Janna Gameplay Rework

TheySeeMeWardin·5/9/2019, 6:50:06 PM·1 votes·641 views

Abilities

Passive - Tailwind: Janna marks enemies she's cc'd for 3 seconds. Allies can aa marked enemies and gain a 7% movement speed increase for 1.5 seconds. This bonus can be proced multiple times but only refreshes the buff and does not stack.

Q - Howling Gail: Janna begins to build up a small whirlwind within 400 units of her (Viktor's death ray is 525 units for reference) and chooses the direction the ability will go. After charging for 3 seconds the whirlwind travels in the chosen direction dealing damage to enemies hit. The ability can be triggered before the 3 seconds are over but has to charge for at least .50 seconds. Casting the ability early causes the whirlwind to travels at a slower speed and shorter distance. Enemies hit are consumed by the strong winds, knocking them up and displacing them in the direction the ability is moving. On instant cast the whirlwind knocks up for .50 seconds and displaces 75 units. The ability's knock up increases .25 seconds and displacement increases 50 units for every .75 seconds it charges, giving it a max of 1.25 seconds and 225 units.

W - Zephyr: Same as live.

E - Eye of the Storm: Same as live.

R - Monsoon: Janna calls upon a storm that heals allies with a soothing wind while devastating her enemies. Janna creates a 725 unit area of affect that heals allies over time. Enemies that attempt to dash within the area are dealt damage and knocked up for .5 seconds. This ability no longer pushes enemies away. Basically a giant Poppy W that heals too.

Reasons

Passive: It's boring and there's not interactivity with it. This passive keeps the same ms boost while forcing Janna to be active in lane and team fights. It also adds some depth to zephyr than just spamming it whenever its up. Also the aa damage bonus just feels like a disconnect from what she's suppose to do.

Q: It's very strong but very linear as well. The best parts of using it is to catch opponents off guard with a cheeky tornado and it's hard to do that without it being at full charge. This ability can be too safe at times with the instant cast, preventing any lane interactions in the early game and giving Janna an easy way to prevent dives so the delay can help shift some of Janna's power. This ability should feel like it has some offensive purposes, however, unless it's chained with an ally's cc you will only get off a .50 second knock up which is why everyone saves it for defense. The displacement is to give her some way to push opponents off her team with the ult change and maybe even pull champs back into the fight who are trying to flee.

R: Again this is to give Janna more offensive capabilities while removing some of her oppressive defensive ones. Her ult is SO strong. It can completely stop an entire team fight from happening. This isn't necessarily a bad thing but it eats up so much of her power budget that she has a hard time doing anything else besides using shield, ult, and using every active item known to man in team fights. Similar to the old Galio ultimate, it's just too taxing and oppressive. The anti-dash mechanic is to keep the theme of her current ult but to give clear ways to counter the cc from it. If a Rengar is trying to jump on you or your poor adc, it still functions the same way. However, if your team makes a poor call and goes in on a bad team fight, you cant just hit the reset button.

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