Janna changes

Stacona··1 votes·564 views

If you do not like something please state your own opinions as well!

Janna right now is very obnoxious to play against with her overall passive play style and too much invisible power. I will try to give ideas on trying to address these issues and hopefully fix them and give Janna a more risky, skillful kit rather than this super safe and easy one that she has. Also, I want to try to make Janna as a wind mage, obviously utility mage since she is a support.


Tailwind (Passive): Janna's abilities leave behind wind trails for 3 seconds that grant allies 8% movement speed while on the trail. This effect is increased by 50% for Janna.


Howling Gale (Q): Cooldown: 13/12/11/10/9 seconds; Cost: 90/100/110/120/130 Mana; Range: 1100-1700 units Janna summons a mighty whirlwind at her current location. On reactivation or after 3 seconds, the storm will fly in the direction it was cast, dealing 40/ 65/90/115/140(+75%AP) magic damage to enemies and knocks-up them up for 0.25 to 1.5 seconds, the further the whirlwind travels the longer the duration. Each second the whirlwind charges for increases the damage by 40/55/70/85/100(+10%AP) magic damage and increases the range of the whirlwind.


Zephyr (W): Cooldown: 12 seconds; Cost: 80 Mana; Range: 1000 units Passive: Tailwind's movement speed is increased to 12/14/16/18/20%(+1% per 50AP).

Active: Janna summons a bird at a fixed target location to fly to her location dealing 80/120/160/200/240(+60%AP) magic damage and 25/30/35/40/45% slow to all enemies struck for 2 seconds that the bird travels through. Tailwind is applied to Janna for 3 seconds when the bird meets Janna.


Eye of the Storm (E): Cooldown: 10 seconds; Cost: 70 Mana; Range: 750 units Janna surrounds either herself, ally champion or turret, or an enemy champion or turret with a barrier of wind.

Ally Cast: Janna shields an ally champion or turret for 80/120/160/200/240(+80%AP) damage for 5 seconds. The shielded champion has Tailwind applied and leaves behind Tailwind's wind trail while the shield still holds.

Enemy Cast: Janna surrounds an enemy champion or turret with dark wind for 4 seconds to cause that unit to take 10/15/20/25/30(+10%AP) bonus attack damage from ally basic attacks and 80/110/140/170/200(+50%AP) magic damage immediately. The affected enemy champion leaves behind Tailwind's wind trail while the effect holds.


Monsoon (R): This ability would be unchanged.


Hope you appreciate the ideas! Have a nice day! ~ Stacona

After Notes: Zephyr works like a reverse line skill shot that instead of start at Janna's location and ending at the target location, it begins at the end and ends at Janna's location. Eye of the Storm is simply to force decision making here so that you either protect an ally with your shield or use it offensively for damage for you and your team, right now this ability grants too much power with a lot of defense and offense; this ability will just give a shielded unit movement speed from her passive.

EDIT: There was mention that Janna is suppose to be a very mobile champion, so I gave back a lot of her mobility, but it remains as a purely active decision, there is no free, passive mobility.

5 Comments

Uiru1 votes

Consider the difference between having champions that address several preferred playstyles vs having everybody be LCS big plays material.

Try to balance everybody for big plays and you quickly wind up with a lot of samey champs.

Of course, Riot's balance team needs to lose the hardon for LCS if this game is ever going to recover, but that's another thread.

Janna is a disengager. It is what she was designed for, it is what she does. Nerfing the shit out of her shield (which has already had the shit nerfed out of it, btw) and turning her "nuke" into a backwards Galio path is not what she needs. ~Uiru

Stacona1 votes

I didn't nerf the shield, i buffed the ap ratio base value is the same--- so her shield is the same as a defensive spell, but you can no longer get defense and offense at the same time because this is too much power - there is uniqueness in giving someone bonus AD and shielding turrets, but giving someone a free giant's belt and BF sword is too good which is why the power should be a decision making between damage or defense

i tried to keep Janna's disengage in mind, but it needs to be more healthy for the game like Zyra's where you can kill the zyra if she misplays, but when played well she is deadly in both disengage and/or turning a fight around in favour of the team with the zyra--- right now Janna has what Zyra can do PLUS a sht ton of invisible power and effects that are too powerful and too good and Janna can never be punished for misplaying because she is too safe with no skill (Janna is actually suppose to be a hard to play champion, not easy to play)

Frost the Reaper1 votes

I don't think you quiet understand why janna the way she is. She's meant to be more of a passive play style, with very very high utility.

I don't like any of the changes you've suggested for 2 reasons: 1: You've pretty much undermined her shield. Her shield has never meant to be an offensive ability. Its always been intended for use on ally's and ally turrets (As well as self if there is no one around.) Plus the way you've changed it will give my ENTIRE team a bonus against me when its used on me. Yeah.. I'd rather have the ADC do an extra 70 AD vs the entire enemy team do an Extra 70 AD.

Zephyr: You've removed the passive speed bonus. Janna while Zephyr is still in passive form, is the fastest champion in the game... Except for maybe mister Rainbow pony boy here ---->Hecarim

The reason she is supposed to be so super passive is because Janna's personality is Passive. I'm not kidding. She is entirely meant to be passive, and should always remain passive. Yeah sure there are plenty of aggressive supports in the game, but I don't think there are enough Passive ones.

If it was anyone else though, Any other champion you thought might be to passive I might understand.. but Janna is supposed to be this way. Yes, she deals with the wind, and Yes she is a mage, But this doesn't mean she's supposed to be played as a mage, As your changes here suggest.

Stacona1 votes

you are right her shield should not offensive, so why should it give AD this is too much power for simply pressing E - now you have to decide between defense and offense--- i kept the unique effect of turret shielding the point being she is too passive, and too much invisible power, I am trying to have Janna slightly less passive for a healthier gameplay and be more of an active role to grant benefits to her and her team

She can still disengage with her Howling Gale knock-up, and Zephyr slow with her MASSIVE knock back and heal of monsoon- and speed up herself and her team with her passive--- but now her movement speed is an active decision- her passive play is still there but in a way that forces Janna to play smart and in such a way that you have to use your abilities correctly--- but these changes gets rid of her invisible power and weakens the free passive play as well as allows Janna to be pro active instead of re active

I want to have wind mage Janna back into viability , i kept the support mindset in place, she has full utility kit for a support

I will make another change to my ideas to grant more mobility to her kit- but the mobility will remain as an active decision

Stacona1 votes

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