WildPick
Back to Champions
Janna
the Storm's Fury

Janna

Passive · Tailwind

Janna and allies moving toward her gain bonus movement speed. Her attacks deal bonus magic damage.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage3
  • Durability5
  • Magic7
  • Difficulty7
  • Mobility3
  • CC8
Counters by laneEach lane has counters + tips
Top

How to play as Janna

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Janna

Top: punish wave-states and ward river/jungle to dodge ganks.

Strong against

No data yet

Weak against

No data yet

Jungle

How to play as Janna

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Janna

Jungle: ward objectives, never walk blind into brush.

Strong against

No data yet

Weak against

No data yet

Mid

How to play as Janna

Mid: shove wave fast and roam to side lanes.

How to beat Janna

Mid: watch for roams and save Flash for the next gank.

Strong against

No data yet

Weak against

No data yet

ADC

How to play as Janna

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Janna

ADC: stay behind minions and focus the enemy ADC in fights.

Support
Primary

How to play as Janna

  • W (Zephyr) passive MS + bonus AD applied via E shield to ally
  • Charge Q (Howling Gale) fully for wide AoE knock-up
  • E (Eye of the Storm) shield + bonus AD on ally — pop in trades
  • R (Monsoon) disengages divers + AoE heal channel
  • Build Ardent Censer + Locket Enchant + Athene's Unholy Grail for enchanter
  • Lane: charged Q + auto poke when enemy ADC is low mana

How to beat Janna

  • She's slippery — W (Zephyr) gives MS + slow, hard to lock down
  • All-in early — she's weak in 1v1s
  • Focus her before R (Monsoon) — knocks your whole team back
  • Dodge fully-charged Q (Howling Gale) — long knock-up
  • Passive gives ally MS in proximity — split her from her ADC
  • Kill her ADC fast — Janna without a carry is worthless
Abilities

Tailwind

Passive

Innate: Janna gains 5% bonus movement speed and grants the same amount to nearby allied champions.

Numbers (latest)
Bonus movement speed gained
5%

Howling Gale

Q

Active: Janna summons a whirlwind at her current location that charges up over 0.75 seconds, then flies in the target direction over 0.5 seconds, dealing magic damage and airborne enemies hit for 0.5 seconds.

Janna periodically stocks a Howling Gale charge, up to a maximum of 2.

Numbers (latest)
Magic damage
60/100/140/180 + 50% Ability Power
Time it takes for the storm to reach its destination
0.5s
Range1100

Zephyr

W

Active: Janna gains bonus movement speed and sends air elementals to the 3 nearest champions. Allies gain the same effects, while enemies take magic damage.

Numbers (latest)
Magic damage
50/90/130/170+50% Ability Power + 20% Bonus movement speed
Cooldown
9/8.5/8/7.5s
Bonus movement speed
10%/15%/20%/25%
Cooldown9 to 7.5 4

Eye of the Storm

E

Active: Janna shields herself, the nearest turret, and the most wounded nearest allied champion for 3 seconds. While the shield holds, they gain bonus attack damage.

Numbers (latest)
Shield value
65/90/115/140 + 45% Ability Power
Cooldown13 to 10 4

Monsoon

Ultimate

Active: Janna unleashes a blast that airborne 2 nearby enemies to up to 875 units over 0.5 seconds, though not through terrain. A field of soothing winds remains for 3 seconds that heal allies within every 0.5 seconds.

Numbers (latest)
Health regeneration per second
50/75/100 + 30% Ability Power
Cooldown80 to 70 3
Balance history2 patches
4.4a2 changes
  • Zephyr · Bonus movement speed: 15%/20%/25%/30%10%/15%/20%/25%
  • Eye Of The Storm · Shield value: 65/90/115/140 + 60% Ability Power65/90/115/140 + 45% Ability Power
4.3d7 changes
  • Tailwind · Bonus movement speed gained: 8%5%
  • Howling Gale · Magic damage: 60/90/120/150+40% Ability Power60/100/140/180 + 50% Ability Power
  • Howling Gale · Time it takes for the storm to reach its destination: 1s0.5s
  • Zephyr · Magic damage: 55/105/155/205 + 60% Ability Power +25% Bonus movement speed50/90/130/170+50% Ability Power + 20% Bonus movement speed
  • Zephyr · Cooldown: 7.5/7/6.5/6s9/8.5/8/7.5s
  • Eye Of The Storm · Shield value: 90/140/190/240 + 80% Ability Power65/90/115/140 + 60% Ability Power
  • Monsoon · Health regeneration per second: 100/150/200 + 50% Ability Power50/75/100 + 30% Ability Power