This section will cover specifically what Janna offers over certain support champions such as Soraka and Leona.
I will judge the champions in the following categories:
Difficulty out of 10
3. Contesting Objectives
4. Team Fights (This may be what Janna needs to do against them, or what they do, or differneces)
5. Champ Specific (One can _______, but the other can't)
6. How to Counter
****Please note that every champion is very different and played differently****
Alistar (COW OUT OF NOWHERE)
Alistar used to be banned every game because of his jungling power, but he's a rare pick these days.
1. Alistar has a mini heal, but Janna has her shield. Alistar's heal can also heal minions, so it can be used to push lanes a little bit better.
2. Both peal well, but Alistar can peal better than Janna any day.
3. Janna and Alistar both can contest well, but in different ways. Janna has her tornado (which is better than Ali's Pulverize in some situations), but Alistar can AOE knock up immediately with an additional knock back. Janna can disengage the fights, but Alistar cannot do so as easily.
4. In team fights, Alistar kind of runs in the middle of everyone and CCs, or (more often) peals for the ADC. He also is SUPER tanky with his ulti. On the other hand, Janna skits around on the outskirts of the fight waiting to pull some plays while throwing tornadoes, auto attacks, slows, shields, etc. She can make some big plays with her ulti, but less often than Alistar's plays. Again, she disengages way harder than Alistar.
5. Ali is a tanky support. He also has obscenely good ganks. If you run him with Urgot, enemy mid should be afraid for their lives of double ganks from the jungler and cow out of nowhere. His CD's are much longer than Janna's, though.
6. To counter an Ali lane, you have to play relatively passive and deny engages. Then, poke back and punish them for their aggression. Ali lane is very volatile and can snowball really fast, so make sure you don't give them a kill because once he hits 6, that lane is going to dive all day just like Nunu. Don't be afraid to use your spells in this lane, but be very careful not to go oom. The key to this lane is to not get all-in'd and to engage only on your own terms.
Blitzcrank (Oh God, please dodge the hooks...)
Difficulty: 5/10, 8/10 if you or your ADC suck at dodging hooks
Blitzcrank is a common ban simply because of his hooks.
1. Blitz has no sustain at all. Janna beats him hands down here.
2. Blitz can't peal for anything; he has a knock up (single target, at that) and that's it. However, his silence can really screw up your Monsoon if you need it for a clutch heal.
3. Blitz is the king of offense at level 1 as a support; his pull is just REALLY REALLY GOOD. However, in a defensive aspect, he's rather lacking. Janna is more versatile in this way, but come mid/late game, all Blitzcranks CAN beat all Jannas in taking objectives to a skill cap, in which Janna now knows how to actually take objectives... this comes from experience only.
4. Blitz's job in team fights is to engage them by making it an instant 4v5 with his hook (this is assuming that he actually gets a good pull, and doesn't pull the Amumu/Nautilus/etc.). Again, he can't peal for crap, so he really can't protect the ADC as well as Janna. However, he's MUCH tankier and has way more damage than Janna does. Unfortunately for him, he can't disengage for anything either.
5. Blitzcrank is one of the most unique champion in the game because of his (already mentioned) Rocket Grab ability, more commonly known as the hook, the rape dungeon, the pull... you name it, you know it, you hate it, you love it. He also has a .5 second silence which is VERY useful in all situations where there is a champ on the other team with channels (Kat, Fiddle pre-ulti blink, Nunu), but Janna can interrupt twice. Janna has way more utility than Blitz, but he makes it up with the hook.
6. To fight a Blitz lane, you first must not get pulled. If pulled pre-6, you're probably a little screwed, but do not fret. Simply shield, tornado both him and the ADC if possible, and run away. Burn Flash if you must. The key to anti-Blitz is to only engage on him and to never let him initiate. Blitz doesn't have much if engaged upon. Post 6, you can really screw him over if you get pulled and he doesn't immediately knock you up. You can try to Flash + Ult split them or knock them into your tower if you're close enough. And for the love of all things don't get pulled into his tower.
Fiddlesticks (3 SECOND FEAR; I AM NOT KIDDING ->
Difficulty: 4/10, 8/10 if you're not good at counter warding i.e. he Crowstorm initiates every fight
Fiddle is a rare pick for ANY lane, even jungle. This is because his jungle is easily countered and he's just not as good as other champion in all other lanes... except as a support champion.
1. Fiddle has no sustain at all. Janna has shield. On the flip side, he has a self heal that does damage.
2. Fiddle can peal against certain people like those who require spells to keep up if for some reason his fear simply isn't enough. Take Akali for example, who needs to spam Shadow Dance to keep up. The silence can be used as a defensive pealing tool. Janna's tornado is better for interrupting.
3. Fiddle is the king of "I HATE YOU SO GOD D*** MUCH" because of the fear that lasts for-freaking-ever. Support Fiddle is really good at taking objectives once he hits 6 because even without a lot of AP, his ulti hits like a truck, especially from over a wall into a silence->fear->drain combo. He can't disengage against multiple people like Janna can, though.
4. In team fights, Fiddle wants to just jump into everyone with an Ulti + Zhonyas or a silence->fear->drain combo, but in all the chaos, his skills are used offensively in most situations so he won't really be able to peal for his carry. Also he can't disengage for his life.
5. Support Fiddle is an extremely rare pick as of 10/5/12, but he's getting a little more action as time passes. He's a kill lane basically, and a support that does damage. His fear is similar to Taric's stun (except shorter range) in that it's an obvious sign to engage, but he's much squishier when he's not using Drain than Taric is (even after using Shatter).
6. Don't get in range to be feared. If you do get feared, it's not really that bad considering your ADC can retaliate, but Fid has a lot of innate sustain from his Drain spell, so don't stand in it too long. Fiddle's ADCs tend to be all-in because of his 3 second fear, but you really have to be careful of his silence as it can bounce in between you and your ADC. At 6, make sure you try to interrupt the channel time before his ult pops and if you can't, just ult that Crowstorm away. Saving your ult isn't worth getting destroyed over. Poke when his fear is down and try to attack his ADC instead.
Gangplank (I ate oranges, and it was K! They were made fresh from Flori-DAAAY - The Yordles)
If you haven't seen that video on youtube, I highly recommend watching it. Here's the link: http://www.youtube.com/watch?v=g-VBwa2FY5M
Difficulty: 3/10 unless he goes Critplank, and then it's 9/10 if he's a lucky bas**** with crits.
Gangplank is a weird poke support and can't really do much past his gun and ult. Keep in mind his ult is global and slows.
1. GP has no sustains for his ADC, similar to Blitz/Fiddle, etc. while Janna has shields. He also has free cleanse on oranges (as most people know and love/hate).
2. GP cannot peal for anything until level 6, and then it kind of sucks having to use your ulti every single time you need to peal really hard. Janna can use tornado and then it's K. However, he does have Raise Morale which is sometimes enough to save the ADC.
3. GP can't really contest objectives very well until 6 considering he only has a small slow on his passive (his Q (gun) applies the slow). However, he CAN steal objectives if he gets lucky with his ulti.
4. In team fights, GP just goes crazy, uses Raise Morale, shoots people, and ultis. Again, he can't peal for his carry at all, but does damage. If he doesn't for some reason use his ulti in the team fight itself, it's used to pick runners off or slow them down.
5. GP's lane is a poke lane. He is literally Sona in lane without an AOE stun or heal for the ADC because all he does is pew pew pew them with his gun and spam Raise Morale for engages/escapes.
6. Shield his pew pew harass and you shouldn't really have too much of a problem. He can't build real damage since he won't have farm, but be careful of his ult past 6. You can out trade his lane most of the time if you kite well enough.
Heimerdinger (SUPPORT STAR HEIMERDINGER! - SivHD's guide)
SivHD's Support Heimerdinger guide: http://www.youtube.com/watch?v=ic7OJJm4hGE if you're interested.
Heimerdinger is a very rare pick, and normally goes mid lane, but CAN support. His supporting is odd in that he zones hard, but also does damage. In addition, he naturally pushes really hard so be prepared for your jungler to gank a lot.
1. Heimy has something to sustain his support with... Seriously. His passive increases HP regen. This is pretty good for really passive lanes with little poke and helps a lot over time. It isn't Soraka's heal though. Also, he can block skillshots for his ADC with turret blocks.
2. Heimy can peal! His grenades stun at the center if he hits them and considering it's an ADC/Support lane, even if you hit them with it they'll get blinded and be rendered unable to kill your ADC! It's still not better than tornadoes though...
3. Heimy can't contest objectives well unless he sets up before-hand with well-placed turrets. On the otherhand, his grenades give sight where the AOE hits (similar to Lux's Lucent Singularity) and can help in that way.
4. In team fights, Heimerdinger has to set up to be helpful. His ulti gives all his turrets slow which is REALLY good, but only if they're actually in good spots. In this way, he offers utility from a distance like Janna, but he has only one hard CC (and even then it's hard to hit).
5. Heimerdinger offers tactical advantages over the enemy team and deals much more damage than Janna. He also has more consistent soft CC with his ulted turrets compared to Janna's Zephyr. Unfortunately he can't disengage for anything and is stupidly slow.
6. Don't run into his turrets and don't get hit by his grenade. Stay behind your minions to avoid rocket damage and you should be fine. When you go all-in against Heimer, you have to be really careful past 6 because of perma slow turrets, but if you can blow him up after his ADC fast enough, it shouldn't be too much of a problem. If you or your ADC have rockets flying towards your face make sure to shield it and retaliate a bit because it has a decent CD.
Karma (No Longer a Fan of Fans :( )
Difficulty: 2/10, just annoying when trying to kill them (lucky us; she used to be 6/10)
Karma is now a mid/support leaning more towards the support role. She has somewhat decent poke with her reworked Q, but much less overall damage than before. I honestly think she's less threatening in lane now.
1. Karma no longer has a heal for her ADC, and now has a mediocre shield + speed for her partner. It's basically an inferior version of Janna's shield sustain.
2. Karma can peal with her delayed snare and slow in addition to her shield + speed. Her Mantra Q does well in slowing both you and your ADC, but her Mantra E double shields and speeds... It's really annoying.
3. Karma does NOT take objectives well. She's even weaker than before because she has less damage and less overall usefulness in the fight after she blows her Mantra. She basically needs Mantra to be really helpful.
4. In team fights, Karma just spams all her abilities to keep the ADC safe from mean bruisers... basically the same thing that Janna does with different abilities. She is not very effective in it though.
5. Karma uses a semi-unique charge system for her ulti, but also gets it at level 1. She can only have one stack on Mantra, but reduces its CD every time she AAs an enemy. When used, Mantra buffs her next Q W or E spell.
6. If Karma wastes her Mantra stack, you can probably just kill them if you have an ADC that's decent early. She doesn't offer much until a lot later as her scaling isn't the best, especially without Mantra. The key to this lane is denying her use of Mantra spells during real fights. Otherwise poke and shield their poke.
Leona (The Plastic Sword Lady)
Difficulty: 8/10 with a really strong all-in ADC, made easier if you're good at interrupting her dash
Leona is first, and foremost a kill lane, so she's drastically different from Janna.
1. Leona has even less sustain than Janna does for her ADC; she has no shield, heal, regeneration, etc.
2. Leona is perhaps one of the few champions can CAN peal harder than Janna in that Leona has 2 flat stuns and a mini-snare on her Zenith Blade.
3. Leona takes objectives very well in that she's a stunning factory. She cannot retreat as safely, though.
4. In team fights, Leona will jump in and most likely stun the AD carry or AP caster. Her ulti can really f!@# up your day because it's an AOE stun/slow and on top of that her Eclipse spell makes her a really tanky and annoying support... On the other hand her CD's are really really long, so take advantage of that.
5. Leona is one of the strongest all-in supports, so keep an eye out for a Graves, Draven, or MF pick, etc. as it may indicate an all-in lane. She's also one of the few Blitzcrank counters outside of dodging hooks. In addition, she can keep someone locked up for like 3-4 seconds...
6. To counter Leona, you MUST perfect knocking her up before the Zenith Blade spell finishes activating. There's a small time frame when she hits someone with Zenith Blade before she turns into a little orb and dashes to her target, which is when you must hit her with tornado. Otherwise, aim the tornado at her target and knock her up ASAP. Past 6, you can punish her for diving in and just Monsoon her into your turret, but be careful because you must be sure you'll win the all-in.
Lulu (YOU'RE A BUNNY!)
Difficulty: Varying/10, 1/10 if she's bad, 7/10 if she's good, 9/10 if she AND the ADC are good
Lulu is a very unique support in that she has a little bit of everything except a heal... until 6...
1. Lulu has a shield just like Janna, but it costs more mana and shields for less so it is overall less efficient. On the other hand, it also places her fairy Pix on top of the shielded ally (or damaged enemy) which can lead into some hard 80% slows (diminishing over time).
2. Lulu can peal single targets way harder than Janna with her polymorph and 80% slow. In addition, she can peal multiple targets well if they enemies are on top of the ally with her ultimate. Her peals can also turn into baits with the sometimes unexpected health buff and shield.
3. Lulu take objectives decently in that she does some decent damage even without AP items and has very powerful disables. Her shield also gives vision of the enemy it is cast on, should she choose to use it offensively. Sometimes this can lead to a glimpse of the objective and thus, a steal.
4. In team fights, Lulu WANTS the enemy team to clump because of her ulti (if you didn't know it's an AOE knock up). She will likely shield the initiator because she can proceed to slow the entire enemy team with her double-skill shot. She can disengage decently with her powerful slow, but not nearly as well as Janna.
5. Lulu is the only champ in the game with a polymorph and has one of the strongest slows in the game with a unique double skill shot.
6. Shield her poke and play it really safe. She has pretty much the same amount of utility as you do and a lot more damage. If your lane pokes, try to avoid her Glitterlance because they'll get free hits on you with its huge 80% slow. At 6, her all-ins become much more straight forward than yours do and diving that lane becomes a nightmare. I recommend waiting for jungle ganks to kill them unless you can split her up from her ADC and blow the ADC up before Lulu ults. Even then it's risky because she can just Flash and ult.
Lux (Lasers... Lasers everywhere...)
Difficulty: 5/10, 7/10 if you or ADC are not good at dodging skill shots
Lux is a kill lane with insane kill potential for her ally, but is really easy to counter bot lane by standing behind minions. She's not like Blitz in that it pulls the enemy to them so... she's just better mid by far.
1. Lux has a boomerang skill shot shield that in TOTAL shields for a relatively high amount. This is considering that most or all of BOTH shield procs are used up, which 90% of the time does NOT happen. Other than that she has no heal of any kind.
2. Lux peals surprisingly well with her double snare and AOE slow. If she's good, she'll throw out her Lucent Singularity and force enemies to run through it and be slowed/take damage, or run around it and waste time. It's similar to Zigg's mines and Orianna's ball.
3. Lux is stupidly good at taking objectives. Her snare hits 2 targets which is AMAZING, and her Lucent Singularity GIVES VISION IN THE AOE. This means that if you don't have a ward on baron or dragon and you want to check it, all you have to do is throw it onto the spot it normally sits at. When taking other objectives such as blue or red, you can use it to get vision for a jungler smite steal or laser. By the way, her laser is stupidly good at stealing buffs/baron/dragon if your Lux is good at timing.
4. Team fights with a support Lux are kind of... meh. If it's going bad she has to rely on others to disengage for her. Also, she has low CC once her Lucent Singularity is procced and her snare has a long CD. On the other hand, if you do happen to get hit by her snare you're dead (similar to Morg's Dark Binding). Also her lasers are really good and can be used twice every fight. She has WAY less everything than Janna except damage.
5. Lux is an extremely long range mage, so be careful of that. Otherwise, she's not that different from everyone else.
6. Dodge. Her. Snare. For the love of everything, just dodge her snare. It's basically a big target saying, "Here, this person CAN'T MOVE! KILL THEM." Especially at 6, you need to dodge it because she has really good base damage and can transition into AP Support/Carry Lux if she gets fed. Her Lucent Singularity gives vision, slows, and deals damage if procced so don't stand in it. Keep in mind that her spells have long CDs so poke a lot when her spells are down.
Morgana (That spellshield...)
Difficulty: 6/10 for the sole reason of her spellshield...
Okay seriously? Morg is just better in mid... or is she? It's really rare to see Morgana in bot lane, but it's very effective against people like Leona who crazy stun locks (Black Shield OP).
1. Morgana has ZERO sustain against all damage except magic damage... Which basically translates to no sustain in lane against everyone but Ezreal and Tristana.
2. Morg doesn't exactly peal really hard, but try catching someone you can't CC at all. Yeah, it's hard. Also blocking her Dark Binding with your face isn't fun.
3. Morg is really good at taking objectives by just being there if she's level 6+. Even before, her Dark Binding is always a huge threat even if it's really slow. Her burst damage is really high, so she can steal objectives too.
4. In team fights, Morg can really screw up the enemy team. Her flash+ulti+Zhonya's is ridiculous... As support she'll have it REALLY late compared to mid lane, so it's easier to focus her down, but if she land it, oh man it's a feeding fest. It's similar to Ashe's arrow hitting someone - KILL THE ARROWED NOOB. Anyway, dodge her Dark Bindings or your dead too. Morg and Janna fill completely different roles.
5. Morg is one of hte scariest champs in the game because of the unique way her ult works and her spellshield. Never forget that she has these...
6. Dodge her Q and don't wait around for her ult to proc. Be wary of her spellshield when going for a split or all-in'ing, and that's all you really have to do. Ganks with her lane are strong and ganking that lane is very difficult so be ready for a hard lane phase.
Nami (Bubbles and Tsunamis... Oh god why...)
Difficulty: -1/10 if she sucks, 7/10 if she's good
Nami is one of the newer supports and has made a bit of a come back. She's actually really strong! Be really careful of bubble because it can AOE stun you and your ADC and do be careful not to kill your ADC with her heal/damage bounce.
1. Nami has a bouncing heal/damage (heal->damage->heal or damage->heal->damage) that CAN heal both her ally and herself if she has good positioning. Note that each bounce has its own little AOE where another bounce can take place. It only targets champions.
2. At level 1, Nami normally picks up the bubble which gives ~ a 1.5 second stun IF she hits it. It is VERY strong if it hits you. You MUST dodge this in lane or you will be punished hard. She also gets an AA modifier at level 3-4 (depending on when she drops a point in her E) that gives the recipient's next 3 AA's a magic damage bonus and slow bonus. At level 6, her peal gets disgusting with her giant wave. That thing slows you for ~70% for a minimum of 2 seconds that increases depending on how far it had traveled before it hit you. It also knocks up enemies hit by the wave in the first place. Overall her pealing power is directly related to her skill; if she sucks, her pealing will be worse than if she was playing Ali and was bad.
3. Nami invades are really good if she hits the bubble. After her buffs, it is significantly easier to hit her bubbles, so she's that much more dangerous in all situations. However, hopefully someone else can initiate the fight for you so you can follow up stun.
4. Team fights are where Nami really shines as she can hit multiple people with her Q more easily and where her ulti becomes more relevent. The wave will likely be used to cut off your escape route, slow everyone down, or force you to flash across walls if they want to live. Her heal is really irritating and very strong.
5. Nami has an AOE stun, a bouncing heal, and a slowing AA modifier. She is unique compared to the many other champions in this game. She is also one of the harder supports to play. Be ready for her even if she's rare.
6. Dodge the bubble and shield her bouncing damage/AA modifier damage. It's hard to poke against his lane because she has 2 strong poking abilities and an all-in/anti all-in stun, so be very safe when poking. At 6, her wave is a constant threat, so don't forget if it's up or not. However, if she misses her wave and your lane is healthy enough, it may be a good time to engage because the wave is her main initiation after 6 due to how difficult it is to hit her stun.
Nautilus -"Sometimes I feel like this anchor just weighs me down..."
Difficulty: 4/10 mainly because he can really stick to your ADC if he wants to
Nautilus is a rare support mainly because he's a beast jungler and a somewhat decent mid. His hooks are similar to Blitzcrank's hooks, but only pull halfway.
1. Nautilus has no sustain against the enemy laners for his AD, but his shield is annoying when you're trying to kill him.
2. Nautilus has 4 CC abilities. That's right. 4. His auto attack SNARES, so that means he has 2 CC abilities AT LEVEL 1. He peals SO hard, especially once he hits 6.
3. Oh man... Nautilus invades are just... terrifying. He can't pull through walls like Blitz, but if he gets up in your face, you're dead. There's no way around it. Naut just has too much CC. Also, if he's fed, he'll do stupid damage (it's similar to feeding Maokai). Even at level 1 his invade/defend is good.
4. In team fights, Nautilus is one of the most disruptive champs in the game. His ulti can knockup the entire team, his Riptide slows everyone, and his anchor is just a b!@#$. Also, his shield makes him an even more annoying tank and impossible to kill. Also, his auto can snare multiple enemies in consecutive order. On the other hand, it can only snare one person every couple seconds.
5. Naut has the same hook idea as Blitz, but can also escape with it. He's also the only champion in the game to have 4 CC's in his kit (snaring AA, hook, AOE slow, dat ult).
6. Do. Not. Get. Hooked. Against Naut, it's almost worse than Blitz because getting hooked is more often death against Naut because of how much CC he has... unless you tornado :P. Other than that, even after 6 they can't really all-in you if you play smart (and this is why I give this match up a 4). This is because Naut has to mini dash slightly ahead of his ADC to engage with hook. You can (like against Leona) abuse this hard and just split them apart for an easy kill. This is assuming you're on even footing and both hit 6 around the same time. Split from your ADC when he uses his ult and play SMART.
Nidalee (SPEARS. HEALS. TRAPS. SO ANNOYING.)
Difficulty: 2/10, 8/10 if you or ADC can't dodge spears well or you're not good at counterwarding
Okay... Nidalee is stupidly good top and mid, so she's also a very rare support.
1. Nidalee has a decent heal, especially if she's actually smart and maxes it first. Be warned, that after she heals her AD it will be dangerous to engage because it gives an attack speed buff too.
2. Nidalee has no CC at all, thus she can't peal for anything. She can throw spears to make you dodge, but that's kind of it.
3. Nidalee's invades are just weak... she can give some vision with her trap and poke with spear, but compared to other champions, she'll be inefficient, especially since she has no AP or AD as support.
4. Nidalee has weak team fights as a support, just as her team fights are weak as AD or AP. It's just that she'll do even less damage.
5. If Nid maxes her spear first, your lane will be annoying, but also easy to win (sit behind minions).
6. Sit behind minions and don't get speared. Then all-in her lane and she won't have much. At 6, it becomes a bit harder because of cougar form, but seriously, it's a weak lane.
Nunu -"The yeti knows the way."
Difficulty: 5/10 You can mitigate his damage and counter his spells, but they still create openings
Nunu is best with Kog'Maw because of the attack speed buff and how hard Kog scales off of it. He also
has a powerful attack speed/move speed slow.
1. Nunu can heal... himself...
2. Nunu's slow is a lot better than people give him credit for. It peal's pretty hard, especially if it's the enemy AD carry since it reduces attack speed.
3. Nunu's invades are powerful because he can't die in jungle, nor can he be caught. His slow+eat+blood boil is really strong.
4. Nunu's team fights are really strong in that his ultimate, even without a lot of AP, can decimate a team and AOE slow. Other than that he basically sticks on his ADC pealing/giving him attack speed.
5. Nunu's ultimate is in the same category as Kat's; it's a VERY powerful interrupt-able ulti. These ultis usually bear huge consequences if left to channel, and Nunu's can easily chunk every enemy standing in it at the end of the channel. Using this, he can force surprise engagements in bushes, etc.
6. Shield his snowballs and knock up his ult. Other than that, just try to blow up his ADC because aiming for Nunu means he'll just heal off a minion. Be careful if he maxes snowball first because it will seriously hurt.
Orianna (Free wards with better shield than Janna...)
Difficulty: 5/10, 8/10 if it's Trist/Ori, 9/10 if you're bad at interrupting Trist's hop towards you
Orianna is a rare support these days because of her strength in mid lane, but she brings a unique play style for the bot lane. She's best with Tristana for jump->Ori R + W combos.
1. Ori has a shield that actually mitigates more damage than Janna's shield at base value. This is because it also gives the shielded ally an armor/MR buff.
2. Ori can't really peal, but she can speed up her ally. Once she hits 6, she can peal an entire team with her ulti, but it's so valuable that it's almost a waste sometimes.
3. Ori's ball is invaluable when taking objectives because it gives permanent sight as long as she's nearby. It is also (if you didn't know) invulnerable and the center of all her spells which means stealing buffs from a safe distance.
4. Team fights with Ori are amazing if you have an initiator with a dash like Malphite, Shyvana, or Wukong in that once they charge in, Ori can simply Shield->Ulti->Dissonance, or even shield and speed up before the engage. Ori can't really disengage as hard as Janna can, but she has more hard CC and a speed buff/debuff.
5. Orianna is the only champ in the game that has all her spells based on a stationary object. She is also one of, if not the most unique champ in the game.
6. Ori's AA harass really hurts but Supportiana shouldn't have too much AP this early, so you can probably just shield the lane harass and poke back. Be careful because her shield is better than yours in terms of defense, but yours is better suited for poking BEFORE IT BREAKS. Hers gives +Armor/MR while yours gives a ton +AD. Don't get caught out by her ult and you should be fine considering her damage will be a little low despite really good base damage.
Sona (AA->Q->AA = Half your life is gone... And then you have to dance for her.)
Difficulty: 8/10 because ^^^^^^^^
Sona is a poke champ in bot lane that can really screw over the more passive lanes. She's also known as a common counter to Soraka lanes.
1. Sona has a spammable heal that is less powerful than Soraka's, but can be cast MUCH more often.
2. Sona can't peal for anything until 6 when she gets Crescendo. Until then, the lane has to rely on her wimpy little speed buff at 4 and the sustain from heals starting at level 2.
3. Sona can't take buffs that well until 6 in which she becomes a god because of AOE stuns. Pre-6, she can't do much, but she's one of the few supports that does high damage early.
4. Sona's team fights are godly because her Crescendo is one of the best follow-ups in the entire game, especially if you have a comp like Amu jungle, Kat mid and Sona bot. She can really keep the enemies locked up while spamming auras and Power Chords.
5. Sona's unique trait is the Power Chord in which she can simply do more damage, reduce damage dealt by the target, or slow a single target. Proper use of the power chords is essential.
6. Shield her harass as much as possible and rush for Philo Stone as fast as you can because you'll be spamming in this lane. She's going to harass a ton and do so much damage so her lane can go all-in at 6 with the AOE stun. Once her Q is down, you can destroy her because she's pretty much the squishiest support in the game right now. Your lane's poke against her is a nightmare for her, so keep in mind that her greatest strength is also her greatest weakness since her heal will be very weak until about 8/9. If she wastes her ult, all-in and destroy them.
Soraka (You think you did damage? HEAL *trollface.jpg*)
Difficulty: 1/10 Just kill her and ADC, don't sustain war it
Soraka is famous for her lanes that never go b ever. She has a global heal and an all-important silence.
1. Soraka has the most sustain out of all other supports. Her heal is extremely powerful, but has a long CD at about 20 seconds. Also, her ulti is a global heal which can save allies in their time of need.
2. Soraka is even worse at pealing than Sona because she doesn't even have a stun or a slow. On the other hand, if it's a channel that's messing up your ADC, she can end it with Infuse.
3. Raka is awful at taking objectives because she literally does no damage as a support and is built for sustained fights.
4. Team fights with Raka is all about silencing the right target, healing, and spamming Starcall as much as you can because it lowers MR.
5. Raka is the only champ in the game with 2 heals, one of which is global. She is extremely different from Janna.
6. Wait for her to heal herself and then all-in the ADC. She can't fight off and all-in very well considering she only has her silence, but do NOT get heal baited by her ult. It's preferable to have an Varus against Raka, especially with Janna, but anyone who can all-in well works. Be careful at level 1 because good Rakas often skill Q if level 1 fights break out as it has the one of the higher DPS's of spells early on.
Taric -"Gems are truly outrageous... They are truly, truly, truly... outrageous..."
Difficulty: 7/10, 9/10 with an all-in ADC
Taric is widely known as one of the best solo-queue supports because it's obvious when to engage, etc. He's a jack-of-all-trades.
1. Taric has a decent heal, but it's not as good as Soraka's (it's weaker) or Sona's (it's less spammable)
2. Taric's peal is decent because of one sure stun and decent damage for a support. However, he only has one stun...
3. Taric can catch people out of position, so he's pretty good at contesting; Janna's still better.
4. Taric's teamfights are about being an aura-wh!@e and spamming stuns/heals wherever he needs to.
5. Taric is a jack-of-all-trades and has a little bit of everything except a shield. He does not specialize in anything, but is widely known as an aura-wh!@e.
6. If he stuns, you tornado. If your tornado is down, then shield and hope they don't do too much damage. He's a king of solo-queue all-in comps bot lane because Dazzle is a HUGE indicator of "KILL THE STUNNED ENEMY" (similar to Ashe arrow. Be really careful past 6 because his burst becomes formidable on its own. To win this lane, you have to engage when his stun is down and back out before it comes back unless you're sure you can kill them. Monsoon is your best friend here because it counters all-ins.
Thresh (Blitzcrank 2.0)
Difficulty: 9/10 even if you can interrupt his dash
Thresh is currently one of the most game breaking supports in LoL. He has SO much utility and has an extremely high skill cap to boast. It's very difficult to lane against him as Janna, even with her tornado.
1. Thresh has a shield kind of like Janna's, but it has a much longer delay. It can, however, save an ally from one of the most ridiculous situations considering it can allow his ally to dash to him by clicking on it.
2. Thresh peals HARD at all stages of the game. His hook keeps you disabled for a good 1.5 seconds at least, and his Flay spell is insanely powerful as it can push AND pull you. The Box will make sure you either never get away, or never kill his ADC because 99% slows are insane.
3. Thresh is amazing at taking objectives... His simple presence denies a lot of aggression because you really don't want to engage on a Thresh. In extended engagements, his poke is also crazy... Well, it's much better since they moved the AA modifier to his Flay spell (it was originally on Death Sentence), but if he maxes Flay first then you're going to have a very hard time dealing with it mainly because he pokes really hard (not Sona hard, but almost) and your shield isn't strong enough to mitigate it completely. If he lands a hook, it's not for poke because he'll hard engage and you'll have a really bad time with it.
4. Thresh's team fights are so, so , so good because he can engage the fight despite being a semi-squishy. This is because his passive will fix his squish problem and all he has to do is hook->dash->BOX and whoever he catches is going to cry.
5. Thresh is IMO the current best aggressive support mainly because he has everything an aggressive player wants in terms of CC and then some while still having everything he needs to set up ridiculous plays. He's kind of a Jack of All Trades support but in a very strong manner.
6. Oh Thresh... Tornado his Q dashes and be very careful of his poke because it HURTS. He will also all-in around 6 because of The Box but like Leona and Naut, you can easily split him from his ADC. A favored strategy of mine against him is to wait until he throws his lantern to the ADC and ult when the ADC is dashing so he wastes the lantern dash and they're both still split. Just be really careful because he brings a TON of damage to the lane and isn't squishy like Sona.
Zilean (Free GA and insane bombs everywhere.)
Difficulty: 8/10 mainly because of free harass from bombs
Zilean is an unorthodox support mainly because he lacks many things that a conventional support has: lots of utility.
1. Zilean has no sustain for his AD until 6, in which he has a GA.
2. Zilean can only peal one person for the AD with a powerful, short speed boost. However, it's just a speed boost, so one hard CC and the target Zilean's helping is done for.
3. Zilean is good at poking and can help allies correct mistakes with his ulti. His simple presence also discourages diving and is very annoying.
4. Zilean's team fights are terrible except for his ultimate. He has low damage and his speed boost isn't amazing after the initiation.
5. Zilean is somewhat of an AP carry in early game and transitions into an odd support late in that he can't really save anyone as well or reliably as Janna.
6. Survive early game and you've won. A good Zilean lane is very very difficult to beat because of the 0.9 bomb AP ratio, but as long as you don't die and just wait for late game, you'll be fine. If you for some reason decide to all-in, be careful past 6 of his free GA.
Zyra (Another AP Mid as support; somewhat of a hybrid between Morg and Ori with AOE snare and zone control with stupid plants.)
Difficulty: 1/10 if she's bad, 7/10 if she's good; she has ridiculous control of lane
Zyra has a piercing Morgana Q (albeit, slightly shorter range), and insane zone control by simply making a plant. This isn't Plants vs Zombies Riot! However, she lacks any sustain at all. She makes up for it by having CC and the aforesaid zone control.
1. Zyra has no sustain at all.
2. Zyra can peal multiple targets for her ADC if she's good, and is practically ungankable past 6 with her AOE knock up. Remember that it frenzies the plants sprouted on its AOE!
3. Zyra has poke comparable to Sona and Zilean in lane. Her plants are really scary... Oh and once she gets Rylai's they slow for 100% of the Rylai's value too.
4. Zyra brings to a team fight as much as Morg and Amumu do. She synergizes very well with any sort of AOE comp and can even be the team's sole AOE CC. Do note, however, that it doesn't knock up until after 2 seconds of the Stranglethorns actually being on the ground.
5. Zyra has a unique plant system that is reminiscent of Heimerdinger and the newer champion Syndra. She can put them anywhere she wants, but on a lower timer than Heimerdinger's. However, she can make them much more often, so keep that in mind.
6. Don't get snared and your lane should be fine. She's similar to many supports these days because she too relies on one ability to get the ball rolling. Past 6 it's a different story because she can just Flash + Ult, but then you Monsoon her into your turret!
SO, what have we learned? Janna is really good when you need massive amounts of CC, utility, and a safe pick. It is also difficult to counter-pick Janna and her lanes. She fills a very unique role in the game, not really held by any other champion.