All Guides Janna Guides By your command: an extensive Janna guide
2 years ago

Janna Statistics for Aeolian Melodies

Author's performance with Janna compared to the ranked average.

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Ignite VS Exhaust

Flash is not really up for debate. In a game where positioning is absolutely everything, the ability to instantly re-position yourself, whether it is to avoid death or make an awesome play, is way too good to pass up. It should be noted that Janna is one of the very few champions (in my opinion) who can actually live without Flash; she is safe and fast enough to get out of bad situations without it, and she does not especially need it to make plays. Some Janna players (SilentGale comes to mind) actually do pretty good carrying Heal+Exhaust, because they have adapted their playstyle to being flash-less. Having it in her pocket, however, allows for a lot more freedom in my opinion, so I never go without it.

The real discussion is between Ignite and Exhaust. Though Exhaust is the most popular choice on her, as it naturally fits into her playstyle as yet another peeling tool, Janna can make great use of Ignite as well. Many players tend to stick to one or another, personally I believe that Janna's ability to work with both in different situations is a testament for her versatility and a very good thing overall.


- If the enemy has strong duelists that could seriously harm your ADC (5.png84.png24.png23.pngetc.);
- If the enemy has high burst champions who get shut down by Exhaust (107.png55.png7.png238.png etc.);
- If your ADC is immobile, thus can use all the peel you can find;
- If the enemy ADC is immobile, thus will become an easy target if Exhausted;
- If you want a summoner spell that will be relevant all game;
- If your team lacks CC (be it for protection or for sticking power);
- If you think you are going to play it defensive bot lane;
- If you are not sure what to expect;

Exhaust is probably the best choice in your situation.


- If you want the most possible kill pressure in lane;
- If you are confident that your kit (and possibly item actives) is all you will need to control the flow of fights;
- If the enemy ADC is mobile, thus quite unhindered by Exhaust;
- If your ADC is mobile, so he does not need extra-peel;
- If the enemy has champions that thrives on self-sustain (19.png84.png75.png23.png etc.);
- If the enemy support is a healer (37.png267.png, and especially 16.png);
- If you are confident that you can dictate the pace of bot lane and be aggressive;
- If you want a spell that gives Janna something she does not already have (damage) instead of a spell that gives yet something she has plenty of (peel and CC);

Ignite is probably what you are looking for in your situation.

Overall it comes down to playstyle, and Exhaust is a safer choice whenever you are in doubt, but there are situations where Ignite would serve Janna very well, so it should not be entirely disregarded.

New Runes Back to Top

Masteries Back to Top

This is the mastery tree that I use for Janna in every single game. Let's break it down:

Cunning tree

Wanderer VS Savagery: It's not that Wanderer is that good (honestly, it is not); it's just that Janna has absolutely no use for enhanced damage on minions & monsters, as she is neither a jungler nor someone who farms in lane.

Runic Affinity VS Secret Stash VS Assassin: Quite the no-brainer here. As the support, Janna will never (if ever) get jungle buffs, so her use of Runic Affinity is very limited, and as the stereotypical no-damage team-oriented support, Janna should never be 1v1'ing anyone, making Assassin useless. Enhanced potions is the only thing she can reliably use among these three masteries.

Merciless VS Meditation: Again an easy choice, not only is Merciless quite bad on Janna, since her focus really is not damage and finishing off people, but Meditation is a very good mastery to help sustain your mana. Free piece of trivia: Janna has among the highest (used to be the highest but I haven't checked in so long that I don't want to spread lies) natural mana pool, making her one of the best users for this mastery.

Bandit VS Dangerous Game: Bandit, hands down; Janna makes far better use of improved gold gain for harassing enemies and not farming minions than she does for a mastery focused on staying in the fight after you've killed someone.

Precision VS Intelligence: Intelligence is by far the superior option, increasing the CDR cap and giving you a free 5% is much more relevant to an utility-based champion like Janna than armor and magic penetration.

Stormraider's Surge VS Thunderlord's Decree VS Windspeaker's Blessing: Not only is Janna a fantastic champion for WINDspeaker blessing, having both a heal and a shield with strong base values & scaling, she is also a terrible user of both alternatives, struggling to safely proc TLD and never dealing enough damage to proc Stormraider's (and how useless would that be to her anyway even if she could proc it). Never underestimate the power of an AoE heal that buffs your allies' defensive stats. Do take note that self-healing and self-shielding is increased by WSB, but you do not get the bonus armor & MR for yourself.

Resolve tree

Recovery VS Unyielding: While Recovery is not that impressive, it sure serves Janna better than a percentage increase on BONUS armor/MR, considering how little tank stats she tends to build, and how her playstyle revolves around not taking damage in the first place.

Explorer VS Tough Skin: I believe being a tad sturdier for those early trades is more helpful to Janna than highly situational flat MS on a champion that is ridiculously fast as it is.

Runic Armor VS Veteran's Scars: Many people opt for Runic, but I prefer the bonus HP, especially considering that my default rune page does not run HP runes. HP makes you tankier and makes you LOOK tankier too (making you look less like a juicy target). Runic Armor only affects self-heals and self-shields, and as Janna I very rarely shield myself over an ally, which means I do not have much use for this mastery overall.

Insight VS Perseverance: This is where most people will disagree, but I'm ready to deal with it. I am not denying the overall strength of Insight; the only other mean to lower your summoner spells' CD in the game is buying Ionian Boots of Lucidity. Here is the thing though: I do not find Janna especially reliant on either summoner spell to function, therefore I have no problems sacrificing that for improved sustain which has helped me stay even in XP in tough poke lanes more often than I can count.

Abilities Back to Top


So... what does Janna do?


Tailwind is Janna's passive: champions running towards her gain 8% bonus movement speed - effectively giving her Captain Boots Enchant even after the removal of Boots Enchants. Many people tend to downplay or entirely forget the existence of this innate, but please do not fall under this category. 8% bonus MS is nothing to scoff at, you should always keep it in mind when rotating, going back to lane, and retreating: lead your allies (without going too far ahead) so that they have the speed advantage.


Howling Gale [Q] is Janna's most famous ability, and possibly the one that gets on enemies' nerves the most. Despite that, it should be maxed last, and it should not be used lightly (both for the mana cost and for the opportunity cost of having it on CD because you used it for a futile reason). Upon casting it, Janna will aim and place down a tornado: once fully charged or after pressing Q again, it will fire in the direction it was cast. Neither placing nor releasing the tornado will stop Janna's movement. Placing, charging, and releasing the tornado do not put Janna in combat: hitting enemies with it will. Charging it increases the knock-up duration, range and damage. Despite that, most of the time Howling Gale will be instantly released (double-tap Q) for instant CC. Howling Gale moves relatively slowly and has average range, so enemies can outrun it if you place it too far: as a rule of thumb, if you can W them first, you will be able to knock them up. 

Howling Gale will stop dashes (but not blinks), save for the very few that make the champion impossible to CC or target, and it will also overwrite any displacement ability from your allies on enemy champions. This means that if a Blitzcrank pulls a target towards you, and you Q them, they will be stopped mid-air and drop to the ground before reaching Blitzcrank. This also works with Janna's own displacement, meaning proper timing will allow you to cancel Monsoon's push-back with Howling Gale's knock-up, which can give you a Xin ultimate-like effect (isolating a target), or can also be a good way to get the disable and heal from Monsoon without pushing enemies to safety.

Howling Gale counts as a displacement ability, thus it cannot be Cleanse'd, Crucible'd, QSS'd, and tenacity effects do not lower the CC duration.

Releasing a previously placed Howling Gale while channeling Monsoon will not interrupt Janna (but placing down a new tornado would).

Howling Gale (while flying, not while being placed down or while charging) is a projectile for the purpose of Braum and Yasuo's walls.

Howling Gale enables Yasuo's ultimate, Last Breath.

Be warned that there has been a bug on this ability for the longest time, whenever casting Q leaves you with not enough mana to cast a second one, double-tapping Q will first give you the sound and warning that you can't cast this ability right now, then you will be able to Q again to release the tornado; be careful about timing clutch tornadoes when on low mana.


Zephyr [W] is both an active and a passive ability. The active is a point-and-click single target slow that actually does decent damage if forget that it is not maxed first. Using Zephyr will stop Janna's movement for the time she is throwing the bird (quite short, but still worth noting) and will naturally put her in combat as soon as she hits something (drastically dropping your speed if using Mobility Boots). Using the active will disable the passive for the duration of the ability's cooldown - so for this reason, when you are trying to escape (especially multiple enemies), it is generally better and safer to hold onto this ability and keep your passive. 

"But why," I can hear you scream, "Why, Aeolian Melodies, WHY???" I'll tell you why: because the passive is extremely good, so something's gotta give. The passive part of Zephyr is what grants Janna her godlike speed, making her the fastest champion without the use of a temporary buff such as Ghost or Master Yi's ultimate. 

The second part of the passive side of Zephyr - which many people disregard, but I believe you should abuse the hell out of this - is that it makes Janna unaffected by unit collision. In the past, you have gotten angry at minions acting like a wall of bricks while your champion derps around trying to find his path, have you? Well, rage no more, my friend, with Janna this is a thing of the past. You should learn to play around this ability, as it gives Janna a tremendous advantage when playing against skillshot-of-death champions (she can literally be IN her minions while harassing them), and when running away (run THROUGH the minions while your enemy is forced to either risk getting stuck or go around).

I strongly recommend smart-casting this ability if you do not default to smart-casting everything, as without smart-cast this ability's shortish range tends to yield frustrating "go off, dammit, GO OFF" situations.


Eye of the Storm [E] serves as both Janna's primary protection spell and her mean to buff her ally. The protective barrier can absorb quite a lot of damage, which makes learning to time it properly crucial. And the only key to that is: practice. You need to be able to predict enemy damage incoming to shield correctly. Be too slow, and you will shield after your ally has taken damage; be too trigger happy, and the enemies will wait out the duration of the shield, then unleash their damage. Very few things in this game deal instant damage: most of the time you will have a delay either because it is DoT, projectile-based, or it is an ability with a cast time. Casting Eye of the Storm does not stop Janna's movement, nor does it put her in combat.

Eye of the Storm also provides your target with bonus AD (up to 40, and scaling up with AP), which will be loss when the shield is broken, meaning that the best possible target for your shield is a champion with high attack speed, good AD scalings, and who typically stays far from damage: hello, allied marksman. When using it to buff your ADC's damage for poking purposes in lane, always keep in mind that damage is calculated as it hits and not as it is fired off: it is wiser to only shield when the Headshot/poking ability is actually flying towards an enemy champion to avoid wasting mana when your ADC actually turns around to last hit a creep or whiffs his skillshot.

Eye of the Storm can be used on towers, protecting them and boosting their damage. Janna will take credit for any killing blow landed on champions (but not creeps), and if an ally gets the kill instead, she will be granted an assist.

You can use Eye of the Storm on the champions icons on your HUD: this is very useful to make sure you are shielding the right target when many people are very close to each others, especially with smartcast which is way faster and smoother  but can actually be quite dumb sometimes.

As a rule of thumb, your shielding priority should be whoever is about to die > ADC > AD assassins & AD bruisers > tanks > AP assassins and mages > yourself.

I strongly recommend smart-casting this ability if you do not smart-cast everything by default, it will make your life much easier, it will make the shields come out a tad faster and avoid many "I just died in your aaaaaaaaarms toniiiiiiiiiiiiiiight" moments for your allies.


Monsoon [R] is Janna's most crucial, hardest, and flashiest ability. If this does not make you feel like a goddess, nothing about supporting ever will. It is an extremely powerful ability that can easily reset a team fight that did not go in your team's favor. Janna will first knock-back enemies surrounding her, then channel for a short duration, healing allied champions within the AoE of the storm. Cast again, use any other ability or move to break the channel early. You will mess up that ability when learning to play her, there is no other way to put it. You will use it too late and see allies die, you will use it unwisely and save enemies: that's okay. Don't let it get to you. Keep on practicing her, and these moments will be few and in between as you get better.

Monsoon will only put Janna in combat if she has affected enemies with the knock-back.

Monsoon enables Yasuo's ultimate, Last Breath.

Monsoon is not considered a projectile.

Monsoon, like Howling Gale, cannot be removed by any CC-removal effect, neither can it be reduced by tenacity effects (as a displacement, it is calculated in distance rather than time).

Monsoon can push enemies through thin walls, which may or may not be what you want: if you are close to the enemy and said enemy is in a position where he could Flash over the wall, then Monsoon likely will push him on the other side. On the other hand, if an enemy hits a wall that is too thick (or that he was too far from) to go through before they have traveled the full distance of Monsoon, they will still be disabled (Janna wall stun); always useful when making offensive plays.

Monsoon can be used as a panic button, to reset a team fight, to heal your team through a Baron, to knock an enemy into your team/tower, to split & isolate enemies, to send a special gift to an allied Yasuo, to push enemies back into your teammate's AoE ability, to cancel channeled abilities, and even to angry a Kindred:

Be creative. The more you try using it other than as a "Oh, sh*t" button, the more you will discover the wonders of Monsoon, and the more powerful your Janna game will become.

Hey, everything she does is awesome. What do I max?

There is nothing ground-breaking about my skilling order, this is pretty standard for most Janna players.

Pick and max your shield first to better protect & buff your ADC, making trades much easier on your side of the lane.

Max your W second, as the enhanced slow and self-speed are more valuable than slightly more damage and lower CD on your tornado.

Take points in R whenever available, as the increased healing & lowered cooldown are nothing to scoff at.

Max Q last, as it is a one-point-wonder skill despite being Janna's signature. Leveling it significantly increases the mana cost (up to 150 - to put this in perspective, most champions' ultimates, including Janna's, cost 100 mana).

Howling Gale or Zephyr at level 2?

This is a legitimate question. I showed EQW in the grid, because this is my most common path, however I do go EWQ sometimes, and I believe this is an option that should not be entirely overlooked.


- If the enemy bot lane can go in on you and Howling Gale can prevent it (412.png89.png111.png);
- If you are worried about an early gank;
- If you want to play it safe;
- If the enemy ADC has a dash that you might want to interrupt to mess up early trades;
- If it does not look like you are the aggressor in that lane;
- If you do not know what to expect;

It is probably better to take Q at level 2 for the safety it provides to you and your laning partner.


- If the enemy bot lane is based on poke rather than engage;
- If the enemy bot lane has engage that Howling Gale can do very little against (267.png25.png1.png53.png);
- If you are the aggressor in lane;
- If you are not worried about getting ganked before you hit lvl 3;
- Overall, if the positioning boost provided by the speed and ability to move through units will make your life better at level 2;

It is probably wise to opt for W at level 2.

Items Back to Top

Starting Items

    Standard Janna start if you are going to poke and trade.
    Alternative if you are going for a more defensive laning phase.
    2nd alternative start if the enemy is really poke-heavy and you know you would be buying many potions.

Core Items

    Standard Janna build if you went Spellthief. Provides her with capped CDR, improved heals/shields, vision control and lots of utility.
    Balanced build for going Coin route. Talisman is a very powerful active on Janna.
    Balanced, good all-around build if you started Coin but your team does not really benefit from Talisman's active.
    This is, I believe, Janna's most absolute core. You need Sightstone, no questions asked, you need a form of boots, no questions asked, you need Censer, and you need the Lens. The rest is situational.

Situational Items

    Options against AD heavy teams.
    Options against AP-heavy teams.
    AP items that you can happily sneak inside your build if you are doing well enough.
    Struggling to survive, and in need of cheap, immediate tankiness. Pick your poison.
The full builds displayed in the core section is what I would end up with in a typical game. Some items not present in the "most absolute core" may get switched out depending on the team's needs and the pace of the game. The key to adequate support itemization is to adapt. A good support build differs from one game to another, because a good support build will react to what your team and the enemy team are doing.

Before we discuss item choices, let me clarify one thing first: no matter what you choose - Eye or Active, AP or utility, squishy or tanky, always buy Sightstone ASAP. Nothing is worth purchasing first over the vision control and the safety it provides. Once you have Sightstone, the order of everything else (upgraded boots before or after upgraded gold item, locket or crucible first main item, etc.) depends on the situation you are facing.

Coin VS Spellthief

This has got to be the biggest debate in Janna's player base. I would say that Janna is one lucky girl, being able to work with either depending on the situation. Many people will stick to either Coin or Spellthief (as they stick to either Exhaust or Ignite), but again I believe that Janna's many options are one of her greatest strengths. It depends on your match up and your own personal play style.

- If you are an aggressive player;
- If you plan on harassing the enemies;
- If you believe you can harass them without getting too heavily punished for it;
- If you believe you can win trades;
- If you are duo with your ADC and you know he is an aggressive player;
- If you are laning with a bully ADC who will most likely want to fight a lot early;
- If you are facing a low danger bot lane (Soraka+Vayne for instance)
- If you want the most possible gold;

Spellthief is what you are looking for.

- If you are a passive/defensive player;
- If you do not think that harassing or trading will end up well for you and your ally;
- If you are facing a poke-heavy lane;
- If you are laning with an ADC who is weak early, strong late;
- If you are premade with your ADC and you know for a fact that he is a passive farmer;
- If you believe that your team composition would really benefit from a Talisman rush;

Coin is what you are looking for.

Active items VS Eye items

When upgrading your income item, whichever it is that you chose (see above), you will always be faced with two options: either upgrade to Eye of the Watcher/Oasis, merging your income item and Sightstone together, or go for Talisman/Frost Queen's Claim + Sightstone (possibly turning it in a Ruby Sightstone later on).

Personally, I am not a big fan of FQC anymore, not after all the nerfs it has received. The mana regeneration got pretty pathetic after the last nerf, and Janna does not really need the ghosts for CC, as her whole kit is already focused on controlling distance between herself and her enemies. It is very good as extra peel for supports who lack it, for pick-oriented supports and for supports looking for help for that one crucial skillshot, and Janna does not fall in any of these categories. Talisman, however, is up for debate, its active being very powerful offensively and defensively, especially if you have a team composition that makes great use of that AoE speed boost.

So, overall:

- If you value inventory space;
- If you value the early extra ward charge;
- You want to quickly move to building other core items (Censer, Crucible etc.);
- If you want cheap stats right now and be done with it;

Eye of the Watcher or Eye of the Oasis is what you are looking for. However:

- If your team composition would really benefit from Talisman's active;
- If you highly value the item CDR provided by Ruby Sightstone to make plays;
- If you do not mind less flexibility in your inventory space;

You can opt for Talisman + Sightstone combo.

Switching to Sweeping Lens after buying Sightstone or sticking with Warding Totem for the laning phase?

Many people will tell you that you must absolutely switch to red trinket as soon as you purchase Sightstone - I disagree. While this was true last season, and while ultimately you should not hold onto your Totem forever,you don't have to discard it immediately if you believe the extra warding power can still serve you.

- If the enemy jungler and/or solo laners have a campfire and marshmallows bot lane;
- If no one on your team is ganking bot lane, like, ever;
- If the enemy support benefits a lot form the cover of the bushes to zone you;
- If your ADC is pushing a lot;
- If your ADC does not seem to realize he has a freebie ward dispenser in his inventory;
- The enemy bot lane has yet to discover what a ward is and how they are placed;
- Your solo laners have TP and would like to use it often to gank you lane;

Holding onto Warding Totem for a while might be a wise choice, since the extra warding power will help you more than being able to sweep wards.

Think about it, what use is clearing up a gank path if your allies won't attempt the ganks to begin with? Personally, unless I have a jungler that ganks for us a lot, I keep it until I finish my Eye item, when I get level nine (for Oracle's Lens instantly), or when laning phase ends - whichever comes first.

Boots: what are Janna's options?

As a champion who is not focused on damage, Janna has quite a bit of freedom in her choice of boots. Let's have a look.

Mobility boots are what I usually go for (if you hadn't figured it out already), simply because I feel they play the best to Janna's greatest strength, which is her insane map presence. It is also worth noting that since killing wards no longer puts you in combat, Janna can cover a very large terrain with one cast of Oracle's Lens, increasing her control on vision by a decent margin.

Boots of Swiftness are a decent alternative if you believe higher in-combat speed will serve you better, and/or if the enemy's crowd control mostly consists of slows.

Ninja Tabis & Mercury Treads are solid options if the enemy team's damage is one-sided, and/or if they have one specific champion who is the only threat. I would not put too much emphasis on the tenacity from Mercury's Treads, as you will often die anyway even if the CC that just caught you was slightly reduced. Focus on not getting caught to begin with.

Ionian boots of Lucidity are what a lot of Janna players cherish, but I dislike them for the very same reason I dislike CDR runes: you. will. over. cap. your. c. d. r. I would not buy them unless you are going AP-heavy and will be skipping on many support items that offer CDR, or unless you are in one of these weird games where you need to Flash ult more often than usual.

Sorcerer Shoes: Maybe in ARAM or featured mode. Stay away on Summoner Rift and as a support.

Berseker's Greaves: ... be serious.

Locket VS Banner of Command

Both provide the same aura, making them very good options against AP-heavy teams (or vs a singularly fed AP champion). I personally prefer Locket, as it cheaper and I feel its active fits Janna's protective play style much better than Banner of Command's active does. It is also worth noting that WSB works on Locket's shield. Overall, I feel Locket is the superior option unless:

- The enemy team's wave clear is AP heavy and you are playing a siege comp;
- You want AP, but you don't want to be selfish about it;
- The enemy team likes to leave side lanes unattended;
- You are ahead enough that you don't need the shield but would like the aura;
- Someone else on your team bought Locket and you want some diversity.

Outside of these specific situations, I would opt for Locket over Banner of Command every single time. Save some money, get a superior team-fighting, butt-saving active.

To Mejai or to not Mejai

Mejai Soulstealer looks like a godsent for a champion like Janna who scales decently with AP, racks up lots of assists and rarely dies. If you can find a way to sneak it into your build after getting your upgraded gold item and Sightstone, and if you think it will swing the game in your favor, by all means, be my guest. However, having this item in your inventory should never make you put your own life above the life of a teammate, which is precisely why I never buy it. Even if I don't get caught because I am on my A-game that day, odds are at some point it will be my choice between my ally and myself and I will choose to sacrifice myself, and the stack loss is quite brutal post-rework.

When to build AP, when to build tank and when to build utility?

Janna has quite the build diversity. My personal favourite is utility-heavy with a touch of AP to enhance Janna's own utility.

While many people run a build similar to mine, you also have people who run her with a lot of tank items and just get in the fray, and you have the complete opposite end of the spectrum with people building her full AP every game. Everything works if you know what you are doing and play in a way that makes it work. For instance, building full tank and playing extremely conservatively is essentially wasting the gold you invested to make yourself so sturdy, and on the other hand building full AP and not playing carefully will get you killed in .2 second, and then who cares how much you can heal/shield with that build, you're dead.

Personally I believe there is no need to build Janna super tanky: positioning is her best survival tool, and unless the enemy threats heavily target you, there should be no need for you to go for tank items. If, however, you tilted the enemy hard enough that they actually aim for you, well by all means, tank up to be able to withstand the damage and spam your mastery emote when they target you yet again and get mauled by your whole team. 

As for AP builds, I believe they have their place if you can play accordingly (full blown AP is the squishiest Janna build). I am not a big fan of aiming for damage with Janna (Sorc Shoes, Luden's, Void Staff etc.), but going for AP items that have a touch of utility or other good stats make sense. In my eyes though, you should only build AP Janna if your team does not need you to build anything else first (such as Locket or Crucible). As the support, you should always put the team's best interest first.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Alistar
  • Annie
  • Bard
  • Blitzcrank
  • Brand
  • Braum
  • Janna
  • Karma
  • Leona
  • Lulu
  • Morgana
  • Nami
  • Sona
  • Thresh
  • Zyra




Consider Ignite, pack Spellthief, auto the hell out of him for free gold. He isn't as tanky as he is famous for in early levels, abuse this with your ADC. Keep lane bushes warded so he cannot use them, keep an eye out of Headbutt (because Howling Gale trumps it), stay far enough from your ADC that he cannot CC both of you with Pulverize, and of course never focus him when he is ulting. Clear gank paths because his heal heals minions too, so his lane will probably push.




Pack Exhaust, use Coin, close your eyes, it will all be over soon. Unless the Annie is significantly unskilled, which is quite hard to achieve on her, this is a very tough lane as she has high burst and ranged hard CC that you can't do much against. Stay far enough from your ADC that she can't stun both of you with eiher W or R. Play defensive and make it a farm lane, you are a far more relevant mid and late game support than she is unless her lane gets fed. And last but not least, here is the best LoL advice I ever got in my life: if Annie flashes towards you, flash away first, ask questions while flashing.




Bard has high poke, hard CC that by far out-ranges your disengage abilities, his stun tends to stun you from extremely odd angles due to the wall/other unit condition, he has some form of sustain and a very good mean to enable ganks through unwarded paths via Magical Journey. For these reasons, he earns one of my very few "hard" rating even for being relatively difficult to play to his full potential. The best course of action is to avoid early trades unless he ridiculously over-extends trying to poke you, and for the love of all thet is Janna, do not stay too close to your ADC or you will grant him easy, devastating double stuns. Be extremely wary of his ability to dive you by disabling the turret with Tempered Fate.




A one-trick pony champion if I've ever seen one. Unless your ADC is a hook magnet, this is a relatively easy lane, as Blitzcrank is painfully simple: pull and kill them, or whiff and do nothing. What you want, of course, is the "whiff and do nothing" part to happen as much as possible. Use Q to slow him in his track when he pops his speed buff, use W's passive to harass him from your minion wave where he can't pull you, and always, always punish as hard as you can when he misses his pull.





Because Brand relies on skillshots and Janna has godlike speed. Take pot shots at him with your ADC whenever possible (he is very squishy and immobile), avoid as many spells as you can, spread out when he ults - you know, the usual things you do VS an enemy Brand, only you have to do it constantly because he chose to lane bot lane. If all else fails, fall into a defensive pattern and make sure your ADC farms well. Brand is quite a useless support if he did not snowball his lane.




If you play your cards well, neither of you will have the pressure to kill the other lane. This can lead to quite a boring laning phase, but Janna is very strong late game, and if you are paired with an ADC that follows the same pattern, the farm lane can be in your favor.




Easy, because she is like you, except you're better, because you are reading my guide! Against an enemy Janna I strongly recommend starting Spellthief and working with your ADC to try and put pressure on her: poke as much as you can, switching target if possible/needed when she uses her shield to block poke. As you very well know, any damage done to a Janna lane will stick, so whoever has the best shielding reflexes will likely win the lane - have fun!




Karma has very strong poke, good utility, and a decent shield. She actually has the upper hand until level 6 in my eyes, then you get to enjoy the power spike of an actual ultimate ability, and she does not, which makes your life significantly easier if going all in. Her poke is mid-range, her damage is front-loaded into Mantra'd Q, and Karmas tend to max Q before E, so if you use your minions as shields correctly, your ADC and yourself can probably win trades with relative ease. She and her teammates can rush you down pretty fast with Mantra'd E, however in many situations, this is nothing that a good tornado cannot save.




She is free Spellthief gold. She can't engage you without using her ultimate (which you can always dodge) if you are good enough with cancelling Zenith Blade with Howling Gale. The best part is, many Leona players have yet to learn their lesson, so it is entirely possible that they pick her into you. Ward lane bushes (be wary when warding a bush where Leona is, she can AA-Q-AA-AA and kill the ward on her own before it fades), make sure to deny her E engages and punish her whenever you succeed in cock-blocking her, for there is nothing she can do to protect her ally from harass. Do not hug your ADC so she has to choose her target instead of tossing E in your general direction and randomly getting one of you. 

If Leona manages an E-Q-W engage on your ally, immediately shield him, then do the best you can to delay the damage from Leona's ally. It is no use trying to Q or W her when she already is in your ally's face: the best you can do is try to ensure her ally does not get in range fast enough to pop the Sunlight stacks, which amount for a lot.




She has become quite rare bot lane, but still, I have to mention her. She is quite a standard poke utility support. Most of her damage is front loaded into her Q - which can fire from very odd angles due to her E moving Pix around - and it does pack quite a punch, but unlike mage supports she also has utility in her W and a shield on her E. W-E are dual purpose spells, so watch for her opportunity costs: if she just used E for a longer range Q, then the shield is also on CD and it is time to harass. Same for her W, if she just used it for the speed buff then you no longer have to worry about the polymorph. Always be careful when committing to a kill on someone Lulu is determined to keep alive; with her slow, polymorph, shield, ult and Exhaust, she is likely to bait and punish you for over-committing. Similar to Sona, if you can trade with her lane enough that she needs to spend mana on shielding, it will lower her ability to poke you down and give you some breathing space.




Abuse W's passive to be inside your minions, making it extremely hard for her to target you with Dark Binding. When her Q is down, preferably because she whiffed it, harass her and/or her ally (whoever is the easiest to reach). When trying to ult her away to avoid the stun from Soul Shackles, always make sure she does not shield herself first. With the help of your ADC, work on harassing her ADC with physical damage, since there is nothing she can do against it. Her W quickly gets all 3 ticks of Spellthief & TLD, keep that in mind and tread carefully. Consider getting Crucible right after finishing your Eye to negate the effects of an insane snare when team fights start happening. Overall a pretty easy lane, if you and/or your ADC are not bind magnets.




AoE hard CC that outranges Janna's disengage. Poke and heal on the same spell, which she maxes first. AA buff that deals damage and slows. Speed boost on hitting allies with any skill. What's not to hate? I put her medium instead of hard for the same reason I did that for Sona: because Nami players that are good enough to warrant the "hard" rating are a very rare thing. If you can avoid most bubbles and step back to deny Ebb and Flow bounces, your laning phase won't be so bad, but make no mistake: unless you are significantly better than the Nami player, you will not win this lane. You will make it even.




I put medium strictly because very skilled Sona players are such a rarity - a truly good Sona players is "hard" without a doubt. Sona's near instant-poke, ability to poke 2 people at once, sustain and AoE hard CC that out-ranges the push-back of Monsoon can mean a very painful laning phase for you. Start Coin, pack Ignite and try to go for her first with your marksman, as she is likely squishier than her ADC and nearly as much of a threat early on. For that reason, never miss an opportunity to W -> Q her into you and your ADC's range if she gets over-zealous while poking. Forcing her to spend some mana on healing will give you some breathing space.




Popular and powerful: learn to play against him ASAP. Generic Bliz advices apply to him too, however it's not the Thresh that sits in bushes fishing for a hook that you need to worry about. The ones you need to worry about are the ones who walk up to you, flay you, THEN pull you as you can't dodge due to the massive slow. Always be wary of Flay even when he just whiffed his hook. 

Thresh is one of the very few ranged champions that does not outrange you, take advantage of it and pack Spellthief to improve your harass, as 1) his ability to mitigate damage on his ally is quite limited and 2) he is actually quite squishy in the laning phase, ranged means no scaling MR, his passive means no scaling armor either; poke him whenever you can, people that are half HP or below have a tendency to not go ham on you.

Monsoon and Howling Gale can stop the lantern dash (and can also keep an enemy away from clicking range). Let that sink in for a moment, then practice this jewel.




The hardest thing about facing Zyra is being in range to not get zoned while not being in range to get heavily harassed by her. Two possible courses of action VS Zyra: either you pack Ignite + Spellthief, confident that you and your ADC can net easy kills on her extremely squishy self, or play it safe, pack Exhaust + Coin, avoid outright trading her and out-scale her in the end as a superior support. Step on the seeds whenever it is safe to do so to deny her the possibility to plant a garden of hell; be wary that she can easily turn the seed into a plant right before you step on it, so make sure she has Q+E on CD or is out of range for both when you attempt to destroy the seeds. Kill the plants as fast as you can when you spawn, as they deal quite a lot of poke (you will not disable Spellthief while killing her plants). As with all other champions that have AoE CC, try to avoid being too close to your laning partner so she can't easily E or even R both of you.

Bot lane synergy Back to Top

Janna naturally fits most ADC in lane and in team fights, provided you and your partner know what you are doing. Name an ADC who does not want free AD and one who does not like endless peel - I dare you. Sure, she is not always the absolute best option, but she is one of the very few champions you simply cannot go wrong with a "pick X first, ask questions later".


Pros: High poke with W, strong trades with her Q + Janna's shield, amazing utility with E+R+her multiple slows, she can provide the engage in your lane, high AA range (beaten only by Caitlyn from the get go and Tristana after some levels), endless kiting from both champions.

Cons: Highly squishy, immobile, less DPS than some other marksmen.

My overall thoughts: This is and has always been an excellent lane, and Ashe is one of my favourite champion to support with Janna. Ashe and Janna complement each others beautifully, playing to each others' strengths (you shall not reach us) and covering for each others' weaknesses (Janna's peel makes up for how immobile Ashe is, Ashe's arrow makes up for the lack of engaging tool in Janna's kit).


Pros: Extremely high range to abuse the damage provided by Janna's shield, strong AD ratios, decent utility with traps, typically plays an aggressive poke lane which is something Janna supports very well.

Cons: Janna is at her best late game and at her weakest early game, Caitlyn is kind of the other way around, this can be good OR bad. Depending on the enemy team comp, Janna can feel a bit overkill to support a Caitlyn since she has her own escape and high range.

Overall thoughts: Generally speaking a lane you can't go wrong with and that has very little counters.


Pros: High poke, high burst, has his own mobility so you are a bit more free to use Q and/or R in an offensive fashion, overall this is an annoying and safe lane.

Cons: Corki does not exactly need the godly peel Janna provides and would probably prefer a support who packs more offensive potential, he does not have the best AD ratios to abuse the shield either. Tends to go for a more caster-oriented build rather than pure auto-attack which is what Janna would support the best.

Overall thoughts: Overall not a bad lane, a good champion + a good champion is rarely a bad setup, but not optimal as Corki does not really need nor abuses what Janna can provide.


Pros: Insanely high damage made even more insane with your shield, great snowball potential - on Draven's side, having Janna as his support is good because Janna is statistically among the lowest kill champions, and it is paramount that Draven gets his kills. She provides him with the peel he needs to stay ahead once he gets there. It is also worth noting that thanks to her W passive, Janna will rarely, if ever, body-block Draven when he tries to catch an axe.

Cons: Not enough people play him. For real though - the one con I can think about is that should he fall behind for any reason, he is one of the worst at getting back on track and Janna is not that amazing at getting someone back on track, she's more about making sure they don't fail in the first place.

Overall thoughts: I am biased as hell because my best ranked experience was in season 4 getting to plat with my friend who played Draven while I supported him with Janna every single game. Garen-teed first blood at level 2 (or 3 if we got lazy) from eyeofthestorm.png -> dravenspinning.png -> howlinggale.png -> dravendoubleshot.png -> 3.png -> dravenspinning.png combo of hell. The lane is very scary if the Draven and your communication are good.


Pros: Extremely safe poking lane (yes that is all I have to say for this case).

Cons: Mixed damage carry with average AD ratios. Highly mobile and does not need Janna's peel. Sometimes goes blue build making Janna's peel even more of an overkill to have. Caster-type ADC, Janna prefers auto-attackers. Tends to go Tear 1st item which more often than not will mean lost trades with Janna as his support.

Overall thoughts: Despite what you may think, I like Ezreal - just not with Janna. This is a rare case of two good champions not going well together and really not helping each others. Whoever picked the 2nd part of bot lane when his ally had Janna/Ezreal locked in did the lane a major disservice.


Pros: High burst, somewhat mobile & tanky, good AD ratios.

Cons: Very short range, little to no poke. Janna can seriously mess up his ultimate with hers, tread carefully and communicate well.

Overall thoughts: I don't have much experience with this lane as Graves is more often than not found in the jungle since his rework, but so far not so good. He does not play to Janna's strengths at all (and neither does she play to his), and would probably fare better with a lock-down CC support like Leona, Nautilus, or even Alistar or Thresh.


Pros: High range, strong poke, decent crowd control with traps + uber long ranged snare. Janna's peel easily makes up for his lack of mobility. Jhin abuses Janna's shield quite well and win poke wars easily thanks to his passive and her shield.

Cons: Highly immobile and vulnerable ADC means you gotta be on your toes to keep him alive. Attacks at a fixed speed due to his passive, so at the end of the day, he will dish out less DPS (but probably more burst) than the average ADC with your shield on.

Overall thoughts: An extremely safe lane made of 2 of the best bot lane champions currently. Highly annoying if played well, very oppressive if this gets ahead. You can't really go wrong there even if you both pick very early.


Pros: Makes very good use of the shield with both parts of her Q, good overall AD ratios, Janna's peel makes up for her immobility. This lane is high poke, strong burst, and extremely deadly to a tower if left alone even for a wave or two.

Cons: Similar as Jhin, you gotta be on your toes to keep a Jinx alive (even more so than Jhin because they tend to go ham with that minigun), but if you can make it she is absolutely deadly.

Overall thoughts: In the current meta, a good Janna is probably Jinx' best chance of surviving past the laning phase. Pick Janna with confidence if you ally locked in Jinx.


Pros: Just try and catch that lane. Kalista's ult can let you create more opportunities with your own ultimate without using Flash. Kalista can also literally call Janna to her side should you get separated from her in a fight and be unable to reach her in time to ult enemies away from her.

Cons: Kalista is actually someone I loathe supporting outside of a premade, the ultimate being the main reason.


Pros: If there was ever a marksman who needed as much peel as Janna provides, that's him. Kog'Maw builds a lot of attack speed, which means more attacks during the duration of your shield, which means more DPS overall. He also has a weaker early game that Janna can accommodate by providing a safe environment where he can farm and grow big.

Cons: Like every immobile ADC, you really have to be alert to keep him alive, because people want him dead pretty badly, and you are all that stands between him and his enemies.

Overall thoughts: A good lane if you are looking towards late game - if you want lane presence and domination, you should pass.


Pros: Strong trades. Lucian's short range means Janna's shield is more than welcome when going for quick trades in lane, as he will often make use both of the AD boost and the protective barrier. Janna is one of Lucian's best late game support, as her shield and peel make up for his short range.

Cons: Very aggressive Lucians might prefer a more offense-oriented support to further bully the enemy bot lane (be it with added poke like Sona or lock down like Leona). His short range might also mean that the shield gets broken before he can fully make use of the AD buff.

Overall thoughts: I love Lucian, and I love Lucian with Janna. Solid all-around lane through early, mid and late game.


Pros: Ridiculously strong trades between her Q, her W, and Janna's whole kit. Fast poking lane. Extremely hard to out-trade a good MF paired with a good Janna. Miss Fortune is a high-damage, no-escape ADC making Janna more than handy if your ally picks her.

Cons: Same as every other ADC that lacks a dash or blink (or even noticeable CC), Miss Fortune's life is in your hands when mid and late game hit, meaning you have to be on your A-game to keep the edge you gained in the laning phase. Monsoon can be Bullet Time's worse enemy if you mess up.

Overall thoughts: Very powerful in the laning phase, can steam-roll the rest of the game once they got an advantage. Lots of room to mess up between the ultimates not meshing too well (though you can actually push people back INTO Bullet Time) and Janna being MF's main way to stay alive.


Pros: Well, for starters, bird is the word. Okay, jokes aside. Similar to Lucian, she is a short-range ADC who wants to bully enemies in quick trades, Janna is very good at supporting this with her shield and CC. Both champions are very slippery. This lane has the potential to be highly annoying.

Cons: Quinn loves to roam and Janna is not the best at holding bot lane on her own (no clear). Quinn also likes to go assassin-mode sometimes and that's not always Janna's cup of tea.

Overall thoughts: Decent in lane, not so impressive afterwards in my opinion. Hard to judge because Quinn is so rare...

Who are you? Back to Top

So... who wrote this again?

Hello everyone, welcome to this humble guide. I am Aeolian Melodies from the NA servers. You may have seen me on the Janna Mains subreddit, and/or on the LoL official boards, and/or in game! I have been a support-only player and a Janna main for over five years - which means since I started LoL in late 2010. Through that time, I played countless Janna games and did countless plays (good and bad), and gave her countless builds (yes, good and bad too). My friend list has also gathered countless summoners who added me solely for my Janna.

I have been thinking for a very, very long time about putting this all together and writing my own guide to try and help new Janna players learn the ropes with her, and perhaps get more and more people into playing the champion I have enjoyed so much and for so long. I am not sure I would ever have dared had Waffle not encouraged me :)

This guide will (attempt to) gather everything I have learned about Janna so far. I do not pretend that my way is the only way, or even the best way: it is the best for me, playing Janna this way has worked for me for the longest time, and that's it. This guide is intended to help new Janna players. If you are a veteran Janna, I hope I can show you some new stuff too, but a lot of it you will already know. Do take note that this guide assume that you are new to Janna but not to the support position. If you are looking for advice about how to support in general (proper ward placement, importance of looking out for teammates, importance of letting allies farm, etc.), you are unfortunately not going to find what you want here. This is a guide about support Janna intended for people who already know how to support, but do not know how to do so with Janna.

Disclaimer: I don't play ranked (much). I play support. I play Janna. If you wanted to see a high elo Janna guide, or if you believe one needs to be Diamond and above to know anything about a champion, then I kindly invite you to press back space and find another guide, as you will not find what you are looking for here.

Change log 

07/30/16 Shipping the guide. Will add more champions to match up section over time, but the rest is complete.

08/01/16 Added Bard, Janna & Zyra to match ups. Non-support match ups coming soon (tm), I just did the supports first because they are what matters the most. Also started a bot lane synergy section.

09/17/16 Somewhat fixed the videos (provided the links since the videos inside the guide keep breaking). Added a "things to remember" section. Added Kalista, Lucian, Miss Fortune and Quinn to bot lane synergy section.

11/15/16: Will need to update (mostly items and masteries) for the new pre-season but the guide remains accurate at its core.

Things to remember Back to Top

During the laning phase, your priority is to keep your ADC alive, and to ensure he ends the laning phase ahead of the enemy ADC - be it in farm or kills (ideally, both). That means you have to be active in lane. Do not be the Janna that cowards behind her ADC and essentially makes the lane 1v2 for him save for the occasional shield. Janna is capable of so much more, and it absolutely tilts me when the enemy support picks Janna before I do and proceeds to afk shield bot. I'm not saying you should go ham every time on absolutely everything, but passive play should be saved for when you are low on HP/mana, or when you are officially getting mauled in lane.

Also, learning Janna is no excuse to be passive/overly defensive. On the contrary, being aggressive will teach you her limits far more than being passive ever will. You learn nothing from being a shield bot. You will never know how much you can do and how much you can take it terms of damage, CC, whatever, if you are not trying to create plays to begin with.

Also, try and put yourself in your ADC's shoes: would you want to lane with someone who is attempting to make your lane easier by showing presence, how someone who is just sitting behind you letting you do the work and clearly is waiting for the laning phase to be over?

Here are some misconception that I want to see die right here, right now:

"Janna can't harass"

False. Granted, her spells and especially Q are not good at harassing (mana+opportunity cost VS damage dealt), but you do have a right click. AAing costs no resource. AAing at the right time will cost no HP either if you do it at the right time: when the enemy is busy attacking something else (creep, tower, allied champion), they can't possibly retaliate if you go in and out quickly for a fast poke, and when they have used their engage tools (or when you are otherwise confident they can't hit you with it). Example here from a lvl 1 trade:

(Sorry, you're gonna have to just click on the Youtube link because I can't get the videos to work more than 24 hours when put direct in the guide)

You can see that we stood our ground and clearly came on top of that trade. Notice how spellthief+my AD marks make it so the damage actually adds up.

"Janna is passive and can't create opportunities"

Again, false. Janna is excellent at peeling, she is also excellent at taking advantage from enemies' mistakes. Her CC can be used to keep (or send) people away, but it can and should also be used to keep people in the danger zone of your allies.

Many people - such as the Zyra featured in this video - are unaware that Janna can also choose to be aggressive, they get overzealous, over-confident, and do things like that: you would be crazy not to take the occasions that are handed to you on a silver platter. Janna is often seen as the no-damage champion per excellence, thus people assume that she cannot possibly create a threat. Please prove them wrong.

Send Feedback