← League Classic builds
Janna
Janna · Support

My Season 3 Rank 1 Janna build

My old build from when I first mained Janna to rank 1

LemonNation

How to play

So most old Janna players would go E max, but I would always go W max, and I was ALWAYS the highest elo Janna. W max gives mvspd, cooldown, 55 dmg, and more slow, basically it's broken as long as you know how to trade effectively. If you're just sitting back shielding, max shield instead. I maxed out on all the gold generation items, and would generally win lane and win late game with this build. Start with Boots and Potions, one mana potion, and one ward. Drop the ward for more health potions if they don't have a ganking jungler. Also if you're not vs a kill support or early ganking jungler, drop flash and grab Exhaust (or ignite vs Soraka/Sona). Build the 3 gold generation items, they're better now than they were before since they upgrade into items now and they were great back then. You don't need to upgrade boots basically ever due to your own speed (you reach diminishing returns in movement speed with upgrading boots), so don't upgrade boots until AT LEAST after you have all of your gold generation items. Once you have your 3 gold generation items you should basically always have an Oracles Elixer running. At this point wander around the river and jungles looking for wards to clear and warding up. Constantly fight for clearing all enemy vision, ping for your jungler to come with you and invade enemy jungle. Build Mejai's if you think you can survive. Then upgrade your gold generation items depending on your comp and enemy comp. Will of the ancients if you have a lot of AP users. Ardent Censor if you have auto attackers. Runic bulwark every game at some point. Mikael's vs hard ccers, Twin shadows vs assassins / people trying to kill you in the jungle, otherwise shurelia's as the default. You want to reach 40% cdr (the cap). 6% cdr from masteries + 15% from boots. Mejai's gives 15% if you get 20 stacks. Grab Shurelia's + Ardent to get the last 19% if you're not capping out on Mejai's, or Starks by itself for 20% cdr.

Summoner spells

HealFlashIgniteExhaust

Ability priority

WZephyrEEye Of The StormQHowling Gale

Starter items

Boots of SpeedBoots of SpeedLimited to 1. UNIQUE Passive - Enhanced Movement: +25 Movement Speed (Unique Passives with the same name don't stack.)
2× Health PotionHealth PotionLimited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Mana PotionMana PotionLimited to 5 at one time. Click to Consume: Restores 100 Mana over 15 seconds.
Sight WardSight WardClick to Consume: Places an invisible ward that reveals the surrounding area for 3 minutes.

Full build

Philosopher's StonePhilosopher's Stone+7 Health Regen per 5 seconds +9 Mana Regen per 5 seconds UNIQUE Passive - Transmute: +5 Gold per 10 seconds (Unique Passives with the same name don't stack.)
Heart of GoldHeart of Gold200 Health Shelling Out: 5 Gold per 10 seconds.
Kage's Lucky PickKage's Lucky Pick+25 Ability Power UNIQUE Passive - Lucky Shadow: +5 Gold per 10 seconds (Unique Passives with the same name don't stack.)
Oracle's ElixirOracle's ElixirClick to Consume: Grants detection of nearby invisible units for up to 4 minutes. (Revealing a ward in this manner grants a portion of the gold reward when that unit is killed.)
Mejai's SoulstealerMejai's Soulstealer+20 Ability Power UNIQUE Passive: Grants +8 Ability Power per stack. Grants 2 stacks for a kill or 1 stack for an assist (max 20 stacks). A third of the stacks are lost upon death. At 20 stacks, grants +15% Cooldown Reduction.
Shurelya's ReverieShurelya's Reverie+250 Health +10 Health Regen per 5 seconds +10 Mana Regen per 5 seconds +10% Cooldown Reduction UNIQUE Active: Grants nearby allies +40% Movement Speed for 3 seconds (60 second cooldown).
Runic BulwarkRunic Bulwark300 Health 20 Armor 30 Magic Resist Aura - Legion: Grants nearby allies 10 Armor and 25 Magic Resist. This effect is increased by 50% on allied minions.
Will of the AncientsWill of the Ancients+50 Ability Power UNIQUE Aura: Grants nearby allied champions +30 Ability Power and +20% Spell Vamp. (Spell Vamp: Abilities heal for a percentage of the damage they deal. Area of Effect spells only grant one-third of the healing from Spell Vamp.)
Ionian Boots of LucidityIonian Boots of LucidityUNIQUE Passive: +15% Cooldown Reduction UNIQUE Passive - Enhanced Movement: +45 Movement Speed (Unique Passives with the same name don't stack.) ''This item is dedicated in honor of Ionia's victory over Noxus in the Rematch for the Southern Provinces on 10 December, 20 CLE.''

Situational items

Mikael's CrucibleMikael's Crucible+40 Magic Resist +7 Health Regen per 5 seconds +18 Mana Regen per 5 seconds UNIQUE Passive - Mana Font: Increases Mana Regen by 1% for every 1% of missing Mana. UNIQUE Active: Removes all stuns, roots, taunts, fears, silences, and slows on an allied champion and heals that champion for 150 (+10% of maximum Health) (180 second cooldown). (Unique Passives with the same name do not stack.)
Twin ShadowsTwin Shadows+30 Ability Power +30 Magic Resist +6% Movement Speed UNIQUE Active - Hunt: Summons up to 2 invulnerable ghosts that seek out the two nearest enemy champions for 6 seconds. If a ghost reaches its target, it reveals the target and reduces their Movement Speed by 40% for 2.5 seconds (60 second cooldown).
Ardent CenserArdent Censer40 Ability Power 10% Cooldown Reduction 10 Mana Regen per 5 seconds Dedication: 8% Move Speed Fervent Vapor: Your Heals and Shields on another unit grant them 25% attack speed for 6 seconds. This does not include regeneration effects or effects on yourself.
Stark's FervorStark's Fervor250 Health 20% Cooldown Reduction Aura - Triumph: Grants nearby allied champions 10% Life Steal and 20 Attack Damage.

Rune page

×9MarkGreater Mark of Armor+0.91 armor
×9SealGreater Seal of Gold+0.25 gold / 10 sec.
×9GlyphGreater Glyph of Ability Power+1.19 ability power
×3QuintessenceGreater Quintessence of Gold+1 gold / 10 sec.

Mastery page

Offense

0
Summoner's WrathRank 0/1

Exhaust: −10 target Armor and Magic Resist. Ignite: +5 AD and AP while on cooldown. Ghost: movement speed bonus increased to 35%. Garrison: allied garrisoned turrets deal 50% splash damage.

FuryRank 0/4

Ranks 1–4: +1% / +2% / +3% / +4% Attack Speed.

SorceryRank 0/4

Ranks 1–4: +1% / +2% / +3% / +4% Cooldown Reduction.

ButcherRank 0/2

Ranks 1–2: basic attacks deal +2 / +4 damage to minions and monsters.

DeadlinessRank 0/4

Ranks 1–4: +3 / +6 / +9 / +12 Attack Damage at level 18 (+0.17 / +0.33 / +0.5 / +0.67 per level).

BlastRank 0/4

Ranks 1–4: +4.5 / +9 / +13.5 / +18 Ability Power at level 18 (+0.25 / +0.5 / +0.75 / +1 per level).

DestructionRank 0/1

Increases damage dealt to turrets by 5%.

HavocRank 0/3

Ranks 1–3: increases damage dealt by 0.67% / 1.33% / 2%.

Weapon ExpertiseRank 0/1

Physical damage ignores 8% of the target's Armor.

Requires Deadliness at max rank.
Arcane KnowledgeRank 0/1

Magic damage ignores 8% of the target's Magic Resist.

Requires Blast at max rank.
LethalityRank 0/2

Ranks 1–2: +2.5% / +5% Critical Strike Damage; doubled to +5% / +10% for melee champions.

Brute ForceRank 0/2

Ranks 1–2: +1.5 / +3 Attack Damage.

Mental ForceRank 0/3

Ranks 1–3: +2 / +4 / +6 Ability Power.

SpellswordRank 0/1

Basic attacks deal bonus magic damage on hit equal to 5% of Ability Power.

FrenzyRank 0/1

Landing a critical hit grants 10% Attack Speed for 2 seconds.

Requires Lethality at max rank.
SunderRank 0/3

Ranks 1–3: +2 / +3.5 / +5 Armor Penetration.

ArchmageRank 0/4

Ranks 1–4: increases Ability Power by 1.25% / 2.5% / 3.75% / 5%.

ExecutionerRank 0/1

Increases damage dealt by 5% against targets below 50% Health.

Defense

9
Summoner's ResolveRank 1/1

Cleanse: disable reduction lasts +1 second. Heal: passively grants +5 Health per level. Smite: grants 10 bonus gold on use. Barrier: shield amount increased by 20.

PerseveranceRank 0/3

Ranks 1–3: grants up to +2 / +4 / +6 Health Regen per 5 seconds based on missing Health.

DurabilityRank 4/4

Ranks 1–4: +27 / +54 / +81 / +108 Health at level 18 (+1.5 / +3 / +4.5 / +6 per level).

Tough SkinRank 0/2

Ranks 1–2: reduces damage taken from monsters by 1 / 2.

HardinessRank 3/3

Ranks 1–3: +2 / +4 / +6 Armor.

ResistanceRank 0/3

Ranks 1–3: +2 / +4 / +6 Magic Resist.

Bladed ArmorRank 0/1

Deals 6 true damage to any minion or monster that attacks you.

Requires Tough Skin at max rank.
UnyieldingRank 0/2

Ranks 1–2: reduces damage taken from champions by 1 / 2.

RelentlessRank 0/2

Ranks 1–2: reduces the effectiveness of slows by 7.5% / 15%.

Veteran's ScarsRank 1/1

+30 Health.

Requires Durability at max rank.
SafeguardRank 0/1

Reduces damage taken from turrets by 5%.

BlockRank 0/1

Reduces damage taken from champion basic attacks by 3.

Requires Unyielding at max rank.
TenaciousRank 0/3

Ranks 1–3: reduces crowd-control duration by 5% / 10% / 15%, multiplicatively with Tenacity.

JuggernautRank 0/3

Ranks 1–3: increases maximum Health by 1.5% / 2.75% / 4%.

DefenderRank 0/1

Grants 1 Armor and 1 Magic Resist for each nearby enemy champion.

Legendary ArmorRank 0/3

Ranks 1–3: increases bonus Armor and Magic Resist by 2% / 3.5% / 5%.

Good HandsRank 0/1

Reduces time spent dead by 10%.

Reinforced ArmorRank 0/1

Reduces damage taken from critical strikes by 10%.

Honor GuardRank 0/1

Reduces all damage taken by 3%.

Utility

21
Summoner's InsightRank 0/1

Revive: grants 200 + 20 per level bonus Health for 2 minutes. Teleport: cast time reduced by 0.5 seconds. Flash: cooldown reduced by 15 seconds. Clarity: Mana restored increased by 25%. Clairvoyance: grants lingering vision of revealed enemy champions.

WandererRank 0/3

Ranks 1–3: +0.66% / +1.33% / +2% Movement Speed while out of combat.

MeditationRank 3/3

Ranks 1–3: +1 / +2 / +3 Mana Regen per 5 seconds.

Improved RecallRank 1/1

Reduces Recall's cast time by 1 second and Enhanced Recall's by 0.5 seconds.

ScoutRank 1/1

Wards gain 25% increased vision range for the first 5 seconds after placement.

MastermindRank 3/3

Ranks 1–3: reduces Summoner Spell cooldowns by 4% / 7% / 10%.

Expanded MindRank 0/3

Ranks 1–3: +72 / +126 / +180 Mana at level 18 (+4 / +7 / +10 per level).

ArtifacerRank 0/2

Ranks 1–2: reduces activated-item cooldowns by 7.5% / 15%.

GreedRank 4/4

Ranks 1–4: +0.5 / +1 / +1.5 / +2 gold per 10 seconds.

Runic AffinityRank 0/1

Increases shrine, relic, quest, and neutral-monster buff duration by 20%.

VampirismRank 0/3

Ranks 1–3: +1% / +2% / +3% Life Steal and Spell Vamp.

BiscuiteerRank 1/1

Starts with a regenerative biscuit that restores 80 Health and 50 Mana over 10 seconds.

WealthRank 2/2

Ranks 1–2: +25 / +50 starting gold.

Requires Greed at max rank.
AwarenessRank 0/4

Ranks 1–4: increases Experience earned by 1.25% / 2.5% / 3.75% / 5%.

Strength of SpiritRank 0/3

Ranks 1–3: up to +1 / +2 / +3 Health Regen per 5 seconds for each 400 maximum Mana.

ExplorerRank 1/1

Summoner's Rift: starts with a 60-second Explorer's Ward. Other maps: +25 starting gold.

Requires Biscuiteer at max rank.
PickpocketRank 1/1

Basic attacks against champions grant 5 gold for melee champions or 3 gold for ranged champions (5-second cooldown).

IntelligenceRank 3/3

Ranks 1–3: +2% / +4% / +6% Cooldown Reduction.

NimbleRank 1/1

+3% Movement Speed.

Hover or focus any mastery to see its exact stats.

Anonymous

Why are gold per sec runes your pick over stat runes like movement speed quints/ health etc.

Last updated