Janna Build Guide

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Janna, The 7thFullMoon's Way!

written by 7thFullmoon

Janna Build

Table of Contents

  • Introduction

    External Image


    Thank you very much! More than 100,000 Views!

    Hi, I'm a LoL player, just like you. Since I started playing this amazing game that has brought me much happiness, emotions and friendly bonds, there has been one champion that I've always loved and played. Yes, that champion is our sweet Janna. She was the first champion I bought and the first I ever mastered.
    Janna is a hard champion to play, I'll forgive you if you die 30 times while you're a beginner, not that that ever happent to me (of course it didn't), but it could happen to you.

    I hope this guide helps you understand the mechanics of this lovely champion.

    Oh, and here are her base stats:
    Damage:49 ɉ(+2.95 / per level)
    Health:356 ɉ(+78 / per level)
    Mana: 302 ɉ(+64 / per level)
    Movement Speed: 310
    Armor: ɉ9 (+3.8 / per level)
    Spell Block: ɉ30 (+0 / per level)
    Health Regen: ɉ0.9 (+0.11 / per level)
    Mana Regen:ɉ0.88 (+0.08 / per level)

    Last updated: 29/05/2011 (DD/MM/YY)

  • Abilities

    Not noticeable, most people say!
    I say this will help your team get there and backdoor that turret faster, escape that gank, save that turret, get that Low HP champion faster, and so many other things!

    3% might not seem like much but it could save your life!
    Never underestimate this little, nice buff!

    NOTE: It isn't active while you're dead.

    Howling Gale
    Oh... Howling Gale... The Essence of Janna.
    Ok, so:
    If released imediately it can help you:
    - Disable/Interrupt(By knocking your opponent airborne);
    - Run (Knocking your chaser or your team mate's chaser airborne, for great delay);
    - Check bushes (if they see you aiming it at there, they'll run out of there right away);
    - (Rarely) Kill (aimed at a someone with very low health, it could get you a kill).

    If released after charging it can help you:

    - Harass (Huge amount of damage);
    - Kill (Someone with low HP that gets hit by a fully charged Howling Gale will most certainly die);
    - Farm (With some ability power, it will farm AN ENTIRE WAVE with a single shot).


    Janna summons a mighty whirlwind (OMFG,IT'S KATRINA, RUN!) which she can release to deal 60/85/110/135/160 (+0.75) + 25/30/40/50/60 (for each second it charges) magic damage to all targets in its path, in addition to knocking them into the air. The distance traveled by the whirlwind increases for each second it channels.

    Cost: 90/105/120/135/150 Mana
    Range: 1700

    Your chasing and escaping capability DEPENDS on zephyr.

    Passive will:

    - Make chasing, running and farming easier(farming because you walk through units).

    Active will:

    - Kill (At higher levels this is your secondary nuke with a slow and a movement speed passive it's a great ability and deals great damage);
    - Escape (The slow can help you escape too if you're being chased by only one enemy, but for the escaping purpose the passive effect is better);
    - Assist (This is as obvious as 'Kill', if you hit an enemy with zephyr and slow him for your teammates, they'll most likely get the kill and you'll get an assist).


    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 (+0.8) magic damage, and slowing their movement speed by 24/30/36/42/48% for 4 seconds. Janna loses the passive benefit while Zephyr is on cooldown.

    Cost: 40/50/60/70/80 Mana
    Range: 600

    Eye Of The Storm
    Your best support ability.

    In my opinion this is the second best shield in the game second only to Morgana's Black Shield.

    It's awsome AP scaling will have it shielding 800+ damage with your build complete and it's damage buff can be very useful.

    It can:
    - Save allies/turrets (Can shield up to 250+ Damage);
    - Buff allies/turrets (Increasing Attack Damage will result into Kills, Turret Destroys and Executions).


    Janna shields her target, absorbing 80/120/160/200/240 (+0.9) damage and buffs them, increasing their attack damage by 14/23/32/41/50 for 5 seconds (can target Turrets).

    Cost: 70/80/90/100/110 Mana
    Range: 800

    They say her ultimate sucks;
    They say it's just a stupid heal;
    They say it just throws people away;

    Wait... what ?

    It throws people away and heals huge amounts of HP? Oh my God! It's the best Ultimate EVER!

    Note: It also has a very pretty animation.

    Seriously, you can use it to:
    - Run(because of throwing and slowing);
    - Get a "Turret Kill"(Do this by throwing them at a turret and making them be targeted);
    - Turn a FAILED teamfight into a SUCCESSFUL teamfight (Heal your team mates considerably, increasing survival rate and consequently your winning chance);
    - Help to push (Healing your team will make you able to push for a longer period of time).


    Janna knocks surrounding enemies back and channels healing winds, restoring 70/110/150 (+0.35) health to nearby allies each second for 4 seconds.

    Cost: 200/275/350 Mana
    Range: 725

    Remember it no longer slows enemies who re-enter the storm!


  • Masteries


    For Masteries I run the usual Caster/Supporter Build, which works with both support and AP Janna:

    9/0/21 (Clarity/Clairvoyance)


    9/0/21 (Teleport/Clairvoyance)

    I spent 1 point on Greed because Janna is a supporter and therefore should buy wards, instead of a DPS lane-partner that should save up to buy items like Infinity Edge or Trinity Force, and Greed will give you 180g over 30 minutes, and, well, that's two free wards!

    I also spent 1 point on [mastery=Utility Mastery] because the options are limited and whenever you decide to kill the Ancient Golem, it's always handy.

    Also, If you prefer any other summoner spells, put one point in their mastery instead of in [Mastery_text=Mystical Vision], [mastery_text=Insight] or [mastery_text=Spatial Accuracy]

  • AP Janna vs. Support Janna

    AP Pros:

    - High damage output;
    - Shields great amounts of damage;
    - Can 2v1 easily;
    - Ultimate's heal is more significant.

    AP Cons:

    - Doesn't have much staying power;
    - Not as useful in teamfights;
    - Higher Cooldowns;
    - Will be easily shutdown if focused.

    Support Pros:

    - Auras are highly helpful during teamfights;
    - Has very low cooldwons;
    - Has much more staying power than AP Janna;
    - Can get out of focus easily.

    Support Cons:

    - Item dependent;
    - Not independent and uncapable of an effective 2v1, will be easily killed if left alone;
    - Low damage output;
    - Ultimate heals less than AP.

  • AP Janna Runes

    Please notice that these runes are mostly focused on mana regeneration because of Janna's ability's high mana cost and her poor mana pool

    My Janna rune page contains:

    9x Greater Mark of Insight
    9x Greater Seal of Clarity
    9x Greater Glyph of Clarity
    3x Greater Quintessence of Fortitude

    All this mana regeneration is very important, as you'll be spamming your shield(even more now after the nerf that cut it's duration in half) and I find myself without mana to use my Howling Gale or Monsoon when I try another Rune set. The extra AP is great early game

    I included the magic penetration marks because 10 Magic Penetration is about 1/4 of almost every champion's standard magic resist.

  • AP Janna Skilling Order

    I have two different paths:


    Use this if they can't get close to you, or will die they if they try to and if you're having a good laning phase in general.


    Use this one if you are constantly dying and tower hugging.

    As you can see, I always focus on maxing Howling Gale first, because it's your main ability, then I choose to max out a defensive ability (Eye Of The Storm) or an offensive ability (Zephyr), depending on how the game is going. Monsoon must be leveled up whenever you can.

  • AP Janna Items



    1. Doran's Ring - It gives you mana regeneration, Ability Power and Health for a reasonable price. It's problem is that nothing can be built from it;
    2. Boots of Speed - Extra Movement Speed; Builds into Sorcerer's Shoes;
    2.1. Sorcerer's Shoes - Magic Penetration and Movement Speed are great for you, specially the Magic Penetration bonus, since your opponent's tank will stack some Magic Resistance to deal with you and any other caster in your team;
    3. Blasting Wand - 40 Ability Power is a very nice buff. This will be built into a Void Staff;
    3.1. Amplifying Tome - 20 Ability Power is also good, this is required to finish building the Void Staff;
    3.2. Void Staff - Finally, our beloved Void Staff! 40% Magic Penetration, they won't even know what hit them;

    Now you have to choose between a:


    Banshee's Veil - This item is very good against opponents like Ryze (with Rune Prison) or Blitzcrank (with Rocket Grab) that are dependent on certain abilities to be effective.

    Guardian Angel - Most people know that if they take down the supporter first, it'll be much easier to take down the rest of the team, so you'll often be focused, this item prevents that;

    Quicksilver Sash - This item is great against a team with fairly powerful Crowd Control, it's a free cleanse every 105 seconds.

    OPTIONAL(IF YOU THINK IT'LL SUIT THE CURRENT GAME SITUATION): Zhonya's Hourglass - The armor and active make it fit in here as a defensive item, but it works better with the hybrid build.


    Rabadon's Deathcap - This will rip your opponents appart. Make them cry. Make them surrender. The AP boost is just... MASSIVE. Will get you on the 700+AP mark easily.

    Archangel's Staff - It'll give you, when maxed out, +1400 mana, that'll let you spam your abilities, it also gives you a Mana Regneration buff of 25 mana per 5 seconds, which is A LOT. But, the reason I consider this item an "Offensive Item" is because it gives you 45 Ability Power and... 3% of your total mana as Ability Power! Oh my God!

    Deathfire Grasp - This is an item I rarely use, and I personally don't like it, but I find it extremely powerful against tanks with poor Magic Resistance;

    Mejai's Soulstealer - When you play as Janna you usually get a lot of assists, and an average KDA of something like 5/2/25 or similar. With average scores like this, you'll usually reach 20 souls easily and acchieve great offensive power and decent cooldowns.

    [item=Morello's Evil Tome] - More AP, CDR and mana. Exactly what you want.


    Zhonya's Hourglass - Looks awsome on Janna, the AP is huge and the armor is just that bit of survivability she lacks(R.I.P. ZR);(ALSO ON DEFENSIVE BUILD)

    Abyssal Scepter - I LOVE this item, it gives you a lot of Ability Power, Magic Resist and reduces your enemies' Magic Resist! This is great for team fights and for your survival;

    Rylai's Crystal Scepter - This is a good item, it gives you a lot of Ability Power and the extra health is great for you, because Janna is quite a squishy champion. The passive might be wasted, because you already have Zephyr, but now your howling Gale will also slow, which is great for escaping and disabling;

    Haunting Guise - I rarely find my self buying Haunting Guise, but the extra Magic Penetration and Health are nice, and it's a quite cheap item, so it's a good item.

  • Support Janna Runes

    This combination gives her some of the Ability Power and Health shes needs during early-game and still fixes a bit of her mana problems.

    9x Greater Mark of Insight;
    9x Greater Seal of Clarity;
    9x Greater Glyph of Force;
    3x Greater Quintessence of Potency/3x or rune=Greater Quintessence of Fortitude] if you think your lack of early game survivability should be improved.

    I included the magic penetration marks for the reason I included them in the AP Janna Runes.

    Quoted Text:
    I included the magic penetration marks because 10 Magic Penetration is about 1/4 of almost every champion's standard magic resist.

  • Support Janna Skilling Order

    In this order I chose to maximize Eye Of The Storm first beacuse it's what will help your partner the most, as he won't benefit much from the rest of your abilities. Then I maximized Zephyr second. Why? Because you must always be "there", it doesn't matter where "there" is, you just got to be there. Fast. It's also a slow, so it'll help you get kills early-game more than Howling Gale.
    I keep Howling Gale at level 1 because you'll have to donate most minions to the carry, as he has a crucial role in the game and carries are normally very item dependant. A level 1 Howling Gale will get the minion's health to half or so, helping the carry last hit them easier and faster.

  • Support Janna Items


    Start with a and any combination of and


    With your runes you shouldn't be needing more than this nifty mana regen buff, besides that, Faerie Charm will later be built into a Philosopher's Stone, which will then grow into a Shurelya's Reverie, essencial to you.

    The Health Potions will be covering your enemies' harrass and the Sight Wards will make sure that no gank surprises you.

    Now you farm up until you have enough gold to get a Philosopher's Stone and grab Boots of Speed.

    Now focus only on getting a Kindlegem and building it into a Shurelya's Reverie. Get some handy wards, if you find it fit to your current situation.

    When you have your Shurelya's Reverie, get your Ionian Boots of Lucidity and get ready to assist!

    Now top it off with a Mejai's Soulstealer. If you predict you can't keep your stacks up go for aura items, here are some examples:

    Abyssal Scepter
    Will of the Ancients (Personal favorite)
    [item=Stark's Fervor]
    [item=Soul Shroud]
    Aegis of the Legion

    Get them depending on your situation and on your team. If you've got Pantheon, Master Yi, Vayne and Ashe as teammates (which will never happen, I hope), you're not going to get Abyssal Scepter. You're quite obviously going for [item_text=Stark's Fervor] or for an always handyAegis of the Legion.

    Feel free to experiment with the new Tenacity items, as Crowd Control is quite a burdain for you.

  • Consumables

    I recommend to always have a free item slot, so you can buy any kind of consumables.


    Health Potion - Buy it after your 1st recall if you're being being heavily harassed. It's effectiveness is highly reduced in mid-late game and they're almost completely useless late-game;

    Mana Potion - You could buy this instead of Health Potion if you tend to lack mana early-game, but with the runes this shouldn't happen and Health Potions are usually more useful. Also, these are as useless late-game as Health Potions Conclusion: Buy if you don't have the runes yet or if you find it necessary; useless during late-game.


    Wards are extremely important during the WHOLE game. The Map-Awareness given is indispensable if you want to be successful. Here's a more detailed guide to wards and ward placing.

    Sight Ward - Extremely usefull, 75 gold for 3 minutes of map awareness is really good, but this kind of ward can easily be counter-warded with Vision Wards and [item_text=Oracle's Elixir];

    Vision Ward - Even if a bit expensive, it's a good option for the laning phase if you're laning against invisible champions and for counter-warding Dragon/Baron and Red/Blue Buffs.


    Elixirs are mostly viable when your team is on the loosing edge and you feel like you need that little instant boost to overcome defeat and fight back a bit. They're also nice late-game hen you have completed your build and only have to waste money on consumables.
    As for [item_text=Oracle's Elixir], it's always a great addition, it's highly mobile-counter warding and always usefull against any invisible character or against those annoying Noxious Traps that are just about everywhere you step.

    [item=Elixir of Agility] - Not particularly usefull on Janna, I'd only recommend it if you really have nothing else to spend your money on. If you think you should buy wards instead of this, do so, it's a much better use of gold;

    Elixir of Brilliance - This is very good for just about every situation, the extra Ability Power is useful, it could save someone with the extra damage shielded with Eye Of The Storm, but what's really important here is the Cooldown Reduction, which is good because all of Janna's cooldowns are considerably long;

    Elixir of Fortitude - I find these surprisingly effective in 2v1 lanes. It gives you the amount of health necessary to counter their harassing and the extra Attack Damage is nice for last hitting;

    [item=Oracle's Elixir] - This is the most useful elixir in probably all situations, allowing you to see stealthed units is a great advantage, use it to counter-ward and find invisible champions. It's particularly useful before team fights when the invisible one is scouting;


  • Summoner Spells

    The optimal spells for Janna are:
    Clairvoyance and Clarity

    Clairvoyance has many uses and almost no one in your team will take it.
    Use it to check bushes, check the spawning point, check buffs like Golem, Baron Nashor, Lizard or Dragon, etc;

    Clarity will help you stay in lane longer and fill up your team's mana while in battle or after it.

    I've also seen many Jannas with Ignite. I personally don't recomend this, as you don't need more offensive output, but it's usefull against healers and those annoying tryndameres, but it's up to you.

    You can use other spells if you want to, but these are the ones I reccomend and probably the best ones for Janna.

    And I'm guessing Flash is also a good choice. Can be useful to get out of sticky situations or to get into a teamfight to use your ultimate to throw them away.

    Don't take:


  • A Visit to the Exotic: AD Janna

    AD Janna? What the heck?

    I know, I know but well there are people doing it. And it has it's reasoning.
    Janna can be quite the AD carry, if you have enough experience playing her.
    I do not advise any new players to try this out unless you have mastered the use of your abilities.

    Anyway, now deeper into this; Janna can only be an AD carry for one sole reason:

    Quoted Text:

    Eye of the Storm

    Janna shields her target, absorbing 80/120/160/200/240 (+0.9) damage and buffs them, increasing their attack damage by 14/23/32/41/50 for 5 seconds (can target Turrets).

    Yep, that's right, because she gets bonus damage from her shield. Period.
    Combine that with super high mobility and a knock up effect and you got yourself an Ashe that walks as fast as Yi and hits like a Truck-da-mere (get it?).

    I really don't want this to be a long part of the guide as it's also not very seriously written so I'll give you the basics only, because I'm guessing you know how to play an AD ranged carry (if not, all you have to do is right click an enemy and use all your skills at once till you kill him).

    Spells are:

    Runes are:

    9x Greater Mark of Desolation
    9x Greater Seal of Clarity - Feel free to change these, I use them as fillers and they happen to help out in lane, but I'm guessing Greater Seal of Strength could be a great choice over them.
    9x Greater Glyph of Strength
    3x Greater Quintessence of Strength

    Notice that the overall goal of these runes are to give you the highest damage output possible.

    For Masteries I run the standard DPS 21/0/9.

    Skill Order:

    You only get one point on Moonson earlier because it's only purpose is to escape because it's not gonna be healing much. You also max E/W first because it's what gonna be killing, while the point on Q is solely for the knock up effect.

    Core Items are:

    Infinity Edge is there because it's a really great items that carries almost all stats you want, but because it's really expensive you could just get lifesteal first, getting The Bloodthirster first or just a Vampiric Scepter would be fine.

    Aside from this I don't really have anything to add. One thing worth noting is that I've been fairly successful in mid playing like this, starting with Doran's Blade.

    User TheWhiteWing01 suggested building a Will of the Ancients. It works, so why not?

    Have fun.

  • Janna for the lolz

    This is a build a friend of mine told me about, it's really stupid but if you wanna troll:

    You'll be fast as hell and you'll melt towers, you'll lack AP and any suportabillity, but you'll get a few laughs out of it.

    Credits to: Emeris

  • Janna Curiosities

    Here are some of Janna's quotes, if you're wondering what they are or don't understand them during the heat of battle:

    Upon Selection

    * "The Tempest is at your command."


    * "As you wish."
    * "At once."
    * "Breathlessly."
    * "By your command."
    * "Gale winds unleash."
    * "In Harmony."
    * "Swiftly!"
    * "The Storm approaches."
    * "The Tempest is upon them."
    * "Upon the wind."
    * "With ease."


    * "And you thought it was just a harmless breeze!"


    * (Old voice:) "Say hello to the winds of... *double cough*...*clears throat* (New voice:)I don't know what came over me."
    * "Yes, it's true. For 2.95 a minute, I will leave you breathless."

  • The End

    Wow! It seems you have read all of my guide!

    Well, I hope you enjoyed reading it, and that you pressed the thumbs up button. I've been playing Janna for a long time and I'll never stop. I felt the obligation to write a guide about her.
    Please leave a comment even if you didn't like the guide and tell me what I can do to make it better for you.

    Good Luck, Have Fun!
    (By the way I'm Portuguese, so... yeah, sorry for any mistakes.)

    7thFullmoon, The Off Duty King of Trolls

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