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Mar 30 2011 04:55pm


Janna, The Storm's Fury - A comprehensive guide to aura/support Janna
~Textbook


There are those sorcerers who give themselves over to the primal powers of nature. Originally an orphan growing up in the chaos that is the city of Zaun, Janna eked out what living she could on the streets. Life was tough for the beautiful young girl on her own.
The rampant magic that characterizes Zaun was the first and most alluring tool which Janna realized could both protect and elevate her. As many magicians do, she discovered that she had an affinity for a particular type of magic - the elemental magic of air.
She mastered her studies of air magic in a matter of months, almost as if she was born of it. Janna went from a street vagrant to an avatar of the air virtually overnight. Seeking to right the injustice in the world, particularly the insanity that has become the city of
Zaun, Janna has brought her ethereal skills to the League of Legends. "Do not be captivated by Janna's beauty. Like the wind, she is one gust away from terrible destruction."




Introduction
  • Why Janna?
    • Janna is one of the most amazing support champions in the game. Aura Janna specifically builds to boost the rest of her team. She has a rack of CC, (including a slow, knock up, and knock back). She is incredibly fast and boosts her teamates movement speed.
      Having this CC, support speed and damage, support shield, and an AoE heal, makes Janna a real force to be reckoned with.
  • Why aura Janna?
    • Aura Janna doesn't need to do a lot of damage to be a helpful teammate. Aura Janna makes her already good teammates turn on god mode. This will be explained a little further into the guide


Skills
  • Tailwind (Passive) - Increases the movement speed of all allied champions by 3%.
  • Howling Gale (Q) - By creating a localized change in pressure and temperature, Janna is able to create a small storm that grows in size with time. She can active the spell again to release the storm.
    On release this storm will fly towards the direction it was cast in, dealing damage and knocking away any enemies in its path.
  • Zephyr (W) - Janna summons an air elemental that passively increases her movement speed and enables her to pass through units. She may also activate this ability to deal damage and slow an enemy's movement speed.
  • Eye of the Storm (E) - Janna conjures a defensive gale that shields her target from incoming damage and buffs them to increase their physical damage.
  • Monsoon (R) - Janna surrounds herself in a magical storm throwing enemies back. After the storm has settled, soothing winds heal nearby allies while the ability is active.



Masteries and Skill Order
--> http://leaguecraft.com/masteries/1003400100000000000000000000013040130031311


9 Offensive:Small amount of cooldown % + Extra magic penetration % + A small amount of AP.
21 Utility: Regeneration + Experience % + Mana regeneration + Greed + Movement Speed + Cooldown %.
Utility also lets us reduce the cooldown of our Flash and Clairvoyance summoner spells, and grants clairvoyance an extra 4 seconds.



Skilling Priority
  • Monsoon
  • Shield
  • Zephyr
  • Gale

Reason being, gale is a 1point wonder as you only gain damage with more skillpoints. Gale is mainly used for the CC aspect when you play support Janna.


Runes

Quints: 26 Flat Health, 1.5% Movespeed ~ I'm strongly against Gold/Second and Cooldown %.Marks: Flat Magic Resistance, Magic Penetration ~ Magic penetration is only if you don't have other useful marks.
Seals: Mana Regeneration/lvl, Health/lvl ~ I'm against any resistances or ability power seals.
Glyphs: Cooldown%/Lvl, flat cooldown % ~ These are not replaceable.




Summoner Spells

Clairvoyance: This summoner spell is a must have for any support Janna. It enables more efficient counter-jungling, can prevent ganks, and allows your team to take advantage of the map.
Map awareness plays a huge role in the outcomes of some games, having a 10 second long vision of an area on less than a minute cooldown is invaluable.


Flash: To put it simply, you can chase easier (Flash into howling gale), you can escape easier (Howling gale or slow into flash), you can flash into the middle of a teamfight to use your monsoon. Great spell.


I don't recommend any other summoner spells, simply because these are the best choices for any support Janna.


Items Explained
  • Consumables
    • Oracles - Good for mid game and late game, assuming your jungler doesn't pick up a pink ward for dragon/baron (or someone else)
    • Pink Wards - If your jungler doesn't buy one, this is your job. Buy one and pop it at dragon. You don't need a ward on baron at all times, as you have clairvoyance.
    • Green Wards - You should constantly be putting these at objectives (Like blue/red buff) and certain crucial places on the map. Remember some places don't need a ward simply because you can clairvoyance it and get just as much information (in between red/dragon/near dragon bush)
  • Aura Items/(De)Buff Items
    • Stark's Fervor - Great for any team that has a lot of AD/auto attack champions, can also help you out in a minor way.
    • Aegis of the Legion - Usually my first item, gives survivability and damage to myself and teammates. In my opinion it's one of the, if not best support items in the game.
    • Soul Shroud - Cooldown and mana regen for my whole team? Awesome, invaluable for any team.
    • Abyssal Scepter - If you'd like some more AP for your spell scaling, and you'd like to lower the enemies magic resist for your team; this is a great item. Only problem being you have to be pretty close for this debuff to work. Range is approximately 850.
    • Frozen Heart - The debuff, resistances, and mana really suit you well, not to mention the small cooldown reduction.
    • Shurelya's Reverie - As if your team needs to be any faster, this will ensure a successful escape or initiation and has some nice regeneration.
    • Will of the Ancients - This item is so underrated. Giving all of your team (and yourself) a large boost of AP and spell vamp. This is an amazing item in almost every situation, I recommend if appropriate, to always build this item.
    • Randuin's Omen - Good resistances, and it's active can really give your team the upper edge.
  • Socks and Boots
    • Boots of Lucidity - Cooldown reduction is imperative to spamming your shield and spells as they should be getting used constantly.
    • Boots of Swiftness - Zoom Zoom to ensure lane swapping, pushing, escaping and chasing - These boots can do it all for you.
    • Mercury's Treads - Janna has a hard time helping her team if she's CC'd - Mercs are a great choice for any heavy cc enemy team.
    • Boots of Mobility - Zoom Zoom x10 Though I don't recommend these boots often they can be very useful if you are pushing many lanes at once.
    • Sorcerer's Boots - Only do this if your team doesn't have a lot of AP damage, as it will boost your damage slightly, not recommended.
  • Miscellaneous
    • Zhonya's Hourglass - Ability power, invulnerable for some time, and armor. It's a decent item all in all.
    • Rabadon's Deathcap - Tons of ability power, just tons. Great item if you have the gold for it, will allow your spells to play a larger role in the game.
    • Rod of Ages - Pretty solid item on Janna, totally preference though as the pros and cons are equal.
    • Banshee's Viel - Very solid choice on Janna, as a true weakness of hers is CC and magic damage.

There are plenty of other items, but I chose the most important items in my opinion to mention.
Always keep one item slot open until late game (full item build) for wards!

So How Do I Play Janna? (Long explanation/game-play suggestions)

Now that you know how to build Janna, you should learn your role in teamfights and laning phase. To start off laning phase will make or break the game for you; bottom lanes success or failure is based solely on how well you do. There are two options you can do in laning phase; Allow your carry that your laning with to get all minion kills, and just babysit them or share minion kills. Sharing minion kills means you have more gold and more of a early game presence in ganks and teamfights. The faster you get your items, the faster you are available to start pushing lanes as a team. That being said, you can give your carry all the farm, and babysit them. Ultimately they will have their items very fast which can lead to an early victory, or successful push of a tower. Aura Janna is semi-dependent on her items and how she farms, and I typical go through the following thought process:

1. Can our lane combo kill their lane combo? If yes - Give all farm to your carry and you should get gold from assists. If no - move on to number 2.
2. Can our team push a lane together when laning phase is over (mid-game)? If yes - Share minion kills to ensure you have aura support to push towers. If no - move on to number 3.
3. Our lane can not get kills, and our team can not push mid game together. Can I carry my team as a support champion? If yes - Ask your lane partner to take all minion kills, when you are a fully farmed Janna you will ensure your team survival in teamfights. If no - You should consider(ed) not playing Janna that game.

That being said, we'll assume you give all farm to your carry; this is typically what you will do when playing bottom lane Janna. If your carry is good at last hitting, do not use your shield just to give them more damage - it will likely throw them off their routine, waste your mana, and push your lane. Only use your shield to allow your carry to absorb damage thats being directed his way. Your shield should only be used offensively during ganks, or tower pushes. Remember not to use any spells (at minions) as this will also throw off last hitting for your carry. Instead direct your spells away from minions, but towards the enemies in your lane - A good Janna should be able to harass enough to ensure the carry a safety net, or even to deny the enemies experience. Beware this may draw their jungler (assuming they have one, to your lane). You should always have a ward at your end of the river, and in the bush near middle lane - You want to do everything in your power to keep everyone on your team alive, even from bottom lane. WAIT - what are you forgetting? You should have been using clairvoyance every time its up, every single time its up. The only time you shouldn't be using clairvoyance is when you see all 5 members of the enemy team, or you suspect a baron/dragon/objective fight coming on - save it for when you need it then.
In team fights, your role is to play as a disruptor. Displace the enemy carries, and cc any channeling spells. Make sure to shield your carries (preferably AD carries if possible) as it gives damage equal to that of a B.F Sword. Your Howling Gale disrupts any channeling spells and shifts/pops-up anyone it hits - and remember you don't need to let it charge fully, activate it again to send the gale forward (Take note it will do less damage/less range). Use your slow on anyone trying to escape, or on anyone chasing your carry, it's your job to feed your carries; that means get them kills and keep them alive. What did you say? Your team is losing the fight? Well lets hit the restart button. Get inbetween your team and your enemies and ult (or in the case of a teamfight, make sure all your teammates are in range). This will either give your team the upper hand, or will restart the fight at the least.


Your role as Janna is crucial yet simple: Get your team fed, and keep them alive.

And you thought it was just a harmless breeze!

Get out on that battlefield and destroy the enemy team with ease.

R.I.P - http://i37.photobucket.com/albums/e63/MercurianX/derp15.jpg?t=1280252148

This post was edited by Textbook on Mar 30 2011 05:07pm
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Mar 30 2011 04:57pm
Pro guide is pro.
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Mar 30 2011 04:59pm
I laughed at the last picture, very nice guide.
I might try her whenever she is free.
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Mar 30 2011 04:59pm
just fuck me
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Mar 30 2011 05:01pm
no skill order?
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Mar 30 2011 05:02pm
Quote (TaeYeon @ Mar 30 2011 07:01pm)
no skill order?


Does Janna need a skill order?
:lol:

Quote (JunPark @ Mar 30 2011 06:59pm)
just fuck me


:banana:

Quote (MelsonX @ Mar 30 2011 06:59pm)
I laughed at the last picture, very nice guide.
I might try her whenever she is free.


^_^ :thumbsup:

Quote (UMB_TheChaosKing @ Mar 30 2011 06:57pm)
Pro guide is pro.


ohty
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Mar 30 2011 05:03pm
Quote (Textbook @ Mar 30 2011 07:02pm)
Does Janna need a skill order?
:lol:



:banana:



^_^ :thumbsup:



ohty


as far as i understand
u max her E, shield
r>e>?>?
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Mar 30 2011 05:04pm
Quote (TaeYeon @ Mar 30 2011 07:03pm)
as far as i understand
u max her E, shield
r>e>?>?


I never thought anyone would ask for a spell order, its seemingly useless on her.
You max shield.

Then it doesn't matter from there - I typically level my slow/speed up first, but it honestly does not matter :O
Member
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Mar 30 2011 05:07pm
Quote (Textbook @ Mar 30 2011 07:04pm)
I never thought anyone would ask for a spell order, its seemingly useless on her.
You max shield.

Then it doesn't matter from there - I typically level my slow/speed up first, but it honestly does not matter :O


guide is a guide :D
i remember when i was a noob, and i max her tornado first cuz it looks cool lol

y go 9 on offense when do u no dmg
wouldn't 0/9/21 be better getting strength of spirits + extra armor/mr
since ur squishy?
Senior Moderator
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Mar 30 2011 05:07pm
Quote (TaeYeon @ Mar 30 2011 07:07pm)
guide is a guide :D
i remember when i was a noob, and i max her tornado first cuz it looks cool lol

y go 9 on offense when do u no dmg
wouldn't 0/9/21 be better getting strength of spirits + extra armor/mr
since ur squishy?


Some extra AP (always useful) and the cooldown.

Its just very nice.


Added skill order briefly for you and others :)


/e Squishyness isnt a factor with the items you will be building - and you wont be getting focused. If you are, your team should easily bring them down.

This post was edited by Textbook on Mar 30 2011 05:08pm
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