An Alternate Reality Janna

Stacona··1 votes·246 views

DISCLAIMER: This is not an official rework of any kind, this is just a fan project creating a "what-if" scenario. You are entering an alternate dimension, this is different than what you are used to, but the norm over here. You will see Janna as something you are not used to, and that is okay, so calm down and keep a level head because when you leave here you go back to your own dimension, this is just a temporary visit.

One thing I will say before I begin with MY ideas is that shields should require some kind of thought process and skill to them in some fashion, or create some kind of trade-off to them, just anything to make them not mindless to use.


Basic Attack Range: 400 units Base Movement: 330 units per second


Zephyr (Passive): Range: 400 units Janna has a little bird named Zephyr that follows her around everywhere that she goes, Zephyr will attack the closest enemy and Janna can command Zephyr to attack a specific target when he is flying around her, but Janna cannot basic attack normally. Zephyr deals 10 - 60 (+20%AP) bonus magic damage on-hit.

Some of Janna's abilities can cause Zephyr to fly around a target champion temporarily, 3 seconds for enemies and 6 seconds for allies.

~ Allies gain 8%(+8% per 100AP) bonus movement speed while having Zephyr flying around them, this bonus is halved while flying around Janna. ~ Enemies are slowed by 15%(+5% per 100AP) while having Zephyr flying around them, Zephyr attacks the target he flies around, and Zephyr grants a large amount of sight around him.

Zephyr cannot be more than 1000 units from Janna.


Howling Gale (Q): Cooldown: 14/13/12/11/10 seconds; Cost: 70/75/80/85/90 mana; Range: 1200 / 400 units Janna creates a zone of swirling wind counter-clockwise for 4 seconds at the target location, this grants Janna 400% total movement speed while travelling with the wind. If Janna moves in a full circle in this zone then it intensifies, knocking up enemies for 1/1.2/1.4/1.6/1.8 seconds and dealing 100/140/180/220/260(+70%AP) magic damage.

The swirling wind reveals the area.


Eye of the Storm (W): Cooldown: 13/11/9/7/5 seconds; Cost: 50/60/70/80/90 + 10 mana per second; Range: 700 units Toggle: Janna forms a storm around the target ally, enemy, or herself, creating a barrier of thick clouds at the edge of Zephyr's area of attack that prevents all units from the opposite team from seeing inside the storm while outside of it, regardless if an unit of that team is already in the storm, and stopping enemy dashes on contact with the clouds.

Zephyr electrifies all enemies inside of the storm instead of attacking a target directly, dealing 30/45/60/75/90(+20%AP) true damage per zap, frequency of the zaps is based on the target's attack speed. This no longer occurs when Zephyr moves to another target.


Flight Path (E): Cooldown: 12/11/10/9/8 seconds; Cost: 65/70/75/80/85 mana; Range: 700 units Ally Cast: Janna commands Zephyr to fly to the target ally, blocking all enemy projectiles within 0.25 second upon arrival and then granting 40/60/80/100/120(+100%AP) shield for 2 seconds. If the target has more range than Zephyr then Zephyr's area of attack matches that of the target.

Enemy Cast: Janna commands Zephyr to fly to the target enemy, blinding it for 2 seconds and causing Zephyr to deal 15/30/45/60/75(+25%AP) additional bonus magic damage while the target is blinded.


Soothing Winds (R): Cooldown: 160/130/100 seconds; Cost: 100 mana; Range: 400 units Janna creates soothing winds around her for 5 seconds, healing all units, ally and enemy, for 60/90/120(+40%AP) health per second within the area. Janna gains 40%(+10% per 100AP) bonus movement speed while moving towards any champion, allies gain 40%(+10% per 100AP) bonus movement speed while inside these winds and moving towards Janna.


5 Comments

Ahristocats2 votes

Nop First, a lot of champions in this game have point and click shields

Second, your rework does not fit with zileas's healthy gameplay pathern because you essentially create spells that can be used both offensively AND defensively at the same time it's not "you choose one" like lulu or other champions like that, your Q for instance is both offensive and defensive at the same time this creates confusion to those who play janna, just like ezreal's current W that riot wants to rework

i quote zileas: "Unclear Optimization This is a more subtle one. when players KNOW they've used a spell optimally, they feel really good. An example is disintegrate on Annie. When you kill a target and get the mana back, you know that you used it optimally, and this makes the game more fun. On the other hand, some mechanics are so convoluted, or have so many contrary effects, that it is not possible to 'off the cuff' analyze if you played optimally, so you tend not to be satisfied. A good example of this is Proudmoore's ult in DOTA where he drops a ship. The ship hits the target a bit in the future, dealing a bunch of damage and some stun to enemies. Allies on the other hand get damage resistance and bonus move speed, but damage mitigated comes up later. Very complicated! And almost impossible to know if you have used it optimally -- do you really want your squishies getting into the AOE? Maybe! Maybe not... It's really hard to know that you've used this skill optimally and feel that you made a 'clutch' play, because it's so hard to tell, and there are so many considerations you have to make. On the other hand, with Ashe's skill shot, if you hit the guy who was weak and running, you know you did it right... You also know you did it right if you slowed their entire team... Ditto on Ezreal's skill shot. "

Stacona1 votes

A knock-up that deals damage, it is a clear offensive tool. The movement speed when swirling around is within a very obvious, small area and presents high risk to get off the powerful effect for the knock-up and damage. I do still wanted to keep stopping enemy dashes with good reaction, but this can be moved to another ability instead.

There are pretty clear ways to use these spells optimally, but I also wanted to move away from having the champion feel one-dimensional and create multiple scenarios that the play can CHOOSE to do and not just have one path to go down. For offensive it really comes down to where Zephyr is, which he can only be on one target at a time, that is clarity. Howling Gale creating a zone that reveals an area and then requires Janna to be in the zone and do a full loop for the knock-up and damage creates clear counter play opportunities, risk towards Janna for the powerful moment, and clarity of what is going on.

W+E was not about having hard-to-use spells, but rather create timing elements and/or decision making that also have consequences and trade-offs. Like you can W an enemy for the guaranteed true damage over time and slow, both are 3 seconds maximum since it is an enemy target, but the trade-off is that you cannot use it on your ally for awhile after deactivating and you make the target untargetable since your team cannot see it unless they walk inside the storm.

~ While E is timing with the shield, and even more precise timing with projectile blocking, clear defensive spell as well - which you get rewarded for using it on your range champions since it increasing Zephyr's attack range to match. Enemy E is an offensive stance, Janna uses it to blind and slow the target, deal some extra magic damage and use the two effects to keep herself safe as she swirl around in low winds howling gale, combo'd into a knock-up and slow - this entire combo is offensive. The trade-off with E is deciding between shielding an ally or blinding an enemy, you cannot do both, so you must choose between one or the other.


Her ultimate being full on super defensive, reset the fight, is just straight up broken and requires no effort on Janna's part. So instead create thought process to it with the heal where it can heal enemies as well, forces Janna to think where she uses it and think about her own positioning rather than be a mindless "press R to win". The decision making, and risk, to it is engaging a fight, Janna gets her team to stay close to her and she leads the way (as a squishy mage) since everyone else only gets the movement speed while close by and following Janna; but she can also choose to lead the way to a retreat and still reset the fight, but she must be careful about not getting too far ahead where her team is left in the dust since it is a short ranged effect.

But the entire point to this is create actual thought process and thinking, and not have free, mindless spells that are always good to use or never the wrong time to use them, I also wanted to create some type of comboing elements to have spells go together. Like with her ultimate she can thrown her shield on a target with a bunch of attack range AND THEN use W on that target for a huge storm size and the movement speed of the ultimate, the enemy cannot see within the storm that is moving quickly towards them, can allow for a sneaky Amumu Q into R (or Q-Flash-R).

Allowing the player to choose how to play is good design, as long as there are real decision making and trade-offs with it.

Salamencę1 votes

Jesus christ lmao this kit is broken as fuck. And super cancerous.

More from Gameplay

More by Stacona