This Build Guide for Janna is for Duo Bot lane and is by Doublelift, a platinum ranked player on League of Legends. Janna is a support champion that specializes in damage mitigation, positioning, and displacement.
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
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Heal
Restores 75 + (lvl x 15) Health to your champion and 100% of that to nearby allies. All targets healed will have a 50% reduction in heal amount from other summoner heal spells for 35 secs.AoE range: 600
Heal
Item Build
Starting Items
Sight Ward
x3
Vision Ward
x2
Health Potion
Full Game Build
Boots of Speed
Sightstone
Philosopher's Stone
Ruby Sightstone
Shurelya's Reverie
Ionian Boots of Lucidity
Mikael's Crucible
Aegis of the Legion
Runic Bulwark
Oracle's Elixir
Crystalline Flask
Enchantment: Alacrity
*You will, at some point during the game, need to sell Crystalline Flask to make room for more Sight Wards, as the 3 you get from Ruby Sightstone will not be sufficient. I added this option at the very end of your full game build, but you may choose to do it much earlier.
Pro Commentary
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.
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 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.
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 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 160 (+0.9*AP) damage and grants 32 Attack Damage until it breaks.
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.
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.
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.
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.
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.
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.
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.
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.
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 150 (+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.
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.
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Pros and Cons
Pros
High mobility due to her global passive and her passive speed buff from Zephyr (W).
Has one of the highest amounts of crowd control for a support.
Incredibly good at kiting, which makes her an excellent pick vs melee heavy team comps.
Has the ability to counter area of effect team comps with her ultimate which allows her to reset a team fight if it's going bad.
She can separate the enemy team's front line of bruisers and tanks from their back line of vulnerable carries, which may cause them to lose focus and positioning.
It is hard to gank her duo lane post level 6 becuase of the ability to ultimate and tornado the enemy jungler away
So since the increase in price for the Crystalline Flask, is it still smart to start with that for Janna? You can only buy two wards, instead of four, unless you wait for the extra gold to get a third. Opinions?
Someone mentioned bc as counter to janna. As a Janna player i would disagree with that. Same for Alistar. Although bc is the support i detest most as enemy i dont have any problem with him as long as i dont make mistakes. janna q can stop him so easily. e can even save a grabbed carry if the enemy carry is not a bursty one. q can disable the enemy carry while ur carry is stunned. And this is only the worstcase in which ur carry was foolish enough to let him grab. Bc is after all a noobstomper, not a strong support.
Leona, especially with ez or graves (Tristana?) might be a real problem, tho i could handle her quite good in the past. The only supports that i found hard were Sona, Taric and Nami. Sona and Namis sustain and harras, Nami and Tarics Sustain and cc.
What u really need with janna, is a good carry. More than with other supports u are focusing on the carry to deal the dmg. You dont have a heal for his or your mistakes and trades. You cant top-down an enemy as blitz could. You make your carry stronger and give him the few seconds to get the kills. Your only killing-tool aside of your carry is your ultimate-flash combo(which is my answer to a leona-initiate. Usually she lands under my turret while the carry is pushed apart).
at the end.. well, im not a pro-player. My current elo is 14xx and there i won my last 6 rankeds with janna. I like her very much for she is all about timing, positioning and you can win a game without dealing any damage!!
One last thing: Prepatch i felt a bit stupid when i autoattacked Taric with janna but now its farming Gold! Thank Mithros! I really love that <3
What about the possibility of instead of doing aura supportjanna going with pure ap supportjanna? To make your ultimate and shield that much more frightening due to how much they help your team mates. For the most part I usually do pure ap janna and I find myself keeping my team mates alive even if we get hit by multiple ults plus it allows for the punishing capabilities if you are being chased due to the extra damage on your q ability.
The problem is that you will probably not have the gold to get very many AP items without farm or kills. The more cost efficient aura support items (especially gp based items) are going to let you have a bigger impact on your team.
Why not take Hardiness over Intelligence, it seems to be more useful early game. And i think early game is the most crucial phase, and i believe janna can be to easily overrun by a Alistar or a Blitzcrank. Taking Intelligence is assuming you reach mid/-late game. Your thoughts?
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Posted 6/14/2013 11:52:25 AMahri zyra nasus
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Posted 5/25/2013 9:30:47 PMscaling mr glyphs work too or should it be flat?
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Posted 3/4/2013 7:40:58 AMSo since the increase in price for the Crystalline Flask, is it still smart to start with that for Janna? You can only buy two wards, instead of four, unless you wait for the extra gold to get a third. Opinions?
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Posted 12/22/2012 8:26:39 PMSomeone mentioned bc as counter to janna. As a Janna player i would disagree with that. Same for Alistar. Although bc is the support i detest most as enemy i dont have any problem with him as long as i dont make mistakes. janna q can stop him so easily. e can even save a grabbed carry if the enemy carry is not a bursty one. q can disable the enemy carry while ur carry is stunned. And this is only the worstcase in which ur carry was foolish enough to let him grab. Bc is after all a noobstomper, not a strong support.
Leona, especially with ez or graves (Tristana?) might be a real problem, tho i could handle her quite good in the past. The only supports that i found hard were Sona, Taric and Nami. Sona and Namis sustain and harras, Nami and Tarics Sustain and cc.
What u really need with janna, is a good carry. More than with other supports u are focusing on the carry to deal the dmg. You dont have a heal for his or your mistakes and trades. You cant top-down an enemy as blitz could. You make your carry stronger and give him the few seconds to get the kills. Your only killing-tool aside of your carry is your ultimate-flash combo(which is my answer to a leona-initiate. Usually she lands under my turret while the carry is pushed apart).
at the end.. well, im not a pro-player. My current elo is 14xx and there i won my last 6 rankeds with janna. I like her very much for she is all about timing, positioning and you can win a game without dealing any damage!!
One last thing: Prepatch i felt a bit stupid when i autoattacked Taric with janna but now its farming Gold! Thank Mithros! I really love that <3
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Posted 12/22/2012 8:52:02 PMBlitz does not counter janna.. you just dont get hooked. EZ. Constant harass is what counters janna in lane (since she has no sustain)
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Posted 12/4/2012 6:41:26 PMDo you think that Oracles is still worth it, considering the changes to it? It still costs 400 gold but only lasts 5 minutes?
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Posted 12/6/2012 12:58:25 AMYes, mid and late game its almost a requirement because the amount of pressure on baron control. It's less effective going early game.
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Posted 11/18/2012 6:08:51 AMi take on Tournament Play runes for full support, it really helps
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Posted 8/12/2012 11:07:01 PMWhat about the possibility of instead of doing aura support janna going with pure ap support janna? To make your ultimate and shield that much more frightening due to how much they help your team mates. For the most part I usually do pure ap janna and I find myself keeping my team mates alive even if we get hit by multiple ults plus it allows for the punishing capabilities if you are being chased due to the extra damage on your q ability.
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Posted 10/29/2012 8:34:12 PMThe problem is that you will probably not have the gold to get very many AP items without farm or kills. The more cost efficient aura support items (especially gp based items) are going to let you have a bigger impact on your team.
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Posted 7/23/2012 6:30:12 AMWhy not take Hardiness over Intelligence, it seems to be more useful early game. And i think early game is the most crucial phase, and i believe janna can be to easily overrun by a Alistar or a Blitzcrank. Taking Intelligence is assuming you reach mid/-late game. Your thoughts?
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Posted 12/6/2012 12:58:50 AMMasteries have completely changed now
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Posted 7/3/2012 3:40:54 PMI understand that Taric/Yorik counters her on lane, but why Sona? due to poke?
Also, I'm pretty sure that Leona/Blitz can counter her. So does Nautilus
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Posted 12/6/2012 12:59:13 AM100% becuase of the poke that you can do to janna and she has no sustain, but the cyrstaline flask prevents it a bit.
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Posted 6/19/2012 3:58:54 PMmeh too much cdr i would take merc treads over ionian boots