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Janna

Janna

Tailwind P

Tailwind

Innate: Janna grants 6% bonus movement speed to nearby allied champions that are facing in the direction of her location.
Janna's basic attacks on-hit and Zephyr deal bonus magic damage equal to 30% of her bonus movement speed.
Howling Gale Q

Howling Gale

Cooldown: 14

Cost: 90/95/100/105/110 Mana

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.

Minimum Magic Damage: 55 / 90 / 125 / 160 / 195 (+ 50% AP)

Bonus Damage Per Second: 10 / 15 / 20 / 25 / 30 (+ 10% AP)

Maximum Magic Damage: 85 / 135 / 185 / 235 / 285 (+ 80% AP)

Zephyr W

Zephyr

Cooldown: 8/7.5/7/6.5/6

Cost: 50/55/60/65/70 Mana

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.

Bonus Movement Speed: 6 / 7 / 8 / 9 / 10% (+ 2% per 100 AP)

Magic Damage: 55 / 85 / 115 / 145 / 175 (+ 50% AP) (+ 30% bonus movement speed)

Slow: 20 / 24 / 28 / 32 / 36% (+ 6% per 100 AP)

Eye Of The Storm E

Eye Of The Storm

Cooldown: 16/15/14/13/12

Cost: 70/75/80/85/90 Mana

Range: 800

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

Shield Strength: 80 / 120 / 160 / 200 / 240 (+ 55% AP)

Bonus Attack Damage: 10 / 15 / 20 / 25 / 30 (+ 10% AP)

Monsoon R

Monsoon

Cooldown: 130/115/100

Cost: 100 Mana

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.

Heal Per Tick: 25 / 38 / 50 (+ 13% AP)

Total Heal: 300 / 450 / 600 (+ 150% AP)

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Matches

Playing the matchup

Playing as Janna

  • 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.

Playing against Janna

  • 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.

Lore

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.