A Janna rework I made to fix her many problems (Riot please notice me)

Witch of Babylon·8/5/2018, 9:17:54 PM·2 votes·1,255 views

It's almost been a year since Janna's mini-rework, and I honestly think she's due for another. The mini-rework was successful in making Janna more interactive in lane (although she's only upgraded to a poke bot from a shield bot), but I wish that it also fixed the hidden (or very unnoticeable) power in the kit. These show up three times in her kit.

  1. The 8% bonus movement speed to allies moving towards her. Reasoning: It's hardly noticeable, and even though it IS unnoticeable, it is actually very powerful.

  2. The bonus magic damage on her basic attacks and single target spells. Reasoning: Also hardly noticeable, but very useful on her W.

  3. The bonus attack damage on her shield. Reasoning: Same reason as #1. It also annoys me because it forces her to be only played with Crit ADC's for the best chances of winning.

Although these parts of her kit are indeed useful, they take up a lot of Janna's power budget and again, they are not even that noticeable. In the rework that I have made, it either enhances these concepts or replaces them with something else. Also, I have another problem with her kit.

Her W.

In the mini-rework, her W was made into a much better poke tool. It's very reliable, has good damage, and is rather safe. You pretty much have no risk of dying unless you're using it on an Alistar or a Leona. You're basically damaging people for free, and it's rather unexciting. The rework also fixes this, but the pay off is much better.

Janna Rework

Base Stats:

Base Mana: 350 → 409
Attack Range: 550 → 500
Base Attack Damage: 46 → 49
Attack Growth Stat: 1.5 → 2.3
Movement Speed: 320 → 335

Soar (Passive):

Upon hitting level 6, Janna can Soar while out of combat. When soaring, Janna can fly over walls.

Janna can be seen by enemies while over walls.

Howling Gale (Q): Cost: 90/105/120/135/150 Mana
Cooldown: 14/13/12/11/10

Summons a whirlwind which deals 60/85/110/135/160 (+40% Ability Power) magic damage to enemies in its path and knocks them into the air for 0.5 seconds. The whirlwind can be charged up to 3 seconds. For each second charged, it: Deals 10/20/30/40/50 (+10% Ability Power) bonus damage Knocks up for 0.25 seconds Travels 25% further

Howling Gale always reaches its destination in 1.5 seconds. Activate again to release the whirlwind early.

Zephyr (W)
Cost: 50/60/70/80/90 Mana
Cooldown: 8

Passive: While Zephyr is not on cooldown, Janna gains 10/11/12/13/14% (+[2% Ability Power]%) Movement Speed and can move through units.
Active: Throws an air elemental that explodes upon enemy contact, dealing 60/85/110/135/160 (+40% Ability Power) magic damage and slowing enemies hit by 20/22/24/26/28% (+[4% Ability Power]%) for 2 seconds.

Hitting an enemy directly with Zephyr grants Janna Cyclone Strike, making Janna’s next two basic attacks to deal 10/20/30/40/50 (10% Ability Power) bonus magic damage. This effect lasts 4 seconds.

Eye of the Storm (E):
Cost: 70/80/90/100/110 Mana
Cooldown: 14/13/12/11/10

Grants an allied champion or turret a shield that lasts 2.5 seconds that absorbs up to 70/105/140/175/210 (+70% Ability Power) damage.

If Eye of the Storm is cast while Janna has Cyclone Strike, the shielded ally will be granted the buff as well.

Hopefully Riot if you read this, you will use some of these ideas or explain why this rework won't work.

2 Comments

Ahpe8/5/2018, 9:22:39 PM4 votes

Where the fuck is the true damage?