Janna - Multiplay styles - by Oriyen

The gadget spec URL could not be found
Janna is one of the support classes that can turn the battle in a 5v5 team match. With this said if you want to play a mage class that can make champion kills, Janna is not the champion you are looking for. Janna can kill champions but was not designed to be a champion slayer. 

There are two ways to play Janna offensively or as a support/utility class. This guide will cover both play styles with the best suggested runes, mastery spec and item build suggestions.

Keep in mind this is a guide and it’s merely used as a suggestion on how to master Janna. All comments I have on spells, items, runes or specs will be in parentheses ( ). I want this Guide to be the “All Go To” guide getting the community involved taking their ideas and keeping it updated. If I see suggestions and like them and try them out I will update this guide with the new information, give credit and clean it up to get rid of the old information.

Quote:
-=Version/Update=-
Version 1.0.0.61a 12/8/09
  • Initial Release

(Version Number is the Patch Number it was written for, the letter represents any changes while in that patch i.e. play style suggestion changes ect. Any updates will be updated on here with future patches and quick notes on the updated guide information)

Quote:
-=Table of Contents=-
The gadget spec URL could not be found
1. Abilities
  • Passive
  • Active
2. Adversaries and Counter Tactics
  • Basic Tactics
  • Adversaries
3. Support/Utility Play Style
  • Mastery Points
  • Runes
  • Ability Learning Order
  • Summoner Spells
  • Item Build
4. Offensive Play Style
  • Mastery Points
  • Runes
  • Ability Learning Order
  • Summoner Spells
  • Items
5. User Suggestions/FAQ/Credits
  • User Suggestions
  • FAQ
  • Credit/Thanks


Quote:
-=Abilities=-
Janna’s arsenals of spells are useful in more ways then just pushing towers but offer many ways of getting you and your team out of trouble and can even give you an upper hand when your fate seems grim. In the rest of the guide I will be referring to the spells by letters of the default key mapping Q W E and R and D F for summoner’s spells.

(I mainly copy and pasted the ability text from www.leaguecraft.com for they have the best description for the abilities. Credit and thanks to them)

Passive

=Tailwind=
  • Increases the Movement Speed of all allied champions by 3%.

(This works regardless of how close the other heroes are on the map as long as they are alive they get this buff.)

Active

[Q] =Howling Gale=
  • Cooldown = 12 seconds
  • Janna summons a mighty whirlwind, which she can release to deal 60 / 85 / 110 / 135 / 160 (+75% of total ability power) + 20 / 25 / 30 / 35 / 40 (for each second it charges) magic damage to all targets in its path, in addition to knocking them into the air. The length of the whirlwind increases for each second it channels.

(This is your push enemies at bay spell. While it is good to get kills on minions it is more useful to use as a harassment spell. You also don’t need to let it charge sometimes the enemy can see it charging and move out of its way. It is best at times to press Q target and Q again so the enemy can’t escape its might. That method also works wonders when trying to escape and buys you or partners time to run.)

[W] =Zephyr=
  • Cooldown = 10 seconds
  • 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 total ability power) magic damage, and slowing their movement speed by 24 / 30 / 36 / 42 / 48% for 4 seconds.

(Zephyr is an amazing spell not only does it do good damage and slows the enemy but when your not using it, it helps you flee from the enemy. If fleeing only use this spell on enemy champions that can out run you for the fact once it’s used your speed slows down. This spell is also great for getting last kills on minions or enemy champions. Using it on fleeing champions regardless of HP is a must.)

[E] =Eye of the Storm=
  • Cooldown = 12 seconds
  • Janna shields her target, absorbing 100 / 150 / 200 / 250 / 300 (+80% total ability power) damage and increasing the targets attack damage by 24 / 30 / 36 / 42 / 48 for 12 seconds.

(Eye of the Storm is an awesome spell for one it can save you or your team mates from getting ganked at early and late game. It is also useable on towers to prevent them from taking damage. This is the spell you should grab at level 1.)

[R] =Monsoon=
  • Cooldown = 120 seconds / 2 Minutes
  • Janna knocks surrounding enemies back and channels healing winds, restoring 60 / 100 / 140 (+25% total ability power) health to nearby allies each second.

(A very good multiuse spell, the knock back is great when they are beating on towers or in a 5v5 when the other team is pushing yours back you just give them a push and heal your team up. It’s really useful to by you or a teammate space from an enemy champion that is about to kill them, this plus shield will get you many thanks and less feeding the enemy.)


Quote:
-=Adversaries and Counter Tactics=-
Any class in the right players hands can be lethal, but there are a few classes that will give you the most trouble and I will go over a few and tactics on how to counter them and survive. Late game you will be targeted more for the fact you will be annoying the enemy and actually heal your teammates. So these tactics given can be used widely not just for specific champion encounters. In a 5v5 expect to get picked on for you are squishy and can heal your teammates.

Basic Tactics

For starters I must say if your playing the Support role DO NOT think you can kill the enemy unless they are really low health even then it could be a bait.
If you’re on a 1v1 it’s always best to run and kite them towards a tower with your superior speed you can get ahead auto attack or use W and keep them wanting to kill you. If you’re low on HP you don’t really have to recall unless you are below 20%. Use it as a way to bait and have them chase you. Use you shield and out run them. Baiting with Janna is a good way to get early kills. Another Important rule with Janna is to always move with her being extremely squishy standing still is death just like in a FPS. Also on stuns and snares always cleanse a stun not a snare for the fact you can still wall with minions and even slow them down to your speed you will still out run them.

TL: DR Version
  • DO NOT try to solo anyone unless they have low HP or low level.
  • Don’t be afraid to run away, you will do it a lot.
  • Bait as long as you can out run them.
  • Always keep moving as if you’re playing a FPS.
  • Cleanse stuns not snares.


Adversaries

I’m only going to list the top 3 adversaries that gave me a headache when trying to master Janna. If people want more info on how to counter a specific champion and if I or someone has a valuable way to counter them I will post it under the User section.

=Evelyn=
Love her or hate her she will make you frustrated to play against. Since you can’t pick your summoner spells after you see who you are up against, you can’t choose clairvoyance and nor would I recommend it. She will stun you and do a **** ton of damage.

[Counter] Oracles Elixir is a must and get one every time you die which is hopefully low. And always move. Make sure to get the boots as your 2nd item no matter what. If she does get a stun off hopefully with your back is facing the enemy towers so she isn’t closer towards your tower, cast R to push her back and RUN once you get a good distance shield up and bait if she follows continue to run towards your tower use minions as a wall, since you can run thru them she cannot. Expect a good Evelyn to have flash and try to close the distance if that’s the case Use Q in a quick sequence just enough to airborne her not to damage then W then use your Ghost to get away. Use E whenever you can while baiting.

=Rammus =
King Kupa’s taunt ability can make you become a mouse thrower if you’re not careful. While he doesn’t hit extremely hard, but the fact he can catch up slow you down and keep you still and silenced at the same time can be deadly.

[Counter]Expect a taunt if you see him. So do what Janna does best RUN and bait. If he is rolling after you let him get close and use R. He can’t taunt until he hits you or another clipping, tree rock minion. So yet again use minions as a wall. If he is rolling and no minions to wall with use Q it will not knock him out of the roll attack but it will buy a second or two to get some distance. Banshee’s Veil will help a lot with Rammus but always have a cleanse ready if veil gets eaten by his slow and not his taunt. 

=Tryndamere=
This barbarian can spell death in a matter of seconds. With his ability to not die and the fact he can slow you down and also avoid minion walling makes him very hard to kite.
Don’t expect a tower to save you.

[Counter]Tryndamere’s spin attack can go thru any clipping if timed right he can even go thru your Q attack. Your best bet is if he is focusing you is to run and do not head in a jungle he can cut you off real easy. His snare is the only snare I’ d suggest to cleanse as it will slow you more then your W will to him and he can still spin towards you. Run toward your tower and bait at your own risk. If your low on HP like 25% or less, I’d return to base as he will more then likely still go after you regardless of the tower. His 6 second long ultimate is all he would need to kill you and heal up and survive the tower.

Quote:
-=Support/Utility Play Style=-
While Janna can be a good offensive class, she really shines as a support class. With her abilities to slow the enemy’s onslaught she can help turn the tides of war in your favor. Don’t try to solo lane as this play style.

Mastery Points

There can be 2 different specs you can play as a Support Role. I’ll go over the advantages and disadvantages of both. The first one is a 9/0/21 build and the 2nd is 0/9/21.

=9/0/21=
Offensive tree(9)
  • 1/3 Deadliness
  • 3/3 Arch mage’s Savvy
  • 4/4 Sorcery
  • 1/1 Archaic Knowledge


Utility tree (21)
  • 3/3 Perseverance
  • 1/1 Haste
  • 3/4 Awareness
  • 4/4 Expanded Mind
  • 3/3 Meditation
  • 3/3 Quickness
  • 3/3 Intelligence
  • 1/1 Presence of the Master

(While I would not play this spec it does make your W spell hit a lot harder and your already low cool downs lower. I don’t recommend this spec as the Defense/utility tree is much better for a support role. But I figured since this is a guide I’d briefly cover it.)

=0/9/21=
Defensive tree(9)
  • 1/3 Resistance
  • 3/3 Hardiness
  • 4/4 Evasion
  • 1/1 Nimbleness


Utility tree (21)
  • 3/3 Perseverance
  • 1/1 Haste
  • 3/4 Awareness
  • 4/4 Expanded Mind
  • 3/3 Meditation
  • 3/3 Quickness
  • 3/3 Intelligence
  • 1/1 Presence of the Master

(This is the preferred Support Spec. Being as squishy as you are the extra dodge armor and magic resist are a plus Nimbleness will make your running away or even chasing even more useful then the 15 % magic penetration.)

Runes

This rather easy to setup you want to use runes of survival mainly Armor, Mana Regeneration, and Magic Resist. The following Runes are what I suggest of any tier.
Mana regeneration is a must for the fact her spells can be rather expensive at the start of the game. Since the spec will have more armor then Magic Resist I use runes to make up that difference but you can do armor too. Reason I picked these runes is the fact they are affected by your talents. 
(+ tier1 / tier 2 / tier 3 respectively.)

=Marks=
Of Shielding + 0.04/0.06/0.08 magic resist per level + 0.72/1.08/1.44 at 18
Or
Of Resilience +0.56/0.79/1.02 armor

=Seals=
Of Vitality + 0.6/0.84/1.08 health per level 10.8/15.12/19.44 at 18

=Glyphs=
Of Clarity + 0.04/0.06/0.08 mana regeneration /5 a sec. per level 0.72/1.08/1.44 at 18

=Quintessence=
-Level 10 Slot-
Of Swiftness + 0.83/1.17/1.5 % movement speed

-Level 20 Slot-
Of Evasion + 1.17/1.5 % dodge

-Level 30 Slot-
Of Wisdom + 2% experience gain

(Reason for wisdom is your don’t kill as fast and the extra exp gain will be extremely helpful.)

Ability Learning Order

As utility spec you want to always get shield first mainly because you won’t be able to kill any of the champions while waiting for the minions to spawn. The enemy knows this and will do one of two things harass you to the towers or your lane partner. The shield will turn the tide as your lane partner can survive this and can even harass first or back forcing them to run. Remember this is only recommended, you ideally want to Max W then E you only get 1 Q to help harass the other team and get your Monsoon at level 6 but don’t worry about it until later.

Pretty much remember this W>E>R>Q when leveling as the priority list after level 3.

Level
  • 1. E
  • 2. Q
  • 3. W
  • 4. W
  • 5. W
  • 6. R
  • 7. E
  • 8. W
  • 9. W
  • 10. E
  • 11. E
  • 12. E
  • 13. R
  • 14. Q
  • 15. Q
  • 16. R
  • 17. Q
  • 18. Q

Summoner Spells

While there are quiet a few good choices here I’ll cover the top 3 for this play style and my reasons behind the choices.

=Ghost= 
This is a must not only are you speced into it, it will get you out of more situations or increase your speed to help your teammates out then any other spell. Why not teleport you ask? Well let me answer that your speed will get extremely fast. Fastest champion in the game actually, you will see marginal difference in time when running and waiting for the teleport delay to get where you need to go. Also the fact that it allows minion walling even when Zephyr is down makes it extremely valuable.

=Cleanse=
This is another extremely handy spell especially in early game. Where stuns and silences can mean life or death of you. While it loses usage slightly once you buy a Banshee’s Veil. It can still be used while veil is on cool down. But it is also why there is a 3rd option if you find cleanse not as useful later game.

=Clarity=
If you do get this spell I’d recommend specing into it just drop one point from Awareness to get it. In early game this is extremely useful as your mana regeneration is low and in 5v5 this can help you or team make a kill if their mana is low you can give them a lot of mana back. When you get higher in Summoner levels not champion levels clarity loses its usefulness except for helping your teammates, as your runes and mastery points will keep your mana decent at lower champion levels.

Item Build

Item build is the biggest part of any champion and items can very on who your opponents are. What is listed is just a suggestion. The beauty with item builds is a lot of things can work. But keep in mind this is for the support/utility play style not offensive hence the list will be around that.

=Quick Recommended List and Order=
This list is your ultimate goal items you want to get as soon as possible. There will be items you get before that this is just a quick list the more detailed list will come to follow after this list.
  • 1. Ninja Tabi or Mercury Threads
(I prefer Ninja Tabi for the extra survival the dodge with nimbleness is amazing. Mercury treads are decent as well for the snare reduction, but lose its flavor once you get banshees veil.)
  • 2. Innervating Locket
(Its mana per 5 aura also applies to you and the extra healing it gives makes this item at mid game very awesome for support.)
  • 3. Archangel’s Staff
(While this is awesome for offensive, this spec can also use the Mana and the mana per 5 definitely a must get.)
  • 4. Banshee’s Veil
(Takes off a debuff every 30 seconds you can’t go wrong)
  • 5. Warden’s Mail or Frozen Heart
(The extra armor is nice its kid of a personal preference. The extra slow you apply from warden’s mail works on spells and abilities as well so aoe pushing your team back will slow them down which can be extremely useful. The slow attack speed down from frozen heart is really nice with the mana but the aura is really only useful on teemo or twitch or any extreme fast attacking classes. If you are not facing them I’d recommend Wardens Mail.)
  • 6. Force of Nature
(The 5th and 6th slot can be switched depending on what the enemy has more of spells or more physical. But force of nature will make you survive very long enduring fights. While it doesn’t help the rest of the group it’s worth the 6th and final slot.)

=Recap of Recommended Item Quick list TL: DR Version=

My Recommended
  • 1. Ninja Tabi or Mercury Threads
  • 2. Innervating Locket
  • 3. Archangel’s Staff
  • 4. Banshee’s Veil
  • 5. Warden’s Mail or Frozen heart
  • 6. Force of Nature

Community Recommended
  • 1. Chalice of Harmony
  • 2. Mercury Boots/ Boots of Mobility
  • 3. Rod of Ages
  • 4. Nashor's Tooth
  • 5. Warden's Mail/ Frozen Heart
  • 6. Stark's Fervor/ Deathfire Grasp/ Soul Shroud/ Warmog's Armor


=Item Buying Order Breakdown=
  • 1a. Mana Manipulator – 475g
  • 1b. Oracle’s Elixir – 400g + 2 Health Potions -70g
  • (Only get Oracle’s Elixir if you’re going against stealth champions)
  • 2. Ninja Tabi – 850g
  • 3. Tear of the Goddess – 980g
  • 4. Innervating Locket – 1700g
  • 5. Archangel’s Staff – 1910g
  • 6. Banshee’s Veil – 2715g
  • 7a. Frozen Heart -2800g
  • 7b. Warden’s Mail – 1600g
  • (Personal Preference between the two)
  • 8. Force of Nature – 2690g

Gold needed 12,915g -14,120g


Quote:
-=Offensive Play Style=-
Janna does extremely well as a support class she can still be a decent offensive champion. But to truly shine as an offensive she needs a partner like Fiddlesticks to get the best out of her. She can still play a supportive role as offensive but dealing a lot more damage and less utility mainly due to the item build changes.

Mastery Points

There is only one viable spec recommended for offensive play style. Unlike support play style you don’t go into the defense tree for the pure reason you out to kill not survive.

=21/0/9=
Offensive tree(9)
  • 3/3 Deadliness
  • 1/1 Cripple
  • 3/3 Arch mage’s Savvy
  • 4/4 Sorcery
  • 4/4 Alacrity
  • 1/1 Archaic Knowledge
  • 1/1 Burning Embers
  • 3/3 Lethality
  • 1/1 Havoc

Utility tree (21)
  • 3/3 Good Hands
  • 1/3 Perseverance
  • 4/4 Awareness
  • 1/1 Greed

(Having Alacrity is decent compared to most of the other masteries you could grab it allows for last kills more often, which is better then 6 more damage to your auto attack. In the utility tree we went for less death time more killing more experience which is extremely useful and greed to get that one more gold advantage.)

Runes

Now most would think add magic penetration, ability points and critical chance. Lets just say out of the three magic penetration is where to go along with mana regeneration. Mainly for the fact that none of Janna’s abilities are one for one ability power, magic penetration will actually make it more one for one then stacking ability points. Sadly seals don’t have mana per 5 per level nor is magic pen so getting ability points the only way to go.
(Using + tier1 / tier 2 / tier 3 respectively.)

=Marks=
Of Insight + 0.46/0.65/0.83 magic penetration

=Seals=
Of Force + 0.06/0.08/0.1 ability points per level 1.08/1.44/1.8 at 18

=Glyphs=
Of Clarity + 0.04/0.06/0.08 mana regeneration /5 a sec. per level 0.72/1.08/1.44 at 18

=Quintessence=
-Level 10 Slot-
Of Clarity + 0.14/0.19/0.24 mana regeneration /5 a sec. per level 2.52/3.42/4.32 at 18

-Level 20 Slot-
Of Insight + 1.3/1.67 magic penetration

-Level 30 Slot-
Of Wisdom + 2% experience gain

Ability Learning Order

An Offensive player needs a good defense to start with otherwise they have nothing. Balance is key that’s why starting with shield is a must even in this play style. If your team decides to kill the dragon first for easy gold and experience or to help harass the shield is a must. After that getting your W and Q spells maxed makes grinding minions a lot easier.

Pretty much remember this W>Q>E>R when leveling as the priority list after level 3.

Level
  • 1. E
  • 2. Q
  • 3. W
  • 4. W
  • 5. W
  • 6. R
  • 7. Q
  • 8. Q
  • 9. W
  • 10. Q
  • 11. W
  • 12. Q
  • 13. E
  • 14. E
  • 15. E
  • 16. E
  • 17. R
  • 18. R

Summoner Spells

While there are quiet a few good choices here I’ll cover the top 3 for this play style and my reasons behind the choices.

=Ignite=
A must get spell that will add ability points when on cool down and is a great finish to enemy champions that are fleeing from your wrath. Nothing better then a dot to add to your arsenal that gets stronger with your level to lay waste with, and at no cost.
[
B]=Cripple=[/B]
Cripple is a multiple use spell if you get this make sure to spec into it The added magic penetration will help you take down the biggest of enemy champions extremely fast while preventing them from escaping or damaging you. It can turn the tide in a one versus one fight.

=Flash=
Even with the nerf to flash in 1.0.0.61 it’s still great to get with Janna. Pair this with monsoon you can effectively get behind your enemies that are pushing one of your towers and push them into your tower and usually kill them. It’s also a good spell to get out of messy situations.

Item Build

Item build is the biggest part of any champion and items can very on who your opponents are. What is listed is just a suggestion. The beauty with item builds is a lot of things can work. This is for pure offensive play style.

=Quick Recommended List and Order=
This list is your ultimate goal items you want to get as soon as possible. There will be items you get before that this is just a quick list the more detailed list will come to follow after this list.
  • 1. Sorcerer’s Shoes
(No second guessing here, extra speed and magic penetration equals win.)
  • 2. Archangel’s Staff
(Grabbing the tear early and having extra mana to give you more ability power makes this an extremely nice item to grab.)
  • 3. Deathfire Grasp
(Ability power with mana regeneration and a powerful passive makes this extremely useful to hit hard it also works with multi target spells.)
  • 4. Void Staff
(Extra ability points and 50% magic penetration makes this well worth it and its extremely cheap to buy.)
  • 5. Abyssal Scepter
(Can never go wrong with lowering everyone’s magic resist, making your aoe that much better.)
  • 6. Rylai’s Crystal Scepter
(This is more of a support weapon but with your Q spell this will making fleeing enemies so much easier to farm and it stacks with your W spell.)

=Recap of Recommended Item Quick list TL: DR Version=

My Recommended
  • 1. Sorcerer’s Shoes
  • 2. Archangel’s Staff
  • 3. Deathfire Grasp
  • 4. Void Staff
  • 5. Abyssal Scepter
  • 6.

Community Recommended
  • 1. Nashors Tooth
  • 2. Sorcerer's Shoes
  • 3. Archangel's Staff
  • 4. Void Staff
  • 5. Abyssal Scepter
  • 6.

=Item Buying Order Breakdown=
  • 1a. Meki Pendant – 390g
  • 1b. Oracle’s Elixir – 400g + 2 Health Potions -70g
  • (Only get Oracle’s Elixir if you’re going against stealth champions)
  • 2. Sorcerer’s Shoes – 1100g
  • 3. Fiendish Codex – 855g
  • 4. Tear of the Goddess – 980g
  • 5. Archangel’s Staff – 1910g
  • 6. Void Staff – 2320g
  • 7. Deathfire Grasp – 2610g
  • 8. Abyssal Scepter – 2650g
  • 9. Rylai’s Crystal Scepter – 3145g

Gold needed 15,960g -16,040g


Quote:
-=User Suggestion/FAQ/Credits=-
This portion of the guide is where I will be taking user suggestions and adding here to the front page to keep the guide clean. While I’ll change the mass part of the guide with updated information obtained and tested, it will also be provided down here with the credits of the person with the suggestion/advice. 

I will also post all questions asked with answers from me or other users in the FAQ of the guide to make it easy finding. If you don’t want to go thru post after post to find your answer check here I’ll keep it updated daily.

User Suggestions

=Play Style Suggestions=

Add a physical dps/support build!
by 
crimsonlyre
(Once I get more information on this I'll set one up if anyone has more information on this please post I'll give you full credit.)


=Item Comments=

Rylai’s Crystal Scepter -The 15% slow from Rylai's lasts about as long as the knockup from Howling Gale, I wouldn't bother getting it - there are better options for AP or HP and it doesn't effect zephyr or shield.. 
By 
sdjaks

(With this said I took it off my recommended list as that makes perfect sense and it worked great with W.)

=Item Build Suggestions=

-Support-
  • 1. Chalice of Harmony
  • 2. Mercury Boots/ Boots of Mobility
  • 3. Rod of Ages
  • 4. Nashor's Tooth
  • 5. Warden's Mail/ Frozen Heart
  • 6. Stark's Fervor/ Deathfire Grasp/ Soul Shroud/ Warmog's Armor
By Xyirx

-Offensive-
  • 1. Nashors Tooth
  • 2. Sorcerer's Shoes
  • 3. Archangel's Staff
  • 4. Void Staff
  • 5. Abyssal Scepter
  • 6. Rylai’s Crystal Scepter
By - SpandexFTW

  • 1.Boot. health and mana pots
  • 2.Grives or ninja tabi
  • 3.leviathan
  • 4.frozen malet
  • 5.atmas impaler
  • 6.divinity edge
  • 7.green and red elixers
by Max Pita

FAQ

Q: How does cleanse work on Rammus's taunt when you can't cast it once you're caught?

A: How cleanse works... it keeps debuffs off for 2 seconds... you cant cleanse out of taunt but if you PREEMPT IT the debuff will never show up and you wont be taunted.
By
 SomeoneRandom

Credits/Thanks

Xyirx
SpandexFTW
Max Pita
sdjaks
SomeoneRandom
crimsonlyre

Thanks to all that have helped make this guide what it is with suggestions, adversary advice, and Q and A and for reading. If you’re not listed I apologize as well thank you and ask for you to post in here so I can give credit and thanks to those that deserve it.


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