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Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+2% Movement Speed
+10-180 Bonus Health
Spells:
Flash
Heal
Items
Ability Order Standard
Tailwind (PASSIVE)
Janna Passive Ability
Threats & Synergies
Blitzcrank
If you get hooked in lane by Blitz with no flash you die. Have to play super safe in lane. You need to punish Blitz when he misses his hook.
Draven
All champs that are 5's are either hyper carries that Janna is able to enable them to carry or champs that you can leave them to farm alone.
Draven
All champs that are 5's are either hyper carries that Janna is able to enable them to carry or champs that you can leave them to farm alone.
Champion Build Guide
Hi, my name is ShoDesu AKA J4NNA. I am a challenger support main that plays on the NA server and have been playing Janna for about 2 years now. I play other supports but Janna is easily my most played support. I have been meaning to write this guide for a while now, as many people have asked me to so here it is! If you have any questions that his guide does not cover, feel free to come to my stream and ask them! My twitch is https://twitch.tv/shodesu !
Pros
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+ High CC + Best Scaling Enchanter + Can solo carry + Scale + Playmaker + Consistent high winrate |
Janna is one of the most underrated champions that has been consistnetly strong in all seasons. She excels in peeling enemies, as her kit offers plenty of tools that provides heals and crowd control. Her high mobility and self peel makes her one of the best roaming supports in the game. She has very high play making potentials in team fights thanks to Howling Gale and Monsoon |
Cons
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- Hard to blind pick - Struggles against heavy poke - Weak laning - Unreliable Engage - Potential play breaker |
Janna struggles with having good match ups because of her low range on her autos and Zephyr. A lot of enchanter/hook champs out range Janna in lane which makes her trading patterns not as easy as walking up and autoing/using abilities. Due to this reason, it is hard to blind pick her. Her biggest weakness, like most enchanters, is that she has no reliable engage. Q tap only works at certain distances and landing charged tornados is not guranteed. Like Bard, Janna has the ability to make or break a fight. A bad Monsoon can be detrimental to your team. |
Passive - Tailwind Janna gains bonus move speed moving towards allied champions and nearby allied champions gain this bonus when moving toward her. |
Every section beyond this point is outdated. Please reference the video at the start for a more in-depth explanation for this guide.
VS
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Glacial provides more peel and more utility. I belive this is single handedly THE BEST KEYSTONE to take with Janna due to the interaction with Moonstone Renewer and her passive from Eye of the Storm. | Aery provides more damage/shields as well as more scaling thanks to Transcendence and Gathering Storm in the sorcery page. |
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GLACIAL AUGMENT |
Perfect Timing This rune is the best in the skill row as you can't utilize Hextech Flashtraption well with Janna and getting Magical Footwear is super bad on supports as being time locked on boots will not allow you to roam. |
Future's Market After the mid season item rework, future's market is the best rune to take on any glacial enchanter user because of how fast you can buy a core item. The items became 200 gold cheaper and if you utilize future's market's debt you can get your mythic item early and become strong fast. |
Cosmic Insight Cosmic Insight is probably one of the runes in the game. Having your summoner spells up more allows you to make more plays and will give you a lot more opportunities in the game. I used to run Time Warp Tonic but after they nerfed it, its no longer good. |
Font of Life Font of Life works really well with Janna's kit, glacial and echoes of helia because the slow rays trigger it. Whenever an enemy is affected by a Q, ult, or slow your allies can heal by auto attacking. The heal itself has a lot of value. |
Revitalize The best rune in the Guardian tree for Janna is hands down Revitalize. Synergizes extremely well with Eye of the Storm and Monsoon |
Mythic Choice
VS
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Boot choice
Ionian Boots of Lucidity Most of the time you will be building this item. They are cheap and the CDR works well with Janna's Kit. |
Boots of Swiftness I believe this item is super underrated. It's the cheapeast tier 2 boots and is super effective when the enemy team has a lot of slows. |
Mercury's treads This item is very important against teams with a lot of CC. They will save you from getting CC death chained in team fights. Expensive but well worth it. |
Plated Steelcaps Like Mercury's Treads this item is expensive but worth it. If the enemy team has heavy AD auto champs, this item will be a life saver. |
Mobility Boots Never get these items on Janna! Although they are super useful for roaming, the drop off speed in combat is detrimental to Janna. Due to her kit she needs to be able to weave in and out of teamfights and this criples her ability to do so. |
Early Game
I think there is a lot of variation in the early game build path that heavily depends on game state and draft; however, Boots are usually the first item you want to build. Boots will help you get around the map for the early skirmishes. It is super important to identify when you CAN and CANT leave lane for a roam. I think it's a good rule of thumb to stay away from the top side of the map if you only have tier one Boots. With our rune set up I think an essential early game item is Refillable Potion as well. We can utilize Time Warp Tonic for most of the early/mid game for only 125 gold! THATS SOME INSANE VALUE!
Now after these two items, there are going to be a lot of build paths you can go. Here are some example scenarios in which you would build x item:
- If you believe you can roam a lot i.e. they have a Yuumi/you have an Ezreal, you should rush tier 2 boots
- If the enemy team has heavy healing i.e. they have Sona/Aatrox, Yuumi/Sylas, etc, you would rush Chemtech Putrifier.
- If you believe you need stay in lane i.e. They have a strong bot lane matchup that can dive easily/you have a bad self peel adc like Twitch, I would rush sit on Boots and build towards Moonstone Renewer
I could go on forever with this list, but I think you get the idea. It is up to you to identify what item makes the most sense and to play around that.
Just a quick note, I want to emphasize that if you are building Moonstone Renewer, you should almost ALWAYS go Kindlegem portion first. The extra health is more conistent and value than the CDR/AP/Mana Regen from Bandleglass Mirror.
Mid Game
Mid game portion of item choice is typically not as dynamic as the early game. A lot of the time, if you have your mythic, your second item is most likey going be Chemtech Putrifier. This is easily the best item out of all of the grevious wound items, arguably one of the best items in the game. In most drafts, there is going to be at least one enemy champion with a heal. The only time I would not take this is if the enemy has literally no heals. Even then, it would still bring value as there are many items/runes that heal.
In the uncommon case that you do not have to get Chemtech Putrifier, you would get Redemption. This item works well with Janna because of the synergies of Moonstone Renewer, Eye of the Storm passive, and Glacial Augment. If you have a full stacked Moonstone Renewer, your entire kit's heals and shields get increased by ( Moonstone Renewer 25%+ Eye of the Storm 20%+ Redemption 20%+ Revitalize 5%) 65%!!. Absolutely insane value!!!!
Late Game
Once you have your core items of Moonstone Renewer, Chemtech Putrifier, tier two boots, and Redemption you don't have too many options for the 5th choice. If you think the final fight of the game is coming up, I would buy Watchful Wardstone as this is the cheapest items with the best stats as well as any of the elixers. If you think the game will go one, the 5th item you have the options of going Frozen Heart, Mikael's Blessing, Anathema's Chains or Staff of Flowing Water. I think Ardent Censer is the worst support item, as everytime I have used it and checked the damage its numbers are bad.
Laning Phase
After the rework, 's range became very short. You used to be able to walk up, w, and walk away, but because most champion abilities will out range the W, you have to play around FoG of war and Q range. A lot of bad Jannas will walk up, w, and lose the trade super hard or will sit behind the adc all game and not have a presence in lane. Her trading pattern is a bit unconvetional from most enchanter supports, but if played correctly can be extremely hard to deal with. Depending on the enemy support, the way you play lane is going to be very different.
When you are against enemy hook champs/engage, you want to hold onto Howling Gale. If the enemy walks up/looks to engage, you disengage with your Q. To be proactive in this match up, you should constantly be in the bushes within adc/support range and find opportunities to W the enemy and kite away with Q.
When you are against enchanter supports, you can use your Howling Gale a lot more freely as you will not be punished as hard. To be proactive in this match up, try to Q a lot out of vision to catch the ADC/support. A fully charged tornado is hard to react to and can lead to a kill because of the long knockup duration and Glacial Augment slow. You can look for a lot of angles as the Q range is massive. One thing that is super crucial to understand is how out of vision tornado works. If you Q in a bush thats not warded, the tornado will not show to the enemy. If you charge up Q in a bush but walk out of it, the enemy will be able to see that the tornado is charging up. This is super important to know to utilize tornado well. In a lot of match ups where you go even/get out scaled ( Sona, Yuumi, Soraka, etc), I recommend rushing tier 2 boots and roaming A LOT.
Team fighting
Team fighting with Janna is going to be all about positioning and playing around your Howling Gale and Monsoon. Ideally, you will constantly be somewhere between the front line and backline of a fight to maximize the value of Monsoon knockback and heal.
- Sometimes you need to be in the frontline to disenage a losing fight.
- Sometimes you need to be in the backline to peel for your carries.
- Sometimes you need to be in the middle to split the enemy team in your favor.
This is why Janna's skill ceiling is so high. There are so many different scenarios you can play out in a team fight, you have to make the decision in a split second for what you think is the best. As stated in the pros & cons section of the guide, you can be a play maker, turning the tides to your favor, or a play breaker, having an ult that griefs your team.
In general, the most important thing you will be looking to do in a team fight is to disrupt engages by the enemy. You should be hyper aware of things you can disengage ( Zenith Blade, Dragon Strike, Nimbus Strike, etc). You can be the sole reason for winning a fight.
In a lot of scenarios you will be using Q/R defensively. You can be sneaky and try to look for agressive tornados in situations where both teams are "dancing" (not engaging, poking back and forth) in front of objectives. If you land a fully charged tornado on an important carry, you can straight up win a fight. I suggest to try this sparingly, as if you miss, the enemy might instantly engage, puting you at a big disadvantage.
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