Janna

Janna

Support Sleeper

AP Carry Support Janna

How to play this build

A charged Tornado (Q) pokes hard and disengages; the shield (E) adds damage to the ADC's autos. In trouble, the ult (Monsoon) pushes everyone away and heals your team: you're the best peel in the game with bonus damage.

Strengths

  • Tornado (Q) with AP does huge poke and is a knock-up that opens or breaks fights.
  • The Shield (E) adds damage to the ADC as well as protecting: buff and peel at once.
  • Monsoon (R) is the best peel in the game: it knocks everyone back and heals your team.
  • Zephyr (W) gives slow and speed to reposition allies.

Weaknesses

  • The Tornado is a chargeable skillshot: hard to land at long range.
  • Very fragile: if caught, you fall instantly.
  • She's reactive/defensive: she doesn't start fights on her own.
  • Relies on good team positioning to peel.

Key combos

  • Poke: charged Tornado (Q) + DFG for a surprise support burst. Defensive: Shield (E) on the ADC → Monsoon (R) to knock divers back and heal.

Matchups

You beat

  • Dive comps: your Monsoon and knock-ups dismantle them.
  • Immobile enemies you hit with the charged Tornado.

Trouble vs

  • Engage supports who grab you before you react.
  • Sustained poke that outpaces your sustain.

Game plan

Protect the ADC with the Shield (which also adds damage) and poke with charged Tornado + DFG to surprise. In fights you're the peel queen: use Zephyr and Monsoon to break up dives and save your carries. Always position at the back and reactively.

Quick tips

  • Charge the Tornado behind minions so they don't see it coming.
  • Save Monsoon for when they dive your ADC, don't throw it for damage.

Skill order

Max priority:

Q Tornado E Escudo W Céfiro

The ultimate (R) is always leveled at 6, 11 and 16.

Level 123456789101112131415161718
Q QQQQQ
W WWWWW
E EEEEE
R RRR
Why this order
Tornado (Q) for AP poke; Shield (E) second (on AP it adds damage to the ADC). On AP Janna, poke comes before the utility shield.

Items and what they do

  1. Sightstone
    Sightstone Support item granting free ward charges to control vision.
  2. Athene's Unholy Grail
    Athene's Unholy Grail AP, MR and mana regen; refunds mana on kills or assists.
  3. Rabadon's Deathcap
    Rabadon's Deathcap The biggest AP item in the game: multiplies your total AP.
  4. Sorcerer's Shoes
    Sorcerer's Shoes Boots with magic penetration.
  5. Deathfire Grasp
    Deathfire Grasp The classic burst item: AP + active that deals % target-health damage and amplifies your next hit. One-shots.

Runes

In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.

Marks (red) Magic penetration ×9
Seals (yellow) Armor ×9
Glyphs (blue) Magic resist per level ×9
Quintessences (purple) Gold per 10 (GP10) ×3

Magic pen, mana regen, AP quints

Masteries: how they work

In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.

Masteries
21/0/9 — Offense
Why this page
21/0/9 leverages AP so Tornado and shield deal real damage.

Summoner spells

Flash Flash Ignite Ignite
Lane
Support
Original role
Support

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