Core identity
Janna is mainly played as Support. Its clearest strength is disengage reference.
Janna is mainly played as Support. Its clearest strength is disengage reference.
Priority vision/roam short when wave is neutral.
Janna becomes easier to punish when very dependent on her cds. From the opposite side, the page also highlights this answer: Forces his defensive R, then re-engages with TP/zone ultis when in CD.
モンスーンへのアクセス:戦況を一変させる即時能力。
スタックされたバフとサステインで、負けられない戦いを有利に進めよう。
Lane safe, deny d'angles d'engage with Q loaded.
Vision control + peel around the first spike carry.
Zone teamfights: R for reset and E maintained on the priority.
Priority vision/roam short when wave is neutral.
Groups of 2-3: protects the win-con tool (ADC or mage).
Clean front-to-back, no all-in without R available.
Access to Monsoon for resets; the more the game progresses, the more your resets are worth.
敵をスロウにし、ノックアップで妨害し、キャリーをシールドする。
敵集団の後ろにMonsoon、敵を味方の方へ、またはタワーの下へノックバックさせる。
Zephyrは敵をスロウにし、AAでスロウに乗ったボーナスダメージを発動させる。
茂みの中でHowling Galeをチャージし、敵に向かって放てばサプライズノックアップ。チャージが長いほどダメージとノックアップ時間が長くなる。
Janna is generally played as Support. The first objective is to priority vision/roam short when wave is neutral.. Its biggest edge comes from disengage reference.
This page highlights the moments where Janna can force clean trades, rotations, or objective setups. In practice, the champion is strongest when its cooldown cycle is respected and the fight starts on its own terms.
Janna can be punished when very dependent on her cds. A practical answer listed here is: Forces his defensive R, then re-engages with TP/zone ultis when in CD.