What this Guide Is
This is a guide to playing Janna as full support. You'll assist in keeping your team alive and helping push, you won't get kills (except by lucky last hits) but you'll get plenty of assists.
The Basics: Skills
Q: Howling Gale
Janna is able to create a small storm that grows in size with time. On release, this storm will fly towards the direction it wast cast in, dealing damage and knocking away any enemies in its path.
- Deals 60/85/110/135/160 +20/25/30/35/40(Per second charged max 5 seconds) Damage
- Knocks Enemies into the Air
- Goes farther the longer it is charged
- Costs 110/130/150/170/190 Mana
- Cooldown is 12 Seconds
- AP Coeffecient is .75
- Charges for 5 seconds or until you press Q again.
This has two uses: It's a short term aoe disable, and it's good for farming. The disable part is extremely useful. Someone fleeing? Knock em up in the air. Something using an ult you don't like? Knock em up. it can be used to flee easily as well. The second, you simply use it to last hit a bunch of minions and profit.
Janna summons an air elemental that passively increases her movement speed and enables her to pass through units. She may also activate this ability to deal damage and slow an enemy's movement speed.
- Passive Increases Movement Speed by 8/10/12/14/16% and allows her to move through units
- Deals 60/115/170/225/280 damage
- Slows movement by 24/30/36/42/48% for 4 seconds
- Costs 40/50/60/70/80 mana
- cooldown is 13 seconds
The passive is amazing. It will save you tons of times. If only a single enemy is chasing you, use this to get away. If multiple are, don't so you keep the passive and use gale instead. When chasing a single enemy feel free to use this on them to snare them and let your carries blow them up.
E: Eye of the Storm
Janna conjures a defensive gale that shields her target from incoming damage while increasing their physical damage.
- Shield Absorbs 100/150/200/250/300 Damage
- Costs 70/90/110/130/150 Mana
- Increases Attack by 24/30/36/42/48
- Cooldown is 12 Seconds
- AP Coeffecient is .8
The shield is Janna's signature thing. It's very versatile, when farming use it on yourself for the extra power to make last-hitting easier. When pushing throw it on your carry so he blows up the tower faster. When being harassed watch what the enemy is doing and shield the person, preventing the damage. If you're able to keep track of your opponents it's basically a 300HP heal.
Janna surrounds herself in a magical storm throwing enemies back. After the storm has settled, soothing winds heal nearby allies while the ability is active.
- Knocks Back Enemies
- Costs 200/275/350 Mana
- Heals for 60/100/140 HPS
- Ap Coeffecient is .3
You're ult is pretty much an oh crap button. If you walk behind someone you can ult and knock them into the tower and score a quick kill. Otherwise it's pretty much a button to try and save your teams life. The HPS is gigantic and will top your team off very quick. (It however, does cost a ton of mana) When fleing from people you can use this and immediately keep running to knock them back and give you a chance to get away.
Janna increases the movement speed of herself and allies by 3%.
- Increases movement speed of all allies by 3%.
Pretty straight forward. You move faster.
Pre-Game: Summoner Spells, Masteries, Runes.
Masteries you'll want the utility tree for the extra XP, the Mana regen, the cooldown on your skills and the faster heal cooldown. The big ones are the mana/hp regen they help you out tons. Alternately, you can go into defense for more survability, but I prefer the utility tree.
Runes, for blue you'll want MP5/18, yellow use health and red use more health. Quints you can use either movement speed, health or more mana regen. This gives you some more regen to deal with spamming skills, and also gives you a decent chunk of health to not die as fast.
Summoner spells I run are cleanse and heal, however some notable mentions
- The map mobility is Huge, it's definately a top contender.
- If you're supporting, throwing out additional heals is always good.
- More mana to spam more shields/gales
- Useful for getting away
The rest are as always, situationally useful. I don't think smite or ignite would work that well on her though.
In Game: Skill/Item Build
Janna's skillbuild is highly dependent on what you'll be doing. I always start with a point in shield, it lets you be more agressive early on and harass them. I almost always level shield first, then zephyr and gale last. The main reason is that gale's purpose to me is simply an aoe disable. The extra damage on it is just a bonus, so I focus on a higher mitigating shield and faster move speed/better snare. These are more helpful when you're laning with someone else. Most anyone can benefit from Janna as a lane partner, so simply build around them.
The Item Build:
- Chalice of Harmony
- Sorceror's Boots/Mercury Treads
- Soul Shroud
- Frozen Heart
- Rod of Ages
- Aegis of the Legion
Always rush chalice, then your shoes (boots or treads, depending on what the opposing team has).What you build next depends on your lane partner. If you're with say, ashe or yi, you'll want to build Aegis first for the damage boost you give them. If you're with a veiger, soul shroud is probably more beneficial. Simply build around your partner. I almost never get to build the entire set, but generally end up with just shroud and aegis, or just frozen heart/shroud. It's all situational depending on what they have.
How to Play Janna
Early Game: Laning
You've got shield and you're ready to start last hitting minions. If you shield yourself you can sit up with the melee minions and harass the other team very easily and perhaps score first blood if you happen to get a lucky crit or something. Focus on last hitting minions and building up your items. use gale to set up for a gank if your lane partner is trying for one.
MidGame: Ganking People!
Now you're roaming around trying to gank people. Support who your with by shielding them and preventing damage, while not letting the enemy run with zephyr and gale. If it looks like you're teammate will die, use heal or monsoon. Try to position yourself to not knock away the enemy if you can, so you can finish it off.
Endgame: Team Fights
This is where the Aegis shines the most, it gives a big damage bonus to the entire team. In addition your ult is a very potent team heal during this phase. Don't be afraid to use it a bit early, because the burst will be quite high. Make sure to keep shielding people to prevent damage whenever possible. Shield your carry on tower kills and you should be able to push into their base and kill their nexus.