Janna
Support SleeperAP 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:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- 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
-
Sightstone Support item granting free ward charges to control vision. -
Athene's Unholy Grail AP, MR and mana regen; refunds mana on kills or assists. -
Rabadon's Deathcap The biggest AP item in the game: multiplies your total AP. -
Sorcerer's Shoes Boots with magic penetration. -
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.
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
- Lane
- Support
- Original role
- Support