Janna; A Gameplay Update

Stacona··1 votes·555 views

I used to play a lot of Janna before she received some changes which the changes just made her mindlessly easy to play, and even worse is that she is super frustrating broken to play against, to the point that teams will have to ban Janna because the hate playing against a champion more obnoxious that Kassadin in his most broken state.

Right now she is over the top passive and makes games very dull and boring, and frankly just not fun to be in (this includes if the Janna is on your team too). I will keep that disengage side intact, but tone it down to give her more pro-active attributes; work on something fun to play as, give her the higher skill to play her like she is suppose to have, and have her at least not frustrating to go against and at least manageable to deal with.

P.S. Do not talk about win rates here, do not want to hear it and it also does not change anything, this is a proactive post in an attempt to fix underlying issues and problematic cases.


Basic Attack Range: 525 units

Tailwind (Passive): Janna's spells leave behind wind trails that last for the next 3 seconds that increases her movement speed and her allies' movement speed by 15%(+1% per 20AP) when on the trails.

Howling Gale (Q): Cooldown: 18/17/16/15/14 seconds; Cost: 90/100/110/120/130 Mana; Range: 1100 - 1800 units Passive: Every enemy that gets knocked-up by Howling Gale reduces its cooldown by 1 second. Additionally, Janna's basic attacks against knocked-up enemies increase the knock-up duration by an additional 0.1/0.2/0.3/0.4/0.5 second, only occurs once per unit per knock-up.

Active: Janna summons a whirlwind at her current location which charges up over 3 seconds, increasing its range and damage for each second charged.

The whirlwind deals 40/60/80/100/120(+50%AP) magic damage plus 20/25/30/35/40(+20%AP) magic damage for each second charged to struck enemies and knock-up enemies for 0.25 second plus 0.1 second per 100 units the whirlwind travels.

Zephyr (W): Cooldown: 5/4/3/2/1 second; Cost: 60/70/80/90/100 Mana; Range: 500 units from the bird's location; Tether: the bird cannot go beyond 1200 units from Janna

Passive: There is a bird that is always by Janna! If Janna walks near the bird then he will follow Janna or if Janna walks too far away from the bird then the bird will fly to Janna's side.

Active: Janna sends the bird to the target location based on the bird's current location to deal 60/80/100/120/140(+40%AP) magic damage to all enemies struck and slowing the first enemy struck down by 15/20/25/30/35%(+1% per 20AP) that decays over 1.5 seconds.

Eye of the Storm (E): Cooldown: 10 seconds; 50/60/70/80/90 Mana; Range: 750 units Passive: If Zephyr goes through a target currently affected by Eye of the Storm then Zephyr will stun all struck enemies for 1.1/1.2/1.3/1.4/1.5 seconds and grant the shielded ally, as long as the shield still holds, 10/20/30/40/50(+10%AP) bonus attack damage.

Active: Janna shields an ally champion or herself for 80/105/130/155/180(+90%AP) shield points for 3/3.5/4/4.5/5 seconds. The shielded ally gains Tailwind's movement speed and leave behind a wind trail as it moves around as long as the shield still holds.

Monsoon (R): Cooldown: 150/135/120 seconds; Cost: 100 Mana; Range: 875 units; Heal Range: 725 units Janna knocks back all nearby enemies and channels for 3 seconds, releasing soothing winds that heal nearby allies for 5/7/9%(+1% per 100AP) of each ally's missing health every half-second for 3 seconds.

Moving or reactivating Monsoon ends its effects immediately.


3 Comments

Lugg1 votes

Uh, you do know they are testing nerfs on her on the PBE right?

Stacona2 votes

Nerfs do not fix her though, it is a band aid solution that keeps all of her problems the same, so nothing will change and she will be the same broken and frustrating champion to play against; so to fix things we can actually need to change something about her

Stacona1 votes

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