Janna, a Gameplay Update

Stacona··1 votes·439 views

If you have questions I will answer them, but I won't have much of a description on anything here, do remember to drop feedback because I am NOT a mind reader. For the most part Janna never interacts with her opponent which makes her extremely frustrating to go against, Soraka has this same issue (which Riot is trying to fix), this low interaction gameplay makes it very unfair and unfun and frustrating to play against. What is worse is Janna has a lot of power in abilities that do not require any skill and just involves her being nearby, to clarify I am not talking about Howling Gale (Q) or Monsoon (R) which I will keep these abilities intact.


Rising Wind (Passive): Janna's abilities leave behind uprising wind for the next 3 seconds granting all ally units 15%(+1% per 50AP) bonus movement speed while being lifted by the wind.

Howling Gale (Q): Cooldown: 14/13/12/11/10 seconds; Cost: 80/95/110/125/140 Mana; Range: 850 - 1743 units Janna summons a whirlwind at her current location which charges up over 3 seconds, increasing its range by 35%, 20/30/40/50/60(+10%AP) additional magic damage and 0.25 second additional knockup duration each second.

At the end of the duration, or upon reactivation, the whirlwind launches itself in the target direction, dealing 60/75/90/105/120(+50%AP) magic damage to all enemies it passes through and knocking them up for 0.5 second, up to a maximum of 1.25 seconds.

Zephyr (W): Cooldown: 12/11/10/9/8 seconds; Cost: 35 Mana; Range: 850 units Passive: Janna has a little bird that follows her around that attacks with Janna's basic attacks to deal 25/40/55/70/85(+25%AP) magic damage. When the bird attacks 0.75 second before or after Janna's basic attack it slows the target down by 20/25/30/35/40%(+1% per 25AP) for 1.5 seconds when the bird is not following Janna.

Active: Janna can command the little bird to follow a target ally champion or minion for the next 4 seconds to attack with its basic attacks while applying Rising Wind's movement speed, double movement speed when moving towards a visible enemy champion.

Eye of the Storm (E): Cooldown: 10/9/8/7/6 seconds; Cost: 60/70/80/90/100 Mana; Range: 600 units Janna creates a storm on the target enemy to deal 70/105/140/175/210(+65%AP) magic damage to it and leaving it with a surging storm 500 units around it for 2 seconds granting ally champions that make contact with it a 60/90/120/150/180(+50%AP) shield for 3 seconds.

Eye of the Storm can be cast on an ally champion or turret to grant it a 90/135/180/225/270(+75%AP) shield for 3 seconds, this does not form a surging storm however.

Monsoon (R): Cooldown: 150/135/120 seconds; Cost: 100 Mana; Range: 875 / 725 units Janna knocks back all nearby enemies and channels for 3 seconds, releasing soothing winds that heal nearby allies for 70/100/130(+30%AP) health per half-second while channeling, this heal is reduced by 50% to targets above 40% health.

Moving or reactivating Monsoon ends its effects immediately.


3 Comments

Deep Terror Nami3 votes

Are you just deleting and reposting this until you get attention?

Surfer Ashe1 votes

I've thought of a partial Janna rework like: Second Wind (Innate) Janna casts a spell, she will innervate nearby allies to regenerate HP and gain a significant movespeed boost.

Eye of the Storm (E) PBAoE, Radius 600 Creates a gust of wind around Janna, which lasts ~0.5 seconds, that destroys all projectiles that come into contact.

  • This is a more "reactional" windwall effect that requires positioning among allies. I thought it's be a replacement for her shield as it still "protects" your team but less "set and forget" kind of ability.

Tempest (R) PBAoE, Radius 1100 Janna channels to create a violent storm in which all enemies within it have their vision reduce, suffer a 10% MS decrease and does periodic damage. Second Wind constantly refreshes during and one second after the channel. (3 second channel max)

I mean, I'm no designer but I like to see a Janna with risky positioning be rewarded for channeling the wind elements rather than her current set and forget style kit. Monsoon is basically just a knockback, E is a shield, W is point and click and most of her current Q's are just used to the doubletap knockup.

Stacona1 votes

I think it is best to try to keep as true as she is now while fixing the issues rather than have dramatic changes. The problem is Janna mains are whiney, delusional, and give absolutely no feedback so its hard to reach a middle ground meaning Riot needs to just force the matter since Janna players are nothing but a toxic player base so I rather see them sulk and have a healthy champion for the game. Not like I am against Janna being a disengage support, but E has too much power without any thought process, risk or skill so forcing the offense portion of Janna being within interaction range of the enemy helps fixes that, make her passive more active than just being there and granting a lot of power, and W something more interesting and a lot higher risk with her short range and grant a good reward to go with it.

Q i tried to make it more rewarding for the charge up, R i wanted the ultimate still there for clutch saves, but less about keeping your entire team at full health.

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