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All Guides Janna Guides Janna: Carrying with the wind. [Pre-Season Updated] (Stream)
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Janna Statistics for Mutatie

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

Value
Average
Games Played
8
9
Win %
75
46
Kills
0.9
0.9
Assists
19.8
13.7
Deaths
3.6
5.0
KA:D Ratio
5.7
2.9
Gold Earned
9.7K
9.5K
Creep Score
11.9
18.2
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Disclaimer: This is not a standard easy to read guide for quick understanding on how to play this Janna. This is a very in-dept guide meant for people that actually want to know everything about Janna and wat to become better at the Support role. The warding tips are usable for all roles.


Feel free to join me while I am streaming at www.twitch.tv/mutatie !

I also check the new comments in my guides on a day-to-day basis, so feel free to leave a question!


Choosing your summoner spells depends on a few different factors. 

I would like to claim that Flash and Exhaust are the only viable summoner spells for Supports. This is however not the full truth since there are a few scenarios that Ignite could be chosen instead of Exhaust.

 

The Summoner Spells:


4.png Flash.

Flash should always be chosen on Supports. This spell will enable you to escape, and in a few cases chase/engage. Its main goal however is increasing your survivability.



3.png Exhaust.

Due to both the Damage reduction and the Attack speed reduction, this spell is most effective on an Attack Speed reliant damage dealer. The Armor and Mres reduction (which is often forgotten about) results in you doing more damage on this target. It is best used when the target is about to do a lot of burst damage. The timing of this is something you learn through playing a lot of games and recognizing combos.


Exhaust currently does the following for 2.5 seconds:

-       Movement speed -30%

-       Attack speed -30%

-       Damage -40%

-       Armor & Magic Resist -10.

 The armor and magic resist reduction will result in you doing more damage on the target for 2.5s. 



14.png Ignite.

Ignite does between 70 and 410 True damage, depending on the level of your champion. Ignite grants you vision over the target (Stealth not included) and reduces all Heals on the target with 50%. The vision granted does work for Fog of War (bushes), but not on enemy units entering stealth. Ignite also doesn't interrupt recalls (B) which means that if you ignite a target that's recalling, that you just wasted your ignite.

 

This means that if you use ignite in a level 1 fight and the enemy uses heal during the 5 seconds that Ignite lasts, you will be doing 70 True damage + reducing the healing effect from 90 to 45 HP. 

 

Thus the effective damage done is 70 + 45 True damage.

 

It is therefore important to use Ignite before the enemy uses heal, and not as a finisher at the end of the fight. This is also because you want to grab as few possible kills while being support.


Why not Ignite?


I'm not a big fan of Ignite on Janna. Ignite has an aggressive character and is thus better suited for aggressive Supports. Janna is a rather passive Support and her main goal is to keep the carries alive, not to engage. The situations in which I would agree on picking Ignite over Exhaust are very limited.


1) The enemy team must not have any High Burst champions. 

7.png238.png

2) The enemy must not have any High Damage bruisers. 

5.png39.png

3) The enemy has a lot of heals. 

36.png16.png

It's however very rare for an enemy team to fit this scenario, so I would like to say that you should always pick Exhaust over Ignite.   


Runes Back to Top

  • 9x
    +0.91 armor Greater Mark of Armor
  • 9x
    +1.19 ability power Greater Glyph of Ability Power
  • 9x
    +8 health Greater Seal of Health
  • 3x
    +4.95 ability power Greater Quintessence of Ability Power

Runes in General do not have a big influence on the chance of winning a game. Everyone here can relate to a game in which an ADC with AP runes carried the game.

 

This shows that runes are not the biggest factor for winning the game, but they do increase your chances slightly and that's why it's important to use runes suited to the champion.

 


 

Basic Runes: (Passive playing in lane)


70a14ad188226935944207cb12de009f.png

Greater Mark of Armor, these are the best choice seeing how Janna is in general played passively and will therefore not greatly benefit from damage increasing marks.


99bca792f999046b4bed8e0fc631ecfb.png

Greater Seal of Health, these seals are currently the most effective for increasing your survivability. Armor seals can also be used but these are slightly less effective. If you however only own Armor seals you should use those.


 f1e91f0a85c1655b42dbe09a3e62329c.png

Greater Glyph of Ability Power, these Glyphs are in my opinion the best choice for Janna. This is because Janna her skills benefit greatly from AP.  

If you do not own Ability Power Glyphs I would advise flat MR glyphs to increase your own survivability.


a59df629eb89b2cc7e82000903b2c80b.png

Greater Quintessence of Ability Power, the same story as the Greater Glyph of Ability Power. These are the best choice for Janna due to the high AP ratio on her skills. If you do not own the AP Quints yet, I would advise Armor Quints. My biggest advice would however be to buy AP Quints as soon as possible. 


2285f693ef09d1f29481fa2518dfa447.png




Why AP is so strong on Janna

Her shield for example has a 0.7 AP Ratio on the damage absorbed and a 0.1 AP Ratio on the AD increase. On level one the runes will result in a 26 AP increase which will increase your shield to an 80+18 Shield and a 10+3 AD increase. 


7ec9be90d0dd245f0ccdd91f1790470f.png


This may not look like much, but this 22.25% increase in Damage absorption is a very big difference on such an early level. It will allow your shield to last longer and resulting in your ADC being able to benefit from the AD bonus for a longer period.



Masteries Back to Top

0/5
0/5
0/5
0/5
0/5
0/5
0
FEROCITY
5/5
0/5
0/5
5/5
0/5
5/5
18
CUNNING
5/5
0/5
0/5
5/5
0/5
0/5
12
RESOLVE

For Supports there are currently a few roads to follow when choosing masteries. Since I believe that Janna is best played passively I therefor use the follow masteries.


aa91371d6da0bc0d28ee5f17f958b7ea.png

What to choose:

5d0688be307fba0f8a1fbe66fc209c8f.png


Wanderer (5/5): You should put 5 points into Wanderer since this will allow you to return quicker to lane and allows you to roam faster. You lose the added movement speed when you attack or get attacked by a target. Instead of facechecking a bush, throw a Q into the bush. If you notice your movement speed dropping, then there is an enemy in the bush.


c33ff122cb093dbf6b80f298d089f274.png

Secret Stash (1/1): This is the only valid pick in the second tier of Cunning for supports. I can't sum up how many times the extra 15 Health from a Biscuit has saved my life. The description of the Biscuits isn't 100% correct though. It is a unique active meaning that using 5 biscuits at once won’t heal you instantly for 75 HP and 75 Mana, but for 15 Health and 15 Mana. To make the maximum use of your biscuits it is therefore advised to use them once at a time, to receive the 15 Health and 15 Mana bonus from each biscuit.


bea8727d16c7ad9d96780941dbaefb26.png

Meditation (5/5): When you combine this with the Meditation mastery you should have enough mana regeneration as Janna. This mastery allows you to regenerate more mana based on how much mana you’re missing. Meaning that when you have 0% Mana left you will regenerate mana at a faster rate than when you’re at 80%. In general, you want to hover around 40% mana most of the time. If you are at 100% mana play more agressive, if you're below 40% mana then you should play a bit more passive.


e7fce1bdcbdc8244cc1586f1be310fe4.png

Bandit (1/1): This mastery rewards you for being in lane with friendly units. The description of the mastery can be confusing since some people will read it as "killed by an allied champion". You however still get the reward if an allied minion or turret kills an enemy minion. Seeing how Supports don't farm this skill will give you some extra gold (mostly close to a few hundred gold) to get items with. It also encourages new supports to stay in lane with a friendly champion. In general you will receive around 400-500 gold from this mastery throughout a game, which is quite a lot considering you will often only receive between 8k-10k gold in a game.


39e6b93fd24acf7ec2d9b9f04c4e4730.png

Intelligence (5/5): I believe that this is the best mastery for Janna seeing how I play her rather passively. The mastery may not look like much, but I have had numerous occasions in which 0.1s CD on my shield made the difference between winning a fight and losing a fight. This mastery has the better synergy with WIndspeaker's Blessing compared to Precision. 


566f75e00e5b871228d00eb8059ca03d.png

Windspeaker's Blessing (1/1): This Mastery is by far the best choice for Janna. It will increase the durability of your shields by giving them 10% more strength and will also give the shielded target an armor and magic resist boost. This mastery doesn’t only work with Janna her E, but also with her ultimate. 


This will increase the healing effect of your ultimate (which is a big AoE heal) by 10% and will also give your allies a continuous armor and magic resist boost. This will result in an area of effect boost of 5-22 Armor + 2.5-11 Magic Resist for each target in your Healing range. If all your allies are in range of your ultimate, this leads to a 20-88 Armor + 10-44 Magic Resist boost to your team (since Janna won't get the boost). If you compare this to how highly the 10 (50 for full team) Magic aura from 3105.png was valued in season 6, then this is a huge addition.



What/Why not to choose:


Savagery (0/5): Since you won’t be last hitting any minions as Janna on a regular basis (If you are.. stop) the mastery Savagery holds no added value for Janna.


Runic Affinity (0/1): You won’t hold a Jungle buff often enough on any support to make this a valid pick.


Assassin (0/1): The whole point of being a support is being close to your teammates, making this a useless pick.


Merciless (0/5): Meditation is the superior pick here for most supports since this resolves most mana issues. Merciless could be considered on champions like Annie support since her main goal is to do damage, but Merciless won’t work on Janna.


Dangerous Game (0/1): Bandit is superior since it gives you some extra gold throughout the game. 


Precision (0/5): On this mastery there might be a difference between my opinion and the opinion of other support players. This mastery is a better pick if you decide to play rather aggressively, but since I advise to play Janna rather passively I personally don’t pick this mastery. If you decide to go for Thunderlords Decree on Janna, then you should take Precision.


Stormraider's Surge (0/1): No, just no.


Thunderlord's Decree (0/1): This can be chosen over Windspeaker's Blessing if you decide to play Janna aggressively. I however am convinced that Windspeaker is the superior choice for Janna since it scales so well with her Shield and Ultimate.

 


7d6be60f9f8e51d87e8c3575bfd95e3a.png

What to choose:

9e0237ceff81fbaa7d462bcb93ef3366.png

Recovery (5/5): This will increase your ability to stay in lane.

e38c510c40f22b1ec0a9e1ec2afdd2c9.png

Tough Skin (1/1): This will allow you to make better trades with the enemy botlane and will increase your survivability.


8176d5f509225674cf5fd60b4f6677c3.png

Veteran's Scars (1/1): This will increase your survivability in lane since Janna is quite squishy. 

16d04c6fb93f7569fb577e8f9149d00a.png

Insight (1/1): This will allow you to use your summoner spells more often. This will result in you having 4.png up 45 seconds than the enemy ADC if you flash at the same time, making trading flashes with the enemy ADC always worth it. This will also give you a 45s window of opportunity to engage on the enemy ADC. 



What/Why not to choose:

 

Unyielding (0/5): You won’t have enough Armor and Mres to make this a valid pick. Especially since its bonus armor and magic resist.


Explorer (0/1): The situation in which 15 extra movement speed in river and in brushes will make the difference between you staying alive or dying is so rare, that this isn’t a valid pick. Tough Skin is the superior choice since it will benefit you more in lane.


Runic Armor (0/5): At level 5 this will increase your shield on yourself by 8%. Since it only applies on the shield you use on yourself this isn’t really a worthy pick in my eyes. A lot of people think this mastery also applies for shielding allies, but that isn't the cause. 


Perserverence (0/1): Insight is just superior. 

Abilities Back to Top

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

Detailed overview skills: 


Tailwind.png

Tailwind (Passive):

Increases the Movement Speed of all allied champions moving towards Janna by 8%.

 

This Passive is quite simple. If allies move towards you, they get a speed buff. The range for this buff is okay-ish but this Passive is quite unsatisfying.


 

 Howling Gale.png

Howling Gale (Q):

Summons a whirlwind, which knocks all enemies up into the air for 0.5s + 0.25s for each second that it’s charged. For each second charged it also travels 20% further.

 

Something a lot of people forget about Janna her Q is that the longer your charge it, the longer the knock up lasts. This is not something to be taken lightly, because knock ups are the strongest form of CC in the game.

This may be something new for you but this is due to the fact that knock ups cannot be canceled by 3140.pngThis is the only form of CC in the game that cannot be canceled. It is also the only form of CC that can be used in combination with Yasuo’s ultimate.

You can also throw this skill into a bush to see if there is an enemy in the bush. If you notice your movement speed dropping, then there is an enemy in the bush. This is due to the Wanderer mastery. If you hit an enemy champion you will be "in combat'' making you lose the movement speed buff.

 


 Zephyr.png

Zephyr (W):

Passive: Increases Movement speed by 9/11/13/15/17% and allows movement through units.

Active: Slows enemy for 24/28/32/36/40% for 3 Seconds, Passive is lost while on Cooldown.

 

It is important to notice a few things about this skill: 

  • First of all that it allows you to move through units. This can save your life in a few rare cases when you are being chased and the enemy has to walk around your minions.
  • Second of all that you lose your Movement Speed buff when this skill is on cooldown. Yes, the slow is stronger than the movement speed buff. So why use this skill rarely? This is because using this skill makes you vulnerable. The cooldown of this skill is 12 seconds on all levels, so you have a 9 second frame of vulnerability. It is most often better to keep this skill up when being chased, than using it to slow the enemy chasing you seeing how the slow only lasts 3 seconds.

Also note that a bird appears when this skill is useable. This will show both yourself and the enemy when your skill is up.



 Eye of the Storm.png

Eye of the Storm (E):

Shields an allied Champion or turret for 5 Seconds or until broken. This shield absorbs 80/120/160/200/240 (+0.7*AP) Damage and grants the target 10/17.5/25/32.5/40 (+0.1*AP) Attack Damage. 

 

This is the skill that defines Janna. It is the skill that saves countless of teammate lives (who often deserved to just die) and in a few rare cases make an enemy rage-quit. It turns teammates into your best friends, and enemies into the most toxic people found on earth.

But enough flattery, let’s take a look at what this skill does.

This skill gives your allied target both a shield and an attack damage increase. Most people forget about the attack damage buff, while this is a very important component of the skill. On level 1 this skill gives 10 attack damage (increase due to AP ignored). This is the same amount of AD that a Long Sword 1036.png gives, which costs 360g. Especially at early laning phase this is a huge difference. On level 3 this skill already gives 25 Attack damage, equaling a Pick Axe 1037.png worth 875g. This is a huge advantage over the enemy.

In combination with the shield that the skill gives, it allows your ally or yourself to safely poke the enemy.

 


 Monsoon.png

Monsoon (R):

Summons forth the might of the wind to knock surrounding enemies back and restores 100/150/200 (+0.6*AP) Health to nearby allies each second for 3 seconds.

 

This is one of the best skills in the game for team fight control, disengaging and protecting your ADC. The skill allows you to split a full enemy team away in a team fight, forcing them to waste their gap-closers.

 

It also allows a great AoE heal which is strongly underrated. On level 1 this skill can heal you and your 4 allies for 100*3=300 HP each within the duration of 3 seconds. This is a total of 1500 HP that can be restored within 3 seconds.

The 0.6 AP ratio on this skill will allow you to heal a lot more than 1500 HP. When Janna has 100 AP this will allow you to heal 160*3=480 HP spread over 3 seconds. This is a potential 2400 HP for your whole team. This AP ratio together with the 0.7 AP ratio on eyeofthestorm.png makes building AP on Janna totally worth it. It increases the survivability of both yourself and your team, while also increasing the slow on your sowthewind.png.

 

This skill description does not give enough credit to what this skill actually can do. This skill has a lot of hidden functions which I haven’t been able to find in any of the already existing guides for Janna.

This skill does indeed knock surrounding enemies back and restores health to your team, but it can also:

  1. Knock enemies over walls
  2. Interrupt dashes
  3.  Interrupt channeled skills
  4. Stun enemies
  5. Split enemies

How to use this skill and the hidden function of it will be shown in the usage of abilities section. 


-----------------------------------------------------------------------------------------------------------------------------------

Skill Order:


For every champion it is important to note what additions you will get from leveling up a skill. Here I will explain which skills should be maxed first on Janna, and the reasons why.


Maxing Monsoon (R):


First of all you should level up reapthewhirlwind.png whenever possible, so at level 6, 11 and 16. This is because leveling up this skill will decrease the cooldown and will increase the healing effect. Since this skill has a huge impact on teamfights it is important to reduce the cooldown so you have it up for every teamfight. 
Increasing the healing effect of this skill will increase the survivability of your team and will therefor greatly increase the changes of winning the fight.


Maxing Eye of the Storm (E):


The first (normal) skill you should be leveling up is your eyeofthestorm.png. This is Janna her core skill and leveling it up will increase the shielding strength and the AD bonus given. The cooldown will not be reduced by leveling it up. Leveling this skill up will greatly impact your laning phase since it will allow your ADC to have a bigger advantage in trades since the damage dealt will be increased and the damage taken will be greatly absorbed. In general this skill will increase the survivability of your whole team.


Maxing Zephyr (W):


The second skill you should be maxing is sowthewind.png.  Leveling this skill will give you a huge utility boost. Comparing this to leveling up howlinggale.png, which only reduces the cooldown and a slight damage increase, it is the better choice. 
Leveling up sowthewind.png will increase the following things:

- The passive speed boost given. This will allow you to reposition faster, roam/ward faster, increase your survivability and return to lane faster. This utility should not be underestimated since it has so many forms.

- The active slow from this skill. This will increase your single target peel for your ADC, will allow you to set up ganks for your jungler better and it must not be forgotten that this skill is really easy to use. Since it is a targetted spell, you won't be able to miss it unless you use it on a minion. This is of great value in teamfights that are often very chaotic. This skill will also follow enemies using a dash, meaning that even if they try to run away they will be slowed. This gives you the opportunity to catch up again. Where Q is a skillshot which can be dodged, W can't be dodged unless someone enters an untargetable state.

- The damage increase from this skill is also better than what you get from Q. Especially since the damage can't be avoided by most skills, while Q must be charged for maximum damage and can be dodged.


Maxing Howling Gale (Q):


The third and last skill that you will be leveling up is howlinggale.png. A lot of people will argue that this skill should be leveled before W, but I strongly disagree. I will now explain why. 
Leveling up this skill slightly increases the damage done and reduces the cooldown. Leveling up this skill has no effect on the CC given by this skill (the knock up duration won't increase). 
Where leveling W increases it's CC given. Most people will say that Q has a bigger effect on teamfights and that therefor the reduced cooldown is worth a lot. I agree with this partially. 

Q indeed has a bigger effect on teamfights and therefor has great value. The reduced cooldown will however not have a big effect on early/midgame teamfights. This is due to the fact that teamfights don't last that long and are often decided in the first few seconds of the fight. In most fights you will only have one chance to use your Q to greatly impact the fight, and this is in the first few seconds. 
By the time you have your Q up, even will the cooldown reduction from leveling it up, the fight will already be decided. Your Q will then only be able to disengage from an already lost fight, since the skill can't be used on champions that are running away when you win the fight. 

During lategame however leveling up this skill will actually allow you to use 2 impactfull Qs in a teamfight. At this point in the game you will most likely have a high amount of CDR from your items. If you combine this with the CDR from leveling up the skill at the late levels, the cooldown of the skill will be short enough to impact a teamfight twice.

Another small reason is that this skill is quite hard to use. It is easy dodgeable, especially when charged. You however want to charge Q for the longer knock up and increased damage. While W is a targetted skill, Q is a skillshot which can be missed. The CC and damage from W is therefor more reliable than from Q.

Items Back to Top

Starting Items

    This is currently the best starting Trinket for Supports. Usage will be discussed in the "Early Laning Phase" section.
    These biscuits give you sustain needed for the early levels in lane. Don't forget that using a cookie will give you an instant 15 HP and Mana which can save your life. This however doesn't stack, so using 5 biscuits at once will only give you 15 HP and 15 Mana.
    Since they added 5% CDR to this item, it's the best buy on Janna together with the superior gold income compared to Spellthief's.

Core Items

    If you have 800g+ on your first back, get Sightstone at once. Check build routes for more information.
    These are the best boots on Janna since the CDR works well with her and it also gives you 10% CDR on your summoner spells.
    Get this when you are below level 9 and have sightstone.
    Get this as soon as you are level 9.
    This is still the best item for Janna, if you are going to upgrade your support item to the last upgrade. Look at the FQC vs Talisman section.
    This item gives you survivability, 4 wards and CDR on active items. Since you will be most often building items with Active's (Crucible/Talisman of Ascencion) this item is a really good pick.
    These boots are a good choice if you plan on moving a lot over the map and recalling often for wards. This will delay your 45% CDR cap with a bit.
    The active becomes stronger the higher the level of your teammates is. The active of this item actually works with Windspeaker's Blessing. Meaning that it gives your team bonus armor/mres and a 10% increase in shield strenght. Since they removed teh M.Res aura the active of this item with Windspeaker's Blessing got a lot of extra value.
    Good item for defending your team against heavy CC like Ashe ult. Note: This item doesn't work against Warwick, Malzahar or Urgot ultimate. It also doesnt remove Blinds. Check the QSS vs Cleanse vs Crucible section for more information. Also applies WIndspeaker's Blessing Heal and Armor/Mres boost. The added speed boost when removing CC succesfully is really good aswell.
    This item is insanely broken. The stats that this item give are decent, the active of this item is really strong though. If you use the active of this item correctly, you will be able to give your team a huge Heal+Damage the enemy team. The heal will also be 10% stronger and give M.Res and Armor due to Windspeaker's Blessing. The 5500 range of this item allows you to participate in a fight when you aren't close to your team. The fact that you can use this item when dead is also insanely strong.

Situational Items

    Only build this when you are ahead and are confident that you won't die any time soon. Janna has a really easy time getting assists since she only needs to shield a teammate to get one. When you see someone Teleport or Ezreal use ult just shield them, you will often get a free assist.
    Build this item if you are playing against an enemy team with a lot of AoE damage or an assassin/burst that likes to target you. Get locket first though.
    Good item against an Attack Speed reliant enemy team. The CDR and armor are both good.
    It will increase the (magic)damage output from your adc with a lot and the base stats are good for Janna. This item also works on turrets. This item gets activated by both your E and your R. This item can thus give your whole team the passive buff when they are in range of your ultimate.
    It is currently really easy for ADCs to get a high % crit rate within their first two items. If you however communicate with your ADC to not get more than 50% crit and focus on other items, Zeke's is worth getting.
Below you will find the item set that I use for Janna. This item set contains all items that I currently use in games and have also been (mostly) placed in the order of building the items.

For example VS Mixed damage you will want to get 2045.png as soon as possible for the extra vision control and HP it gives. You can also upgrade your boots first if you do not have enough gold to get the upgrade for your sightstone. After getting 3158.png and 2045.png you will want to start building 3107.png, then 3190.png since these items give you great actives together with HP, Armor and Mres. Afterwards you should get 3069.png or 3222.png which is situational. Get 3069.png if you see that your team needs the movement speed boost and you yourself need the Armor, get 3222.png if you see the enemy have hard engage CC like asheR.png and when you need the Mres.

e61e08e17f7450b4c8b769653ae09413.png 

Matchups Back to Top

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

  • Alistar
    Easy
  • Annie
    Hard
  • Bard
    Medium
  • Blitzcrank
    Hard
  • Brand
    Hard
  • Braum
    Medium
  • Karma
    Medium
  • Leona
    Easy
  • Lulu
    Hard
  • Morgana
    Hard
  • Nami
    Medium
  • Nautilus
    Medium
  • Sona
    Medium
  • Soraka
    Easy
  • Tahm Kench
    Easy
  • Taric
    Medium
  • Thresh
    Medium
  • Trundle
    Hard
  • Vel'Koz
    Medium
  • Zilean
    Easy
  • Zyra
    Medium

VS

Alistar

Easy

Trading:

Easy, the only addition Alistar has in trades is his pulverize.png+headbutt.png combo which has a long cooldown. Giving you and your adc a big edge in trades.

Poking:

Easy, since Alistar is a melee champion with no engage besides his headbutt.png.

Interrupts:

howlinggale.png and reapthewhirlwind.png can interrupt headbutt.png which is the only gap closer for Alistar besides his Flash.
You can also use 4.png to interrupt the knock back from headbutt.png. Alistar will still move towards you, but you will not be knocked away.

Be careful of:

When close to enemy turret keep your distance from Alistar. It isn't worth poking him as long as he has 4.png up. Most Alistars will attempt to 4.png+pulverize.png+headbutt.png combo you into turret range. As soon as you see him use flash on your ADC, charge your howlinggale.png at once on the location and charge it for 1 second. This will allow you to knock Alistar up long enough before he gets behind your ADC. Also use sowthewind.png since this increase the chances for your ADC to get away before being headbutted.

Level 6:
Be careful of Alistar after level 6. It is very easy for him to set up dives with his jungler, so if you see them moving towards you under turret disengage at once. It is also a bad idea to dive an Alistar under enemy turret, since he is almost impossible to kill. So focus the enemy adc and disengage from Alistar. Alistar also does quite a bit of damage with his ultimate since it gives him an AD boost. 

VS

Annie

Hard

Trading:

Medium, Janna her eyeofthestorm.png will block most damage done by Annie and the AD buff will give your own ADC a slight advantage in trading.

Poking:

Hard, since Annie has a longer auto attack range and can trade well with disintegrate.png.

Interrupts:

None.


Be careful of:
Annie her Passive (stun). Most Annie's will poke with disintegrate.png till their passive is up and then Flash + incinerate.png early to snowball the lane. A good Annie will keep her Passive on 3 spells, to make the enemy think that her stun isn't up. She will then use moltenshield.png to surprise stun you, so keep an eye on her passive stacks.


Level 6:
Never stand close to your ADC since that will make you an easy burst target for Annie her 4.pnginfernalguardian.pngdisintegrate.pngincinerate.png combo. At this point Annie can burst you down so keep your distance.

VS

Bard

Medium

Trading:

Medium, the key factor to win a trade against Bard is to avoid the long stun from bardQ.png. Therefor you should never position yourself in a straight line between Bard and a wall/champion/minion. If you can avoid the stun you will most often win the trade. Bard his bardW.png costs him a lot of mana and needs time to grow for the maximum heal. This means that the sustain that Bard can give his ADC is very limited.

Poking:

Medium, again avoid the stun. Your eyeofthestorm.png+auto+sowthewind.png+auto combo will often end in your benefit unless you get stunned. Also pay attention to Bard his passive stacks. These give Bard his auto attack bonus damage and a slow.


Interrupts:
None.

Be careful of:

Don't position yourself between Bard and a wall/champion/minion. If both you and your ADC get stunned by Bard his bardQ.png you will very likely make a very bad trade or die. When Bard is on Red side it is easy for him to walk towards the tribush behind turret and use bardE.png to gank with the Jungler. So if you see Bard walking towards tribush back off, since you will very likely get ganked.
You should also warn your team when you don't have vision on Bard, since he is a very strong roamer.

Red Side:

388c45b447f1091a128543bba9de691e.png


Blue Side:

2d27e4c2561542ac2be22f519a751c86.png
Level 6:
Be careful of over extending in lane after level 6. It is for Bard very easy to use his bardR.png to set up a gank for his jungler. Bard can also use his ultimate on your turret, which will result in the turret not being able to attack.

VS

Blitzcrank

Hard

Trading:

Medium, if Blitzcrank manages to land a rocketgrab.png on either you or your ADC then you will most likely lose the trade. Blitzcrank his rocketgrab.png has a long Cooldown however and costs a lot of mana so you can abuse the windows when he has no Mana or his rocketgrab.png is on cooldown. Always make sure that you are standing behind minions and don't think that you are safe under your own turret, since you can still be grabbed and killed.


Poking:
Hard, only poke when rocketgrab.png is on cooldown. Janna is too squishy to survive a grab.


Interrupts:
None.

Be careful of:

Getting pulled when pushing under enemy turret. A good Blitzcrank will wait for a minion to be killed by his ADC to use rocketgrab.png on the spot where the minion just stood. Blitzcrank can also just use overdrive.png to walk towards you and then use powerfist.png and rocketgrab.png. You should always keep minions and distance between yourself and Blitz.

Level 6:

At level 6 Blitz can use staticfield.png on a minion wave to clear low HP minions to make room for his rocketgrab.png to hit. Again, keep your distance. Sometimes when a Blitz tries to dive you, the passive of staticfield.png will hit either you or your ADC early. This will result in the tower focusing on Blitz and can be used to turn the tides of the dive.

VS

Brand

Hard

Trading:

Hard, if Brand manages to land a brandblaze.png stun on either you or your ADC then you will most likely lose the trade and die. Brand his brandblaze.png doesn't have a long cooldown so the only counterplay is to stand behind minions or dodge the stun. Brand has to use either brandfissure.png or brandconflagration.png first to be able to stun you. brandfissure.png can be dodged, but brandconflagration.png isn't a skillshot making it easy for Brand to prepare for the stun of brandblaze.png. Make sure to keep distance between yourself and your ADC so brandfissure.png and the bounce from brandconflagration.png doesn't hit both of you. You should avoid fighting Brand unless he positions badly. Keep in mind that Brand does a lot of damage with his passive which also triggers Thunderlord's Decree. 


Poking:
Hard, the possible stun on brandblaze.png and the damage from Brand his passive + Thunderlord's will always result in you losing the trade. This will be a passive lane where you just have to try to safe farm till you get a gank.


Interrupts:
None.

Be careful of:

brandconflagration.png can't be avoided, so it is easy to use it to prepare for the stun of brandblaze.png. The range on brandconflagration.png is however quite low so Brand will most often first try to use brandfissure.png to set up for the brandblaze.png stun. Keep your distance and just wait for a gank.

Level 6:

At level 6 Brand becomes even stronger due to his brandwildfire.png. If Brand manages to land his full skill combo he will be able to burst either Janna or the ADC to death. Keep distance between yourself and your ADC so Brand can't hit brandfissure.png on both of you, nor the bounce from brandconflagration.png, nor the bounces from brandwildfire.png. If you can avoid this AoE damage either one of you will be able to survive.

VS

Braum

Medium

Trading:

Hard, only trade when braumQ.png is on cooldown and don't fight to long since the cooldown is low. The stun caused by Braum his passive is so strong that you will lose most trades that activate the stun. Therefor it is advisable to run when you have 2 stacks on yourself.


Poking:
Medium, only poke when braumQ.png is down or the enemy ADC is out of position. The slow from this spell together will the passive from Braum will often result in you dying if the enemy ADC also manages to attack you.

Interrupts:

When Braum uses braumW.png to jump to a minion or a champion this dash can be interrupted by either howlinggale.png or reapthewhirlwind.png.


Be careful of:
Braum can use braumW.png on a minion that is standing close to you as a gap closer. This will result in him being able to auto attack you + braumQ.png + another auto attack. If the enemy ADC pays a small amount of attention this will result in you dying.
Braum his braumE.png will block the path of your howlinggale.png which can make the difference between winning or losing the fight.


Level 6:
At level 6 Braum can easily engage when he hits a braumQ.png on you. He can use braumQ.png+braumR.png at the same time to engage and will often end in you dying. At level 6 you can use reapthewhirlwind.png to throw Braum away when he has his braumE.png up. This will remove him from blocking the damage for his own ADC and will most likely win you the fight.

VS

Karma

Medium

Trading:

Medium, only trade when you know that Karma her karmachakra.png is down. In general you will win trades, but get poked down by karmachakra.png+karmaheavenlywave.png. In trades be careful of the snare from karmaspiritbond.png if you stay in range for the full duration.


Poking:
Medium, only poke when karmachakra.png is down. In general you will win the poke battle with Karma if you use eyeofthestorm.png+auto+sowthewind.png+auto. Karma will however most likely slowly poke your ADC down with karmachakra.pngkarmaheavenlywave.png.

Interrupts:

You can throw Karma away with reapthewhirlwind.png when she uses karmaspiritbond.png to remove the bond.


Be careful of:
karmachakra.png+karmasoulshield.png don't underestimate the speed boost given by this combo.
karmachakra.png+karmaspiritbond.png don't underestimate the sustain and snare given by this combo.
karmachakra.png+karmaheavenlywave.png don't underestimate the zoning capability of this combo.


Level 6:
At level 6 Janna gets a huge boost from her reapthewhirlwind.png while Karma remains the same. Use this to your advantage.

VS

Leona

Easy

Trading:

Medium, you will win all trades except when Leona successfully connects her leonazenithblade.png. If you manage to interrupt leonazenithblade.png with howlinggale.png then you will win the trade. The tip for this is to stand close to/inside your ADC so you only have to double tap howlinggale.png to interrupt leonazenithblade.png. Be careful of the extra damage done by Leona passive and the tankiness of leonasolarbarrier.png.


Poking:
Easy, you can always poke Leona since she is a melee champion and her leonazenithblade.png can easily be interrupted with howlinggale.png.

Interrupts:

You can interrupt leonazenithblade.png with howlinggale.png which is quite easy. When Leona is in range of your ADC make sure to stand close to your ADC. It is fine if Leona hits both you and your ADC with leonazenithblade.png as long as you interrupt her before she gets in range for her leonashieldofdaybreak.png. If you interrupt it successfully Leona either has to commit by flashing or has to walk away while being poked.


Be careful of:
The only pre-6 danger is in 4.png+leonashieldofdaybreak.png followed by a late leonazenithblade.png to stick to you and land leonasolarbarrier.png. A good Leona will time this so that all her passive stacks are used. Leona is an all in champion meaning that you can easily bait her leonazenithblade.png on you when you get ganked by your jungler.


Level 6:

The cooldown of leonasolarflare.png is a lot shorter than reapthewhirlwind.png allowing Leona to force engages with the ultimate. So keep in mind that the cooldown of your reapthewhirlwind.png is 60 seconds longer than leonasolarflare.png and always keep enough space between you and your ADC after level 6. A good Leona can blow up both you and your ADC with a good leonasolarflare.png+leonasolarbarrier.pngleonazenithblade.png+auto+leonashieldofdaybreak.png+auto combo.

VS

Lulu

Hard

Trading:

Hard, Lulu support is very comparable to Janna support. eyeofthestorm.png and lulue.png have exactly the same cooldown and shielding strength. Janna her shield has a slight advantage though because of the AD bonus. This gets slightly countered by Lulu her pixies that also give extra damage, but that gets blocked by minions. Lulu her luluw.png however will make you lose most trades together with the poke from luluq.png. A lot of Lulu players however use lulue.png offensive instead of shielding to hit luluq.png on both you and your ADC. It will be hard in terms of trading seeing how her kit has an advantage over Janna so wait for your Jungler or for Lulu to be badly positioned.


Poking:
Hard, you will lose all trades if Lulu has all her skills up and mana. lulue.png+luluq.png is just stronger than eyeofthestorm.png +auto attacks. It will however burn quite a bit of Lulu her mana so you can abuse this to let her run out of mana.

Interrupts:

None. 


Be careful of:
Don't overextend against a Lulu. The slows from both luluq.png and luluw.png make it really easy for her to set up a gank. She can also use lulue.png on a minion to use luluq.png for long range poke/slow. If you are low make sure to keep an eye out for lulue.png since Lulu can use it on your ADC and kill you with a long range luluq.png.

Level 6:

Be careful of lulur.png since it gives the target extra HP, a knock up and an area of effect slow around the target. The thing with extra HP is that it isn't affected by ignite, so the target will always get the full HP boost from lulur.png. I personally find both Lulu and Janna at level 6 equally strong. Janna has a stronger disengage, but Lulu has a stronger one target control with her ultimate and this is a pure skill matchup.

VS

Morgana

Hard

Trading:

Medium, the key in winning a trade with Morgana is avoiding the darkbindingmissile.png. If you manage to avoid her binding then you will in general win the trade since you have the edge with eyeofthestorm.png. Be careful of using sowthewind.png and howlinggale.png since it is easy for Morgana to block them with blackshield.png. Especially howlinggale.png costs a lot of mana to use to use it wisely. It is best to try to land howlinggale.png on both targets or to use sowthewind.png on one target and howlinggale.png on the other that doesn't get the blackshield.png. Keep in mind that the cooldown of blackshield.png is very long and gives you a 15-23 second window to engage after it was used.


Poking:
Medium, you can poke when darkbindingmissile.png is down or when Morgana is out of position/blocked by minions. Use eyeofthestorm.png+auto+sowthewind.png+auto and just disengage. If the enemy ADC isn't close to you then you can safely trade even when darkbindingmissile.png is up.

Interrupts:

reapthewhirlwind.png can counter soulshackles.png. A good Morgana will use blackshield.png on herself and then 4.pngsoulshackles.png on both you and your adc. Janna doesn't have enough magic damage to break the black shield from Morgana which blocks the knockback from reapthewhirlwind.png. If your ADC has any sort of magic damage like Corki for example then you need to focus on breaking the blackshield.png on Morgana first and then use reapthewhirlwind.png.


Be careful of:
Don't get hit by darkbindingmissile.png. A good Morgana will use blackshield.png on herself and just walk up towards your ADC to land darkbindingmissile.png for an engage with her Jungler. So be careful of overextending.

Level 6:

The most important role for Janna in a level 6 fight against Morgana is to counter Morgana her ultimate. You will need an ADC with magic damage to remove the blackshield.png on Morgana to win the fight. If you can't manage to break the shield and use reapthewhirlwind.png to break the chains of soulshackles.png you will most likely lose the fight. So if you don't have an ADC with magic damage you should be careful after level 6.

VS

Nami

Medium

Trading:

Hard, Nami her namiE.png+namiW.png will have a comparable effect to your eyeofthestorm.png in a trade. The difference between winning or losing the fight will be determined by avoiding namiQ.png and landing your own sowthewind.png and howlinggale.png.


Poking:
Medium, it depends on who starts the poke. If you manage to eyeofthestorm.png+auto+sowthewind.png+auto you will often win the fight if you get to walk away afterwards. Nami will most likely do namiE.png+auto+namiW.png+auto leaving her with 1 stack left on namiE.png. If she keeps one stack you win the fight, if she manages to use all 3 stacks you lose the fight. But in general the trade will be quite equal but costing Nami more mana.

Interrupts:

None.


Be careful of:
namiE.png+auto+namiW.png+auto+namiQ.png. The slows on namiE.png will make it really easy for Nami to land her bubble. Nami can also use namiE.png + namiW.png on her ADC to have a strong poke on your own ADC. It is key to shield your ADC at once then to block most damage. All skills from Nami give a speed boost to the target so keep that in mind. It is hard to disengage from Nami once she lands a slow on one of you.

Level 6:

A good Nami will use her ultimate to block your escape route by aiming it at a wall. This skill doesn't have to hit you to CC you. The fact that you have to walk backwards to avoid the ultimate has a comparable effect. The skill is quite slow though so it is quite easy to dodge. A lot of people forget however that if nami uses her ultimate and it washes over her teammates, that her teammates get a double movement speed boost from Nami her passive. In general this matchup is a skill matchup.

VS

Nautilus

Medium

Trading:

Medium, be careful of Nautilus his passive which is a stun when he auto attacks you. Try to keep distance between your adc and Nautilus in a fight and make sure that you are standing inside minions to not get hit by nautilusanchordrag.png. Whether you win or lose the fight depends on you keeping distance between Nautilus and your ADC. Keep in mind that nautilusanchordrag.png gets blocked by terrain. Meaning that if you for some reason have to run away from Nautilus, stick to the walls. If there is a wall between you and Nautilus he can't hook you.


Poking:
Medium, nautilusanchordrag.png has quite a long cooldown so when he missed his hook you have quite a big window to free poke Nautilus. Just be careful that he doesn't hit nautilussplashzone.png on you and walks up to you for an auto attack. A good Nautilus will know that nautiluspiercinggaze.png is an auto attack reset. Meaning that he has quite a strong trade combo with nautilusanchordrag.png+auto(stun)+nautiluspiercinggaze.png+auto(reset)+nautilussplashzone.png. Nautilus his skills however cost a lot of mana making this combo more of an all in fight than a poke fight.

Interrupts:

You can interrupt nautilusanchordrag.png with howlinggale.png. He will however still pull himself a bit forward and the target towards him resulting in him being really close in auto attack range. This interrupt only works if the knock up from howlinggale.png is long enough to let the target walk away. Also keep in mind that Nautilus his nautilusanchordrag.png gets interrupted by terrain meaning that if you are being chased in Jungle you only need to keep terrain between you and Nautilus, since he can't grab through terrain.


Be careful of:
4.png+auto attack for instant stun followed by nautilusanchordrag.png+nautilussplashzone.png+auto+nautiluspiercinggaze.png+auto(reset). Nautilus is an all in champion which means that you can bait him to hook you when you get ganked by your jungler. Also be careful of the hook range of Nautilus. This is longer than it looks and if you think he won't hit you, he will often hit you since the hitbox as the end is a lot longer.

Level 6:

nautilusgrandline.png is a unavoidable knock up meaning that it is really easy to hit. Since it takes some time to land you can use this time to run away/disengage early. If you see him use nautilusgrandline.png just use reapthewhirlwind.png to disengage at once. You have to be careful to not get hit by nautilusgrandline.png while it is chasing its main target since it knocks up all targets in its path.

VS

Sona

Medium

Trading:

Hard, Sona her kit is really strong for trading especially if she has Windspeaker's Blessing. This will mainly be a matchup between ADC's since Janna and Sona are almost on even terms when trading. Sona has stronger short fights, while Janna has a better follow up with sowthewind.png and howlinggale.png.  The cooldown of both sonaariaofperseverance.png and eyeofthestorm.png is the same so keep this in mind.

Poking:

Medium, you should be able to poke Sona using eyeofthestorm.png+auto+sowthewind.png+auto. Poking Sona doesn't really do much though because of her heal from sonaariaofperseverance.png. You will however burn her Mana slowly by poking all the time. Remember that the CD from sonahymnofvalor.png is 2 seconds shorter than eyeofthestorm.png.

Interrupts:

None.

Be careful of:

Sona her auras. 

sonahymnofvalor.png Aura increases the damage done by her passive by 40%.
sonaariaofperseverance.png Aura decreases the damage from the target hit by 20% for 3 seconds. You can think of this as a mini 3.png.
sonasongofdiscord.png Aura decreases the movement speed from the target by 40%.

Even if Sona doesn't have a lot of stacks on her passive, she can easily do sonasongofdiscord.pngsonaariaofperseverance.pngsonahymnofvalor.png for extra burst damage. sonasongofdiscord.pngsonahymnofvalor.pngsonaariaofperseverance.png for a mini 3.png and sonahymnofvalor.pngsonaariaofperseverance.pngsonasongofdiscord.png for a slow.


Level 6:

At level 6 you have to be careful of a 4.pngsonacrescendo.png. Keep distance between you and your ADC to not both get hit by stun. Most Sona players will max sonahymnofvalor.png for the extra poke in lane instead of sonaariaofperseverance.png to keep their teammates alive. This gives you an edge in fight seeing how Janna has no trouble keeping her teammates alive with eyeofthestorm.png and reapthewhirlwind.png.

VS

Soraka

Easy

Trading:

Don't bother. This is a farm lane and unless you took 14.png don't bother fighting. If you for some reason do decide to fight make sure to target 16.png first. She is a bigger risk than the enemy ADC since she can just spam astralblessing.png which has a ridiculous short cooldown to keep her ADC alive. Difficulty is easy because the laning phase will be a farming game. So take a lategame ADC and just keep him alive from jungle ganks.

Poking:

Don't bother unless you want to use your 3303.png stacks.

Interrupts:

None.

Be careful of:

Her heals and passive. Her passive allows Soraka to get a huge movement speed boost when moving towards low HP allies. Even if the enemy ADC is at 30% hp, be prepared that it turns to 80-100% instantly when you engage.

Level 6:

Your team will have to focus Soraka in every teamfight first. If soraka is allowed to stay alive you will most of the time lose the fight. You need to focus as Janna on keeping your team long alive long enough to kill Soraka and probably disengage.

VS

Tahm Kench

Easy

Trading:

Easy, Tahm Kench can do two things in a trade. Either go for 3 stacks on you or your ADC, or eat his own ADC to avoid him getting damage. It's rather hard for Tahm Kench to get 3 stacks on you as long as you stay behind minions and use your howlinggale.png and sowthewind.png to peel him away. If Tahm uses tahmkenchW.png on his own ADC its fine and just disengage. 

Poking:

Easy, Tahm is very limited in what he can do against your poke. He can use tahmkenchQ.png or tahmkenchW.png on a minion and throw it at you. You only need to make sure that you can peel him before he gets close to you, for the rest you can free poke him forever.

Interrupts:

When you see Tahm out of position you can use howlinggale.png or sowthewind.png or reapthewhirlwind.png to keep him away from his ADC so he can't use tahmkenchW.png.

Be careful of:

tahmkenchQ.png+tahmkenchW.png(minion throw) since this will already throw 2 passive stacks on you and a hard slow. Tahm can then flash on you for the third stack and use tahmkenchQ.png again for the long stun. Also don't underestimate the damage that Tahm can do with his tahmkenchW.png if he has 3 stacks on you. This does a lot of damage, even on tanks.


Level 6:

Level 6 only gives Tahm a bit more damage output and a "ganking" method using his tahmkenchR.png+eating a teammate. The warning you get before they actually pop up is long enough to move away. Just make sure you aren't overextending so far that you have nowhere to run except enemy territory.

VS

Taric

Medium

Trading:

Reviewing this in a week when I have a better feeling towards the new Taric.

Poking:



Interrupts:

Be careful of:


Level 6:


VS

Thresh

Medium

Trading:

Medium, just don't get hit by threshQ.png. As long as Thresh can't hit his threshQ.png you will win the trade with quite much ease. Make sure you stay behind minions and don't let him corner you at a wall. The cooldown on threshQ.png is quite long giving you a window to engage if he used it. 

Poking:
Medium, you will be able to win poke trades with ease if you use eyeofthestorm.png+auto+sowthewind.png +auto and then disengage. Just disengage if your shield gets broken and start poking again. Thresh needs 10 seconds to get a max (red) charge on threshE.png E which is his main poking power and he will also want to use it for3302.pngstacks. Keep an eye on the charging icon on Thresh and avoid getting hit by threshQ.png. This can easily be followed by an out of position ADC by Thresh his threshW.png to burst you down.


Interrupts:

You can use howlinggale.png and reapthewhirlwind.png to interrupt Thresh flying mid air threshQ.png. You can also interrupt an enemy champion flying in the air with threshW.png by using howlinggale.png  and reapthewhirlwind.png. It is really hard to do with howlinggale.png so the best thing to do is either use reapthewhirlwind.png as soon as the enemy grabs the lantern, or use reapthewhirlwind.png to keep the enemy away from lantern.


Be careful of:

At level one you should pay attention to what skill Thresh leveled first. If he has the passive from threshE.png you know that he has flay. If he doesn't have the passive he will have started with hook, so be carefull.
Thresh is a champion with almost limitless utility. Thresh can use threshW.png to pull a ganking jungler towards him. 
Thresh can use 4.png while the jungler is flying mid air threshW.png to pull him with him for the flash distance. 
Thresh can use4.pngthreshE.png for an easy engage. Thresh can use 4.pngthreshQ.png for a pick. Thresh can use threshQ.png on minions in lane making you think he won't engage, to just use it as a gap closer for threshE.png and the list is endless for the possibilities. 
So give Thresh the respect he deserves since a good Thresh can make beautiful plays. The hitbox from threshQ.png is buggy at the end, so be careful of this. A good Thresh can abuse this and even hook you while you think your standing closely behind minions.

Level 6:

This is a really equal matchup which gets determined by threshQ.png. If Thresh lands his threshQ.png, you will most likely lose the fight. If he misses it then you have a small window to engage on Thresh. Again keep respect for Thresh his kit since he can do amazing things. Janna is better at keeping her carries alive during teamfights, while Thresh is better at making picks.

VS

Trundle

Hard

Trading:

Hard, Trundle is a beast in fights. His trundleQ.png removes AD and slows your ADC, his trundleW.png allows him high mobility to get to your ADC and increases his damage output and his trundleE.png gives him insane fight control with the Slow and area blockage. A good Trundle can use his trundleE.png to pin you stuck against a wall, making you fully immobile unless you have a dash to get away. The only way you will win trades if you have a high mobile ADC and are succesful as Janna in peeling Trundle away from your ADC with sowthewind.png and howlinggale.png.

Poking:

Hard, there is no real use in poking Trundle. His trundlepassive.png allows him to just heal all poke from Janna and it isn't worth the risk. Trundle can easily pin Janna against a wall trundleE.png resulting in either a Flash burned by Janna or a dead Janna. 

Interrupts:

None.

Be careful of:

trundleE.png Do not underestimate this skill. This skill has a lot of hidden functions allowing a good Trundle to make great plays. He can stick you into a wall blocking your movement, he can interrupt dashes of both enemies and allies. I have seen good Trundles use trundleE.png to interrupt the knock back from blindmonkrkick.png fully. This resulted in a Graves, that should've been flying from the kick, to just stand still and use trundleE.png as terrain to blow up Lee Sin. 


Level 6:

trundleR.png is mainly strong against Tanky enemies, which Janna isn't. The sustain given by this skill gives him great survivability and allows him to make other targets squishy. Trundle is mainly strong with this ultimate against Tanky enemies. In botlane Janna gains a lot of disengage from her ult, but she should still not fight Trundle. If you are fighting botlane make sure to focus the enemy ADC and try to disengage from Trundle.

VS

Vel'Koz

Medium

Trading:

Medium, the only thing you have to avoid to win the fight is velkozE.png. If Vel'koz can't land his velkozE.png then you should be able to have a free fight. The velkozW.png is easy to dodge and the velkozQ.png can be avoided by staying inside minions. Just make sure you don't get poked to low by velkozQ.png before the fight starts. Also keep an eye on the passive stacks that Vel'koz has on you. At 3 stacks he does a substantial amount of True damage.

Poking:

Hard, you will never win a poking battle with Vel'koz since this champion his main strenght is poking. He will just spam velkozQ.png whenever it's up since the mana cost is quite low. The cooldown of this skill is also really low allowing him to use it more often than that you can shield the damage with eyeofthestorm.png. If you try to get close to him to poke, he will just throw velkozQ.pngvelkozW.pngvelkozE.png in your face and do a big chunk of damage on you. Just try to keep distance from Vel'koz and stand close to minions to avoid the damage from velkozQ.png. Another tip is moving towards Vel'koz when he uses velkozQ.png. A lot of them will react to slow to manage to hit velkozQ.png correctly on you then. If you however notice that it is a good Vel'koz then you shouldn't do this. It will put you in range for his velkozE.pngvelkozW.png.

Interrupts:

Both howlinggale.png and reapthewhirlwind.png interrupt velkozR.png.

Be careful of:

Vel'koz his damage. Most Vel'koz players will build full AP damage allowing him to burst your teammates. It is advisable to build 3190.png against Vel'koz since he does a lot of magic damage. Don't underestimate his passive damage at 3 stacks and just try to farm in lane and wait for your jungler. If you are low just go back to base, it isn't worth dying for a few CS.

Level 6:

There are two ways a fight against Vel'koz can go at level 6. Either he goes all in after hitting a velkozE.png and you manage to disengage and turn the fight, or you lose the fight. If he manages to hit his velkozE.png he will most likely go all in and use his velkozR.png. Don't be afraid to 4.pngreapthewhirlwind.png to interrupt Vel'koz his ultimate and heal your ADC.

VS

Zilean

Easy

Trading:

Medium, the trades get determined by the timebomb.pngrewind.pngtimebomb.png from Zilean. If he manages to stun you or your ADC, it is very likely that you will lose the trade. If he misses one of his bomb then you will win the trade. Be careful if one of his bombs is on a minion. He can still throw the second bomb on that minion to have the area of effect stun and damage. After Zilean uses his combo he will be vulnerable for a few seconds. Try to keep Zilean away from your ADC so he can't use timewarp.png to slow your ADC. This will make it a lot easier for Zilean to land his stun. If Zilean misses his bomb then it will stay on the ground for a short duration. Walking over the bomb will place it on top of you, so stay away from the bombs.


Poking:

Easy, Zilean will have to land one of his bombs to trade back with you. These can be easily dodged and even if he hits them on you, your eyeofthestorm.png will block most of the damage. The only thing about Zilean is his long attack range.
Zilean his Passive allows him to share experience with an allied champion when he is close to leveling up. This is a short window of opportunity, since Zilean is immobile when using his passive. Use this to poke or engage.

Interrupts:

None.


Be careful of:

timewarp.png The slow from this skill shouldn´t be underestimated and Zilean can choose to use timewarp.pngrewind.pngtimewarp.png to slow you for a long duration making it easy to get ganked. Also be careful of timebomb.pngrewind.pngtimebomb.png on minions, the stun and damage is AoE so keep your distance.

Level 6:

The best advice that I can give concerning Zilean post level 6 is to keep track of the cooldown of chronoshift.png. Another thing is that you can zone Zilean away from his teammates with reapthewhirlwind.png so that he isn´t in range to use chronoshift.png.

VS

Zyra

Medium

Trading:

Medium, Zyra her skills have quite a long cooldown and she needs her zyraW.png to summon plants. If you can avoid being hit by zyraE.png then you should do fine in the fight. Trade for the duration of your shield and then disengage. Don´t stay to long in range of the plants summoned from zyraW.png. After you disengage then you can go straight back in to fight again since Zyra won´t have any seeds left, making her a lot weaker.

Poking:

Medium, you should be able to poke Zyra with quite some ease. She will either have to waste seeds to do enough poke to remove your eyeofthestorm.png or she needs to use zyraE.png which both cost her to much resources. When you see her use zyraE.png with her seeds, be prepared for an all in situation. If she doesn´t get any follow up from her ADC then you just got a window to trade back hard on the enemy ADC since Zyra will need time to get zyraW.pngzyraE.png back up.

Interrupts:

None.

Be careful of:

zyraE.png and 4.pngzyraE.png for Zyra it is critical to land zyraE.png on an enemy to start a fight. Once she lands her zyraE.png you will receive a lot of damage from her plants and zyraQ.png so be carefull, since many ADCs will see this as a chance to go all in and burst Janna.

Level 6:

You mainly need to be carefull of zyraE.png. Once Zyra hits this skill you have no escape except 4.png to get out of range for zyraR.pngzyraR.png increases the attack speed from Zyra her plants so if she lands a full combo on you with the seeds you will most likely be burst to death.

Control Ward Issues (Thread) Back to Top

Hello, I have been experimenting a bit with the new Control Wards that have been released in pre-season. While experimenting with these wards I've found a few issues with the wards that can't be found in the description of the wards and some functionality issues when warding Baron and Dragon pit. I would greatly appreciate it if people check out the thread I've made to try to get some attention on Control Wards. I won't be adding any pictures of Control Wards in my guide and how to place them untill im sure that Riot won't make any short-term adjustments to them. Thanks in advance for checking and I hope you enjoy my guide. 


Thread: 
http://boards.euw.leagueoflegends.com/en/c/bug-reports-eu/LeYKthlW-unintentional-control-ward-nerf




The issue:

The Green Part: This is the area that shows up when placing a Control Ward with the indicator. This is the area in which Control Wards cancel the vision of the enemy team.
The Red part: This is the area outside the Control Ward indicator vision. This means that Control wards do give normal vision here, but no "Control" vision. I estimate that the Control Vision is around 900 range, while the normal vision is around 1000 range.
The issue: Pink wards used to give 1000 range of "True" vision, allowing teams to take full vision control of the dragon pit when you bounced the pink ward from Drake. Due to the 900 "Control" vision being shorter than the 1000 "True" vision of pink wards, the enemy will now ALWAYS be able to get vision in dragon pit. This makes placing Control Wards in dragon pit useless, since the enemy will be able to gain vision over drake.
eee5a3f984349db7dba201adbb5b81d5.jpg

Current ingame solution:

You NEED to pull the drake out of the dragon pit nowadays to secure dragon. In the previous season you could guarantee drake for 90% by just taking full vision control over the pit. Now you are forced to pull the drake out, so that you can guarantee that vision control. You need to pull it out towards the bottom right side of river, since the enemy can ward the top left river bush and still have vision otherwise.
587662d55579ee8852e888094329ea6c.jpg

About me. Back to Top

Hello and thank you for reading my guide! I hope you find it helpfull in getting a better understanding of the Support role and League of Legends in general. It might be a huge wall of text to read, but if you take the time to read everything it should be really helpfull. I have already gotten a lot of good feedback from people that started climbing with my guides and also started enjoying the game more. I hope it is also helpfull for you!

About me:

Hi, my name is Maurits and I am from the Netherlands. My League of Legends account is Mutatie which was ranked S1 Bronze, S2 Gold, S3 Diamond 1, S4 Diamond 1 ,S5 Diamond 2 and S6 D1. My highest achieved elo was promos to Challenger in S3. I have recently started writing guides for LoLking, because I was getting a lot of question from people to help them get better. When I started looking at the most popular guides for my favorite champions, I was dissapointed by the depth of them and them not being up to date. That's why I came to the conclusion to just start writing them myself.

I have been playing League of Legends since S1, and started maining the Support role towards the ending of Season 2. I really wanted to become Gold in S2, so I started maining the most unpopular role in League of Legends, the Support role. This resulted in me suddenly climbing really fast towards Gold, and when S3 started I was D1 within a month after the start. The great benefit of the Support role is that not a lot of people play it. This means that if you like playing Support you will be able to play your main role in 9/10 games. 

A good Support player can have a huge impact on botlane and the game, so don't underestimate the role. You will however have to accept the fact that you will rarely get any credits for carrying as Support (#NoSupportCredits). People will in general tell your ADC how hard he is carrying and how good he is. This is something you have to accept and live with, don't get annoyed by it. The nice thing is that the higher ELO you get, the more people respect the Support role. I have had enough games that both my own team and the enemy team told me that my plays/calls/vision control carried the game. Enjoy these small rare moments, and don't get annoyed when you don't get any credits.

My all time favorite champions is Janna and this was also the first guide that I wrote. Shortly after I started streaming my games and I started getting quite a few requests for other guides. So I am currently making more and more guides in the hopes of helping everyone. 

My current featured guides are:

Janna: Carrying with the wind. -  http://www.lolking.net/guides/354779
Sona: Let the music carry you. -   http://www.lolking.net/guides/376614
Nami: Let the waves carry you. - http://www.lolking.net/guides/376259

Any nice comments/feedback in the guides will be appreciated and will keep me motivated to write more guides!
Also feel free to visit me when I am streaming, or to leave a donation! The guides that I am writing take up a lot of time and are comparable to pay-to-read guides. I however wanted everyone to be able to benefit from my guides, so I decided to make them publicly available for everyone.

Feel free to join me at my stream!
www.twitch.tv/mutatie

When to pick Janna Back to Top

It depends on what your goal is in the game. If you want to play Janna and don't care that much about being countered, then you can just firstpick Janna. In ranked however you will often be countered with a Blitzcrank pick then, which isn't fun to play against as Janna.

When I am first or second pick in ranked I will often pick either Morgana, Braum or Thresh since these supports don't have any real counters. When I am third pick or higher I will start looking at the enemy team comp to base my support pick on. 

There are no OP supports that can increase your winrate to 100%. It depends on your playstyle, experience with the champion and the enemy teamcomp to decide which support would be best to pick.

Janna is strong against:


7.png
 You can interrupt leblancslide.png and shield her target.

9.png
 You can use reapthewhirlwind.png to throw Fiddle away. 

11.png
 Master Yi only has 1 gap closer as long as he doesn't get a kill. Peel him with 3.png and your skills.

24.png 
Jax only has 1 gap closer which you can interrupt. Just peel him with your skills.

23.png
 Tryn only has 1 gap closer which you can interrupt. Just peel him with your skills.

39.png
 Irelia is the hardest champion to peel because of her passive. Janna is one of the supports with the best chance to keep her away.

56.png
 When Noc uses ult use your sowthewind.png or howlinggale.png to remove nocturneshroudofdarkness.png. Then use reapthewhirlwind.png to interrupt nocturneunspeakablehorror.png.

59.png 
You can interrupt jarvanivdemacianstandard.pngjarvanivdragonstrike.png and throw Jarvan away out of his jarvanivcataclysm.png area, zoning him.

62.png
 You can interrupt his monkeykingnimbus.png and throw him away with reapthewhirlwind.png when he uses monkeykingspintowin.png.

64.png
 You can interrupt his blindmonkqone.png and blindmonkwone.png allowing you to keep him away from insec/baron/drake.

80.png
Charge your howlinggale.png on the spot that he will land. You will almost always interrupt pantheon_leapbash.png which he will probably use at once.

84.png 
Needs to be close to do damage. You can peel her, throw her out of akalismokebomb.png with reapthewhirlwind.png, and interrupt her dash.

85.png
You can throw him away when he uses kennenshurikenstorm.png.

91.png 
Talon will probably use talonshadowassault.png+taloncutthroat.png to engage on your ADC. If you use reapthewhirlwind.png as soon as he lands on your ADC then the shurikens from talonshadowassault.png will not hit your ADC. 

102.png 
Shyvana only has one gap closer which is shyvanatransformcast.png. This skill is really easy to interrupt as Janna.

107.png 
You will see a ! when Rengar is in range. Wait till you see him jump out of stealth and use reapthewhirlwind.png at once. This will interrupt his jump and probably screw over his full combo. Rengar has no gap closers after ult.

114.png
 Fiora needs to hit all sides of enemy on which she uses fioradance.png. Use your ultimate to keep her from hitting all 4 sides and peel her.

121.png
 You can interrupt his only gap closer.

154.png 
You can interrupt his only gap closer while he charges and while he is in air.

157.png
 When Yasuo uses his Ult her will stay in air for a while. Use your ultimate just when he lands to throw him away.

203.png 
You can flash ult to throw the enemy team out of kindred his ultimate area. Making them killable again and allowing you to heal your own teammates that are in the area.

238.png 
You can use your ultimate just when Zed lands from his zedR.png. This will remove him from the target allowing him to do almost no damage.

254.png 
You can easily interrupt her viQ.png. When Vi lands from using her ultimate, you can easily throw her away with your own ultimate to ensure that she does no follow up damage.

266.png 
You can interrupt his only gap closer.

421.png 
You can interrupt Reksai while he is in his tunnel.

General Tips Back to Top

This will be a section containing general tips that work for every role. It mainly contains general knowledge and tips about the game that can help you. You might already know quite as few of the tips, but I will try to teach you something new. The order of the tips is random and based on what I can think of.


The list:


- Don't flame people if they make mistakes. Try to keep team moral high with saying that you can still win and that the enemy can still make mistakes.

- Don't respond to flamers, put them on ignore and focus on your own game.

- Always double check your runes and masteries before the game starts, they might bug.

- Don't go AFK during champ select/loading screen. Your team might want to invade.

- Remind your team to buy blue trinkets when they're level 9 even if you have to tell them 10 times.

- Focus on dying less in games, if you die less than 4 times on average per game you will notice an increase in your winrate

- Fun and all if you see a perfect 5 man ufslash.png opportunity, but if your team can't follow up then your just going 1 v 5. Don't look at enemy positioning, look at your own team's positioning. If your team can follow, then you should start looking at the enemy team.

- When recalling always keep watching your champion. Don't go into shop till you're safe in base.

- You can bind keys to selfcast on yourself. This is handy for supports since most support have shields/buffs on E. I bind my Spell 3 (E) to T, so I can keep my mouse above my ADC. This allows me to shield him when needed and to press T when I need to shield myself. This also works well with Morgana blackshield.png.
541ce100b24d15f60dacdd002f4c6378.png

- CS is more important than kills. If you get the choice between taking a chance to chase a kill, or to grab 20-30 CS then you should go for the CS. The CS is a sure thing and every 20 CS advantage can be seen as 1 kill advantage.

- When wanting to fight/trade with an enemy look at your own CS wave and the enemy CS wave. If the enemy CS wave is big, you will take a lot of damage from CS when fighting. If your own wave is big then you can fight since you have the CS damage advantage.

- Push the wave into the turret when you see the enemy go back to base. This allows you to recall yourself after your wave hits enemy turret, resulting in you losing less CS/Exp than the enemy.

- Freeze the wave if you can zone the enemy. Freezing is boring but can lead to huge exp and gold advantages.

- Let the wave push towards you if the enemy is ahead. Don't push the wave back because then they can freeze and deny you a lot of gold and exp.

- When your jungler is coming to gank you bot, don't change your playstyle. If you have been playing passive for 5 minutes and suddenly start poking then they will know that they are about to be ganked.

- Support Flash has a 45s shorter cooldown than other Flashes due to the insight mastery. Trading flashes with the enemy ADC is always worth it.

- Walking towards baron/drake takes around 30 seconds. Make sure to go back to base at around 50s if you want to shop.

- When to take mobi boots and when to take other boots. Mobility boots are good on roaming champions like 412.png and 53.png. If you aren't planning on roaming a lot, or when you have a champion that is weak at roaming then you should buy other boots.

- Place your active items on the same slots every game. This allows you to get used to using active items. I always have sightstone on 1, single target active on 2 and potions on 3 for example.

- If you have a mouse with keybindings, then bind your item slots to your mouse. This may take some time to take used to but will allow you to use your actives better.

- Play with smart cast this allows you to react way faster. 

- Apply pressure with your positioning, as a blitz you can win lane without using a single grab just by standing between the enemy and their CS. 

- Always use a potion/cookie at the start of a fight for optimal survivability.

- Wait with leveling your skill at level 1 till around the 1:40 mark. Then you are sure you won't be invaded. You don't want to be the tristana that could've leveled W instead of Flashing.

- Always look at the enemy items before fighting. If you notice that they have better items than you, then the chance is quite big that you will lose the fight. If you are ahead in items then you can play more agressive.

- Drake does Area of Effect damage, so if you get targeted by his breath make sure to keep clear of your teammates.

- When playing against a 81.png or any champion with a skillshot, positioning is key. When fighting against an Ezreal it is important to position yourself between your ADC and Ezreal, to body block any ezrealmysticshot.png that Ezreal throws. This will allow your ADC to survive longer and will most likely win you the fight. 

General Warding Tips Back to Top

This section will not only help support players but every player in general. Warding is a really important factor in the game and I cant believe how many people just randomly place their wards in bushes. It is really important to think about the following things when warding.


1) Is it safe to ward?

The biggest difference between a high ELO support main and a low ELO support main is the amount of times that they die without there being any need to die. One thing that I've noticed is that low ELO supports just walk into a enemy jungle without having any clue where the enemy team is. This will often result in them walking into a enemy player and dying. Always keep an eye on the mini map when warding. 

- If you see mid leave lane heading in your direction, back off.
- If you dont know where the enemy jungler is, back off.
- If you dont know where the enemy bot lane is, back off.
- If you dont know where the enemy toplaner is, back off.

All of these factors can easily be solved by keeping an eye on the mini map. If you just saw an enemy die, then you know that he will be around enemy base. If you just saw mid to go gank top, then you know that he will be around to side. If you just saw the enemy jungler around top, then you know that the enemy jungler is around top. If you just saw the enemy botlane recall, you know that the enemy botlane is around enemy base. By paying attention to all these factors it allows you to safely place (deep) wards and give your team vision control. A thing to keep in mind is that to run from enemy base to the Drake pit it takes around 30-40 seconds.

2) Which locations are key to keep sight on?

In most games it is the job from the toplaner to keep sight on Baron Pit till around the 22min mark. After this mark enemy teams are able to do Baron without it taking to long and they will often attempt to force/sneak baron. At this point in the game it is the job from Support to keep at least 1 ward around Baron Pit at all times. You will however also need to pay attention to Drake. If you see that Drake will spawn in 1min you should already start warding Dragon Pit. Your wards will last for 3 minutes which is long enough to keep control over Drake. If you ward drake at the 1min mark it also gives you time to recall back to base to get new wards and walk back towards dragon pit. This will give you the edge over the enemy support most of the time since you already have vision control over dragon pit + have 3 wards left in your inventory. The same accounts for Baron if it is respawning.

3) Where do I see my team in the next 1-3 minutes?

It is key for a support to think forward in a match. If you expect your team to go push bot lane, then get control over the jungle close to bot lane. If you want to go push top lane, get control over enemy top lane jungle. If you are being pushed by the enemy you have to predict which lane they will most likely push and get control over your own jungle there. It is also key to remind your teammates to get 3363.png for vision control. This is currently the best trinket for roles beside support since the wards last till destroyed. Due to the low cooldown this allows your teammates to spam this trinket in all bushes on the map for maximum vision control. Try to keep this item on cooldown at all times by spamming it every time that its up.
 

4) How to place your ward.

It is really important to pay attention to how you place a ward. As seen in the image below the vision given by a ward in a bush differs greatly depending on how you place it in the bush. Never use smart cast to place your wards unless you know exactly how the bush works. Place the ward as far as possible to the outer point of bushes for maximum vision. As shown in the images below the difference in vision can be huge.

ee8c6b944d5b276ab73087548a4908d2.png

5) Control Wards (WIP)

This section is under construction. I will be adding pictures and text.


Warding Baron Back to Top

Baron pit a place where games that you are already winning can be lost, or games that you are losing can be won. There are people that just call it Baron pit, I personally always think it's a pit of regret. Even though it's often a bad idea to go do Baron, I will try to explain to you how to ward Baron and when to go Baron.
It is important to always sight at Baron area. However when you suspect that the enemy will attempt Baron soon, or that your own team wants to do Baron then it is important to get full control over the area. 
Clearing vision around Baron is the same as placing vision. Just keep in mind which spots are good to ward and use your sweeper here.


When to do (mini)Baron:

There are a few things to pay attention to when doing baron. Make sure to check all points before doing Baron, since you need them all to do Baron without risk. 

Positioning of the enemy

The most important thing to do before doing Baron is to check where the enemy team is positioned and what summoners they have.

- If the enemy Jungler has been spotted around botside of the map, you should look at the possibilities of doing a Baron rush after checking the other attention points.

- If you see one or two other enemies around botside, that aren't the jungler, you can maybe start Baron. You need to check first if the enemies don't have teleport or a global distance skill like Twisted Fate. Even the Support being botlane will increase your chances of successfully doing Baron.

- What sort of Jungler does the enemy have? A 64.png can easily steal Baron with his blindmonkqone.png+11.png and then jump out of baron pit with blindmonkwone.png. Even if Lee Sin dies while stealing Baron it is still worth it for the enemy team. 

- If the enemy Jungler is higher level than your own Jungler then his 11.png will do more damage than your own Jungler, increasing the chances of Baron being stolen.


Positioning of your own team

- It doesn't matter if you see the enemy Jungler botlane if your own team isn't close to Baron. If you do not have the chance to rush Baron as soon as you see the enemy Jungler botside, you will probably not be able to do Baron before the enemy Jungler walks towards Baron.

- Ask your own Jungler if he has 11.png before starting Baron, it is sad to say so but I have lost enough Barons just because my Jungler "forgot" that he didn't have smite up.

- What sort of damage does your team have? A 24.png and 19.png are most of the time able to Baron fast or even duo it. If your team can just duo baron, it might be worth sneaking baron. Just show 3 of your own team around midlane and keep pressure (be carefull not to be engaged) while the other 2 sneak baron.


Amount of vision control the enemy has

- You should always have a control ward in Baron pit before starting Baron. This will allow you to be sure that they have no vision inside of Baron pit and will allow you to remove wards the enemy places in the pit while you are doing it. Vision is key when doing Baron and if the enemy doesn't know how low Baron already is, they won't know when to jump in.

- Always make sure you have atleast the vision as shown in the images below. If you notice a spot already being warded by a teammates, just find another bush to ward. You will want to have 0 wards in inventory while doing Baron, because most of the time you will either die or go back to base instantly.

- Pay attention to skills like Twisted Fate his ultimate. These will allow vision over you while doing Baron.

- Always use a 3364.png in the river and the bushes where wards could be. Look at the images shown below to know which parts to sweep.

- The enemy doesn't need wards to know you are doing baron. If they notice that your whole team has been gone for a while, they will probably facecheck Baron. Either use this to trap them, or disengage if Baron is still to high HP to finish him. 



Health of your team

It often happens that you want to rush Baron after making an Ace on the enemy team. You will most likely have 3 teammates left alive if the fight went well and this can be an opportunity to get a free Baron. If the enemy Jungler survived and yours died, don't do Baron. The risk is to high that he will steal it.

- First you need to check the HP your team has left and if there are any heals left. If you still have reapthewhirlwind.png as Janna you can use this to heal your teammates in Baron pit. If they are to low HP you shouldn't do Baron and just try to get a turret out of the fight.

- Secondly you need to check who is still alive. If you have no damage dealers left and only 40.png54.png and 7.png you will probably not be able to do Baron before the enemy respawns. Just try to get a turret or go back to base and use the time to get full Baron control.

- Third keep an eye on the enemy respawn times. If you get an Ace but 2 of the enemies will already respawn in 10 seconds, you will probably not be able to do Baron. It takes between 20-30 seconds to walk towards Baron pit from base, so keep these extra 20-30 seconds in mind aswell.


Sort of damage from enemies

Pay attention to the sort of damage done by the enemies that are nearby Baron pit. If the enemy jungler is botlane, but there is a 54.png61.png wombo combo nearby then you shouldn't do Baron. Baron pit is the perfect place for AoE damage to be used to destroy your team.

Also keep an eye out for high single target damage dealers. A 7.png combo can outdamage your Jungler when he tries to smite baron. Your toplane or midlane should zone high burst damage dealers while you are doing Baron.



Crowd control during Baron

Janna is perfect for zoning enemies from Baron pit with her ultimate. If you notice a Lee hitting his blindmonkqone.png on Baron and wanting to jump in and smite, then it's time to shine with Janna. You can use reapthewhirlwind.png to throw enemies out of Baron pit. This means that if you use reapthewhirlwind.png while Lee Sin is mid-air jump then he will be thrown out of Baron pit. The same applies for Le Blanc her leblancslide.png and every other sort of dash. You will have to position yourself to the sides of Baron pit and close to the enemy, but it is worth the risk. I've had enough games where an enemy would use 4.png to jump over wall to fight, to just be thrown out of baron pit again with my ultimate. Just don't get burst by 61.png her Ball and only go to the sides if Baron is about to die. Standing close to the sides while Baron is full HP is just suicide.


Do not fight after Baron

1) You will probably be low HP
2) You are close to eachother making you the perfect target for AoE damage.
3) You just got a freaking Baron buff, be happy and use it to get turrets
4) The risk of losing the fight after Baron is to big. Just go back to base, regroup and siege towers. Chances are big you will get an inhibitor.


Time ingame

Doing Baron at the 20 minute mark is riskier than at the 30 minute mark. You will probably be low level and have only a few items at 20 minutes ingame, allowing Baron to do a lot of damage on your team. At the 30 minute mark you will be strong enough to do Baron in an acceptable time without losing to much HP.


Red Side: (Right side)


e03fd98f5727e218730b2fc9b81c2d3b.png
6ef26ad72d9ffbddc44a06bf2f831aa2.png

Other spots you would want vision:

15dd3b5d0f1b4950a298f85fb204942c.png
f8c0137a18c8e0ea89bb16b901b195e2.png


Blue Side: (Left side)

You will notice a different position of the control ward for Blue side. This is due to the fact that placing the control ward just in front of Baron will sometimes bug and bounce too far away. When this happens you think that you have full coverage of Baron pit, while the enemy can still place wards at the edges of Baron pit which won't be spotted by your Pink. Because the edges are the most important spot to have coverage at, I advise new support players to just place the Pink as shown below.
1287b4598a4a5a895a7221bb987d7515.png
6385db3355aa4194f3c95938469c1b7f.png

Other spots you would want vision:

15dd3b5d0f1b4950a298f85fb204942c.png
10c1add56323e55a723a02800ae519fb.png

Warding Drake Back to Top

Read the comments at the "Warding Baron" section for more information. In general the same things apply to drake. A few extra comments for drake since these can be applied quite often. Clearing vision around drake is the same as placing vision. Just keep in mind which spots are good to ward and use your sweeper here.

Making a drake call as support


A good opportunity to make a drake call is when you notice the enemy botlane recalling. This will often happen if they are low HP or if the enemy managed to push out lane. If you jungler is close to botside you can do a relatively safe drake if you aren't to low HP. It takes the enemy around 30 seconds to walk back to drake after a recall, giving you quite a big window to rush drake. Keep an eye out for the enemy midlaner though and a TP from toplane.


Warding Drake before it spawns


You should always ward drake around the 1:30 mark left for it to respawn. This will allow you to place your 3 wards, recall to base and walk back to drake. You will then already have 3 wards around the drake area and still have 3 wards left in your inventory. These extra wards will allow you to shift vision away from drake after doing it, or to replace wards being removed by the enemy team.

Red Side: (Right side)

You will notice a different position of the control ward for Red side. This is due to the fact that placing the control ward just in front of Drake will sometimes bug and bounce too far away. When this happens you think that you have full coverage of Dragon pit, while the enemy can still place wards at the edges of Dragon pit which won't be spotted by your Pink. Because the edges are the most important spot to have coverage at, I advise new support players to just place the Pink as shown below.

9e9890ac86be34f3d8064bde5ddd224f.png
4e4614805a82bfaea4f351097ce5191c.png

Other spots you would want vision:

5c3b81367220a51d13199cd9e6d653e5.png
1af342f4ca117f3b4202ab5b20e134d3.png

Blue Side: (Left side)

8068b0ff009c25c5136fe3ce8ba3a532.png

14408217843584617e2c3c0335875d63.png

24214cc679f2cac39d2f4ce4668a948d.png

Other spots you would want vision:

1af342f4ca117f3b4202ab5b20e134d3.png

Build Routes (Start) Blue Back to Top

In this section I will be addressing the most common build routes that I personally use in certain situations. I personally never play with the Blue Route since the Yellow Route gives higher gold income and better stats.

General start:

There are three different situations in which you will most likely find yourself on your first recall to base. I will address which items to buy in each situation.

Less than 500g (bad start)

1001.png2055.png2052.png2052.png 

Going back to base with less than 800g is most likely because either you or your ADC has died or has been brought low enough to make it too risky for either of you to stay in lane. Because of the low amount of gold that you have, you are very limited in the items you can get. The boots will also give you some survivability, since you will most likely have used Flash if you had to go back to base so early.

1001.png WIll increase your survivability in lane.
2055.png Will allow you to ward river or tribush for vision and to allow your Jungler to assist you bot.
2052.png Will increase your survivability in lane. Never have more than 2 Biscuits in your inventory.

Around 500g (below average)

1028.png2055.png
Do not upgrade to 3098.png yet, since this is a bad investment on Janna. You won't be able to use the stacks often enough to justify rushing this item over sightstone. Get a ruby crystal first, so that you are able to rush Sightstone on the next back. Also grab a control ward for the early lane control and to set up a gank for your jungler.  Since you had a bad start wait with placing your control ward till your Jungler is close to bot. Use the control ward to clear river/tribush for a better chance for your Jungler to gank.


2055.png Will allow you to ward river or tribush for vision and to allow your Jungler to assist you bot.

1028.png Will increase your survivability for in lane and allow you to get sightstone quicker.


Around 800g (average)

2049.png2055.png2052.png

Rush sightstone first since this will increase the survivability of your botlane aswell as the rest of your team if you manage to place deep wards. Being able to locate the enemy jungler allows your team to place pressure if they know that he isn't close by. Try to get a control ward together with your sightstone for optimal lane control. Get extra biscuits if you need them.
Don't upgrade your spellthieve's edge to 3098.png yet. Getting the vision control of sightstone is more important than this upgrade. This will increase your survivability in lane and will often result in you being able to farm longer in lane.

2049.png Will allow you to place inlane wards and deep jungle wards.
2055.png Will allow you to ward river or tribush for vision and to allow your Jungler to assist you bot.
2052.png Will increase your survivability in lane. Never have more than 2 Biscuits in your inventory.

Around 1300g (good start)


3098.png2049.png2055.png2055.png2052.png

Now you can go for the 3098.png upgrade since you can also get sightstone. You can also opt for boots and 2 control wards if you believe that you will get a jungle gank soon so you can clear tribush. 

1001.png WIll increase your survivability in lane.
3098.png Will slightly increase your gold income from lane and the AP for your shields.
2049.png Will allow you to place inlane wards and deep jungle wards.
2055.png Will allow you to ward river or tribush for vision and to allow your Jungler to assist you bot.
2052.png Will increase your survivability in lane. Never have more than 2 Biscuits in your inventory.

Build Routes (Start) Yellow Back to Top

In this section I will be addressing the most common build routes that I personally use in certain situations.

General start:

There are three different situations in which you will most likely find yourself on your first recall to base. I will address which items to buy in each situation.

Less than 500g (bad start)

1001.png2055.png2052.png2052.png 

Going back to base with less than 800g is most likely because either you or your ADC has died or has been brought low enough to make it too risky for either of you to stay in lane. Because of the low amount of gold that you have, you are very limited in the items you can get. The boots will also give you some survivability, since you will most likely have used Flash if you had to go back to base so early.

1001.png WIll increase your survivability in lane.
2055.png Will allow you to ward river or tribush for vision and to allow your Jungler to assist you bot.
2052.png Will increase your survivability in lane. Never have more than 2 Biscuits in your inventory.

Around 500g (below average)

3096.png2055.png or 1028.png2055.png
Try to get both the upgrade for your support item and a control ward for lane control. Since you had a bad start wait with placing your control ward till your Jungler is close to bot. Use the control ward to clear river/tribush for a better chance for your Jungler to gank.
You can also go for a Ruby Crystal and a control ward depending on wether you have 475g or 575g.

3096.png Will increase your gold income and lane sustain.

2055.png Will allow you to ward river or tribush for vision and to allow your Jungler to assist you bot.

1028.png Will increase your survivability for in lane and allow you to get sightstone quicker.


Around 800g (average)

2049.png2055.png2052.png

Rush sightstone first since this will increase the survivability of your botlane aswell as the rest of your team if you manage to place deep wards. Being able to locate the enemy jungler allows your team to place pressure if they know that he isn't close by. Try to get a control ward together with your sightstone for optimal lane control. Get extra biscuits if you need them.
Don't upgrade your coin to 3096.png yet. Getting the vision control of sightstone is more important than the extra gold earned with this upgrade. This will increase your survivability in lane and will often result in you being able to farm longer in lane.

2049.png Will allow you to place inlane wards and deep jungle wards.
2055.png Will allow you to ward river or tribush for vision and to allow your Jungler to assist you bot.
2052.png Will increase your survivability in lane. Never have more than 2 Biscuits in your inventory.

Around 1300g (good start)


3096.png2049.png2055.png2055.png2052.png

Now you can go for the 3096.png upgrade since you can also get sightstone. You can also opt for boots and 2 control wards if you believe that you will get a jungle gank soon so you can clear tribush. 

1001.png WIll increase your survivability in lane.
3096.png Will slightly increase your gold income from lane.
2049.png Will allow you to place inlane wards and deep jungle wards.
2055.png Will allow you to ward river or tribush for vision and to allow your Jungler to assist you bot.
2052.png Will increase your survivability in lane. Never have more than 2 Biscuits in your inventory.

Frost Queen Claim VS Talisman of Ascension Back to Top

4663be3d3f13dfba6d36177e790e9c69.png

Passive:

Spells and Basic attacks against champions or buildings deal 15 additional damage and grant 15 gold. This can occur up to 3 times every 30 seconds.

Active:

Summon 2 Spooky Ghosts for 6 Seconds that seek out the two nearest champions upon activation. Ghosts reveal enemies on contact and reduce their Movement Speed by 40% for 2-5 seconds depending on distance traveled with a 90s CD.


Strengths:

- Allows you to scout areas before warding
- Allows you to make picks on enemies that are out of position
- Allows you to disengage
- Allows you to peel (less effectively since the nerf)
- Vision at objectives
- Vision over enemies going into stealth/fog of war
- AP is strong on Janna
- Long casting range

Weaknesses:

- Lower gold income
- A lot of people build 3009.png at the moment, which reduce the slow from ghosts.
- A lot of people will play too aggressive with Janna just to use the Tribute Stacks. It isn't worth the risk.

When to get:

I'm not really sure what the position of this item currently is for Janna in the game. My current opinion is that the AP from this item is still really strong, but that the nerfs to this item and 3009.png are removing FQC as an option. I would currently say that you should go FQC if you are 100% sure that you are going to build full AP, but I am not really convinced that that is a wise choice. I am personally getting used to the 3301.png road since it's getting buffed while FQC is getting nerfed.

How to use active:

Engaging

You can use this item to engage on enemies that are out of position. If you see an enemy in a different lane than the rest of the team, and he doesn't have TP, you can use the Ghosts to try to force an engage.

Peeling

In a teamfight you will want to be close to your ADC. You already have howlinggale.png and sowthewind.png and reapthewhirlwind.png to peel for your ADC. The ghosts from FQC are however another tool to peel with. Just use the active to slow the enemies that are trying to reach you ADC.


Disengage

When you notice the enemy trying to engage, you can just use your Ghosts as a safe way to disengage together with howlinggale.png. This will often discourage the enemy from commiting to the fight, since they will already have to burn a few gap closers.


Warding

Most of the time when you are going to ward, you have to facecheck a few risky bushes. A lot of support players die randomly when warding, which often results in lost objectives. You can use the Ghosts to safely ward, since they give vision in the path they go and they give vision on 2/5 of enemy team. Another thing to remember is that they go for the two closest enemies. So if you see the Ghosts go really far, you know that there are no enemies anywhere near you.

Vision at objectives

Every support will eventually encounter a moment when the enemy is doing baron, but you have no vision. Using Ghosts will allow you to see if they are trying to trap you or if they are doing baron. The Ghosts will give sight over the enemies that are doing baron, and will often also show the HP of baron. This allows you to make the correct call when/if to go in and fight for the baron.


Vision over enemies entering stealth/fog of war

One thing to make clear at once is that the Ghosts do not go towards enemies that are already in stealthed mode. So the Ghosts will not find you a stealthed 28.png. They will however allow you to keep vision over enemies that are entering stealth like a 67.png or 91.png. The Ghosts will also continue to give you vision over enemies that are entering fog of war. So if an enemy tries to flash away into a bush, you will continue to hold vision over them as if they have 14.png on them.

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269d16034386a760e69868ed11557eae.png

Praise the sun ~ Shurelya


Passive:

Standing close to enemy minions dying will give you gold (comparable with the Bandit Mastery). You will receive the gold no matter what kills the enemy minions, may it be your turret, an ally or friendly minions. The description of the item is somewhat vague, since it can imply that friendly minions dying should also give you gold. You however only get the gold from enemy minions, and only if you don't kill the enemy minions yourself.

Active:

Grants nearby allies a +40% movement speed boost for 3 seconds. This active can be used on your whole team and doesn't have the requirement like 3800.png that you must be facing the enemy team. So you can use the active from Talisman both for engaging and disengaging.

Strengths:

- Allows you to make picks on enemies that are out of position
- Allows you to disengage
- Steady gold income
- Can be used on your whole team
- Boosts your own team instead of targetting enemies
- People aren't used to this item yet. Where enemies know how to play against Ghosts now, many people are caught of guard by the speed boost to your whole team from this item.
- 60 second cooldown

Weaknesses:

The stats aren´t really that great. Only the 10% CDR is actually good.

When to get:

I am going to admit that I do not know which of these two items is currently the strongest.  However due to the fact that riot is heavily nerfing FQC since it is getting built on toplaners and midlaners aswell, Talisman of Ascension is actually getting buffed. Because of this trend I advise people to take Talisman so they get used to it when it gets buffed and actually becomes noticeably better than FQC.
When you are playing a lane where you know you won't be able to get auto attacks off (53.png) because it is to risky, that is the situation in which Talisman is actually a lot better. This is due to the fact that the gold income from Talisman is actually stable, whereas FQC needs auto attacks to get a comparable gold income.

How to use active:

- When you want to force an engage with your frontline. Most frontliners are hesitant to engage because the enemy will mostly try to disengage. If you however give them this speed boost most frontliners will actually get the balls to engage. Don't abuse this however, since you can also bait your frontliners to force a bad engage this way. So it is up to you to make the call when to engage.
- When the enemy is trying to hard engage you use this active together with your skills to disengage the fight. Make sure to position yourself correctly so your whole team gets the speed boost.

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Gold Comparison

Based on average gold earned in 10 matches at the 5/10/15/20/25/30 minute mark.

10 Matches started with 3301.png
10 Matches started with 3303.png

Biggest differences

The blue road gives better flat stats (AP), whereas the yellow road gives better gold income. The actives are really close to eachother, but I have the personal opinion that the speed boost from Talisman has a bigger impact on teamfights than FQC it's Ghosts.

126304a5d7b519ba31cb2d22254aae5b.png

Botlane Synergy God (Getting overhauled, Outdated) Back to Top

It is hard to say which ADCs are currently the strongest with Janna. It really depends on your own and the enemy team composition. If you however are only looking at botlane and which ADCs are currently strong, then the follow selection can be made. These are currently a few of the strongest and most popular ADCs at the moment in random order.


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42.png

Synergie with Janna:

Decent, Corki doesn't really benefit from the bonus AD from Janna her shields like other ADCs and Corki's core isn't auto attacks but his spells+autos. This is why you won't often see a Corki build attack speed and critical hit. Janna is however really good at keeping her ADC alive and Corki does a lot of damage over extended fights. In lane Janna her shields allow Corki to get close enough to do his auto attack and phosphorusbomb.png. This does quite some burst damage and you will often win the trade due to your shield.


Strength currently ingame:

Strong, the reason why Corki is so strong at the moment is because he does Magic Damage with his skills and mixed damage with his auto attacks. Because there aren't any good Armor penetration items at the moment, this is valued highly. 3035.png increases your bonus armor penetration. This means that Last Wisper doesn't reduce 100 armor down to 70 armor, but increases Corki his 10 armor penetration to 13 armor penetration. This means that enemy tanks can easily stack armor against most ADCs, but not fully against Corki since he does mixed damage.


Strongest during:

Mid/lategame. Corki needs quite a few items to start doing a lot of damage. His package is also really strong during midgame, making Corki peak around midgame.

Damage spike:

3078.png Corki will start to do a lot of burst damage with the passive of triforce.

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67.png

Synergie with Janna:

Really strong, both Janna and Vayne are really strong in teamfights. You will often have a hard laning phase while playing Janna+Vayne bot, but you shine in mid/lategame. 
Unless you have a really good Vayne player with you or get an early gank, it is best to play safe during lane and just farm. Vayne doesn't need to be fed to win the game, she just has to be kept alive during a teamfight. Janna is perfect for keeping Vayne during teamfights, and even if you leave lane with a 50 CS disadvantage you will still have a good chance in teamfights. The longer Vayne survives in a teamfight, the bigger your chance is to win the fight. 
Vayne is also strong with Janna because Janna allows her to survive extended trades in lane. Your shield will block the first damage in the trade, allowing Vayne to get to her third auto attack. When Vayne manages to get 3 autos on the enemy, you will often win the trade.
Vayne her passive also allows her to chase really well giving her quite some mobility. After she does her 3 auto attacks she will most likely want to disengage, this is where Janna her Passive comes in handy.


Strength currently ingame:

Very strong, Vayne is one of the few ADCs left that can actually do damage on tanky enemies. The true damage on Silver Bolts allows Vayne to do a lot of damage on enemies that stack armor. Most other ADCs currently have issues with fighting against tanky enemies, because Last Wisper only gives Bonus Armor penetration at the moment.

Strongest during:

Mid/lategame, Vayne needs a few items to be able to do some damage. Mid/lategame is the time for teamfights and at this time both Vayne and Janna are at their strongest.


Damage spike:

3153.png Vayne will gain a lot of survivability and damage from this item. Care for the slow.

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236.png

Synergie with Janna:

Strong, Lucian is a really strong early/lategame ADC that benefits greatly from Janna her shields. Lucian his passive gives him a double shot on his next attack after using a skill. The AD ratio on this skill is 30/40/50/60% AD and increases with levels. This makes Lucian a really strong trader together with the AD ratio on his Q. Janna her shield enables Lucian to use his skills to play really agressive and do huge burst damage on the enemy. Lucian his kit together with Janna her shields allows him to be one of the strongest traders in laning phase.
You might wonder what happens with Lucian midgame. Lucian has a hard time building items in midgame since Lucian needs a combination of items to truelly achieve his full potential. As soon as Lucian has 3508.png3031.png3094.png3036.png he will be able to kite enemy tanks well enough to be of great value again in teamfights. Because he however needs to many items he has a small damage drop during midgame when enemy tanks will start getting a lot of armor and health.

Strength currently ingame:

Strong, Lucian his strong laning phase allows him to get a good lead in early game to snowball into midlane. Lucian has a really high kill potential in lane which gets amplified by Janna her kit. A lot of teams, especially on low elo, have trouble getting back into the game if they lose early game. 

Strongest during:
Early/midgame, Lucian is still good in late game but starts falling off in comparison to other ADCs. 

Damage spike:

3508.png Lucian benefits greatly from the CDR, AD, and his double shots can critical hit.

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81.png

Synergie with Janna:

Strong, Ezreal has really strong AD ratios on his skills. Ezreal his Q has a 1.1AD ratio, E 0.5AD ratio and R 1.0AD ratio. This means that in a fight Ezreal will benefit from your shield for damage absorption and for damage increase on his auto, his Q and on his E. Janna her Q and W will make it easier for Ezreal to hit his skills. When he hits his skills his passive will give him increases attack speed, making him stronger the longer the fight lasts. Janna is really strong in continued fights.
The strong thing about Ezreal is that even if he is behind in lane, he will always be able to poke with his Q. If you have 70-100% mana you can shield him before he uses his Q, increasing his damage with quite a bit.
Since Ezreal will most often be built with 3025.png he will be poking and kiting most of the time. Janna her kit will allow you to disengage when the enemy tries a hard engage on your team. This will allow Ezreal to free poke the whole time and slowly destroy the enemy team.
Another thing is that one of the strongest counters against Janna is Blitzcrank. Ezreal his Arcane shift will nullify Blitz hook even if it hits. Allowing Ezreal to play quite safely against a Blitzcrank even if it's get chosen as a counter against Janna.

Strength currently ingame:

Strong, Ezreal his way of compensation for the Armor penetration issue is sustained damage from poking and utility from blue build. The slows will give you some extra control over the fights and Ezreal his poking will slowly kill the enemy. Forcing them to make a (bad) hard engage most of the time or get poked to death. Since Janna is great at disengaging it will be really hard for the enemy to start a fight.

Strongest during:
Midgame, as soon as Ezreal has 3025.png and 3042.png he will start doing some serious damage. Ezreal still has issues with enemies stacking armor, but because he does constant damage with his pokes he will still be able to do a lot of damage. Even if the enemy manages to force an engage Ezreal will be able to kite really well with the slow from Iceborn and with your help. It is really hard to kill an Ezreal together with Janna.

Damage spike:

3025.png3042.png Damage + Slow will make it hard to reach or run away from Ezreal.

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51.png

Synergie with Janna:

Strong, Caitlyn really benefits from the bonus AD from Janna her shields. The AD ratio on her Q scales from +130% AD to +180% depending on the level of the skill. The ratio on caitlynpassive.png is also 50% and the ratio on caitlynaceinthehole.png is 200%. This means that Caitlyn greatly benefits of the bonus AD given from Janna her shield. Caitlyn is also a very strong poker due to her long base auto attack range, meaning that she can just use the bonus AD from your shield to poke all of the time. Even if the enemy tries to trade back, most of their damage will be blocked by the shield. This allows Caitlyn to free poke the enemy all the time and to zone them away from minions. In this lane matchup you should be able to get quite a big CS lead. 

Strength currently ingame:

Strong, Caitlyn is currently a popular pick because of her long early attack range. The current meta is heavily focused on damage, meaning that short range ADCs get blown up rather easily. This is also why Ezreal and Corki are currently popular because of their safe long range damage.


Strongest during:

Early/lategame. Early Caitlyn is really strong because of her long range. This allows her to bully most enemies out of laning phase and will give her a CS lead and a lot of pressure on botlane. Midgame she falls off a bit compared to other ADCs, but she gains a lot of utility late game. Late game Caitlyn is able to place 5 traps which gives her huge CC control over objectives. When Caitlyn is played on Red side she is able to block the two most important routes to Baron with her traps. This gives you extra control over Baron.

Damage spike:

3031.png3094.png These items will give Caitlyn a huge damage boost. The range from RFC will increase her poking ability. The critical rates from both these items will also increase the bonus damage done by her passive.

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18.png

Synergie with Janna:

Strong,  

Strength currently ingame:

Strong, 


Strongest during:

Early/lategame. 

Damage spike:

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222.png

Synergie with Janna:

Strong,  

Strength currently ingame:

Strong, 


Strongest during:

Early/lategame. 

Damage spike:

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22.png

Synergie with Janna:

Strong,  

Strength currently ingame:

Strong, 


Strongest during:

Early/lategame. 

Damage spike:

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21.png

Synergie with Janna:

Strong,  

Strength currently ingame:

Strong, 


Strongest during:

Early/lategame. 

Damage spike:



Cleanse VS Crucible VS QSS Back to Top

Cleanse VS Crucible VS QSS


I have been receiving quite a few questions about the differences between 1.png3222.png and 3140.png. I will therefor explain in this section what each of these do and what the differences are. Do not ask me why these 3 each do different things on the area of CC removal, because I do not know and I do not understand. I truelly do not know why Riot has decided that each of these removes different forms of CC and why they work the way they do. I just think Riot has been sloppy for specifying these items and giving them their discriptions, since they are quite confusing.


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1.png

Can it be used while you are stunned?

Yes, this spell can be used while you are being stunned. It would be silly if it couldn't.

What does it do?

It removes all CC except for Suppressions and gives you a 65% resistance against CC for the next 3 seconds. This means that the effectof all CC for the next 3 seconds gets reduced to 35%. This means that a 100% slow would be reduced to a 35% slow. I have been able to confirm that the 65% reduction doesn't work for Ignite debuffs. 

Side Note:

Cleanse does fully remove both 3.png and 14.png but bugs the animation. You will continue to see the Exhaust and Ignite animation, while it stops doing anything. The strange thing is that Cleanse does remove the Armor/Mres debuff, the Damage reduction, the movement speed reduction and the attack speed reduction from Exhaust, but I keep finding that this only accounts for the summoner spell. If you have the damage reduction debuff from Sona her sonaariaofperseverance.png for example, this won't get removed.


List of removals:


953c4d35170c3bad6d660f80e04ceca2.png

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3222.png


Can it be used while you are stunned?

No, you cannot use this item while you are under any form of CC. This means that when you want to remove a stun from yourself, you won't be able to. This also means that when you are stunned you won't be able to remove a CC from your carry.

What does it do?

This item allows you to remove a select few forms of CC from your target, while also giving the target a heal. This is a great item against teams that have single target CC like 4.png his golden card and 22.png her arrow.

Side note:

Crucible it's active isn't instant. So if you see an Ashe arrow flying towards a teammate then you should already use crucible just before it hits your teammate. Don't use it to early and don't use it to late. You will get the timing right with practice.


List of removals:

add1169b390befe9677f0a11fb225365.png

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3140.png

Can it be used while you are stunned?

Yes, this is the only item that can be used while you are under any form of CC.


What does it do?

Almost everything. This item is the only thing ingame that can remove suppressions.

Side Note:

This item removes almost any form of CC, and I will add a list of special things this item does.
6.pngurgotswap2.png you won't get swapped and you remove the suppression.
7.pngleblancsoulshackle.png removes the chain
8.pngvladimirhemoplague.png removes the damage amplification and the damage.
19.pnginfiniteduress.png removes the suppression, allowing you to walk away.
25.pngsoulshackles.png removes the chain, the slow and the second damage from chain.
26.pngtimebomb.png removes the bomb, making it impossible for Zilean to land his stun.
43.pngkarmaspiritbond.png not sure.
48.pngtrundleR.png not sure.
56.pngnocturneparanoia.png removes the vision debuff from you, allowing you to see the whole map again.
72.pngskarnerimpale.png removes the suppression.
82.pngmordekaiserchildrenofthegrave.png fully removes this ultimate.
90.pngalzaharnethergrasp.png removes the suppression, you still take damage while in range.
105.pngfizzmarinerdoom.png Leaves the fish behind, removing the damage and the knockup from you. (your team can pick it up)
110.pngvarusr.png removes the snare and stops it from spreading.
131.pngdianaQ.png Debuff, blocking the free reset on her ultimate.
412.pngthreshQ.png fully removes both the chain and the stun.

Quicksilver Sash removes a few passive stacks. Things like Twitch his poison get removed, but Braum his passive stacks won't be removed by QSS.

List of removals:
80dca256c3136627863d9f34da35f59c.png

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Total overview:

b8c804328233c1b7e83ccd5482eaa7c6.png
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