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Janna
By Leirkov
This Build guide for Janna is for Mid Lane and is by Leirkov, a forner 2000 rated player on League of Legends. While support Janna offers great utility, AP Janna expands on her strengths and adds strong damage output through the game to the mix.
+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18)
Greater Seal of Scaling Mana Regenerationx9
Greater Glyph of Magic Resist
+1.34 magic resist
Greater Glyph of Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spell
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Ignite
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
Ignite
or
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Exhaust
Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 seconds and reducing their attack speed by 50% for the duration.
Exhaust
Skill Order
Howling Gale
Howling Gale
Summons a whirlwind, which deals 60/85/110/135/160 (+0.75*AP) magic damage to all enemies in its path and knocks them into the air. The whirlwind travels further, deals 25/30/40/50/60 bonus damage, and knocks enemies higher, for each second it charges (up to a maximum of 3 seconds).
Activate again to release the whirlwind early.
Cost
90/105/120/135/150 Mana
Range
0
Cooldown
14/13/12/11/10 Seconds
Howling Gale
Summons a whirlwind, which deals 60 (+0.75*AP) magic damage to all enemies in its path and knocks them into the air. The whirlwind travels further, deals 25 bonus damage, and knocks enemies higher, for each second it charges (up to a maximum of 3 seconds).
Activate again to release the whirlwind early.
Howling Gale
Summons a whirlwind, which deals 85 (+0.75*AP) magic damage to all enemies in its path and knocks them into the air. The whirlwind travels further, deals 30 bonus damage, and knocks enemies higher, for each second it charges (up to a maximum of 3 seconds).
Activate again to release the whirlwind early.
Howling Gale
Summons a whirlwind, which deals 110 (+0.75*AP) magic damage to all enemies in its path and knocks them into the air. The whirlwind travels further, deals 40 bonus damage, and knocks enemies higher, for each second it charges (up to a maximum of 3 seconds).
Activate again to release the whirlwind early.
Howling Gale
Summons a whirlwind, which deals 135 (+0.75*AP) magic damage to all enemies in its path and knocks them into the air. The whirlwind travels further, deals 50 bonus damage, and knocks enemies higher, for each second it charges (up to a maximum of 3 seconds).
Activate again to release the whirlwind early.
Howling Gale
Summons a whirlwind, which deals 160 (+0.75*AP) magic damage to all enemies in its path and knocks them into the air. The whirlwind travels further, deals 60 bonus damage, and knocks enemies higher, for each second it charges (up to a maximum of 3 seconds).
Activate again to release the whirlwind early.
Zephyr
Zephyr
Passive: Increases Movement Speed by 4/7/10/13/16% and allows movement through units.
Active: Deals 60/115/170/225/280 (+0.6*AP) magic damage to an enemy and slows their Movement Speed by 24/30/36/42/48% for 3 seconds. Passive benefit is lost while Zephyr is on cooldown.
Cost
40/50/60/70/80 Mana
Range
0
Cooldown
12/11/10/9/8 Seconds
Zephyr
Passive: Increases Movement Speed by 4% and allows movement through units.
Active: Deals 60 (+0.6*AP) magic damage to an enemy and slows their Movement Speed by 24% for 3 seconds. Passive benefit is lost while Zephyr is on cooldown.
Zephyr
Passive: Increases Movement Speed by 7% and allows movement through units.
Active: Deals 115 (+0.6*AP) magic damage to an enemy and slows their Movement Speed by 30% for 3 seconds. Passive benefit is lost while Zephyr is on cooldown.
Zephyr
Passive: Increases Movement Speed by 10% and allows movement through units.
Active: Deals 170 (+0.6*AP) magic damage to an enemy and slows their Movement Speed by 36% for 3 seconds. Passive benefit is lost while Zephyr is on cooldown.
Zephyr
Passive: Increases Movement Speed by 13% and allows movement through units.
Active: Deals 225 (+0.6*AP) magic damage to an enemy and slows their Movement Speed by 42% for 3 seconds. Passive benefit is lost while Zephyr is on cooldown.
Zephyr
Passive: Increases Movement Speed by 16% and allows movement through units.
Active: Deals 280 (+0.6*AP) magic damage to an enemy and slows their Movement Speed by 48% for 3 seconds. Passive benefit is lost while Zephyr is on cooldown.
Eye Of The Storm
Eye Of The Storm
Shields an allied Champion or turret for 5 seconds. The shield absorbs up to 80/120/160/200/240 (+0.9*AP) damage and grants 14/23/32/41/50 Attack Damage until it breaks.
Cost
70/80/90/100/110 Mana
Range
0
Cooldown
10.0000 Seconds
Eye Of The Storm
Shields an allied Champion or turret for 5 seconds. The shield absorbs up to 80 (+0.9*AP) damage and grants 14 Attack Damage until it breaks.
Eye Of The Storm
Shields an allied Champion or turret for 5 seconds. The shield absorbs up to 120 (+0.9*AP) damage and grants 23 Attack Damage until it breaks.
Eye Of The Storm
Shields an allied Champion or turret for 5 seconds. The shield absorbs up to 160 (+0.9*AP) damage and grants 32 Attack Damage until it breaks.
Eye Of The Storm
Shields an allied Champion or turret for 5 seconds. The shield absorbs up to 200 (+0.9*AP) damage and grants 41 Attack Damage until it breaks.
Eye Of The Storm
Shields an allied Champion or turret for 5 seconds. The shield absorbs up to 240 (+0.9*AP) damage and grants 50 Attack Damage until it breaks.
Monsoon
Monsoon
Summons forth the might of the wind to knock surrounding enemies back and restores 70/110/150 (+0.35*AP) Health to nearby allies each second for 4 seconds.
Cost
100/150/200 Mana
Range
0
Cooldown
150/135/120 Seconds
Monsoon
Summons forth the might of the wind to knock surrounding enemies back and restores 70 (+0.35*AP) Health to nearby allies each second for 4 seconds.
Monsoon
Summons forth the might of the wind to knock surrounding enemies back and restores 110 (+0.35*AP) Health to nearby allies each second for 4 seconds.
Monsoon
Summons forth the might of the wind to knock surrounding enemies back and restores 150 (+0.35*AP) Health to nearby allies each second for 4 seconds.
Q
Howling Gale
Summons a whirlwind, which deals 60 (+0.75*AP) magic damage to all enemies in its path and knocks them into the air. The whirlwind travels further, deals 25 bonus damage, and knocks enemies higher, for each second it charges (up to a maximum of 3 seconds).
Activate again to release the whirlwind early.
W
Zephyr
Passive: Increases Movement Speed by 4% and allows movement through units.
Active: Deals 60 (+0.6*AP) magic damage to an enemy and slows their Movement Speed by 24% for 3 seconds. Passive benefit is lost while Zephyr is on cooldown.
E
Eye Of The Storm
Shields an allied Champion or turret for 5 seconds. The shield absorbs up to 80 (+0.9*AP) damage and grants 14 Attack Damage until it breaks.
Q
Howling Gale
Summons a whirlwind, which deals 85 (+0.75*AP) magic damage to all enemies in its path and knocks them into the air. The whirlwind travels further, deals 30 bonus damage, and knocks enemies higher, for each second it charges (up to a maximum of 3 seconds).
Activate again to release the whirlwind early.
Q
Howling Gale
Summons a whirlwind, which deals 110 (+0.75*AP) magic damage to all enemies in its path and knocks them into the air. The whirlwind travels further, deals 40 bonus damage, and knocks enemies higher, for each second it charges (up to a maximum of 3 seconds).
Activate again to release the whirlwind early.
R
Monsoon
Summons forth the might of the wind to knock surrounding enemies back and restores 70 (+0.35*AP) Health to nearby allies each second for 4 seconds.
Q
Howling Gale
Summons a whirlwind, which deals 135 (+0.75*AP) magic damage to all enemies in its path and knocks them into the air. The whirlwind travels further, deals 50 bonus damage, and knocks enemies higher, for each second it charges (up to a maximum of 3 seconds).
Activate again to release the whirlwind early.
W
Zephyr
Passive: Increases Movement Speed by 7% and allows movement through units.
Active: Deals 115 (+0.6*AP) magic damage to an enemy and slows their Movement Speed by 30% for 3 seconds. Passive benefit is lost while Zephyr is on cooldown.
Q
Howling Gale
Summons a whirlwind, which deals 160 (+0.75*AP) magic damage to all enemies in its path and knocks them into the air. The whirlwind travels further, deals 60 bonus damage, and knocks enemies higher, for each second it charges (up to a maximum of 3 seconds).
Activate again to release the whirlwind early.
W
Zephyr
Passive: Increases Movement Speed by 10% and allows movement through units.
Active: Deals 170 (+0.6*AP) magic damage to an enemy and slows their Movement Speed by 36% for 3 seconds. Passive benefit is lost while Zephyr is on cooldown.
W
Zephyr
Passive: Increases Movement Speed by 13% and allows movement through units.
Active: Deals 225 (+0.6*AP) magic damage to an enemy and slows their Movement Speed by 42% for 3 seconds. Passive benefit is lost while Zephyr is on cooldown.
E
Eye Of The Storm
Shields an allied Champion or turret for 5 seconds. The shield absorbs up to 120 (+0.9*AP) damage and grants 23 Attack Damage until it breaks.
W
Zephyr
Passive: Increases Movement Speed by 16% and allows movement through units.
Active: Deals 280 (+0.6*AP) magic damage to an enemy and slows their Movement Speed by 48% for 3 seconds. Passive benefit is lost while Zephyr is on cooldown.
E
Eye Of The Storm
Shields an allied Champion or turret for 5 seconds. The shield absorbs up to 160 (+0.9*AP) damage and grants 32 Attack Damage until it breaks.
E
Eye Of The Storm
Shields an allied Champion or turret for 5 seconds. The shield absorbs up to 200 (+0.9*AP) damage and grants 41 Attack Damage until it breaks.
R
Monsoon
Summons forth the might of the wind to knock surrounding enemies back and restores 110 (+0.35*AP) Health to nearby allies each second for 4 seconds.
E
Eye Of The Storm
Shields an allied Champion or turret for 5 seconds. The shield absorbs up to 240 (+0.9*AP) damage and grants 50 Attack Damage until it breaks.
R
Monsoon
Summons forth the might of the wind to knock surrounding enemies back and restores 150 (+0.35*AP) Health to nearby allies each second for 4 seconds.
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Items
Starting Items
Boots of Speed
Health Potion
x3
Full Game Build
Rabadon's Deathcap
Will of the Ancients
Zhonya's Hourglass
Void Staff
Deathfire Grasp
Sorcerer's Shoes
Ionian Boots of Lucidity
Pro Commentary
Pros and Cons
Pros
High amount of crowd control (3 forms).
Good burst damage.
Can instantly clear waves.
Makes your team harder to kill with high damage-absorbing shields and crowd control.
Counters AoE team compositions.
Cons
Weak early in the laning phase.
Highly susceptible to assassins in the laning phase.
Damage falls off late game compared to most AP Carries who are still a damage threat.
Is not a nuker by nature, so you will lack more magic damage than preferred.
Ultimate is extremly powerful, but may lose your team fights.
janna is for poke and a great support for ur ad carry in late if u play janna mid then u play double support protecting ur ad carry and thats awesome with a 500~600 shiled every 7 sec with cdr boots + blue i always start kage's lucky pick and go for Philo and a few dorans then i go for DD Cape, in late u r just a greater support ur dmg is not as good and mostly used for tower siege and poke, shyrelias is a great item for u cdr helps alot and one of the strongest utility items ingame ...abyss cepter if your team is playing ap top skip it if not, same goes for WOTA RoA gives u a nice junk of HP and Mana if need, as long u live ur ad carry shoud live aswell so HP always helps, never use ur shield in TF for yourself only for the ad he will need it and rape the entry enemy team just focus on protectim him and thats where janna realy shines even if ur ad carry suck you can make him look great an dbasicly win TF even if no one is giving you the fame you shoud get ;-)
I opt for Kage's-> DFG often, but it really depends on what I need at the time. I do agree with you at some points but in the current meta 2 Shurelya's is common as is and while 3 is not bad at all, I think it might be slight overkill.
I like RoA but I think you really need the AP as soon as you can in order to maximize your efficency, you do falter late game so you want to maximize your utility early to snowball your team into a victory.
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Posted 2/5/2013 10:30:54 AMWill of the Ancients? Only 2 / 4 abilities deal damage and all of her abilities scales good with AP. Not to mention, her ultimate is a massive heal.
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Posted 3/24/2013 9:02:33 AMWota also has an aura ;)
Nick aka Crs Skyblade: LoLPro Admin, Content Editor & Social Media Manager
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Posted 10/25/2012 6:23:02 AMI like to build Lich Bane instead of Wota to have more damage kiteability.
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Posted 8/19/2012 1:46:03 PMi dont like the item build
janna is for poke and a great support for ur ad carry in late if u play janna mid then u play double support protecting ur ad carry and thats awesome with a 500~600 shiled every 7 sec with cdr boots + blue i always start kage's lucky pick and go for Philo and a few dorans then i go for DD Cape, in late u r just a greater support ur dmg is not as good and mostly used for tower siege and poke, shyrelias is a great item for u cdr helps alot and one of the strongest utility items ingame ...abyss cepter if your team is playing ap top skip it if not, same goes for WOTA RoA gives u a nice junk of HP and Mana if need, as long u live ur ad carry shoud live aswell so HP always helps, never use ur shield in TF for yourself only for the ad he will need it and rape the entry enemy team just focus on protectim him and thats where janna realy shines even if ur ad carry suck you can make him look great an dbasicly win TF even if no one is giving you the fame you shoud get ;-)
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Posted 8/22/2012 10:36:44 PMI opt for Kage's-> DFG often, but it really depends on what I need at the time. I do agree with you at some points but in the current meta 2 Shurelya's is common as is and while 3 is not bad at all, I think it might be slight overkill.
I like RoA but I think you really need the AP as soon as you can in order to maximize your efficency, you do falter late game so you want to maximize your utility early to snowball your team into a victory.
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Posted 8/16/2012 9:16:41 PMAwesome been waiting for a janna ap mid guide not bad either but i dont get the woa cause i think the shield and ult is enough sustain
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Posted 8/22/2012 10:33:45 PMIt's mainly for the team aura, potential double WotA. It's not a must-buy every game, but it works and there's nothing wrong IMO with a team aura.
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