Janna Champion Update Concept
Passive: Windspeaker After being out of combat for 5 seconds, Janna assumes her bluebird form. While in this form, Janna gains bonus movement speed equal to 15% plus 50% of her total Cooldown Reduction. This lasts until taking damage or using an ability.
Janna gains boonus healing and shielding power equal to 35% of her cooldown reduction. Maximum of 16%.
Q: Gale Janna charges a gust for up to 1.75 seconds. Upon release, the gust is sent in the direction of the cursor, stopping and expanding into a whirlwind when it hits an enemy which deals magic damage to nearby enemies and suspends them in the air based on how long the gust was held.
W: Zephyr
Janna heals the target allied champion a small amount, causing their next three attacks within 5 seconds to deal bonus magic damage. If all three attacks are used before the buff wears off, fhe target is healed again for a the same amount that's increased based on how injured they are.
E: Warding Wind
Janna shields the target champion for 2.5 seconds and links herself to them if an allied champion is targeted.
Janna and the linked champion gain bonus movement speed when moving towards eachother that decays over 2.5 seconds to a flat value.
Janna and her ally then retain that bonus while moving in the direction of each other until Janna moves too far away and breaks the link, or until she assigns it to a new ally. Recasting on the same ally or on Janna while already linked will empower the speed bonus again.
R: Monsoon Janna summons the might of the wind to knock all nearby enemies away from her. She then channels a soothing rain that heals allied champions in the area over the next few seconds.
Janna's heals and shields don't scale all that well with AP, making cooldown reduction the primary stat for scaling her power. Her offensive capability and the movement speed bonus of her E does however scale with AP, making a balance in favor of max cdr and some AP ideal.
Janna thrives on good positioning to land her Q on the most enemies possible, help endangered allies to her safe position with Warding Wind, and to use her ultimate to cause the most disruption to the enemy team while benefitting the most members of her own team.
Her abilities require timing and game sense to use to their full potential. An instant Q can be used to interrupt dashes, but a charged Q in the right area can disable an entire team for a hefty amount of time. A Zephyr on a healthy Marksman can aid their attack, but should it be saved to help a struggling ally sustain through their aggression? A cast of Warding Wind is best used when an ally needs to retreat, but can also be used to get Janna into position to peel with her ult. Monsoon can be used in a number of ways as well to split up teams, peel, sustain, or all three. Her abilities have a number of ways in which they could be useful, picking which way to use them in is important as you don't want the effects of anything going to waste because you shielded someone who was immobile, or healed someone too far away from the action to use the additional damage and recieve the majority of the healing,
All in all Janna thrives as a protective support that plays somewhat like a mix of Nami and Taric who specializes in roaming with a buddy and getting to where she's needed quickly.
Additional AP is helpful, Zephyr on an ally can help get you your tribute stacks.
An old classic.
Boosts your protective power and can be used with Warding Wind to help allies make a clean getaway.
On top of Janna's ult, grants her huge teamfight sustain.
Boosts Janna and her team's survivability further.
Synergizes with Windspeaker for insane roaming.
