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 / 90 / 120 / 150 (+40% AP) to 120 / 180 / 240 / 500 (+85% AP) magic damage and knocking up enemies in its path for 0.5 to 1.25 seconds. Each second charged increases damage by 15 / 20 / 25 / 30 (+15% AP), knock up duration by 0.25 seconds and travel range by 25%.
The whirlwind always reaches its destination in 1 second.
Passive: While Zephyr is not on cooldown, gain 6% / 7% / 8% / 9%
Movement Speed and deal an additional 7 (25% bonus MS) magic damage with attacks.
Active: Deals 55 / 105 / 155 / 205 (+60% AP + 25% bonus MS) magic damage and slows the target by 30% / 35% / 40% / 45% (+0.06% AP) for 2 seconds.
Janna is a enchanter Support Champion. She excels at shielding and healing your teammates to keep them alive. She has a pretty strong laning phase you just need to be careful and make sure the enemy bot lane does not engage onto you because you don't have a lot of health. The later the game goes the better Janna gets. Her shields and heals become even stronger and you can do a lot more to keep your team alive.
Janna and nearby allied champions moving towards her gain movement speed. This allows Janna to roam in the early game to try and get an advantage in the jungle and other lanes.
Janna summons a whirlwind tornado that gains damage, range and knock-up duration as it charges up over time. When you re-cast or the charge time is up, Janna launches the whirlwind, dealing magic damage and knocking up enemies in its path.
In the laning phase, your best bet to land Howling Gale is to cast it in the bushes or by using it as follow up to any other crowd control. If you cast Howling Gale in a bush, the enemies can't see the tornado until it leaves the bush meaning you can catch enemies off guard.
While Zephyr is not on cooldown, Janna gains movement speed and deals additional magic damage with attacks. This makes Janna's auto attacks hurt a lot in the early game.
Most of the time you want to auto-attack before you use Zephyr so you can deal a little bit of extra damage. Zephyr is a targeted ability that deals magic damage and slows the target for a few seconds.
Janna shields an allied champion or turret from damage and grants attack damage while it holds. This shield works well when using it on AD Carry duo laners as it will give them extra damage and a shield.
This shield works well with Ardent Censer and Staff of the Flowing Water because whoever you shield will get the extra bonuses from these items.
You can also use this shield on yourself if you feel like it is the best option to keep yourself alive or deal more damage with your auto attacks.
Janna calls forth mighty winds to knock back surrounding enemies and restore health to nearby allies each second for the next few seconds.
You can knock back enemies to your team by using the Flash + Monsoon combo which will push enemies back to your team. This is super risky as it puts you in a difficult position but if you can catch out a high-value target it will all be worth it.
Also, be careful when using Monsoon to make sure you don't save your opponent by knocking them away from your team.
Janna does best with support items that give her shields and healing more power. With that in mind, Staff of Flowing Water is a go-to and must-buy on Janna. It grants Janna a lot of Ability Power, Mana and Ability Haste which are all good stats that will help her carry her team. Also when Janna heals or shields an ally, they both gain bonus Ability Haste and Ability Power for a few seconds. Another strong and must-buy item is Ardent Censer. Not only do you get health and ability power but the passive is the important part. When you shield or heal an ally they gain bonus attack speed and deal more damage. This is great as Janna's whole kit relies on shielding, healing, and buffing your team.
With runes, we have the following:
This gives Janna more shield power and also allows you to deal that little bit of extra damage which is nice in the laning phase.
Janna has plenty of abilities that immobilize the enemy so your team can follow up and deal 5% more damage to that enemy.
Adaptive Carapace helps Janna in the early game when trading against the enemy duo lane and also helps her survive against assassins that might look to kill her.
Same as Hunter - Titan, Janna will always get involved in team fights and will get a lot of takedowns with her heals and shields. After every unique takedown, Janna gets Ability Haste so she can use her abilities more often.
Janna does really well in the early game with poking from Zephyr and Howling Gale and if you can time your Eye of the Storm shield you can win trades vs the enemy bot lane every time. An important tip if you cast Howling Gale in a bush the enemy team can't see the ability until it goes out of the bush so it's a nice way to catch out your enemy.
Janna does really well as you scale up to mid and late game because of her amazing abilities that can help keep your team alive. It is really important as a support that you stay with your team and help them during team fights. Prioritize keeping your carries alive and protecting them against the enemy team using everything possible to keep them alive. The AD Carry in your team is one of the main damage sources and keeping he/her alive is really important!
Janna is a very safe and beginner-friendly champion to play! She is great at keeping your team alive so can pressure a lot in the laning phase to give your Dragon Lane partner a lot of breathing space.
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