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All Guides Janna Guides The Queen of Disengage - BEAST MODE
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Janna Statistics for ArchangelEST

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

Value
Average
Games Played
6
11
Win %
50
48
Kills
0.5
1.0
Assists
15.5
14.0
Deaths
3.8
4.7
KA:D Ratio
4.2
3.2
Gold Earned
8.9K
9.5K
Creep Score
9.8
17.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png FLASH


The most important summoner spell in the game for almost every champion. Janna is no different. While fast, Janna lacks any sort of a dash, which means her sudden playmaking capacity is completely Flash dependent.

In addition, as good as she is at disengage, sometimes the only way to live or help a team-mate live, is to get over a wall. And that requires a flash.

Take it. Always. No exceptions.

14.png Ignite 


A Summoner Spell that was rarely taken on defensive supports, such as Janna, in the past. However, times are changing and if you want go into Beast Mode, it's THE summoner to take alongside flash. It is my preferred choice when your goal is to play an aggressive style.

Ignite gives immense kill pressure in lane thanks to its true damage burn and the grievous wounds debuff which reduces all healing the target receives by 40%. In the bot lane, this neuters healing supports such as Soraka or Nami, as well as limits the effectiveness of the summoner spell 7.png Heal. Going into Beast Mode requires that you get kills. And with Ignite you'll be getting kills.

It's also a great choice when the enemy team has champions with immense sustain, such as Dr. Mundo, Swain, Vlad, Warwick and many others. Ignite will make killing them much easier, especially as you cannot always rely on your team building grievous wound items themselves. This way, you're covering all bases by yourself.

3.png Exhaust 

The standard Summoner Spell taken by nearly all supports. It's NEVER wrong to take exhaust as a support. It's useful at all stages of the game and against any team composition. When in doubt, take Exhaust.

Its debuff is super useful at reducing the damage output of every champion, as well as slowing them to the point where they may fail to reach their target or are unable to get away from your chase.

7.png Heal 

A Summoner Spell usually taken by the AD Carry, as they are better suited to determine when they require the very last minute dose of healing and movement speed to survive or make an outplay. However, this is a perfectly viable summoner spell for any utility support (a support with heals or shields).

What makes Heal a good choice on heal/shield supports is the existence of +heal/shield power runes and items. The rune Revitalize.png?width=32 Revitalize increases the power of heals by 5%, further increased to 15% if the target is below 40% health. This applies to the summoner spell as well.

Furthermore, items such as 3107.png Redemption (+10% healing/shielding power), 3504.png Ardent Censer (+10% healing/shielding power), and 3222.png Mikael's Crucible (+20% healing/shielding power), all contribute. All these passives stack. Meaning that at full power, you can do 45-60% additional healing/shielding with your healing abilities. This applies to both the Heal summoner spell as well as Janna's ultimate and E. (Technically you can also buy one more 3114.png Forbidden Idol for another +8% healing/shielding power if you wish, but multiples of the same item don't stack with themselves)

NOTE:

Only take Heal when your ADC does not. Agree to this in champion select. This is important because multiple successive heals have limited effectiveness. Once you use Heal on someone, they will receive a debuff for 35 seconds which reduces any additional Heal's by 50%. Usually, your ADC will take Barrier, but anything is fine. 

New Runes Back to Top

BEAST MODE:


The BEAST MODE rune page is designed to start smacking around kids lvl 1 and not give the enemy a single moment of respite all the way till their Nexus falls.

Summon%20Aerie.png?width=32 Summon Aery adds GUARANTEED damage with every autoattack or ability you hit, OR, a bonus shield on top of your normal shield when you shield or heal (your R) an ally. All that with a super low cooldown of about ~3 seconds. Absolutely amazing on Janna any way you slice it.

*Alternatively, you can go Arcane%20Comet.png?width=32Arcane Comet which guarantees stronger poke and all-in with your W (as the slow makes it impossible for them to dodge the comet without dashes), at the expense of losing some shielding power on allies and some sustained damage.

Manaflow%20Band.png?width=32 Manaflow Band works incredibly well on Beast Mode Janna by allowing you to keep up the pressure in lane thanks to the mana sustain. 

Celerity.png?width=32 Celery is great on Janna. It synergizes with her entire kit just beautifully. It gives you even more movement speed which augments your already increased movement speed from your passive and your W passive. If you start W with this rune page, you'll have 386 movement speed lvl 1. That's more than most champions have even with tier 2 boots. That's fast.

The increased movement speed will also increase the damage on your basic Autoattacks, and your single target spells (your W). On top of that, it increases your AP by a small amount as well, which means even more damage and utility. It adds up. Nicely.

Scorch.png?width=32 Scorch gives you even more damage output periodically. Great for making your harass in lane hurt that much harder. 20-60 damage every 20 seconds is very nice in the laning phase. Not as notable mid-late game, but with this build, your goal is to stomp lane.


cheap%20shot1.png?width=32 Cheap Shot works great with Janna's Q or W which are both movement impairment abilities, and as such, trigger the true damage. All you have to keep in mind, is to either chain both the abilities together, or autoattack after using one, as the true damage only procs on the damage following the application of the impairment. The bonus damage may not seem much, but it is True Damage and on a 4 second cooldown. It will add up in lane.

Relentless%20Hunter.png?width=32 Relentless Hunter is my choice to round out BEAST MODE Janna. It gives you even more movement speed (albeit only out of combat), which makes you even harder to catch, makes it easier for you to catch anyone, dodge any abilities, and of course, it increases your damage. All excellent features.

---

I Need You To Live!

The primary rune patch is identical to the Beast Mode page. With the only difference being in the secondary tree. With this page, your goal slightly shifts from dealing damage, to keeping your Ally alive.

Font%20of%20Life.png?width=32 Font of Life applies a debuff on enemies that heals any allies that attack said enemy. While the heal isn't large, it works with both your Q, W and even R, and can give your allies that tiny bit of extra sustain in fights or in lane.

Revitalize.png?width=32 Revitalize, as mentioned in the summoner spell section, will increase your heals and shields by 5-15%. While it may seem small, it adds up very quickly once you have put a few points into your E and bought some AP or +heal/shield items. Great for keeping yourself and your allies alive for longer.

---

200 IQ Utility

This rune page is for safe lanes where your only interest is to sit, farm, and scale. Ideally, you'd want to be up against a low-engage melee support like Tahm Kench or Braum, and a low kill pressure ADC, maybe something like a Sivir. You're not looking to do damage as much as you are looking for constant kleptomancy procs, staying alive, and keeping your ADC alive, and preparing yourself for a 200 IQ mid game.

Kleptomancy.png?width=32 Kleptomancy is a very unique rune with some really interesting features. It works by giving you bonus gold every time you Auto-Attack an enemy after using an ability. In addition to the gold, you may receive a wide variety of consumables such as health or mana potions (yes, they're back!), large amounts of gold, elixirs of all kinds (even +1 skill), and even wards. 

Taking this mastery does mean that your damage will be a lot lower, so you will struggle to be as lane dominant, hence why you want to take it into match-ups where the enemy duo has low kill pressure and preferably has a tank support you can consistently harass and get Klepto procs off on.

Biscuit%20Delivery.png?width=32 Biscuit Delivery is great for increasing your lane sustain to even higher levels in an already safe lane. It gives health and mana, and also increases your maximum mana every time you consume a biscuit. Alternatively, you can also take Perfect%20Timing.png?width=32 Perfect Timing here if you wish, which is a one time use invulnerability item that's also worth a fair bit of gold.

Magical%20Footwear.png?width=32 Magical Footwear is great on Janna for many reasons. For one, you're already really fast by default, so waiting for 10 minutes to get boots is not really a hindrance to your play. And once you do get the boots, the fact that they're free, cheaper to upgrade and give +10 move speed is excellent for a support such as Janna.

Cosmic%20Insight.png?width=32 Cosmic Insight improves Janna's overall utility power in every aspect. You get shorter ability cooldowns, a higher CDR cap, lower summoner spell and item active cooldowns. 


Zombie%20Ward.png?width=32 Zombie Ward is a support's dream rune. Every ward you place, will resurrect as a Zombie Ward, giving you vision even after its "death". In addition, every enemy ward you find and destroy, spawns yet another Zombie Ward, giving you vision even when you had no wards to place yourself.

Ingenious%20Hunter.png?width=32 Ingenious Hunter is amazing on a true utility support as Janna who loves to get multiple item actives. By stacking up this rune, you can get a 40% reduction in all active item cooldowns. Couple with Cosmic Insight and it increases to 45%. 

An item active such as the 3190.png Locket of Iron Solari which by default has a 90 second cooldown, will suddenly be almost halved. That's insane. Furthermore, this cooldown reduction even works on your trinket. So when you hit lvl 9 and switch to 3364.png Oracle Alteration which has a base cooldown of 76 seconds, you will actually be able to use it as often as every ~40 seconds. And considering the active itself remains working for 10 seconds, your actual downtime is only about half a minute. Crazy. The enemy team won't be able to keep any area warded against you.



Abilities Back to Top

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

Going over Janna's Abilities:

howlinggale.png Q - Howling Gale


The Bread and Butter of Janna's peeling power. 

At first cast, you trigger the Tornado charge-up period with the direction based on where your mouse was at the time of cast. For up to 3 seconds, or until you cast again, the tornado will charge and gain power. The longer it charges the further it will travel and the longer it will knock up targets. 

The recent changes to Janna made it so the tornado will always reach its end point by the same time - after 1.5 seconds, regardless of charge duration and total distance travelled. Basically meaning that the longer it charges, the faster it moves.


sowthewind.png W - Zephyr

An ability that passively increases your movement speed and makes you 6.png ghosted. Meaning you can ignore unit collisions and move through minions, champions and monsters without issue. When activated, it becomes a point and click high damage ability that also slows the targeted enemy for 2 seconds by a moderate amount. While on cooldown, the passive effect is lost.

Previously an often overlooked "one point wonder", the changes to her Q a little while back makes her W now a far superior choice for levelling first or second (after E). While the cooldown does not improve, the damage, the slow and the move speed bonus all will.

This ability in its current form is a very potent offensive tool thanks to its low cooldown and high base damage (thanks to Janna's passive). As it's also a point and click ability, it means the enemy has no way to dodge it save for using untargetable effects. Making its damage and slow extremely consistent.

The mana costs are also very low, further adding to the spammable nature of the ability.


eyeofthestorm.png E - Eye of the Storm


Janna's shield. It gives an allied champion a defensive shield that also increases their AD for as long as the shield holds. This is what makes Janna such a good support in the bot lane. Her ADC will hit a fair bit harder with the shield active. 

As a unique feature, this shield can also be cast on Turrets, which can be a somewhat useful feature in reducing the chip damage a tower takes from minions or when under siege by enemies. If the turret happens to kill an enemy after you have shielded it, you will get the kill credit even if you did not touch the enemy yourself.

Since the changes a few patches ago, this ability now has an extremely long cooldown rank 1, at 18 seconds, with the shield value being weaker as well. This makes it a rather poor choice in helping you assert lane dominance. As such, I no longer recommend taking it lvl 1. The value of the shield is simply too low compared to W which does more damage than the E would shield, on a cooldown twice as short. Even Q has a lot more value early.

The shield does scale up to the same cooldown value it had previously by rank 5, and continues to be a very powerful shield/buff for the mid-late game, however. 


reapthewhirlwind.png R - Monsoon


Janna's ultimate. A wide AOE spell effect that pushes away any enemy champions, while healing all Allies in the area over a 3 second duration.

This is a high cooldown ability that has multiple uses. And because of its high cooldown, you must be very careful in choosing what way you wish to use it. More about this ability in the "Tips & Tricks" section.



---

Ability levelling for different play styles:


BEAST MODE:

reapthewhirlwind.png R > sowthewind.png W > eyeofthestorm.png E > howlinggale.png Q

This is my preferred hyper aggression ability levelling path for Beast Mode Janna. You start sowthewind.png W which gives you incredibly powerful poke straight from level 1. If you've taken my Beast Mode rune page, your W will hit for ~90 damage at lvl 1. On an 8 second cooldown with negligible mana costs. Meaning you can spam it off cooldown and not really have to worry about running out of mana. 

On top of that 90 damage you get your Summon%20Aerie.png?width=32 Aery damage, which is another +19 (or Arcane%20Comet.png?width=32Arcane Comet for +~35). Then you also get your Scorch.png?width=32 Scorch proc, which does another +20. And if you Auto-attack afterwards as well, you'll also trigger cheap%20shot1.png?width=32 Cheap Shot and deal yet another +12 damage, true damage in this case. On top of all that, your 3303.png Spellthief's Edge support item adds another +10.

So level 1, you walk up to the enemy and you AA + W + AA them, for over 250 damage. Even after resists, you've quite likely chunked the enemy ADC for about 25% of their max health. 

And they can't even effectively trade back most of the time because your W has just slowed them by a lot, while you still have 360+ move speed and are flying away, out of their range before they can react. They will be very sad at this development.

As you max this ability first, your single target damage remains consistently high for the majority of the game. Enemy carries will soon learn to fear the Janna flying towards them as you'll nuke them for half their health bar with a single W.

The issue with this levelling path is that your shields will be very weak early on, and on a very high cooldown. Meaning you cannot be careless with your eyeofthestorm.png E's. Only use it when you really need to block some damage. The old style Janna play where you used E on yourself and went in for a trade doesn't really work any more. The cooldown is too high and the enemy duo will punish you for it. Do it when the enemy is already on the backfoot and are a minimal threat.

Lvl 2, you can take either the E or the Q depending on the lane matchup. Q is great into engage supports such as Alistar or Leona, while E is good against poke supports such as Karma or Xerath. Though either choice is fine as the shield will help against all-ins and the tornado can be useful in all-inning the enemy poke supports.

You max E second, to make sure that you not only have pressure early with your W, but by mid game, your shields will also be packing some power, and that by end-game, it will be maxed out as an ability. 

You max howlinggale.png Q last because there's very little value in levelling it up. Seems like Riot forgot to properly tune this ability after the recent changes because the cooldown does not improve with more points put into it, neither does the distance travelled nor the knockup duration. And the damage is rather pathetic compared to W, even when fully charged, as it can be fairly difficult to hit. Yet the mana costs are HUGE. Going up to as high as 140 per cast. That's more than most Ultimate abilities in the game. So DO NOT MAX Q early, it will simply make you go out of mana constantly with next to no benefit.

As always, max reapthewhirlwind.png R whenever possible - lvls 6, 11 and 16. The cooldown gets lower, the heal stronger. No discussion there.

---

I NEED YOU TO LIVE!

reapthewhirlwind.png R > eyeofthestorm.png E > sowthewind.png W > howlinggale.png Q

Even in a difficult match-up, and even when the ultimate goal is to keep an ally alive and maxing E first, I would still start W lvl 1. Simply because of the lane pressure you can get with it. Even in a massively disfavoured lane (you have a Vayne, they have a Draven), your W damage can even the odds and make it possible for you to fight for the early level 2, stabilizing the lane.

With this rune page and laning circumstances, I would limit myself to putting 2-3 points into W and then maxing E first. The extra point or two into W will give you more laning power early, while still allowing you to get your maxed out E by the time lanes break down. 

However, if you feel like any aggression you take is too severely punished and you're losing the lane hard, going straight into maxing E is fine. Adaptation to the circumstances is always important.

---

200 IQ UTILITY

reapthewhirlwind.png R > eyeofthestorm.png E > sowthewind.png W > howlinggale.png Q

In this scenario, you still start with W because it makes proccing Kleptomancy so much easier. And like before, you can still go 2-3 points into W if you want a bit more lane presence, or go straight into maxing E if you do not.

Items Back to Top

Starting Items

    BEAST MODE & I NEED YOU TO LIVE
    200 IQ Utility

Core Items

    BEAST MODE
    I NEED YOU TO LIVE!
    200 IQ Utility

Situational Items

Starting Items:

As a ranged support, you'll want to avoid 3302.png Relic Shield and go for 3303.png Spellthief's Edge or  3301.png Ancient Coin every time.

For "Beast Mode" & "I Need You To Live" approaches, I prefer to go Spellthief's Edge. It gives you more damage and thus, also more lane pressure. In addition, in difficult lanes, it may be dangerous to try and pick up the gold and mana coins the Ancient Coin item may drop, making its value go down. While Spellthief's Edge can continue to earn you gold with every max range harass you can sneak in.

In "200 IQ Utility" approach, or when the lane is incredibly safe overall, I do like the idea of Ancient Coin because if you are allowed to pick up all the coins unhindered, it will provide you with more overall gold than the other support items. Allowing you to get your Core items earlier. 

Alongside your support item, you will want to pick up either 2003.png 3 health pots or a 2031.png refillable potion. When to choose one over the other is based on a fairly simplistic line of reasoning.

If the enemy has good poke or you want to be very aggressive in your trades - you want 3 pots, because it gives you more sustain. But if the enemy has low poke and are either passive or with a strong all-in, you'll want to consider the refillable. Simply because in an all-in, your sustain is a negligible factor. If you get caught out and engaged upon, you're likely to die all the same, whether you had health pots or the refillable, as the regen will not have enough time to apply to make a difference. 

When the sustain won't make a notable difference, going refillable is better because it's more cost effective thanks to refilling its stacks when you base.

When it comes to the trinket choice, you want to start with 3340.png Warding Totem every time. The wards it gives are invaluable in the early game when you have not yet had the opportunity or gold to back for a sightstone and control wards.

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BEAST MODE:

Core Items:

As of 8.4, there is no one core build. I think there are many possible variations depending on the circumstances.

3020.png + Spellbinder + 3285.png + 2301.png

3020.png + Spellbinder + 3151.png + 2301.png

3020.png + 3151.png + 3285.png + 2301.png

Your goal is to hit fast and hit hard, while doing your duty as support when it comes to warding. Sorc boots gives you that nice cheap magic penetration to hurt squishy targets. Spellbinder's +10% movement speed synergizes so well with Janna in general. The passive %hp burn from Liandry's will also be doubled when you hit your W, so the innate synergy is there. And Luden's adds a lot of CDR you're otherwise missing, as well as the added burst. 

My preferred early build path is as follows:

3303.png + 2031.png  >>>  3098.png  >>>  3020.png  >>> situational

Your initial goal is to gather at least 500 gold before backing. Any less will result in a very sub-optimal purchase. Even better if you can back with at least 575 gold, so that you can pick up not only the 3098.png Frostfang upgrade, but also one 2055.png control ward. 
Onwards, the goal is to finish up 3020.png Sorcerer's Shoes and straight up fly across the map, warding everywhere with ease and nuking any enemy you come across with the W. At this point, you want to ROAM. As much as possible. Your insane movement speed all but guarantees you can run top lane, poke the enemy top laner and give your top laner the advantage, drop wards around Herald or the enemy jungle, gank mid lane, chunk them out, then run back to bot lane and be there in time to safeguard your ADC from getting dove or the tower taken.

Next up, it really depends on the game and what core item order you've decided to go for. 3113.png Aether Wisp is an option if Spellbinder is your first choice and you want better roams. 3802.png Lost Chapter if Luden's is what you want, and when you want more laning power. 

Haunting Guise into Liandry's is a somewhat uncomfortable build path but is a good choice if the fights end up being more drawn out.

You may have noticed I haven't mentioned finishing up the support item yet. This is because there's no specific place where I feel upgrading it is the best choice. It doesn't give a whole lot for the gold it costs.

So it's up to you when to upgrade it. Sometimes when I sense a big fight is coming and I need maximum utilization of my gold, yet can't get any of the core items, I'll make the upgrade then. Other times I push it off until I reach my core items.

Situational Items:

This is where things get spicy. There's a lot of viable items you might want to pick up in your gameplan of murdering everyone.

So let's look at a few examples:

3041.png Mejai's SoulStealer used to be a staple on Janna for a long time, and in many ways it still is. With your insane move speed and peeling power, it's hard for enemies to kill you, and you get to keep any stacks you earn. Add your ability to get assists from long range tornado's, your big AOE ult or your shields, it becomes fairly easy to stack this item up. At 15 stacks it also gives you even more movement speed, which makes your damage and mobility hit absurd levels.

If you're snowballing out of your mind, it can be worth picking this up. However, with the prevalence of assassins in the meta, and the goals of this build to get into an enemy's face to W them, I'm somewhat hesitant, as dying a few times in mid-late game is not uncommon.

3504.png Ardent Censer, despite having the reputation as a ADC buffing item, is actually a very viable offensive item on Janna after the recent changes to it. It gives a notable amount of AP (60), while also increasing move speed which is great for you. The cooldown reduction is great, as is the +heal/shield power, which this build otherwise lacks in. And to top it all off, whenever you shield or heal an ally, both YOU and your Ally get bonus attack speed and on hit damage. With the new Janna, this is a significant damage upgrade for you in fights. Your auto-attacks already hurt with the new passive, so having more attack speed and bonus on hit damage, makes it even more so. If you're getting Athene's Unholy Grail, the mana regen on Ardent Censer also converts into an additional +10 AP, which is nice. All this said, I would get this item only when I had a strong late game auto-attack based carry on my team. 

3174.png Athene's Unholy Grail is a great choice when you want some free healing in your kit, since your W poke instantly max charges the item. It also gives a nice amount of AP, as it gives +30 base, and then an additional +30 from the +150% mana regen you have from the item itself and your Frostfang. So a total of +60 AP is quite nice. You also get CDR which this build otherwise lacks in. And furthermore, your get some MR, which is really nice if the enemy has some magic poke of their own, or otherwise high in magic damage and you're at risk of getting one shot.

3102.png Banshee's Veil is a fine choice when the enemy Magic Threat has decided you must always die. And the MR you get from Athene's is just not cutting it. And of course, you still want to augment your damage while you're at it. This gives you AP and MR, as well as a magic shield that definitely makes the enemy team cry as now they must struggle to not only hit you as you're flying around with 500 move speed, but do it twice to get through the shield.

3157.png Zhonya's Hourglass is a good choice when the enemy Zed, Syndra or Fizz want to delete you off the map. You negate their ultimates and then kill them. Also a fine choice when you simply need some armor to not disintegrate when any AD champ brushes by you.

3165.png Morellonomicon is for cases where you've told your team 50 times that someone needs to get Executioners or Morello's to deal with the fed Vlad or Swain or Mundo, but nobody does. So you pick up this baby yourself. The flat Mpen is great for added damage against squishies as is the healing reduction.

3100.png Lichbane. So you say you want even more movement speed? And you want to really hurt enemy champs and towers alike? This is what you want. AA - W - AA and the enemy champion explodes. As do any towers. 

3089.png Rabadon's Deathcap is when you've somehow gotten 15 kills and have 4000 gold you don't know what to do with. You get this. Then proceed to W one shot an Ornn through his W, locket, Soraka ult, summoner Heal and Riot's love for tanks. Then you Q and kill the entire remaining enemy team, their hopes and dreams, the Baron, the Elder Dragon and the Ornn who just respawned after buying 6 lockets. You then E yourself and face tank the Fountain Laser with a shield as THICC as DJ Sona, as your press ctrl-3 at their pedestal. The enemy team collectively rage quits and their Nexus explodes out of frustration. You get +5000 LP, are immediately promoted to Challenger rank #1 and Mellisan calls to congratulate you. The call will then be interrupted by Steve and you're purchased by Team Liquid. You finish 4th in the NALCS.

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I NEED YOU TO LIVE!

Core:

2301.png + 3107.png + 3222.png + 3190.png + 3174.png + 3504.png

The ultimate collection of defensive/buff items to keep your carries alive and pumping out the dps.

This core list lacks boots because there's no specific type of boots you'll desperately want with this build. In fact, you can ignore boots altogether because of your passive move speed bonuses. Even without boots, you will be hitting close to 400 move speed with 3504.png Ardent Censer.

If you feel like you'd want a certain type of boots, be they for defensive reasons or for increased mobility, I would personally exchange them for 3174.png Athene's Unholy Grail - which will have somewhat reduced value if you're not consistently poking. OR, for 3222.png Mikael's Crucible, which has reduced value against teams with minimal CC. OR, for Ardent Censer, which has limited value if your team has very few Auto-Attack based champions.

I would always make sure I have 3107.png Redemption and 3190.png Locket. 

The build path for this approach varies. And there's no choice that's correct every single time.

Personally I would start with:

3303.png + 2031.png  >>>  3098.png  >>>  3114.png

But from here, would move towards whatever is needed most. 

For example, if the enemy team has incredible CC, for example an Ashe + Leona bot lane, a TF mid etc. I would rush Mikael's Crucible as the first item. Not only is it the strongest +heal/shield power item in the game (+20%), it would allow you to completely remove one form of CC. If the enemy chains their CC poorly, you can even remove multiple stuns.

If the enemy has strong assassins, I would go towards Locket first, as the defensive shield is invaluable at denying the killing burst. And while Locket was made to scale with Bonus Health a while back, its base values and the bonus health you gain from your itemization will still make it worthwhile. 

If the issue is constant enemy poke and strong all-in, yet not overwhelming burst, going Redemption first is the best bet, as it will allow you to heal your entire team. Together with your ult, you can all but restore everyone to full health from near death.

If you're looking for constant small skirmishes, go for Athene's, as you'll be able to constantly stack it with your W and then heal an ally with your E. 

When snowballing with a strong Autoattack based ADC, such as a Twitch, consider getting Ardent Censer to make their Attack Speed and on-hit damage hit even higher levels.

Situational:

In this case, the number of Core items are so numerous, that they can all be considered situational based on the circumstances of the game. There's a lot of stuff that can help your team survive, but there's not enough room to buy them all without sacrificing something in the process (like your boots). So mix and match based on needs.

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200 IQ Utility:

Core:

2302.png + Twin Shadows + 3107.png + 3222.png + 3190.png + 3158.png

With up to 45% lower cooldown on item actives, your team will be overjoyed and the enemy team absolutely disgusted at how often you can drop down a Redemption, Mikael's an ally out of CC or protect them with Locket and chase down targets with Twin Shadows.

In addition, your summoner cooldowns will be low enough to get off an extra flash or exhaust/heal/ignite and make the enemy confused as they try to keep track of your summoner cooldowns.

And forget about the enemy trying to ward the map. Your Oracles Alteration will only have a ~40 second cooldown at lvl 9 (and it gets better after that). Allowing you to keep the entire map clear of wards without issue.

As to what the item build should look like - is again - up to you. Just like with the previous build, you need to figure out if your team needs AOE heals first, or is CC an issue. Or maybe you need to deny burst or get everyone that movement speed.

Situational:

3512.png Zz'Rot Portal is an interesting item. It's a good choice when you desperately want to have improved siege and split pushing power. Placing this in any lane, will make it eventually push towards the enemy team's base. Allowing your team to focus their efforts in another lane or part of the map.

When looking to siege towers, the key is to place it fairly near a tower, as the range on the voidlings it spawns was massively reduced a while back. If you place it too far away, the voidlings will die before they reach the tower. Though it will still help a lane push regardless.

3060.png Banner of Command is an alternative or complementary choice to Zz'Rot. This item promotes any minion (except super minions) to godly status, making them completely immune to magic damage and increasing all their base stats.

Using this on a Cannon minion will effectively turn it into a Super Minion who's immune to magic. If you're up against a heavy AP team, this item can be incredibly effective at sieges or when looking to split push, as the enemy HAS to send an AD champion to deal with it, as mages are completely incapable of damaging it with anything but their basic auto attacks.

The promoted minion also gives you gold from the minions it kills. Which is very nice.

3056.png Ohmwrecker has been considered a joke item for a while, and it really isn't very good. But with a 65% reduction in item active cooldowns, you can use this item every minute. And if you're looking to make a big push towards the enemy base to end the game, it can be an interesting item to use. It disables towers for 3 seconds, making any dive on the defending champions far easier to pull off. You can dive past one tower, disabling it, killing a defender, then destroying the tower and rotating to another lane and repeat the process. 

Still, I wouldn't exactly recommend this item. But since this build gives you 200 IQ, you should figure things out for yourself at that point.

3193.png Gargoyle Stoneplate is considered a tank item but this can be an interesting choice if you're also building a Locket of the Iron Solari. Because the active on Gargoyle Stoneplate will increase your bonus health, and your increased bonus health will then help to increase the shield on the Locket as well. However, you need some bonus health first, or the Stoneplate has nothing to increase. So before even considering this item, make sure you've bought some additional health for your champion.

Of course, the pure tank stats it gives is great if you're having trouble surviving in the game yourself. And as this build is low on damage, the negative debuff from the item - reducing your damage - is of no real consequence for you.


Matchups Back to Top

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

  • Aatrox
    Easy
  • Ahri
    Hard
  • Akali
    Medium
  • Alistar
    Easy
  • Amumu
    Easy
  • Anivia
    Medium
  • Annie
    Medium
  • Ashe
    Hard
  • Bard
    Easy
  • Blitzcrank
    Hard
  • Brand
    Medium
  • Braum
    Medium
  • Caitlyn
    Medium
  • Draven
    Medium
  • Ezreal
    Hard
  • Fiddlesticks
    Medium
  • Janna
    Medium
  • Jhin
    Easy
  • Kalista
    Easy
  • Karma
    Medium
  • Leona
    Medium
  • Lulu
    Hard
  • Miss Fortune
    Hard
  • Nami
    Medium
  • Sion
    Medium
  • Soraka
    Medium
  • Taric
    Easy
  • Thresh
    Medium
  • Tristana
    Medium
  • Twitch
    Medium

VS

Aatrox

Easy

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Champion Overview:


Aatrox is primarily played in the top lane, though you may see him occasionally in the jungle.

He excels at long brawls against low damage or squishy targets where he can sustain through their damage or kill them before they can kill him. His revive passive also insures he can win the duel even when he initially loses it.

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Threat:


Low. Aatrox has one dash ability and a slow, which is not enough to overcome Janna's peel.

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Gameplay vs Aatrox:


You probably won't see him in the bot lane or even in teamfights much, but when you do, keep in mind that his aatroxw.png Q, the dash, is a two part ability. First he takes flight and then slams down to knock up targets. The second part, the descent, is unstoppable. Meaning you must make sure you use your howlinggale.png Q or reapthewhirlwind.png R while he's ascending, OR, after he has come down and knocked targets up. Otherwise he will be immune to the CC. Follow up with your W to ensure he can't catch up again.

Aatrox may build enough CDR where his Q is a shorter cooldown ability than your Q. Take that into account and don't think that just because you blocked one of his dashes, that he doesn't have another one coming up soon.

Aatrox's sustain is immense, if you're going with a low damage Janna build, make sure you have a high damage ally beside you, or the Aatrox may simply out-sustain you and eventually kill you, even through all your peel.

VS

Ahri

Hard
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Champion Overview:

Ahri is primarily played as a mid lane mage. Very rarely you may see her in the top lane.

Ahri is a mobile control mage / assassin. She has good ranged wave clear, sustain, CC and burst damage. 

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Threat:

High. Ahri's mobility post lvl 6 is too high for Janna to deal with effectively. 3 dashes + a potential flash is more than enough to dodge your howlinggale.png Q and even re-engage after you use your reapthewhirlwind.png R to blow her away.
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Gameplay vs Ahri:

Ward heavily to deny her easy assassination opportunities. She is likely to roam bot lane early. Be ready for it.

Consider rushing any of the following items: Locket, Mikaels, Redemption, as a means to counter her. Locket can block some of her burst, Mikaels can remove her CC from the ally and allow them to reposition, and Redemption should be able to hit and heal your ally before she can finish them off, unless she's very fed.

Trying to land a howlinggale.png Q on Ahri is very difficult as long as her ultimate is up. Keep track of it whenever possible. When she uses it, remember that it has 3 charges. So she can dash 3 times + potentially flash. 

In addition, Ahri has a 1 second static cooldown (meaning CDR items do not affect it) between her ultimate dashes. So if you want to land your Q on her while she's using her ahritumble.png R, do it immediately after one of her dashes.

Keep in mind that Ahri's passive can give her sustain. Whenever her Orb glows brightly, she will heal off the next ability she casts. Be ready for that.

Also to note - Ahri's ahriorbofdeception.png Q is a two part ability. It does magical damage on the way out, and then TRUE damage on the way back. So do whatever possible to avoid the back of the Orb, or it will really hurt. 

VS

Akali

Medium
179.png

Champion Overview:

Akali is a melee range, hybrid damage assassin. You will usually see her played in the top and mid lanes.

She excels at duels with her mobility, sustain and damage. In teamfights, she has almost unstoppable access to the backline, though it takes a skilled player to pull off successful dives.

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Threat:

Medium. Akali's mobility is tied to her ultimate and is a point and click, targeted dash. Meaning you can disrupt it mid-movement with your howlinggale.png Q and reapthewhirlwind.png R. Unfortunately, Akali can have up to 3 charges on her ultimate, meaning she can find a way to her target even after you've used both of your peeling tools.

Her akalismokebomb.png makes her completely invisible and hard to deal with.

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Gameplay vs Akali:

Take good care of warding the map.

Akali is more likely to split push and flank, than straight up teamfight you. If you see her coming, you can prepare a lot better for her approach.

Pay extra attention to your carries and be ready to shield them the moment you see Akali go for them.

Akali is a combo based champion and she is reliant on her passive and akalimota.png Q proc to deal the majority of her damage. Using your Q to disrupt her and your R to both knock her away and heal your ally, will be extremely effective at stopping her assassinations.

Akali has no CC in her kit, so the key is to kite back and force her to overextend for her kill, which puts her under a lot more pressure and makes her more prone to mistakes.

However, keep in mind that she can use her akalishadowdance.png R to dash to any enemy target. So take care not to give her free dashes away from harm, just as you're looking to kill her. For example, if you see your team winning a fight against an Akali, do not approach the fight from a flank as Akali may then use you as a dash target, heal off of you with her passive and Gunblade and escape. Approach from behind your allies, from the safe side.

Akali's W makes her completely invisible and there will be no way to target her. You can however use your Oracle's trinket to reveal her silhouette. That can be helpful in knowing whether she's staying around or looking to escape under the shroud. In addition, area effect abilities can still damage her if they hit the right spot, so it's definitely worth using.

Locket of the Iron Solari and Redemption are both good items for protecting your carries from Akali as her damage output often requires multiple rotations of abilities. Denying her an instant kill with your E or Locket and following up with Redemption and your ultimate, can mean she has no choice but to retreat most of the time.

VS

Alistar

Easy
179.png

Champion Overview:

Alistar is a tank support, through and through. Almost always found in the support role, he excels at hard engage, while also having good peeling power.

179.png

Threat:

Low. Ali's entire kit can all but be negated by a good Janna player.

179.png

Gameplay vs Alistar:

Alistar's main engage combo involves using W to gap close and then using Q to knock up a target, followed by his E stun after a few seconds of stacking up in close range to the target.

You counter this by using howlinggale.png Q as Alistar is mid charge to his target, knocking him up and denying him the chance to CC his target. You can then follow up with a W to make him too slow to walk into range to Q or E.

And just like that he's made useless.

The fact that his cooldowns are significantly higher than yours, will ensure you can peel his engage off every single time he tries it.

Even if he lands his W-Q combo, you can still shield his target, denying a fair bit of his damage, and then Q'ing and W'ing him afterwards to deny the E stun follow-up. Minimizing the danger of the situation.

However, be prepared to meet a good Alistar who decides to Flash + Q a target to deny you any chance to Q him mid W. In such circumstance, do your best to peel the Ali off afterwards. If you're the target, don't be afraid to flash away to guarantee safety. Flash for Flash trade favours you far more than the Alistar. So make it any time without worry.

Post lvl 6, you can also use your ultimate to deny his Engage. Though easier to use, it's also far too good of a spell to usually waste on blocking his engage - unless it's a game changing team fight. In which case, making sure the Ali can't get in range to knock up your carries can be worth blowing your ult. 

Locket and Redemption are good defensive items to protect your team if Alistar gets a good engage off. Mikaels is of little use as it cannot remove knock-ups or knock-backs.

VS

Amumu

Easy
179.png

Champion Overview:

Amumu is an AP tank. Almost always played as a jungler. He may build either very high damage with a lot of AP items, or more like a standard tank.

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Threat:

Low. Amumu's highly telegraphed engage with his bandagetoss.png Q is easily blocked by your own howlinggale.png Q. Beyond that, Amumu has no way to reach his targets save for flashing.

179.png

Gameplay vs Amumu:

Amumu has a very straightforward game play. He will look to Q into a target, do his full rotation of spells and hopefully that gets him a kill.

Make sure to tornado his Q engage and you should be good to go.

Also to note - his curseofthesadmummy.png R applies a very special type of CC. It's called entanglement which is a mix of disarm and root. What it does, is that it roots everyone in place and then disables targeted attacks. 

For you, however, this is fine. You can still press reapthewhirlwind.png R and knock any enemies away and heal your allies even as the CC is still active. So keep a cool head and don't panic. It's not a stun that disables your champion.

For itemization, Mikaels can be useful for protecting a single target from his CC, while Locket or Redemption can be good for either blocking the damage or restoring allied health.

VS

Anivia

Medium
179.png

Champion Overview:

Anivia is a control mage, primarily played in the mid lane. Very rarely you might see her in the top lane, usually played by Anivia mains who were forced off role.

Anivia excels at controlling a zone with her kit, blocking off paths with her crystallize.png W, stunning people with flashfrost.png Q as they're stuck auto-pathing around the wall, and then nuking them with glacialstorm.png R and frostbite.png E. 
Her wave clear, single target and AOE damage is incredibly high, though she takes some time to scale and is mana hungry.

179.png

Threat:

Medium. Anivia is problematic because her crystallize.png W creates terrain that you cannot do anything about. It can block you or your allies and nothing but flashing or using a dash can deal with that.

Her AOE damage also means your E will be rather ineffective in team fights as you can only protect one ally. 

In addition, her long range abilities mean she will not be deterred overly much by your Q or R. 

179.png

Gameplay vs Anivia:

Anivia is slow, try to catch her out with a tornado when possible, so that your team can follow up and burst her down. Keeping an eye on the map and having a Q ready to deter her roams is paramount. Once she gets close enough to W, you may no longer be able to peel her off or get away.

You can interrupt her ultimate by using either your Q or R. Do so whenever she catches an ally or your whole team off guard. While the cooldown on it is very low, you will still reduce her damage output by a lot.

Consider rushing Redemption and Locket as both her burst and sustained damage is immense. Locket can save allies from her full combo burst, while Redemption is a great way to reduce the impact of her ultimate. If you have a key ally that keeps getting caught by her stuns, also consider Mikaels.

VS

Annie

Medium
179.png

Champion Overview:

Annie is a AP burst mage, usually played in the mid lane. Though occasionally she can be seen in the top lane and support roles as well.

She excels at massive AOE burst damage and applying regular point and click stuns.

179.png

Threat:

Medium. Dealing with her can be problematic, as her damage and ranged CC leave fairly little for you to peel. But her short range and reliance on flash leaves you with outplay tools.

179.png

Gameplay vs Annie:

In the bot lane it's often best to go on the offensive and keep her as low health as possible to dissuade her from engaging on you. 

Alternatively, allowing yourself to be pushed nearer to your tower will give you a lot of safety and make it dangerous for her to move up in fear of jungle ganks.

Post 6, her ultimate stun engage and damage is near impossible to deal with as it's near instant, and if she uses Flash to gap close, there's almost nothing to do to stop her. 

As such, do your best to keep a large distance between yourself and Annie and keep your shield and Q always available to immediately shield your carry and Q Annie so she can't get her full combo off immediately. If your ultimate is available, use it to blow away both Annie and her bear if possible.

Locket and Redemption are both great buys to make sure she cannot decimate your team. While Mikael's Crucible can be a life saver to get an important carry out of the CC. If Annie gets fed, you may need to pick up all three to deal with her damage.

VS

Ashe

Hard
179.png

Champion Overview:

Ashe is one of the oldest Marksmen, played in the ADC role in bot lane.

She brings good poke, good sustained damage and hard lockdown, as well as vision utility. She is probably the most versatile of all ADC's in the game. You can always find a way to be useful on Ashe.

179.png

Threat:

High. Ashe is troublesome to deal with as her range surpasses yours and her poke is lower cooldown than your shield.

Her auto-attacks also slow you which creates a rather unique problem of you not being able to outrun her if she decides to tag you. 

Her ultimate is also a long range stun you cannot peel off in any way.

179.png

Gameplay vs Ashe:

Do your best to stay behind minions or keep far enough away to avoid her W poke.

Ashe has above average range at 600 units, so take care to not walk into her face carelessly. If she has her Q stacked up, she can simply start unloading on you and her slows mean you cannot run away, and are forced to use Q to peel her off. If she has W available, she can still catch up to you even then, and literally just beat you down.

Post lvl 6, be ready to flash her ultimate if you cannot dodge it as getting hit is likely to mean your death. Look out for good Ashe players using their W or E to create screen clutter and then using R while you're distracted by them. 

If Ashe decides to use R towards another lane, ping the map to let your team know. Having enough warning can make it significantly easier to dodge it.

Getting an early Mikael's can be a very good purchase to remove those R stuns.

To note - you can even use Mikael's on yourself if you time it properly. As the item active has a short travel time, you can self cast it a fraction of a second before you're hit by her arrow. This will cleanse the CC and allow you to get away.

If getting a gank or roam by your jungle or solo lanes, you may want to use Flash + Q to CC the Ashe and get a kill. At the very least, getting her flash is likely and that's a fine trade to make as her immobility is a bigger issue for her than for you.

In the mid-late game Ashe may purchase a Hurricane which causes her to do notable damage to multiple targets. For this reason, grabbing a Locket or Redemption can be a lifesaver. 

VS

Bard

Easy
179.png

Champion Overview:

Bard is a utility support champion with a very high skill cap.

He excels at roaming around the map, and helping his team roam, and setting up picks with his Q stun and ultimate.

179.png

Threat:

Low. Generally there's little to worry about as your high movement speed and "ghost" gives you the freedom to out maneuver his Q stuns and R. You can also match his poke with your W.

179.png

Gameplay vs Bard:

In lane, try to avoid his Q's at all costs as the stun does significant damage and lasts a while.

Go for trades with your W when his Q is down, as he has empowered auto-attacks that in combination with his Q can make his damage incredibly high.

Your passive move speed should allow you to keep up with his roams, though you may instead want to use that time to all-in the enemy ADC. Bard HAS to roam to pick up his passive meep stacks, while you have no such need.

His ultimate is a bigger issue as you cannot peel it away. However, you can knock away Bard or any enemies afterwards and deny them the follow-up. Assuming you dodge the ultimate yourself of course.

Always pay attention to the big walls near the bottom lane as Bards will very often hide behind them and open up a portal to bring in their jungler. When you see a portal open up, immediately Q towards it and leg it.

To note - you can Q and ult people who are in a Bard Tunnel. They are not immune to CC while travelling. Use it to deny the enemy smooth escapes or engages.

VS

Blitzcrank

Hard
179.png

Champion Overview:

Blitzcrank is tank support who excels at roaming and getting picks.

179.png

Threat:

High. One of the harder match-ups for Janna. Blitzcrank focuses on separating a target from everyone else by pulling them in. There's nothing for Janna to counterplay.

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Gameplay vs Blitzcrank:

Very hard to do anything. The problem arises from the fact that there is nothing for you to peel away, as Blitzcrank's signature move pulls an ally out of position, rather than him engaging into your direction.

That means you literally cannot do anything to prevent it save for blocking the hook with your own body, which in most causes would simply cause you to die instead. Only worth it in select cases.

Your best bet is to avoid the hooks by positioning behind minion waves, but if an ally is clearly his target, look to move up and bait the Blitz into trying to hook you instead. While somewhat risky, your high move speed should allow you to reactively dodge any hooks sent towards you. That would immediately buy you and your ally over a dozen seconds of freedom, while rapidly reducing Blitz's mana pool.

Post level 6, if the Blitz hooks an ally, you can try for heroic saves on a carry by instantly flash-R'ing to your ally and pushing the Blitz away before he can knock up or ult his target. If you time it right, you can save the carry and yourself. If not... you'll probably both die. So use caution. 

A safer bet is to simply get in range to channel a full duration ultimate to try and save your ally with the full duration heal.

Itemization is also difficult, as most defensive items are of little use. Though if you're quick you can save an ally with an immediate locket + redemption, targeting the location to where he's pulled with the redemption and using the locket as he's being pulled away from you.

Of course shielding your ally is paramount as well.

Early in lane, you should try to establish dominance by pushing the wave with your AA's and trying to hit lvl 2 first. Use your W off cooldown to chunk out the enemy duo to hopefully dissuade them from an all-in.

VS

Brand

Medium
179.png

Champion Overview:

Brand is a high damage mage most often played as support in the bot lane. Though he also sees some play in the mid lane. Extremely rarely in the top or jungle roles.

He excels at poking and teamfighting with his long range harass and insanely high damage combo.

179.png

Threat:

Medium. Brand can be an annoying match-up because of his poke being strong enough to overwhelm your shields, while also having enough all-in power, if he lands his combo, to 100-0 you or your ADC. Post 6 - both at the same time.

On the flip side, Brand is very squishy and has no mobility whatsoever. Landing a clutch tornado on him and hitting him with W more than likely means he will die to any follow-up by your ADC.

179.png

Gameplay vs Brand:

A lot comes down to dodging Brand's skillshots as he's extremely reliant in hitting them to be relevant.

As Janna, your movement speed is thus a natural counter against Brand in the 1vs1, as he will struggle to hit his skillshots on you. However, your ally may not be so lucky, so do your best to shield them when needed and poke the Brand in return whenever able to minimize his lane presence.

For itemization, building Locket is often a key strategy in minimizing Brand's mid-late game damage in teamfights.

Things to note: 

Brand's ultimate will bounce between minions and champions, prioritizing champions. So when you get hit, run as far away from your allies as possible to deny further bounces. 

Brand is fairly mana hungry, and even with Manaflow Band, he risks running out if he spams abilities too much. Keep an eye on this and go aggro in lane if you see him unable to cast his combo.

VS

Braum

Medium
179.png

Champion Overview:

Braum is a tank support played in the bot lane. He excels at protecting allies and has decent peeling and pick potential.

179.png

Threat:

Medium. Braums E, his shield can be a big nuisance as it can block any poke damage you output, as well as completely block your Q knockup. While Braum himself can be knocked up by the tornado, all his allies will be safe. In the bot lane this can cause a dangerous situation as he may stop you from using your tornado properly, making ganks fail or disengages not work out.

He's also incredibly tanky and very hard for you to poke out.

179.png

Gameplay vs Braum:

Harass him as much as possible lvl 1, as he will most likely start Q and will be ill equipped to properly trade with you if you dodge it or hide behind minions. 

At lvl 2-3 he may go aggressive by jumping to an allied minion closest to you, then hitting a point blank Q and starting to beat you. He may even flash for it. The slow from his Q and the likely stun to follow from his passive stacks will mean you're probably dead. So take care not to get too close to the enemy minions, because Braum can always W-dash to them. 

You can use a long charge backwards Q to deal with his engage. Because he needs 4 stacks to stun you, it gives you extra time to charge up the tornado and thus knock him up for longer and make your escape. Just don't wait too long.

If you keep your distance, all he can do is poke with Q's.

Against Braum you may often have to concede the lane to passive farming as he's incredibly tanky and poking him out or going for an all in is difficult. His shield and ultimate disengage means trying to dive him is very risky as well.

In teamfights, use your R to disengage huge threats if Braum is close by. Your R cannot be blocked by his shield, while your Q might.

When dealing with Braum, keep in mind that his passive works on a 4 stack system where upon reaching 4 stacks, the target is stunned. Braums basic attacks and Q's all add a stack, and once the enemy has been marked once, all of his allies can contribute additional stacks with their Auto-attacks. It can often be worth to flash the application of the 4th stack as the stun is quite long and does a fair bit of damage. 

When dealing with his Shield, keep in mind that it only blocks damage and ability effects from one angle. So look to use your high movement speed to angle yourself in a way that allows you to hit him or his allies where they're not protected.

VS

Caitlyn

Medium
179.png

Champion Overview:

Caitlyn is a super long range marksment, played as an ADC in the bot lane.

Caitlyn excels at lane harass and tower sieging, as well as controlling narrow areas on the map with her traps.

179.png

Threat:

Medium. It's very hard to deal with Caitlyn who's basic auto-attack range is outside of yours, as well as your W's. Leaving you no effective means of harassing her for free.

At the same time she is fairly free to harass you or your ADC, and your 18 second cooldown shield will be extremely inadequate in dealing with that.

And if you happen to step on a trap, you will be in a world of hurt.

On the positive side, Caitlyn is currently in a very weak state overall, and beside her oppressive laning towards all lower range champions, she struggles to be effective in the mid game. 

179.png

Gameplay vs Caitlyn:

Focus mainly on dodging traps and saving your shield for whenever you or your ADC accidentally do step on one. Beyond that, just farm and scale.

Remember that Caitlyn's passive causes her to stack up head-shots that hit a lot harder, and that she stacks faster while in a brush. So learn to stay farther away when her champion model starts glowing, as that indicates a headshot is ready.

Also make it a habit to intentionally step on any traps you see when you know for a fact that Caitlin is not near enough to attack you. Clearing the traps when there's no risk is a great way to reduce her impact as the traps are on a fairly high cooldown.

VS

Draven

Medium
179.png

Champion Overview:

Draven is a marksmen played as an ADC in the bot lane. Rarely you may see a Draven one trick player go top or mid lane.

Draven excels at 1vs1 duels and snowballing a lead.

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Threat:

Medium. Draven hurts. A lot. But early on his Auto-Attacks are super slow because he has to pick up his axes and if he doesn't get a snowball going, his value goes down a lot in the mid-late game.

179.png
Gameplay vs Draven:

Go in for short trades with your W lvl 1 as he's looking to catch an axe, and you can come out ahead. Even if he manages to hit you once, it's often worth it because you have a potion advantage.

You can also trade lvl 2 with your E up, but lvl 3 can get a lot harder as he may now catch you off guard with his CC and chase you down and kill you with his move speed boost. Make sure you have your Q up to disengage and be ready to flash if he flashes. Trading flash is an advantage for you, as Draven relies on it immensely to make outplays and survive ganks.

If he has an aggro support such as Leona or Alistar, it can be very dangerous to trade, as you cannot peel them both off of you. Go in for guaranteed low risk trades only, such as when you know one of them is not in range to get to you.

Remember that Draven is a snowball champ above all else. Avoid dying as your primary objective and wait to outscale him. Only trade with him when its favourable and low risk.

If you have a strong ganking jungler, consider making an all-in play with your Flash + Q. Getting an early kill on Draven is extremely useful in shutting him down and making him a non-factor for most of the game.

VS

Ezreal

Hard
179.png

Champion Overview:

Ezreal is a spell-caster type marksmen who's primarily played as an ADC in the bot lane. Though he is also viable as a jungler, and occasionally played as an AP mid laner.

He excels at constant poke damage and following it up with powerful all-in once the enemy has been chunked low enough.

179.png

Threat:

High. Ezreal is annoying to deal with because of his constant poke being very good against your long cooldown shield.

In addition his mobility means it's very hard to catch him with a Q.

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Gameplay vs Ezreal:

The match-up for Janna specifically isn't bad because your speed allows you to dodge his abilities fairly consistently. The issue arises more from the fact that you can't do much to protect your ADC from the poke, nor set up kills on the Ezreal.

Because Ezreal currently takes Kleptomancy which gives him extra gold and free consumables, he can quickly overwhelm you with his extra purchases, even if you have kept the lane even in farm.

Basically, it's very hard to crush an Ezreal in lane, and when you don't, he'll become richer than you anyway and out-scale you by default. 

Do you best to dodge all his skillshots and try to help your team out with roams, as Ezreal is very slow at pushing the wave. This can give your ADC some degree of safety under the tower and time for your to push out waves between roams.

VS

Fiddlesticks

Medium
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Champion Overview:

Fiddlesticks is a rather unique engage/poke mage/assassin. Usually played as a jungler, but occasionally you might see him played as support. Very rarely also in the mid lane.

He excels at surprising enemies with his ultimate, setting up picks or decimating team fights.  

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Threat:

Medium: He hurts. A lot. And his trading pattern is very hard for you to deal with. His E does very high damage while also applying Silence, making it impossible for you to use your abilities.

His high amount off CC is incredibly strong in a lot of circumstances.

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Gameplay vs Fiddlestick:

Above all - ward like crazy. Fiddle ultimate is incredibly powerful if he gets it off as a surprise. So make sure you always see where he is.

Beyond that, in the bot lane, Fiddle's harass can be very annoying. His E bounces between minions and champions, so you have to take extra care in not getting too close to allies or you'll get tagged for free.

Don't go in for trades with the Fiddle unless his E is down. The fact that it comes with a silence will mean you won't be able to retaliate once he tags you. By lvl 3, he will chain the silence into his fear and then W you to death.

However, aside from being a big nuisance in lane, you have good ways to deal with his ultimate later on. Which is what you should focus on.

When Fiddle ults in, use your ult to knock him away, Q and W him to keep him away. However, take care that you react fast before you get silenced or feared!

Fiddles immobility also means he's vulnerable to ganks, and as a jungler his pre-6 ganks are very mediocre. A well positioned Q or flash + Q + W can decimate him during a gank.

When it comes to itemization, the usual tri-fecta of defensive items: locket, redemption and mikaels are all good choices to keep your allies safe from him.

VS

Janna

Medium
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Champion Overview:

You should be an expert by now.

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Threat:

Insane. NEW W ONE SHOT BUILD, YOU WON'T BELIEVE HOW BROKEN!!!

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Gameplay vs Janna:

Playing Blind Pick, eh?

Dodge her Q's, trade with your W when her E is down and keep track of that.

VS

Jhin

Easy
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Champion Overview:

Jhin is an AD marksmen that's usually played in the bot lane as an ADC. Rarely you may see him being played in the mid lane.

He excels at medium duration trades and long range poke. 

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Threat:

Low. As an immobile carry who's only CC is tied to situational skill shots and easy to navigate traps, he's not a big threat to Janna.

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Gameplay vs Jhin:

Jhin's low attack speed means you can consistently trade into him with your W, even when your E is down, and obviously a lot more easily when it's up. However, keep track of his 4th shot as it does a ton of damage. You will usually want to stay away from him as he reaches his 3'rd shot. A common combo by him is to 3rd-shot into W into E into Q + 4th to near delete you from full health. 

Luckily you can easily walk away from his traps and his W root thanks to your high move speed, and whenever Jhin ults, you can disrupt it with a long range Q or ultimate fairly easily. Your passive can also help your allies dodge Jhin ultimate shots, and your shield can block a fair bit of its damage.

In lane, simply watch out for his Grenade bounces and make sure you don't accidentally give him free damage on you or your ADC by bouncing the grenade towards them.

Clear any traps you see him place by walking next to them and then running away. Your high move speed should allow you to do this quite safely.

Post 6, don't waste your Q carelessly. Save it so that you can deny his ult when possible or use it to peel of any other enemies who may try to follow up on Jhin's shot slows.

VS

Kalista

Easy
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Champion Overview:

Kalista is an AD Marksmen played almost exclusively in the bot lane as ADC.

She excels in medium-long duration duels and in teamfights once she obtains hurricane. She can also turn any support into an engager.

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Threat:

Low. Kalista has fairly low range, limited poke and her all-in power is highly reliant on sticking to a person for an extended period of time with her hops.

She's also super reliant on having an ally nearby for attack speed and her ultimate. If she's alone, her power drops significantly.

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Gameplay vs Kalista:

As Janna you can shield her poke or dodge it, you can W and Q and R the Kalista to deny her the ability to stick to a target or catch her out if she steps too far up.

Post 6, make sure you have your Q and R ready if she has her ultimate available.

A high level tactic is to try and see if you can keep track of her Rend or not. If she uses it on a minion or champion without killing them, it will go on a very long cooldown. When her Rend is on cooldown, she is essentially a non-threat and you can go all-in on her. A good Kalista will harass you with her AA's while weaving in another at a low health minion, casting Rend and hitting both you, and killing the minion and resetting its cooldown. But if she fails at it, you have a big window to punish her.

VS

Karma

Medium
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Champion Overview:

Karma is a poke/utility mage primarily played as Support, though she sees fairly common play in the mid lane as well.

She excels and dishing out high long range damage, as well as providing her team with utility in the form of shields and speed-ups.

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Threat:

Medium. Karma can be problematic. Her poke damage, while skill-shot based, is far superior in damage to yours and can easily get through your shield.

Her shield also gives her temporary movement speed to surpass yours, so it is difficult to land your Q on her. She can catch up to you, use her W and root you in place, hit you with her Q and put you in a world of pain while negating your W with her shield.

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Gameplay vs Karma:

Do your best to dodge her Q's and shield yourself or your ally when they land.

Do not step out too far in lane because of the danger of getting caught. 

You have an edge in peel, so try to focus your efforts on keeping allies alive, as its more likely to succeed over trying to beat the Karma in a face-off. 

Karma's lack of good CC gives you an advantage in the mid-late game as her damage starts to fall off. Her shields will be strong, but she will not be able to effectively engage or disengage.

VS

Leona

Medium
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Champion Overview:

Leona is a tank support champion, almost never seen in other roles.

She excels at hard engage.

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Threat:

Medium. While Janna's kit is very good at stopping Leona's engage, her overall tankiness and ranged ultimate CC are way too strong at the moment. Leona is currently a top tier support pick into just about everything.

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Gameplay vs Leona:

Leona's basic engage pattern is simple. She will usually wait till lvl 2 and then E onto a target and Q them for a long duration lockdown while also dealing significant damage, especially if her ally follows up. The aftershock rune makes her engage especially strong.

Lvl 3 she will also have insane tankiness and even more damage with her W.

Luckily, you can peel off her primary engage fairly easily. You can Q towards the Leona as she hits her E, and if you time it properly, you can completely stop her engage. W on top to deny her the ability to walk into Q range, and just like that, you've won the trade.

Keep in mind that Leona's E is a root, not a stun, so if you get tagged, don't freak out. You can still can your Q and block her follow-up.

Also, don't forget that Leona's E will go through minions, so hiding behind them will not work.

Do your best to harass the Leona constantly with your W and auto-attacks, but save your Q for her engage.

Post level 6, you have to be extra careful however, since her ultimate is a long range AOE stun/slow. You cannot peel that off if you get hit. However, if only an ally gets stunned, you can still use your Q and R to block Leona's follow up stun.

When it comes to itemization, picking up the standard three defensive items - locket, redemption and mikaels, will all go a long way to deny her engages. You can Mikaels someone out of a stun, Locket shield everyone to mitigate damage, and drop Redemption to heal everyone up.

VS

Lulu

Hard
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Champion Overview:

Lulu is a utility mage most commonly played as support in the bot lane. Though you may occasionally see her in mid lane and even top. A few people have known to play her in the jungle.

She excels at protecting allies, while doing notable damage at medium range.

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Threat:

High. In the early game, Lulu's damage and defensive abilities all surpass Janna's.

You cannot fight her straight up in lane. Lulu has a better shield than you, which can also be used offensively for damage. The cooldown is also lower. In addition, her slow from Q is greater and the cooldown lower than your W, and the range far greater. In addition to that, her shield, when used offensively also grants sight of the target. Meaning you cannot shake her even by going into a brush.

She also has access to a point and click CC with her W.

Lulu will beat you in the 1vs1 until the time that you decide to build damage items and she does not.

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Gameplay vs Lulu:

Keep your distance from her and only look for trades when they're free - meaning if she has for example used her Q for poke and missed. Then you can go in and try to trade. However, even then, her shield and passive AA damage can make the trade barely worth while.

Additionally, doing so can be risky as she can still use her W, CC you and have her ADC beat you up.

In most games, you're better off looking for her mistakes and capitalizing on them, rather than trying to be the aggressor yourself.

Look out for when she tries to harass you or your ADC and mispositions herself. At the end of the day, she is very squishy and if she puts herself in harms way and your ADC reacts immediately, you can and should also follow up immediately. She can be bursted down pre level 6.

Post lvl 6 I suggest all but accepting the fact that you cannot beat her and her ADC in the 2vs2, unless the ADC match-up is extremely favourable for your side. She's simply so much better than you in lane.

Building Mikaels Crucible is one of the best ways to help your team deal with Lulu later in the game. Her W is one of the strongest forms of hard CC in the game and being able to negate it even once every few minutes can win entire games.


VS

Miss Fortune

Hard
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Champion Overview:

Miss Fortune is a spell-cast type AD marksmen, played primarily as the ADC in the bot lane. Somewhat commonly you can also see her played as Support where she may occasionally opt into an AP build.

ADC and Support MF both excel at long range poke and teamfighting with the ultimate.

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Threat:

High. Miss Fortune is currently very strong. Her poke is one of the strongest in the entire game due to the fact that it's 100% unavoidable. You can minimize the damage by getting out the way, but you cannot avoid the instant cast, large AOE damage zone of her E.

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Gameplay vs Miss Fortune:

This is a tough one. Miss Fortune is likely to run the Comet, Scorch and Manaflow band runes, giving her E an insanely strong poking power, while allowing her to sustain her mana. 

On top of this her Q's can decimate health bars consistently as well.

Dealing with this poke is very hard. Hiding behind minions is unwise due to her Q bounces, so your best bet is stay to the side. Her E poke will still be a factor, so levelling up your E first may be a necessity in a lot of cases.

Walking up to harass her is very dangerous. Only do so when you know her E is on cooldown and her support cannot hinder you. Her Q damage and W speedup means she can potentially chase you down if you overextend.

MF's weakness is her lack of dashes, so a well timed Q or R can prep her for ganks.

In addition, her ultimate can be cancelled by any form of CC, so it may often be wise to Flash + Q or R to instantly stop the channel.

You may want to take sustain runes such as Second Win or Biscuit Delivery. Or taking Revitalize from more powerful shields.

Both Locket and Redemption are good defensive items to deal with her damage.

VS

Nami

Medium
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Champion Overview:

Nami is a utility mage, played as support in the bot lane.

She excels at lane dominance and sustain, with good all-in power if she can land her skill shots.

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Threat:

Medium. Nami's early lane presence is immense and she can quickly begin to dominate the lane. Her main harass is point and click and adds sustain on top of damage, making it nearly impossible to out-trade her early.

Later on her all-in potential after landing her skillshot CC is very high.

Her squishiness and lack of good self-peel can make her easy to catch out however.

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Gameplay vs Nami:

Avoid going in for careless trades with her early, as her W is notably superior to yours. It can not only damage you, but also your ally or heal her and her ally. A good Nami will look for the double bounce on the W and if she gets it, it's worth as much as 3 abilities used by anyone else.

However, her W cooldown is slightly higher than yours, so you have small windows of opportunity to get in a trade where she can't respond with it.

Once she hits lvl 2 and 3, her combo's get notably stronger. You will not out-trade her in terms of damage - however - her Q is somewhat harder to land than yours. Meaning that if you can dodge her bubble, you have a good all-in advantage. 

Nami's main weakness is her squishiness and lack of good self peel. So if her Q misses but you can land yours, it's very easy to nuke her, especially if you're running ignite.

Once Nami hits 6, her all in power as well as disengage increases by a lot. Getting close to her can become dangerous when her ultimate is up, as there's no way for you to peel it off. Her full combo of R into guaranteed Q into E slow and W damage means you die pretty much instantly.

On the flip side, once it's down, you have a decent shot at catching her if, as mentioned previously, you can dodge her bubble. Which should be doable with your move speed.

Keep in mind that Nami is better at buffing up her allies than you are, so take care not to lose focus. Nami doesn't have to fight you directly, she can cast her W on her ally and it will still bounce to you and do damage. The same applies to her E, which will buff auto-attacks of her allies.

Another thing to note, is that Nami's Q is NOT a knock-up, it's a suspension. Meaning that it can be cleansed like any other stun. So if she's really good at hitting her bubbles, or your allies can't dodge them - building a Mikaels can be useful. Also, don't forget that Nami's bubble is an AOE ability. Don't hug your Ally too closely as you may both be captured by the same bubble and that can spell big trouble.

VS

Sion

Medium
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Champion Overview:

Sion is a juggernaut- a tank with high damage, but low mobility. He's usually played in the top lane, but he has a niche in the support role as well.

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Threat:

Medium. While you can peel off Sion decently well, a good Sion player has a lot of options for locking you or your allies down. He has poke and a shield of his own to deny your harass, and his ultimate is unstoppable, meaning your only chance to deny his engage is to dodge it.

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Gameplay vs Sion:

In the bot lane, it's important to establish brush control, either by vision or by pushing ahead in the lane. A Sion who can sit in brushes is very dangerous as his full Channel Q hits like a truck and stuns for a long time. You get hit by that and you're essentially dead.

Harassing him in the early levels is important as you must put some hurt on him before he gets access to his full combo. After lvl 3, his shield and poke into stun can make it dangerous to approach him or get any meaningful damage off.

Keep your Q ready to interrupt the full charge of his Q if it's in range to hit you. If he charges for at least 1 second, he will stun you, so do your best to interrupt it before that. Then it only slows.

HOWEVER, keep in mind that his Q cooldown is almost completely refunded whenever it's interrupted. So he'll have it up 2 seconds later again. So your aim should be to never be in range of it in the first place. Usually he will use his shout, the E, to slow you from range first and then using the Q to knock you up. So look for that pattern and avoid it. Go in for trades when that is down.

His E, the shield, also does a fair bit of damage, so if you cannot break it before he gets in range to explode it himself, back off.

As mentioned previously, his ultimate makes him unstoppable, so using your abilities on him is fruitless. Focus on dodging him and using your abilities only once he's stopped. He has no further gap close, so you should be able to peel him fairly easily.

Keep a look out for when he hits lvl 6 - go off of your own level - as he'll likely reach it around the same point. Be prepared for him to run down any lane, looking to hit someone. If you hear the sound, and you're pushed up in lane, just run away immediately. If he's ran to another lane and you have the numbers advantage in the lane you're in - go for an aggressive play immediately so punish his absence. 

Items such as Locket or Redemption can be useful in keeping your team safer from his engages. You can also consider Frost Queens Claim as an additional peeling tool if you feel like he keeps chasing you or your allies down.

VS

Soraka

Medium
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Champion Overview:

Soraka is a mage support who excels at healing allies and disrupting fights with her Q slow and E silence.

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Threat:

Medium. Soraka's sustain is incredibly obnoxious to deal with. Coupled with her Q being able to heal her, it can be very difficult to ever poke her or her ADC out of lane or find an opening for an all-in.

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Gameplay vs Soraka:

Against a good Soraka there's remarkably little to do. Your move speed is a great advantage in dodging her Q's, but getting in range to poke her will likely be difficult. 

If you cannot get in range to poke the Soraka, poking her ADC is all but pointless as she will heal all the damage up and you'll simply have wasted your mana and put yourself in harms way.

Taking Ignite in this match-up is often a good idea, even if you're looking to play a defensive Janna. Simply because reducing her healing is so paramount.

Let your team know when Soraka hits level 6, so that they can prepare for her ultimate being available.

Itemizing Ardent Censer is a good choice in this match-up as boosting your ADC's damage is very important in bursting down the Soraka or her Ally.

Soraka's one dimensional kit with almost no CC, leaves her more team dependant than many other supports. You have the advantage in the mid-late game if you play your cards right.

VS

Taric

Easy
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Champion Overview:

Taric is a tanky support who excels at protecting and buffing primarily one ally, but also has tools to help his entire team with heals and an invulnerability ultimate.

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Threat:

Low. Interestingly enough, I'd consider Janna a low threat to Taric as well. Both have a lot of tools to keep an ally safe, and their engage is poor.

In practice this means the lane can often end up being very passive and low threat.

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Gameplay vs Taric:

Taric is a melee champion without a gap close or any notable poke abilities. As such, you can harass him very freely whenever he is in range.

If he ever tries to stun you, you can always Q in return. Not to mention your high move speed makes dodging fairly easy.

Taric is incredibly tanky however and has a shield and a heal available. As such it can be very difficult to poke him out of lane. 

In many cases you and your ADC should look to keep the lane frozen on your side or in the middle of the lane, as Taric is extremely good at working with a jungler to pull off ganks. As such, you may not want to risk pushing him to his tower. Make sure you have adequate vision before you do.

If you establish lane dominance, it may be preferable to zone the enemy from the farm, rather than pushing in the wave.

Later in the game, Taric's utility can put a real damper on the aggression your team might want to opt into. Make sure you save your Q and R for when Taric's team are looking for a brawl and are calling own his ultimate. Taric R makes everyone on his team invulnerable for a few seconds. When that happens, you will want to immediately Q and R the enemy team to make sure they are as disrupted as possible during their window of invulnerability and can't roll over your team.

VS

Thresh

Medium
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Champion Overview:

Thresh is a ranged, yet fairly tanky support champion. 

He excels at a multitude of roles. He can set up engages, get picks, peel for his carries and provide vision utility.

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Threat:

Medium. Thresh has a lot of features in his kit and in good hands he can pull off amazing things and can never be underestimated as an opponent. He can be especially overbearing in lane.

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Gameplay vs Thresh:

Thresh has a few key play tactics to look out for. The most basic being the simply hook. Stay behind minion to block it and you deny him a large part of his engage. However, keep in mind that whenever he lands a hook - even on a minion - the cooldown on the hook will be reduced.

Another approach that many Thresh players do, is moving up, and using their Flay to CC you even as you're within the minion wave. OR, actually Flay away the minions, so that they can land a hook on you. Both can mean trouble for you.

While you want to get a lot of harass on Thresh, keep your distance and stay away from his Flay and AA range.

When an Ally gets hooked, you can use your Q to deny Thresh his engage. That can be paramount in saving your ally's life.

Also pay attention to when the Thresh moves backwards and throws his lantern behind him. Often that will mean he is pulling in his jungler and will follow up by throwing his hook or even using Flash + Flay + Hook to lock you down, as his jungler and ADC finish you off.

Thresh players can also "bluff" with this move, throwing their lantern behind themselves and pretending like a jungler is coming. This can give him lane pressure as you get scared. But I think it's worth getting scared, as the alternative is risking death.

Thresh's lantern acts as a super powerful safety tool for any of his allies. As such, it can be often the right move to target Thresh during a gank, rather than an ally. As the Thresh who gets away can simply throw a lantern to an ally and get them to the safety anyway.

If he does get away, you can BLOCK the lantern by standing exactly on top of it and/or dropping visible wards on it. Champions trying to click the lantern will discover they may end up attacking you or the ward instead. 

To note - teleport can be used on the Thresh lantern, so even when you're certain the enemy team has no wards around you, they can still TP to Thresh. Look out for that.

All in all, Thresh is a hard match-up in lane for Janna, though once the laning phase ends, the simplicity of your kit is more likely to bring you success in the mid-late game.

VS

Tristana

Medium
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Champion Overview:

Tristana is an AD marksman, usually played as an ADC in the bot lane. Rarely you might see her in other lanes or in the jungle.

She's a jack of all trades, high scaling champion. She's great at duels, skirmishes, teamfighting and sieging. 

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Threat:

Medium. Tristana's versatile kit and good scaling will always keep her a moderate threat in most games. It's hard to punish her enough in lane to make her irrelevant in the mid-late game.

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Gameplay vs Tristana:

Tristana's E passive all but ensures she will end up pushing the wave towards you non-stop. That can be taken advantage by your jungler, so always be ready to engage on her in such circumstances.

Tristana's W is a highcooldown jump that she can use to escape almost every form of CC thanks to its buffering mechanic. However, her jump can be interrupted once she's already in the air. A properly timed Q or R will knock Tristana out of her jump and, hopefully, your team will do the rest.

Harassing Tristana in lane is possibly, but it's important to keep track of her E - the explosive charge - use. It has a notably higher cooldown than your W, so when it's on cooldown, go in for extended trades.

You can go in first with a W and bait our her E and then run away. DO NOT allow her to AA you with the bomb on you. That explosion hurts a lot and also resets her Rocket Jump. Instead, when you've baited out the ability, you can then wait for your W to come back up and go in for another trade, knowing that her E won't be up for several more seconds still.

VS

Twitch

Medium
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Champion Overview:

Twitch is a hyper-scaling AD Marksman, mainly played in the bot lane as an ADC. But seeing him in the jungle is fairly common as well.

Twitch excels at map rotations and stealth flank teamfighting with this powerful ultimate.

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Threat:

Medium. Twitch isn't a particularly strong laner, so you have the advantage early. However his late game scaling is immense, so he should not be taken lightly.

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Gameplay vs Twitch:

Harass him early as much as possible, but do not take long trades as that will favour his passive true damage poison ticks. Get in his face, AA - W - AA and run back out, shielding yourself if needed.

Through-out the game, get into the habit of buying a lot of control wards. You will likely want to keep one available or placed at the bot lane brush. This is important to deny Twitch a stealth ambush, which gives him a notable advantage.

In the mid-late game, you must make sure to always keep 3 wards on the map + a control ward. Seeing where the Twitch is and tracking his movements is SO important in order to not get surprised by his stealth flanks.

Twitch's ultimate poses a big problem for you as he can open up from a range you cannot reach save with a full range Tornado. So itemizing Locket and Redemption is all but a must to protect your team in the late game.

Though when you go damage Janna, flash + ignite into Q-W combo by you, potentially followed up by an R behind him to push him into your team, can be a powerful quick reaction play you can make.

The easiest way to beat a Twitch however, is to win your lane and snowball the lead into a win before he scales to become relevant.

Against a Jungle Twitch, always warn your laners about his lvl 2 gank, which is his most common tactic. Twitch jungle will do his Red Buff and then instantly gank the closest lane that provides an opportunity.

The key is for your laners to let the waves push into them, so that the Twitch can't get a free flank. 

Tips & Tricks Back to Top

This section covers the various cool tricks you can pull off with Janna, as well as general tips about her kit and overall gameplay.


Abilities:

howlinggale.png Q - Howling Gale

This ability is what makes or breaks a good Janna player (insert meme about Janna being a braindead support to play). 

Tips:

  • Double cast Q to skip the tornado charge up period for a near instant tornado. Using Smartcast makes this very smooth. A good Janna knows when to knock up a target immediately, and when to let it charge to get the maximum duration of CC. 
  • Use the double cast to block any dash mid movement. For example, when an enemy Leona or Alistar or Zac is looking to engage, you can instantly cast your Q as they're mid dash to cancel their movement and deny them the engage. 
  • Use the full charge Q in fog of war, either in brushes or from farther way when sieging/defending turrets or when fighting around any area of objective, to catch enemies with the long duration CC and open them up for an all-in or harass. 
  • When being chased, single cast the tornado towards your escape path instead of towards your enemies. Re-cast and release the Tornado when the enemy has moved past it. This guarantees a longer knock up as you can get off a charge time instead of having to instant double cast it. It is also smoother thanks to not having to click behind you. Additionally, the enemy will not know the direction of the Tornado, allowing for some creative defensive plays.
  • Use the max charge Tornado to attempt risk free Dragon and Baron steals. The maximum charge gives this ability an extreme range, thus making it a very safe ability to use. Every good Janna can confirm they've stolen a few objectives this way.

sowthewind.png W - Zephyr

Tips:

  • W's passive will go on cooldown if you use the ability. You will lose both the movement speed buff and Ghost. Use W's slow to self peel only when you're certain you can escape into safety within the next 2 seconds. 
  • When being tower dove, use W on the person taking the turret aggro to force them to stay in tower range for as long as possible. 
  • Use the W passive Ghost to run through minions during fights and make it harder for the enemy champions to target you or keep up with you.
  • Use W to slow the enemy to make it easier to land your longer range Q's. Alternatively, use W after your Q lands and the CC ends, to chain the impairment effects for maximum efficiency.

eyeofthestorm.png E - Eye of the Storm

Tips:

  • As the shield provides an AD bonus, use it on an ally in advance of them going for an engage or a high power attack. For example, if a late game Caitlyn uses her R, it does 700 + 200% of bonus AD worth of damage. At that point, your max rank E will give 40 (+10% ap) worth of bonus AD. So usually at least +50 AD. With a shield on Caitlyn, her ultimate now does an extra 100 damage. An almost ~15% damage increase over the base values. Using it on an AD assassin such as a Zed or Talon, Rengar or Kha'Zix as they go in for a kill makes it all the more guaranteed, while helping them survive any retaliation as well.
  • Shield an allied turret when it is being attacked by minions to reduce the damage it takes. But only when no enemies are around.
  • Don't use the shield to block minor poke in the early game. The cooldown is too high to waste the shield for that. Save it for all-in threats or heavy poke. Once the shield is done, play safer, as good players will know to pressure you at that point.
  • In cluttered teamfights, you can cast your shield on a specific ally by hovering the mouse over their portrait on the UI and casting the ability on that. 
  • Hold "target champions only", by default on the "~" key, to cast the ability on a champion instead of a turret when close to a turret. 
reapthewhirlwind.png R - Monsoon

Tips:

  • The ability has an instant 360 degree knockback. Use it to peel off engages of unknown angles or extreme speed which are hard to react to with Q double cast.
  • When there's no high threat engage to peel, use it for the healing effect, saving teammates who might otherwise die or be too low to continue to fight. It has value both during a fight or when looking to siege the enemy or take an objective. Restoring your entire half life team to full health can mean you get more objectives before having to retreat. For example, after a won fight, your entire team is very low and needs to back, but Baron is up, as is your ultimate. Use it to heal everyone and go get the Baron.
  • Use Janna's R for over the wall healing. The ability extends over walls and is a great way to contribute when you can't get over the wall yourself or are too low to risk doing so.
  • Your ultimate knocks people away by making them airborne. Yasuo can ult off of this. Use it for synergy.
  • Your ultimate stops instantly when you issue any command to your champion. Make sure you don't interrupt yourself when looking for the full duration heal.

Tricks:


  • The Flash Ultimate. One of the few playmaking moves Janna players have available. Flash past an enemy and use your ultimate to push them backwards. Similar to as if they were headbutted by an Alistar. You can use this during many moments, such as ganks/roams OR when sieging/defending. Follow up with a Q + W to CC them further and slow them to boot, removing all but any chance of escape.

About Me Back to Top

Hey everyone,


I'm a Diamond Support main, and a Platinum Top laner on EUW. 

I started playing ranked early 2016 after previously messing around in normals for a few years. I quickly hit Platinum playing support only, and by early 2017, I had peaked at D4 60 LP, after which I went on a break and started to learn Top lane on my smurf account. Currently I have also made an ADC only smurf which I am in the process of leveling up.

I can only imagine how high I could have climbed had I stuck to grinding on my main account, but maybe we'll find out in 2018. The new runes have breathed a lot of life into the game and I'm once again super excited about playing Support. (While incidentally, Top lane feels horrible)

I love everything about League and spend a good part of my day browsing the various LoL sub-reddits and commenting where I can. 

Outside of League, I'm an amateur bodybuilder and nutrition/training expert. I've done and won some competitions, written a few nutrition books and built a few websites that aim to spread good knowledge on the topics.

I have also set up a Twitch Stream though I haven't committed to any specific streaming schedule as of yet. Looking to do so in 2018. You can check out and follow my stream at: https://www.twitch.tv/archangelest

If you have any League questions that you think a Diamond support or Platinum top laner can answer, I'm all for helping you out. I'd also be glad to answer any nutrition/training questions.


Changelog Back to Top

February 24, 2018, patch 8.4:

Apologies for the lack of updates, decided to take some time off from the early season mayhem. 

The biggest changes in patches 8.1 - 8.4, were the removal of sightstone and advanced support item actives, as well as the AP item changes.

Removed mentions of sightstones and advanced support items.
Adjusted item builds to account for the various item changes.


December 18, 2017, patch 7.24b:

Added matchup for Sion.

December 15, 2017, patch 7.24b:

While this patch nerfed Scorch, Manaflow Band, as well as the base +AP numbers, damage Janna is still completely viable. You've lost some damage and mana sustain, but so have many enemy laners. Lethality is weaker, Leona, Ezreal and MF all nerfed. 

Added Arcane Comet as a rune option for BEAST MODE Janna.
Added matchup for Braum.

December 12, 2017, patch 7.24:

Added matchup for Nami.

December 11, 2017, patch 7.24:

Added Ardent Censer as a situational item for BEAST MODE Janna.
Flipped the changelog order to have the most recent updates first.

December 10, 2017, patch 7.24:

Added "changelog" section.
Added "about me" section.
Added "tips & tricks" section.
Parts of "Ability Overview" moved to tips & tricks.

December 9, 2017, patch 7.24:

Guide Published.





More to Come! Back to Top

Writing this guide has been quite time consuming, but I still have a lot more to write.


I will endeavour to keep expanding it by adding more match-ups, more rune and item builds, gameplay tips and much more!

Check the Changelog for any updates.
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