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Janna Build Guide by 1yanou

Support SPLIT 2 | 1YANOU'S EXTREMELY DETAILED JANNA GUIDE

Support SPLIT 2 | 1YANOU'S EXTREMELY DETAILED JANNA GUIDE

Updated on May 27, 2024
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League of Legends Build Guide Author 1yanou Build Guide By 1yanou 107 9 37,146 Views 5 Comments
107 9 37,146 Views 5 Comments League of Legends Build Guide Author 1yanou Janna Build Guide By 1yanou Updated on May 27, 2024
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Runes:

Sorcery
Summon Aery
Manaflow Band
Celerity
Gathering Storm

Resolve
Font of Life
Revitalize
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+2% Movement Speed
+65 Base Health

Spells:

Flash + heal
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

SPLIT 2 | 1YANOU'S EXTREMELY DETAILED JANNA GUIDE

By 1yanou
About me

Hi everyone!


I'm 1YANOU and I'm a Janna otp who is currently consistently above at least 300 LP and has so far peaked 544LP Master on EUW in split 1 of this season, I also stream almost all of my games on my Twitch! I always get loads of questions every stream, which is why I have decided to make a guide where I explain everything I do & build + my reasoning behind it, hope you enjoy the read and learn something from it!


SPLIT 2

Guide has been fully updated but here's a TLDR of the split 2 changes:


No more 3 points in Zephyr, just fully max out Eye Of The Storm, regardless of which one of the two builds you're going.

Build has changed and there is also a new one, see chapter 'Build examples'

Runes have changed. See chapter 'Runes'.
Summoner spells

You obviously always take Flash.




Heal is amazing on Janna and works very well with her kit. A lot of great Janna players exclusively run Heal on her.




The aggressive runes/build have been nerfed, so I don't think it's really worth going for ignite anymore. It can still be good on a rare occasion, but you should for sure primarily run Heal.




I personally never take Exhaust and in my opinion you don't need it if you play good because of Howling Gale and Monsoon.

Runes





The most common keystone choice is either Summon Aery or Arcane Comet, however Summon Aery is better. This is because Arcane Comet actually has a much longer cooldown than Summon Aery, meaning that if you play lane properly and poke well and as much as you can, you end up dealing more damage over time with Summon Aery. On top of that it increases your shields, so overall Summon Aery has more value for Janna. Guardian and Glacial Augment are bad.



Manaflow Band speaks for itself.


Celerity over Transcendence, because Celerity increases Janna's movement speed which is very valueable. On top of that, you don't need the cooldown reduction that Transcendence would give you at all.


Gathering Storm is great, because it scales very well which is what you're going for with the build I like to play. I also like Waterwalking though, it's not a bad option for sure.


Relentless Hunter got nerfed along with Shurelya's Battlesong, and Font of Life got a very nice rework, making Resolve tree the best option right now.


Revitalize is better than Bone Plating as it gives a lot more value to your shields/healing. If you position very well and don't do bad trades / don't get caught you are fine without Bone Plating.





Bonus:


+9 Adaptive (5.4 AD or 9 AP)
+2% Movement Speed
+65 Base Health I prefer +65 base health over 10-180 extra health scaling per level, as Janna's laning phase can be rough and the tiny bit of extra health could make a difference.
Viable items

Dream Maker is the best support item for Janna. Zaz'Zak's Realmspike was only good paired with Imperial Mandate, but that build got nerfed for 3% HP damage a few patches ago, and as of patch 14.9 they also gutted w max, making the build genuinely not worth it anymore. If you play good and don't get caught, you should never need Celestial Opposition and Dream Maker simply provides more value than Solstice Sleigh.




It is never worth to go Mercury's Treads or Plated Steelcaps, and the movement speed and passive you get from Boots of Swiftness is worth more than the CDR you get from Ionian Boots of Lucidity. Boots of Swiftness and Synchronized Souls are both viable, I will list the pros. My preference goes to Boots of Swiftness. Pros: 1. You're instantly fast af and don't need to wait for the upgrade from Synchronized Souls. 2. You don't lose movement speed in combat like you would with Synchronized Souls, it's extremely broken cuz it makes it easier to sidestep, escape, and you can literally just walk out of enemy champs etc.




These are the new boots and they're okay! The pros for these boots are the fact that you instantly get the fast recall, which is super op for tempo. The out of combat movement speed is also very nice, but I personally think Boots of Swiftness are a better choice (and most high elo Janna one tricks on the ladder go these as well).




Moonstone Renewer is truly a core item for Janna because of how well it works with her kit. This should generally be in your build every game.




Shurelya's Battlesong has been nerfed and isn't worth rushing anymore, but it can still be good to build once you've finished your core some games!




Staff of Flowing Water can be great after your core if you have a fed AP champ on your team.




I pretty much build Redemption on Janna every game because of how great it works paired with Moonstone Renewer and Monsoon. Even just in general, you can really make the difference with Redemption even if you are far away. Great item.




Mikael's Blessing is pretty situational but can be great! I don't think it's ever really worth rushing, but it can be a great 3rd or 4th item if needed due to enemy comp.




Ardent Censer can be great when you for example have a Twitch, Jinx or Vayne, but is never worth rushing. I personally rarely build this item, simply because other items are better on Janna.




Vigilant Wardstone can be a good 4th item after you've for example finished your core. It lets you place 2 control wards, which is amazing when facing Evelynn or Rengar and it also gives great stats!




It feels kinda bad to build Oblivion Orb, but you can do it if you notice your team really needs antiheal but no one is building it. If you do end up building it, just buy the Oblivion Orb and sit on it, only build it into Morellonomicon once all of your other items are finished.




It can be nice to go Mejai's Soulstealer when the game is a complete stomp, or if you've finished several items and don't really need another one and aren't dying.




Echoes of Helia is viable on Janna now! A lot of high elo Janna otps are rushing it, after which they build Moonstone Renewer into Dawncore.




Dawncore is now also viable since the new changes, read the above!




Locket of the Iron Solari honestly shouldn't really be in the list and it's kinda troll to build but it CAN be good on a very very rare occasion if it's your only hope to survive in for example a 45 minute game.

Build variations

Build variations (items are in order of when to buy!)






Fully max out Eye Of The Storm. After Redemption, the rest of the build is situational. You could for example go for Mikael's Blessing, Dawncore or maybe Mejai's Soulstealer. Refer to the chapter 'viable items'! You could go Synchronized Souls as well, but I personally prefer Boots of Swiftness over Synchronized Souls. See chapter Viable items for further details on the boots.





Echoes of Helia is currently really broken, so this build is very good. I am currently running it was well. You can either go Redemption or Dawncore third, depending on what you need. If enemy champs are all-in champs, you could also choose to go Redemption second instead of Moonstone Renewer. With this build you again fully max out Eye Of The Storm.


Ability usage, laning phase, roaming & mid-game.
It's really hard to cover everything and there is so so so many possible scenarios but I will try my best to keep it simple and to cover the basics and most crucial things that you can apply pretty much every game.



Starting off with laning phase:


Level 1 you start Zephyr and try to get prio. Attack the minions to make sure you hit level 2 first and play around the bushes. Ideally you wanna be going in and out of them, using Zephyr on the enemy and going back into the bush before they can trade back. Don't forget the enemy jungler though, and if needed (because you don't know where he started, or know he will be bot), go ward after the 2nd wave.

Try to punish the enemies for stepping up for minions and try to stay next to your adc. Don't walk up too far by yourself while he's farming. Generally, you want to try to recall at the same time.


You don't really want to be spamming Howling Gale, it costs a lot of mana. It's good to use it here and there, walking out of vision to cast one or placing it in the bush (make sure you don't leave the bush until it goes off, as long as Janna is out of vision, Howling Gale is invisible too.)

As the game goes on, you want to be looking for fully charged Howling Gales from out of vision. Each Howling Gale you hit might grant you a kill. A great position to place it at is the enemy's auto attack range (where they stand while hitting minions or the turret) it has a high chance of landing.

A great trick with Howling Gale in lane is to aim it like you see in the picture, it's undodgeable because of the turret and enemies almost always get hit by it. (arrow depending on your position)


The enemy jungler is ganking! A very common mistake is that Janna players try to hit the jungler with Howling Gale while fleeing. You should however place it as depicted in the picture, cutting off his path. This way he can never reach you unless he flashes it. This applies to literally every single scenario where you are running from someone. Use Howling Gale to cut off their path, don't place it trying to hit them in their current position as that is easily dodgeable.





Roaming:



Make sure to always look at the state of the wave. If there is a big wave about to crash into your turret, you need to always be there with your adc, or they might (and most likely will!) get dove. You can never leave in that situation.

You generally want to walk back following the arrows you see in the picture. This way you can decide wether you just walk back botlane or need to be mid because something might happen.


If you just crashed a huge wave (the circle) that is still under the enemy turret, you have a bigger timeframe to roam. In that case, you can just straight up walk mid, or maybe even toplane! See what your jungler is doing, maybe you guys can invade or make a gank happen.


If you and your adc just crashed the wave, you have a small timeframe to go do something. You could go ward enemy jungle (but be careful!), invade it with your jungler, or see if you can maybe make something happen midlane. Make sure you are back in lane by the time the new wave is there so your adc can safely farm it. Generally, every time you crash a wave like that you want to go in the fog, so enemy doesn't know where you are. When you come back after the roam, stay in the fog too. Maybe the enemy botlane thinks your adc is alone and engages not knowing you're there too. 2 free kills!





Mid-game:



This can get pretty advanced and kinda depends on how the game is going and is mostly just macro and not very Janna specific so I'm just going to keep it simple and go with a few important bullet points.

The first thing I'd like to mention is kinda random but I haven't really been able to put it anywhere. Always use Eye Of The Storm on your ally before doing anything else, because whenever you impair an enemy's movement with Zephyr or Howling Gale, 20% of the cooldown is refunded. Also make sure to remember that you can cancel lots of things with Howling Gale and Monsoon, so it can be good to save it in teamfights! You can cancel for example Death Lotus, Elastic Slingshot, Ferromancy - Crash Down / Mount Up and so much more!

Now actually onto the mid-game.

At this point, you want to be spamming Howling Gale on the waves whenever enemies are there. You don't lose anything from it, and one might hit and grant a pick.

Play with your jungler once the mid-game starts. Help your adc catch the wave mid and once they are safe again and waiting for the next one, look to do something with your jungler until the next wave comes in.

Play on the side where your jungler/carry is. If they are in the top jungle and you and your adc are mid, make sure you are on the left side of mid.

You don't facecheck at this point, unless you know where everyone is. You can use a fully charged Howling Gale on a bush as you walk towards it to keep you safe while you ward.

Ping your team. This is super important! Do something useful with the kills you get. Did you just kill enemy jungler and baron is up? Ping them to get it! Don't keep aram'ing mid.

Stay behind your team, we aren't playing Alistar and we can't save anyone when we're dead ourselves.

Make sure you always have a few wards, and recall in time to get some new ones if an objective is spawning. Don't spam-buy Control Wards, only get them for objectives.

You can use Monsoon to push the enemy jungler away from an objective as it's about to die, so they cannot Smite it.
Thank you!

If you've made it this far, thank you for reading and I hope it was useful! If you have any feedback or noticed any spelling errors whatsoever, feel free to let me know through discord!

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League of Legends Build Guide Author 1yanou
1yanou Janna Guide
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SPLIT 2 | 1YANOU'S EXTREMELY DETAILED JANNA GUIDE

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