[Concept] Janna rework; Guardian

Bârd··14 votes·991 views

Passive: Savior

As more sailors came to believe in Janna and made increasingly elaborate offerings to gain her favor, she grew ever stronger.

Each time Janna saves the life of an ally, she gains a stack of Belief. Each stack of belief empowers her spells. If Janna dies, she loses a third of the belief that she acquired more than three minutes before she died.

Q: Twisting Gale 16/15/14/13/12 second CD, 90/95/100/105/110 mana

Summons a whirlwind, which deals 60/85/110/135/160 (+.35 AP) magic damage to enemies in its path and knocks them into the air for 0.5 seconds.The whirlwind can be charged for up to 3 seconds. For each second it charges, it deals 15/20/25/30/35 (+0.1 AP) bonus damage, knocks up for an additional 0.25 seconds, and travels 35% further. Reactivate to release the whirlwind early.

While the whirlwind travels, you may reactivate this ability to adjust its course by up to 30 degrees, at the cost of 25% its remaining range.

Each stack of belief increases the range and radius of the whirlwind by 5%.

W: Zephyr's Flight 15/14/13/12/11 second CD, 75 mana

Passive: Janna gains 5/7.5/10/12.5/15% (+2% per 100 AP) movement speed so long as Zephyr is with her.

Active: Janna sends her familiar Zephyr to swoop in a target area. (Vector cast) He flies in a curve to the starting location of the cast, shoots 450 units across the vector given by the player, and then circles back to his initial location, revealing the area he flew over for 3.5 seconds. Any enemies hit by this take 45/95/145/195/245 (+.4 AP) magic damage and are slowed by 35/40/45/50/55% (+2% per 100 AP) for two seconds, while allies struck are hasted by 10% plus 2% per stack of Belief.

Zephyr is a free spirit, and will not return to Janna immediately. He will return to the location Janna cast the spell from, and will remain there until Janna retrieves him or until Zephyr comes off CD. Retrieving Zephyr reduces the CD of his flight by 25%.

E: Eye of the Storm 14 second CD, 70/80/90/100/110 mana

Janna summons a storm centered around a targeted ally champion or structure, lasting for 5 seconds (if they die, the storm persists around their corpse). The storm exists at radii between 150 away from the target and 350 away from the target. The ally gains 10 (+5 per stack of belief) movement speed and 10/12.5/15/17.5/20% (+2% per 100 AP) attack speed. Enemies caught in the storm are slowed by 15%, and enemy attacks/spells that pass through the storm deal 10/12.5/15/17.5/20% less damage.

R: Monsoon 150/135/120 second CD, 100 mana

Summons forth the might of the wind to knock surrounding enemies back and restores 80/130/180 (+0.5 AP) (+10 per stack of belief) Health to nearby allies each second for 3 seconds.

21 Comments

Skullgetti3 votes

I don't think the passive would be a good idea as it would motivate players to put allies in life threatening situations before actually protecting them+you removed her shield so wouldn't the only way to directly "save" them be with your ult?

BALDG1VEN BOOMER2 votes

What exactly do these stacks of belief do, do they empower every spell including her ult? And how exactly do you classify "saving a champion"?

Also regarding this W, what do you mean reduces his flight by 25%?

Bârd2 votes

In addition to AP and rank, each ability scales in some way with stacks of belief.

Q has its hitbox and range increased.

W has its active speed buff increased.

E has its AS buff increased.

R has its healing increased.

I believe you misread W. It doesn't say it reduces his flight, it says it reduces the CD of his flight.

Ariel the Cruel2 votes

Other than replacing the shield with %damage reduction, I'm not sure what this rework is trying to accomplish.

Bârd2 votes

Take her current kit (which is actually already decent in direction) and give it more room for skill expression and counterplay.

Her passive was a good one, but there's so much thematic room for a champion with lore like Janna that I felt it could be better used.

Q was a good spell, but was difficult to use aggressively since its path was so easily predictable. This change might improve Janna's offensive capabilities enough that she's no longer an extremely passive champion, though I admit it comes at the cost of its counterplay.

W was... fine I guess. It was boring as hell though. This should accomplish something similar in effect (or greater when used effectively), but with a bit more zazz.

E was a solid spell. I honestly wouldn't mind it remaining as is. The change here is purely for thematic reasons. In my mind, Janna conjures strong winds to protect and attack; she's not someone who gives people physical armor (Taric encrusting his allies in crystal plating) or strong magical barriers (Karma creating arcane walls on the sides of her allies). So, I took a spell called "Eye of the Storm" and put its target actually in the eye of the storm. The strong winds move allies along swiftly while hampering the movments of enemies and slowing their attacks in the air. As for added skill expression, there's now more to consider when choosing a target, and target selection is more important with the increased CD. Do you want to shield your ADC for damage amp and protection on them? Do you want to shield your vanguard to aid them in getting to the back line? Do you want to shield your warden to make diving more difficult, and reduce damage dealt to your entire back line? It's worth noting that the damage reduction applies to attacks that pass through the storm. If you're attacking somebody behind the shielded target, the damage is still reduced. It's also worth noting that certain abilities aren't reduced. Non-projectile attacks don't pass through the storm, and pass through it uninhibited.

R already had plenty of room for skill expression, so I just lowered its base healing to add a belief ratio.

zaire902 votes

I'm kinda sad that you took away her shields though I have a decent idea of why you got rid of it but what Im confused about his how belief is gained from the passive. How would the game calculate that you saved a champions life besides if you healed them from a would be death situation in the last x seconds. If she still had a sheild I figured it would be based off if the ally wouldve died if that shield wasn't there but I really dont see a system for where you saved your ally from dying.

Other than those 2 things it seems cool

Bârd2 votes

Here's how I see it working.

When an ally engages in an instance combat involving champions, four stats are logged over the course of the instance.

  • HP at the start of the instance
  • Total damage taken
  • Healing/Mitigated damage/shielded damage NOT from Janna
  • Healing/Mitigated damage/shielded damage from Janna

Two conditions must be met to gain a stack of belief through this method.

  • Damage taken must outweigh both starting HP and non-Janna heals/etc.
  • The champion in question must survive the instance.

The only regret I have with this system is that I don't know a way to get the game to recognize saves sourced from things like ulting a Talon away or interrupting a Zac jump (though I suspect the wizards/pasta chefs at Riot could figure something out).

Supreme Senpai692 votes

The change to her E would be silly. After ardent, her E already gives attack speed. It's basically removing the shield part, which is the biggest part, and keeping the attack speed part.

hhaavviikk1 votes

I think all this will do is go from seeing janna every game to seeing lulu every game

Witch of Babylon1 votes

I dislike how you're nerfing the Janna W damage

Bârd2 votes

The damage per target was lowered because you can now hit multiple targets.

This is to prevent AP Janna from becoming cancer again with the ability to instantly clear creep waves without interacting.

Witch of Babylon1 votes

AP Janna was cancer because of tornadoes, the fact that tornado damage is reduced and that W is a short range ability I dunno why the damage should be reduced.

Bârd1 votes

Because it's no longer the same spell. It's a vector cast AOE.

Also, because Zephyr flies twice (flying out and flying back) it's entirely possible to strike an enemy twice.

The spell has the potential to do much more than its current incarnation.

Witch of Babylon1 votes

Ah I didn't understand the spell

Arakadia1 votes

I do not like tieing her to her ADC. Janna's strength is too often based off how strong ADC's are. I

For one thing you should give her E the ability to help most if not all allies to some extent beyond basic ms.

Bârd1 votes

The storm slows enemies caught in it, making it a perfectly valid strategy to put it on your front line to make them harder to escape.

Arakadia1 votes

Sort of although I still think replacing the AS buff would be a good idea. Part of Janna's current problem is her power is based on the power of ADC's as a class.

I like the rework a lot otherwise. A lot of reworks do not address problems but just remake the champion into something "cooler".

The Yetii Rider1 votes

This belongs in the Concepts and Creations section.

Bârd1 votes

My champion rework concepts have been redirected from C&C to Gameplay in the past.

I'm just doing it here now.

PureSilvrr1 votes

I love this rework, especially the passive

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