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Spells:
Ignite
Flash
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Introduction

Janna's incredible movement speed and insane burst due to her high AP ratios let you roam the map throughout almost the entire game. This, along with Janna's great CC can result in many devastating ganks all game long. Her ult to push enemies back along with her slow and tornado make escaping a gank from Janna almost impossible.
I have played Janna many games - both AP and support. She is definitely one of my favorite champions for her insane nuke as well as her large amount of cc. After experimenting with many different builds, I finally found a build that works very well and wanted to share it so others can enjoy the power of AP Janna. If you find any errors with this guide please let me know and I will fix them as soon as I am able. Thanks - read on and enjoy.
Offense












Utility




Notable Mentions






Marks


Out of these two marks, I prefer the Magic Pen. With Magic Pen marks and AP quints, you get 8.55 Magic Pen and 14.85 AP. If you use Magic Pen quints and AP marks, you get 5.67 Magic Pen and 5.31 AP. Obviously it is better to go Magic Pen marks.
Seals
Greater Seal Of Replenishment Janna is very Mana hungry. These seals give her the boost she needs to stay in lane.

Out of these two seals, I prefer the Mana regen. While it may be good to have more AP, it is useless if you have no Mana.
Glyphs

Greater Glyph Of Replenishment If you find yourself short on Mana and aren't using Replenishment seals, these can be a good choice.

My choice of these three Glyphs are the Glyphs of Potency. With the increased AP,

Quints



I believe that AP quints should be used on Janna. Which movement speed is nice, Janna really needs the early AP so one


Recommended

Ignites an enemy unit, dealing (50 + 20 × level) true damage over time to a single target and reduces the health regeneration and the healing effects received by 50%.
Such an amazing spell. Finishes off champions that are about to get away. You also will get 5 extra AP after you use it with


Teleports your Champion to target nearby location.
Overpowered. Seriously Overpowered. Especially with Janna's ult. Learn how to flash - ult, and you will learn how to master Janna. Whether it is to push a pursuing enemy straight to your turret, or to save to life of your team, flash is what makes an AP Janna so good.
Other Choices

Your Champion ignores unit collision and moves 27% faster for 10 seconds.
After you pop this, you will probably move too fast to see. Use it to get to bot or top lane in the blink of an eye to gank or countergank. You can also use it to chase someone or to run away. They will have no chance after you use this.

Restores 160 + (lvl x 30) Mana to your champion and 50% of that to nearby allies.
If you seem to be running low on Mana this can be a useful spell. It will let you harass and use

Bad Choices

After 4 seconds, teleports your champion to target friendly minion or turret. 3 minute cooldown if cancelled.
You are Janna. You are fast. You dont need teleport.

Exhaust slows movement speed by 40% and reduces autoattack damage by 70% and ability/item damage by 35% for 2.5 seconds.
Janna already has enough CC. While




One of the best passives in the game in my opinion. It gives everyone on your team a noticeable increase in movement speed.

Janna summons a mighty whirlwind. She can activate the spell again to release the storm. On release the storm will fly in the direction it was cast, dealing magic damage to enemies and knocking them into the air. The damage done, knock up duration and distance traveled by the whirlwind increase for each second it channels to a maximum of 3.
Cost: 90 / 105 / 120 / 135 / 150 mana
Magic Damage: 60 / 85 / 110 / 135 / 160 (+0.75 per ability power)
Additional Damage: 25 / 30 / 40 / 50 / 60 per second charging
This is both one of your main damaging spells as well as your best farming ability, and it takes a lot of practice to get it right. There are three different times you should use this spell.
1: Use it to farm creeps. At the start of the game,

Once you get to level 5, this method can change. If the enemy AP is playing passively or is scared of you, you can charge up your tornado as soon as the enemy creep wave arrives. This tornado should leave all three caster minions at very low life so that one basic attack will kill each of them. If their AP is playing aggressively, though, you should continue to wait to use your tornado until the right time.
At level 9, your farming will become very easy. One

Once you get your

2: Defensively. This is one of the most obvious ways to use


If the enemy is right behind you, send an immediate tornado backwards to slow them down for a split second. If they are farther behind, let it charge a bit before you send it out. this will not only do more damage, but also knock them up in the air for a longer time. Often times I will aim the tornado at an angle across the path in the direction I am running (pictured below). This way you will get a longer charge, and can can release it at any time to hit them, no matter which side of the path they go. Only use this when a single enemy is chasing you. All other times line up the tornado so it hits as many enemies as possible.





3: Offensively. This is definitely the hardest way to use

While laning, most of your tornadoes should be used to farm minions. If you attempt to harass with them too much, you will run out of Mana. And trust me, being in lane as Janna with no Mana is not fun at all. If, however, you do decide to harass with





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.
Movement Speed Bonus: 8 / 10 / 12 / 14 / 16%
Cost: 40 / 50 / 60 / 70 / 80 mana
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Magic Damage: 60 / 115 / 170 / 225 / 280 (+0.8 per ability power)
This is your main harass ability. At an amazing 0.8 AP ratio,




Remember that when



Janna conjures a defensive gale that shields her target from incoming damage for up to 5 seconds. While the shield holds, the target will also gain an attack damage bonus. This ability can target turrets.
Cost: 70 / 80 / 90 / 100 / 110 mana
Shield Strength: 80 / 120 / 160 / 200 / 240 (+0.9 per ability power)
Attack Damage Bonus: 14 / 23 / 32 / 41 / 50

Use




When you gank top or bot, make sure you shield your allies. If you are going bottom, the shield will give you AD carry a large increase in attack to burst down the other players. If you go top, they will almost always have a higher attack and attack speed than you, so they will benefit from the shield much more than you will.
During the team fighting portion of the game, your shield will absorb enormous amounts of damage. I have had shields that took over 1000 hp. Most of the time you will use this shield on your AD carry, but if an ally is about to die, a well timed


Janna knocks surrounding enemies back and channels healing winds, restoring health to nearby allies each half second, for 4 seconds.
Cost: 150 / 225 / 300 mana
Heal Per Half Second: 35 / 55 / 75 (+0.175 per ability power)
This is an amazing ultimate. You can use it to split up the other team, escape deadly ganks, and save teammates from certain death. Be aware: while this ability can win games, it is can also easily lose them if you use it wrong.
Besides the obvious uses to knock back chasing enemies, this spell can be used offensively as well. Try to get an enemy to get close to your tower by baiting them, maybe even let them tower dive. once they do, flash to the other side of them and ult them into your turret. Then heal back to full life and burst what remains of the enemy down with


Starting Items


Starting with an






Going boots 3 can sometimes be a good idea if you are playing against a skill shot champion like





Core Items
kage's lucky pick
+25 ability power
Unique Passive: Gain +5 gold per 10 seconds.
This item is a must, and you should try to get it as early as you can. Not only does it build into a


+140 ability power
Unique Passive: +30% ability power
The deathcap gives an insane amount of ability power. Once this gets finished you will have incredible burst damage. Since you are Janna, you don't need a good defensive item until later due to the amount of cc she has (thought this is very situational).

+20 magic penetration
Unique Passive: Enhanced Movement 2
The standard shoes for an AP. The magic pen will let your abilities hit much harder.


+80 ability power
Unique Passive: +15% cooldown reduction
Unique Active: Deals magic damage to target champion equal to 25% of their current health (+4% per 100 ability power) with a minimum of 200 damage. 1 minute cooldown. (750 range)
This is a required item for AP Janna. It adds a third spell to Janna's nuke while also giving ability power and cool down reduction. You can get this right after sorcerer's shoes if you want, but I prefer to get


+100 ability power
+50 armor
Unique Active: Places your champion into stasis for 2 seconds, rendering you invulnerable and untargetable but unable to take any actions. 90 second cooldown.
Janna is very squishy throughout the game, so

AP carry Janna

+400 mana
+25 mana regen per 5 seconds
+45 ability power
Passive: Grants ability power equal to 3% of your maximum mana.
UNIQUE Passive: Every time you use an ability, your maximum mana increases by 4 (3 second cooldown). Bonus caps at 1000 mana. Does not stack with


Once you finally get this item, not only will your Mana get incredibly high, but your AP will also explode. If you want to go pure AP, then this will give you the most.

+70 ability power
Unique Passive: +40% magic penetration
If the enemy is stacking magic resist,




+80 ability power
+30 magic resistance
+350 mana
+7% movement speed
Unique Passive: On cast, your next autoattack will deal additional physical damage equal to 100% of your ability power. 2 second cooldown.
This item has great potential, but ultimately falls short. Costing over 3000 gp, it just isn't worth what it provides. If you do decide to buy it when you have a surplus of gold, make sure to space your spells out so you get the maximum benefit from its passive.
Defensive Janna

+80 ability power
+500 health
Unique Passive: Your spell damage will slow the target by 35% for 1.5 seconds (15% for multi-target spells, damage-over-time spells and spells with a cooldown time below 3 seconds).
This item will give Janna a bit of tankiness as well as a great slow to add to her already devastating cc. When you play enemies with a good amount of speed and harass, this is a good item to get.

+70 ability power
+57 magic resistance
Unique Aura: Nearby enemy champions suffer −20 magic resistance. (1000 range)
If you need some magic resist, this is a good item to get. It will give you a large amount of MR alongside a great aura to reduce enemy's MR and a good amount of AP. If you do not need MR, I would not recommend this item as the benefits that it gives aren't otherwise worth the cost.
When to play AP Janna
AP Janna is only a good pick in certain situations. Janna excels at being a support, and she can do it incredibly well if she has a large amount of AP. For this reason, you should be supporting your team late game rather than chasing kills. When is a super powerful AP support Janna useful though?
First, your AD carry should be someone who doesn't have any escape moves and will need help to survive. (Think



Early Game
Your main goal early in the game is to push your lane extremely hard while still staying safe from ganks. You can accomplish this through good use of


At this point in the game, Mana is extremely limited. Try to only use one tornado per group of enemy creeps. Each cast costs 90 Mana at level 1. If you keep using this spell, your Mana will be gone before you know it.
Try to avoid a direct fight with the enemy champion. At low levels, Janna will put out little to no damage, especially if you are rushing a



![]() |
Mid GameMid game is when AP Janna begins to shine. Once you hit level 7 - 9, you should be able to start killing caster creeps in one charge of ![]() If you decide to roam, you should get ![]() If you decide to jungle, first make sure you have enough Mana to waste a few spells. If you do, go to wraiths. After you get your ![]() ![]() ![]() To harass, you should use ![]() ![]() |
Late Game
Your

Try to stick next to your AD carry as much as you can - he will need your protection. Late game Janna drops off fairly hard, so you will need to go back to your support role and make your AD carry invincible.
During team fights, be sure to shield your AD carry. It will give them huge health and practically give them another BF sword. Nuke the enemy AD carry as soon as you can get in range. If the anyone gets too close, try to flash-ult them right into your team (just don't do that to their tank). Use


Ganking
When you gank, initiate with your



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