Thoughts and Discussion: Janna

Stacona··3 votes·1,215 views

So what I would like to see for Janna is create a larger skill discrepancy between a great player, good player, mediocre player, and a bad player. Right the difference is basically if you can stop a Leona E with your tornado, for one example, and there should be a lot more of a difference between challenger, diamond, gold, and bronze Janna players. Now to clarify this is not completely removing passive gameplay, but give Janna a lot less reward (A LOT LESS) for when she sits way behind her marksman and just pressing E every so often and when you hit 6 you press R when the enemy tries to engage - there should be champion on champion interaction even among passive champions.

The change will result in making Janna a lot more exciting to play while still giving her tools for clutch saves, her true power will come when she interacts with the enemy, without that interaction she can still do her tricks, but those tricks are within very small windows of opportunity.

I am going for two majour broad categories: ~ Have Janna fun and exciting to play, while still allowing for clutch saves ~ Really encourage Janna to position and interact with the enemy and take off a ton of free power for playing passively so that she can get a lot more power for when she interacts with the enemy team; create a fairness and remove frustrations when playing against Janna (it should feel like Janna outplayed you and not you outplayed Janna and lost because she pushed a button)

~ bonus third point. Have everything with Janna very transparent power and not invisible steroids, make it clear as day of why she or her allies deal more damage and why she moves so fast AND all for a GAME ONE player should know what she does just by looking at the abilities. I cannot emphasize this enough of how invisible her power really is.


Basic Attack Range: 500 units [from 475] Attack Improvements: Wind up time greatly reduced for a lot more fluid attack. Attack animation greatly quickened for a more fluid attack. Movement: 335 units per second [from 325]


Blanket of Wind (Passive): Janna gains 10% of a shield for 2 seconds whenever she damages an enemy champion, up to a maximum of 60 - 300 [based on level] (+100%AP) shield. Duration refreshes with continual damage against enemy champions.

Howling Gale (Q): Cooldown: 16/14.5/13/11.5/10 seconds; Cost: 100 mana; Range: 750 / 500 units 1st Cast: Janna marks the target ally or enemy champion creating a harsh wind around it for the next 3 seconds. This wind grants Janna 200% increased total movement speed while near the target, if Janna gets a full lap around the target then the wind creates an upward draft knocking up enemies for 1.6/1.7/1.8/1.9/2 seconds and dealing 100/140/180/220/260(+90%AP) magic damage.

2nd Cast: Janna creates an upward draft early knocking up enemies for 0.25 second and dealing 40/60/80/100/120(+40%AP) magic damage. This occurs immediately if Howling Gale was self cast.

Zephyr (W): Cooldown: 14/13/12/11/10 seconds; Cost: 75 mana; Speed: 900 units per second Janna summons a wind spirit that flies to the mouse cursor for the next 1.5 seconds, enemies it passes through are dealt 60/80/100/120/140(+50%AP) magic damage and slowed down by 25/30/35/40/45%(+4% per 100AP) for 2 seconds.

This wind spirit leaves behind a trail of wind for the next 4 seconds granting allies 30/35/40/45/50%(+10% per 100AP) bonus movement speed while on the trail.

Eye of the Storm (E): Cooldown: 10 seconds; Cost: 60/70/80/90/100 mana; Range: 800 / 550 units Passive: Janna's basic attacks against enemy champions, structures, and epic monsters charge the next cast of Eye of the Storm increasing the duration by 1 second, up to a total of 6 seconds.

Active: Janna shields the target allied champion or structure for 90/120/150/180/210(+100%AP) shield for 1 second and create a storm around the target as long as the shield still holds dealing 40/60/80/100/120(+30%AP) magic damage per second.

Monsoon (R): Cooldown: 160/140/120 seconds; Cost: 200 mana Janna gains 200% bonus movement speed when moving towards allied champions for the next 3 seconds causing her to leave behind harsh and yet soothing winds that persist for 3 seconds healing allies within for 50/75/100(+25%AP) to 150/225/300(+75%AP) health per second based on the target's missing health. Healing applies in quarter-second intervals.

If Janna collides with an enemy during this time then they get knocked away for 600 units one time.


UPDATE: Multiple balance adjustments and changes to better reflect Janna as an utility-mage and not overlap as a damage-mage. Adjustments to reduce running away.

Reduced my point-and-click knock-up time for Howling Gale to better reflect this is meant to disrupt dashes and not be about lock-down at all, the aggressive version is for lock-down and juicy damage.

29 Comments

KONO RUBICK DA2 votes

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/79yA8B4E-difference-between-a-good-and-a-bad-janna

don't try to search problems where there aren't problems janna is perfect as she is and doesn't need any changes, don't ruin her for the sake of non-janna players

Stacona1 votes

No problems alright! :^) Because that is why everyone LOVES playing against Janna so much!

KONO RUBICK DA1 votes

you're already tilting the shit out of me

you talked about "create a larger skill discrepancy between a great player, good player, mediocre player, and a bad player" and i showed you how you were wrong

and now you're talking to me about playing against janna which is bullshit because in my 5 years of support main experience i never had problems against janna janna speciality is stopping dashes, that's it. Yes you may hate janna if you're a melee player, but that's like miss fortune mains hating braum, j4 mains hating thresh

no one cares, as long as the champion is balanced no one cares, because you can't make every players happy against one kind of champion

Stacona1 votes

I didn't remove her ability to stop dashes though, I massively reduced her no-work and passive play by reducing the reward to an equal value. And instead she has a lot more power if she actually interacts with the enemy and makes pro-active moves to run to an ally to rescue them rather than have them come to you for you can rescue which is really weird and promotes lazy gameplay.

Basically I made a fun as fuck kit to play, which still has the cool moments that Janna can do, but she should be overall a LOT less frustrating to play against and actually has to put in work to get her cool moments of powers. Again, I made sure her Q can still disrupt enemy dashes with good timing and her shield can block damage with good timing even without the need of putting in any work at all, but you need to put in the effort in order to really get the huge moments of power and rewarded rather than have it freely given to you.


I wouldn't consider Janna balanced. Is her power budget over the top? No, her current power budget is fine which is where my concept kit left her at, and that also is not the problem. The problem with Janna is that she gets rewarded for putting in ZERO effort, and I say it again for good measure, she puts in ZERO effort and gets rewarded heavily for it. Her current kit encourages a lazy-passive gameplay and needs changes, her power budget is fine when you consider balance that way, but her current gameplay is not and no one likes playing against Janna in her current form because she gets rewarded heavily for putting in ZERO effort.

It is a problem when you can play a champion and not put in the work at all in some fashion, where everyone else (for the most part, with some other outliers) needs to put in some kind of effort to achieve even equal and a lot of cases lesser results/rewards. This is not fair gameplay and we can fix that, and again my concept kit is something I find very interesting and fun as fuck to play while holding on to Janna's core protector identity.

Lauchmelder1 votes

Yes, no one cares as long as the champion is balanced.

That's why some people care about Janna. She's not balanced.

KONO RUBICK DA2 votes

cry more kid, meanwhile i don't know why janna is never picked in lcs

oh wait, might be because she has been destroyed in high elo and they pick malz now, while in low elo they can't handle janna i think that's the reason

Lauchmelder1 votes

https://i.gyazo.com/a73dadb84f1d16b5bd6e43c7d80ee690.png

I know that you don't want to admit it, but a champion having more than 53% winrate for most of the time isn't healthy. End of the discussion.

KONO RUBICK DA2 votes

i don't know if you're retarded but we're not playing in january 2017

for your information janna has 51.9% win rate in diamond+ which is perfectly fine (meanwhile blitz and lulu) now instead of complaining you may start to get good

ty

Lauchmelder1 votes
KONO RUBICK DA1 votes

i didn't say you're retarded, i said i don't know if i'm just asking the question to myself

Lauchmelder1 votes

We both know how you meant it. And the mods will know too. They're humans.

Swarmer1 votes

Janna is very agressive support. I think you mistook champion names with soraka, but even soraka is more agressive than you describet here. Janna that actually is worth for team is usually before the tank harassing opponents when she can. Janna is most played support by adc mains when they are playing supp. That means she must be fun.

Stacona2 votes

I sure hope this comment was being sarcastic.

But on a serious note, Janna much hard to play, all player that do not play support ever and when get auto fill default to Janna because she much hard to play champion, so much skillz to push E and R on occasion :^)

Swarmer1 votes

Are you purely dumb or just pretending ? O hwait, youre p5 NA and negative win rate :O, which is like s5 EU. Cos im p5 EU with 30 latency and can get to g1 in NA with 150 latency.

First of all, support is the hardest role to play in the game. If you check win ratios of supports, janna has one of the lowest below plat elo, arround 40%, arround plat it goes up to 50% and diamond+ it oes to arround 52%. If its so easy to play, why only high elo can do things with her.

Also, correctly pressing her e, r, not wasting q randomly, q is a perfect engage tool, flash ults for engages. If janna do not do things like these, she will never work. Never lost vs a janna who stays behind her adc, she cannot disengage when she stays behind her adc, and her disengage is what makes her strong. Hr shield wont save her from all in engage with a cc supp + cait/kalista/jinx/vayne, maybe only from shit adc like jhin. Also with staying behind she cannot ward properly, q properly, w properly.

Lauchmelder1 votes

And everything you wrote went right to the trash can because you actually think you're better than him because "NA rank < EU rank".

I wouldn't exactly talk, as high elo in NE is worse than in W and NA.

Swarmer1 votes

Nope, most of scandinavian progamers like whole Splice comes from EUNE. And if people who arent lagging in EU servers, and can get same divisions with laggs in NA, it means a lot. EUW is considered better only because the competitions are hapepning there. I play on both servers, on both im g2 this season with 60<% win ratio. Havent played much this season, but as far as i know, NA players tend to lack mechanical skills and tactical thinking, while they might have better teamwork. Also if you know whats Ragnarök, why more than half teams are advancing from EUNE not EUW ? Its a myth that EUNE<EUW, same as people think that NA makes actual good players, since you see half of their roasters full of koreans and eu players.

Lauchmelder1 votes

I'm gonna let you have that dream.

Swarmer1 votes

last year wolds newcomers came completely from eune server, well, 1 year prior they got seperated from eune, cos of russian server coming up. :D Somehow EUW teams cant make newcomers. Follow myths, that NA can make progamers, there hasnt been a single good progamer in warcraft3, counter strike, quake, fifa, nfs, lfs, forza, starcraft2, dota, dota2, lol who comes from NA. Eu players can dominate norh americans when playing with laggs. More than half of EU progamers in lol have been produced in EUNE, Scandinavians, Russians, Polish, Balkanians. And guess where from most progamers come, not from western europe, france, uk, germany, italy, spain.

The Last Ballad2 votes

negative win rate

Physically and statistically impossible. For a negative win rate to happen, one must lose more games then they play. And if someone managed to do that, then they couldn't be in platinum.

Swarmer1 votes

Statistically most people up to d5 are with negative win ratio. Up till diamond 5, 1 win compensates for 2,5 loses in lp.

The Last Ballad1 votes

Win rate is typically presented as a %, which is calculated by wins/games played. In order to have a negative win rate, you must have a negative number in the "win" part of the ratio. Even if you lose every game, that still puts you at 0, which is not a negative number. And because you can not lose more games than you play, you cannot have a negative win rate.

A win _ratio _ is calculated differently, with the wins --- losses(instead of being divided by games played), which then can be negative.(ie, 275/320 would be negative win ratio, but a positive, though not good, win rate of 46%)

I realize I am nitpicking about terminoligy, but labeling things correctly makes arguments based on statistics more credible.

Swarmer1 votes

Negative win ratio compared to loses, wins are less than loses, which means it is negative. Ratio 1:1 is for example 50 wins and 50 loses, and it makes 50% win percantage, which is neither negative nor positive. Since win rate is calculated wins against loses, 49 wins 50 loses is already negative ratio.

EndlessSorcerer1 votes

Actually, I climbed back to Platinum last season with a negative win-rate.

My MMR was significantly higher than my current rating, so I would still gain LP for going 1-1.

Though, I was usually only one win away from being 50% win-rate for the majority of the climb.

ChaddyFantome1 votes

The Wind's Flow (Passive): Range: 1200/1400/1600/1800 units @1/6/11/16 Janna gains between 5% to 50% bonus movement speed when moving towards nearby allied champions, movement increases based on the target's missing health.

That's basically a better Soraka Passive. It also changed from being a Passive speedboost to allies to her instead?? Makes no sense

1st Cast: Janna marks the target ally or enemy champion creating a harsh wind around it for the next 3 seconds. This wind grants Janna 200% increased total movement speed while near the target, if Janna gets a full lap around the target then the wind creates an upward draft knocking up enemies for 1.6/1.7/1.8/1.9/2 seconds and dealing 100/140/180/220/260(+90%AP) magic damage.

Im sorry but this is just gimmicky and bad. How the hell is Janna realistically ever gonna do this as a squishy support? I like the concept in of itself but not for Janna. This is just too forced.

Zephyr (W): Cooldown: 14/13/12/11/10 seconds; Cost: 75 mana; Speed: 900 units per second Janna summons a wind spirit that flies to the mouse cursor for the next 1.5 seconds, enemies it passes through are dealt 60/90/120/150/180(+70%AP) magic damage and slowed down by 25/30/35/40/45%(+4% per 100AP) for 2 seconds.

This wind spirit leaves behind a trail of wind for the next 4 seconds granting allies 30/35/40/45/50%(+10% per 100AP) bonus movement speed while on the trail.

Basically old Galio E. I dont mind this at all. 10/10.

Eye of the Storm (E): Cooldown: 10 seconds; Cost: 60/70/80/90/100 mana; Range: 800 / 550 units Passive: Janna's basic attacks against enemy champions, structures, and epic monsters charge the next cast of Eye of the Storm increasing the duration by 1 second, up to a total of 6 seconds.

Active: Janna shields the target allied champion or structure for 90/120/150/180/210(+100%AP) shield for 1 second and create a storm around the target as long as the shield still holds dealing 40/60/80/100/120(+30%AP) magic damage per second.

This is just stupid. The goal is to make her more interactive, not gut her. Especially the perpetual AoE dmg thing. its a neat concept but not on Janna given the fact that the shield will never last longer than a second regardless because it will always get popped unless massively ahead, making the damage it provides (which will already be mediocre due to her building very little AP) that more pointless.

Monsoon (R): Cooldown: 160/130/100 seconds; Cost: 200 mana Janna increases the power of The Wind's Flow and Zephyr's movement speed for herself by 10x for the next 3 seconds causing her to leave behind harsh and yet soothing winds that persist for 3 seconds healing allies and Janna within for 50/75/100(+25%AP) to 150/225/300(+75%AP) health per second based on the target's missing health. Healing applies in quarter-second intervals.

If Janna collides with an enemy during this time then they get knocked away for 600 units one time.

I like the idea of the spell in of itself, which s my sentiment for all the proposed ideas (minus the passive, its literally just a better Soraka passive), but I feel as though you ddnt take the time to actually think about how they work in actual practice, as opposed to just thinking about the changes in isolation and "what you didn't like about them and wanted to change"

One of ,my biggest gripes is your idea of interactivity seems to be forcing Squishy AF Janna to face plant into the middle of enemies to get anythign done. its dumb, and the changes completely remove her identity of begin the disengage queen as well.

Stacona1 votes

The passive is hard to figure out something that works well - but I am going for something that removes lazy gameplay and forces Janna to be pro-active in order to be successful and save her allies rather than make her allies come to her - the ultimate change is meant to do this as well and set it up for it is not simply push a button and AFK.

She moves very fast when near the target during the Q, also she has a shield, the two go together. It isn't a gimmick but a fun little mini game, has a Fiora type vibe with it, it is a way to give a very cool and powerful moment of power that the opponent can try to avoid (there will be a circle metre to show progression as well). It is not a gimmick at all, gimmicks are things like ghost dragons, the entirety of yasuo, and jhin's passive and ultimate.

Zephyr is a paint brush ability, it would be fun to use and can "paint" pathway instead of just be a straight line skill shot (the duration has a maximum distance of 1350 units - this can be as a straight line or a funky skill pattern - like to tag someone with a slow and reverse directions for it goes behind you as well).

The shield damage gets destroyed now if the shield gets popped. I want the damage to be very visible and notice-able rather than be an invisible steroid that you cannot avoid and cannot fight the enemy back with - also it makes sense for what eye of the storm is (the outside of the storm does destruction and the inside is a safe haven). It isn't a gutting - and she got strengths elsewhere - it just makes her to actually interact with the enemy or prepare to use it only for good timing to mitigate damage that way; if you want a long duration shield then you have to earn it because right now there is too much power in the shield that requires no effort to use. Also just like Ivern's shield damage the AoE damage applies as the shielded target's damage (it won't steal minions that way).

Soraka passive is 70% movement speed at a much greater distance (almost doubled) - sure it only kicks in at half health, but still does its job as a protector - so it isn't straight out better, just always active and when it gets strong is at the same point where Soraka's passive turns on and is way stronger. As i said i did it because i want Janna to be proactive rather than have lazy gameplay where it involves her team going to her, i want Janna to go to her team instead and interact with the enemy.


She still has plenty of disengage, and squishy doesn't mean you cannot be aggressive, also she has a powerful shield and I gave her a ton of mobility - also her ultimate is a massive heal as well and still has its knock-back.

Maybe if I rework her passive to something else it be better, something that gives survive-ability for the aggression I added to her kit.

ChaddyFantome1 votes

{quoted}

The passive is hard to figure out something that works well - but I am going for something that removes lazy gameplay and forces Janna to be pro-active in order to be successful and save her allies rather than make her allies come to her - the ultimate change is meant to do this as well and set it up for it is not simply push a button and AFK.

And it does a poor job of it. The entire purpose of her current passive is to make it so her allies can except/chase better if SHE is leading the charge. This means she has to take her positioning into consideration when using it. Your change makes it more visible power, but doesn't make it any more proactive than it already is. It just homogenizes it with Soraka's.

She moves very fast when near the target during the Q, also she has a shield, the two go together.

No because because you are expecting a squishy champion to run around in the middle of a teamfight at melee range. the 200MS wont compensate for this, especially since it will wear off once its triggered, leaving her a sitting duck. Also, the Shield should be intended for allied support. if she is using ti on herself, she isn't protecting hr allies, not that it matters since is squishy and the shield wouldn't protect her anythign significant at all.

It isn't a gimmick but a fun little mini game,

Its a gimmick, and interesting one but none the less not very well thought out for the champion you are trying to change. I wouldn't mind this on a new champion designed to be a melee ranged tanky/bruiserish disruptor, but a peel and disengage forcused immobile Enchanter? Makes no sense.

has a Fiora type vibe with it,

Fiora is also a Very mobile Fighter with Defensive tools like Riposte and Tons of damage.

it is a way to give a very cool and powerful moment of power that the opponent can try to avoid (there will be a circle metre to show progression as well). It is not a gimmick at all, gimmicks are things like ghost dragons, the entirety of yasuo, and jhin's passive and ultimate.

Dude simply claiming "it isn't a gimmick" doesn't make it less of a gimmick. And whether you attribute ti as "something you deem good or bad" isn't the different between a gimmick or not. Gangplank's barrels were a gimmick and they were great. This is a gimmick and it doesn't fit.

Zephyr is a paint brush ability, it would be fun to use and can "paint" pathway instead of just be a straight line skill shot (the duration has a maximum distance of 1350 units - this can be as a straight line or a funky skill pattern - like to tag someone with a slow and reverse directions for it goes behind you as well).

Overall not a bad change at all and fits.

The shield damage gets destroyed now if the shield gets popped. I want the damage to be very visible and notice-able rather than be an invisible steroid that you cannot avoid and cannot fight the enemy back with - also it makes sense for what eye of the storm is (the outside of the storm does destruction and the inside is a safe haven). It isn't a gutting - and she got strengths elsewhere - it just makes her to actually interact with the enemy or prepare to use it only for good timing to mitigate damage that way; if you want a long duration shield then you have to earn it because right now there is too much power in the shield that requires no effort to use.

By that same token, you can say this about literally every allied cast shield or every self cast sghield for the matter. its a stupid complain and argument.

Again, I am not criticsing the ability itself, i am criticising the change beign made here. They feel like they aren't beign made with the champions actual identity in mind and how the kit fits together, feeling more like isolated changes made arbiitrarily (whether they are needed or not) with the agenda of "make take more effort and be flashier" without takign into mind how it all ties together.

At the end of the day, Janna's Current kit all comes together to help her do 1 thing and that is peel and keep people off her team whiel protecting them.

This kit doesn't fullfill this, not in any clear way at the very least and is more just a mishmash of stuff you made while thinking of changes for each individual ability in isolation, the champion itself not even being taken into consideration.

Soraka passive is 70% movement speed at a much greater distance (almost doubled) - sure it only kicks in at half health, but still does its job as a protector - so it isn't straight out better, just always active and when it gets strong is at the same point where Soraka's passive turns on and is way stronger. As i said i did it because i want Janna to be proactive rather than have lazy gameplay where it involves her team going to her, i want Janna to go to her team instead and interact with the enemy.

Its still better 90% of the time. 20% MS isn't that big a difference, at all. Havign ti be persistent regardless of health threshhold makes it far better in almost every scenario.

She still has plenty of disengage, and squishy doesn't mean you cannot be aggressive,

there is a difference between being aggressive and throwing yourself into melee range as a champion that crumbles at the drop of a hat.

You cant do that unless you have either durability, mobility, some ability to avoid damage outright or high in combat sustain.

Janna has none of these, even with your changes.

also she has a powerful shield and I gave her a ton of mobility

(speedboosts =/= mobility.)

Lest you wanna start arguing Garen is super mobile.

also her ultimate is a massive heal as well and still has its knock-back.

.....For running into the enemy with 1200HP and no defensive items. Again, you arent thinking this through.

Maybe if I rework her passive to something else it be better, something that gives survive-ability for the aggression I added to her kit.

At this point it seems you are less interested in making her more incentitived for interacting with the enemy and more interested in simply making her do a 180 and be a completely different champion.

The Last Ballad1 votes

I would like to point out that this isn't a support kit, or at least, the numbers don't make it a support kit. With multiple 100% ap ratios, high damage ratios, and a better auto attack, why on earth would I not take her mid? She has a tracking "heat-seeking missile" type skillshot that has a max range of 1350 and a high ap scaling. A skill that allows her to out run ANY gank(200% total move speed kicking in whenever the jungler gets close to you, with a point'n'click knockup). A shield that not only has a massive ap scaling, but does damage to boot.

Oh, and don't forget the "oh crap I'm out of position, better run" ult that heals her and gives her 100% bonus movement speed, which is TRIPLED if there is an ally nearby.

What would stop me from just sitting in lane and throwing w at my enemy laner and their minions off cooldown, which, due to the heatseeking targeting, passthrough, full-damage-to-every-target-hit nature. coupled with a fast travel speed, would mean that they do not have any chance of dodging it. Once your jungler ganks? Run up to them with your ult, and either q, run around, or double q them. Then hit them with the bird again to slow them, while shielding the jungler from all damage and doing damage in return.

Stacona1 votes

People have went tank Janna builds, I want to discourage that and encourage squishy builds with AP/utility items, if she does deal too much damage that can be easily fixed focusing the high ratios with the shields and heals - but you also have to weigh damage to cooldown as well.

The point and click knock-up can be reduced further since the purpose of it is just to disrupt dashes rather than lock down the target, the aggressive version is for actual lock-down and play-making.

The bird damage can be reduced to have more focus for the utility of the slow and/or movement speed. And keep the Q+E as the main damage sources (remember E does damage now, but I want it to be notice-able and not an invisible steroid)

The ultimate probably should just have it movement speed towards allied champions to be a rescue ability and keep it away from running away ability.

Dianna Leveret1 votes

I can't win a single game as Janna this season.. Well not a single, but my win rate with her is around 30%, if not less. And I do think my skills with her are on point, since she is my 3rd highest mastery support. There is something in the current meta of junglers and cheese tactics, which always loses me lane hard. Everytime i pick Janna, i get the bad luck for having 'weaker' teams, but stronger enemies, who 4 man gank bot at lvl 2 , feed their adc 2 kills and from then the entire game tilts and goes wrong.. Almost everytime I pick Janna, something like that happens. If she does a Q + W she goes out of mana , or if she uses 4 shields in lane, she goes out of mana.. and the new reduced MP10 stat from mastery , support items, doesn't help her at all ! With Lucian in every game , her shield gets almost completely useless, since his Q + passive goes trough it easily.
Lulu deserves her ban rate, she is a better Janna, with peel, protection and polymorph. She does a better job, protecting ADC/Teams, in the current meta, than Janna. The few games I do win as Janna, I feel totally carried, where top wins hard, mid wins hard and jungler does superb job , so I have a free ride , pressing E now and then... There is just something off about Janna this season. She doesn't feel like a champ, who 'wins lane for her adc' or makes plays for the team.. The times I DO try extremely hard, to do superb Q's or insec ults , enemies just flash out or use their mobility spells and walk away. While Lulu polymorphs 'roots' them in place for 2.5 seconds.. Sona has hard CC, Nami has hard CC... I feel Janna is just a 'carry me pls' shield bot, which has higher win rate in dia + , because her teams play good there and carry her. In plat, currently is extremely rare to see an ADC who uses Janna's strenghts to full potential.. He doesn't poke when i shield him, for the increased AD and safe trades, or he doesn't commit to my charged Qs from bush .. In this current agressive point and click meta, Janna feels off place for me.

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