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JANNA BUILD GUIDE: Janna and You: The Right Way (Restructuring) by Feyvern

by Feyvern (last updated 2 months ago)

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9
Greater Mark of Armor(+8.19 armor)
3
Greater Seal of Mana Regeneration(+1.23 mana regen / 5 sec.)
6
Greater Seal of Health(+48 health)
3
Greater Glyph of Magic Resist(+4.02 magic resist)
6
Greater Glyph of Cooldown Reduction(-4.98% cooldowns)
3
Greater Quintessence of Ability Power(+14.85 ability power)
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Summoner Spells
View Summoner Details

Starting

3

Full Item Build

2
View Item Details
0
9
21
mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 2/3
mastery 4 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 2 1/1
21 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Tailwind
QHowling Gale
WZephyr
EEye Of The Storm
RMonsoon
View Skill Order Details

Introduction

Hi, I'm Feyvern! I'm a Diamond support main and you could probably guess my favorite support (THRESH?!), Janna!

lolking: http://www.lolking.net/summoner/na/23373200
Stream: twitch.tv/superfey

Who is Janna?

Janna is a very niche support specializing in zone control and peeling. She has a relatively weak lane phase compared to most other popular supports (Sona, Nami, Thresh, etc) and can ONLY be good if you REALLY know what you're doing unlike some other supports (Annie, Thresh, Morg, etc). It's really hard to win lane, especially if you're new at it as Janna is also one of the squishiest and most punishing supports in the game. On the flip side, if you do know what you're doing she is basically one of the strongest supports in solo queue, though I wouldn't necessarily recommend her in tournament play or ranked 5's unless you're extremely confident.

So when should I pick her?

Janna should be picked when kiting is emphasized and when you want to control the flow of the game and when your team engages or is engaged upon. She is arguably the most defensive support in the game for her team as she has a ton of AOE CC and powerful pick potential if you know how to use her abilities well.

Pros:

- Very safe once you know how to use her
- Almost ungankable
- Huge teamfight presence
- Amazing sustain if you use her shield correctly
- Best peel in the game
- You decide when your team fights via Monsoon
- Fun to play
- Great skin models

Cons:

- Beyond awful if you don't know what you're doing
- Huge potential teamfight presence for the other team
- AWFUL auto range
- Easy to spam spells on, meaning she can be mana hungry
- NOT NOOB FRIENDLY AT ALL
- Super squishy
- People often target you first because of how easy a kill you are

Overall? She's really not a great support for the meta, but fun for solo queue.

Runes

I use these runes for almost every matchup as it gives a nice mix between offense and defense.

Marks: Armor is basically the only choice here unless you're going super man mode in which case you take my second rune page.

Seals: You can really take as much health as you want here, though armor is also a decent choice. I prefer health as you we're already taking armor marks. The mana regen seals are as many as you feel comfortable taking, as Janna IS rather soft throughout the game. I've found that 3 is really my limit, as beyond that people get really aggressive.

Glyphs: We take 6 CDR runes for 5% CDR, but the rest goes into MR. The bonus CDR is to help hit max CDR cap while the MR is just for safety all throughout the game.

Quints: For Quints, I basically only take AP because it's the most optimal choice seeing as Janna has really good AP ratios, though you could take armor runes if you're feeling unsafe. If you want more health, it's better to take more health seals, but one or two health Quints are alright. I almost exclusively take AP for these though.

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 2/3
mastery 4 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 2 1/1
21 Utility
This page is good against both kill lanes bot and poke lanes. It provides a lot of damage reduction from the 9 points in Defense and a the necessary Wealth and other utility based passives from Utility. It also goes down and picks up Wanderer for added mobility.

Defense Tree: 9 Points

Block - Flat out reducing damage from attacks is more efficient in the early game than Armor. Even though it's only 2 damage per auto attack, it makes you deceptively tanky.

Recovery - 2 HP regen is helpful in lane for after trades and if you need to tank minions near tower. It can also mean the difference between life and death if the opposing support takes Ignite.

Unyielding - See Block.

Veteran Scars - Extra HP is very helpful in lane, especially against all-ins. It's also helpful because Janna is one of the squishiest supports until she buys items, and even then she's pretty squish. 1 points ~ 0.462 HP quints, therefore 3 points ~ 1.385 HP Quints. Not bad for a 3 point sink.

Juggernaut - Same as Vet Scars, but the % health is more effective for late game. Early you probably won't see a difference, though.

Utility Tree: 21 Points

Fleet of Foot - 1.5% MS is really helpful for chasing, running away, getting back to lane faster, etc.

Meditation - 3 Mana regen is really useful in lane for mana sustain, as you'll be using your shield and tornado from time to time.

Summoner's Insight - Summoner Spell CDR is an exclusively mastery based stat outside of Smite on jungler items ingame and it's very powerful.

Alchemist - This mastery basically gives you some free money by making potions better, and considering you don't have a ton of gold as support, it lets you spread some wealth around.

Culinary Master - First of all, not only does this make you better at baking cookies than Morg and Pantheon (xD), it also makes your HP pots mini fort pots. If you're really ballsy, you can abuse this to bait people into really close fights with the extra 20 HP it instantly restores. Keep in mind it will be halved by Grievous Wounds (Ignite, Morellonomicon passive, etc). The 10 mana is a nice bonus and honestly is enough to warrant not buying mana pots.

Greed - GP10 is really useful for supports because you won't be farming much, if at all. It helps you sustain wards and work towards bigger items.

Wealth - 40 extra starting gold is absolutely essential for supports in order to buy almost every core start.

Scavenger - This synergizes well with your Ancient Coin start, as you'll get a bit more gold every time your ADC farms. The only thing is, they have to kill it; it can't just die. It relies on how good your ADC is at farming.

Bandit - +3 gold when you hit an enemy champ is a nice reward for harassing, and you should be. Harassing is very important on Janna because you can abuse your shield and powerful CC spells. Just don't get baited into a bad spot.

Intelligence - 5% CDR and 10% item CDR is very good. You can't realy get item CDR anywhere else in the game, so that alone makes the mastery invaluable. 5% CDR will help you in lane and might save your life, but more importantly it helps count towards your 40% CDR cap when you're not buying a ton of CDR after Talisman.

Wanderer - 5% MS outside of combat is very helpful overall, giving you with just this mastery and your passive, 10% extra MS outside of combat and 5% MS inside. It helps you when roaming around trying to get picks.

Summoner Spells

Exhaust & Flash
Exhaust - Exhaust is standard on supports mainly for the AS/MS slow, but is also useful for reducing damage output. You can use this to help secure kills, kite enemies, or reduce damage of massive spells like Katarina ult and Nunu ult. Exhaust is now my situational summoner against hyper carries.

Take it against: Vayne, Kog'Maw, Jax, Irelia, Fiora, Yasuo, Yi, Rengar, Riven unless you feel comfortable without it or someone else has it.

Flash - Flash is absolutely essential and should never be skipped. It is your get out of ganks free card and what helps you make amazing plays with your ult. You can use it to close gaps for clutch shields, reposition to tornado, etc. Seriously, just take it.

Tl;dr - Exhaust for damage reduction and slow, Flash for reposition
Heal & Flash
Heal - Heal is a very powerful newly reworked spell. It now heals and speeds up you and a target champion closest to your cursor. It's very powerful now, acting basically as a mini-Shurelya's Reverie and regular heal. You can use it to bait enemies into bad situations or even to chase with the speed buff. It's excellent whenever you don't need to bring Exhaust, but most of the time ADC tends to bring it, so Exhaust is more common again. You can also take it if your ADC decides to take Barrier.

Flash - See above.

Tl;dr - Heal for the heal and speed buff, Flash for reposition
Ignite & Flash
Ignite - Ignite is a more aggressive set that can be used when you're confident that you don't need the slow from Exhaust and would rather try to kill your enemies in lane. I don't use this very often, if ever because I just prefer Exhaust, but if you take Ignite you need to be trading a lot. However, if you decide to play hyper aggro Janna then you should be taking Ignite.

Flash - See above.

Item Builds

Starting Build(s)
Ancient Coin Start
3
Doran's Ring Start
2
Spellthief's Edge Start
3
Starting Items:

Ancient Coin Start -
The Ancient Coin start provides you with all the HP and mana regen you'll need in lane and gives a steady flow of income regardless of if you can get a last hit in or not. I see this as the safest of all the starts in a passive lane. It also builds into Talisman of Ascensio (the new version of Shurelya's Reverie, for returning player). However I would not recommend this against an all in style lane as you'll just die.

D-Ring Start -
The Doran's Ring start is oddly enough my preferred start against all in lanes like those involving Leona or Thresh. It provides you with the extra health you need to survive their engages while also giving you a nice chunk of AP and bit of mana regen to boot. My rationalization is that against lanes that innately want to be aggressive, you need combat stats, which neither Ancient Coin, nor Spellthief's really give you. In regards to the Doran's Shield start, I find that since d ring allows for an extra potion, it out values the d shield in my personal opinion. D shield may make you tankier, but the passive hp regen is nowhere near as useful as an extra potion when you're about to die.

Spellthief's Start -
The Spellthief's start is very aggressive and dangerous for Janna. It offers decent aggressive combat stats via a bit of AP and the unique bonus damage passive and an actually silly amount of bonus gold if you can use it correctly. I only recommend this to players who are very confident with their ability to weave through the skillshots and minion waves and get those risky trades off. However, Frost Queen's is actually very good on Janna because you can help your team catch enemies out of position really hard.
Final Build(s)
Standard Final Items
2
Boots - For boots, I normally take Mobi Boots because I love the extra mobility and flexibility it gives me, but Merc Treads are ok for when they have too much CC or if you need the MR. Swiftness Boots are really good for late game when you need the speed, but don't need to roam quite as much. It's also good against low/soft CC comps. I don't recommend CDR boots anymore because CDR just comes on most of the items you can buy and you already have 10% CDR from masteries anyway.

Ruby Sightstone - You MUST keep your Sightstone on you at all times mainly because with the S4 vision changes, you really don't have an excuse for not using what limited vision you have. Also, it gives a nice HP bonus, so get this sooner if you need to be a bit tankier.

Gold Generation Item - Whatever gold generation item you have will be here. The game probably won't go on long enough, but honestly, I find Talisman of Ascension's active to be superior to the other two items' actives considering AOE speed buffs aren't common and Janna doesn't build tanky enough for Face of the Mountain to really be good. Frost Queen's Claim's active upon further testing is actually quite useful and it's really a judgment call whether or not to swap it for a Talisman.

Oracle's Lens -

** Make sure to keep buying pinks until you have two or more inhibs down, in which case you'll siege the last turret and have little need for them. After that, you can buy one of the following items. **

Zhonya's Hourglass - Zhonya's is one of my favorite items to get on Janna because honestly, it makes your already hard to kill nature unkillable. Seriously, 50 Armor is nothing to scoff at and the active is really useful if you get in a sticky situation, especially after Flash ulting. The extra 120 AP is a really nice bonus, giving +12 AD to your shield. If you're planning on getting one of these, an early Seeker's Armguard is good in lane where you can stack if if you went Relic Shield start. Either way, the extra AP and Armor is helpful.

Morellonomicon - I like to get Nomicon in the midgame when the mana regen really comes in handy as teams are starting to siege towers, skirmish, and fish for kills. The extra CDR is helpful if you didn't get a Talisman as your gold item and it will finish off your 40% CDR cap if you did get one. Nomicon's 75 AP is also really nice for buffing your abilities in addition to giving you more reason to use them to counter enemies with heals (ex: Vlad, Soraka, Taric, etc).

Rabadon's Deathcap - Deathcap's 120 AP and +30% AP is really good as a last item mainly because Janna doesn't build that much AP in the first place, so the +30% AP is kind of wasted until you have one or two other big AP items like Zhonya's, Nomicon, or maybe a high stack Mejai's. Either way, it will really amplify your spells once you get some AP to back it up. Alone, it's weaker than a Zhonya's buy, so if you don't really have any AP yet, just get Zhonya.

Build Order
2
This is a sample build using the Ancient Coin Start into the sample final build. By no means should you always follow this build. Find a build that works for you and change it up to adapt to different match ups and different teams.

Note that I start with a Warding Totem, but after buying the Sightstone, I switch to a a Greater Lens (assuming you're at least level 9). This is because once you have a Sightstone, the Warding Totem is unnecessary and the ward clearing offered by Greater Lens is more effective. Also, keep in mind how many components I buy in the early and mid stages of the game. Keep in mind that supports don't always have a lot of gold and they can use the components well. You just need to plan out what you're going to build according to what kind of team you're up against and what kind of team you have.

Situational Items

Aegis of the Legion
Aegis is useful against heavy AP comps like teams with double AP top/mid or an AP jungler. It makes Janna pretty tanky and can be built into Locket of the Iron Solari which is mentioned a few down from here. The aura stacks on you and anyone else who has it, so you and whoever else has it will get two stacks of the aura, but nobody else will get double stacks. They'll just get one. However, it's not an extremely efficient item on Janna anymore, seeing as high AP damage comps are relatively less common these days. This item can also be bought against AD teams with relevant magic damage like Shyvana.
Banshee's Veil
Banshee's is an extremely important item against pick and heavy initiation comps. You need to buy this after Talisman and/or Mikael's against teams with champions like Nidalee, Leona, Amumu, etc. What do they all have in common? An extremely powerful single spell that can be nullified by Banshee's Veil's spell shield. Yes, it's a selfish item, but it's important to have it for survivability because late game, even if you die, it can mean game over for your team.
Deathfire Grasp
DFG is a very unconventional support item and I've been thinking about this for a while now. Janna herself is not very good at killing things. Her "burst" is more like a tickle if you use a no charge tornado and Zephyr, but if someone just HAS to die, you might be able to help with this... This item is really for the troll inside of you. You know it's there. Also, if you have a really strong AP that you tend to be near, you can basically make them a 7 item carry.
Locket of the Iron Solari
Locket is the upgraded version of Aegis and offers the same aura, but better individual stats and an AOE shield active. It's kind of like a mini Summoner Heal and is good against AOE comps. If you buy an Aegis, make sure to eventually upgrade it into this because it's pretty useful for what it's worth. Just keep in mind it IS a gold sink.
Mejai's Soulstealer
Mejai's or as I like to call it, the BM Book, is actually very good on Janna once you get a feel of what you're doing. Janna is legitimately hard to kill if you play it right, and that's perfect for Mej, especially since Janna typically gets a lot of assists. This item becomes gold efficient after 5 stacks of Soul Engorgement and is a nice buy if you're ahead in a lower ELO. In higher ELO, people just don't die as often so I wouldn't recommend it all the much past high Gold/low Plat unless it's just a complete slaughterfest which sometimes happens.
Mikael's Crucible
Mikael's is basically QSS for an ally with a heal tacked onto it, but it will NOT cleanse any sort of SUPPRESSION (WW ult, Malz Ult). It also gives you some much needed mana regen so you don't need to back as much. To note, if you cleanse a target with the Fizz fish on him, it drops the fish where the target was standing... but this also means whoever runs over it can still get hit. Also, you can't cleanse Zed ult with this either. I know I said the heal is kind of just tacked onto the active, but it's actually really good for saving allies because it's % Max Health based. I get this every game as my first or second item as a follow up from Chalice regardless of if I need the CC removal.
Ohmwrecker
Nobody buys this item but it's really funny when you're sieging a tower and then suddenly your entire team dives because you disabled the turret. It gives a nice chunk of 50 AP and some HP on top of that so go ahead and try it. I normally don't buy it, but it's always hilarious if you do.
Randuin's Omen
Theoretically, you'll be close to your carry, so you can make good use of the active slow, but it won't be quite as effective as if you bought it on a tankier champion like Leona or Thresh, as the active duration scales off of Armor/MR. Also, something hilarious about buying Omen on Janna is that people don't expect a tanky Janna at all, so when they try to hit you they'll be like "Wait, what???" when they get slowed and realize how little damage they dish out to you.
Talisman of Ascension
This is one of the absolute best items you can buy on Janna. It's helpful in helping your team initiate or disengage as it has the second strongest speed buff on items. You don't need to necessarily buy this item early, as the gold generation doesn't change between Nomad's Medallion and the Talisman, but keep in mind, the active is super strong. I strongly recommend buying this item as early as possible in the game, only swapping to buy an earlier Mikael's if you need the anti-pick.
Twin Shadows
The spooky ghosts are good for catching enemies out of position and also give you a nice chunk of AP, MR and the all important % MS. However, this item's active has a very long CD of 2 minutes, so use it wisely. I rarely actually get to buy this item because I tend to spend a lot of money on vision control, meaning pinks, but if the game goes late enough it's useful for getting picks.
Zhonya's Hourglass
Zhonya's is a very effective item to provide you with a good amount of AP and armor in addition to a helpful temporary Invulnerability. Since Janna's not exactly the tankiest of champions, many teams like to try and pick her off before fights start, especially with poke comps like with Nidalee or Ziggs. It's simply useful in every situation; you can always find a use for it.
Boots of Swiftness
Swiftness Boots are situationally superior to Mobos in the late game when you're not roaming alone that much. I really like these against heavy slow teams too, but there are some situations when I would buy these instead of Mobos in the first place. For example, if you're not just roaming around between lanes a lot in the midgame and you're all teamfighting instead, Swiftness Boots are better. It's actually a little harder to utilize Flash + R in the beginning of fights but easier in the middle of them with Swiftness Boots.
Boots of Mobility
Boots of Move Really Fast are very good for midgame when you're roaming a lot and if you find yourself backing frequently. TBH these are my standard boots because I don't need the CDR from Lucidity boots since I find it elsewhere. In addition, they help you help more people more quickly.

Skill Order - The 3 Builds

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Tailwind
QHowling Gale
WZephyr
EEye Of The Storm
RMonsoon
For Skills, you generally want to take Q or E level 1, followed by whichever you didn't take. Afterwards, max E, W, then Q last, taking your ult whenever it's available.

E is first for stronger shields and better AD bonus.
W comes second for better slows and a stronger passive MS buff.
Q is last because we don't need more tornadoes and the mana cost gets a little high.
R is taken at 6, 11, and 16 in most cases for more frequent Monsoons and stronger healing.

MAKE SURE TO CHECK ALTERNATING SKILL ORDER AS WELL

Skills

Tailwind
Janna's passive gives a +5% MS aura for her allies which is deceptively strong. It makes her super speedy and with 0/9/21 masteries, you'll have +11.5% MS out of combat! In combat, you'll have +6.5% MS. This is the reason you can skip boots until later, but can also save your allies if you're close enough. Every little bit of MS counts, yeah?
Howling Gale
The tornado is really easy to pick up, but difficult to master completely. It knocks up enemies in a very wide line. The mechanic requires that you double-tap the Q button to cast her tornado immediately. Otherwise, it will charge and increase the range, knockup, and damage for every second that it's charging up to 3 seconds. I do not recommend using this spell to push lanes past early game, and only recommend doing so if you're sure that it's safe to.

A Note on the Knock Up Mechanic:
This spell interrupts almost every dash in the game. This includes anything from Shyvana's Dragon's Descent (LOL) to LeBlanc's Distortion. However, it will NOT knock up enemies that cannot be targeted. This includes but is not limited to: Malphite's Unstoppale Force, Vladimir's Sanguine Pool, Hecarim's Onslaught of Shadows, etc. You can also style people by using your ult to knock them into a tornado :P

Max it LAST not matter what because you don't really need extra tornadoes or the damage. Plus, it makes the spell more expensive which can be annoying if you don't have a lot of mana regen.
Zephyr
Zephyr does minimal damage without AP or extra points but applies a powerful slow that scales with AP (+50 AP = +3% Slow). As a trade-off, you also lose your speed buff and the ability to run through minions. When running away from champions, use this on solo pursuers, otherwise you typically want to keep it for the passive MS bonus. Also, if you're about to run into an area with lots of minions, you might want to save it because minion block OP. You can also help your teammates escape the enemies chasing them by using this over walls, etc.

Max this ability SECOND for midgame mobility and catches OR drop extra points in it for extra catch and damage potential.
Eye Of The Storm
Janna's shield is an instant cast spell shielding for a decent amount and applying an AD bonus to the target (including Turrets). It's important to prioritize shield targets and keep your situational awareness up because you don't want to miss your ally dying from Ignite and float away... It's also important to use this ability to bait enemies and sustain allies in fights. In lane, this spell is used to block damage during trades and often in tandem with Barrier to bait enemies into overextending. Because of the AD bonus, you can also drop this on your ADC when he's behind so he can farm at turret.

Max this FIRST because the shield health and bonus AD scales from levels OR refrain from dropping points when snowballing lane. Basically, drop more points in it if you're losing lane and fewer if you're winning.
Monsoon
Janna's Monsoon makes her one of, if not the most powerful disengage champion in the game. On cast, it knocks enemies back followed by a channeled heavy AOE heal. The AOE knock back gives you huge responsibilities for saving your team if they get in a bad situation but also gives you many difficult to execute plays. The heal is extremely powerful and can be used both defensively and offensively.

Them plays below are some common methods for using Janna's ultimate. Follow up these with your other abilities.

1. The Disengage - When your team is engaged upon, run between your team, and the enemy team, and ult. This will push back the enemy team and, as titled, disengage the fight. This also applies when you're being chased and your ult is the last resort. Alternatively, if your reaction time is fast enough, you can ult big initiators like Amumu away during their gap close.

2. The NOPE - Basically you just run in front of your enemy and proceed to completely screw them when they try to run away because you ulti them right back into your allies' faces. Proceed to slaughter and profit. Just be careful because if they Flash in front of you right before you ult, then you just saved them, so I normally give it a slight delay in case they Flash, so I can Flash too. On the other hand, you can combo this with your Zephyr and tornado to delay them and just Flash ult.

3. The Split (sometime mid-team fight) - This is optimal is when all hell breaks loose in a team fight and some enemies dive too far ahead of their team. You basically run in between those enemies and their straggling allies and blow the stragglers away while your team om nom noms on the divers' faces.

The second way is when you're in the middle of team fight and use it as a cc when your allies are all fighting. To do this, you must be very aware of what's going on. Ask yourself, "If I use my ulti, will I end up saving my ally, or saving the enemy?" You have to be really careful in this situation because more often than not, you can end up saving an enemy with low life. However, this is an extremely powerful play if you can pull it off.

4. Surprise Party Janna <3 - This is only possible with Flash. Basically, this is a hyper high risk/reward version of splitting the enemies. Flash into the middle of or behind the enemy team, typically before the fight, quickly position yourself, and ult. This pushes the enemies behind you into your team, and those in front of you away.

Surprise Party Janna as I call it is a technique that really depends who you knock into your team. If you knock, say, Amumu or Leona into your team, you basically did their jobs for them. They will proceed to initiate and make you sad. On the other hand, if you knock someone like Vayne or Kog'Maw into your team, you have succeeded and basically won the team fight before it even started with them plays because they're squishy cannot escape. In addition, it also depends on where the enemies end up at the end of the knock back. For example, knocking Cassiopeia back into your team is a good play right? Maybe yes, maybe no. If she doesn't end up in the center of your team or isn't chain-cc'ed right off the bat, she'll just ulti your entire team and walk, er, slither away. If you knock Tristana back, she'll just Rocket Jump out unless chain-cc'ed immediately. You REALLY have to know your team and the enemy team to successfully split the enemy team for the better. Also, you have to plan out what you're going to do too, because you can set up tornadoes to keep them locked down if you're good at aiming your ulti.

5. Janna is a Ninja <3 - This is something I actually stumbled upon while experimenting with Janna's kit. I have never seen anyone do this except for myself, but I see it as an extremely risky and very rewarding play if you can actually pull it off... Ok, so here goes:

Basically, this play requires some set up and works with most walls. You have the other side warded and and camp your side. You can either set up a tornado to knock up your target that is hugging the same wall as you are (except on the other side), or try without it. Either way, you then Flash onto them (preferably when they're knocked up if you set up a tornado), run behind them so they are between you and the wall, and ult them over the wall into your team. Yup. This will also push away any other enemies allowing you a relatively easy escape, but make sure they didn't see you before hand. On the bright side, this is not a typically anticipated play, so you have the advantage of surprise. Somehow I pulled it off a couple times...

Other Reasons to use your Ult:
Sometimes you will not be able to pull off one of the aforementioned plays or even one of your own, but this doesn't mean you shouldn't use your ultimate. In most situations, you would use your tornado to interrupt a lot of channeled spells, but sometimes you really need to just get someone away from your team. In other cases you can drop the ult in order to heal someone up and burst shield them out of a Karthus ult or Cait ult, etc.

PEOPLE TO SERIOUSLY SCREW OVER WITH YOUR ULT:

Amumu - If he Bandage Tosses onto your team and you don't like it, ult. He won't be able to engage again until his Bandage Toss CD is up. You can also use your tornado here, but make sure he isn't in range to just Flash ult anyway.

Cassiopeia - She's going to stun your entire team? No. No, I don't think so. BUT, if she does get a stun off and you happen to avoid it, a well timed ult can save your team and actually turn the fight around.

Fiddlesticks - Remember that annoying caw'ing? Yeah that turns into crying as you ult him away from the team fight as soon as he Flashes in! Try to deny his ult because it's really, REALLY strong and can shred your team fast. It's best to catch him before he Flashes as referred to above.

Galio - This guy is just a pain. If he ults, it's preferable to interrupt it with your tornado, provided you haven't been caught, but if it's down, just ult. If you get caught with your team in it, you can't really do anything but try to save the fight and disengage as best you can.

Gragas - Something interesting here, is that with the mechanics of both your displacement abilities being the same, you can pull off some weird plays if his ult knocks your team around in a favorable manner. Depending on positioning, if you get knocked into the enemy team and they don't CC you fast enough, you can end up splitting their team up too, and instead of a slaughterfest, now your team has a free clean up. Just remember, you're probably dead if he knocks you into the enemy team.

Hecarim - Well Horseyman can do all he wants and charge into the middle of your team, but you can really screw him up too because normally, if Hec is engaging, his team is lagging behind a little bit so you can keep them away with your ult while your team shreds him.

Irelia - Same idea as Horseyman, but smaller window of opportunity. If the Irelia is smart though, you won't really be able to deny her easily since she has so much CC reduction and low dash CD. Also she's super sticky and really fast.

Jarvan IV - You can make a smart J4 become \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"I'm Jarvan. I'm helping.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\" This is because if you're good at aiming your ult, you can actually trap enemies in it, etc. This is a huge judgement call though because using terrain and your Monsoon is always a REALLY high risk/reward play.

Karthus - If he's shredding your team, disengage. Remember that he's one of the best AP carries late because all he does is afk farm all game long and then come back late game with half-your-life ultis etc. If you time it right, you can knock him away with your ulti if you know that a projectile that will definitely hit him, will kill him. It's hard to do, but if you can get him killed in a spot away from your team, it really lowers his DPS.

Katarina - It's better to interrupt her ulti with your tornado, but sometimes that's not an option, so don't hesitate to just blow her away with your ulti. Also, in some situations where she'd probably just shunpo-hop and kill your entire team, it's better to ulti and deny her hops.

Kennen This guy gets denied so hard by your ulti... But if you don't deny him you're gonna have a bad time. He can shred your team and stun them all almost instantly so make sure he can't do that.

Example: Chauster at EU LCS 2013



Lee Sin You can deny his Resonating Strike kills. No seriously you can. If you time it right, you can even use your tornado, and end up screwing him over because you're locking him down and he dove too far. It's even more funny when he tries to turret dive you and you end up 1v1 killing him.

Malzahar It's better to interrupt with your tornado, but sometimes them eye beams are initiating and you might not like that fight.

Master Yi Can't be slowed? Too bad Janna doesn't need to slow you.

If she doesn't spell shield fast enough, you can really screw her up if she flash + ultis in the middle of your team. Be careful though, because if she Zhonya's before your ult hits her you'll look really stupid ulting a golden Morg.

Nunu Make sure to interrupt his ulti with tornado or ulti. I don't care which you use, just interrupt it. It does insane damage and slows your entire team.

Champion Matchups

Alistar
Difficulty
Favors Enemy
Alistar can make the lane either very boring or very scary. It's pretty much a skill match up because both of you can deny the others' attempt at making a play. Pre-6, neither lane can really go aggro because if you or then he can just or , and vice versa. I would say it favors him pre-6 because it's harder to tornado quickly if he Flash + Q. However, your 6 is stronger IF you play it right. You really need to keep him away from the fight if possible because he has so much control. If their jungler decides to camp you're going to hate life, even post-6 because Ali has so much control and just loves to dive.

Tl;dr - Interrupt his combos with Q and be careful pre-6. Post 6, be creative with ult and you'll win. Jungler ganks are op with Ali.
Annie
Difficulty
Favors Enemy
This little girl will make you cry ALL DAY. At all levels you must be wary of her all-in's because your shield isn't made for such fights. It's made for trades and mitigating sustained damage. I would say this is one of the hardest match ups because you can't really stop an Annie Flash + Tibbers stun, but at your 6 you can disengage the fight which helps.

Tl;dr - Play REALLY SAFE because her all-in > your all in at all levels. She also outranges you hard with autos.
Blitzcrank
Difficulty
Favors Enemy
This is a really weird match up because it almost completely relies on dodging hooks and avoiding his knock up. Pre-6, hooked = dead for you, but hooked = maybe dead for your ADC. A trick I like to pull is to use to knock him up before he can . Try to play aggressive because Blitz is pretty much worthless in trades unless someone gets hooked. At your 6, you should win IF YOU DODGE HOOKS (see a pattern here?) because you can use your Get Out of Jail Free Card, I mean , and deny his hook plays.

Tl;dr - Play passive/aggressive and DON'T GET HOOKED because you'll win trades otherwise.
Elise
Difficulty
Favors You
She likes to poke, you like to poke, and her all-in relies on hitting a slow skillshot while your all-ins rely on hitting a huge freakin' tornado. Only trade when your shield is up and play really passive/aggressive because she'll go oom pretty fast if you do so. However, be careful of her overall damage because it's all percent. Her damage in spider form is also really scary so make sure to mitigate it as much as possible. This lane only gets easier at 6 because she has no real ult.

Tl;dr - Play passive/aggressive and dodge . Careful of percent health burst damage.
Fiddlesticks
Difficulty
Favors Enemy
I hate Fiddle a lot, but it's actually a pretty simple lane. Don't let him walk into range to fear you or your ADC and shield his harass. Play aggressive pre-6 because his fear will still have a short duration and long CD, but be careful of the E bounces. Ward liberally in this lane post-6 and be especially careful of jungler ganks. Ganking for Fiddle is kind of a jungler's dream... Also make sure to interrupt his ult channel if you can and if he stands there and channels , interrupt that too. He doesn't have a lot of damage alone without ult, but his utility is just disgusting, kind of like you.

Tl;dr - Avoid fear as much as possible, especially later. Shield his poke, and ward liberally past 6.
Gragas
Difficulty
Favors Enemy
Gragas' poke is really, really strong, especially considering he has near infinite health and mana from his and . You can only shield so much of his damage, so do your best to dodge barrels. The problem with this match up is that he specializes in poking you down so he can all-in you, something Janna doesn't really do well against specifically because his poke is stronger than your shields AND is AOE. However, he IS melee, so try to abuse this and ward bushes a lot. At 6, really weird things can happen because your ults are the same except yours is stationary and heals while his is ranged and deals a metric crap ton of damage. I can't really give you much advice post-6 because this lane is absurdly volatile, but what I can tell you is to look for splits if he ults first.

Tl;dr - Try to avoid poke and do your best to deny his all-in's. Lane gets really volatile post-6.
Janna
Difficulty
Favors Enemy
Place holder for Braum. Braum is a very tanky support that can easily wreck you or your ADC or at least set up an extremely unfavorable trade. His Q is extremely strong and not only applies a heavy slow, but a stack of Concussive Blows which if you're not aware of, will stun you after 4 stacks, all applied by champion autos and Braum's Q. The only thing is that he's also relatively mobile so be especially careful when against stealth champs because he can hop to his allies. The real annoyance comes from his giant shield though. He can block your tornado and deny plays by following up with his ult.

Tl;dr - You HAVE to dodge his Q and kite away from him so he can't stack his passive on you.
Karma
Difficulty
Favors Enemy
This lane is honestly not that bad because she loves to poke and unlike Gragas it's not too much to handle. Her is a lot easier to dodge than barrels, but you need to be really careful of her spells. They're very strong and can turn fights around rather quickly. Don't get baited by her Mantra W because she'll heal a lot from it, and know that her Mantra E is really annoying because it makes them faster than using a .

Tl;dr - Her poke is annoying but easy to manage, but her Mantra spells are dangerous. Don't get baited by Mantra W. If you don't dodge you will lose.
Leblanc
Difficulty
Favors You
The real danger of this match up comes in the first few levels and at your 6's. Her level 2 burst is very powerful, especially if she takes and can potentially be as strong as if she was mid Leb depending on what she bought. Once she hits 3, she'll have her core pick combo with a silence, gap closer, and snare if she hits everything. LeBlanc's damage can be mitigated with shield, but it comes in waves, as she goes oom pretty fast if she does a complete combo. You can also interrupt her with your tornado and screw up her by slowing her down long enough for whoever's hit to get out of range. At 6, she'll have more damage for free with her ult and you'll have to play a lot safer. Her pick potential is very high, but if you play safe it won't be a problem. As the game progresses make sure to look at what she builds and determine how much damage she does.

Tl;dr - Careful of her level 2/3/6 burst/pick potential and keep an eye on what she builds and where her damage comes from.
Leona
Difficulty
Favors You
You are a soft counter to her as tornado can interrupt Zenith Blade, her main source of engaging, but post-6, it gets a lot harder since she can engage with Solar Flare and bypass the knock up. The first two levels are her weakest, as she won't have Eclipse yet, so use this to your advantage and play decently aggro. She's extremely deadly past 3, especially with an ADC with extra CC like Jinx or one that can go aggro on the fly like Ezreal. Jungler ganks are really scary with Leona, but she's pretty susceptible to counter ganks because she HAS to go all-in or she just loses every time. A tip I learned on Krepo's stream: assuming you have the same CDR, the CD on her is 1 second shorter than on your tornado, so if you cancel her dash, she can immediately engage again before your tornado is back up, so be careful.

Tl;dr - You can interrupt her so you win pre-6 almost every time, but post-6 your life is hell; careful of jungler and keep yours nearby because she must go all-in every time.
Lulu
Difficulty
Favors Enemy
Lulu is a honestly a more annoying matchup than anything. She's the jack of all trades support but goes oom really fast. Her poke is stronger than yours and can probably 1v1 your ADC until 6 unless you get ahead early. Many Lulu players are starting to max Help, Pix! for the stronger shield/poke which makes your life pretty difficult in lane. Honestly, this lane is pretty boring unless junglers interfere because neither side can kill the other's ADC without significant errors. Post-6, neither side will get a kill if both play it right.

Tl;dr - She's really annoying and you'll never kill her ADC, but she shouldn't be able to kill yours that easily either.Her early game dps is deadly.
Lux
Difficulty
Favors You
Her skillshots are decently fast, but her most important one, her Light Binding, is really slow. Basically this lane is all about mitigating poke damage and not getting snared. If you get snared, this lane gets really hard, especially since if Lux gets ahead, your life becomes hell. She often transitions into a second AP carry if she gets ahead, so be warned: Lasers WILL hit like a truck. You can win a poke war against her if you time shields correctly and don't spam too much, but I find that all-ins are decent against her too, but only if you dodge her spells or engage when they're on CD. Look for opportunities to insec her Janna style because many Lux players are over aggro even with her long range.

Tl;dr - Dodge her spells or you will lose, but they're pretty slow anyway. If she gets ahead you're going to be dealing with a second AP carry due to her bursty nature. Dodge it, gank it, kill it.
Morgana
Difficulty
Favors You
Morgana is a very good support, but this lane can get kind of weird. The danger of this lane is twofold pre-6: the first is her Dark Binding, and the second is her Black Shield. Post-6 it becomes a little harder too. This lane is all about dodging her bindings so she can't go all-in on you or your ADC. It starts as a 2 second snare, but scales up to 3 seconds at rank 5. In addition, she hits like a truck even without AP and loses no utility from building support. Be careful of insec'ing people when she's around because her spellshield will deny your play hard and then you'll die. Also, she tend to shield herself when ulting, so your ult will be useless against her a lot of the time. A nice trick is if she Flash ults with spellshield, to run up and Monsoon all her teammates away so she just dies before the ult goes off. In addition, she won't be knocked back because she's spell immune. When she gets Zhonya's your life = hell, but that won't be until really late because she's building support.

Tl;dr - Dodge the snare like in a Lux lane and try to knock her back if she ults. If she spell shields prior to ulting, be creative. You can still use the spell immunity to your advantage.
Nami
Difficulty
Favors Enemy
This is a heavy poke lane and you'll have a really hard time dealing with her sustain on top of everything. Her bubbles are really slow, so you shouldn't have too much trouble dodging them, but be careful of the jungler because this lane is extremely deadly with chain-CC, particularly with a Vi jungle. Your shield will do well mitigating the poke and if she casts too much she'll go oom fast. Engage once she's low on mana because her autos are quite pathetic, akin to yours. Post-6, her all-in potential gets a lot better, but it's pretty easy to kite back/dodge her damage and then all-in.

Tl;dr - Fight when her spells are on CD or when she's oom. Her poke is really annoying and ganks are deadly, though the bubble is slow.
Nidalee
Difficulty
Favors You
Supportalee's main threat is her poke, and it's not even reliable. The way this lane plays out is literally dodgeball. If you dodge, you win, if you get hit, you will lose. She will always outdamage your shield unless she's massively behind, but she will lose in a long drawn out fight. She has to get close in order to dish out her full cougar combo, and then she leaves herself open to Janna style insec'ing, which is made easier by the fact that she jumps on top of you. The real annoyance is in the combined poke/sustain and lane control via traps. With Nid's recent rework, her traps are even more dangerous, so choose which trap to step on first wisely.

Tl;dr - Dodge spears still = win.
Nunu
Difficulty
Favors You
Nunu lanes are basically reliant on his ADC because his main ability is to buff the carry's AS/MS almost permanently. The only difference is if he maxes his poke, in which case you simply do exactly what you would do against regular support Nunu: shield the poke, knock up the ult, and you win. It's a pretty simple lane, but be careful of ganks because the Iceball's slow effect still persists and that in itself can be deadly. And do be careful if you somehow feed him; AP Nunu is a nightmare.

Tl;dr - Shield poke, be careful of the slow, and you win.
Orianna
Difficulty
Favors Enemy
Supportiana can go two ways: the first way it can go is for massive poke with max Q or W, and the second way is with max E, her shield. If she maxes Q or W, try to fight when her spells are on CD as she won't be able to retaliate. If she maxes E, she's going for sustain Janna style, but the key thing about Ori's shield is that it gives bonus armor/MR to the recipient. It's basically the opposite of Janna's shield. At 6, you need to be really careful of her ult, especially when the jungler ganks because she can easily set up a gib.

Tl;dr - Dodgeball, but keep an eye on her shield health, how often she casts Q, and how much damage her W does because it will tip off her max order.
Sona
Difficulty
Favors Enemy
My god, Sona. Seriously, this lane is hell. She pokes harder than you can sustain, sustains harder than you can poke, and engages harder than you can disengage as long as she has an ADC that has a bit of CC to back her up. Do not, and I'm serious here, by any means push up against her unless you have maybe a Caitlyn or a Lucian because she'll single-handedly zone both you and your AD off the wave so hard that you guys will miss at least a wave or two. However, the same goes for Sona; if her lane pushes too far you can abuse the fact that she's squishy and immobile via jungler gank. At 6, her R is going to make you cry, but if you dodge it you can just disengage. On the bright side, she's relatively immobile so if your jungler ganks while she's out of position it's a free kill.

Tl;dr - Sona = the devil and DON'T PUSH UP or your AD gets no farm.
Soraka
Difficulty
Favors Enemy
Raka. Her lane pushes VERY hard with spam Starcall and sustains just as hard with her stupid heal. Remember that the heal doubles as an armor buff (there will be an aura around her target for a few seconds indicating the buff). What's really annoying is that she can trade really well with Janna lanes since she can silence you or your AD and then spam her Q. The strongest point of a Soraka lane is levels 1, 2, 3, and 6 but for different reasons. At 1, if she started Q, she'll have the strongest level 1 duel in bot lane if it's a 2v2 or 1v1. At levels 2 and 3, she gains access to her other spells, and at 3, she'll have everything. At these levels her Q damage is still rather potent so be careful. At 6, her Q damage starts to become a bit more manageable but she gains access to Wish, the opposite of Karthus' ult with a global heal. You need to all-in this lane to kill it, but that's kind of hard as Janna.

Tl;dr - Don't fight her for the first few levels if she picked Q first; if not kill it but don't get baited by her heals.
Syndra
Difficulty
Favors Enemy
All Syndra has is damage a slow and a stun, all of which are unreliable and rather easily dodged. What IS dangerous about support Syndra, is the terrifying prospect of when people finally figure out that dropping a Dark Sphere, ulting someone, and THEN knocking all the balls back is disgustingly powerful if done correctly. Did I hear anyone say 5 man stuns? Anyway, just shield her pokes and dodge if you can. She's pretty squishy too, though, and extremely immobile, so get your jungler to kill her pretty easily.

Tl;dr - Immobile mage support = dodge it, gank it, kill it.
Taric
Difficulty
Favors Enemy
Taric isn't popular anymore, but he's still really annoying in lane. His aura makes his ADC pretty stupid tanky and he has a point 'n click stun which can basically get you killed if you're not careful. His heal is pretty weak so don't worry too much about it, but at 6 be careful because his ult hits decently hard and aura buffs. Focus the AD hard because Taric isn't gonna die.

Tl;dr - Focus the AD because Taric is too fabulously tanky.
Thresh
Difficulty
Favors Enemy
Thresh. Madlife. The real Hook God. In this lane, if you get hooked, you DIE. If you get flayed, you DIE. Seriously, if he catches you with anything you're just dead because of how squishy you are. On the other hand, if your ADC gets hooked or flayed, you have a chance to save him if you're fast enough. You can knock Thresh up during his Q's second part dash and due to the nature of his dash you can possibly Insec him, but that's not always a good idea... You might end up sealing your doom because of his box. Another massive danger is his lantern ganks... Yeah... Thresh is seriously a nightmare.

Tl;dr - Do. Not. Get. Hooked.
Zyra
Difficulty
Favors Enemy
Zyra is an interesting support. She is the /highest/ damage support in the current meta and builds like an AP mid for the most part, excluding Mikael's and Sightstone. What's most dangerous about her is the range of her auto attacks and how powerful her spells are. She can basically 100-0 you at level 6 alone if she's ahead, but her spells are all relatively slow, so dodge. Her snare will go through minions, and the plants will make you cry, so make sure to get a bit of mana regen... You'll be spamming shield. If you can reliably dodge her spells though, you'll have an easier time. Remember that she's immobile too, though, so you can catch her out relatively easily... Just make sure you're not getting baited cuz her R is one of the best bait/disengage spells in the game.

Tl;dr - Dodge spells because they hit HARD and just don't trade.

Janna's Role, Mindset, and Playstyle

Firstly I want to thank Kusanagi for suggesting this section and I apologize for not getting to it sooner! Here goes:

Janna's Role:
Janna's has many roles throughout the game, but her absolute main role is to set up objectives for her team. She is most commonly played as a support for the ADC, and excels in disrupting enemies. In lane, she is to shield her ADC whenever he/she comes under attack in order to out trade your opponents. Her role is also to make plays leading to aforementioned objectives with her amazing skill set and keep allies alive as much as possible, especially once she hits 6. She can even roam a little if your ADC can solo lane well and survive the 1v2. Janna players must always buy wards (green and pink), counter ward, and clear as many enemy wards as they can with both pinks and Oracle's Elixir. She must ward high traffic areas and sometimes the jungle to allow for counter play in both your jungle and the enemies'. These wards also allow for easy objectives and denying enemy objectives through map control. In the Mid and Late game, she also holds a huge responsibility with her ult as she can reset a fight whenever she needs to, thus denying the far more important enemy objectives that would occur after the fight. Janna excels at doing so much with so little, and really, she epitomizes the support role.


How to Think as a Support:
To play support, you must be constantly observing and assessing threats. It's really a mind game with these champions. Always keep track of enemy CDs whether it be a Summoner Spell CD like Flash or Exhaust, a short CD like Alistar's heal, or a long CD like Nami's Aqua Prison. This will allow you to calculate when you have openings to engage, poke, all-in, or take objectives. Observe when important CDs like Teleport and Shen ult are up or not on both teams because if one of these are down, you may have been given a free objective. You must always know the ranges of abilities and when you can turn and fight. Always time wards and ping them for your jungler, telling him/her again when he asks for the timers. In the early game, you must check your enemy support's inventory to predict if he/she has warded and where. As you play more support it becomes easier to do this, but it's very difficult in the beginning. You must always check the mini map as much as possible and predict where the enemy jungler started to know approximately when it is the latest that you can afford to ward. Afterwards, you must always predict where he/she really is. You need to know where wards are and if you don't know, predict it. You must keep track of how much damage and utility each player brings to a fight on both teams and assess who is the most valuable target on both teams. Note who the enemies focus and who does what in team fights, as it is crucial that their focus lives and your teams' focus dies. You are just as important as your teammates are, and cannot think of yourselves as any more or less important. Do what you have to do, even if it means sacrificing your life for the greater good.

Playing support is a mind game. You must outsmart your opponents and make as much as you possibly can from almost nothing. It is like chess as the only way to win is to outmaneuver and be tactically superior. It requires cunning, strategy, and is an extremely difficult role.


The Playstyle:
Janna is passive/aggressive, meaning she takes advantage of chinks in the enemies' armor and goes for openings when she sees them while playing passively when there are none or few. She wards aggressively when she can afford to play aggressively with her ADC, and defensively when she must. You must fight for ward dominance and map control. If you're calculating, good at observing, and cunning, Janna is the right support for you.

War of the Wards (if you understand then <3)

Vision is the most powerful tool that every support player must bring to the table. Warding is extremely important, as I hope to have already emphasized enough. Warding is tricky and easy to pick up quickly, yet difficult to master. In this section I'll go over the basics of warding, essential ward spots, advanced warding, and tips and tricks.

The Basics: and

The Sight Ward - Sight Wards or green wards are the basics wards of the game. They dispel fog of war for 3 minutes and cost 75 gold. They do not reveal stealthed or invisible units or other wards, but can give you vision of the warding animation when enemy champions ward (if you're watching your map like you should). When killed, they reward 15 gold to whoever killed the ward and 15 gold to whoever revealed the ward. They are typically referred to as just wards.

The Vision Ward - Vision Wards or pink wards are the advanced wards of the game. They also dispel fog of war for 3 minutes, but instead cost 125 gold. This is because they also reveal stealthed and invisible units in addition to other wards including other pink wards. Anything a Sight Ward can do, a Vision Ward can also do, but not the other way around. When killed, they also reward 15 gold to whoever killed it and 15 gold to whoever revealed it. They are typically referred to as pink wards.

The Bot Lane:

[http://i.imgur.com/eBmqYLm.jpg]

With basic warding (we'll assume you're not lane swapping for the moment) you simply need to ward the tri bush (the bush that looks like a triangle if you played connect-the-dots) and the river bush no matter which side you're on. There's also a spot between river bush and tri bush that can give you a hybrid vision spot if you feel lazy or need to conserve wards (keep in mind this is risky). Warding the lane bushes helps spot lane ganks and gives you bush control which can also help your jungler pull off a lane gank or keep you safer from hooks! This is why it's so important to ALWAYS BUY WARDS.

(Absolutely) Essential Ward Spots:

Objectives on Summoner's Rift:


[http://i.imgur.com/fln2GeT.jpg]


The Bare Minimum:

[http://images1.wikia.nocookie.net/__cb20091228051724/leagueoflegends/images/c/c9/DragonSquare.png] Dragon - Starting from approximately 5 minutes, you'll need to start warding the Dragon Pit with a VISION WARD. You can use a regular Sight Ward if you want, but you need to have vision control of it, thus a pink ward is necessary most of the time. This area should be warded for the rest of the game. Once killed, it will respawn after 6 minutes.

[http://images4.wikia.nocookie.net/__cb20091221184103/leagueoflegends/images/1/10/Baron_Nashor.png] Baron Nashor - Starting from approximately 20 minutes, you'll need to ward Baron Pit with a VISION WARD and I'm not giving you a choice this time. Baron is a MUCH more important objective than Dragon is seeing as it gives more gold, more experience, and a buff to boot. Once killed, it respawns in 7 minutes.

Less Essential Essentials:

[http://images1.wikia.nocookie.net/__cb20091227202918/leagueoflegends/images/3/33/GolemSquare.png] Ancient Golem (Blue Buff) - If your jungle is getting invaded, make sure to ward your blue buff so it doesn't get stolen. On the flip side, if your team is invading a lot, you can ward their blue buff and counter it or steal it. You may need to use a pink ward if you suspect that the enemy jungler or support has warded it. Also, in the beginning of the game, if your jungler is slow and started red buff, you may wish to ward his blue buff to watch for an enemy buff steal. This is only necessary if your jungler is slower than the enemy jungler. Once killed, it will respawn after 5 minutes.

[http://images3.wikia.nocookie.net/__cb20091226085309/leagueoflegends/images/4/4a/LizardSquare.png] Lizard Elder (Red Buff) - Red buff is the same idea as blue buff. You need to ward yours if your jungle is getting invaded and theirs if you're invading their jungle. Also, if your jungler starts blue and is slower than the enemy jungler, like with blue buff, ward his red buff. Like the blue buff, once killed, it will respawn after 5 minutes.


Advanced Warding:

Early Game:

Take a note of what kind of jungler your opponents have. Does he start red or blue buff? Is he a gank oriented jungler or a farm jungler? This will help you determine when to ward and where. I'll divide this section into "Blue Side" and "Purple Side" to help clarify further.

Blue Side: The first thing you need to do on BLUE SIDE is analyze the enemy jungler. If the jungler starts red buff, then the earliest he could gank your lane directly from red buff at level 2 is approximately 2:30 minutes, and the earliest he could gank your lane after his initial jungle clear at level 4 is approximately 3:20 minutes to 4:00 minutes depending on his jungle clear time. If he started blue buff and directly ganks your lane, the earliest he could gank is approximately 2:10 minutes, and if he wants to gank your lane after his initial clear, then it will be approximately 4:15 minutes too 4:30 minutes. Keep in mind that he will not likely run all the way across the map to gank your lane, but you always have to be careful for early ganks. Aggressive junglers require earlier warding while passive/farm junglers do not. On blue side, you most likely need to ward the RIVER BUSH because it is the largest section and most likely spot the jungler will gank from. It is also possible for them to come from tri bush, but through good communication, you can possibly prevent this by having mid ward his bottom bush (assuming their jungler started red) because it kills two birds with one stone, blocking the enemy jungler's path to your tri bush and allowing you to see him if he goes through river. Make sure to watch out for lane ganks though. This is what bush control is for!


Purple Side: Again, analyze the enemy jungler. Everything on your side is swapped for timings essentially considering their red buff is now closer than their blue buff. Junglers starting blue and clearing the entire jungle will arrive at approximately 3:20 minutes to 4:00 minutes while if they start red and clear the jungle first they will arrive at approximately 4:15 minutes to 4:30 minutes. You need to always remember this distinction. On PURPLE SIDE you can get away with warding only river bush AS LONG AS YOU ARE NOT PUSHED UP. Bush control on purple side is IMO more important than on blue side if you want to only ward river. This is because you have no vision of the tri bush or of behind the wall in bot lane which can hide pesky junglers. On purple side, you must also ward the bush behind your turret, though. However, you only need to ward it if you suspect their jungler may come through it and help them dive you and your ADC under tower. It is more important to ward this bush if they have either a very tanky CC jungler, a tanky support, or a high damage burst. Notice that all 4 of these conditions make for good turret diving.

Outside of Lane: Make sure to fight for control of vision of the Dragon Pit because it does give a substantial advantage early and mid game. Remember you need to use pink wards to clear enemy wards and I'll even add more pictures to show you nice ward spots for Dragon Pit.

The Dragon Pit with Explanations:


[http://i.imgur.com/KpnFjie.jpg]


Although it isn't shown here, warding the blue side tri bush is also very helpful in defending a Dragon attempt as purple side. I usually use about 1-2 pinks and 1-3 green wards per Dragon attempt with a pink always on it.

More on Defending a Dragon:


[http://i.imgur.com/7t9DXtt.jpg]


So more on line of sight... Notice how each ward I have placed gives as much unobstructed vision as I can provide for my team. This is because when you ward, you need to take into account that it's as if you were standing there without moving. This is a concept that goes beyond Dragon, really, as junglers often guess where your wards are and then use the line of sight to make it easier for them to gank your lane.

The Baron Pit:


Tips 'n Tricks:

~ none right now but there will be soon!! ~

~This is a work in progress and I will update it as much as I can in the near future~

Janna's Friendly Laners and Junglers

Janna's Friends in Bot Lane:

Categories of ADC: Poke, All-in, M6(Monster @ 6), P/A (Passive/Aggressive), LGM (Late Game Monster), MFE (Must get Fed Early), NTE (No True Escapes)

Ashe: Poke, M6, P/A, LGM, NTE - Ashe likes passive/aggressive lanes, and Janna is happy to comply. Janna can peal for Ashe in lane and synergizes well with Ashe's perma-slows and the Arrow of Truth. Also, if Janna starts E first, Ashe's level 1 crit + Volley poke becomes all that much more powerful. This is a very good lane to gank because of Ashe's amazing CC and damage output. Once Ashe hit 6, this lane becomes VERY scary.

Caitlyn: Poke, P/A - Caitlyn loves abusing her stupid range when farming and poking. Janna and Caitlyn can peal for eachother (Janna tornadoes and Zephyrs, Caitlyn traps and nets). Janna can really help Caitlyn abuse her passive and stupid range by shielding Caitlyn when she get's a Headshot proc. It makes the poke stronger and protects Caitlyn from being poked.

Corki: All-in, P/A - Corki is the most annoying lane other than Tristana with Janna. He will NEVER die EVER... if you play it right. This lane can be passive or aggressive because of Corki's Valkyrie and Janna's skill set. The enemy can engage on Corki all they want, but they'll have a tornado in their face and Corki's fire bombs in front of them. This lane is also good to gank because of Corki and Janna's mobility.

Draven: Poke, All-in, M6, MFE->LGM, NTE - Okay I've had this lane before and it is amazing. Draven is a very poke then all-in oriented ADC, similar to Ezreal, but has shorter range and harder poke. Janna's shield is just ridiculous with his Spinning Axes and her entire kit compliments him well. They can slow down enemies just to speed themselves up and then keep them around for quite a long time until they just die.

Ezreal: Poke, All-in, P/A, LGM - Janna and Ezreal can be a very strong poke lane with Ezreal's Mystic Shot synergizing well with Janna's shields, while if they engage on their enemies, Ezreal's high mobility and Janna's high utility can synergize well. Her tornado can ensure Ezreal's Mystic Shot + Essence Flux hits, while Ezreal's snipes can become even stronger with Janna's AD buff. Ezreal is still better with Taric though.

Graves: All-in - Firstly, Graves will always be better with Taric on the grounds that Graves has high burst. However, with Janna, he can still do well. He will still have good burst because of Janna's AD steroid, but not as much because she doesn't have armor shred like Taric does. However, Janna makes the lane much safer, even without a heal. This is a great lane to gank because Graves can cut off their vision while Janna CC's them.

Jinx: All-in, M6, P/A, NTE - Jinx... What can I say about her except that not only is she a poke MONSTER, she can easily turn pokes into all-ins, especially past 6. Janna's kit basically fixes what Jinx lacks: ESCAPE. Like seriously, Jinx only has her dinky snare to get away from mean bruisers and assassins, so unless she's obscenely fed or the assassins are just bad, she won't survive. Play really aggressive but ward hard because a jungler can really screw up your day. Late game, she's going to be very powerful with AOE 1000 damage rocket crits and that cork of hers so make sure you're ready to fend off a 3 - 5 man dive...

Kog'Maw: Poke, P/A, LGM, NTE - Since Kog'Maw has no escapes, Janna can really help him farm safely. This would probably be a defensive Janna lane, where the lane is passive until the jungler comes in for a gank. If engaged upon, just disengage because Kog'Maw isn't that strong until late game, similar to Vayne.

Lucian: Poke, All-in, P/A - Lucian is very strong in early and mid game with extremely high burst damage spells and autos, especially if he's not stupid and actually uses the Lightslinger passive. He's gonna want to trade a lot early because of his kill potential, but honestly I wouldn't really pick Janna with Lucian. They're kind of on two different brainwaves.

Miss Fortune: Poke, All-in, M6, MFE->LGM, NTE - MF can be good with Janna because of her high poke damage with Double Up. Also, MF's passive works well with Janna's passive and helps her escape ganks with Janna's tornadoes. Janna can also make plays to keep the enemy inside MF's ulti. Janna helps MF bully their enemies in lane, and if MF can get fed, she can easily shred a team with Janna pealing for her.

Sivir: Poke, P/A, NTE - Sivir and Janna don't really synergize very well together because Sivir and Janna suffer the same problems that Graves/Janna does; Sivir is just better with some hard CC to ensure a double proc on Sivir's Q. Although Janna's shield DOES buff Sivir's damage, especially once she hit's 6, this is not an optimal lane.

Teemo: Poke, P/A, M6, NTE - A somewhat uncommon ADC, Teemo and Janna can work well together if they cooperate and communicate well. Teemo's emphasis on early harass with auto attacks and Janna's shield synergizes well, while he can pretty much escape anything other than hard chain-cc with Move Quick and Janna's tornadoes. Also, their engage is really scary because if the enemy bot lane engages first, Teemo can blind the enemy ADC, and once the blind is up, Janna can chain the disables with her tornado and Zephyr. Once they both hit 6, Janna can make plays, forcing them into Teemo's mushrooms. This lane is really hard to gank for the enemy jungler, but the enemy bot lane can easily shut this down because of how fragile Teemo is early on. Just remember that Teemo has global taunt and you'll be fine.

Tristana: Poke, All-in, M6, LGM - Oh god, Tristana and Janna. First of all, Trist is probably never going die in this lane because of her Rocket Jump and Janna's tornadoes. Also, even though Trist is a bursty-AD like Graves and Sivir, her higher mobility and less emphasis on bursting, make her a terror with Janna because Janna's disables combined with Tristana's ever-increasing range can out-kite enemy ganks, out dps enemy bot lanes, and later, insta-kill people. When both Trist and Janna hit 6, they can pull off some freaky stuff with their ultimates; 2 knockbacks are REALLY strong together because they can completely lock down a single enemy in their lane and then bully the remaining enemy. They work well with ganks because of this chain-cc.

Twisted Fate: Poke, P/A, MFE, NTE - Also a rare pick, AD TF can really benefit from having Janna because TF's low range and natural squishiness can be evened out by Janna's shields and tornadoes, though it would probably be better to pick someone like Soraka for higher sustain. Remember that TF is prone to getting harassed hard and that his ultimate will sometimes take him out of the lane. TF and Janna can also chain Gold Cards and tornadoes into some crazy plays with Janna's ulti. AD TF and Janna can do well with ganks because if AD TF gets ahead, he can try to punish enemies for getting into his range.

Twitch: All-in, P/A, LGM - Twitch and Janna CAN work well together... This lane has a different play style than the other lanes because this can be an offensive Janna lane or a "protect the low-range ADC" lane into a surprise party. This is because Twitch's new stealth mechanic with his Venom Cask benefits greatly from Janna's shield and high utility. Twitch has really high sustained burst damage and high burst with his Expunge spell. Because he's so squishy, sometimes the enemy lane can just turn around and 1-shot him, but Janna denies that. Janna can keep Twitch alive long enough to kill the enemy laners and pull some really scary surprise parties with him. This lane is very powerful with ganks because of Twitch's high damage output.

Varus: Poke, All-in, P/A, LGM, NTE - Oh Varus, how Janna loves you. Janna and Varus work very well together because of his Q poke with Janna's shield, and her ability to disable the enemy long enough in skirmishes for him to get a 3-Blight Piercing Arrow or Hail of Arrows off. If Varus uses his Hail of Arrows to proc his 3-Blight stacks, Janna can help him follow up with Zephyr and auto attacks while once they both hit 6, they can chain their ultimates so hard that the enemy bot lane will need a Janna themselves to deny this lane. Varus synergizes perfectly with the passive/aggressive style because he is very similar to a DotA style champ where you poke a lot and then go for an all-in when you can get the kill. Once Varus is 6, this lane becomes stupidly easy to gank, but it's still pretty easy to gank pre-6.

Vayne: All-in*, P/A, LGM - Janna and Vayne... an interesting lane. They work similarly together like Kog'Maw and Janna, but Vayne and Janna is a better lane because of Vayne's higher mobility and the ability to stun. Although Vayne is still better with Taric or Blitzcrank, Janna can set up some pretty nice Condemns for her to capitalize on. Also, since Vayne's pretty much the squishiest ADC early (other than Kog'Maw), she benefits from Janna's utility and shields. This is an excellent gank lane because of the possible chain-cc. One good tornado can lead to a double kill if Vayne can stun and kill someone. However, this lane can also go the opposite way because if the Vayne gets bullied too hard, Janna can't really do too much for her. In this lane, Vayne can be a little more ballsy than usual because of Janna's safety, but Janna has to be a lot more vigilant than usual because Vayne can be so easily instakilled.

Janna's Friendly Junglers:

Alistar just has disgustingly good ganks for pretty much any lane. He's one of your best friends FOREVER. Also if you're feeling REALLY mean, you can play ping pong with them as Ali knocks them towards you and you ult them back. At 6 this combo makes it pretty easy to blow them into your turret given the right circumstances.

Amumu and Janna can chain their CC like no other; he's your little yordle buddy, especially once he hits 6. His high CC makes it easy to split the support and ADC if needed as well as you can easily reposition yourself to ult.

Jungle Blitz is very rare these days, but he's a good friend because of his high CC and the hook. Blitz and Janna can chain their CC hard and easily ensure a kill for the AD, no matter who it is.

Cho'Gath's ganks are very strong with Janna and an AD like Vayne where you can easily set up chain CC. It's hard for Cho to hit his abilities though, so here it's best for Janna and her ADC to engage the enemy, only for them to find a 2v3.

Jungle Darius is not your friend. He steals your kills with his ultimate QQ. Just kidding; Jungle Darius can be good with a Janna lane, but it really depends on your AD. Darius has no hard CC except his wimpy little pull so if you have an Ashe with Janna, even better.

Jungle Diana can gank a Janna lane pretty hard once she hits 6 because of how hard she hits the low MR laners down bot. It's best if the AD also has some CC here because of how low CC Diana is; her Moonfall just doesn't cut it all the time.

Mundo's ganks are really scary in a Janna lane. Perma slows from cleavers, constant damage from the ADC, and Janna's disables spell some easy kills. If Mundo misses his first cleaver though, the gank will be really hard if you choose to follow through.

Evelynn's power comes from popping up out of nowhere, and she can become a very powerful ganker for a Janna lane when Janna hits 6. If Janna can split the two laners and Eve comes in guns blazing, The poor sap who got split into you is probably dead. However, pre-6, Eve can't gank this lane with huge impact unless the enemy pushes up and doesn't have a pink ward.

Surprise Party Fiddlesticks with that fear forever... He's where you get your namesake, Surprise Party Janna Split. He's a good friend because of his silence and fear. Janna and the ADC can follow up on his engages really hard, and once he hits 6, proceed to collect free kill.

Jungle Fiora has pretty much the same problem as Shyvana and Udyr; she gets kited really hard. However, with Janna and an ADC with CC, her high damage output can really ruin somebodies day... Not not your day, the enemies' days.

Jungle Fizz basically has the same situation that Jungle Fiora has, but once he hits 6, all his problems go away except that he's kind of squishy until he gets some of his items. The shark is really good with Janna's CC.

An uncommon pick these days. GP is rather weak early, and not even Janna can alleviate this. Fortunately for him, with the ADC they might be able to pick up a kill, but it's not probable.

Jungle Fatman! He can gank for a Janna lane decently with his attack speed debuff and slow. Once he hits 6, he has a ranged Janna ulti that does damage, and they can chain their ultis really hard. He can easily secure a kill for the ADC, with or without CC.

Jungle Hecarim, or Horseyman as some people put it, can be really good for a Janna lane. If Hec comes in behind the enemy and pushes them back, Janna can chain her ulti with it and keep them disabled for a really long time. Also, Hec can carry if he gets really fed.

Jarvan IV and Janna can do well in a gank, or just fail really hard. If there isn't a lot of communication, J4 might ulti when you're trying to disengage with your ulti, ensuring not a kill for your ADC, but likely, rage from J4. However, if there is clear communication, they can have really strong ganks with the chain-ccs.

Jungle Jax works best with an ADC that does lots of damage. Jax and Janna can chain their cc while Jax and the ADC shred the enemy hard.

A rare pick, Jungle Karthus' walls of destiny can be chained with Janna's cc pretty hard. Also, it lets Karthus and the ADC use their sustained damage to overpower the enemy bot lane with the armor/MR shred from Karthus' wall. Also, with a Karthus in general, you can call for him to use his ultimate and then engage on the enemy bot lane even without a gank. This is because Karthus' ultimate will do a good 250+ at level 6, and this can help secure a kill early.

Kayle does stupid damage early, and works best with Janna and an ADC with CC. Janna can help Kayle abuse her early damage really really hard because of her high utility. It's best if Kayle can hit her slow early in the fight to amplify whatever damage that Janna and the ADC do.

Free Win the Blind Drunk's ganks with a Janna lane are really good. He's your best blind friend because of his absurd damage early and the cripple on Tempest. It makes it hard for the enemy ADC to fight back while your ADC shreds him. Free Win works best with Janna when Janna can make a play so that the enemy is cc'ed when Lee throws out his Q, ensuring the hit.

Jungle Malph works best with a Janna lane after he hits 6. Pre-6 it's very hard for Malph to gank a lane in general because of his low Q range and no gap-closer, but if he can get close to your lane's enemy ADC, he can shut them down with his attack speed debuff and slow, so try to force the enemy into Malph.

Maokai is the reason why Janna is a tree hugger. He can chain his CC with Janna really hard pre-6, making him one of the best junglers to gank her lane. He doesn't do too much damage early, though, and since there's so much CC between the tree and Janna, it's best if the ADC has a lot of damage.

Master Yi is not your friend. You can't really help him gank your lane that hard even with tornadoes, and even once he hits 6, you'll have a hard time making a play for Yi and your ADC.

Spider Naut is similar to Blitz and Amumu because it's really easy to secure a kill for your ADC if all goes well. Janna and Naut's chain cc is just stupid, especially once they hit 6. The ADC has to be asleep for this gank to fail if Naut and Janna play well.

Nocturne is a good ganker for a Janna lane when the ADC can CC the enemy. His fear is good with Janna's tornado and Zephy, but he can be kited if he misses his Q. Try to help Noc not get kited.

Jungle Nunu should be focusing more on counter jungling rather than ganking, but his Ice Ball and ulti synergize well with Janna's kit. He can gank especially well when the ADC is more on the damage side.

Jungle Olaf can work decently with a Janna lane, but if he misses the Undertow, it will be hard to pull off the gank. Just keep them close to Olaf and far enough away from your ADC that they can't turn and instakill him, and you can out damage the enemy hard.

Jungle Mantheon's target stun works well with Janna's chain CC. Once they both hit 6, Janna can make some serious plays with the ganks for the ADC. Also, you can sandwich the enemy bot lane with Mantheon's ulti if you and your ADC are chasing them.

Jungle Rammus is pretty much never seen anymore because he gets outclassed pretty hard. Rammus can roll in and chain his CC with Janna's if Janna makes a good play. If they can chain their cc, the ADC pretty much has a free kill.

Rengar has powerful lane ganks with Janna, especially because she has such good zone control. She can force the enemy bot lane closer to the bush that Rengar is waiting in and then engage on them. Rengar is prone to getting kited though, so try to help him allleviate that.

Jungle Riven is good with Janna if they can chain their CC well and burst down the enemy hard. Jungle Riven has more sustained damage than burst damage, though, and her stun only lasts like almost one second, but once Janna hits 6, she can keep the enemy bot lane in Riven and the ADC's face.

Jungle Sejuani's infinite slows synergizes well with Janna lanes and make it really easy for Janna to make plays splitting the enemy, etc. She works best with Janna when the ADC has more damage because Sejuani's flaw is no damage.

"SHACO OUT OF NOWHERE!" Shaco pretty much works well with any lane that has a hard CC for him to capitalize on; this includes a Janna lane. He can secure a kill for the ADC pretty easily with Janna's disables.

If you're lucky enough to have Shen, send him top; he's better there. But if you do have a jungle Shen, remember not to tornado them until the taunt is up, unless you have to engage with it. Also, ping and call for Shen's ultimate and you can bait the enemy bot lane really hard with a low HP ADC or Janna.

Jungle Shyv has a hard time ganking because she has no gap closer until level 6. Janna can help her not get kited, but Shyv still doesn't work too well with Janna because she also doesn't have any sort of CC.

Jungle Skarner works best with Janna once they both hit 6 because he can grab them and Janna can lock them down, making the poor grabbed enemy and easy kill for the ADC.

Talon can work well when Janna and her ADC have some more CC rather than damage because Talon focuses (almost) exclusively on damage. Remember that Talon is an AD mage so shielding him can buff his burst substantially.

A rare jungler, Jungle Taric works very well with a Janna lane because of the targetted stun. Taric's armor shred and Janna's disables can give the ADC an easy kill.

Jungle Troll can disable the enemy bot lane really hard and force them into Janna's spells. Alternatively, Janna can force the enemy into Trundle and use Trundle's poopy pillar to her advantage. It's best if the ADC has more damage because of Trundle's pillar.

He has a slow and a dash, making it easy for Janna to help the ADC pick up a kill with Trynd. He also scales hard off AD so shielding Trynd can sometimes be a better idea than shielding the ADC.

Jungle Twitch... Basically the same thing as laning with Twitch. She can really help him do all the damages, but on the other hand, if Janna and the ADC don't help Twitch fast enough, the enemy lane can just turn around and instakill the squishy rat.

Udyr gets kited. Hard. Help him not get kited. It's rather simple. We've been over this with all the other junglers who get kited (Fiora, Shyvana, etc.). If he can hit his stun, you can follow up with tornadoes and slows to make for an easy kill for your ADC.

Volibear is pretty much never seen anymore in the jungle, but if you do get a jungle Coca Cola Bear... I mean Volibear, remember that his toss is slightly smaller than a Singed Fling, and that it's his only CC other than his (rather weak) AOE slow. Adjust your tornado aim accordingly and help him not get kited because he gets kited really hard too.

Warwick becomes your best friend when he hits 6 because of Infinite Duress. WW's ulti and Janna's disables can completely shut down a target in lane while your ADC is a'pew pew pew'ing, leading to an easy kill.

Wukong is kind of a weak ganker pre-6 if he isn't played well, but his ganks become stupidly good once he gets his ulti, especially in a Janna lane. If you see Wuk coming in for a gank, try to help him stealth into a Crushing Blow -> Nimbus Strike instead of forcing him to use his gap closer first. It's preferable that your ADC has CC pre-6, but once Wuk is 6 it doesn't even matter anymore.

Win Nhao is in the jungle? Oh god why. His damage is REALLY good early game, but all he really has in terms of CC pre-6 is a slow from his Audacious Charge. Try to help him stay on his target if he doesn't have boots yet because he can get kited if he doesn't have boots or phage (and his gap closer is down). It should be pretty easy for the ADC to pick up a kill with a Win Nhao gank.

Jungle Zed is a rather weak ganker until level 6 because of how hard he gets kited, but like Udyr and Shyvana, Janna can help him not get kited as hard. Once he hits 6 he becomes a monster, though, and his burst is comparable to Talon's, if not higher. Your shield would not go to waste on him!

Early Game

General:
In early game you're one of the most powerful supports if you start with your tornado. You should NEVER take you first spell right off the bat. Always be reactive to what you need. For example, what if you get invaded and you could have saved your entire team with one tornado but you got your shield right off the bat? On the flip side, what happens if your ally would have lived from that last tic of Ignite if you had only skilled your shield instead of tornado?

Invading:
If your team is invading, you should be ready to grab your Q spell quickly in the case of catching an enemy. Use Ctrl+Q to grab your spell quickly, or Ctrl+E if you need to shield someone. Getting your Zephyr first is rare because you normally won't need it. Either way, try to CC as many enemies as you can with your tornado and be ready to pop Exhaust for First Blood or for saving an ally if it goes wrong.

Pre-lane Both:
The current junglers typically start on bot side regardless of the buff unless they're blue reliant (ex: Fiddle), but depending on junglers, you may need to ward their other buff, especially if the enemy jungler is faster than yours or has high invade potential. Other than that, make sure to follow if the team decides to invade and don't just sit in lane.

Blue Specific:
If you're on blue side, you need to leash for you jungler and help him if he gets invaded. You can usually hit the buff a few times and then run, but I like to start shield if tornado wasn't needed and shield at 1:53, and wait for the second shield, although the second shield isn't necessary. You can also catch the enemy if they are leashing for their jungler, but Janna isn't the best level 1 duelist, so back out if they're too strong. If he starts with blue buff, you need to keep an eye out for the enemy jungler invading red and must help him. Make sure your ADC is paying attention.

Purple Specific:
On purple side, you basically have to do the same thing as on blue side, but you have to be really careful about them catching you if you go to lane through river, especially if it's a Thresh, Leona, Annie, or Morgana lane. Like on blue side, if the jungler starts on the opposite side, be ready to help them with a buff contest.

In Lane:
If your team doesn't invade, go back to lane and help your ADC however you can. The first thing you have to do is check the enemy support's inventory and see what items they have, taking note especially of how many wards they have and if they have a biscuit or not. If they're missing wards, make sure to call it out and warn your jungler if he's going for a buff steal, but they might also have not bought any wards and simply gone full potions. Make sure to ward early against early gankers like Lee Sin or Shaco and keep tabs on where everyone is. Call for ganks if you need them and keep tabs on where your enemies have warded. Type them out in chat and ping them for your jungler. Wards last 3 minutes, green or pink, unless it is the Explorer Ward which lasts for only one minute. Make sure you check to see which ward they put down.

You always want to be careful of being hard engaged upon at this stage because a successful engage on your ADC or you can be difficult to peal. Remember that you can interrupt a lot of dashes with your tornado(remember that huge section on it?). When your ADC is going in for harass, shield him, and shield him when they're being harassed, preferably before the projectile(s) hits your ADC (you: Obviously Fey, c'mon you're so stupid *scoff scoff). Camp the brush for brush control and try to get control over the enemy brush. This naturally zones the enemy laners and gives you lane dominance. Remember that sometimes you have to sacrifice brush control though. In the mean time, make sure to trade with your autos and follow up on whatever aggression your ADC starts while making some of your own. Your shield should be abused really hard in lane to make sure you always win the trade.

Warding and Objectives:
During lane phase the main objectives are the outer towers and dragon. In the current ranked 5's meta, a 4 man push in top/bot isn't uncommon, but in solo queue you really don't have to worry too much about that. Instead, you need to play according to your ADC and jungler. If, for example, you have an Elise jungle and a Caitlyn as your ADC, you can push really hard with Cait and pressure under the tower, but don't go too ham because Elise is likely snowballing top lane. On the other hand, if you had a Pantheon or a Warwick, you could probably pressure the turret really hard because of the wave clear and tower shredding potential. Dragons are very important to kill, but you need to be careful not to take them when there are too many up or if they pressure too hard. Team comp comes into play here too.

Mid Game

General:
In mid-game, you should have your core build and preferably one or both of your core follow ups. Team fights are starting, and you need to prioritize who you need to peal for, and who the biggest threat to your team is. Make sure to clear wards (with a friend, always with a friend) and always have dragon and baron warded, preferably with a pink ward. Do your best to stay alive since you're really squishy and an easy kill to basically anyone who can burst you fast enough.

Warding and Objectives:
At this point, you should also keep warding your jungle, their jungle, and areas of high traffic. Ping for your team to contest junglers/laners taking buffs, or to gank the enemy mid laner who is stealing your wraiths. Take dragon if possible and/or force dragon fights. If you're really far ahead, your team can go for an early Baron and push, but remember not to make it the throw pit. Just be really careful if taking Baron because it's extremely risky in solo queue and likely a throw. Also stick with your team if they're grouping up for a fight. Remember you still need to check them mini map often and keep up your map awareness. Make logical conclusions when going for objectives like if their entire team is MIA and you don't have dragon warded, that they're probably taking dragon (but that will never happen because you'll always have dragon warded right?). Get and keep map control by warding and clearing enemy wards, but the entirety of the game is based around taking objectives. If you pick off one or two of the enemy, you must push forward for an objective because they're weaker 4v5. However, if your team is too low, then make a logical decision based on health bars, ult timers, etc. Keep in mind that if they burn an important ult like Ori's ult or Sona's Crescendo, that can also be an opening.

The main objectives in the Mid Game are: Dragon and the Outer/Inner/Inhib Towers

Team Fights:
In team fights, protect your carry and peal for them. Do your best not to die because of Oracle's, and do not sacrifice for anyone unless they have a large killing spree (if they are worth +600 rather than your +400). You should control the team fight as much as possible and pull off some of them plays. Follow up on your teams engage with tornadoes and Zephyrs. Also remember to disengage any bad fight. After a favorable team fight, keep the momentum and TAKE OBJECTIVES. Always get your team to take as much as they possibly can off a good fight because that's how you win the game.

Late Game

General:
Once late game begins, all hats come off. Everyone starts to get really scary, but you're not afraid of them because you're Janna. In general you need to always have pink wards and MUST always have wards. Team fights start to get really serious and your team NEEDS you to stay with them when they group up. Remember, that you still need to prioritize who to peal for and who the biggest threat is. At this time, you generally peal for your ADC while the biggest threat to your team is the enemy ADC (big surprise right?). In addition, continue looking for openings to abuse. Once two or more inhibs go down on their side, you can stop buying pinks and get a 6th item.

Warding and Objectives:
Like I said before, always always ALWAYS have wards, pinks, and upgraded scanners. Your main objective should now be Baron. Your team should now be shredding dragon pretty fast and Baron shouldn't be too hard to kill now. Remember to clear wards (again, always with a friend!) and ward high traffic zones. If your team has map control, keep warding and clearing wards to maintain it. If your team doesn't have map control, be very careful when warding and clearing. Try to slowly but surely take over the map. Also remember to take dragon as much as you can because of the global exp/gold, and contest dragons that the enemy team tries to take. Like in Mid Game, take as many objectives as you possibly can after a good fight. You MUST keep map control to keep your team's momentum up. If you're behind, you have to be conservative in objective sniping, but you still have to get as many as you can. You may need to ward your own jungle, etc.

The Main Objectives for Late Game are: Baron, Inhibitors, Nexus Towers, and the Nexus itself. Outer and Inner Towers are essentially free towers if you can draw focus away from it.

Positioning:
Make sure that no one on your team is ever in bot lane (or can be seen near bot lane) because at this point in the game, the enemy can take Baron very quickly (exceptions include Shen, TF, and allies with Teleport). If on your team is at bot lane, the enemy team will rush for Baron (if they're smart) and take it, knowing that your team cannot easily contest it with a 4 or less v5. On the flip side, if your team is fortunate enough to spot an enemy at bot lane, have your team rush Baron. Once you have Baron, you can either go heal or push mid or top lane. Always remember to DO SOMETHING with Baron because having Baron buff is a huge advantage over the enemy team. Don't let them waste your Baron!

On the other hand, if you see an enemy in bot lane, you can also opt to siege the top towers or bait a fight at Baron instead of taking it. These options are typically safer than taking the Baron itself because he does a ton of damage to your team and significantly weakens your team fighting ability if it is contested.

Team Fights:
In team fights, you have to peal for your ADC (or whoever it is that's doing well) and try to make plays (remember them plays up there!). If you can successfully Surprise Party Janna them, you basically won the game for your team, but that goes for all the powerful plays that Janna can pull off. Remember to disengage bad fights, but DO NOT sacrifice for your allies unless they're on a high killing spree, especially if you have Oracle's. Remember that you are STILL worth a lot of money with Oracle's. Control the fight with your powerful CC and zone-control abilities, and once the fight is over, catch the stragglers who are scrambling for their mamas... I mean retreating. Remember that if you somehow lose the team fight (unheard of right?), that Janna can't really protect the tower. She can shield it, but that's kind of it unless she has her ulti still. Though, even if she has her ulti, it's only a knockback, so it won't protect turret for too long.

Pushing:
Janna is really good for sieging enemy towers and pushing. She can give the ADC bonus AD with her shield while keeping the enemy team away with tornadoes and Monsoon if your team decides to dive straight for the turret. She can also shield whoever is tanking a turret's damage. You have to remember to ward around the lane that your team is pushing so that you don't have a surprise party on your hands while your team's still killing the turret.

Final Comments

Overall, Janna is one of the strongest support champions in the game if you know how to use her, but in the current meta she's beyond worthless. She has a powerful disengage the second she gets her tornado, and an even more powerful once she hits 6, yet offers abysmal damage in return. She is extremely versatile and can be skilled flexibly. Janna has heavy zone control and is super speedy, allowing for easier roaming. Hopefully this guide has helped you not just be a better Janna player but a better LoL player overall as much of the advice can be applied elsewhere. As one final note, I will update this guide and answer questions when I can, so I hope I helped you!

Before I go, I'd like to remind you of one more thing...

Remember this?

Playing support is a mind game. You must outsmart your opponents and make as much as you possibly can from almost nothing. It is like chess as the only way to win is to outmaneuver and be tactically superior. It requires cunning, strategy, and is an extremely difficult role.

-Feyvern, signing off~ *salute

Updates

Updates:

8/29/12 - Updated some tips and notes on the item builds and runes. Also changed some suggestions with the Summoner Spells. Added a "Pealing" section and some more tips/suggestions.

9/1/12 - Added a section comparing Janna to other supports, and giving pros/cons! Thank you, to Kusanagi for the suggestion!

9/2/12 - Changed the Janna vs _____ Section; working on it again.

9/14/12 - Added more to the Janna vs _____ Section

9/29/12 - Added (even) more to the Janna vs ______ Section (TRYING TO FINISH THIS UP)

10/6/12 - Added MORE to the Janna vs ______ Section (only a few left!) I also updated Runes, Masteries, and some explanations.

10/11/12 - Finally finished the Janna vs ______ Section...

11/13/12 - Moved around chapters to improve organization and updated some information (I'm sorry I haven't updated in so long! PLEASE DON'T KILL ME T-T)

12/11/12 - Finally started to update the guide. I had to experiment with some of the items first! Sorry!!! I'm updating slowly (and actually I updated the guide like 5 times before, but I accidentally hit backspace or the internet died so I had to redo it >_>) Guide name changed to "Makin' Tornadoes and Chewin' Bubblegum"

1/17/13 - Wow! It's been a while! Okay, so here's what's new: Crystalline Flask now costs 345 Gold instead of 225, so the Flask + wards start is no longer as viable... or really as effective. Back to S2 openings! I updated some of the information and build orders, reasons, etc. Added a new section called Janna's Friendly and Not so Friendly Mid Champs! Hopefully this will help you synergize with your mid players!

1/18/13 - Experimenting with adding pictures! I know I have a lot of text here!

1/23/13 - Slowly working on the (now more detailed) AP Mid section!

1/25/13 - Separated "Howling Gale and Monsoon" into 2 separate chapters and added more to the AP section

1/30/13 - Revised the "Runes" and "Masteries" sections as well as the shown Masteries!

6/29/13 - I totally forgot to keep updating because from February -> End of school I had so much crap to do that I derped really hard and only remembered because I was doing more Janna research... I SO SORRY DON'T KILL ME PLEZZZZ!!! Also I updated some pros/cons, Runes, Masteries, Summoner's, Skillset, Howling Gale, Monsoon, and Midgame section. Also changed guide name to "Janna and You: An Anti-Alt Tab Guide" because I felt like it sounded better. I also added the Janna's Role, Mindset, and Playstyle section as requested by Kusanagi 10 months ago (I'M SORRY IT TOOK SO LONG). Also updated the match ups for bot lane and added a difficulty meter. I'm also trying to add videos as I find them because I don't currently have any equipment or software to stream or record videos myself.

6/30/13 - Updated some info for Early/Mid/Late game, and added a new subsection for "Janna vs ______" on how to counter the match up... I probably should've done that in the beginning.

7/3/13 - Added more to the Mid Champs section of the guide and finished the "Countering" subsection of other supports.

7/9/13 - Updated the vision information for Patch 3.9. This patch really helps out support players in a lot of ways. The one minute timer reduction on Oracle's is IMO a very cheap price to pay for not losing it upon death. Also, the changes to ward gold is helpful (25 gold -> 30 gold) because hey, every gold piece counts. The ward wars change is also helpful and I'll elaborate more later. I also added a section labelled "War of the Wards" to help people learn how to ward!

8/10/13 - Updated for the removal of Bulwark.

10/22/13 - Sorry for ignoring the guide for 2 months </3. I've been super busy with schoolwork and all that jazz. Anyway, I added some minor changes and I'm hoping to actually add more to the guide and finish up the Mid section and Warding section. I'm also considering adding some videos but I'm totally clueless as to do this... So anyway yeah. Updates!

11/30/13 - I've been super busy with school and family, so sorry for not getting to this sooner TnT. I'm currently working on updating for S4, but honestly, this new system is kind of confusing me. I pretty much have a decent amount of info that I want to add/change/remove, but I'm trying to find time to actually work on this guide xD. Updates for S4, mainly in this update.

12/29/13 - I finally got around to do some more changes, so most of the changes are regarding match ups.

2/16/14 - I'm continuing to update the guide as I play more Janna in ranked. Also I finally hit Diamond ranking! ^_^

4/4/14 - I've been playing a lot of Janna in ranked lately, and have been experimenting quite a bit with builds and skilling. Also, I hit Diamond 3 Today! The Diamond 1 Dream is so real!

6/21/14 - Updating slowly... I'm just lazy, sorry ;~;

8/19/14 - Updated some match ups, added some more, deleted others, and updated intro

Comments

April 5, 2014 - 09:11 PM #1

Shitty, overnerfed Mobi boots combined with Twin Shadows, on Janna...: makes sense. Oh wait, it doesn't.
http://leagueoflegends.wikia.com/wiki/Movement_speed

January 21, 2014 - 05:20 PM #2

http://sh.st/cM6P

January 5, 2014 - 05:16 PM #3

I have just registered in this website to congratulate you for this fantastic guide. Really, I learn more than four hundred games with it. And it was quite entertaining. GL next dude u da boss!

October 26, 2013 - 10:49 AM #4

LoL, why are you people updating support guides now when they are gonna change dramatically in like 2-3 weeks?

September 17, 2013 - 02:44 PM #5

Janna is my most favourite support after Leona, I'm really happy to say you've covered ALL the important aspects of playing a good Janna, well done! I especially like the emphasis on saving a spot for 5-ward spamming, I can't get my friends to understand how important it is. MOAR GUIDES PLS

July 10, 2013 - 05:49 AM #6

@Ziz If you don't like the guide then go ahead and look for another one. Nobody is forcing you to read it, but I hope you learned something from my guide.

July 1, 2013 - 11:43 AM #7
Ziz

Chauster EU LCS hahahahahahahahahah.



Disliked.

June 30, 2013 - 03:59 AM #8

@Trickysticks Oh dang I totally wasn't paying attention when I wrote that! Thanks for finding that mistake! Appreciate it lots :D Fixing it right now.

June 30, 2013 - 12:55 AM #9

There are some errors in the section that mentions dashes you can interrupt. I'm pretty sure Nocturne is immune to cc during his ultimate dash, and Pantheon's Aegis is on W, not E.

June 29, 2013 - 11:16 PM #10

@Philitt Thanks for catching that mistake! I've fixed it now and added more to the guide!



@vampirbg She's a safe pick, but I wouldn't classify her as OP. I still miss the days of having her AD buff remain after the shield broke xD

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