Back to competitive - A full Janna rework (with stats, values and more)

Radovan 21·7/24/2014, 9:32:33 AM·1 votes·438 views

Hey all, since last season in competitive play, we can see a small number of champions being picked almost every match. And it is understandable, those are champions that that do same thing as other's, but much better. Of course, you can take some unexpected champion and do well on it, like Lactea's Draven or Deft's Ezreal, but their skill on them are unchallengeable. Lastly, and most important for us, there are champions that are totally not viable: Urgot, Veigar, Brand, Cho'gath, Fiora, Sion, Galio, etc.... It would be fine if only these champions are not viable, but there are many, many more. Some may ask why do we need more champions viable? Well more champions means more team compositions, counter picks, different strategies, tactics and more. All in all, it improves gameplay and is more fun to watch.

Janna is a champion with a lot of potential and since we currently lack new supports, she seems the best choice to rework. Below this rework is some info about me and my plans on doing this for other champions, items and other things. So bear with me as we look into this rework:

Janna: When looking at her kit, Janna is designed as squishy defensive type of support, who relies on CC and shield to defend allies. In my opinion, this kit is good and i`ll try to stick with it.

Note: All values are mathematically calculated and tested with different builds, they are not random numbers.


Wind up! Cooldown: 10 second at all ranks

After casting a spell, you create a gust of wind, empowering your next basic attack withing 4 seconds to slow your target`s movement speed by 15% for 2 seconds.

Explanation: Good for kiting, nice for chasing, reasonable cooldown. If you want to be aggressive with it, you must time your spells.

Q1: Why not make it so when you cast a spell, it stays up until you do an auto attack and then goes on cooldown like Ziggs? Well giving you a secured slow is not balanced and not fair.

Q2: Why not reduce it cooldown when you cast a spell like Ziggs? Everybody would just rush CD items for almost perma slow.


Howling Gale Janna faces the cursor and summon a whirlwind. On reactivation or after 3 seconds, the storm will fly in direction of cursor dealing 60/85/110/135/160 (+35% Ability Power) magic damage to all enemies in its path and knocks them into the air for 0.5-1 second. The whirlwind travels farther, deals 15/20/25/30/35 (+10% Ability Power) bonus damage, and knocks enemies higher, for each second it charges (up to a maximum of 3 seconds).Activate again to release the whirlwind early.

What's changed: all spell values stays the same, only thing to add is direction to fire the whirlwind, you can still move and cast other spells. What i'm thinking of is add range indicator like Zac E spell. You cast it, but you can choose direction in witch you can cast it. But this doesn't mean you can cast it in all directions, just width like Zac E. The reason why not to cast in any direction, because it would be too much of ultility, there would be no counter play possible as you would just stand at your adc casting it up and waiting for enemy member to jump on from any direction. Also it doesn`t punish you at all if you missclick or position it badly.


Zephyr: Cost: 50/60/70/80/90 Mana Range: 725 Cooldown: 18/17/16/15/14

Passive: Increases Movement Speed by 2/4/6/8/10%(+[2% Ability Power]%) and allows movement through units. Creates an aura that increases the movement speed of all allied champions by 5% within active range. Active: Send a Zephyr on allied champion, removing all snare effects, knocking back (range: 175) and dealing 80/130/195/250/300(+50% Ability Power) magic damage to enemies around. Passive benefit is lost while Zephyr is on cooldown.

Explanation: While some may say that this is OP, Braum's W shield have less cooldown. Passive movement speed remove, higher mana cost and high cooldown will force you to use it smart until you get some CDR, but even with 40% the cooldown will be 8 seconds and you will still lose passive. So for 1 member snare remove, you'll have to sacrifice your and your team`s movement speed, witch is acceptable trade.


**Eye Of The Storm Cost:**70/80/90/100/110 Mana Cooldown: 10 Range: 800

Shields an allied Champion or turret for 4 seconds. The shield absorbs up to 95/135/175/215/255 (+80% Ability Power) damage, grants 7% movement speed and grants 10/15/20/25/30% attack speed until it breaks.

Explanation: So 1 second shield duration nerf in exchange for little shield absorb buff. Giving the possibility that players will get 40% CDR in late game, there will be 2 seconds down for shield that is acceptable. Other big thing is change from attack damage to movement and attack speed. I personally like ad buff, but giving free B.F.Sword and long sword is a little bit too big gap, since it would also increase IE crit damage. Why to go with MS and AS? Firstly, the only 2 reasonable stats to increase, secondly Janna is all about storms and winds=speed so it fits perfectly.


Monsoon Cost: 100 Mana Range: 725 Cooldown: 120 Summons forth the might of the wind to knock surrounding enemies back(Range: 775),slowing enemy units for 5% while in circle and restores 100/130/160 (+50% Ability Power) Health to nearby allies each second for 3 seconds. Janna can freely move and cast other spells during that time. Explanation: Reduced knockback range along with health restore nerf is necessary in exchange for Janna`s not channeling the ulty and no way to interrupt it. Free moving and casting other spells would help her in not being focused and insta killed because of ulty and she would be more useful to the team.


Thanks for reading i hope you liked it. I'm planing on doing this for others champions, so if you like this,comment and i'll take the most upvoted champion.


Hey everyone, my name si Radovan. I'm ex-challenger player, last 2 seasons ended up in high diamond rankings. I don't play soloq that much anymore and i'm more focused on being a coach. In my 1 and half year of following OGN and LPL, i have more then 350 hours of analyzation of their games, scrims and top soloq teams/players, so if you have any question on that feel free to ask :)

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