Janna Build Guide

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In Dominion, Queen of Backdooring

written by Shynaku

Janna Build



Table of Contents

  • Introduction

    This is a guide for playing a backdoor Janna in Dominion. You will be bad at fights, and your main purpose is to run toward places that don't have people, then run away when people show up. The point of your character is to grab turrets when possible, and when not doing that, making multiple people chase after you. More on how it works in the 'How to Play' section. First, we need to build our backdoor Janna.

  • Masteries + Runes + Summoner Spells

    Because we are not going to be worrying about Janna's ability to fight, we only need to concentrate on utility and a bit of defense.

    For your masteries, you'll want

    . You want to revive quickly, move quickly, gain money quickly, et cetera quickly. There is no reason to try to expand Janna's mana, because you won't be using your abilities enough to run out. You also won't be attacking much, so the extra survivability from the defense tree is very useful.

    As for runes, grab yourself three movement speed quintessences, nine armor penetration marks, nine scaling armor seals, and nine scaling magic resistance glyphs. By the end, your basic attacks with be the most effective part as far as damage goes (though still not much), so I suggest the armor penetration for your marks, but this could easily be switched up with magic penetration.

    Finally, your summoner spells should be Flash and Ghost. There are no alternatives.

  • Items

    You will always be working on maximizing your speed. Right when the game begins, grab the Boots of Mobility. Next, you'll want two Zeals. Attack-wise, Phantom Dancers are more powerful, but since you're not in it for the attacking, it's more cost efficient to buy two Zeals than turn one Zeal into a Phantom Dancer as a form of increasing movement speed. Now that you've some speed from the Zeals, get some survivability (and speed) with [item=Force of Nature].

    Now, take a look at how people are attacking you. If you're getting hit heavily with AD, you can also grab a Frozen Heart or Thornmail. A Thornmail is effective, but the cooldown reduction lets you get your Zephyr back that much faster if you've had to use it. If the enemies aren't hitting you much, though, you can swap this out for another Zeal. Once you've run out of spaces, now you can start turning your Zeals into Phantom Dancers.

  • Skills

    Janna's spells are a perfect combination for backdooring.

    Tailwind: Increase the movement speed of everyone in your party. On such as small map as Dominion's, this is a great boon to your party.

    Howling Gale: Great in so many situations. If someone's chasing after you, you can fire this behind you in order to slow their pursuit. If your party members are chasing someone, use this to let your party members catch up. If there are two people capturing a tower, use this to knock them both out at the same time. Remember that this also interrupts many attacks, so use that to your advantage. (There are a few exceptions, such as Jax's jump will knock him in the air, stopping him from getting to you, but you will still receive damage from the attack as if it landed.

    Zephyr: Your bread and butter. It increases speed for you, and can decrease the speed of your opponents. If you need to high tail it out of somewhere, aside from just running, you can hit your opponent with this to slow them as you run. This can also, in a similar way to Howling Gale, be used as a way to slow an opponent being chased by your allies.

    Eye Of The Storm: Protect you or your allies... What's not to like? Also, remember that this also increases the attack of whomever you put it on, so putting it on an AD ally at the beginning of a fight can help as much as putting it on when they're about to die and running away. This also shields from all damage, so if someone's taking damage over time ([spell_text=Ignight], poison, etc.), this can mitigate the effect after the battle's already over.

    Monsoon: You'll want to use this to push enemies away. You will almost never need it for healing: the healing is too weak for you to efficiently tank anyone, and you won't have enough AP in order to get it to anywhere near sufficient healing. Use this only as a way of pushing people away from you, then break it immediately.

    As for ordering: Zephyr > Eye of the Storm > Monsoon > Howling Gale
    That's right, Janna's ultimate takes a backseat to two other skills. Because you're not using it for healing, and putting more points into Monsoon only increase the healing of the spell, it's more efficient to increase the protective power of Eye of the Storm. At the start, put two points into Zephyr and one point into Howling Gale, and when you hit level 6, put one point into Monsoon; otherwise, just stick to this hierarchy.

  • How to Play

    Janna gives the ability to completely change the way Dominion is played, both from your perspective an from others'. Most games of Dominion start with one on bottom, one on mid, and the fastest three champions running for top. And this is how Janna mixes things off right from the start: Have Janna take mid, then run over to the opponents' mid and try to capture it. Janna isn't particularly powerful (in this build), even in the beginning of the game, so going to help top is not actually all that effective. The beauty of tunnel vision is that you can often grab their mid by the time the fight at top is done, or you end up pulling other champions away from top, helping your team secure top. Make sure you've been given the okay to do this by the rest of your party; if they don't understand what you're doing, they're liable to get very annoyed (to say the least).

    After you're done with that, run into the fog of war. The fog will be your friend. One of the first things you want to do is avoid letting your opponents know where you are or where you're going. Avoid going through the very middle of the map where they can see you — you want to keep them guessing. And when running around, always make sure you've used Ghost. You will always be needing to get somewhere, and trying to save the speed boost for the 'perfect moment' that never comes is a waste of a good speed buff.

    Next, you'll be going after towers that aren't defended. One thing that can be helpful is to know if something is actually 'not defended'. Always watch the minimap, and try to make sure you have some idea of where your opponents are. If you've lost track, that's fine: just run for one that doesn't have anyone overtly standing in the turret as defense. Once you've started to capture the turret, you'll probably see someone running toward you — either they'll come up one of the sides where you can see them or run into the fog of war in your direction. Keep trying to grab the tower as long as possible. Even if you can only make it neutral, that's better than aborting on something that could have been.

    Once they're at you, run. This means using things such as Eye Of The Storm to defend yourself and Howling Gale to slow their pursuits — never bother charging up Howling Gale, just target and release since you are only attempting to slow them, not hurt them. Especially late game, no one will be able to catch up to you when you start to run. If they start to head back and try to recapture their lost tower, run back for a quick melee poke to stop their capture. You want to taunt them into not doing anything but attempting to kill you. What's even better is if you can grab two or three champions who will spend a minute trying to hunt you down. Use Eye of the Storm when you see them attacking; use Howling Gale to stop jump and dash attacks coming toward you; use Zephyr to slow a champion who has used a speed boost of some sort; use Monsoon to knock them away if they come at you in a group; use Flash if they corner you. If you can take three people away from the battle for a minute, then that's a minute where, as far as the rest of the map is concerned, the game is now 4v2 in your team's favor.

    Another beauty of Janna's speed is the ability to stop the opponent's backdoor attempts. Simply give them a quick auto-attack tap, then run under the cover of the turret. Using a combination of defending yourself with Eye of the Storm while slowing them while on the turret using Howling Gale and Zephyr, a weak Janna can do some heavy damage to a champion via circling inside a turret's gaze.

    One thing to stress is that you are not useful in a team fight. If you happen to be in the general vicinity, you can pop in, use a few of your skills to slow down enemies or shield your allies, but you should immediately get out afterward. It can be tempting to get engaged with the rest of the group, but this often results in being targeted and quickly taken out; or the tunnel vision that you rely on could happen to you, and in your absence, someone could backdoor one of your towers.

  • Pros / Cons

    Pros:
    –Angry opponents: The opponents will hate you for being quick and annoying.
    –Impressive backdooring: Rammus may be the king of backdooring, but Janna is certainly the queen. You will often come out as the top player in points given the amount of towers you'll have captured and neutralized.
    –Hard to get killed: A single person shouldn't be able to kill you — you're simply too fast for them to hit you enough. And, as mentioned before, if it takes a group of them to kill you, that's time when your allies should be able to do other things.

    Cons:
    –Angry party members: If your party doesn't understand what it is you're doing, they're pretty quick to react negatively.
    –Potentially low score: If the opponents catch onto your games, they can make your life difficult in actually being able to neutralize and capture towers. This is not the end of the world since you'll be distracting them the entire time, but Janna is wont to come out either on top or on bottom, depending on the other team's strategy against you.
    –Hard to kill others: You will not be getting many (if any) kills throughout the game, and because you'll be avoiding group fights, you probably won't have many assists either.

  • Abilities

    Tailwind
    Increase the movement speed of everyone in your party. On such as small map as Dominion's, this is a great boon to your party.


    Howling Gale
    Great in so many situations. If someone's chasing after you, you can fire this behind you in order to slow their pursuit. If your party members are chasing someone, use this to let your party members catch up. If there are two people capturing a tower, use this to knock them both out at the same time. Remember that this also interrupts many attacks, so use that to your advantage. (There are a few exceptions, such as Jax's jump will knock him in the air, stopping him from getting to you, but you will still receive damage from the attack as if it landed.


    Zephyr
    Your bread and butter. It increases speed for you, and can decrease the speed of your opponents. If you need to high tail it out of somewhere, aside from just running, you can hit your opponent with this to slow them as you run. This can also, in a similar way to Howling Gale, be used as a way to slow an opponent being chased by your allies.


    Eye Of The Storm
    Protect you or your allies... What's not to like? Also, remember that this also increases the attack of whomever you put it on, so putting it on an AD ally at the beginning of a fight can help as much as putting it on when they're about to die and running away. This also shields from all damage, so if someone's taking damage over time ([spell_text=Ignight], poison, etc.), this can mitigate the effect after the battle's already over.


    Monsoon
    You'll want to use this to push enemies away. You will almost never need it for healing: the healing is too weak for you to efficiently tank anyone, and you won't have enough AP in order to get it to anywhere near sufficient healing. Use this only as a way of pushing people away from you, then break it immediately.




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Submitted by Shynaku

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