Janna's Passive - How to nerf Janna while improving the feel and impact of Tailwind
A SUMMARY OF THE NEW PASSIVE'S TOOL TIP IS AT THE VERY BOTTOM! 
Janna has had a history of problematic, boring, hidden power passives. From the global movement speed aura, to the local movement speed aura, to now a disengage-focused aura, they have all skewed her power level and win rate by providing free stats to her team. Janna players and her team mates often don't appreciate her passive's power (which equates to a value of about 316g per champion if using aether wisp as a base). If Janna receives a more interactive, skill-based passive that really focuses on her "disengage" role, we can remove unnecessary free power from her kit and expand on her decision making tree, as well as her opponent's potential to outplay her.
Design issues of Tailwind:
- Not unique to Janna, you can literally buy a better version of her passive in the store for 450g.
- Hidden, free power. Players benefit from this passive without thinking about it or appreciating it (skews her win-rate).
- Little synergy with her kit (doesn't even scale like the rest of her utility).
Positives of Tailwind that can be reserved:
- Enforces her fantasy of "disengage".
- Affects movement speed.
This is not the first time I've proposed a change to Janna's passive. Whenever she gets too popular or her win rate is consistently high (season 6 has been kind to her), I make a similar thread and discuss her passive again. While taking a shower today, I think I've come up with a pretty good, new passive for her. While some decisions need to be made design-wise, I'm confident this passive is a huge improvement on any of my previous ideas.
Please note: Numbers tuning comes later in the design process, if we can get to that point we'll worry about the specifics then! Focus on the mechanics and concept of the passive for now.
New Passive - Tailwind
When Janna applies crowd control to an enemy champion with one of her abilities (knock-up (Q), slow(W), knock-back(R)), she emits an aura (1250 Range) for a duration based on the spell used which grants nearby allies 15/20/25% (+0.01*AP) (level 1/7/13) movement speed while moving towards her.
Subsequent crowd control applications while the aura is active will extend its duration.
**Howling Gale - ** Duration of Tailwind aura is equal to 1s + 0.66s * seconds charged (max 3s)
Zephyr - Duration of Tailwind aura is 2 seconds.
**Monsoon ** If an enemy champion is knocked back, she will emit Tailwind's aura for 2 seconds.
- **New Effect ** While channeling healing winds, allies will receive Tailwind's movement speed bonus regardless of direction, but only within the healing winds.
How is this a better experience for Janna players, her team mates, and her opponents?
Janna players now have conscious access to another disengage tool, a running theme of Janna. Because it's focused on combat-specific situations, as well as forcing the Janna player to actively do some disengaging first (landing her CC), we can make it so much more powerful than the always-on passive she has now. Additionally, we've provided the Janna player a new dimension to her ultimate - we give Janna players a new reason to channel her ultimate, with great rewards that are bound to her cooldowns. Her team mates will be able to appreciate the now noticeable movement speed, and the Janna player will be rewarded for good use of her kit (A fully charged Howling Gale extends the duration of the aura by 50%!).
Her opponents will also have opportunities to out play this passive. Previously, chasing a Janna and her team can get frustrating as her passive is pretty good at preventing successful chases. If we tie her passive to Janna actively landing CC, it allows her opponents to not only play around Janna's cooldowns (She blew her CC, we can engage easily now!), but also to actively avoid her CC to prevent the movement speed aura from even happening (Dodge her tornado and we can catch her team mate now!). Spellshields, Blackshield, and any sort of cc prevention would not count as movement impairment and therefore would prevent the activation of Tailwind.
On top of that, if Janna does miss her tornado, and her ultimate is not available (it has a high cooldown so this situation will frequently occur), she must use her W to activate her passive to save a team mate. Zephyr (W) slows Janna when its used, so the only 100% guaranteed, low cooldown CC available on her kit is also risky to use. If Janna chooses to simply double tap howling gale for an easy landing, the movement speed aura duration might not be enough to save her team mates.
TL;DR - Opponents now have an active means of engaging on a Janna who plays poorly, and skilled Janna players have access to a new tool that synergizes with her kit and has awesome playmaking potential.
What if this makes her too strong/even stronger than now? This passive sounds really powerful!
This change will, in any case, result in progress towards a more fun, fair, and exciting Janna kit. If this passive proves that her old, free stats passive was not a big source of free power, there are plenty of dimensions where her new passive can be fine-tuned and reduced in effectiveness without influencing the feel-good parts. (Change the duration, movement speed, aura range, how much work Janna has to input for a strong passive etc.).
Personally, I'm confident this passive would reduce her win rate. Keep in mind how an always-active 8% movement speed aura can skew a game. If Janna starts walking towards baron, and her team is right behind, and they get there just in time for a good baron fight, that movement speed aura won the game for her.
With this new passive, there's no roaming potential at all. If anything, this passive might expose Janna's true weaknesses and allow Riot to give her more power in the actual interesting parts of her kit.
Worst Case Scenario - We have a fun new passive that we can fine tune to reduce her power while preserving the fun parts.
Best Case Scenario - We expose how much her old passive consumed her power budget, and can make the awesome parts of her kit more awesome!
TL;DR Positives for this proposed passive:
- Limits Janna's Tailwind to in-combat situations
- Synergizes with her kit (encourages charged howling gales, offers a new dimension to Monsoon)
- Allows for more powerful movement speed effects -> noticeable and appreciated by all players
- Allows for opponents to play around her disengage, offering outplay potential (If she has no mana or has used all her cooldowns, she has no disengage at all available).
- Exposes her old passive's power budget consumption.
- Offers a passive that can be fine-tuned without completely gutting how it feels for the player.
- Enforces her "disengage" theme.
- SEPARATES THE GOOD JANNAS FROM THE GREAT JANNAS
I look forward to hearing feedback on this proposed new passive!
**There's some frequent concern about the tooltip size/complexity, so here's exactly what it would look like in a tool tip! **(Assume level 1 Janna)
Tailwind Whenever Janna applies crowd control to an enemy champion with one of her abilities, she emits an aura for 2 seconds which grants nearby approaching allies 15(+0)% movement speed. Subsequent crowd control applications extend the duration of the aura.
Howling Gale - New Effect Tailwind's aura duration starts at 1 second, and increases for each second charged up to a maximum of 3 seconds.
Monsoon - New Effect Allies within the heal zone receive Tailwind's aura benefit regardless of direction.