Janna

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Janna
120x120
The Storm's Fury
Release Date: September 2, 2009
Cost: 1350 BE 585 RP
Primary Attribute: Support
Secondary Attribute: Mage
Resource: Mana
Real Name: Janna Windforce
Statistics
Health Mini Icon.png Health: 525 (+ 70)
HealthRegen Mini Icon.png Health Regen: 5.42 (+ 0.55)
Mana Mini Icon.png Mana: 409.52 (+ 64)
ManaRegen Mini Icon.png Mana Regen: 11.5 (+ 0.4)
MovementSpeed Mini Icon.png Movespeed: 335
AttackDamage Mini Icon.png Attack Damage: 46 (+ 1.5)
AttackSpeed Mini Icon.png Attack Speed: 0.625 (+ 2.95%)
Range Mini Icon.png Range: 550
Armor Mini Icon.png Armor: 19.384 (+ 3.8)
MagicResist Mini Icon.png Magic Resist: 30 (+ 0)
Skins
Tempest Janna Released: 2010-07-13 / 520 RP
Hextech JannaReleased: 2010-11-08 / 975 RP
Frost Queen JannaReleased: 2011-12-05 / 975 RP
Victorious JannaReleased: 2012-11-06 / Special
Forecast JannaReleased: 2013-09-05 / 1820 RP
Fnatic JannaReleased: 2014-09-25 / 750 RP
Star Guardian JannaReleased: 2016-10-06 / 1350 RP
Sacred Sword Janna
Chroma Pack  (780 RP)
Release Date: 2017-09-28
Peridot
290 RP
Sapphire
290 RP
Rose Quartz
290 RP
Aquamarine
290 RP
Chroma Icon.png
Released: 2017-09-28 / 1350 RP

Lore

  • Biography
  • Story
  • 2nd bio
  • 1st bio
Armed with the power of Runeterra’s gales, Janna is a mysterious, elemental wind spirit who protects the dispossessed of Zaun. Some believe she was brought into existence by the pleas of Runeterra’s sailors who prayed for fair winds as they navigated treacherous waters and braved rough tempests. Her favor and protection has since been called into the depths of Zaun, where Janna has become a beacon of hope to those in need. No one knows where or when she will appear, but more often than not, she’s come to help.

Many of Runeterra’s sailors have strange and unusual superstitions, which is no wonder as they often live or die by the tempestuous whims of the weather. Some captains insist on pouring salt onto the deck so the sea doesn’t notice they’re from the shore. Others make sure to throw the first fish they catch back into the water as a show of mercy. It’s not surprising, then, that most implore the wind itself for steadfast breezes, calm seas, and clear skies.

Many believe the spirit Janna was born out of these prayers.

She started small. Seafarers would sometimes spot a bright blue bird just before a healthy tailwind billowed their sails. Others could swear they’d hear a whistling in the air right before a storm, as if to warn them of its approach. As word of these benevolent omens spread, sightings of the bird grew more common. Some swore they had seen the bird transform into a woman. With tapered ears and flowing hair, this mysterious maiden was said to float above the water and direct the wind with a flick of her staff.

Seafarers created ramshackle shrines of seasparrow bones and shining oyster shells which they tucked into the bows of their ships. The more successful vessels built their shrines as figureheads on their masts, hoping their more ostentatious displays of faith would be rewarded with even better winds.

Eventually, Runeterra’s seamen agreed upon a name for this wind spirit: “Janna,” an ancient Shuriman word meaning “guardian.” As more sailors came to believe in Janna and made increasingly elaborate offerings to gain her favor, she grew ever stronger. Janna helped explorers traverse new waters, blew ships from treacherous reefs, and – on particularly starless nights – wrapped the comfort of a warm breeze around a homesick sailor's shoulders. For those sailing with ill intent – pirates, raiders, and the like – Janna was sometimes said to blow them off course with sudden squalls and storms.

Janna took great joy in her work. Whether helping people or punishing the deserving, she felt happy to watch over Runeterra’s oceans.

For as long as Janna could remember, a single isthmus separated the western and eastern oceans of Valoran. In order to move from the west to the east, or from the east to the west, ships would have to brave the long, incredibly dangerous waters around the tip of the southern continent. Most ships subsequently made offerings to Janna for strong winds that would expedite their perilous journey around the rocky coast.

The city fathers of the bustling trade city on the isthmus’s coast tired of watching ships make the long trek around the southern continent, which could often take many months. They hired the most innovative scientists to use the rich chemical resources recently discovered in the area to create a massive waterway that would unite Valoran’s major seas.

Word of the canal spread like a pox amongst sailors. Such a passage would open up boundless trade opportunities, allow for easier passage through dangerous waters, reduce time at sea and introduce the transportation of perishable goods. It would bring the east to the west, the west to the east, and above all: it would bring change.

With the canal in place, sailors wouldn’t need Janna’s winds to keep their ships safe from Valoran’s cliffs. They wouldn’t need to build elaborate shrines or watch the stormy horizon for bluebirds. Their ships’ safety and speed no longer depended on an unpredictable deity, but the ingenuity of man. And so, as construction progressed over the decades, Janna fell out of favor. Her shrines grew ragged, picked apart by gulls, and seldom was her name whispered, even as the waters grew sharp and choppy with winter.

Janna felt herself weaken and her powers fade. When she tried to summon a squall, she’d only conjure a light draft. If she transformed into her bird form, she could only fly for a few minutes before needing to rest. She’d meant so much to those at sea only a few years prior – was this how easily they could forget someone who just wanted to keep them safe and honor their prayers? Janna was saddened by her slow decline into irrelevance and as the canal reached completion, all that remained of her was a faded breeze.

The opening of the canal was a joyful celebration. Thousands of chemtech devices were placed across the isthmus. The city fathers gathered for the ceremonial igniting of the charge as travelers from all over the world watched and waited, smiles on their faces and pride in their hearts.

The devices activated. Chemical fogs of molten rock bloomed. Booms echoed through the isthmus.

The cliff faces began to crack. The ground began to shake. Those assembled heard a roar of water and a hiss of gas.

That is when the screaming started.

In the years to come, no one would know the exact cause of the disaster. Some said it was the instability of the chem bombs, while others argued it was a miscalculation by the engineers. Whatever the cause, the explosions caused a chain reaction of earthquakes that shook the isthmus to its core. Entire districts collapsed into the ocean, and nearly half of the city’s denizens suddenly found themselves fighting for their lives against the clashing currents of the western and eastern seas.

As thousands sank beneath the tides, they begged for help, praying for someone to save them. They called out for the name that, until recently, their hearts had always beckoned in times of great danger on the high seas:

Janna.

Struck by a sudden surge of desperate pleas for aid, Janna felt herself materialize with greater power than she’d ever felt before.

Many of those who had fallen into the water had already drowned, but as clouds of toxic chem-gas leaked from cracks in the streets, poisoning and suffocating the hundreds of people unlucky enough to breathe them, Janna knew how to help.

She disappeared into the bleak, billowing gas, its acrid grasp overwhelming the helpless victims of the great canal’s birth. Holding her staff high, she closed her eyes as wind swirled around her, the vortex so powerful that those who had summoned her feared they might be swallowed whole or ripped to pieces. Her staff glowed a brighter and brighter blue until she finally slammed it down, blowing the gas away in one ferocious burst of air. Those who had summoned Janna caught their breath and looked upon the woman who had saved them, vowing never to forget her again.

With that, a gust of wind blew through the streets, and Janna was gone… though some swore they saw a bright blue bird make a nest high atop the iron and glass spires overlooking the city.

Years after the city called Zaun was repaired and the shining town of Piltover was built above it, Janna’s name endures in countless stories that tell of the wandering wind spirit who appears in times of great need. When the Zaun Gray grows thick, some say Janna blows it away, then vanishes as quickly as she came. When a Chem-Baron’s thug goes too far or a victim’s screams go unanswered, a fearsome torrent of wind might sweep through the alley and aid those who others are unwilling to help.

Some say Janna is a myth: an optimistic fairy tale that Zaun’s most desperate tell themselves to bring an ounce of hope to their hour of need. Others – the ones who think of Janna when the wind whistles through narrow corridors of the city or huddle around handmade shrines (now crafted of scrap and gearworks rather than bird bones) – know better. When the gust rattles the shutters and blows the laundry off the line, Janna is surely in the air. Every Progress Day, no matter how cold the weather, the believers throw open their windows and doors so Janna can blow away the stale air of the year past and welcome the new. Even skeptics can’t help but feel their spirits lift when they spy a curious blue bird swooping through the streets of Zaun. Though none can be sure when, how, or if Janna will appear, most everyone can agree on one thing: it’s nice to have somebody watching over you.

Do not fear the winds of change – they will always be at your back.

-  Janna

DEEP BREATH

They think Zaun is where the losers live.

They won’t admit it, of course – they’ll smile through their teeth and pat us on the back and tell us that Piltover would be nowhere without Zaun. Our hard workers! Our bustling trade! Our chemtech that everyone in Piltover pretends they don’t buy, except they constantly do! Zaun is a vital part of Piltover’s culture, they’ll say.

All lies. Obviously.

They think Zaun is where the idiots go. People too stupid to make it in Piltover’s golden towers.

People like me.

I spent months dealing shimmer so I could afford to apply for Clan Holloran’s apprenticeship. I studied every crusty, dog-eared book I could find on gearwork machinery. I built a prototype gearbrace for people with broken or arthritic wrists that increased their mobility. I did everything I could have done to earn an apprenticeship in Piltover. I even made it to the final stage of the vetting process: a face-to-face meeting with Boswell Holloran himself.

They said it was a formality. Just a way to welcome me to the family.

He entered the room, looked down at my Gray-stained clothes, and laughed a strangled, joyless laugh. He said, “Sorry, my boy – we don’t take sump-rats here.”

He never even sat down.

So now I’m back here. In Zaun. One more idiot.

The Gray rolls through the streets, welcoming me back. Most days, it’s thin enough that you can breathe deep without coughing up something wet. Today, though, is what we call a Grayout. You choke with every breath. Your chest feels tight. Can’t see much past your fingertips. I want to run, but I know there’s nowhere to run to. The Gray feels like it’s closing in on me, crushing me, smothering me.

These are the times I pray to Janna.

Not everyone in Zaun believes she’s real, but my mother always had faith. She told me a bluebird hovered outside her window on the day of my birth, and she knew – she knew – it was Janna telling her I was going to be fine.

She was wrong, of course. I wasn’t fine, in the end. Couple of years ago, she – my mother – died while sump-scrapping, and I had to raise myself with the few gears she left me. Then, the usual: couldn’t make friends. Got beaten up a lot. Boy I loved didn’t love me back. Tried to study, tried to think my way up to Piltover. Couldn’t. Figured Janna had forgotten about me.

But I still keep the pendant my mother gave me: a wooden engraving depicting the bluebird she saw. Just in case of moments like these.

So I sit on the wet ground because I don’t care enough to find a bench, and I take out the bluebird pendant I always keep tucked in my shirt, and I talk to Janna.

Not out loud, of course – don’t need people thinking I’m some chem-burnt freak – but still, I talk to her.

I don’t ask her for anything. I just tell her about my day, and the day before that, and how scared I am that I’ll never become anything worthwhile and that I’ll die down here knee-deep in the Sump with nothing to show for it just like my mother, and that sometimes I just want to run away somewhere I can breathe and stop being so frightened and not feel like crying all the time and how I hate myself for feeling like I want to cry because I have it so much easier than some other people, and how sometimes I think about throwing myself into the chem pools of the Sump, just throwing myself in with my mother where I’d let myself sink to the bottom and my lungs would fill with fluid because then it’d be over, at least. I tell Janna I hope she’s okay. I hope she’s happy, wherever she is.

That’s when I feel the breeze caress my cheek. Just a light flutter, but it’s there. Soon, I can feel it blow hair across my face. The wind whistles loud and fast, and soon it’s whipping my coat in the air and I feel as though I’m at the center of a maelstrom.

The Gray swirls before me, pushed up by a breeze that seems to flow from everywhere at once. The fog slowly dissipates, and I can see other passersby on the Entresol level watching it float away.

The wind stops.

The Gray clears.

I can breathe.

Not just small, cautious gasps, but deep breaths that fill my lungs with cold, fresh air. No longer veiled in Gray, the sun shines past the towers of Piltover into Zaun itself.

I can see the Piltovans above, peering down at us. Without the Gray clouding their view, they can see us from their lofty bridges and balconies. I don’t think they like it very much. Nobody wants to be reminded they live above a slum; I see a few scowls.

That’s when I see him again: Boswell Holloran. Holding a sweetcake in his hand, looking down at me again. An expression of disgust on his face, just like before.

I’m so busy staring at his contemptuous face that I don’t notice the presence behind me until her hand is on my shoulder.

“It’s okay,” she says, and I know without turning who it is.

She squeezes my shoulder, then kneels and crosses her arms in front of my chest, pulling me into a hug.

“It’s going to be okay,” she says.

Strands of her hair fall onto my shoulders. She smells like the air after a long rain.

“It might not be okay now. You might not be okay for a while. And that’s fine. But someday, without knowing exactly when or why or how it happened, you’ll feel happy,” she says. My face is warm and wet and I don’t know when I started crying but it’s a relief, like the clouds are clearing, and I hold her arms and she holds me, just telling me over and over that it’s okay, that she’s here, that things will be better.

I don’t know how long she holds me, but soon I see everyone on Zaun’s Entresol and the balconies of Piltover above are staring.

Before I can say anything, she says, “Don’t think about them. Just take care of yourself. Will you do that for me?”

I try to speak, but instead I just nod.

“Thank you,” she says, and she kisses my wet cheek and gives me one last, quick squeeze.

She rises and glides past me. For the first time, I see her in her entirety – a tall, ethereal figure that I would’ve assumed was from my imagination if she hadn’t just touched me. I notice her long, pointed ears. Feet that don’t touch the ground. Hair flowing in the wind, even right now when there isn’t any. Eyes so blue I feel a little cold just looking at her.

But then she smiles, winks, and says, “You’ll want to watch this next part.”

There’s a massive gust of wind, so fast and sharp I have to cover my eyes. When I open them again she’s gone, but the wind is still blowing. It blows up toward Piltover and its gawking citizens.

It whistles as it picks up speed and strength, and the Pilties run for cover but it’s too late, the breeze hits them full force, sending their frocks sailing and mussing their hair. Boswell Holloran shrieks in terror as the wind launches him off the balcony.

It seems as if he’s about to plummet toward certain death, but another gust of wind shoots up toward him, and his descent slows significantly, as if the wind is guiding him down. You wouldn’t know it to look at him, though. Even though he’s falling with all the velocity of a tumbling leaf, He screams the entire way down. Very high pitched. Very undignified.

His clothes flap upward, smacking him in the face as he descends, until he’s hovering a few inches above a puddle.

“I –,” he begins, before the wind disappears altogether and he plops ass-first into the puddle, ruining what I assume was a very expensive ensemble. He yelps in a mixture of surprise, pain, and irritation, splashing around like an angry child. He tries to get to his feet, only to slip and fall back down all over again. If I’m being completely honest, he looks like an idiot.

And I can’t stop laughing.

There are those sorcerers who give themselves over to the primal powers of nature, foregoing the learned practice of magic. Such a sorceress is Janna, who first learned magic as an orphan growing up amidst the chaos of Zaun. Janna eked out what living she could on the streets. Life was tough and dangerous for the beautiful young girl; she survived by her wits, and by stealing when wits weren't enough. The unchecked magic that characterizes Zaun was the first and most alluring tool which Janna realized could both protect and elevate her. Janna discovered that she had an affinity for a particular type of magic – the elemental magic of air. She mastered her studies of air magic in a matter of months, almost as if she was born of it. Janna went from a street vagrant to an avatar of the air virtually overnight, stunning and surpassing those who taught her. Such a rapid ascension also changed her physical appearance, giving her an otherworldly look.

Seeking to right the injustice in the world (particularly the insanity of Zaun), Janna uses her talents to influence change where she can. She is a voice for the regulation of magical experimentation and a supporter of the development of techmaturgy, making her an indirect ally of Piltover and the amazing techmaturgical minds that live there. She is often the center of attention at functions, fairs of invention, and other celebratory events. There is something untouchable about Janna, however, and her affections can change as quickly as the wind.

Bend with the wind, or be broken by it.

-  Janna

There are those sorcerers who give themselves over to the primal powers of nature. Originally an orphan growing up in the chaos that is the city of Zaun, Janna worked out what living she could on the streets. Life was tough for the beautiful young girl on her own. The rampant magic that characterizes Zaun was the first and most alluring tool which Janna realized could both protect and elevate her. As many magicians do, she discovered that she had an affinity for a particular type of magic - the elemental magic of air. She mastered her studies of air magic in a matter of months, almost as if she was born of it. Janna went from a street vagrant to an avatar of the air virtually overnight. Seeking to right the injustice in the world, particularly the insanity that has become the city of Zaun, Janna has brought her ethereal skills to the League of Legends.
Do not be captivated by  Janna's beauty. Like the wind, she is one gust away from terrible destruction.

Abilities

PassiveTailwind
Tailwind.jpg
(Innate) Janna passively gains 8% bonus movement speed and grants the same amount to nearby allied champions moving towards her.

Janna's basic attacks and Zephyr deal bonus on-hit magic damage equal to 35% of her bonus movement speed.

Range: 1250


QHowling GaleBanshee's Veil.png
HowlingGale.jpg
(Active) Janna summons a mighty whirlwind. She can activate the spell again to release the storm. On release the storm will fly in the direction it was cast, dealing magic damage to enemies and knocking them into the air. The damage done, knock up duration and distance traveled by the whirlwind increase for each second it channels to a maximum of 3.
Range: 1000 - 1,750
Knockup Duration: 0.5 - 1.25 seconds
Missile Width: 120
Cost: 60 / 80 / 100 / 120 / 140 mana
Cooldown: 12 seconds
Magic Damage: 60 / 85 / 110 / 135 / 160
(+35% of Ability Power)
Additional Damage: 15 / 20 / 25 / 30 / 35
per second charging (+10% of Ability Power)
Maximum Damage: 105 / 145 / 185 / 225 / 265
(+65% of Ability Power)


WZephyrBanshee's Veil.pngCleanseQss.png
Zephyr.jpg
(Passive) Janna summons an air elemental that increases her movement speed and enables her to pass through units.
(Active) Janna launches her elemental to deal magic damage and slow an enemy's movement speed for 3 seconds. The passive is not active while the ability is on cooldown.
Range: 600
Cooldown: 12 seconds
Movement Speed Bonus: 6 / 7 / 8 / 9 / 10%
(+2% of per 100 Ability Power)
Cost: 40 / 50 / 60 / 70 / 80 mana
Magic Damage: 60 / 115 / 170 / 225 / 280
(+50% of Ability Power)
Slow: 24 / 28 / 32 / 36 / 40%
(+6% of per 100 Ability Power)


EEye Of The StormBanshee's Veil Grey.png
EyeoftheStorm.jpg
(Active) Janna conjures a defensive gale that shields her target from incoming damage for up to 5 seconds. While the shield holds, the target will also gain an attack damage bonus. This ability can target turrets.
Cooldown: 18 / 16 / 14 / 12 / 10 seconds
Range: 800
Cost: 70 / 80 / 90 / 100 / 110 mana
Shield Strength: 80 / 120 / 160 / 200 / 240
(+70% of Ability Power)
Attack Damage Bonus: 10 / 17.5/ 25 / 32.5 /40
(+10% of Ability Power)


RMonsoonBanshee's Veil.png
Monsoon.jpg
(Active) Janna knocks surrounding enemies back and channels healing winds, restoring health to nearby allies each half second, for 4 seconds.
Radius: 725
Maximum Knockback Distance: 875
Cost: 100 mana
Heal Per Second: 100 / 150 / 200
(+50% of Ability Power)
Maximum Amount of Healing: 300 / 450 / 600
(+150% of Ability Power)
Cooldown: 150 / 135 / 120 seconds


Patch History

v6.6

E bonus damage and R disable time down.

From a holistic, top-level view of League, Janna’s role as a protector fits rather well into the eternal rock-paper-scissors of ‘tank-carries-assassins’. The issue (as is always the case whenever Janna’s too strong) is how well she can protect. At present, Janna’s strengths are shutting down not just divers and assassins, but almost anyone aggressor there is. We’re pulling back on some of the extraneous power she provides when enabling counter-engages while ensuring her ‘keepaway’ style of disengage is intact.

Eye Of The Storm.png E - Eye Of The Storm

ATTACK DAMAGE ON SHIELD : [14/23/32/41/50] 10/17.5/25/32.5/40

Monsoon.png R - Monsoon

DISABLE DURATION : [0.75 seconds] 0.5 seconds


v5.22

In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary. Mana Regen

The following champs have +2.5 base mana regen per 5 seconds:


v5.17
R's AP ratio lowered. Q's range lowered on initial cast.

If Janna’s about one thing, it’s disengage. Fighting tooth and nail to keep her team away from yours - frustrating though it may be - is her thing. So naturally when she starts to see ubiquitous play, even in situations and compositions where disengage isn’t even called for, we start to raise our brow a bit. Removing some of her extraneous power such as CC-chaining with quick-cast tornadoes or ulting solely for a team-heal are all about narrowing that ‘forever kiting’ identity even further. Can’t be good at everything, Janna - that’s a job for Draaaaaaaaaaaaaaaaaaven.

Tailwind.png Passive - Tailwind

ANY WAY THE WIND BLOWS : Fixed a bug where Tailwind was not immediately falling off of allies moving away from Janna

Howling Gale.png Q - Howling Gale

MINIMUM RANGE : [1100] 850
BONUS RANGE WHILE CHARGING : [20% increase per second] 35% increase per second

Monsoon.png R - Monsoon

RATIO : [1.8 ability power over 3 seconds] 1.5 ability power over 3 seconds


v5.5

"We're continuing our comprehensive pass at the game's older character textures. As with previous installments, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift. Reminder: texture rebalancing isn't meant to replace - and doesn't delay - larger-scale updates! "
  •  Cho'Gath
    • Base, Gentleman, Jurassic, Loch Ness, Nightmare
  •  Janna
    • Base, Frost Queen, Hextech, Tempest, Victorious
  •  Taric
    • Base, Armor of the Fifth Age, Bloodstone, Emerald
  •  Warwick
    • Base, Big Bad, Feral, Firefang, Grey, Hyena, Tundra Hunter, Urf

v5.4

Janna's passive now only affects champions who run toward her, but the movement speed bonus and range have been increased. Janna's personal movement speed bonus has been entirely moved to W so she loses more speed when she casts it.

As one of the premier supports at defending the back lines, few champions can shut down initiators and divers quite like Janna. That said, it's never made a lot of sense for someone who's so good at denying aggression to also be real good at enabling it (ever been chased by a Janna team?). Bonus movement speed's strong like that. Changing Janna's passive from being 'always good' to 'situationally good' solidifies her as the Queen of Disengage (also the Storm's Fury, apparently). As an aside, we realize that if Janna leads the charge she can still enable some high-speed chases, but a Janna on the frontline is maybe not the best.
  • Tailwind.jpg Passive - Tailwind
    • [REMOVED] IT'S A W NERF, SORRY : Tailwind no longer gives Janna bonus movement speed
    • [NEW] GET TO THE JANNA : Tailwind now gives all allies in range a movement speed bonus only while they are moving toward Janna
    • MOVEMENT SPEED : 5% 8%
    • RANGE : 1000 1250
  • Zephyr.jpg W - Zephyr
    • BASE PASSIVE MOVEMENT SPEED : 4/6/8/10/12% 9/11/13/15/17%

v5.1

Q got slightly skinnier.

"Janna's the type of champion whose kit keeps her consistently powerful. Even when she fails to see widespread play competitively, she's never far from showing up and surprising the world with just how useful she can be. These days she's back to her old tricks - namely, protecting carries and disengaging teamfights for days on end - but while digging deeper we found that her Tornado's width was actually hitting much wider than the particle indicated. Refactoring it to match the visuals certainly decreases her power, but in a way that promotes the type of dodgeability she needs to not dominate the support role."
  • Howling Gale.png Q - Howling Gale
    • MISSILE WIDTH : 150 120


"We're making readability improvements to a bunch of the champion portrait icons which were added or updated over the past few months."
  • PORTRAITS : The following champion portrait icons have been updated:
    • Azir, Cho'Gath, Ezreal, Gragas, Graves, Janna, Jarvan IV, Kayle, Kog'Maw, Lee Sin, Malphite, Maokai, Orianna, Renekton, Rengar, Rumble, Shyvana, Sion, Talon, Tristana, Udyr, Vayne, Veigar, Viktor, Zilean

v4.19

W's cooldown stays the same at all ranks (aka higher at later ranks).

"While this isn't a very large change, we want to create harder choices for Janna for when she should use her W, giving her enemies more windows of vulnerability to engage on their target (or her!). "
  • Zepher.png W - Zepher
    • Cooldown : 12/11/10/9/8 seconds 12 seconds at all ranks

Splash Updates

"As we've mentioned previously, the splash art team is engaged in a long-term effort to update our oldest base splashes. A few more are ready to go this patch!"
  • SPLASH : The following champions have received updated base splashes (click the portraits for the full image!)

v4.13
Janna's passive range has been increased, and Q now starts counting down the cooldown as it charges

"Some small buffs for Janna, given she's still very strong as a disengage support champion."
  • Tailwind.jpg Passive - Tailwind
    • RANGE 800 ⇒ 1000
  • HowlingGale.jpg Q - Howling Gale
    • NEW HURRAY FOR HURRICANES Cooldown now begins when the Howling Gale begins casting, rather than when it releases
    • KNOCKUP DURATION 0.5 - 1 second ⇒ 0.5 - 1.25 seconds

v4.1 Summary: Monsoon now channels immediately on activation and the channel duration has been reduced. Additionally, we’re increasing Monsoon’s heal per second and total heal amount. Since we removed a lot of Janna’s invisible power, we can now buff up some of the cooler parts of her kit. Since Monsoon is one of Janna’s big moments in the spotlight, we decided to throw caution to the wind and buff her up with more healing potential and immediate gains.

  • Monsoon.jpg R - Monsoon
    • Now begins channeling immediately upon activation (from an initial 0.25 second cast time)
    • Total channel duration reduced to 3 seconds (from 4 seconds)
    • Heal per second increased to 100/150/200 (+0.6 ability power) (from 70/110/150 (+0.35 ability power)
    • Total heal amount increased to 300/450/600 (+1.8 ability power) (from 280/440/600 (+1.4 ability power))

v3.15
"Given our recent support changes, Janna could use a mana cost decrease like the other ult cost reductions we've made. We're still keeping an eye on this weather lady, so stay tuned for more change."

  • R - Monsoon
    • Mana cost reduced to 100 at all ranks (from 100/150/200)

v3.14
Summary: We're removing Janna's global passive and making it a local effect while increasing the movement speed bonus. We've also reduced the overall damage of Howling Gale, but it will scale more with ability power the longer it is charged. The active and passive movement speed affecting portions of Zephyr now also scale with ability power. The ability power ratio of Eye of the Storm's shield has been reduced, but it now has the added benefit of providing additional attack damage based on Janna's AP.

Context: We've been saying for a while that we wanted to hit global passives that provide hidden power, and we're using this opportunity to tweak Janna's Tailwind. As for her Tornados, the additional ability power scaling per second means that Janna will need to fully charge her Howling Gale in order to do high damage at end game.

  • Passive - Tailwind
    • Tailwind is now local instead of global (800 range)
    • Tailwind movement speed buff increased to 5% (from 3%)
  • Q - Howling Gale
    • Now gains +0.1 Ability Power ratio per second that Howling Gale is charged before release
    • Ability Power ratio reduced to 0.35 (from 0.75)
    • Charge damage reduced to 15 / 20 / 25 / 30 / 35 (from 25 / 30 / 40 / 50 / 60)
  • W – Zephyr
    • Passive self-movement speed buff now scales at +1% per 50 Ability Power (0.02 AP ratio)
    • Passive self-movement speed buff changed to 4 / 6 / 8 / 10 / 12% (+0.02 Ability Power) (from a flat 4 / 7 / 10 / 13 / 16%)
    • Slow debuff now scales at +3% per 50 Ability Power (capped at 80% total)
    • Base slow reduced to 24 / 28 / 32 / 36 / 40% (from 24 / 30 / 36 / 42 / 48%)
    • Ability Power ratio reduced to 0.5 (from 0.6)
  • E - Eye of the Storm
    • Attack Damage buff of the shield now scales at +1 Attack Damage per 10 Ability Power (0.1 AP ratio)
    • Ability Power ratio reduced to 0.7 (from 0.9)

v3.09

  • Monsoon
    • Fixed a bug where the buff icon countdown didn't properly match the 4-second channeling time

v3.04

  • Howling Gale
    • Fixed a bug where the knockup duration was not increasing based on charge time
    • Knockup duration when fully charged increased to 1 second from 0.75 seconds

v3.03

  • Monsoon
    • Mana cost reduced to 100 / 150 / 200 from 150 / 225 / 300

v3.02

  •  Janna's basic attack should now feel more responsive

v1.0.0.152

  • Base Movement Speed increased by 25.

v1.0.0.144

  • Zephyr
    • Ability power ratio reduced to 0.6 from 0.8
    • Bug fixed where Janna would sometimes retain the passive bonuses while Zephyr was on cooldown

v1.0.0.142

  • Zephyr
    • Passive movement speed reduced at earlier ranks to 4 / 7 / 10 / 13 / 16% from 8 / 10 / 12 / 14 / 16%
    • Slow duration reduced to 3 seconds from 4 seconds
  • Monsoon cooldown increased at earlier ranks to 150 / 135 / 120 seconds from 120 seconds at all levels

v1.0.0.138

  • Howling Gale now knocks the target further into the air the longer it is channeled (now 80 + 10 per second channeled from constant 100)
  • Monsoon
    • Mana cost reduced to 150 / 225 / 300 from 200 / 275 / 350
    • Knock back distance reduced to 875 from 1000

v1.0.0.136

  • Eye of the Storm attack damage bonus is now lost if the shield breaks

v1.0.0.122

  • New models and textures for Janna and Tempest Janna
  • All new animations for her and her skins

v1.0.0.120

  • Tailwind now deactivates while dead

v1.0.0.112

  • Monsoon no longer slows enemies who re-enter the storm

v1.0.0.106

  • Tailwind will now persist for her allies while Janna is dead
  • Eye of the Storm duration reduced to 5 seconds from 10
  • Monsoon
    • Heal per second reduced to 70 / 110 / 150 / from 90 / 130 / 170
    • Slow reduced to 30% from 40%

v1.0.0.94b

  • Howling Gale cooldown modified to 14 / 13 / 12 / 11 / 10 seconds from 10 at all levels

v1.0.0.94

  • Howling Gale knock-up time reduced by 33%
  • Fixed a bug with Eye of the Storm where the particle would linger after the shield effect had been removed

v1.0.0.87

  • Howling Gale mana cost increased to 90 / 105 / 120 / 135 / 150 from 80 / 95 / 110 / 125 / 140
  • Eye of the Storm mana cost increased to 70 / 80 / 90 / 100 / 110 from 60 / 70 / 80 / 90 / 100
  • Zephyr
    • Reworded the tooltip to indicate that Janna loses the passive boost while it is on cooldown
    • Fixed a bug where ranking up Zephyr only gives the additional movement speed after Janna has refreshed the buff

v1.0.0.86

  • Base damage increased to 49 form 46
  • Fixed a bug with Howling Gale that was causing inconsistent damage
  • Decreased the collision width of Howling Gale
  • Eye of the Storm
    • Ability power ratio increased to 0.9 from 0.8
    • Base shield amount decreased to 80 / 120 / 160 / 200 / 240 from 100 / 150 / 200 / 250 / 300
    • Damage buff changed to 14 / 23 / 32 / 41 / 50 from 24 / 30 / 36 / 42 / 48

v1.0.0.83

  • Howling Gale no longer tosses H-28G Evolution Turrets into the air

v1.0.0.82

  • Base mana per level reduced to 64 from 78
  • Base armor increased to 9 from 7.4
  • Howling gale
    • Mana cost reduced to 80 / 95 / 110 / 125 / 140 from 80 / 100 / 120 / 140 / 160
    • Cooldown reduced to 10 seconds from 11 at all levels
    • Damage per second scaling incresaed to 20 / 30 / 40 / 50 / 60 from 20 / 25 / 30 / 35 / 40
  • Eye of the Storm
    • Mana cost reduced to 60 / 70 / 80 / 90 / 100 from 70 / 85 / 100 / 115 / 130
    • Duration reduced to 10.5 seconds from 12
    • Cooldown reduced to 10.5 seconds from 12
    • Now grants a new attack damage buff, "Cyclone Strike" which persists through the shield breaking
  • Zephyr active cooldown reduced to 12 / 11 / 10 / 9 / 8 seconds from 13 / 12 / 11 / 10 / 9
  • Monsoon now slows enemy units from 40% that re-enter the storm after being pushed out

v1.0.0.79

  • Fixed a bug where Eye of the Storm was not adding Janna's correct AP ratio

v1.0.0.70

  • Eye Of The Storm is now instant cast

v1.0.0.63

  • Monsoon
    • Cleaned up knock back effect to hit the correct area, increased knock back distance, and made knock back more consistent
    • Duration reduced to 4 seconds from 6
    • Heal per tick increased to 90 / 150 / 210 from 60 / 100 / 140
    • Ability Power Ratio increased to 0.35 from 0.25
  • Howling Gale
    • Mana Cost reduced to 80 / 100 / 120 / 140 / 160 from 110 / 130 / 150 / 170 / 190
    • Cooldown reduced to 11 from 12
  • Zephyr Cooldown reduced to 13 / 12 / 11 / 10 / 9 from 14 / 13 / 12 / 11 / 10

v1.0.0.52

  • Eye of the Storm
    • Mana Cost reduced from 70 / 90 / 110 / 130 / 150 to 70 / 85 / 100 / 115 / 130
  • Adjusted the selection radius to match her size

v0.9.25.24

  • Changed name from "The Avatar of Air" to "The Storm's Fury"
  • Zephyr
    • Increased cast speed
    • Now properly labeled as a slowing spell

v0.9.25.21

  • Added missing health regen per level
  • Added missing mana regen per level
  • Rearranged spell keys
  • Howling Gale
    • Increased ability power ratio from 0.65 to 0.75
    • Reduced maximum charge duration from 4 seconds to 3
    • Increased damage per second from 15 / 20 / 25 / 30 / 35 to 20 / 25 / 30 / 35 / 40
    • Increased base damage from 50 / 70 / 90 / 110 / 130 to 60 / 85 / 110 / 135 / 160
  • Eye of the Storm
    • Reduced ability power ratio from 1.0 to 0.8
    • Increased duration from 8 seconds to 12
  • Zephyr ability power ratio reduced from 1.0 to 0.8

v0.9.22.16
 Janna released



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