IntroductionJanna is a very powerful and versatile champion that has been nerfed a lot lately but she is still one of the best support champion in the game. She may seem very easy to play on the first look, but there are tons of aspects you have to consider before you truly brought Janna to her fullest potential.
In this guide I will show you how to play Janna as a fullblood-support champion and go into detail about the decision you have to make pre- and also in-game.
MasteriesThe new masteries are very versatile and give you a lot of options when playing supports, but here are a few general hints and some builds that seem to work rather well:
Usually you shouldn't invest more than 8 or 9 points into the offensive tree if supporting (with any champion).
Don't overestimate the "Scout"-mastery (visionward range), 5% is a small number and most good wards spots have walls that block a lot of vision anyway. So it's not a 100% musthave.
The utility tree in general is a lot weaker than before (invested points/profit -ratio) so don't tunnelvision it too much.
Having the +10 Dmg to towers on the ADcarry and -10 Armor to towers on supports can allow you to transition from championkills into an easy tower kill which gives you a huge global gold and map control advantage if used correctly.
This is probably the build most players will chose for the start since it's rather similar to the old "standard" build. You Shouldn't go 9/0/21 on Janna because she really only has only Zephyr as a real nuke and even that is rather used for its slow than anything. I'm still testing stuff out but so far I think the defense tree is superior (for Janna at least).
This is imo the most efficient mastery-setup for Janna I found so far. You can take points from Evasion (Reduce AoE Damage) and invest them into HP-regen or reduce damage by 1/2 but I chose Evasion because a) in mid and lategame Evasion will be stronger than the 1/2dmg and b) because I tend to get my Philo Stone really fast which grants sufficent HP-regen. You can move a few points from utility to defense and go up to 0/29/1 but the remaining mastery in the defense tree are rather mediocre. Mercenary may seem like an attractive option but by the time you get enough kills/assists (5kills/assists = 120 gold) the 1,5% reduced damage is actually rather strong and helps you to not get melted by 2 nukes (and it helps at the start of the game too). The
The "glasscannon" support, lol. This build makes you rather squishy, can however decent for Janna because of her ability to keep her distance and still be effective in teamfights. I wouldn't recommend this on Janna unless you decide to run Exhaust or Ignite and in that case you should obviously get rid of 1 AP and improve those instead.
ALWAYS remember to improve your summoners if you're investing into the tree anyway (*cough* CV/Flash).
- Marks: 9x Greater Mark of Resilience (Flat Armor)
- Seals: 9x Greater Seal of Resilience (Flat Armor)
- Glyphs: 9x Greater Glyph of Warding (FLat MR)
- Quints: 2x Greater Quintessence of Potency (Flat AP) 1x Greater Quintessence of Fortitude (+26 health)
This is where it gets Tricky.
The rune setup I show here is really a 100% supportfocused build.
You can mix and adjust a lot of things with runes but a few tips before you test things:
Anything other than AP or Manaregen should not be "per lvl" in general on supports.
Always adjust your masteries to your runes.
(ex.: Investing a lot of points into the defense tree?
That will give you a lot of HP and thus making Armor/MR really attractive.)
You may want to check Roku's guide on runes and their effectiveness to completely understand my build/s:
I'll show you a few alternatives to adjust the runes to your playstyle:
Greater Mark of Resilience (Flat Armor)
Greater Mark of Insight (Magic Pen)
Greater Mark of Force (AP/lvl)
Greater Mark of Shielding (MR/lvl)
Greater Mark of Potency (Flat AP)
Greater Seal of Resilience (Flat Armor)
Greater Seal of Clarity (Manaregen/lvl)
Greater Seal of Avarice (Gold per 10sec)
Greater Glyph of Focus (Flat CDR)
Greater Glyph of Shielding (MR/lvl)
Greater Glyph of Clarity (Manaregen/lvl)
Greater Glyph of Force (AP/lvl)
Greater Glyph of Potency (Flat AP)
Any Mix of Flat HP and Flat AP
Quint. of Swiftness (Movespeed)
Quint. of Warding (Flat MR)
Quint. of Avarice (1 Gold per 10sec)
Quint. of Resilience (Flat Armor)
You will mostly take a combination of these:
- Clarivoyance is always a good thing to have in any team if a champion can afford to get it and as a support it's one of your jobs to get it. Now that it got severely nerfed you might want to consider to not get it, but I think it's still really strong if not playing as a team of five.
- Don't underestimate the power of Heal if used in the right moment it can have a greater effect than Exhaust, especially on lanes without sustain. You should however not take it if laning against Tristana/Miss Fortune or if the enemies are likely to run 2+ Ignites.
- Flash allows you to play very agressive and still get out safely or to engage really fast. Janna doesn't need it as much as other supports due to her innate speed and ability to safe herself with her ability but you can pick it up for survivability and additional kiting.
Sometimes one of these can be an "okay" choice:
- Exhaust can be used for escaping a single enemy or to catch him with your team in addition with your slow. But in general the best thing about it is that it greatly helps in lategame teamfights.
- Cleanse can be a good choice if the enemy team is packed with a ton of CC (especially AoE).
- You can in theory pick up Ignite if your team needs the anti-heal debuff badly or when laning with a very bursty adcarry like Graves/Talon/Trist/etc.
Increases the movement speed of all allied champions by 3%.
Even though people often don't notice this skill, it helps with a ton of things.
It's probably the best supportive passive in the game and synergizes well with certain teamcomps.
It will help your team to backdoor that turret faster and help that overextending Ashe to escape a gank faster and it will help you with chasing that low HP champion. These global 3% might not seem like a lot, but they sure make a difference!
It's a great combination with Udyr, Skarner, Singed, Shurelia's, etc.
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.
Cost 90 / 105 / 120 / 135 / 150mana
This is it. Janna's keyskill. The star of all onepointwonders.
-DEVASTATING in Lv1 fights.
-AoE disable to interrupt channeling spells.
-Insane poking skill if used right.
-Great tool to stop chasers/check brushes/stop pushes.
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
You cry about not having the benefits of your own Passive? Well here you go!
The passive helps you a lot when chasing fleeing enemies or escpaing a gank.
And by catching up with enemies you of course get into range to slow them, giving your whole team the ability to feast on the little snack you just caught for them.
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).
Cost 70 / 80 / 90 / 100 / 110mana
Here we go, the 2nd skill Janna is so well known for.
This is one of the best supportabilities in the game.
The basedamageblock is nice but the 0.9 AP-ratio is insane. This skill will not only help your glasscannon-ADcarry help to survive, but also increase their AD.
-Get tons of assists.
-Increase a turrets damageoutput/save it from being destroyed.
-Let a teammate look tankier than he actually is.
-Neat cast range. Stay safe while doing your job.
Janna knocks surrounding enemies back and channels healing winds, restoring 90/130/170 (+0.35) health to nearby allies each second for 4 seconds.
Cost 200 / 275 / 350mana
The: get-out-of-jail-free-card of LoL.
Finally it's almost impossible for your stupid teammates to die by overextending. You don't wanna fight? Just press R and let the enemies fly far far away!
-Resets fights (..duh)
-Knock one or two enemies into your team while knocking the rest away and also healing your team.
-Healing your team and creeps while pushing/after dragon to be able to fight on.
-Throw enemeis into your turret by surprise early game.
R > E > W > Q
If you don't want to actually fight at Lv1 or know that the enemies are going to avoid it (you're the goddess of Lv1 fights) you should get Eye of The Storm first.
If the early game is slowpaced and the laning phase is thus longer than usual you can skip your ultimate for levels and get it at around Lv8.
In general grab your ulitmate whenever availabe and max Eye Of The Storm first because it's your best support ability (especially in lane).
Since the only benefit of leveling up Howling Gale is damage we max Zephyr next because it increases the movespeedbuff/slow%.
Also if you hit minions by mistake with Howling Gale this keeps the damage as low as possible so you don't push your lane too hard.
As Janna you are very free about the choice of your starting items.
You mostly want to have some regen (a part of Philosopher's Stone preferably) and a ward. These three are the most common builds, but test yourself what you like best.
Note: The first itemsuggestion I give leaves you with 150 sparegold.
On your first trip back you should be able to finish Philosopher's Stone and get a ward or two. Boots aren't a must.
First off. Get the wards. It's your job. You have to get at least 70% of the team's wards, always keep an eye on the wards timers to be able to replace them if necessary. Also get Aegis if nobody wants to take care of it.
You can delay your bootsupgrade for a pretty long time since you got decent Movespeed and kiting capabilities.
In most cases you will want these, to not get disabled for too long. The more magic damage and disables the enemy team has, the earlier you'll want to grab them
If you don't get Mercury Treads you will probably want to get a tenacity item later on, you should ALWAYS get for this purpose.
These are a great choice if the opposing team doesn't have a lot of disables/slows or you got a good team to defend you and your carry. Also they are very useful if the game is really actionpacked and a lot of teamfights and ganks happen.
/ These boots are best when there's a lot of splitpushing and roaming going on. If you notice that everybody is really heavily focusing on farming, these boots will help you a lot to secure their farming by placing wards all over the map quickly and clearing the opposing wards. Swiftness are better if you get caught in a fight from time to time, while mobility should be prefered in farmfests.
 & one of these ////
In most situation you'll want to go with Mercury Treads. Other viable choices for boots are:
Ionian Boots of Lucidity, Boots of Swiftness and Boots of Mobility.
So if you got some spare gold in between the warding you'll want to build a Heart of Gold and/or a Kage's Lucky Pick for some survivability/AP and secure goldincome.
If you are getting focused a lot and the opposing team is packed with magic damage you should consider getting a Banshee's Veil as your real late game item. If you are in the situation to still have gold after this you either have already won the game or warded poorly.
Either way you should now look at your/your enemies team composition and decide which aura-item would be fitting. If you don't want to get any of them and you aren't targetted a lot you can also just get a Mejai's Soulstealer (this can be done at any point, even though it's very risky early on).
WardingFor an in-depth guide on warding check out AwwGasm's thread over in the official Forums:
If you just want a few suggestions for wardplacement here are the most common:
RoamingRoaming is a very effective, surprising and devastating strategy if well executed.
I'm happy to see that finally players in League of Legends started to use this strategy, often with great results.
Most supports in League of Legends are good at roaming, Janna is one of the weaker supports to do this but she still does pretty good.
Here are a few tips in general about roaming with Janna:
-NEVER roam if you don't have 3 heroes that are able to at least decently hold a lane alone otherwise you will probably have to deal with either a very underlvled and underfarmed solo or a 4 minute turretkill.
-Try to steal as little EXP as possible the mainsource of your EXP should be creeps when you "take over" a lane of a teammate that just died/went to shop.
-Always be aware of your positioning. If you got no idea where the opposing jungler is at the moment and another enemy is also missing you shouldn't play too aggressive.
-If all lanes are pushed and you just CV'ed the oppsosing jungler, go visit him :) Your tornado is one of the best skill to steal buffs/creeps and scare junglers away.
-Philosopher's Stone and Boots are very useful when roaming as Janna.
Early Game [Laning]You chose to play support-Janna so you're going to lane on the bottom lane with a teammate.
Of course like every other support: Try not to take any creepkills your lanemate can get.
If the opposing lane is weak you can try to shield yourself and poke/harrass them away but don't everextend.
Most time you will just sit in the brush and shield you lanemate and wait for you jungler to come around.
If your lane/tower is getting pressured or the enemies decide to engage just use your tornado.
Janna is a pretty strong laner, her only problem is HP-regen but 2 Health pots or an early Philosopher's Stone should take care of that.
Early Game [Roaming]Depending on the opposing teams composition, it's really situational how and where and when you roam.
If your 2v1 lane needs help or the opponents have a stronger roamer you should probably get back to laning.
In general always keep an eye on the map, to see overextending enemies and to predict their movement.
Never forgot the opposing jungler. A lot of junglers have a very weak early game (ex. Amumu) and are easily disturbed and maybe even killed when caught early.
Pick your basic Boots and Philosopher's Stone up as soon as you can.
Mid GameNothing really special to say here.
You should start thinking about getting an Oracle's Elixir if you notice the opposing team is warding a lot and you feel rather safe. Also always keep a ward near Baron Nashor up, to ensure that enemies won't ninja it while you kill Dragon/push bottom.
Also don't steal farm from pushed lanes, always try to leave it to your carries.
Only grab it if your team really needs wards/Oracle's.
Don't overextend at any cost, you will just melt in this phase of the game. Try to always stick with a teammate even when warding/scouting or ganking.
Don't chase any champion.
Never face check any bush. Try to secure your teammates that are farming a lane.
Most of your job is done by now. If you have done it right you will hopefully helped your teammate to get an advantage over the enemies.
Team FightsSecure. Your. Carry.
Use everything you got for this single purpose.
You should position yourself very defensively (most time even behind your ranged AD-carry).
Shield him, blow the enemies chasing him into the air, use your ultimate to heal him and knock enemies away if he's about to die. Don't focus on dealing damage. Just try to save and help your teammates as much as you can and help them to kill fleeing enemies before they can escape.
Final CommentsI hope this guide helped you to improve or discover your supporting skills.
May all your future teammates be worthy and feel honored to get to enjoy your epic support. :D
If you have the time and want to, please vote and leave a comment.
Feedback will get responses and I like seeing contstructive criticism to further improve my guide.