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JANNA BUILD GUIDE: [Support] "Whispering Eye" of the Storm by I Snort Whey

by I Snort Whey (last updated over a year ago)

Featured1,544,180 Views 67 Comments
9
Greater Mark of Armor( +8.19 armor)
9
Greater Glyph of Scaling Ability Power( +1.53 ability power per level (27.54 at champion level 18))
3
Greater Quintessence of Ability Power( +14.85 ability power)
9
Greater Seal of Gold(2.25 Gold / 90 Sec)
View Rune Details
Summoner Spells
View Summoner Details
5
4
21
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
5 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
4 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 4/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 2 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

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
5 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
4 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 4/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 Utility

Skill Order

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

Champion Matchups

Introduction

Support your team with your whispering eye of the storm! (Go watch role models if you don't get the joke :D)

[http://i.imgur.com/VU4tTX9.jpg]


Should I play Janna?!

Your AD carries will hate you. Janna provides just about the least lane presence in the game. You can't trade vs almost anyone in most situations. You have very little kill potential.

If you decide to play janna, YOU HAVE TO BE ABLE TO SHIELD PROPERLY (and other stuff, like not waste Q's randomly, etc.) Since janna has no sustain, you MUST be able to hit a huge percentage of your shields at appropriate times. If you shield too little, your AD is slowly dying. If you shield too much, your AD can be harassed between your shield cooldowns. You must learn how to get a good balance.


Who are you?

[http://i.imgur.com/z6afco3.png]


I've been playing games competitively since 1999 and have competed in multiple live events such as MLG. I've also been playing poker professionally for 3 years, so I have a really solid background of logic, reason, and problem-solving that directly relates to competitive League of Legends.

I spend just as much time theory-crafting and thinking about the game as playing it. I love running math, comparing gold efficiency, and always questioning what even the highest ELO players are doing. Worst case you can obtain a deeper understanding of why the do what they do, and best case, you can even improve upon their builds and strategy.

I was an AP mid main until ~1700s when I decided to switch to support so I could always play my main role.

If you want living proof that you can easily carry yourself out of ELO hell, all the way up to the toughest opponents, while only playing support... here I am! I have played on smurf accounts and gone from 1200-1800s in a matter of days. Whoever said supports can't carry was wrong! (Edit: Smurf account 1200-2.1k in 6 weeks!)

Changelog

5/26/2013: Added more information about when to buy Aegis/Bulwark, added a second skill path (maxing w) that allows for a more aggressive laning phase

5/03/2013: Tons of item, rune, mastery changes

1/04/2013: Massive overhaul for Season 3. Enjoy!

11/30/2012: Some information about current viability added to matchups

10/13/2012: Small rune section update to add GP10 suggestions

Edit2: also changed runes for GP10 and updated a couple pictures

10/10/2012: Changed default runes to MR, as CDR is a less common pick (situational, vs nunu/soraka only). Also edited the rune section/explanation a bit.

9/13/2012: Fixed R skill inaccuracy and reworded for better clarity

9/12/2012: Updated default rune page to 5 Flat MR blues to replace mana regen/lvl

9/11/2012: Guide Released

Masteries

Most games
[http://i.imgur.com/BS7XZND.pngg]


Using these masteries, fiendish codex + morello will give you 40% cdr which is huge (you want to be able to spam shields and Q in teamfights)

You can substitute all offensive masteries for defense if you're really scared of getting bursted... but you probably shouldn't have to.

Runes

--------- New Setup ---------

[http://i.imgur.com/4hBywCy.jpg]
OR

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

You can replace gp10 yellows with armor yellows as the gp10 isn't a huge difference. Armor allows for safer play, but you really shouldn't be getting caught virtually ever as Janna, so I go gp10.

AP/lvl blues and quints for the insane shield scaling, some nice heal boosts late-game with ult, and a tiny bit better wave clear. The reason for the AP CDR build is primarily permashielding your AD.

----- Old logic ---------

There are a lot of options. You should focus on when to use each situationally. If you don't have enough rune pages to leave yourself open to all options, I'd recommend you make a hybrid of everything. It's really silly that people decide they have to go ALL armor yellows, or ALL gp10 yellows, etc.

Not seen in these images: GP10 yellows. Very useful, especially for Janna, since you generally sit in the back and don't trade anyways. Use these vs low burst/harass lanes!


[http://i.imgur.com/FFlXx.png]Flat MR for lane safety. Used vs: Taric, Sona, Blitzcrank, Leona, Tristana, etc. You can mix in a few MR/lvl runes if you're not super scared of the early game, like vs Sona, or Tristana without an aggressive support combo.

[http://i.imgur.com/K332U.jpg]CDR + some mana regen for extra Q spam. If you find yourself playing hyper-passive and only using your shield in lane, you can replace the mana regen with extra CDR or a few MR runes for defense.
*Mana regen isn't totally necessary, as Janna is not very mana dependent UNLESS you spam a lot of Q's and play hyper aggressively in lane.*

[http://i.imgur.com/lTtqy.png]MR/lvl for late-game. This should only be used if you're guaranteed to be blasted with some serious AOE AP damage, else the CDR page is a much better choice.

Like I said, these are flexible. I love GP10 yellows, but running a full page of them just makes you too squishy. I love CDR blues, but if you're actually taking advantage of them early-game, you'll be too mana-hungry to even use them. Etc.

It's really easy to do the math for CDR depending on what items you plan on building. You might want to consider running CDR runes one game, or MR/lvl the next if you plan on building shurelya's + zeke's + CDR boots. Make sure you're not pushing the hard-cap of 40%, but you should do your best to get as close as possible. You're SUPPORT - everything you do and build should directly translate into helping your team. Being able to spam your spells is key to aiding your team, especially on a non-scaling utility support such as Janna!

Summoner Spells


OR


I used to think you could go without flash, but it's too useful to flash-shield teammates, flash-ult on occasion, flash-Q or W to secure a kill, etc.

Skills

Two options!


Option 1: Standard Defensive
[http://i.imgur.com/HmFA72J.png]
Option 2: Aggressive
[http://i.imgur.com/dt1Zn5Y.png]

I am still testing the aggressive setup. I used the standard defensive to get up to diamond 4, it definitely works. The aggressive setup will be specific to certain lane matchups. It also may depend on your opponents runes/magic resistance. For example, you can wait to determine whether you want to max W or E first based on either looking up their runes, or clicking on them and checking their MR when you get to lane, since the skill order doesn't vary until lvl 3-4 anyway.

Another thing to consider: Armor reds should be for passive play with shield. Magic pen should be aggressive with W. This has to be picked before seeing your opponents runes, so it would be matchup dependent only.

Passive: Tailwind
Increases the movement speed of all allied champions by 3%.

Explanation:
An under-looked, extremely useful passive - one of the best in the entire game. This can allow your team to obtain kills that would otherwise escape, survive when they would otherwise die, etc.

Keep in mind that you need to be alive for this to remain active.


Q: Howling Gale
Janna summons a mighty whirlwind, which she can release to deal 60 / 85 / 110 / 135 / 160 (+75% of ability power) + 25 / 30 / 40 / 50 / 60 (for each second it charges) magic damage to all targets in it's path, in addition to knocking them into the air. The distance traveled by the whirlwind increases for each second it channels.

Cooldown 14/13/12/11/10 seconds
Cost 90 / 105 / 120 / 135 / 150 mana
Range 1700


Explanation:
This is Janna's team-fight bread and butter spell. It has offensive uses, defensive uses, channel interrupting, buff/objective stealing (to knock up your enemy for your team, not for the damage) and can be used multiple times on multiple enemies in the same team fight.

Use this with good positioning and timings during team fights and you can single-handedly win them for your team.

This also helps in ward clearing, aggressive ward placement, and generally being caught out of position.
  • Never use this to poke in 5v5s before a team-fight breaks out. If one of your teammates gets caught, or your team initiates, not having a Q readily off cooldown can throw the entire teamfight.
  • You'll rarely find yourself charging your Q's. Instant casting is generally better for better accuracy. The knock-up duration difference is nice if you can land it, but it's a lot riskier letting the tornado sit there waiting for someone to walk in its path.
  • Enemies can hear your tornado starting even if you cast it in a bush.
  • The cooldown starts after the Q projectile starts, NOT when you first put it into the ground. This is another reason why you'll want to instant cast Q - so that you can cast it a 2nd and 3rd time even earlier!
  • Try not to cast Q's very frequently in lane. It's a huge mana drain, it pushes your creep wave, and makes it difficult for your AD to cs. If you are going to use a tornado, try to cast it at an angle. This will allow you to hit less/no creep at all, while making your tornado harder to dodge instead of a predictable straight path. Here's an example:
[http://imgur.com/yqVbq.jpg]

Here's the distance difference. Not that significant.
[http://i.imgur.com/yxQ7C.jpg]

When should I actually make use of a full Q charge?
The best time to effectively use your Q to it's maximum potential is during dragon and baron. [http://i.imgur.com/fJ8qA.jpg]
If the enemy is seen doing dragon, it's great to use this as an opportunity to use a full cast of Q, especially if your teammates are a few seconds behind you. The increase in range means you can cast it from a safer distance, and even though the knockup duration increase is fairly small, it's free! Baron and Dragon are the best times to take advantage since it's very easy to predict where the majority of your opponents will be standing, and they have very little room to dodge.
[http://i.imgur.com/rXAgU.png]
Use angles to your advantage! If the enemy team is doing baron, here's a great place to cast your tornado not only safely, but at a very effective angle to sweep the entire path of your enemy team. It's also much less predictable than walking straight up to them and scaring them all into splitting up!

W: Zephyr
Passive: Increases Janna's movement speed by 8 / 10 / 12 / 14 / 16%, and allows her to move through units.

Active: Janna launches her elemental at the target dealing 60 / 115 / 170 / 225 / 280 (+80% of ability power) magic damage, and slowing their movement speed by 24 / 30 / 36 / 42 / 48% for 4 seconds. Janna loses the passive benefit while Zephyr is on cooldown.

Cooldown 13 / 12 / 11 / 10 / 9seconds
Cost 40 / 50 / 60 / 70 / 80mana
Range 600


Explanation:
Janna's least useful spell... except it's still really good! Yet again - great for both offense, defense, and general passive use.

When to use this:
  • Chasing an enemy
  • Running away from ONE enemy
  • Trading in lanes with a lot of mana to burn (if you're up a philo on your enemies, make sure you take advantage by abusing your mana regen!)

When NOT to use this:
  • Running away from multiple enemies. You will lose your passive movement speed that the skill provides until it's back off cooldown, so you're better off not casting it at all. Nado, shield, and run!



E: Eye Of The Storm
Janna shields her target, absorbing 80 / 120 / 160 / 200 / 240 (+90% of ability power) damage and buffs them, increasing their attack damage by 14 / 23 / 32 / 41 / 50 for 10 seconds (can target Turrets).

Cooldown 12seconds
Cost 70 / 80 / 90 / 100 / 110mana
Range 800


Explanation:
This will make or break you in the laning phase.

Good Jannas will use this:
  • Offensively for +dmg poking
  • Defensively when their AD is clearly being harassed

Bad Jannas will use this:
  • Not often enough, despite low mana cost
  • AFTER their AD has already been harassed
  • Too early, allowing for the enemy bot lane to wait until it's gone, and then go aggressive since it's on cooldown

Aim to hit an additional 1 good shield per game. Every additional reactionary shield you hit in the laning phase will add up VERY quickly in terms of your lane sustain and presence. Even after mastering this Janna is fairly weak in lane, so you can imagine how bad it can get if you fail at shielding.


R: Monsoon
Janna knocks surrounding enemies back and channels healing winds, restoring 90/130/170 (+0.35) health to nearby allies each second for 4 seconds.

Cooldown 120seconds
Cost 200 / 275 / 350mana
Range 725


Explanation:
Best disengage in the game.
Hardest skill to use in the game.

It can be used offensively to flash+ult someone into the back of your team (or you can Q/W them, walk in front, and ult) but these situations do not come up often. If you try to force yourself into situations like these, you'll end up blowing your cooldown and/or getting your team killed.

It will take a lot of practice to learn how to use defensively. Be prepared to fail hard by ulting too early, ulting too late, pushing low HP targets away... as long as you learn from your mistakes, you'll be that much closer to mastering this skill.

Skill Order

Max or after shield?

I used to max Q first simply for the CDR. This is a mistake, though:

  • Maxing W also lowers its cooldown, allowing for more slows in addition to a quicker refresh rate on your movespeed passive. Q is much more useful to have up constantly however, so we will need some other advantages of maxing W to make it worth it:
  • Damage increase. Especially early to mid-game in lane/around dragon, this absolutely can make a difference.
  • Slow percentage. It's not a significant increase in slow after every level, but keep in mind that the Q knock-up time doesn't increase AT ALL.
  • Passive movespeed bonus. Again, it's not a huge increase, but it's another small advantage.

The combination of all of these together makes W the smarter choice to max after your shield, despite Q being awesome/the entire reason why I play Janna.

Why do you wait until 18 to max ?

For a few reasons:
  • The cooldown reduction of R almost never makes a difference -- maybe one out of 15 games, if that.
  • The heal bonus is extremely small. Not only that, but we will only even use the healing affects of our ultimate for a 1-2 ticks on average.

The most important reason:
  • The utility advantages you gain by maxing Q and W are significantly higher. You can take advantage of these small 2 second windows every single fight you get involved in.

Can I get a point in Q, W, and E at level 3?
I'd only do this if you plan on going aggressive. If you think your AD will be harassed at all, the extra 40 damage absorption is really significant -- especially when you consider that the shield's passive AD bonus is removed once the shield pops. That extra 40 damage can turn into additional damage dealt to the enemy from trading with the AD bonus.

Laning Matchups

Janna is best at lower elo.

This is because lower elo players simply do not punish her poor laning stage. Letting her lane stay even in CS/kills is like letting a poppy free-farm top without harassing her... or a veigar free-farm his Q mid.. or a nasus... you get the point. You can exploit bad players by playing a champion that IF YOU DO NOT PUNISH, will have an advantage.

The most important factor of playing Janna: If you can get out of laning stage successfully (aka survive and not have your AD get completely dominated in CS.)

I ended up getting my account to 2200, and let me tell you, laning vs good tarics/sonas is extremely hard if they know what they're doing. Janna isn't played much at high elo anymore because of this. She will get DOMINATED if people know how to play it right -- full zoning your ADC, and since Janna has almost 0 lane presence, they can just walk straight up to your AD.

Janna works best at low and mid elo (anything under Diamond, IMO. Once you start getting up close to Diamond is when I found people really punish me for picking Janna.) Why, do you ask? Because low/mid elo players...
- usually don't main support
- are bad/passive/simply do not know when to initiate

For example: I was playing Sona at 2200 vs a Janna main. She had just used her Q and it was a bit of a waste, so we immediately went all-in and got the kill. This can also be done when Janna's shield is down -- simply go all-in and the Janna lane has NOTHING to do about it other than waste a ton of mana on Q and running away.

At low elo, people will continue playing passive and farming even when Janna's shield or Q are on cooldown. This is really, really bad, but people simply don't take advantage of this until you start getting into the 21-2200+ range (and even then, non-support mains won't take advantage.)

Just keep that in mind.

- Janna does well vs Blitzcrank (when compared to other supports at least.) The most effective way of laning Blitz is simply activating his movespeed boost and running straight into the opposing lanes champions before pulling. As soon as you see him going for this, simply Q/W and walk away!

If Blitz pulls your AD, be prepared to Q and E immediately! If you can cast Q before Blitz has a chance to knock up your AD, you'll be safe. If you can't prevent him from knocking up your AD after he pulls, try to allign your Q to hit their AD to remove as much burst as possible. Bonus: line up your Q to hit both Blitz AND their AD!

- Janna hard counters leona. You can tornado her mid-zenith blade and stop her. Otherwise: most of the damage from a Leona+AD lane is going to be from their AD attacking yours with Leona's passive applied. If you can tornado their AD before they get in any attacks on your lane partner, you'll walk out safe.

Make sure you use W on the enemy AD if they're chasing, or on leona if she has over-extended and is now running away. She can't top-to-bottom your AD like blitzcrank can, so you need to make sure you effectively trade if she jumps in and then backs off.

- Taric's Shatter+Auto attack is a ton of damage. When he stuns your AD, try to line up your Q to hit both Taric and their AD before he can shatter.

- A pretty hard lane to deal with. Soraka's harass is better than Jannas with her auto attack animation+silence. They will outsustain you like hell. Just do your best to shield your AD through all harass. Even if your lane loses in CS slightly, Janna is a much better late-game champion than Soraka so it's no big deal! Make sure your teammates understand that if they start to complain.

- The hardest matchup. Trying to shield vs harass is very difficult -- Sona can easily break shield + do extra damage to your AD all by herself, not to mention the added AD harass. With your slow and knockup, try to catch her out of position and throw a W+Q on her while your AD bursts her down. This isn't to kill her -- it's just to give your AD time to farm safely since Sona can't continue her harass.

- His Q harass is the hardest to deal with out of any AD because it's instant-cast. You will shield late quite often, shield when you don't need to, and overall have issues against this champion. Play passive and do your best to predict his Q's and auto-attacks.

- Shield your AD when Ashe casts her W (AOE arrows). It's such a slow cast that you really have no excuse to miss shields. Your ult + Q should be a good enough disengage at 6 that you won't get caught.

- Shield your AD through caitlyn's Qs. Again, they're very easy to shield against. The auto-attacks are the main problem, since she has such high damage and range.

- A faster projectile speed than most, his Q's and W's require quick reactions to shield against. Be prepared to instant-cast your Q after he uses his teleport to minimize his damage output.

- Try to get used to the projectile bounces of her Q. It should be very easy to shield against since she will cast it on a minion before it hits your ally. She's extremely high harass and poke.

- You can't Q him before he casts buckshot, but you can predict when you need to shield since most graves will use Quickdraw as a gap-closer, Buckshot to harass, and the back off. As soon as he casts quickdraw, shield your AD!

If you have any other matchup-related questions, let me know and I will add them in. I haven't had much experience versus Lulu -- she's really good at harassing if you often get caught pushed too far forward so play very far back and make sure your AD is all of the focus of their harass. (That way, you only have to focus on shielding 1 target rather than switching between the both of you.)

Team Fights

Doing Baron/Dragon?
Shield whoever is tanking rather than your AD. The health absorption is more important than the small damage boost. You want your team to be full HP for if the enemy team tries to contest.

Make sure you don't cast W too early. If the enemy jungler is walking in to smite-steal, you have to make one of these decisions:
  • Slowing their jungler so that they can't get in range to smite-steal
  • Saving the slow until right when the objective is killed to guarantee your team can catch up to and kill their jungler

You can also delay your enemies by casting Q. If you know they're coming, try to start charging Q as early as possible so you get the longest knock-up.

Chasing an enemy?
Consider throwing your shield on whoever has the highest chance of catching your opponent. If your AD is trailing behind, but your melee jungler has a run-speed boost or gap closer, you'll probably have to throw your shield on them for the AD bonus.

Make sure that you don't use it too early. To maximize efficiency, you should aim to cast the shield right before your ally starts his first auto-attack animation.

You also may consider saving your shield completely if you may need it for tower-diving or if there are MIA enemies who could jump in at any time.

Casting tornado on fleeing enemies can actually be quite difficult. The cast time of Q and slow movespeed of the projectile means you have to be quite close to them for your Q to connect. Keep in mind that you're generally going to have more runspeed than your opponents, so take advantage of that by making sure you're definitely in range.

Team fighting?
Throw your shield on your AD right at the beginning. This will maximize his damage for the longest period of time since (hopefully) no one will be attacking him yet.

After that initial shield, your 2nd and 3rd shields will be very situational. It's generally best to use it on whoever's being focused, especially if your ally is smart enough to run away. Proper synergy of your spells can lead the enemies to making very poor choices... chasing a low HP target too far, swtiching targets too early since they assume the low HP target is about to die, etc.

You usually want to peel your ADC by casting your W on whichever bruiser is closest to catching him. This will allow your ADC to get in more auto-attacks before running away and kiting, thus doing more damage.

Your Q can either be used to peel your ADC, or to knock up as many of your opponents as possible. Like most things in this game, it's very situational.

  • Is your ADCarry very fed? You'll probably want to do everything in your power to babysit him.
  • Is your ADCarry underfarmed? Or is your top lane/mid dealing most of the damage. You'll want to peel them, or simply Q as many of your opponents at once as possible.

Sometimes, you will want to use your ultimate JUST for the heal. Yes, the heal is extremely small... but if you don't feel like you need to disengage, you have very low health teammates that could benefit from a small burst of hp, and all of your spells are on cooldown -- go for it! As soon as your cooldowns are back up, make sure you're using them ASAP.

Warding - Tips and Tricks

  • 8/29 Patch: The following items will now display a targeting indicator to show whether you are placing a ward inside of a bush: Wriggle's Lantern, Vision Ward, and Sight Ward

This change is REALLY good for support players! Why, you ask? So that you can be efficient in how much vision you get per ward. You do this by adding wards to the very edges of bushes.

Would you rather have this?
[http://i.imgur.com/GuETB.png]
Or this?
[http://i.imgur.com/0gA0K.png]
This vision...
[http://i.imgur.com/ZANHL.png]
or the extra, free vision from a well-placed ward?
[http://i.imgur.com/npauV.png]

Ward Jumping!
An extremely useful skill that you should learn.
First: A hilarious Scarra fail

[http://i.imgur.com/j7EPN.png]->[http://i.imgur.com/mQpMw.png]
[http://i.imgur.com/rnlFI.jpg]->[http://i.imgur.com/71eWC.png]

Hide from baron vision wards!
Click on the rock just to the right of the torch, and your ward will fall here, completely hidden from pink wards outside of baron.
[http://i.imgur.com/1x9Qe.png]

Videos

Janna/Corki vs Graves/Soraka (season 2)

Final Comments / Contact

Janna is one of the best, yet most difficult champions to learn. I learn new tricks every game I play. I also make lots of mistakes. The sooner you realize and learn from these, the better.

Her ult takes practice. A lot of practice. Even at 2k, I find myself questioning my timings and positioning nearly every single game.

Mastering Janna is no easy task. If you have any further questions, please post in the comments section so everyone can see my response. I hope that you have as much fun as I have had in learning the little complexities of the ~~~WHISPERING EYE~~~!

Comments

September 7, 2013 - 03:52 AM #1

Thaaanks this is awesome, helped me alot with janna and even with other supports cause of ward placement +1

August 10, 2013 - 11:22 PM #2

really good guide bro, jsut 1 little you forget the "hide ward for dragon" I think you know it :D

June 10, 2013 - 03:52 AM #3

LagKilledMe - I'm currently playing two smurfs, Synthy (ADC) and Ubandon (jungle)

June 4, 2013 - 10:53 AM #4

Hello whats your Ingame name?

June 3, 2013 - 11:20 AM #5

Took my advice and decided to try out AP Janna Support didn't ya!

June 2, 2013 - 04:11 AM #6

I don't think maxing Q first is -ever- correct. Way too mana-hungry and easy to dodge. W is way better for damage/poke, E is way better for allowing your AD to safely poke.



The mastery point thing was a mistake, fixed now.



GP10 is indirectly nerfed since passive gold was increased across all champions. Better to have a lot of extra sustain the extra E damage absorption imo (and almost every pro player who picks janna seems to agree!)

May 31, 2013 - 04:43 PM #7

first of all its a good guide and in most points i agree with you but i have a little question: why do you put a masterie point in each summoner spell upgrade?



i mean you can only use 2 different spells like heal + flash or exhaust and flash so all in all 1 point is always wasted...



and something about the runes... i really prefer the quintessence gold runes + 9x yellowarmor(maybe change 4 of them for gold runes) + 9x red magic pen + 9x blue scaling mr/mr or scaling ap/ap or mana reg per lvl.



And i must say sometimes its really worth it (especialy vs nida or lux supp e.g.) to max your q first .



May 29, 2013 - 11:01 PM #8

Hi there! I really enjoyed reading this guide. I also really enjoy playing Janna and she's awesome. I have a different kind of question tho. Sometimes Janna gets picked and/or I feel like playing another support. My problem is I can't really find a champion that is relatively similar to Janna. Which support champions would you prefer to a fellow who feels like this? Thanks in advance!

May 26, 2013 - 08:51 PM #9

also keep in mind mpen reds should be used for maxing W build. this must be selected BEFORE you see their runes, so unless you go half and half, it seems the decision to max E or W relies on your lane matchup more than their MR rune/masteries.

May 26, 2013 - 08:41 PM #10

Jrkoop - glad you like it! thanks for the kind words :D

xemeria - yes, you are right. aegis/bulwark is needed if no one else is buying it. i like asking jungle/top to buy. if they don't buy, janna should.



also, sometimes maxing "w" in lane is good. i think it can be decided to max "e" or "w" based on: enemy champions, enemy magic resist. maybe if they skip magic resist blues, it is a good time to go "w". I have not tested this yet, but will add more info after I do.



guide updated with this info!

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