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Spells:
Flash
Clairvoyance
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Change Log
- edited and extended descriptions on "Items - For Full Support"
- replaced Masteries "Expanded Mind" by "Awareness" - tested, extra Exp worths more than little manna
27/7/2011
- Added "Team Work & Team Fights" chapter
Pros:
- Can slow often.
- Can shield + damage boost often.
- Great laning and positon controling spells.
- Extremely fast and can pass trough creeps.
- Can interrupt, screw leaps and charges and divide the team.
- Can rescue a teammate or tower.
Cons:
- Cant win alone.
- Cant win in team with feeders and noobs.
- Dont have expressed heal like the other Babysitters.
- Kinda squishy if you dont play her correctly.
So what can Janna do overall is:
- Push a lane easily.
- Prevend damage.
- Boost physical abilities.
- Slow your opponents, interrupt.
- Throw your opponents away or sky high.
- Thats basically Control over the game.
- Tower Defense Champion.
- What basically cant do is enough damage to kill someone.
Conclusion: You are give your team the reason to win. If they accept it, you win the game.

Armor Penetration - Greater Mark of Desolation
Manna regen per 5 sec - Greater Seal of Replenishment
Ability power per level -
Greater Glyph of Scaling Ability Power
Movement speed -
Greater Quintessence of Movement Speed
Reason:
1. Early and during cooldowns of you abilities, you deal damage by Auto-Attacking (AA). The most of your job will be CC, CV, shielding and warding, just everything else than dealing damage. Of course, your
Howling Gale and
Zephyr deals magic damage, but not much in Support build.
Armor Penetration helps you easier Last-hit and Harrash, it works well with
Eye of the Storm.
Still, you arent AP carry, so Magic penetration marks are less effective, but if you really wish, use them.
2. Janna needs manna regen. You want to protect your teamates as long as possible without running out of manna. And extra manna regen works well with
Chalice of Harmony.
3. Because of your support/aura items, you will lack in AP at lategame. CoolDownReduction (CDR) Glyphs are unnecessary, because with this build you get 39% CDR.
Getting AP during game makes your shield balanced than putting Flat Ap runes for "great" start.
Another good options are only
Greater Glyph of Magic Resist and
Greater Glyph of Scaling Magic Resist.
4. Such crazy movement speed is an unfair advantage, makes your lasthit/harrash/chase/flee much easier and more annoying since very beginning.
On the other hand, Janna already has movement speed bonus, if you think you cant benefit from extra speed, try Greater Quintessence of Replenishment or
Greater Quintessence of Gold.
Manna regen per 5 sec - Greater Seal of Replenishment
Ability power per level -

Movement speed -

Reason:
1. Early and during cooldowns of you abilities, you deal damage by Auto-Attacking (AA). The most of your job will be CC, CV, shielding and warding, just everything else than dealing damage. Of course, your


Armor Penetration helps you easier Last-hit and Harrash, it works well with

Still, you arent AP carry, so Magic penetration marks are less effective, but if you really wish, use them.
2. Janna needs manna regen. You want to protect your teamates as long as possible without running out of manna. And extra manna regen works well with

3. Because of your support/aura items, you will lack in AP at lategame. CoolDownReduction (CDR) Glyphs are unnecessary, because with this build you get 39% CDR.
Getting AP during game makes your shield balanced than putting Flat Ap runes for "great" start.
Another good options are only


4. Such crazy movement speed is an unfair advantage, makes your lasthit/harrash/chase/flee much easier and more annoying since very beginning.
On the other hand, Janna already has movement speed bonus, if you think you cant benefit from extra speed, try Greater Quintessence of Replenishment or



2% Critical since early-game is more helpfull than a little AP in late-game.
Also works together with Armor Pen Marks and

Cooldowns: +9% CDR


Manna: able to spam skills much longer


Summoner Spells: about 42s CD of the





Utility:




When you reach lv 6 you have:
1 Tornado, 1 Haste/slow, 3 Shield, 1 Ultimate (Monsoon)
thats quite normal, right?
then at level 9 you max out
Eye of the Storm (or at lv 10, if you want more W skill)
but at level 11 you will see:
Monsoon - next level:
.......Manna cost - more
.......Heal Amount - more
.......Cooldown - same
.......Knockback effect - same
Pro Janna use
Monsoon for its knockback and not for heal. One point is enough.
Leveling ultimate skill on lv 11 and 16 is a habit, but some champions can live without it.
Eye of the Storm is your important and frequently used skill, don't forget to boost your DPS teammate while pushing tower or shielding tower at any danger. So max it first.
Zephyr is great in-fight spell, keep it leveling when
Eye of the Storm is not possible to level, and throw it on the most important targets during battle. Also its speed bonus allows you to play more aggressively, but don't overpush, and watch gangers.
If you let them push two creepways, you can zone them out, but you have to lane and coordinate with a good partner. This usually works against 2 meeles.
Howling Gale is great escape skill, nice disable which is same in all levels, but its CoolDown decreases.
I put 1 point in
Howling Gale at level 2 and then wait until I max
Eye of the Storm out, but keeps
Zephyr on higher level then Howling Gale. This way I have balanced skills.
In Support build we use
Howling Gale mainly for disabling enemies, rescuing teammates, and slowing incoming minion wave on turret. But, of course, you can use it for farming too. But I warn you, be sure you have enough manna and you aren't in danger next X seconds (of its cooldown).
1 Tornado, 1 Haste/slow, 3 Shield, 1 Ultimate (Monsoon)
thats quite normal, right?
then at level 9 you max out

but at level 11 you will see:

.......Manna cost - more
.......Heal Amount - more
.......Cooldown - same
.......Knockback effect - same
Pro Janna use

Leveling ultimate skill on lv 11 and 16 is a habit, but some champions can live without it.



If you let them push two creepways, you can zone them out, but you have to lane and coordinate with a good partner. This usually works against 2 meeles.

I put 1 point in



In Support build we use



MUST! You must take this!
Imagine how you


Another situation is Tower Defense, when opponent team is pushing your tower. Again same trick and they will have hard time to damage your tower.


If nobody else, then you must take this. Important part of your Map Control and prevention from gangs. Also buy a lots of Wards and put them on the important places.
Anyway, check this map: Where to put wards and where to CV.
Having Dragon under control is very important for you and your team, and knowing opponents position is advantage too.
Another posible Summoners spell:

If somebody else in your team already have CV, take this Tower Defense spell. Having alive Towers is another part of winning game. Also killing tower-diving noobs is fun too. In higher ELO games this will give your team time to counter opponents pushing.
Maybe, but neccessary in this build:




Core Items:
Philosopher's Stone 800g
As soon as possible to get +5 golds per 10 seconds = +30g per minute = +300g per 10 minutes...


Cheap and great manna regen item. Starting with


This item is a must. This makes your whole team stronger and tougher.
{About 3685g spent on previous 4 items, without counting wards and Phil. stone bonus}

HP/Manna Regen + 15% CDR, with Ionian Boots and Masteries you have 39% CDR in total.
And thats not all, still you can use Turbo button every 1 minute.
{About 5100g spended + Wards; Core set finished}
Sight Ward 75g (3 minutes duration)
Buy them, use them, whole game. Map Control is part of your job, so do it properly.
Noticable Item - but not in this Build

Nice Support item, 10% CDR for teammates, wow.
If you feel this item build isn't perfect, you can experiment with


After-Core items:
For AP Heavy team:




For AD (DPS) Heavy Team:

Sounds crazy, but it will really help your AD carries and Meele dps (off)tanks to push and dominate.
Making Janna as dps champ is a stupid idea, but when ALL of your teamates are AD, think about this item.
Dont buy this if your team has only 1-2 AD champions!
Against AD (DPS) Heavy Team:

It means when they have max 1 AP caster and rest are AD and DPS champions. Not very often.
I suggest you to go for





If you decided to go for





Nice, but expensive item. AP, armor, survive, buy this only if game is really long and your team have problems.
Against Mixed / Balanced Team:


Just one word: Survivality.
Game is going well


You sold your


Early Game
First, when LoL loads and map appears, everyone quickly buys first items and run to their lanes.
Use your first ClairVoyance near their Nexus and fountain to see where who goes.
Next time your CV refreshes, reveal their/our jungler area or check bushes on top/bot lane.
Protecting your jungler or scaring their jungler can change game into your advantage.
In most of cases, you will be supporting your partner on lane, last/hitting minions (s)he cant and shielding to counter opponents harrasment or boost our harrashing. In level 2 you get

Always coordinate with your partner, let him/her farm more, protect with shield and save your Tornato to prevent them from getting First Blood. They will probably target you, because you are very squishy and annoying support. Also dodge their spells/attacks if possible.
When you cannot see on minimap all enemy champs, CV the most probable area of the potential gang (mid from missing side or top/bot without ward)
Going for First Blood - Risky, but sometimes possible
You harrashed your opponents and you with your partner (and maybe with your jungler) are going to get First Blood, or a (double)kill if possible.
First of all, let your partner initiate,


1. If they keep fighting, aim

Probably after 1 second they/you will try to run, so release



2. If they immediately run, instantly release




When everyone have ultimate skill:
1. You have bought a few wards (and other items), your Map Control is very important in this time.
2. Put one ward between Dragon and mid (one small bush), and next one in the same bush at the opposite side (covered mid from gangs). Also CV the most important areas, or when "missing" enemies.
3. Help your Jungler to kill Dragon =

In need use CV to check them,


4. Dont enter fight or you die. Use your spells from safe distance, unless you're decided to use

When to use

- When a teammate is in 1v3 (or harder) situation and he is surely going to die, and you have enough time to "jump and knockback".
- When you can trap enemy(es) between your team and your Turret.
- When they gang.
- When they are trying to kill Dragon, but try Tornado first, because it would be suicide.
- In a MassFight. Just concentrate, know your teammates positions, targets and threaths, and wait for right time.


Mid Game
You have finished some items, bought next X Wards, going back to lane or placing wards. Youre still using your ClairVoyance when need or just for checking map (many times you will see no enemy, calm down). When Dragon-icon appears on minimap, check it and call team.
Anyway, your or enemy team will group together and starts pushing mid. And NOW you must be with TEAM in right place at right time. Most of time you will be wandering with team


Knowing their position ruins their change to gang/ambush.
When your team fails - lets play Tower Defense
Ok, I mean Turret Defense, I dont want you to disconect LoL and start playing some stupid browser TD game.
Sometimes you get a team with noobs and feeders, especially at Solo-Queued and low ELO ratight, and you probably lost the game. But calm down, there is still something you can do:
- Stand near your Turret.
- Prepare
Howling Gale for incoming minion wave.
- Shield your Turret.
- Repeat as often you can.
- Soak some damage from minions and enemies (but dont die).
- You + Turret vs Enemy team + minions =
Monsoon (+ Fortify if possible, but not at same time).
- Again Shield Turret, aim Tornado, waste your
Zephyr on anything.
- Run away when Turret dies :(
Ok, you lost, you team fails, but dont worry, you did EVERYTHING, so its not your fault. You did Great Job and you became better

Summary of bonuses for your teammates:
+3% Movement speed
+12 Armor
+15 Magic Resistance
+8 Attack Damage
+40% Movement speed bonus last 3 seconds (Active item ability, 60 sec CD)
+30 Ability Power
+25% Spell Wamp
____________________________________________________________
+ Map Control
+ Tower Defense
+ Team Rescue
+ Destroying opponents teamwork
+ Easier kills
+ Dragon/Nashor checking
____________________________________________________________
Summary of Janna itself
+600 HP
+30 Armor
+126 Magic Resist
+30 Manna regen / 5
+31 Health regen / 5
+39% CoolDown Reduction
+up to 300 Ability Power
+6 Gold per 10 seconds
+Big Movement speed bonus
____________________________________________________________

"Pdf, Janna mid?" - Leona, when saw that nobody else was more suitable for mid (nobody wanted to be mid)
"And now, KAMIKATZEE JUMP!" - said Janna before she jumped into whole enemy team at Baron Nashor.
"Hi Malza" - we saw him (by ward) coming from mid to gang us, so I CV him to make him sure that we see him.
"Dragon is clear, go go go!" - when Dragon was available and enemies far away.
"I cant defend everything! Alone..." - Janna. When 5 champions finally destroyed the tower, which was hardly protected by Janna.
"And now, KAMIKATZEE JUMP!" - said Janna before she jumped into whole enemy team at Baron Nashor.
"Hi Malza" - we saw him (by ward) coming from mid to gang us, so I CV him to make him sure that we see him.
"Dragon is clear, go go go!" - when Dragon was available and enemies far away.
"I cant defend everything! Alone..." - Janna. When 5 champions finally destroyed the tower, which was hardly protected by Janna.
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