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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Threats & Synergies
Nami
Introduction
Hi everyone, welcome to my


Before start talking in dept about Janna, here are some general thoughts about how she fits in a team composition.
This guide wouldn't exist without some help from MobaFire community, so I owe special thanks to some members:
- YaYaFTW's Signature Shop, who made all these lovely banners <3
- Bioalchemist's Guide Editing Service, who helped me with grammar and writing.
- jamespongebob's Of Coding, an amazing tutorial to use columns and other sources
- Emikadon's Lulu Guide, which I used as a source to make the abilities chapter.
- jhoijhoi's Making a Guide, with all basics of coding and writing
- All members who commented in this guide. Your feedback is very important and helps me a lot to improve.

Pros + Strong disengage + High CC + Powerful AD boost + Naturally fast + Highest mana pool in the game |
Janna's main strength is her ability to disengage and disrupt the enemy team with heavy crowd crontol, protecting squishy allies and countering enemies who rely in engage. If her marksman is behind in items, the AD boost from ![]() |

Even being hard to catch, Janna is very squishy and can easily die when focused. With only two damaging abilities, low auto attack range and bad scaling, her damage output is poor compared to other supports and is forced to play very passive in lane. ![]() |
Cons - Squishy - Bad laning phase, passive playstyle - Lacks damage - Can't heal without ![]() - ![]() |

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DEFENSE TREE
Tier 1 # ![]() # ![]() Tier 2 # ![]() # ![]() Tier 3 # ![]() # ![]() Tier 4 # ![]() ![]() |

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UTILITY TREE
Tier 1 + ![]() + ![]() Tier 2 + ![]() + ![]() ![]() Tier 3 + ![]() + ![]() Tier 4 + ![]() ![]() + ![]() Tier 5 + ![]() |

00-21-09
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Alternative Masteries
As you can see, the reccomended masteries in this guide mix 13 points on defense and 17 on utility. However, standard 0/21/9 or 0/9/21 are used more often between supports and have more acceptance. The reasons why I suggest 0/13/17: You will utilize only the CDR for activated items on ![]() ![]() If you want to choose one of these alternative masteries, I would suggest 0/9/21: The defense tree is really good, but the gold flow is amazing for supports at season 4 and allows you to buy big items. 0/21/9 is also great, giving you more survivability with ![]() ![]() |

Marks
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Usually marks are used for damage output, but ![]() |
Seals
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After Patch 4.5, armor seals got nerfed and health seals got buffed. Following these changes, we are swapping our previous seals and quintessences. Janna has one of the lowest base armor and HP in the game, so we take these runes to make her less squishy. |
Glyphs
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Magic resist is essential early game to reduce poke and burst from the enemy support, who usually deals magic damage. Scaling magic resist runes are also a good option if the enemy team has a strong AP Carry. |
Quints
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Because of the changes to our seals, we are removing ![]() ![]() |

Despite her naturally high movement speed, Janna doesn't have any reliable escape like a blink or dash. ![]() ![]() |
It's both an offensive and defensive summoner spell, great to shut down enemies who rely on attack speed (like ![]() ![]() ![]() |

Since patch 4.5, ![]() ![]() |
Because Janna lacks damage, Ignite is a good option if you have an agressive ADC by your side who wants early kills. It's good on agressive supports, but I just feel it goes against Janna's nature: It does a great impact in lane, but as the game goes on, Ignite brings nothing but damage, while Heal and Exhaust can save your allies. |



Tailwind (Passive) The wind aids Janna's nearby allies, increasing their movement speed by 5%. This bonus is lost while Janna is dead or if they aren't in range. |
Range: 800 |
Useful Tips
Things to Note
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Howling Gale (Q) Janna summons a mighty whirlwind. For the next three seconds, she can then reactivate the spell 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 for 0.8-1. The damage done, knock up duration and distance traveled by the whirlwind increase for each second it channels. |
Range: 1100-1700 Cooldown: 14 / 13 / 12 / 11 / 10 Cost: 90 / 105 / 120 / 135 / 150 Mana Magic Damage: 60 / 85 / 110 / 135 / 160 (+ 35% AP) Max Magic Damage: 95 / 145 / 195 / 225 / 265 (+ 65% AP) |
Useful Tips
Things to Note
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Zephyr (W) PASSIVE: Janna is aided by a wind elemental, gaining movement speed and ignoring unit collision. ACTIVE: Janna launches the elemental to deal magic damage and 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. |
Range: 600 Cooldown: 12 / 11 / 10 / 9 / 8 Cost: 40 / 50 / 60 / 70 / 80 Mana Movement Speed Bonus: 4 / 6 / 8 / 10 / 12% (+ 2% per 100 AP) Magic Damage: 60 / 115 / 170 / 225 / 280 (+ 50% AP) Slow: 24 / 28 / 32 / 36 / 40% (+ 6% per 100 AP) |
Useful Tips
Things to Note
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Eye of the Storm (E) Janna surrounds a target ally with a wind shield that absorbs incoming damage for 5 seconds. While the shield persists, the target will also gain an attack damage bonus. This ability can be used on turrets. If a shielded turret kills an enemy champion, Janna will receive the kill. |
Range: 800 Cooldown: 10 Cost: 70 / 80 / 90 / 100 / 110 Mana Shield Strength: 80 / 120 / 160 / 200 / 240 (+ 70% AP) Attack Damage Bonus: 14 / 23 / 32 / 41 / 50 (+ 10% AP) |
Useful Tips
Things to Note
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Monsoon (R) Janna emits a powerful blast of wind, knocking back enemies within 875 range and then channels, releasing curing winds that heal allies within 875 range every half-second for 3 seconds. |
Range: 725 Cooldown: 150 / 135 / 120 Cost: 100 Mana Heal per Second: 100 / 150 / 200 (+ 60% AP) Maximum Healing: 300 / 450 / 600 (+ 180% AP) |
Useful Tips
Things to Note
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Skill Order
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Your ultimate, ![]() After Monsoon, ![]() Take one point at ![]() The last ability you want to max is ![]() |

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Between the 3 gold items for supports, ![]() ![]() ![]() ![]() |
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Instead of starting with ![]() ![]() ![]() ![]() |
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Warding totem is very useful early game, providing a free ward every 2 minutes (but less effective than a ![]() ![]() ![]() |
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In addition to your ![]() ![]() ![]() ![]() |
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Talisman of Ascension
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This is the best gold income item for Janna, giving you cooldown reduction, mana and health regeneration for a cheap price. Its active is amazing for engages and disengages during teamfights and works even better with ![]() ![]() |
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Talisman of Ascension
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After you get ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Believe me when I say ![]() ![]() ![]() |
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The main reason to purchase ![]() ![]() |
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Because Janna has such a high movement speed, she can use other boots instead of ![]() ![]() |
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space | Go for this item if the enemy AP carry is too fed. The spell shield is great to deny enemy champions who rely on combos, but they can try to pop it poking you. The extra HP, MR and health regen also make you slightly tanky. | space |
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Like ![]() ![]() ![]() ![]() ![]() |
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space | Very situational, never buy it unless you really need the MR and also wants some AP. The aura is useful if you have an ally who deals a significant ammount of magic damage and the enemy team is buying MR. | space |
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Introduced on patch 4.10, the attack speed boost works well with Janna's invisible powers: With 40% CDR and good timing, Janna can apply a permanent boost to her carry. Also, every tick of Monsoon applies the passive, boosting all her allies. However, there are some cons you should consider before buying ardent censer: It is more effective with late game hyper carries like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Say hello to your best friend if you want to go for an AP support build: A cheap item with a lot of AP, half of the max CDR you can get, all the mana regen you need and a powerful passive that counters Baron's buff and champions with high sustain like ![]() ![]() ![]() |
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It might look risky to buy such an expensive AP item on a support with almost no damage, but it's viable because ![]() |
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A considerable amount of AP for a cheap price, with a great scouting tool. The active is great to chase those enemies who flee at the end of a teamfight, or when you're taking objectives like Dragon or Baron and need to check if someone is nearby. Take care with the CDR: If you already reached the 40% cap, go for another AP item. Try to combine Twin Shadows with other item that provides 10% CDR, like ![]() ![]() ![]() ![]() ![]() |
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Like ![]() |
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Leashing/Invading If your jungler is starting in the Lizard Elder (blue team) or Blue Golem (purple team), you are supposed to help him by 1:55 when the monster spawns. Starting with ![]() |




Laning![]() |
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Positioning In lane, there are two ways you should position yourself, according to the enemies: a) If you are against supports like ![]() ![]() ![]() ![]() |





Roaming/Dragon Being so fast, roaming the map to help the other lanes is very easy to Janna: If you are ahead in your lane and destroyed the enemy turret, you can go help the mid laner or try to kill the Dragon. Killing the Dragon is extremly important at mid game, as it gives gold to all your allies. Be sure to have a ![]() ![]() |
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Teamfights Before going to teamfights, always have one thing in mind: Janna is not a tank or initiator, your goal is to stay in the back line, near your carry. Unlike ![]() ![]() ![]() |

Warding is so important that we should have a complete guide only to talk about how important this is. When you buy a ward, you gain vision of important places in the fog of war, improve map awareness and prevent ganks. The support is the role that buys more wards and worries more about it, but every player should buy wards and know how to place it.
Some tips about warding:
- Rush
Sightstone as soon as possible, it is gold efficient once you have placed 6 wards in the game.
- Never leave the base without a
Vision Ward. This way you can destroy enemies' wards and counter stealth champions like
Twitch,
Akali,
Shaco,
Evelynn,
Rengar and
Kha'Zix.
- Always look at the enemy support's items. Wait for him to use his
Stealth Wards so you can destroy with your
Vision Wards or
Sweeping Lens.
- Be sure to always have vision of important objectives like
Dragon and
Baron Nashor.
Vision Wards are no longer invisible. Take care when you use it and try to place in bushes you have control, near your side of the map.
- Ask your teammates to use
Stealth Ward to avoid face checks. If they are destroyed, you didn't lose any money and can use your own wards after.

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Difficulty: 1/5![]() ![]() ![]() ![]() |

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Difficulty: 4/5 Oh, this *****. At level 1, she can stun you and your carry and easily take half of your HP. ![]() ![]() ![]() |

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Difficulty: 3/5![]() ![]() ![]() ![]() ![]() |

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Difficulty: 2/5 He has nice poke with ![]() ![]() ![]() |

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Difficulty: 3/5 She has nice poke early game, provides mobility to her team with ![]() ![]() ![]() ![]() |

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Difficulty: 2/5 In theory you are a strong counter to ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

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Difficulty: 4/5![]() ![]() ![]() ![]() ![]() ![]() |

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Difficulty: 4/5 Another mage who becomes a second AP Carry when played as a support. A successful ![]() ![]() ![]() |

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Difficulty: 5/5 If you have to face ![]() ![]() |

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Difficulty: 2/5![]() ![]() |

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Difficulty: 3/5![]() ![]() ![]() ![]() |

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Difficulty: 3/5![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

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Difficulty: 2/5 Early game is when ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

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Difficulty: 3/5![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

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Difficulty: 4/5 Even after the nerfs, ![]() ![]() ![]() ![]() |

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![]() ![]() ![]() ![]() I hope you liked my guide and please share your comments, I'm open to criticism and to following updates. Upvote if you liked and, if you downvote, please tell me where I should rework it. Have fun and enjoy my favorite babysitter! |
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