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All Guides Janna Guides Janna - The Underrated Carry [WIP] 6.21
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2 years ago
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Janna Statistics for Micky das Pferd

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

Value
Average
Games Played
211
8
Win %
60
47
Kills
0.8
1.5
Assists
14.0
12.7
Deaths
3.0
5.1
KA:D Ratio
4.9
2.8
Gold Earned
9K
8.5K
Creep Score
11.6
20.7
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png

Taking Flash is absolutely necessary without any further discussion. On one hand it allows you to make flashy and aggressive plays and on the other hand you are able to escape sticky situations or safe allies with your eyeofthestorm.png or reapthewhirlwind.png.


3.png

Exhaust is the go-to summoner spell for Janna. It reduces the movement speed, the attack speed, their damage dealt and the resistances of the targeted enemy. This allows you to neglect damage of the enemy ADC in lane while all-ining your opponents. Some fights are only won by exhausting the right target. Before using it you have to consider which of the enemies will harm your carries the most and how much damage your exhaust would be able to neglect. 
It can also be used to decrease the distance between your team and an opponent while chasing.
In the lategame using Exhaust you are able to defend your carry from fed assassins who can one-shot anyone very easily like 238.png105.png121.png since it scales really well.

14.png

I personally wont recommend using ignite due to these reasons. First of it doesn't really fit Janna's playstyle. Her all-in potential is pretty bad due to having no form of engage. Ignite fits supports who have an very aggressive playstyle like 12.png412.png89.png. Another argument for exhaust is, that it scales much better into lategame. Ignite deals 70 (level 1) up to 410 true damage (level 18) to enemies. The damage of Ignite is very insignificant in the lategame where Exhaust shines its brighest. Its reductions are percentaged which means further into the game it becomes even stronger. 
The positive side of Ignite is that it can give you a lot of kill pressure when the enemy laners are afraid of your all-in. I would also recommend taking Ignite if the enemy team has a lot of (self-) healing (like 36.png8.png16.png) and your team is lacking Ignite in mid or toplane.

New Runes Back to Top

Masteries Back to Top

Cunning Tree

1. Wanderer vs Savagery

Wanderer grants you percentage movement speed out of combat while Savagery makes it easier to lasthit. Since you don't need to lasthit any creeps Savagery is useless. The movement speed which Wanderer offers makes it easier for you to roam and get to lane faster.

2. Runic Affinity vs Secret Stash vs Assassin

You don't need buffs to last longer or deal more damage when isolated from your team mates. Since you are a poor support a few fresh baked cookies from grandma might make your day and help you sustain throughout the laning phase.

3. Merciless vs Meditation

Your damage is very low and Merciless wont change anything about that. The extra mana regeneration by Meditation can be pretty huge when you are bad at managing your mana pool.

4. Bandit vs Dangerous Game

The amount gold which you receive just from Bandit is big and you need every penny you can get. Dangerous game might be usefull in some situations but i wont recommend it.

5. Precision vs Intelligence

Precision gives you magic and hybrid penetration based on your level. While Intelligence increases your cdr cap to 45% and it grants 5% on top of that. As a support which peels enemies off of the carries you rely heavily on your cc spells and more so on their cooldowns. Intelligence allows you to almost constantly shield your allies, knock them up or slow them while Precision grants you a tiny amount of damage which you will most likely not recognize.

6. Stormraider's Surge vs Thunderlord's Decree vs Windspeaker's Blessing

Stormraider's is a no-go. It's useless since you aren't even able to proc it and there are much better options. You can argue about the use of Thunderlord's since it improves your poke and your all-in potential. Often enemies don't expect the damage which comes from it. Windspeaker's is BY FAR the best keystone mastery on Janna. It increases the strengh of your shields and heals by 10% and grants allies armor and magic resistance. This is huge on Janna and especially with the amount of AP you get from your runes you can shield your allies for alot even level 1.

Resolve Tree

1. Recovery vs Unyielding

Recovery grants you some health regeneration which can help you in bad lane matchups were you are being pokes to death. Unyielding is pretty much useless on Janna since you have to stack a lot resistances so it's efficient. When you have 100 Armor you gain 5 Armor from the mastery. It's not worth it in my experience.

2. Explorer vs Tough Skin

Explorer grants you movement speed in the river and in brushes while Tough Skin lets you take 2 less damage from autoattacks. Both masteries have their strenghts and weaknesses. Explorer helps you with roaming, while Tough Skin helps you in lane and might help you winning trades.

3. Runic Armor vs Veteran's Scars

Runic Armor increases regenerations, heals and shields on yourself by 8%. If you are in a bad lane matchup. For example you are playing against a poke heavy lane (143.png37.png) you might consider taking Runic Armor since it synergises well with Recovery and 3301.png. I personally prefer the increased health from Veteran's Scars since the +50 health might seal the deal when all-ining.

4. Insight vs Preseverance

Insight reduces the cd of summoner spells by 15%. Especially as a support these 15% might turn up huge since you have your exhaust and flash up more often. This increases your already godlike peel potential and it might save you while being chased. On the other hand I wouldn't recommend Preseverance since you lose out on a ton of summoner cd and you will be hardly able to use the bonus health regeneration.



Abilities Back to Top

E
Q
W
E
E
R
E
W
E
W
R
W
W
Q
Q
R
Q
Q
Passive
Q
2
14
15
17
18
W
3
8
10
12
13
E
1
4
5
7
9
R
6
11
16

Items Back to Top

Starting Items

    #1 Bad Matchup / Defensive Playstyle
    #2 Good Matchup / Aggresive Poke Playstyle

Core Items

    #1 When Starting With coin
    #2 When starting with coin + you need the engage/disengage ability from Talisman
    #3 When Starting with spellthief's
    #4 When starting with spellthief's + you need the catch potential from Frost Queen's Claim

Situational Items

    against ap heavy team
    Against Full ad team
    Against CC heay team / your carries need peel
    Wanna buff your fed adc?
    EZ win?

Matchups Back to Top

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

  • Alistar
    Easy
  • Annie
    Hard
  • Bard
    Medium
  • Blitzcrank
    Medium
  • Braum
    Easy
  • Karma
    Medium
  • Leona
    Easy
  • Lulu
    Easy
  • Morgana
    Medium
  • Nami
    Hard
  • Sona
    Hard
  • Soraka
    Easy
  • Tahm Kench
    Easy
  • Taric
    Medium
  • Thresh
    Hard
  • Zilean
    Medium
  • Zyra
    Hard

VS

Alistar

Easy

VS

Annie

Hard

VS

Bard

Medium

VS

Blitzcrank

Medium

VS

Braum

Easy

VS

Karma

Medium

VS

Leona

Easy

VS

Lulu

Easy

VS

Morgana

Medium

VS

Nami

Hard

VS

Sona

Hard

VS

Soraka

Easy

VS

Tahm Kench

Easy

VS

Taric

Medium

VS

Thresh

Hard

VS

Zilean

Medium

VS

Zyra

Hard
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