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Janna Build Guide by ThePandaEvan

Support There's some wild winds! - Janna Guide

By ThePandaEvan | Updated on April 6, 2020
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Runes: More Protective

1 2
Summon Aery
Manaflow Band

Biscuit Delivery
Cosmic Insight

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


1 2
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


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

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Hello I am ThePandaEvan, I am a league player who played in season 8, but didn't really take it seriously until season 9. During the season, after going through mid lane, I started to take a break from it. I have always put support as my next role so I started that. I went through a jumble of champions until I finally settled on adding Janna into my support group. Janna is a very good disengager with a lot of utility. I was Gold 4 in season 9 and I am currently mastery 5 on Janna.


+ Fast
+ Has Utility and Peel
+ Great Disengage
+ Easy to play

Janna is a champion that you go into a game without much knowledge on Janna and still do okay because her kit is easy to understand. Janna's utility and peel is nice with her slows, shields, and knockups. Her disengage can stop teamfights that Janna would lose. Janna is pretty fast, so she can roam or get back to lane quickly. Janna can dodge skillshots easily with her movement speed.


- Squishy
- Needs a team
- Low Damage
- Struggles against hooks

On the other hand, Janna has negatives like every champion. Janna is squishy, and can't really get out of hooks without dodging the hook entirely or using Flash. Even though she's easy to play, Janna does not a lot of damage which is intentional as she's a enchanter support. Also because Janna is an enchanter support, she needs a team.


Summon Aery
Summon Aery is one of the two keystones that are recommended by me. Summon Aery gives you extra shield power and extra damage. Both of those are good for Janna, as she pokes and uses her shields a lot during the game. This is a more defensive keystone for Janna.


Arcane Comet
The other option is Arcane Comet. Arcane Comet is when you are going to be poking a lot. You sacrifice a little bit of defensive power for a comet that has offensive power. It does more damage then Summon Aery. This is a more aggressive keystone for Janna but, the comet can be dodged.

Sorcery Inspiration


Manaflow Band is one of the best runes to go for mages. As you will be using abilities that will make your mana go down a lot, Manaflow Band gives you extra mana, and mana regen!


Celerity is a rune that is good with Janna as it works well with her passive and makes her even faster. More speed is more damage for you.


Transcendence is a rune good to go as you get more CD so you can use more abilities quicker. You can never cap CD since Transcendence gives you AP when you have extra.


Scorch gets activated a lot since Janna pokes a lot. Scorch gives you extra damage when you poke with your abilities.


Biscuit Delivery is the other main secondary rune for Inspiration. It gives you biscuits, when consumed, restores 10% of missing health and mana. Biscuit Delivery also gives a 5% mana cap increase when consumed or sold.


Magical Footwear is an option if you don't need Biscuit Delivery but still want to help early game. This helps you build into Tier 2 boots and gives you extra MS too which is always helpful with Janna.


Cosmic Insight is also an option. It gives CDR, Max CDR, Item CDR, and Summoner Spell CDR, all at 5%. Extra CDR is always good as it allows you to use things more often.

FLASH: Flash is the best summoner spell to take as it gives you a free dash instantly to where ever your mouse is. It's useful on Janna as you can Flash + R or Q to stop the enemy from running away or to disengage a big fight. Take Flash every time. Its offensive and defensive. The usefulness of this spell is endless.
IGNITE: Ignite allows you to be more aggressive. Ignite is the second spell you will mainly take as it adds kill potential and healing reduction. Janna doesn't have much killing power and healing reduction is good against some supports like Soraka. This helps your adc get kills, which helps your adc snowball and win the game.
EXHAUST: Exhaust is when you are playing against an assassin like Fizz or an engager like Leona where you need extra to disengage. Exhaust is a good size slow and damage reducer that really helps against the situations mentioned above.


Janna movement speed is passively increased by 8%.

When other allied champions move towards Janna, they also get the 8% increase.

Janna also gets a 25% bonus magic damage increase on her basic attacks and single target spells equal to 25/35% (levels 1 and 10) of her bonus movement speed

Howling Gale

Janna summons a tornado, which she can release to do 60/80/100/120/140 magic damage, (+35% of AP) and knock enemies up for 0.5 seconds.

The damage, range, speed, and knock-up duration of the tornado increases with every second Janna charges it, for a max of 3 seconds.

Range: 1000-1750 depending on how long its charged.

Mana Cost: 60/80/100/120/140

Cooldown: 12


Passive: Janna's movement speed is increased by 6/7/8/9/10 (+2% per 100 AP) and allows her to move through units.

Active: Janna uses her elemental at a target, dealing 55/90/125/160/195 (+50% of AP) magic damage, and slowing the target's movement speed by 24/28/32/36/40% (+6% per 100 AP, up to 99%) for 2 seconds.

Janna's loses Zephyr passive effect while its on cd.

Range: 550

Cost: 50/60/70/80/90 Mana

Cooldown: 8/7.5/7/6.5/6

Eye of the Storm

Janna shields her target, absorbing 80/115/150/185/220 (+70% of AP) damage and increasing the target's AD by 10/17.5/25/32.5/40 (+10% of AP) for 5 seconds

This can target turrets. Eye Of The Storm's shield decays over its duration and each ability that slows or knocks back an enemy champion reduces Eye Of The Storm's cooldown by 20%, once per ability cast.

Range: 800

Mana Cost: 70/80/90/100/110

Cooldown: 16/15/14/13/12


Janna knocks surrounding enemies back 875 units, stunning them for 0.5 seconds.

Janna also channels healing winds which restore 100/150/200 (+50% of AP) health to nearby allies each second for 3 seconds

Range: 725

Cost: 100 Mana

Cooldown: 150/135/120
Check out my friends' guides!

My friend NewEleven's guide:
"I AM NOT YOUR ENEMY, I AM THE ENEMY!" - Atrix Guide by NewEleven

My friend Chrisorion's guide who inspired me to make guides:
One Step Ahead! - Fiora Top by Chrisorion

Check out these other Janna guides!
The Legend of the Sleepy Janna by Jovy
Blow Them Away! - by Jointed

Special Thanks to JHOIJHOI's making a guide as it helped me a ton with making this guide.
Here's the link to that guide:
Making A Guide by JHOIJHOI

Special Thanks to Jovy, who made these awesome banners!
Here's his Signature and Banner Shop:
Jovy's Signature Shop

Lastly, a Special Thanks to Katasandra's table coding guide which helped my tables
Link here:
A Table Coding Guide by Katasandra