Regarding Janna nerfs, and how to fix her

yoniame··1 votes·350 views

Unreasonably long text incoming, skip to next gap for the more important part. Janna in herself is barely a problem, but in these continous nerfs with nothing to give back are quite unreasonable. Instead of reworking/balancing Draven KogMaw Vayne whom she operates with, and grants them safe laning to let them become hypercarries (vayne can easily become one anyway, as she recovers at a way too fast rate, even if she is shut down 040 in lane). If alone, Janna is the most overnerfed champion, and q style ap janna is not even a viable pick with most of the more mediocre adcs. I don't know why riot tried to ruin her so much, as building utility-tank on her is just boring, and takes away all reason for having so many (but usulessly low, escpecially now that masteries changed, and reaching 1000+ap is nearly impossible in normal matches) ap scalings. These changes would make Ap janna more viable, but also quite weaker in early game, due to her increased (doubled at lvl1) shield cooldown, high mana costs, and reworked passive. As her range was already the lowest among ranged champions (475), she got +20range, to slightly compensate, As for her late game: she will finally have some damage, but with full ap build she will be very vulnerable, so she either has to rely on dodges and positioning utilising her W-passive, or sacfrifice her W for damage, which requires her to build sligthly more defensive. (Personally I claim a fucking wind support, who is supposed to dodge, roam around,and fly like the wind, isn't supposed to have an ultimate where she just stands in one place healing, which also barely suits her kit, unless she is supposed to be Soraka 2[not even then], but I made this rebalance keeping her current ultimate also in mind)

HEALTH 480– 1810 ATTACK DAMAGE 55 – 105 HEALTH REGEN. 5.4 – 14.8 ATTACK SPEED [*] 0.625 (+0% – 44.4%) MANA 410 – 1500 ARMOR 18– 82 MANA REGEN. 12.5 – 18.3 MAGIC RES. 30.0 RANGED 495 MOV. SPEED 335

Janna grants bonus movement speed to nearby allies increasing by allies missing health, giving them 0.25%movementspeed for each % missing health (max 12%bonus speed) Q-ACTIVE: Janna summons a whirlwind at her current location which charges up over 3 seconds, increasing its range by 35%, damage and Airborne icon knockup duration each second. MINIMUM MAGIC DAMAGE: 60 / 85 / 110 / 135 / 160 (+ 30% AP) 「 BONUS MAGIC DAMAGE PER SECOND: 20/ 25 / 30 / 35 / 40 (+ 20% AP) 」 At the end of the duration, or upon reactivation, the whirlwind launches itself in the target direction, dealing magic damage to all enemies it passes through and Airborne icon knocking them up for 0.5 seconds, increased by 0.25 seconds for each second spent charging up to a maximum of 1.25 seconds. Also gains increased gains 5%second increased width.

W-PASSIVE: While Zephyr is not on cooldown, Janna is aided by a wind elemental who Ghost ghosts her and grants her bonus movement speed. MOVEMENT SPEED BONUS: 8 / 10,5 / 13 / 14.5 / 17% (+ 3% AP) ACTIVE: Janna commands her wind elemental to attack the target enemy, dealing them magic damage and Slow icon slowing them for 3 seconds by an amount capped at 80%. MAGIC DAMAGE: 60 / 115 / 170 / 225 / 280 (+ 60% AP) SLOW: 24 / 28 / 32 / 36 / 40% (+ 2/4/6/8/10% per 100 AP)

E-ACTIVE: Janna shields the target allied champion or herself for 5 seconds, granting her target bonus attack damage while the shield holds. RANGE: 800 COST: 80 / 94 / 110/ 1 / 110 MANA COOLDOWN: 21/20/19/18/17/16 SHIELD STRENGTH: 80 / 110 / 140 / 180 / 200 (+ 75% AP) BONUS AD: 5 / 15/25 / 35 / 45 (+15% AP) AD Eye of the Storm can be used on turrets, causing Janna to be credited for any kills, and grant her assist(!) it earns while the shield holds.

R-Passive: While casting monsoon, it increases Tailwinds effectivity by 20%/30%/40% (cap increased to 20%movement speed while monsoon is active) ACTIVE: Janna pushes back all nearby enemies and stunning them for 0.5 seconds and channels for 3 seconds, releasing soothing winds that heal nearby allies every half-second for while channeling. 「 HEAL PER SECOND: 93 / 144 / 195 (+ 50% AP) 」 Moving or reactivating Monsoon ends its effects immediately.

5 Comments

Serevas2 votes

The reason she got nerfed is because she maintains a play rate higher than 20% and a win rate of almost 55%.

The amount of utility she brings to the game basically means that you win the game if you make it out of the laning phase.

yoniame1 votes

once again, its about her lane partners, after she gets out of laning phase she offers less overall combat stats than basically any other the supports, and having the same ability to continously defend someone as Lulu Nami Bard, and she is being left behind bySoraka Taric Zilean Sona These changes were aimed to make her slightly viable even when no one is that close, and requiring more skill to be actually usefull, as she relies on her Q very hard needs skill to utilise her passive well.

Serevas1 votes

You seem to be under the impression that supports need to deal damage in order to be useful out of lane, which is utterly false, this is what I'm talking about in terms of utility.

Q is a knock up that can cancel several critical abilities in the game, W provides an immense slow scaling on her ability power, E is a huge shield that can be utilized on towers and provides AD which increases based on her ability power, Her utlimate is an AoE disengage, the likes of which only exist with Gragas, that also provides a tremendous heal during it's channel. Add to that the movement speed that can be utilized in numerous fashions.

Damage can be mitigated, can be lesser if not as strong, Janna's utility is difficult to do anything about aside from killing her. You don't need to deal damage to be an effective support.

yoniame1 votes

Her Q has slow travel time, if you charge it in visible place its not hard to guess it direction, if not, it won't be able to fully reach and effect everyone, and there are many other (in many cass better) counter engages such as Bard Blitzcrank Braum Lux Morgana Nami Thresh , and better team cc-sZyraSoraka Sona Velkoz Zilean Nautilus Orianna . Having ap scaling on a slow isn't unique, and if she uses it she blew her speed away, for a low-damage, low soft-cc single target spell. The main problem is her E as she can now spam it easily (it has measly 10sec cd at all ranks, and lasts 5 seconds, with with windspeaker and cd reduction mastery she can soak up a lot of damage and keep her shield up continously, with only 0,5 second free time) , can target turrets(which is a pretty important now that they are made out of paper), has high base scaling, and good ap scaling, but the base scaling+windspeaker regretfully is strong enough so she isn't forced to build ap. My rebalance would solve this, and would force her to be more risky to play. Regarding her R, I consider it to not suit her kit, but changing her, so she builds ap makes it very easy to punish her if she begin ulti near the front line (also a single hard-cc can stop her from casting).

(,,You seem to be under the impression that supports need to deal damage in order to be useful out of lane, which is utterly false, this is what I'm talking about in terms of utility." I main Janna since season 3, I am comfortable with low damage supports, but I hate this bs meta with Janna withitem 3512 item 3060item 2301 item 3065 item 3050 because this ISN'T what Janna supposed to be, its not fun to play with or against)

yoniame1 votes

I think I corrected all the misstypes, if you spot anything, tell, so i can edit it.

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