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JANNA BUILD GUIDE: Support Janna by Xpecial

by Xpecial (last updated over a year ago)

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9
Greater Mark of Armor( +8.19 armor)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Gold( +3 gold / 30 sec.)
View Rune Details
Summoner Spells
View Summoner Details
1
13
16
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
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
1 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 3/3
mastery 2 mastery 2 2/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
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
13 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/2
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 0/3
mastery 2 mastery 2 0/1
16 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 0/4
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
1 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 3/3
mastery 2 mastery 2 2/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
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
13 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/2
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 0/3
mastery 2 mastery 2 0/1
16 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

Changelog

1/29/13 - Re-released, completely updated for Season 3

07/10/12 - Updated commentary, runes, masteries and included balance changes

02/19/12 - Updated runes, masteries, playstyles and added commentary

10/20/11 - Released guide

Introduction

The prevalence of assassins in Season 3 has caused Janna to become relatively stronger. Janna's strong peels and shield have pushed her higher up tiers of supports. However, strong aggressive ranged support have pushed Janna to the side and caused her to be overlooked.

Champion Overview

Strengths
+High CC
+Two AoE CC
+Powerful shield that also gives bonus AD
+Innate high movement speed due to passives
+Healing in teamfights
+Hot elf

Weaknesses
-No heal in lane
-No spammable heal
-Vulnerable without ultimate
-AD is lost when shield is broken
-Low range
-Weak damage

Commentary

Masteries

1/13/16:

Defensive page, when looking to trade. Janna's range/damage is too low for harassing with autoattacks to be worth it beyond level 1 and 2, so Pickpocket is not worth it.

[http://i.imgur.com/w4xHKaE.png]

0/9/21:

More utility. This page is more for playing passive or against weak lanes.

[http://i.imgur.com/Br0bt.png]

Runes

Marks:

Armor
Armor is the go-to marks for any support. Janna can't trade effectively alone, simply taking armor to tank extra hits is nice.

Attack Damage
Attack damage is something I would only use against extremely weak lanes, but this is very situational.

Seals:

Armor
Armor is again the default best page.

Mana Regeneration (Flat)

Mana regen is nice and gives you the needed mana to spam spells.

Glyphs:

Magic Resistance (Flat)
Magic resist is default against any bottom lane with magic damage.

Magic Resistance (Scaling)

Magic resistance scaling runes are the best against lanes without magic damage.

Mana Regeneration (Flat)
Mana regen in glyphs are nice if giving up armor is not something you want to do.

Quintessences:


Gold per 10
Gold per 10 allows you to scale nicely into mid/late game.

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

[http://i.imgur.com/Fp2Yl.jpg]

Summoner Spells



Explanation:

Exhaust is great and gives an additional peeling tool for Janna. It makes it extremely hard for teams to dive Janna's AD carry.



Heal is nice, I'd consider it against strong AoE comps and very little focus damage.

Skills

Passive: Tailwind

Explanation:

This is one of the strongest passives in the game. Global movement speed is super strong, but remember that the passive goes away when you (Janna) die.



Q: Howling Gale

Explanation:

AoE knock-up with nice range but short duration.

Note: Howling Gale, like any knock-up, can cancel dash spells in mid animation (Graves' Quick Draw, Leona's Zenith Blade, etc.)

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



W: Zephyr

Explanation:

Increases Janna's movement speed when off cooldown, decreases target's movement speed when used.

Note: If you are chasing, use this ability. If you are running away from a single target, use this ability. If you are running from multiple enemies, PLEASE DON'T USE THIS ABILITY (you want the extra movement speed and the ability to run through units).



E: Eye Of The Storm

Explanation:

A shield that also gives a fairly substantial AD boost (more than a BF Sword at max rank).

Note: If the shield is broken, you will lose the AD buff.




R: Monsoon

Explanation:

This skill makes or break Janna. Nobody can tell you when to use your ultimate as the few moments it takes to communicate such information, it will likely be too late. Only after playing games as Janna and really understanding the capabilities of both your team and the opposing team will you be able to truly utilize this amazing skill. It is not uncommon for a mistimed Janna ult to be in the favor of the enemy team, so be careful!

It also has a fairly impressive AoE heal, so keeping it up in a teamfight can be very effective.

Note: You can not use any spells while your ultimate is channeling, but you can use summoner spells.





Skill Order

> > /

Starting with (Howling Gale, Q):

gives an AoE CC at level one. This is the best skill to start with if your team plans to teamfight.


Starting with (Eye of the Storm, E):


gives the only form of "sustain" for your AD carry in the bot lane. Take this spell if you plan to start mini golems or in lane.


Skill order: I always max first as the bonus it gives beats out all of other spells (shield + AD steroid). Maxing or is debatable, but I personally prefer getting . Either way, both skills are extremely good and either works well. I typically take at level 8 and 10 for laning and max afterwards as we start to teamfight.

: I pick up Monsoon at level 6, but I leave it at level one for a while. The AoE heal simply isn't very needed until much later in the game and the hefty increase on mana cost without utilizing the heal is simply a waste.

After a certain point, the AoE heal can be used strategically (typically when teams start to go for Baron) or if playing against a high poke comp.

Item Builds

Start: ( + )

+ +

Starting Faerie Charm gives you the additional mana regen to trade with spells in lane, and you can build it into a Philo Stone or save for a Chalice later into the game.


+ +

Starting with both Faerie Charm and Rejuvenation Bead leaves you with no potions and only two wards. Only use this if you are sure that you won't get harassed down, as you lack sustain and early vision. The earlier gold per 10 is really nice though.

Rush:
/ +

Grab Philo Stone early if you can grab it before 12 min. Kage's Lucky Pick is nice too if you can grab it early. Sightstone is necessary as an investment due to the amount of gold it will save you from spending on wards.

Boots: // +

CDR boots
are the best for utility, Mercury Treads is an option if they focus you with CC.

For enchantments, you'll most likely go with Alacrity or Distortion. Distortion is better if the enemy seems to be focusing you and you need the extra Flash cooldown or you constantly need to reposition yourself. Otherwise, extra movement speed is just useful.

Important:

Sightstone
and Ruby Sightstone are extremely valuable items. Both these items allows you to forget about buying wards, saving a ton of gold. Getting these items as early as possible will give you the greatest return on the investment, plus the HP is awesome.

Locket of the Iron Solari has everything you need as a support. HP, CDR, Armor AND an active shield, Locket is a solid item for any match-up. This is by far my favorite item to pick up on a support.

Utility: /////+/

Mikael's Crucible builds from a . The extra mana regen is great, especially in a long siege. The Cleanse also works perfectly if the opponent has any Cleansable CC.

Shard of True Ice is alright. The AoE slow adds another slow to Janna's kit and can be nice. Not exactly the most useful item.

Twin Shadows
is fairly nice for Janna. The engage helps in situations where you want to engage, but don't have the tools needed. The long range slow can help those scenarios.

Zeke's Herald is perfect for a team with multiple AD champions. The expensive price makes it difficult to rush, but it can be bought as a second/third item.

Shurelya's Reverie
like Twin Shadows, Reverie helps your teammates get into range to engage. Another item that has potential with teamplay.

Aegis of the Legion
can be bought pretty much every game. The Armor and MR aura is still amazing and there should be one on every single team.

Runic Bulwark
is the upgrade for , but is only useful when going against a lot of magic damage. The upgrade is extremely costly, so make sure that the extra MR will be useful before purchasing it, simply having an Aegis is sufficient in many cases.

Will of the Ancients is now built from and is a nice item if your team has multiple champions that scale with the AP and can use the spell vamp.

Laning Match-Ups

One = Easy
Three = Mediocre/skill match-up
Five = Hard



Difficulty:

Explanation:
Alistar is a fairly easy lane for Janna. He has a very hard time engaging, even with Flash, as long as Janna is not the one being focused. The Alistar lane should not be able to kill your lane without a jungler gank.


Difficulty:

Explanation:
Blitzcrank is a bit difficult. He isn't hard if you manage to push up against his tower, but Janna's poor harass makes it scary if you are pushed against your own tower. Warding up the brushes in lane is a requirement.


Difficulty:

Explanation:
Fiddlesticks will focus you. Early on, both sides play very passively, but the moment Fiddlesticks hits 6, it's a scary lane. Fiddle will ult and Fear you and Janna WILL die from the burst. Be very careful and ward the lane brushes!



Difficulty:

Explanation:
Leona is a very easy lane prior to 6. Each time Leona wants to engage with Zenith Blade, Janna can cancel the engage with her . After 6, Leona may try to initiate with ultimate and Janna will be bursted down if that stuns you.


Difficulty:

Explanation:
Lulu will just be extremely annoying in lane. If you constantly shield her poke, Lulu will run out of mana quickly, but if you can not shield it, then she'll quickly have the upper hand. Quick reflexes will win this lane.


Difficulty:

Explanation:
Morgana is actually a difficult lane. Black Shield will stop all of Janna's low damage CCs, and if anyone gets caught by Dark Binding, the victim will lose a significant amount of HP. Aim to push up every single wave to avoid being caught by Dark Binding in an unfavorable situation.


Difficulty: ]

Explanation:
Nami isn't too strong with her poke. Aim to block her poke with shield and the lane will be very simple. Janna's AD carry should be able to easily harass with shield. Be careful of enemy ganks due to Nami's high ganking pressure.


Difficulty:

Explanation:
Nunu is not going to a problem in lane. There is no way for Nunu to pressure Janna out of the lane, however Nunu's AD carry will be scary once he hits late game.


Difficulty:

Explanation:
Sona is difficult for Janna to deal with. Sona's poke and sustain combined with killing pressure at level 6, makes it difficult for Janna to deal with. Before 6, it should be alright as long as Sona's pokes are being negated by shield, but be careful of the level 6 burst damage.


Difficulty:

Explanation:
Both sides will just farm. Very dull and boring lane.


Difficulty:

Explanation:
The lane should be very even. Taric has killing potential due to his stun, but as long as you shield whoever is targeted and you have a knock up the AD, it shouldn't be too bad. Careful of the burst damage beyond level 6!


Difficulty:

Explanation:
Thresh is very reliant on his Death Sentence to engage, but by using , Janna can negate that engage. This makes it very hard for Thresh to get in. Not getting caught off-guard and pulled in is very important. After level 6, this lane just becomes a farmfest.


Difficulty:

Explanation:
Zyra has a ton of poke damage, but lacks sustain. She has a lot of killing potential, but if you can avoid snares, you will be fine. This lane is very dependent on if Zyra can land her spells, but you should be able to avoid any deaths.


Team Fights

In a team fight, a good Janna will stay in the very back, completely avoiding all damage and throw CCs on a single target while also shielding the carry.

In a team fight, an excellent Janna will instead stay next to the carry, avoiding most damage and throw CCs into multiple enemies while being in range to ultimate for the team at any time. An excellent Janna will take some damage, but will not be killed. Vie for excellence, not just good.

Some supports can afford to stay in the very back and still be useful (Soraka), while some need to be a bit more aggressive and Janna needs to be aggressive.

Final Comments

Janna is even more useful than she was in Season 2. Her role in the game is fairly niche and a bit overshadowed, but I feel that she is still strong.

Comments

January 2, 2012 - 03:28 PM #31

With the new masteries I'm liking quite a bit of defense now (0/15/15 or something). Really into a more tanky Janna at the moment with Aegis and mercs usually.

December 27, 2011 - 01:16 PM #32

dude that masteries its fault...its with old masteries not with new. if you can update.

December 24, 2011 - 04:06 AM #33

update plz~

November 30, 2011 - 10:30 PM #34

I see that you are using dodge runes on most of your other support guides but not on Janna, why is that? Just verry curious, is this guide outdated or is Armor the way to gO?

November 28, 2011 - 08:17 PM #35

update

November 28, 2011 - 08:16 PM #36

plz updat i love janna and this guid

November 25, 2011 - 01:08 AM #37

I've been running 0/0/30 on my supports since the new masteries and haven't really seen any reason to really do anything else. Utility tree just so OP right now. And that extra ward in the beginning can be the difference between your carry dying to an early gank and you seeing in time to save them, so don't underestimate that.

November 20, 2011 - 08:06 AM #38

i use 3/6/21 and its works for me...i dont take +starting gold that gives u 1 health/mana potion/ward but u dont need it for real... u must b still to get more wards and u dont need to much to be on lane so long... mana regen/better wards/cd reduction is all what u need from masteriers (better cv and flash is good to)

November 20, 2011 - 02:51 AM #39

Hey Xpecial, i think i would speak for all of us when i say that us Janna players need help to transition from the new masteries. There are many ways to go about playing janna now with things like 9-0-21, 0-9-21 or 0-21-9 or even 0-0-30 so we need some insight. ALSO,with the 40+ gold in the begining of the match there are even MORE possibilities to start with janna. FURTHERMORE, heal got buffed and cv got nerfed, is heal a good spell on Janna, the best-non heal support in the game? IN ADDITION, what is wrong with CDR glyphs compared to defensive glyphs? 6% cdr helps drop some clutch shields on teamates. Thanks ahead of time if you respond, ppl need to hear from one of the best jannas evar.

November 17, 2011 - 11:56 PM #40

You should update the guide to fit the new masteries :D

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