
Janna
Janna and allies moving toward her gain bonus movement speed. Her attacks deal bonus magic damage.
- Damage3
- Durability5
- Magic7
- Difficulty7
- Mobility3
- CC8
Counters by laneEach lane has counters + tips
Top
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
ADC
SupportPrimary
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
Innate: Janna gains 5% bonus movement speed and grants the same amount to nearby allied champions.
- Bonus movement speed gained
- 5%
Howling Gale
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.
- Magic damage
- 60/100/140/180 + 50% Ability Power
- Time it takes for the storm to reach its destination
- 0.5s
Zephyr
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.
- 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%
Eye of the Storm
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.
- Shield value
- 65/90/115/140 + 45% Ability Power
Monsoon
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.
- Health regeneration per second
- 50/75/100 + 30% Ability Power
Balance history2 patches
- Zephyr · Bonus movement speed: 15%/20%/25%/30%→10%/15%/20%/25%
- Eye Of The Storm · Shield value: 65/90/115/140 + 60% Ability Power→65/90/115/140 + 45% Ability Power
- Tailwind · Bonus movement speed gained: 8%→5%
- Howling Gale · Magic damage: 60/90/120/150+40% Ability Power→60/100/140/180 + 50% Ability Power
- Howling Gale · Time it takes for the storm to reach its destination: 1s→0.5s
- Zephyr · Magic damage: 55/105/155/205 + 60% Ability Power +25% Bonus movement speed→50/90/130/170+50% Ability Power + 20% Bonus movement speed
- Zephyr · Cooldown: 7.5/7/6.5/6s→9/8.5/8/7.5s
- Eye Of The Storm · Shield value: 90/140/190/240 + 80% Ability Power→65/90/115/140 + 60% Ability Power
- Monsoon · Health regeneration per second: 100/150/200 + 50% Ability Power→50/75/100 + 30% Ability Power






















