Janna Abilities Rework

Myystic7x·5/5/2014, 11:26:03 AM·4 votes·1,216 views

Janna is my go-to-gal when I play League, and i've noticed a few things about her abilities...

  1. Howling Gale has no cast time, but Zephyr does. This is extremely annoying, especially when you are trying to run away/escape from someone and you need a slow especially when you are trying to support a teammate by slowing the enemy down so they can get close. Also, I could see Zephyr's passive acting like Tailwind (giving movement speed to allies around you).

  2. Monsoon... Did it get nerfed? I remember playing Janna back in the good old days, when Monsoon had a good heal and was very useful in a fight. Now I try using Monsoon and the heal is minimum, the only thing I use it for is for when I need to push enemies away.

  3. Tailwind, this ability is good as it is, but maybe it could get a small range buff to make it so allies can be a bit farther away and still get the movement speed bonus.

Well that's just my 2 cents on Janna. Anyone else have any Janna-related ideas?

8 Comments

Peacemaker96695/5/2014, 3:55:04 PM3 votes
  1. You never want to use zephyr to run away because you lose your passive movement speed. It's more useful for slowing fleeing enemies or slowing someone approaching your backline. Howling wind and Monsoon are pretty much all you need to run away from people.

  2. Monsoon used to be super OP back in season 1 because it had an aoe slow in the monsoon area while it was healing allies. They recently buffed the heal on it, and still has decent healing if you're able to channel it fully. It's just being in a position to fully channel it can be hard plus your allies might be taking a lot of damage to notice how much you're healing.

2feed4u5/6/2014, 9:01:12 PM2 votes

Im all for the zephyr cast time change. The rest sounds like you need more Janna practice. sorry not sorry

nicocycle5/6/2014, 6:18:23 PM1 votes

really hate janna gotta summoner 4