Recommended Lane: Dragon Lane
Janna is a mysterious, elemental wind spirit who protects the dispossessed of Zaun, a beacon of hope for those in need. Janna is an enchanter support which excels in poking opponents, dealing damage and different forms of crowd control, as well as shielding, healing, and buffing her allies.
Passively gain 8% Movement Speed. Nearby allied champions also gain this bonus when moving towards Janna.
Summons a whirlwind that gains damage, range, and knock-up duration as it charges up (max charge at 3 seconds).
Re-cast: Launches a whirlwind, dealing 60 to 120 magic damage (60 + 40% AP to 120 + 85% AP) and knocking up enemies in its path for 0.5 to 1.25 seconds. Each second charged increases damage by 20 (20 + 15% AP), knock up duration by 0.25 seconds and travel range by 25%.
The whirlwind always reaches its destination in 1.5 seconds.
Passive: While Zephyr is not on cooldown, gain 6% Movement Speed and deal an additional 0 magic damage (25% bonus movement speed) with attacks.
Active: Deals 55 magic damage (55 + 50% AP + 25% bonus movement speed) and slows the target by 30% (30 + 0.06% AP) for 2 seconds.
Blesses an allied champion or turret with a shield that absorbs 80 damage (80 + 80% AP) and grants 10 Attack Damage (10 + 10% AP) while it holds. The shield decays over 5 seconds.
Calls forth mighty winds of salvation to knock back surrounding enemies and restore 100 Health (100 + 50% AP) to nearby allies each second for 3 seconds.
Tailwind grants Janna and allies moving towards her bonus movement speed. This passive makes her unique because it makes her an enchanter who can roam in the early game.
Q / Ability 1: Howling Gale
Howling Gale is a knock up ability that is charged up first then launches after a certain period of time or when re-casted. It deals more magic damage, knocks up enemies longer, and travels further the longer it is charged.
Howling Gale should mostly be used as a short range knock up ability where you’ll release it immediately after casting. This method makes it a guaranteed knock up and damage. Charging it up for longer periods of time makes it almost impossible to hit because of course, your enemy won’t stay in place if they see you whipping up a tornado.
If you want to hit an enemy with a fully charged Howling Gale, your best bet is to cast it under the bushes or by using it as a follow-up crowd control for your ally’s CC’s like Jinx’s Flame Chompers or Jhin’s Deadly Flourish. You can also achieve this effect yourself albeit to a lower degree using the slow of your W, Zephyr.
Howling Gale can cancel dash abilities like Lee Sin’s Resonating Strike or Akali’s Shuriken Flip. Of course it won’t be able to cancel Vi’s Assault and Battery or Malphite’s Unstoppable Force.
When fleeing enemy champions, the instinct will be to cast Howling Gale towards the enemy but it is actually better to cast it towards the direction you are running to then casting it after your enemy passes the tornado. This technique will cause most players off guard and could also potentially waste a Flash.
W / Ability 2: Zephyr
Zephyr, the bird that flies around Janna, grants her bonus attack damage based on her bonus movement speed. This makes Janna’s auto attacks strong in the early to mid game and it is recommended that you rush boots on her because the % scaling on this ability is strong for a support. It also has an active component which is a targeted ability which damages and slows the chosen enemy. However, the passive component of this ability is lost while Zephyr is on cooldown.
Due to how the passive works, walk towards the enemy and attack once before using the active part of Zephyr then do another auto attack before backing away to optimize your damage. Due to your higher movement speed and slow effect from this ability, you will be able to poke enemies without being damaged yourself.
Zephyr, the bird, disappears during the cooldown of this ability.
E / Ability 3: Eye of the Storm
Eye of the Storm grants the target ally or turret a shield and an AD buff. It is especially strong on attack speed based ADCs because it will boost all the auto attacks of your target ally during its duration.
It is especially strong during the laning phase because your ADC will definitely win trades against the enemy ADC because your ADC gains a shield will reduce the damage taken and at the same time it increases their damage output.
It can also be used on yourself but it is better to hold it off to be used by your ADC because of how strong it is on them especially when combined with Ardent Censer.
The damage buff applies even if your ADC already “fired” his attack as long as Eye of the Storm is casted before the attack lands.
R / Ultimate: Monsoon
Monsoon is an AoE knockback and heal ultimate ability. It is primarily used for its knockback to push away enemies and disengage team fights. Its heal is just secondary because you need to stay put and channel it and it puts you in a vulnerable position because you are still squishy even with the heal effect.
You can knock an enemy back to your team by executing a Flash + R combo which will bring one or two enemy to your team while pushing back the rest.
Just be careful when you cast Monsoon because you might unwittingly save your opponent.
Janna Build Recommendation
Here are Item Build Recommedation that works on Janna
The Wind Spirit
This is the standard build for Janna which grants her a balance between utility and survivability.
- Ionian Boots of Lucidity – Boots is rushed on Janna because her W, Zephyr’s passive damage scales on movement speed. This boots gives ability haste as well as spell haste which reduces the cooldown of your summoner spells. You can delay enchanting your boots to build your next item first. Her enchantment options are the Locket Enchant for an on demand team shield, Redeeming Enchant for the reveal and heal, or Shadows Enchant for the scouting ghosts that slows down enemies.
- Rod of Ages – Grants Janna HP, MP, and AP that she needs to scale well into late game even if she is money starved.
- Ardent Censer – This is an extremely powerful item on Janna because it grants your ally that you casted your E, Eye of the Storm, bonus attack speed and magic damage on their attack. This makes your E, Eye of the Storm, an overpowered buff.
- Harmonic Echo – Adds a healing effect to your E and ultimate by building up harmony which is stacked through moving or casting abilities.
- Athene’s Unholy Grail – Adds another healing effect to your E and ultimate but this time the healing is stacked through damaging enemies.
- Protector’s Vow – Adds a passive shielding effect that activates when you or a nearby ally is damaged.
The Storm Spirit
This item build should be used if you and your ADC is way ahead in the game.
- Rylai’s Crystal Scepter – Grants a slowing effect to your damaging abilities so you can oppress your enemies harder.
- Rabadon’s Deathcap – The huge AP boost this item gives will scale your ability’s effect to the max.
- Aery – An amazing Keystone rune for enchanters because it enhances your poke damage as well as your shielding and healing effects.
- Weakness – slowing or knocking up an enemy champion will also make them receive more damage.
- Loyalty – Increase you and your nearest ally’s dual resistance.
- Pack Hunter – Increase your movement speed and grants you and a unique ally bonus gold on takedowns.
Exhaust slows down the enemy and reduces their damage output. It is a useful spell for protecting your carry against burst damage assassins and it can be used to secure kills as well.
Flash is necessary because Janna has no natural escape mechanism which makes her an easy champion to pick off. You can also do surprising moves with Flash in combination with your abilities.
W, Zephyr, is maxed first because it is your most reliable source of damage. E, Eye of The Storm, is maxed next for its defensive and offensive utility. It can even be maxed first when facing a hard lane. Q, Howling Gale, is maxed last because we’re only getting it for the knock up. The damage is secondary. Get a point in your ultimate when possible.
Janna Early Game Guide
Janna Late Game Guide
Jinx has one of the highest attack speed in the game so she benefits a lot from Janna’s Eye of the Storm. She also requires a lot of peeling that Janna can provide.
Janna is weak against crowd control and pickoffs so Blitzcrank’s Rocketgrab and his combo can make short work of her. Play safely behind minions when against him.
Here are some pros and cons if you are playing with Janna in Wild Rift.
- Janna is a basic enchanter which provides everything that a support has to offer. She has both offensive and defensive utilities that makes her a good pick in almost any game.
- Janna has very high movement speed which makes her good at roaming and supporting the whole team from the get go. This means that what she offers can affect the whole map, not only the Dragon lane.
- She enhances ADCs to a broken extent. Her buff is a shield with bonus attack damage. When combined with Ardent Censer, Eye of the Storm makes her ADC a monster that is impossible to deal with.
- Even is Janna is fast and has a lot of utility, she lacks ways to survive by herself. She has no mobility tool except for her high movement speed and she has no blink or dash ability. If an enemy gets near her if she is alone, she’s good as dead.
- Her ultimate, Monsoon, can ruin a good team fight and be favorable for opponents. This will make Janna’s teammates angry at her and probably cost them the game.
Patch Notes 1.1 ( 8-12-2020 )
Riots putting the wind back in her sales by buffing up her 2nd and 3rd ability.
Attack Damage: 46 → 52
( Ability – 2 ) ZEPHYR
Damage: 55/115/175/235 + 50% AP + 25% MS → 65/125/185/245 + 60% AP + 25% MS
(Ability – 3) EYE OF THE STORM
Base shield: 80/130/180/230HP → 90/140/190/240HP
Cooldown: 16/14/12/10s → 13/12/11/10s