
Introduction
π Janna, known as the Stormβs Fury, is a powerful wind spirit who harnesses the elemental forces of air to protect and guide those in need. As a support champion in League of Legends, Janna excels at shielding and controlling the battlefield with her wind-based abilities. She can summon swift gusts to disrupt enemies, provide shields and movement speed boosts to her allies, and use the raw power of the wind to disengage fights or heal her team.
Janna's supportive playstyle revolves around protecting her team from harm, disengaging dangerous fights, and peeling for her carries. With a combination of powerful crowd control and healing, she is the perfect pick for those who enjoy enabling their teammates while frustrating and outplaying the enemy with well-timed abilities. Her control of the winds makes her a calming yet formidable presence on the Rift, always ready to turn the tide of battle in favor of her allies. π
Janna Pros & Cons
βοΈ Pros
β High CC
β Best Scaling Enchanter
β Can solo carry
β Scale
β Playmaker
β Consistent high winrate
β Cons
β Hard to blind pick
β Struggles against heavy poke
βWeak laning
β Unreliable Engage
β Potential play breaker
βοΈ Janna is one of the most underrated champions that has been consistnetly strong in all seasons. She excels in peeling enemies, as her kit offers plenty of tools that provides heals and crowd control. Her high mobility and self peel makes her one of the best roaming supports in the game. She has very high play making potentials in team fights thanks to Howling Gale and Monsoon.
βοΈJanna struggles with having good match ups because of her low range on her autos and Zephyr. A lot of enchanter/hook champs out range Janna in lane which makes her trading patterns not as easy as walking up and autoing/using abilities. Due to this reason, it is hard to blind pick her. Her biggest weakness, like most enchanters, is that she has no reliable engage. Q tap only works at certain distances and landing charged tornados is not guranteed. Like Bard, Janna has the ability to make or break a fight. A bad Monsoon can be detrimental to your team.
Janna Tips & Tricks
π οΈ Tips & Tricks:
β Janna E can be used on towers to save some HP or even stop enemy team from getting a plate.
β Janna gains heal and shield power when she slows or knocks up and enemy champ. So if you can do this before using E, R or even redemption you will get more worth out of them.
β Careful when using R as it can also save enemy champs.
β Using Q from a bush wont show that it is charging unless you leave the bush.
β Using E will stop your Ult.
Janna Summoner Spells


βοΈ Heal: Heal is amazing on Janna and works very well with her kit. A lot of great Janna players exclusively run Heal on her.
βοΈ Ignite: The aggressive runes/build have been nerfed, so I don't think it's really worth going for Ignite anymore. It can still be good on a rare occasion, but you should for sure primarily run Heal. I personally don't run Ignite at all, Heal is simply too good on Janna.
βοΈ Exhaust: I personally never take Exhaust and in my opinion you don't need it if you play good because of Howling Gale and Monsoon.
Janna Runes








βοΈ Summon Aery:
Aery provides more damage/shields as well as more scaling thanks to Transcendence and Gathering Storm in the sorcery page.
βοΈ Glacial Augment:
Glacial provides more peel and more utility. I belive this is single handedly the best keystone to take with Janna due to the interaction with Moonstone Renewer and her passive from Eye of the Storm.
βοΈ Manaflow Band
Manaflow Band speaks for itself.
βοΈ Celerity
Celerity over Transcendence, because Celerity increases Janna's movement speed which is very valueable. On top of that, you don't need the cooldown reduction that Transcendence would give you at all.
βοΈ Gathering Storm
Gathering Storm is great, because it scales very well which is what you're going for with the build I like to play. I also like Waterwalking though, it's not a bad option for sure.
βοΈ Cosmic Insight
Cosmic Insight is probably one of the runes in the game. Having your summoner spells up more allows you to make more plays and will give you a lot more opportunities in the game. I used to run Time Warp Tonic but after they nerfed it, its no longer good.
βοΈ Font of Life
Font of Life works really well with Janna's kit, glacial and echoes of helia because the slow rays trigger it. Whenever an enemy is affected by a Q, ult, or slow your allies can heal by auto attacking. The heal itself has a lot of value.
βοΈ Revitalize
The best rune in the Guardian tree for Janna is hands down Revitalize. Synergizes extremely well with Eye of the Storm and Monsoon.
Janna Items



βοΈ Dream Maker is the best support item for Janna. Zaz'Zak's Realmspike was only good paired with Imperial Mandate, but that build got nerfed for 3% HP damage a few patches ago, and as of patch 14.9 they also gutted w max, making the build genuinely not worth it anymore. If you play good and don't get caught, you should never need Celestial Opposition and Dream Maker simply provides more value than Solstice Sleigh.
βοΈ It is never worth to go Mercury's Treads or Plated Steelcaps, and the movement speed and passive you get from Boots of Swiftness is worth more than the CDR you get from Ionian Boots of Lucidity. Boots of Swiftness and Synchronized Souls are both viable, I will list the pros. My preference goes to Boots of Swiftness. Pros:
βοΈ You're instantly fast af and don't need to wait for the upgrade from Synchronized Souls.
βοΈ You don't lose movement speed in combat like you would with Synchronized Souls, it's extremely broken cuz it makes it easier to sidestep, escape, and you can literally just walk out of enemy champs etc.
βοΈ Moonstone Renewer is truly a core item for Janna because of how well it works with her kit. This should generally be in your build every game.
βοΈ Shurelya's Battlesong has been nerfed and isn't worth rushing anymore, but it can still be good to build once you've finished your core some games!
βοΈ Staff of Flowing Water can be great after your core if you have a fed AP champ on your team.
βοΈ I pretty much build Redemption on Janna every game because of how great it works paired with Moonstone Renewer and Monsoon. Even just in general, you can really make the difference with Redemption even if you are far away. Great item.
βοΈ Mikael's Blessing is pretty situational but can be great! I don't think it's ever really worth rushing, but it can be a great 3rd or 4th item if needed due to enemy comp.
βοΈ Ardent Censer can be great when you for example have a Twitch, Jinx or Vayne, but is never worth rushing. I personally rarely build this item, simply because other items are better on Janna.
βοΈ Vigilant Wardstone can be a good 4th item after you've for example finished your core. It lets you place 2 control wards, which is amazing when facing Evelynn or Rengar and it also gives great stats!
βοΈ Echoes of Helia is viable on Janna now and very strong! Currently the go-to first item.
βοΈ Dawncore is now also viable since the new changes, read the above! It's basically the equivalent of Rabadon's Deathcap for enchanters.
βοΈ Locket of the Iron Solari honestly shouldn't really be in the list and it's kinda troll to build but it can be good on a very very rare occasion if it's your only hope to survive in for example a 45 minute game.
Janna Skill Order







Janna's Abilities:
π Passive - Tailwind
Janna gains bonus move speed moving towards allied champions and nearby allied champions gain this bonus when moving toward her.
π Q - Howling Gale
Summons a whirlwind at her current location that charges up over 3 seconds, increasing its range, speed, damage, and knock up duration per second over the duration. Your ability to utilize this ability is what seperates a good Janna and a great Janna. There are so many creative ways of using this ability, that the possibilites are limitless.
π W - Zephyr
Janna sends an air elemental at the target enemy that upon arrival deals them magic damage and slows them for 3 seconds, capped at 99%. After Janna's rework, this ability's range got gutted as most supports will outrange you.
π E - Eye of the Storm
Janna can target an allied champion, turret, or herself to grant them a shield that decays over 5 seconds after the initial 1.25 seconds. Whenever Janna's abilities slow or Airborne icon.png knock up at least one enemy champion, she gains 20% heal and shield power for 4 seconds. This can occur only once per cast. With our rune setup of and this passive, you can catch people off guard with the amount of healing/shields.
π R - Monsoon
Janna unleashes a blast that knocks back all nearby enemies to up to 875 units over 0.5 seconds based on their proximity, though not through terrain. Janna also channels the winds for up to 3 seconds, healing nearby allies every 0.25 second. Just like , this ability shows the skill expression of how great of a player you can be.
Janna Ability Combos
βοΈ Basic: R + Flash
βοΈ Medium: Q + AA + E + W + AA + AA
βοΈ Medium: E + AA + Q1 + Q2 + W + AA
βοΈ Medium: Q + E + W + AA + R
βοΈ Medium: Flash + Q1 + Q2 + E + AA + W + AA
Laning Phase
πAfter the rework, W 's range became very short. You used to be able to walk up, w, and walk away, but because most champion abilities will out range the W, you have to play around FoG of war and Q range. A lot of bad Jannas will walk up, w, and lose the trade super hard or will sit behind the adc all game and not have a presence in lane. Her trading pattern is a bit unconvetional from most enchanter supports, but if played correctly can be extremely hard to deal with. Depending on the enemy support, the way you play lane is going to be very different.
πWhen you are against enemy hook champs/engage, you want to hold onto Howling Gale. If the enemy walks up/looks to engage, you disengage with your Q. To be proactive in this match up, you should constantly be in the bushes within adc/support range and find opportunities to W the enemy and kite away with Q.
πWhen you are against enchanter supports, you can use your Howling Gale a lot more freely as you will not be punished as hard. To be proactive in this match up, try to Q a lot out of vision to catch the ADC/support. A fully charged tornado is hard to react to and can lead to a kill because of the long knockup duration and Glacial Augment slow. You can look for a lot of angles as the Q range is massive. One thing that is super crucial to understand is how out of vision tornado works. If you Q in a bush thats not warded, the tornado will not show to the enemy. If you charge up Q in a bush but walk out of it, the enemy will be able to see that the tornado is charging up. This is super important to know to utilize tornado well. In a lot of match ups where you go even/get out scaled (Sona, Yuumi, Soraka, etc), I recommend rushing tier 2 boots and roaming a lot.
Game plan
π₯ Early Game
I think there is a lot of variation in the early game build path that heavily depends on game state and draft; however, Boots are usually the first item you want to build. Boots will help you get around the map for the early skirmishes. It is super important to identify when you can and cant leave lane for a roam. I think it's a good rule of thumb to stay away from the top side of the map if you only have tier one Boots. With our rune set up I think an essential early game item is Refillable Potion as well. We can utilize Time Warp Tonic for most of the early/mid game for only 125 gold! thats some insane value!
Now after these two items, there are going to be a lot of build paths you can go. Here are some example scenarios in which you would build x item:
β If you believe you can roam a lot i.e. they have a Yuumi/you have an Ezreal, you should rush tier 2 boots
β If the enemy team has heavy healing i.e. they have Sona/Aatrox, Yuumi/Sylas, etc, you would rush Chemtech Putrifier.
β If you believe you need stay in lane i.e. They have a strong bot lane matchup that can dive easily/you have a bad self peel adc like Twitch, I would rush sit on Boots and build towards Moonstone Renewer
I could go on forever with this list, but I think you get the idea. It is up to you to identify what item makes the most sense and to play around that.
Just a quick note, I want to emphasize that if you are building Moonstone Renewer, you should almost always go Kindlegem portion first. The extra health is more conistent and value than the CDR/AP/Mana Regen from Bandleglass Mirror.
π₯ Mid Game
Mid game portion of item choice is typically not as dynamic as the early game. A lot of the time, if you have your mythic, your second item is most likey going be Chemtech Putrifier. This is easily the best item out of all of the grevious wound items, arguably one of the best items in the game. In most drafts, there is going to be at least one enemy champion with a heal. The only time I would not take this is if the enemy has literally no heals. Even then, it would still bring value as there are many items/runes that heal.
In the uncommon case that you do not have to get Chemtech Putrifier, you would get Redemption. This item works well with Janna because of the synergies of Moonstone Renewer, Eye of the Storm passive, and Glacial Augment. If you have a full stacked Moonstone Renewer, your entire kit's heals and shields get increased by (Moonstone Renewer 25%+ Eye of the Storm 20%+ Redemption 20%+ Revitalize 5%) 65%!!. Absolutely insane value!!!!
π₯ Late Game
Once you have your core items of Moonstone Renewer, Chemtech Putrifier, tier two boots, and Redemption you don't have too many options for the 5th choice. If you think the final fight of the game is coming up, I would buy Watchful Wardstone as this is the cheapest items with the best stats as well as any of the elixers. If you think the game will go one, the 5th item you have the options of going Frozen Heart, Mikael's Blessing, Anathema's Chains or Staff of Flowing Water. I think Ardent Censer is the worst support item, as everytime I have used it and checked the damage its numbers are bad.
Roaming
πΎ Roaming is what makes Janna so great and fun.
I am looking to roam on every reset or AT least get vision before returning to bot. Roaming is a hard concept to grasp but i would say most bad Janna's are afraid to leave their ADC alone. Janna isnt a great lane champ if you dont want to roam dont play Janna.
Janna isnt very mechanical, the skill to her is down to macro. Being where you should be at the right time. Giving your team numbers advantage when they need it.
You need to be careful when roaming that you dont completly sell your adc and let them get dove all game.
Times i look to roam:
βοΈ Wave is slow pushing towards my adc so he is safe and does not need to walk up to farm. (if my adc is diveable though i need to look to be back bot to cover it)
βοΈ My adc is resetting and im full hp with nothing to buy.
βοΈ I reset and see a play manifesting on the map.
βοΈ Herald spawn
βοΈ Grub spawn
Times i need to be bot.
βοΈ Wave is slowpushing towards enemy bot
βοΈ Enemy are looking to dive ally ADC
βοΈ We need XP still, lvl 11 is really strong for Janna.
There are times where i dont go by these rules, again its experience and your own judgement whether if you want to roam or not. Play around your wincon mostly.
Team fighting
β‘ Team fighting with Janna is going to be all about positioning and playing around your Howling Gale and Monsoon. Ideally, you will constantly be somewhere between the front line and backline of a fight to maximize the value of Monsoon knockback and heal.
βοΈ Sometimes you need to be in the frontline to disenage a losing fight.
βοΈ Sometimes you need to be in the backline to peel for your carries.
βοΈ Sometimes you need to be in the middle to split the enemy team in your favor.
This is why Janna's skill ceiling is so high. There are so many different scenarios you can play out in a team fight, you have to make the decision in a split second for what you think is the best. As stated in the pros & cons section of the guide, you can be a play maker, turning the tides to your favor, or a play breaker, having an ult that griefs your team.
In general, the most important thing you will be looking to do in a team fight is to disrupt engages by the enemy. You should be hyper aware of things you can disengage (Zenith Blade, Dragon Strike, Nimbus Strike, etc). You can be the sole reason for winning a fight.
In a lot of scenarios you will be using Q/R defensively. You can be sneaky and try to look for agressive tornados in situations where both teams are "dancing" (not engaging, poking back and forth) in front of objectives. If you land a fully charged tornado on an important carry, you can straight up win a fight. I suggest to try this sparingly, as if you miss, the enemy might instantly engage, puting you at a big disadvantage.
Match-ups
βοΈ Pyke is my perma ban. I find this matchup absolutely unplayable because:
βοΈ A good Pyke will start Oracle Lens level 1 (and insta clear any ward) and sit in the bush and pressure you, causing you to be forced to completely give up prio which is very bad for Janna, you don't want to be pushed in constantly.
βοΈ Because of point 1, Pyke will have first move, meaning he will always be first and most likely outroam you.
βοΈ If you or your adc gets hooked, it's just death. Blitzcrank or Nautilus hooks are a lot easier to dodge (imo), and even if you get hooked you still have a chance of walking out. Pyke hooks you, stuns you, you die.
βοΈ Map will be completely dark. Side note: beware of his lvl 1 invade/cheese
Janna technically wins mid-game vs Pyke, but if Pyke is good the game is pretty unplayable already at that point. However, if Pyke didn't roam or generate anyone a lead, mid-game is chill. As long as you save your Howling Gale he can't all-in.
βοΈ Blitzcrank is another very very bad matchup for Janna. Laning phase is fine (as long as he doesn't have an adc like Samira or Draven) because you can just stay behind minions, but problems will arise during the mid-game unless you're extremely ahead.
The issue vs Blitzcrank is that the pressure of him simply existing is massive during the mid-game as long as you don't know where he is. If the game is in an even or behind state it's very rough. You can't go ward as long as you don't know where he is, also can't walk near any wall etc causing you to have a very hard time contesting objectives. Also if a non-tank gets hooked during mid-game they just die. Side note: beware of his lvl 1 invade /cheese
βοΈ Senna meta was super disgusting but I don't really see her anymore these days. Very hard lane and when she was high pickrate I was banning her. You get outranged, outpoked and outsustained. Play super defensive and you canβt really do anything unless she used her abilities. Donβt try to trade with her. Try to get your jungler to gank as lane will most likely be pushed in perma and make sure to always have a control ward on you to be able to reveal her. Facing her when sheβs adc is fine cuz she has to farm and canβt constantly bully u.
βοΈ Sona actually counters Janna pretty hard but most Sona players are pretty bad and donβt know it. Laning phase is pretty unplayable vs a good Sona, she outranges, outpokes and outsustains. You have to try to bait her Hymn of Valor (Q) and space very well, you canβt ever trade as long as she has it up. Sona usually doesnβt roam too much and wants to scale in lane just like Soraka, so take advantage of that. You need to roam and get advantages on the map before she outscales you. Also respect her Crescendo (R) when she has it up and keep in mind she could Flash on you.
βοΈ Nami: Iβd say this matchup is Nami favoured, and if she has a Lucian its unplayable. I never pick Janna into that lane, always go Soraka in that case. (Beware of the lvl 1 cheese if youβre playing vs Nami Lucian! )
You have to try to space well and bait out Nami's Ebb and Flow (W). You canβt really trade her (unless she wasted W) because her W is higher range than yours, she also outpokes and outsustains. This lane is pretty much all about spacing her very well and not doing bad trades.
βοΈ Nautilus: Iβd say this matchup is pretty dependent on the adc picks, but itβs pretty playable overall. Level 1 you wanna start Zephyr and try to get prio. Stay behind your minions to not get hooked and Zephyr + auto whenever possible. Try to understand the full bot matchup and think about the adcs. If your adc is better early game, you can maybe get hooked on purpose and still win the 2v2. You can do this to bait them to fight you when your jungler is near as well. There is also many scenarios where its better to tank the hook for your adc. Itβs very important to understand when you can & canβt roam in this matchup since Nautilus is great at diving your adc. Refer to the corresponding chapter for more info on that. Also make sure to cover entrances level 1 and be ready to run bc nautilus is great at invading
Mid-game you can never ever face check, and only go ward when you know where he is. Always keep in mind he might be cheesing in a bush somewhere when you don't know where he is. Ward river / his path towards mid properly during laning phase and ping whenever he's gone.
βοΈ Soraka: You have 1 job in this lane: donβt get hit by her Starcall (Q). Soraka outscales you, sheβs very slow early game so make sure to take advantage of that. Outroam her and get your team ahead. Beware of when she's level 6 and let your team know she has Wish (R) up.
βοΈ Ashe (support) is another pretty disgusting lane, a good Ashe will just completely zone you and your adc from the wave. Especially in combination with another poke champ like varus, this matchup is rly unplayable because you literally just cannot lane. Don't ever walk up or try to trade her. Ashe usually doesn't really roam because it's a lane bully, so you can takr advantage of that by outroaming her. Enemy bot will constantly be pushed in tho so you should ping your jungler for ganks, and if you survive laning phase and didnβt get fully stomped the game is pretty chill as long as you donβt get hit by Enchanted Crystal Arrow (R) because Janna is 100x Ashe in mid-game teamfights.
βοΈ Karma: This is a skill matchup but can be very rough if she has poke adc like Ezreal, Caitlyn or Varus. Try to stay behind minions so she canβt Q you, and donβt get hit by mantra Q. You can play whenever she used her Q. Janna is a lot more useful than karma mid-game imo because you can shield people from her Q, and Q her so she gets cced and canβt land her root etc. You just need to not get stomped by her in lane and the game should be okay.
βοΈ Lulu: A good Lulu player will start Q and bully you pretty hard in lane, but you outscale her very hard after laning phase. In this lane itβs very important that you space well and bait out her Q, then you can go for a trade. A single Lulu E + Q will literally deal 35%+ of your HP lvl 2-3 so beware of that. As long as lulu doesnβt have a fed hypercarry (auto-attacker) to play for in the mid-game, she isnβt too scary and Janna just outscales.
βοΈ Rell can be kinda scary with an adc like Draven or Samira but Janna actually counters rell. Howling Gale cancels rell W, and if she somehow still gets on top of your team you can ult her away. You need to time her flash very well and respect her whenever she has it up so you canβt get flashed on.
βοΈ Alistar: Pretty chill matchup, Alistar is completely useless level 1 so make sure you get prio and get as many Zephyrs off as possible, make sure to respect the level 2 when youβre crashing the wave so he canβt flash headbutt you into his turret. In teamfights you can also just q him or even ult him away if needed. You can cancel his headbut with q and also the auto he needs to get off to stun someone.
βοΈ Bard: Not really a whole lot to say about this and not a hard matchup in my opinion tbh, just don't give him his stun, try to outroam him and beware of when he's missing, remember he can portal into your lane with his jungler.
βοΈ Milio: This matchup kinda depends on which adc he has. If he has like Caitlyn, Aphelios, Lucian its gonna be rly rough, you can just never trade and you can try to outroam him. If he doens't stomp lane you will be a lot more useful after laning phase. You need to be smart about trading in general, bait his abilities out first.
βοΈ Rakan: Janna counters Rakan, you can cancel his W if you're fast enough and when he uses R you can use your own R to push him away as well. Pretty easy matchup, beware of the level 1 cheese if he has for example Xayah.
βοΈ Braum: Another pretty easy matchup, Braum doesn't do much in lane and you can easily poke him down on early lvls, same concept as Alistar. Just dont get hit by his Q and respect his passive. You should outroam him hard.
βοΈ Leona: Her E is super short range and you can easily bait it out and space it. You can also cancel/delay her Q with your Q. As long as you don't get hit by her E this should be an easy matchup.
βοΈ Thresh: Level 1, check if he has Death Sentence (Q) or Flay (E). You can see this (top left) by clicking on him, if he has E, there will be an extra icon. You can easily bait out & space his E, his hooks are also pretty dodgeable with how fast Janna is. It's important to try to get prio vs him, and if you win lane the game is pretty chill as Janna is way more useful mid-game. Make sure to ping your midlaner whenever Thresh is missing.
βοΈ Yuumi, whenever the champ is in a good state, is actually pretty good into Janna. The matchup is kinda like Soraka but worse as you just literally can't interact with a good Yuumi. Lane revolves around not getting hit by Prowling Projectile (Q) and you get outscaled so you need to try and get a lead early by outroaming her. Don't forget, whenever you cc Yuumi when she isn't in an ally, her You and Me!goes on cooldown and she's unable to reattach for a few seconds. Whenever she hops out of her adc in lane, use your Howling Gale on her instantly and focus her.
Conclusion
βοΈ In conclusion, Janna is an exceptional support champion, perfect for players who prioritize protecting and enabling their teammates. Her powerful disengage tools, strong crowd control, and ability to shield and buff allies make her a highly impactful presence in any game. Jannaβs kit allows her to peel for her carries, reset unfavorable fights, and provide vital utility throughout the match. Whether you're stopping a dangerous engage or empowering your team with shields and speed boosts, Jannaβs versatile playstyle ensures that you can always influence the outcome of battles. If you enjoy playing a supportive, tactical role with game-changing abilities, Janna is the ideal champion for you. βοΈ
π Janna is a fantastic champion that has a lot of skill expression. She constantly has a high winrate in most of the season and after the durability patch/nerf, she is still amazing (if not better)! If you enjoyed my guide, please check out my youtube channel at (https://www.youtube.com/@phatlaivideolol) Thank you!!π
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