and escape from perilous situations.
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9x Mark of Armor helps minimize the poke damage Janna will take in lane. Pretty much a standard.
9x Seal of Health mitigate both types of damage early and partially makes up for the lack of points in the defense tree. 9x Glyph of Magic Resist minimize the damage from the enemy support who will mainly be outputting AP damage. With Janna's great AP scaling on her abilities, 3x Greater Quintessence of Ability Power are the perfect choice to start her off strong. |
As Janna, you should be playing passive for the most part during the easy game (particularly in your bad match-ups.) Looking for safe opportunities to get Spellthief's Edge procs and capitalizing on level advantages (particularly if you hit level two or six first) are what you should be focusing on strategy wish at this point in the game. Shield your ADC or yourself when caught by CC to minimize damage and shield your ADC to make good trades even better when you catch an enemy out with CC. When getting pushed into tower, shield your own tower to minimize the damage it takes. When playing on the blue side, you should buy a pink ward and put it in the tri-bush to defend from ganks and not have to use your Sightstone wards in the river. How this part of the game goes will help decide if it is a good idea to pick up a soulstealer this game.
At this point in the game, objectives should become the number one focus. Vision control on Dragon is imperative in the Mid game. Saying in chat when Dragon is a minute or less away is a good tactic to make sure your team rotates to pick up the objective. Destroying and defending towers should also be a major focus during the Mid Game. For the majority of games, bot lane tower should be your first objective and then you and your ADC should go help take mid tower. Be sure to not giving up your bot tower for free while helping out mid especially as Janna who can dramatically stall a push by herself with a fully charged Q and tower shield.
At this point in the game, full team-fights and large skirmishes will start occurring (especially around towers and dragon pit.) Janna should be on the back-line of the team giving shield to whomever needs it with the ADC being prioritized over all other teammates because of the shield's AD bonus. Janna should also be keeping enemies from reaching her team's carries on the back-line by using Howling Gale, Zephyr, and Monsoon. Make sure to save your ult until you can use it to its maximum potential and to make sure you're not going to screwing over someone on your team's abilities by the ability's displacement.
WARDS WARDS WARDS. Knowing when Baron and Dragon are up and if anyone is taking them is the most important thing that a support can do during the late game. Vision or lack there of can singlehandly win or lose your team the game at this point. Other than worrying about wards, continue to keep your carries alive in team-fights and don't get caught out and you should be well on your way to winning.
So I hope you've been able to enjoy my guide and I hope I've been able to help you out in some sort of way with playing Janna! As previously stated, this is my first guide I've ever made so any critiques or criticisms in the comments are greatly appreciated! I do stream from time to time but its usually just me and a bunch of friends playing some normals together but if that sounds like your cup of tea, the link to my twitch channel is right below.
Twitch Channel: SaveAsUntitled
Youtube Channel: SaveAsUntitled
Twitch Channel: SaveAsUntitled
Youtube Channel: SaveAsUntitled
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