Janna – the Storm's Fury
~!a work in progress, still working on some sections and formatting!~
![[image loading]](http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Janna_0.jpg)
Stats
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HEALTH 487 – 1813 ATTACK DAMAGE 52 – 102
HEALTH REGEN. 5.4 – 14.8 ATTACK SPEED [*] 0.625 (+0% – 44.4%)
MANA 410 – 1498 ARMOR 19.4 – 84.0
MANA REGEN. 9.0 – 15.8 MAGIC RES. 30.0
RANGED 475 MOV. SPEED 335
HEALTH REGEN. 5.4 – 14.8 ATTACK SPEED [*] 0.625 (+0% – 44.4%)
MANA 410 – 1498 ARMOR 19.4 – 84.0
MANA REGEN. 9.0 – 15.8 MAGIC RES. 30.0
RANGED 475 MOV. SPEED 335
Abilities source: lolwiki
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![[image loading]](http://img3.wikia.nocookie.net/__cb20130929122853/leagueoflegends/images/b/bc/Tailwind.png)
Passive RANGE: 1250
Tailwind
Janna speeds up nearby allies coming towards her, increasing their movement speed by 8%.
![[image loading]](http://img2.wikia.nocookie.net/__cb20130929122851/leagueoflegends/images/3/3b/Howling_Gale.png)
Q RANGE: 1100-1700 COST: 90 / 105 / 120 / 135 / 150 MANA COOLDOWN: 14 / 13 / 12 / 11 / 10
Howling Gale
ACTIVE: Janna summons a mighty whirlwind at her current location. On reactivation or after 3 seconds, the storm will fly in the direction it was cast, dealing magic damage to enemies and Airborne icon knocking them into the air for 0.5-1.25 second. The damage done, knock up duration and distance traveled by the whirlwind increase for each second it channels.
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http://img1.wikia.nocookie.net/__cb20130929122854/leagueoflegends/images/3/3e/Zephyr.png
W RANGE: 600 COST: 40 / 50 / 60 / 70 / 80 MANA COOLDOWN: 12
Zephyr
PASSIVE: Janna is aided by a wind elemental, gaining movement speed and ignoring unit collision.
MOVEMENT SPEED BONUS: 9 / 11 / 13 / 15 / 17% (+ 2% AP)
ACTIVE: Janna launches the elemental to deal magic damage and Slow icon slow an enemy's movement speed for 3 seconds (capped at 80% total). She loses the ability's passive benefits while it is on cooldown.
![[image loading]](http://img1.wikia.nocookie.net/__cb20130929122850/leagueoflegends/images/9/99/Eye_of_the_Storm.png)
E RANGE: 800 COST: 70 / 80 / 90 / 100 / 110 MANA COOLDOWN: 10
Eye of the Storm
ACTIVE: Janna surrounds a target ally champion with a wind shield that absorbs incoming damage for 5 seconds. While the shield persists, the target will also gain an attack damage bonus.
SHIELD STRENGTH: 80 / 120 / 160 / 200 / 240 (+ 70% AP)
ATTACK DAMAGE BONUS: 14 / 23 / 32 / 41 / 50 (+ 10% AP)
This ability can be used on turrets. If a shielded turret kills or assists in a kill of an enemy champion, Janna will be credited for it.
![[image loading]](http://img1.wikia.nocookie.net/__cb20130929122852/leagueoflegends/images/0/0e/Monsoon.png)
Monsoon
ACTIVE: Janna emits a powerful blast of wind, Airborne icon knocking back enemies by 875 range, and then channels, releasing curing winds that heal allies every half-second for 3 seconds. She can reactivate the ability at any time to end the channel prematurely.
Why play Janna
The queen of peel, a solo Q goddess and no stranger to professional play, Janna is an excellent support to peel and protect your carries so that they can eventually safely blow up their nexus.
Pros of Janna:
+Scales well into late game
+best peeler (+2 disengages (knockup + knockback)
+OP shield
+very fast
+huge AOE heal
Cons of Janna:
-Low damage
-Laning phase can be weak
Playing Janna as Support
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Pls no Janna top, mid, jungle or ADC. lol k thx
Summoner Spells: Flash + Exhaust OR Flash + Ignite
Runes:
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Quints: Mix of AP Quints and Armor Quints
Marks: 9x flat Armor Marks or 9x hybrid pen
Seals: 9x HP Seals
Glyphs: mix of flat MR, flat AP or mana regen
*If you go 9x hybrid pen, you are committing to a more aggressive laning phase. You should go Spellthief's and not Coin then.
Marks: 9x flat Armor Marks or 9x hybrid pen
Seals: 9x HP Seals
Glyphs: mix of flat MR, flat AP or mana regen
*If you go 9x hybrid pen, you are committing to a more aggressive laning phase. You should go Spellthief's and not Coin then.
On April 30 2015 05:02 Prog wrote:
Against heavy magic damage I'll use MR blues (either full MR blues or some Manareg in there). In most lane matchups magic resist is not that important so you can go without them just fine and get the benefit of having a good balance of armor and health for early trading. This way you also free your reds from the armor duty and you can get split pen reds for better auto-trading early.
In general runes on Janna are very flexible. If you look at competitive Janna players you will see different setups based on split pen or armor reds, a mix of AP and Armor Quints, almost always Health Yellows, and a mix of flat MR, Manareg and AP Blues.
Against heavy magic damage I'll use MR blues (either full MR blues or some Manareg in there). In most lane matchups magic resist is not that important so you can go without them just fine and get the benefit of having a good balance of armor and health for early trading. This way you also free your reds from the armor duty and you can get split pen reds for better auto-trading early.
In general runes on Janna are very flexible. If you look at competitive Janna players you will see different setups based on split pen or armor reds, a mix of AP and Armor Quints, almost always Health Yellows, and a mix of flat MR, Manareg and AP Blues.
Masteries:
More tanky masteries. Standard
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![[image loading]](http://i.imgur.com/QXuHy3U.png)
Less tanky, but with more CDR.
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![[image loading]](http://i.imgur.com/y4GpFNE.png)
The wanderer mastery (last pt in the utility tree) in my opinion is just really good. Allows to get to places fast.
Skill Order:
first three pts: E > Q > W or E > Q > E
max R > E > W > Q
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At lvl3, it is possible to get a 2nd pt in E if you don't the passive ms or the slow.
Q is usually maxed last since Q is needed only for utility. Maxing Q increases mana cost.
[theorycraft?]There is a possible W max level order (R>W>E>Q) that allows for more kiting by your AD or more catch potential. Do not do this if you're behind since you need as much of the shield as possible.
Item Build:
Janna likes the following stats a lot: CDR, AP, and tankiness. Janna most wants CDR to spam her spells and peel. Some tankiness is preferred so that Janna isn't blown up instantly. If enemies can't target you easily, you can better use your spells for your teammates. Though AP helps Janna scale on her spells, AP usually tends to be luxury stat best if your team snowballs.
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CORE:
- Spellthiefs is best start since it gives the most gold, and most damage. Coin is an option for more passive lanes.
- Rush Sightstone and Mobi boots. These two items are the core items of most supports and for good reason. You can roam the map and ward properly to defend yourself from ganks and roams, sometimes gank the mid lane and sometimes invade their jungle.
- Sweeper is crucial for ward control and look to switch to it as soon as you get sightstone. Upgrade sweeper ASAP when you hit Level 9.
- Always have a pink (or two) in the inventory.
Highly recommended:
- Aegis and its upgrade (locket) are great on Janna. Makes it hard for AP assassins to blow you up (at least in the mid-game, late game if you get cc'ed and combo'ed you will die). Helps the whole team from AOE champs Its team utility of MR aura and shield active are great. Highly recommend vs champs such as Leblanc, and Katarina.
- Mikaels removes CC (not suppression though, tell your carries to get QSS if necessary) and heals for a good amount. Highly recommend vs champs such as Fiddlesticks, Irelia, and Morgana.
- Talisman has a really good active to engage or disengage. The build path sucks though. Build towards forbidden idol rather than the nomad's medallion for the CDR. Complete talisman later when you have enough gold for it.
- Captain enchantment for more movement speed for your team.
Recommended:
- Frozen Heart good armor item for Janna. Good passive. 20% CDR is awesome. (Iceborn Gauntlet may be better, will be tested)
Situational
- Mejai's is a great snowball item. It's not worth it buying it if you're behind since you may lose the stacks. The AP allows for more stronger shields, better ult heals, more movement speed on w.
- Deathcap Snowball item. Stronger shields, better ult heals, more movement speed on w.
- QSS is for very certain situations and champs in which these certain champs with AOE and CC can fuck you with the CC making you unable to Ult and reset the fight.
Ex. Fid ults and fears you. with QSS, no problem you can ez blow him away. Build QSS when they are actively trying to fuck you. - Twin Shadows if you really need engage
- Righteous Glory if you really need engage
- Zeke's if locket is built by jungler and team is auto-attack heavy
Matchups
AD Synergies
Ability Usage
Using Q Tips
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It can also interrupt dash spells! 1 way to separate the good Janna's from the great Janna's.
Laning: Two uses either defensive or aggressive duh...
Defensive: it's used to disengage with the knockup and sometimes interrupt a dash move, usually those that aggro you or your carry.
Ex. 1 Leona E's in. A quick Q can cancel it. This interrupt is one of the more trickier ones.
Ex. 2 J4 E-Q's in. A quick Q can cancel it. Should be easy since J4 flag telegraphs it.
The best position for you to easily Q to cancel their dashes is to position behind the AD.
Q shouldn't be aggressively used as harass. The mana cost is high and when it's on CD, you and the AD are more vulnerable. Usually only use it during ganks, all-ins or cheeses.
Aggressive Q is best used in the following combo.
W + Q: The slow from W makes it easier to land the Q.
If you are running away from your opponent's it can be good to aim your Q in the direction you are running. This way you can wait longer until you activate it again and get a longer knock-up. (credit: Prog)
Using R
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Trickiest spell to use as Janna since it requires some experience and knowledge of certain scenarios.
The skill is a knockback and heal.
The heal counters Ignite and other DoT's.
The knockback will interrupt channeled spells such as Katarina R.
The knockback is OP vs certain AOE champions such as Wukong R, Kennen R, Fiddle R. Make sure they get blown away from the team rather into the team. lol
The skill is a knockback and heal.
The heal counters Ignite and other DoT's.
The knockback will interrupt channeled spells such as Katarina R.
The knockback is OP vs certain AOE champions such as Wukong R, Kennen R, Fiddle R. Make sure they get blown away from the team rather into the team. lol
General Support Tips
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- Time objectives. 5 min red/blue buffs, 6 min dragon, 7 min baron.
- You want to ward, sweep and control objectives at least 1 minutes before they spawn. Always have 1-2 pinks to really control an area. Don't place them unless you are sure you can defend them adequately or bait with it. lol
- Always be careful and don't facecheck unless you know it's safe. Don't clear the pink if you could get collapse. You can always clear the pink when it's safe to do so.
- Go roam when you and the AD back. Usually around mid lane is good to gank the mid laner or ward around the area such as river dot bush and further.
- Mobi boots preferred over other boots since mobi's give so much good roaming and catch potential. Very cheap boots too.
Laning Phase
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1. Leash jungler, give him shield and couple autos.
2. Go to lane, look to hit Lvl 2 first (1 wave + 3 melee minions). Cheese with unexpected aggression with a Q + auto (shield as necessary) with the level advantage. If they hit lvl2 first back off and wait for wave to push.
3. Make good trades with your E shield.
4. Disengage their ganks and support all-ins with Q.
5. Initiate your ganks or all-ins by baiting them in or W + Q.
6. Ward river or tri as necessary.
7. Control vision with sightstone and sweeper around dragon. Pink an area.
8. Use W passive and mobis to roam fast.
9. Use abilities well in skirmishes.
2. Go to lane, look to hit Lvl 2 first (1 wave + 3 melee minions). Cheese with unexpected aggression with a Q + auto (shield as necessary) with the level advantage. If they hit lvl2 first back off and wait for wave to push.
3. Make good trades with your E shield.
4. Disengage their ganks and support all-ins with Q.
5. Initiate your ganks or all-ins by baiting them in or W + Q.
6. Ward river or tri as necessary.
7. Control vision with sightstone and sweeper around dragon. Pink an area.
8. Use W passive and mobis to roam fast.
9. Use abilities well in skirmishes.
Teamfighting
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1. Vision shifts between various places: inside their jungle (if ahead), inside your jungle (if behind), dragon and baron.
2. Peel your ad carry and win. Remember to use item actives.
2. Peel your ad carry and win. Remember to use item actives.