Janna, the Wind Mage Concept

Stacona·3/11/2019, 7:17:22 PM·2 votes·1,452 views
  • I want to implement better player choice for Janna, allowing the user to express themselves and make the champion they play as their own. So less one-dimensional abilities.

  • To go off that, I want Janna to have better player satisfaction, which means she can have less power overall and feels even stronger because her abilities feel more oomph to them and better to use for the player.

  • Reduce the frustrations when against Janna. Very important since Janna is never fun to go against because of her power levels and lack of both skill and very low interactivity with the enemy team, especially for the amount of power that she offers on her kit.

  • Overall, I want Janna even more fun and interesting to play as. If I am going to make a concept - new or rework - it will be something that I want to play because otherwise there is no point in doing this. But those Janna "mains" will never read any of this, at least share your own feedback so I know what your thoughts are.

  • The point to a rework is to fix a flaw on a champion and make them healthier for the game than where they previous were, it is not meant to make a champion "viable". Small scale reworks are just there to bring a champion's out dated kit up to par with new modern standards with the other champions, Teemo is someone who could get this where his kit is perfectly fine, he just needs a few adjustments to that same kit to bring him to the modern League of Legends game.


Attack Range: 500 units Movement: 340 units per second Attack Speed: 0.675 +3% per level


Zephyr, the Wind Elemental (Passive):

There is a little wind elemental in the form of a bird named Zephyr that follows Janna around! He will temporarily follow allied champions that Janna casts her abilities against for 3 seconds, only following the most recent allied champion.

Zephyr attacks the closest enemy to the one he is following whenever they attack, dealing 12 - 30 (+15%AP) magic damage and stealing 10%(+5% per 100AP) movement speed from the target and giving it to the one he is following for 1 second.

Howling Winds (Q):

Cooldown: 12/11/10/9/8 seconds; Cost: 60/75/90/105/120 mana; Range: 750 / 500 units

Janna creates swirling wind around the target ally or enemy for 4 seconds, granting herself 58/66/74/82/90%(+12% per 100AP) bonus movement speed when inside.

If Janna can successfully do a full circle around the target, then the wind will rise up, knocking up enemies for 1.5 seconds and dealing 80/120/160/200/240(+110%AP) magic damage.

Second Cast: End the swirling wind early, knocking up enemies for 0.25 second and dealing 40/60/80/100/120(+55%AP) magic damage.

Soaring Zephyr (W):

Cooldown: 3 seconds; Cost: 28/36/44/52/60 mana; Range: 660/720/780/840/900 units

Janna commands Zephyr to fly in the target direction from his location, dealing 80/105/130/155/180(+50%AP) magic damage to enemies he passes through and reveals the area around him, this reveal lingers for 2 seconds.

(Casting Soaring Zephyr does not interrupt Janna's movement.)

Eye of the Storm (E):

Cooldown: 9 seconds; Cost: 90 mana; Range: 900 / 1-250 / 250-500 units

Janna creates harsh winds around the target allied champion or herself for 1.5 seconds, blocking enemy damage for allies inside the centre of the storm and slowing enemies within the outer storm by 50/55/60/65/70% and dealing 60/90/120/150/180(+75%AP) magic damage over the duration.

(Enemies inside the centre of the storm do not have their damage blocked.)

Monsoon (R):

Cooldown: 160/130/100 seconds; Cost: 100 mana; Range: 900 / 300 / 300 units

Janna summons an immensely powerful storm up into the air and crash down at the target location over 1.5 seconds, knocking down and suppressing struck enemies within. Janna needs to channel to create this storm, but she can freely move while channeling.

Allies within the storm's source or its end point will be healed for 150/250/350(+150%AP) health over the duration, each tick of healing increases over the duration.


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