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Janna Build Guide by DarkJavelin

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League of Legends Build Guide Author DarkJavelin

You Have My Support: Janna(Update)

DarkJavelin Last updated on October 13, 2014
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 5

Legendary Guardian

Defense: 5


Utility: 20

Threats to Janna with this build

Show all
Threat Champion Notes
Miss Fortune MF's only mobility is her slow, which isn't much for her. So when having her cornered she can't really get away. Especially since if she is attacked her passive is cancelled. That along with a slow makes her an easy target.

Riding The Winds With Janna


Hello fellow summoners, DarkJavelin here. It's been a long time since I posted something here due to real problems that kept me away from league. Now that I am back I got back into the groove of things and got back into the game learning everything that I need to about season 4. Today we are going to discuss Janna, one of my main support champs that I played in both Season 3 and Season 4. So without further delay, let's begin.

Credits to jhoijhoi for the template, which you can find here.

Pros / Cons


+ Great Crowd Control
+ Great disengage on unwanted teamfights
+ Ult can heal entire teammates greatly
+ Can stop chases
+ Can also shield turrets with her Eye Of The Storm
+ Can make ganks more difficult by pushing enemy jungler away with Monsoon

The laning phase can go easy with Janna with a little practice. Since Janna has so much CC she can easily knock up enemies with Howling Gale and slow them with Zephyr. She can engage and disengage enemies with her ADC with use of Monsoon which will either push the enemy away or towards where they need to be positioned for kills. It can also separate the enemy ADC from their support or even separate crucial opponents in teamfights from their teammates to be singled out easier. Janna can be a big use to her team because of this and if someone is being chased she can easily tornado the opponent so that they will stop the chase. If they still manage to close the distance the ult is always available as a second option. Janna's abilities can be useful in many ways as needed to turn things around. Her Eye Of The Storm can not only shield herself and allies but also friendly turrets to endure more damage.

- No strong poke game
- Very squishy
- Constant or Hard CC from enemies still can get Janna killed
- High Cooldown time
- Cannot shield inhibitors or Nexus
- Best way to help get kill assists involves risky maneuver of getting behind the enemy and using ult (Can easily lead to focused).

Hard CC spells like stuns, snares, and roots can be very bad news for Janna due to their durations which leaves Janna little time to get away. Although her kit is based around getting away and being protected from damage, some champions can get past that fairly easily. Even when playing Janna in a sense of aggression she doesn't have strong pokes that deal good damage unless you build straight AP (but since this is a support build, that won't be used). Janna's skills have high cooldown times which means that they can't be thrown out as often as other champs' moves( Karma's Q). Since Janna is a squishy champion she cannot take too many hits from others, especially champs that hurt very badly early game. Example of constant CC would be Ashe's Q active and constantly slowing down Janna so that she can't get away. Even her ult can keep Janna from escaping which just means that running early is the best bet to avoid such death. Sometimes the most effective way to play Janna also means the most risky, by putting your own life in danger for your ADC or other teammate to get the kill and feed off of your sacrifice.



Janna support is all about assisting your ADC to the best of your ability without dying. If you are to die be sure that your ADC does not get killed as well so distract the enemy to the best of your abilities as well. Since Janna must rely on her ability powers so heavily to either slow, knock up, or push the enemy cooldown can be a big help to her. Sorcery can assist with that, that combined with your Greater Glyph of Cooldown Reduction will help you keep the CD to a minimum so that they are available right when you need them. A little extra survivability while keeping much of your utilities doesn't hurt either so putting four points in defense helps Janna survive a little longer. Block and Enchanted Armor will give a little more survivability to Janna so that she may endure a little more and get away easier. Though this does not mean to just do anything, you still have to play carefully. Also, since Janna is playing support in this role, your main focus is to make sure you do little damage but enough to where the ADC doesn't have to feel like it's a big risk to attack the enemy after your initiation. Putting just a little in offense can help with that. Combined with your items they will do a significant amount of damage while leaving enough health for the ADC to take the kill and you to get away. Be respectable of that, every kill counts in helping you win your lane and making your ADC the better damage dealer in a teamfight. Though this might make your lane the prime target for ganks remember to use the extra gold from your utilities to buy more wards or rush sightstone in the beginning just in case.



Greater Mark of Armor

Greater Glyph of Cooldown Reduction

Greater Quintessence of Gold

Greater Seal of Gold

  • Greater Quintessence of Gold: Every support must find a way to gain gold over time while not taking CS from their ADC. Greater Quintessences of Gold can make it all the easier for a support like Janna to gain gold while still letting her ADC farm without much disruption. This will help her get the essential items sooner so that she can be more effective in lane and teamfights when needed.
  • Greater Mark of Armor: Although not the ideal way to have armor it still works. Armor will still be available when facing an enemy ADC ensuring your survivability a little longer than usual.
  • Greater Glyph of Cooldown Reduction: Since Janna's abilities have high CD, it's best to have these runes to use so that you will be able to help in any way possible at any time without the worry of a long wait. Being that I use Janna to harass this is most ideal for me but you are welcome to take the other route and keep magic resist or give some ability power within these glyphs.
  • Greater Seal of Gold: The more gold the sooner you can get your items done and be more helpful to your team. Mostly rush your Sightstone to have constant vision on the map. This is mandatory with any support all the better with having sweeping lens to destroy enemy wards. This will also help you continue to buy Vision Wards as well.

Summoner Spells

Exhaust: Along with her W slow and an exhaust, it can equal almost immediate death for the opponent. It can also make it easier for you to get behind the enemy to push them back to your ADC or turret so as to get them killed. Since it also reduces the attack of an enemy, there isn't much worry of taking bad damage from the person that is exhausted.

Flash: I HIGHLY recommend keeping flash with you at all times as this will be your escape tactic if all else begins to fail. Though at the same time this is also your risk factor. Using flash to immediately get behind your enemy and then ult them to turret or to your ADC will help greatly and turn everything in your favor. It's about timing and skill with this but if you are more defensive it's best to bring this Summoner Spell with you for quick getaways.

Clarity: I have seen the occasional support carry Clarity with them for more mana use in lane so as to harass more but it's not a lot. I used to but now that I found out how to truly play my Janna I have no use for it. I mostly carry Exhaust and combine that with my W so as to keep them from getting away.

Ability Explanation

  • ABILITY: is Janna's passive that gives her and nearby champions five percent extra movement speed. This helps give Janna and allied champions extra movement speed when having to escape other teams that are trying to close in.
  • ABILITY (Q): is one of Janna's best abilities to knock up enemies give you an adequate amount of time to escape from someone trying to close the gap on you or an allied champ. It becomes a big help whenever you are low on health or have the intention on saving a teammate. Howling Gale can be charged and Q can be hit again to send it out, and it will travel farther and deal more damage as a result of the charge.
  • ABILITY (W): A strong ability that can slow the enemy down, and deal great AP damage. This ability hits pretty hard when used in lane. I usually max my Tornado first but this is a close second since the more points in it, the more it slows them as a result. It works great when chasing down an enemy or trying to get away. This will also help your ADC rush in for greater damage while the enemy is slowed.
  • ABILITY (E): Janna's shield that can be placed on turret's, herself, or allied champions to absorb a certain amount of incoming damage. This will ensure that you have the extra amount of sustain you need for the moment to get away. If losing the lane it's best to max this first so as to make sure that you and/or your adc survive enough to be able to get back into the game.
  • ABILITY (R): Janna's ultimate that pushes enemies away from her and heals all allies within the field around her. Extremely useful when teammates are low on health and need to stay in lane longer or to actually push the enemies back that are chasing you or your team down for kills.

Ability Sequence Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >
Janna can be a fun support character when it comes to her abilities and how to use them. Some take a little creative judgement and quick thinking and timing. Janna can be aggressive even though a lot will say that's not usually the case. It will just take more skill and timing to do so in order to get the upper hand. Howling Gale usually does not work when it comes to chasing so it's all about landing Zephyr in crucial moments to make sure the enemy does not get far from you or your teammates. She has the kit to be a great support it's up to you how you actually use it.


Item Sequence

Frozen Heart

Zhonya's Hourglass

Ruby Sightstone

Boots of Mobility is a good item on Janna to get where she needs to be faster. The option of putting the Captain Enchantment will have the team moving just as fast as she is. Her passive adding onto it would make it difficult to catch her if she has been out of battle long enough.

To have visual control over the map is pretty important when playing the role and since Janna has increased movement speed to get in and out after setting down the wards she needs to put on the map for visuals. If an enemy happens to be nearby she has the kit to get away with taking little to no damage. She plays a great role in this.

I've recently put Frozen Heart as my main armor and mana supply for her which she will need in the game. Going with this item along with Mikael's built pretty early will help her a ton when still laning with the ADC. The necessary mana needed to keep constant tornadoes going and still having enough for Monsoon when needed is something to take in account.

Perfect for sticky situations you can't get out of but need to stay alive a little while longer until a teammate can get to you and is close by. If being attacked and can't seem to get away it's best to have Zhonya's so as to pop it when needed it. The additional armor can be used in lane against ADCs or even in groups from AD champs. It also gives high damage ability so as to do a decent amount of damage while keeping the enemy from getting too close with your abilities.

Janna with Mikael's can be an even bigger help when getting hit with hard CC like snares and such and can't seem to get away. It's active of cleanse and healing can make a huge difference when on the run and could definitely save your life. It only adds on to Janna's survivability and using this on a teammate that really needs to get away will make it all the more satisfying as a support.

This item is very useful when giving Janna the necessary AP early to mid-game to be able to hurt and also slow the enemies greatly. This combined with an ult like the recently reworked Sion or Tornado with Pantheon's ult coming in can really be helpful in taking out the right ones.

Optional Items

A little magic resist and having a spell shield can mean a lot when playing with Janna. It can be very helpful when facing someone like a Lux or Morgana and they throw spells at you left and right. It's guaranteed that the snare is going to come first and Banshee's Veil will save you from such.
If going up against hard CC this item can be used to help get you away or help the team close in on the enemy fast enough so they can't escape. This combined with more items to help resist such CC will be a big help.
At one point I really had to build these boots so that I could not be stunned long enough to be able to do what I needed to. Annie stuns are a real pain and so are Ryze's snares and ESPECIALLY Veigar's stun. This will reduce the time and allow you to get away much sooner.

My Janna Games

Laning With Janna

In laning I like to be aggressive with Janna so I tend to constantly throw out tornados or hit the ADC with Zephyr to damage them or make it to where my ADC can go in and damage the enemy themselves. So far every time it has worked in my games and we successfully when the lanes over and over. Whenever the ADC goes for kills or damage I am sure to shield them. At all cost they are to survive and get the kills even if you die a couple of times to make it happen. This is before level six.

At level six, this is where the big risky move comes in. If the enemy is pushing back to your tower or chasing you towards it, the risk in this move is flashing behind them and using your ult to push them to the tower so that they take the damage and gives your ADC the perfect chance for a kill. The risk in this, is that the enemy adc can easily kill you if you are not careful and the support can trap you at the same time so that you can't escape. So far that I have done it, I have gotten my ADC kills. It was also done in a teamfight to push both the ADC and the mid-laner into my team while pushing the tank and jungler back so as to make them all disoriented. So far it has worked except on a few occasion, but it has worked more often than not.


In teamfights as Janna, when things look a little hairy for your teammates it's best to ult to push the enemies back so as to heal them and give them a second fighting chance. There is also the risk of flashing behind the team and then pushing them into tower but it is difficult to pull off. I have manage to do it a couple of times and it worked to my favor. It also got me two gold divisions to send me requests as a result. Also in teamfights tornados can work in the team's favor if it hits all the right enemies. Shield the ADC or mid-laner and stay in the back where the enemy cannot reach you, or as I said you can go for the high risk maneuver and flash behind them or in the middle of them and then ult. This is the Janna I have played in both Season 3 and 4 and I have had no complaints from the people I've played with.


In conclusion, Janna is a great support character in the right hands. I hope my build will help someone get used to her in some way. You don't have to exactly play like I described, it's just food for thought. Everyone has their own playstyles and ways they go about building. You are welcome to tweak what you want with this and give feedback. So far I have won many games with Janna even though she is not my MAIN main support.

I hope this will be of help to you and remember folks for only 2.95 a minute Janna can leave YOU breathless. ;D


Credits to jhoijhoi for the template, which you can find here.