Janna Rework Concept
Janna is a really cool champion that has lots of potential. I think this rework will allow her to express skill through impactful positioning and landing rewarding abilities. Passive- Tempest Janna's offensive abilities (and Monsoon) mark enemies with tempest. Allies that attack enemies marked with Tempest consume the mark and gain 15/25/30/35/40 (+20% AP) for 1.5 seconds. I wasn't sure what to put for the passive, but this is much more visible and rewards landing spells while still maintain Janna's MS themed passive. Q- same I think Janna's tornado is one of her iconic abilities. Its ability to stop dashes shows mastery and quick reaction time. Predicting movement after charging a full tornado is also very satisfying to hit. Using it in combination with ult is also a part of mastery that feels very rewarding. W- Zephyr (Skillshot, Mana: 60/70/80/90/100, Cast Range: 800, Shield Radius: 800, CD: 14/13/12/11/10) Passive: While Zephyr is not on cooldown, Janna is aided by a air elemental who ghosts her and grants her 9/11/13/15/17% (+2% per 100 AP) bonus movement speed. Active: Janna sends out the her air elemental towards a location to deal 60/115/170/225/280 (+60% AP) and slow for 30/35/40/45/50% (+6% per 100 AP), going through minions and stopping at the first champion hit. If a champion is hit, the elemental flies towards the nearest ally and gives them a shield, prioritizing allies with Eye of the Storm. The shield from Zephyr scales with Eye of the Storm's level: 30/50/70/90/110 (+50% AP) Janna's W as a point and click slow doesn't feel very satisfying to use despite being quite strong. By making it a skillshot, the reward for landing it can be stronger. With an increased slow and the ability to shield, Zephyr becomes paramount to restoring the power of Eye of the Storm which lost some health points. Since this ability has a longer cooldown early (usually maxed second) and higher mana costs, it forces Janna to be more frugal with its casting. I made the shield scale with E level so that maxing it Eye felt better (not sure if this was a good solution though). E- Eye of the Storm (Target, Mana: 60/70/80/90/100, Cast Range: 800, CD: 14/13/12/11/10) Janna shields a target allied champion, turret, or herself for 60/100/120/160/200 (+70% AP) granting 10/17.5/25/32.5/40 (+10% AP) lasting 5 seconds or until broken. The shield's cooldown is higher early to create more windows of aggression for the opponent. Most shields scale down in CD so I brought Janna's to the same standard. Its numbers were also hit, but the shield is stronger than before if you can land w. R- Monsoon (Range: 1500 (A bit more than half of Nami's ult), Width: slightly wider than Nami's ult, Mana: 100, CD: 150/135/120) Janna hears Zaun's prayers and sends out an immense storm towards a direction that she can channel up to 3 seconds. Enemies are knocked back 75-600 units (current is 725). Enemies closer to Janna are knocked back further than enemies at the end of the storm. Monsoon also slows enemies for 20-40%/30-50%/40-60%, based on how long she channels. The slow persists for 1 second after Janna cancels Monsoon. The winds heal allies for 50/75/100 (+25% AP) per half second. Janna's Monsoon should feel powerful. Currently Janna's positioning when casting her ultimate is very straightforward--stand on the carry and press r, cancel if in danger, hold if not. In this rework, Janna has more options with her ult. Casting a distance, she loses peeling power in exchange for the ability to channel her heal in safety and giving a stronger slow. Casting closer to her carries provides a stronger knockback but puts Janna in danger, as the knockback even at max distance is still 125 units less than on live. Insec plays are still available as well with flash. All constructive criticism is welcome!