[Tutorial] Janna Urf, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode Urf)

Champion Info (Janna lane urf )

Janna Janna Stats

Attack: 47

Defense: 5

Magic: 7

Difficulty: 7

Health: 570

Move Speed: 325

Armor: 28

Range: 550

Health Regen: 5.5

Critical Strike: 0

Attack Speed: 0.625

Janna

the Storm's Fury

Support Support Mage Mage


Janna urf lane

LANE

  • Tier: S+
  • Win: 57.95%
  • Pick: 3.59%
  • Ban: 0.78%
  • Games: 36120
  • KDA: 3.68
  • Score: 62.13

Armed with the power of Runeterra's gales, Janna is a mysterious, elemental wind spirit who protects the dispossessed of Zaun. Some believe she was brought into existence by the pleas of Runeterra's sailors who prayed for fair winds as they navigated treacherous waters and braved rough tempests. Her favor and protection has since been called into the depths of Zaun, where Janna has become a beacon of hope to those in need. No one knows where or when she will appear, but more often than not, she's come to help.

Janna Tips (Ally)

  • Eye of the Storm can be used on allied turrets.
  • Quickly firing a Howling Gale without the charge up can be used to heavily disable the other team.
  • Timing Janna's ultimate can push enemies away from a wounded ally or even separate enemies.

Janna Tips (Enemy)

  • Save an interrupt ability for when Janna uses her ultimate.
  • Listen for the charge up sound on Howling Gale in case Janna is trying to hit you with it from off screen or from brush.
  • Janna's at her strongest when buffing another ally. If you can harass her ally, it will weaken her ability to fight you.

Summoner Spells

Flash Flash

Consumable: 0

Cooldown: 300

Range: 425


Teleports your champion a short distance toward your cursor's location.

Ghost Ghost

Consumable: 0

Cooldown: 210

Range: 200


Your champion can move through units and gains 24 - 48% Move Speed (depending on champion level) for 15 seconds.


Janna Masteries

Sorcery
Arcane Comet
Damaging a champion with an ability hurls a comet at their location, or, if Arcane Comet is on cooldown, reduces its remaining cooldown.

Adaptive Damage: 30 - 130 based on level (+0.05 AP and +0.1 bonus AD)
Cooldown: 20 - 8s

Cooldown Reduction:
Single Target: 20%.
Area of Effect: 10%.
Damage over Time: 5%.
Nullifying Orb
When you take magic damage that would reduce your health below 30%, first gain a shield that absorbs 35 to 110 (+14% bonus attack damage) + (9% ability power) magic damage based on level for 4s.

Cooldown: 60s
Celerity
All movement bonuses are 7% more effective on you and gain 1% Move Speed.
Scorch
Your next damaging ability hit sets champions on fire dealing 20 - 40 bonus magic damage based on level after 1s.

Cooldown: 10s
Domination
Taste of Blood
Heal when you damage an enemy champion.

Healing: 16-40 (+0.1 bonus AD, +0.05 AP) health (based on level)

Cooldown: 20s
Relentless Hunter
Gain 5 Move Speed out of combat plus 8 per Bounty Hunter stack.

Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
Adaptive Force
+9 Adaptive Force
Adaptive Force
+9 Adaptive Force
Health Scaling
+10-180 Health (based on level)

Janna Starting Items (PROBUILD)

Amplifying Tome Amplifying Tome

BUY: 400

SELL: 280

20 Ability Power

Health Potion Health Potion

BUY: 50

SELL: 20



Active - Consume: Drink the potion to restore 120 Health over 15 seconds.

You may carry up to 5 Health Potions.
Stealth Ward Stealth Ward

BUY: 0

SELL: 0



Active - Trinket: Places a Stealth Ward on the ground that is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards.

Janna Recommended Items (PROBUILD)

Boots of Swiftness Boots of Swiftness

BUY: 900

SELL: 630

60 Move Speed

The strength of movement slowing effects is reduced by 25%.
Luden's Companion Luden's Companion

BUY: 2900

SELL: 2030

95 Ability Power
600 Mana
20 Ability Haste


Load
Gain a Shot Charge every few seconds.

Fire
Damaging Abilities consume all Shot Charges to deal an additional magic damage to the target and one additional nearby target per charge. If there are insufficient targets in range, for each remaining shot, repeat the damage on the primary target.
Imperial Mandate Imperial Mandate

BUY: 2300

SELL: 1610

60 Ability Power
20 Ability Haste
125% Base Mana Regen


Coordinated Fire
Slowing or Immobilizing an enemy champion marks them and causes Ally champion to deal bonus damage to them and grant you both Move Speed.
Stormsurge Stormsurge

BUY: 2900

SELL: 2030

95 Ability Power
10 Magic Penetration
5% Move Speed


Stormraider
Dealing 35% of a champion's maximum Health within a short duration applies Squall and grants Move Speed.

Squall
After a few seconds, strike the target, dealing magic damage. If the target dies before the strike, it detonates immediately, dealing damage in a large area and grants bonus gold.
Shurelya's Battlesong Shurelya's Battlesong

BUY: 2200

SELL: 1540

55 Ability Power
15 Ability Haste
8% Move Speed
125% Base Mana Regen




ACTIVE (0s)
Inspiring Speech
Grants nearby allies Move Speed.

Rabadon's Deathcap Rabadon's Deathcap

BUY: 3600

SELL: 2520

140 Ability Power

Magical Opus
Increases your total Ability Power by 35%.
Stealth Ward Stealth Ward

BUY: 0

SELL: 0



Active - Trinket: Places a Stealth Ward on the ground that is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards.
Elixir of Sorcery Elixir of Sorcery

BUY: 500

SELL: 200





Champion level 9 or greater required to purchase. Elixir of Sorcery's true damage effect has no cooldown when attacking turrets. Drinking a different Elixir will replace the existing one's effects.Active - Consume: Drink to gain 50 Ability Power and 15% Mana Regen for 3 minutes. While active, damaging a champion or turret deals 25 bonus true damage (5s cooldown).

Janna Active Abilities

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PassiveQWER
Tailwind Tailwind

Janna's allies gain Move Speed moving towards her.

Janna deals a portion of bonus Move Speed as bonus magic damage on hit and with Zephyr.

Howling Gale Howling Gale

Cooldown: 14

Consumable: 90/95/100/105/110

Range: 1075

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 activate 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 Zephyr

Cooldown: 8/7.5/7/6.5/6

Consumable: 50/55/60/65/70

Range: 4294967295

Janna summons an air elemental that passively increases her Move Speed and enables her to pass through units. She may also activate this ability to deal damage and slow an enemy's Move Speed.

Eye Of The Storm Eye Of The Storm

Cooldown: 16/15/14/13/12

Consumable: 70/75/80/85/90

Range: 800

Janna conjures a defensive gale that shields an ally champion or turret from incoming damage and increases their Attack Damage.

Monsoon Monsoon

Cooldown: 130/115/100

Consumable: 100

Range: 725

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.

Janna SKINS

Janna default
Tempest Janna
Hextech Janna
Frost Queen Janna
Victorious Janna
Forecast Janna
Fnatic Janna
Star Guardian Janna
Sacred Sword Janna
Bewitching Janna
Guardian of the Sands Janna
Battle Queen Janna
Crystal Rose Janna
Cyber Halo Janna
Prestige Cyber Halo Janna
Heavenscale Janna

Janna Counters (Over 50% win rate)

Janna Countered By (Under 50% win rate)