

Janna
The Storm's Fury
How this differs from the live game
- Tailwind (P) grants global movement speed
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of GoldQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Gold +3.00 / 10s
Magic penetration marks help Zephyr trades, the only regular poke spell in lane with AP damage, while armor seals and MR glyphs keep Janna alive in 2v2 trades. Gold-per-10 quintessences match Season 3 support economy, where Janna buys wards and aura/active items on low farm.
A 0/9/21 support page. The last point goes to Nimble rather than a second rank of Resistance: Janna's whole kit is repositioning and roaming to the next fight, so the movement speed is worth more than 3 magic resist. Defense keeps only the durability and health regen that carry a 2v2 lane, and utility keeps the Season 3 support essentials — gold generation, extra starting gold, Pickpocket, ward utility, and cooldown reduction.
Skill order
ultimate at 6, 11 and 16Tailwind
- Howling Gale (Q) takes points at levels 4, 14, 15, 17, 18.
- Zephyr (W) takes points at levels 2, 8, 10, 12, 13.
- Eye Of The Storm (E) takes points at levels 1, 3, 5, 7, 9.
- Monsoon (R) takes points at levels 6, 11, 16.
Max E first because Eye Of The Storm is Janna's lane-defining spell: it blocks damage and gives her marksman attack damage for trades and turret pressure. W is maxed second for stronger slows and pick control, with an early Q point for disengage.
Alternative — Q-max second was played when the lane and team needed more frequent disengage and interrupt value against hard engage rather than stronger Zephyr poke.
Why these items
Openingsall within the 475 starting gold
Wealth ward start — Default support start with Wealth: Faerie Charm plus three Sight Wards and three Health Potions gives mana sustain and enough early vision.
Vision control start — Use when you expect early brush control, lane ganks, or stealth pressure and need a Vision Ward immediately.
Flask sustain start — Use into poke lanes where repeated health and mana sustain matters more than starting with maximum ward count.
Corein buy order
1Philosopher's Stone700gPhilosopher's Stone was the standard early support economy item and builds into Shurelya's Reverie.
2Sightstone800gSightstone gives repeatable warding without consuming all of Janna's limited support gold.
3Shurelya's Reverie2,100gShurelya's Reverie adds health, regen, cooldown reduction, and the team speed active that stacks naturally with Janna's disengage and pick tools.
4Locket of the Iron Solari2,225gLocket of the Iron Solari gives a strong team shield active for mid-game fights where Janna is already positioning near allies.
Situationalonly when the game asks for it

Mikael's Crucible2,500gBuy Mikael's Crucible when one stun, snare, or slow reliably decides whether your carry lives.

Runic Bulwark2,950gUpgrade Aegis into Runic Bulwark against heavy magic damage or double-AP team compositions.

Twin Shadows1,900gBuy Twin Shadows when your team needs help checking fog, catching rotations, or forcing picks before objectives.

Boots of Swiftness1,000gUse Boots of Swiftness instead of Ionian Boots when repeated slows are stopping you from spacing and peeling.

Oracle's Elixir400gBuy Oracle's Elixir when denying enemy wards around dragon, Baron, and lane bushes is more important than another component.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of Mana RegenerationSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Magic Penetration +9.00
- Magic Resist +12.60
- Mana Regen +3.60 / 5s
Magic penetration marks are for Zephyr and Howling Gale, the spells that actually deal magic damage. Mana regen seals support repeated W/E lane trades, flat MR glyphs cover the usual AP mid matchup, and AP quints strengthen Zephyr damage plus Eye of the Storm and Monsoon scaling.
Use a standard AP mid 21/0/9: offense gives CDR, AP, magic penetration, and execute damage, while utility gives Flash cooldown, mana sustain, and Runic Affinity for longer blue buffs.
Skill order
ultimate at 6, 11 and 16Tailwind
- Howling Gale (Q) takes points at levels 4, 14, 15, 17, 18.
- Zephyr (W) takes points at levels 1, 3, 5, 7, 9.
- Eye Of The Storm (E) takes points at levels 2, 8, 10, 12, 13.
- Monsoon (R) takes points at levels 6, 11, 16.
Max W first for real mid-lane damage and pick pressure, then E for stronger trades and teamfight shielding, with one early Q for interrupt/disengage. R is taken at 6, 11, and 16.
Alternative — Max E before W when you are playing a low-damage protect-the-carry composition or into a lane where shielding poke matters more than threatening kills.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default into most AP lanes: it gives AP for W/E, health for trades, and mana return for last-hitting.
Flask sustain start — Use into poke or attrition lanes where repeated health and mana refills are worth more than early AP.
Boots and potions start — Use when dodging skillshots is the lane, especially against champions who punish every Q or charm hit.
Corein buy order
1Morellonomicon2,200gMorellonomicon gives AP, mana regen, 20% CDR, and Grievous Wounds, matching Janna's repeated W poke and utility casting.
2Rabadon's Deathcap3,300gRabadon's Deathcap turns Janna's high AP ratios on E and R into meaningful shield and heal numbers while boosting W damage.
3Void Staff2,295gVoid Staff keeps Zephyr and charged Howling Gale relevant once enemies buy magic resist.
Situationalonly when the game asks for it

Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or short-range magic threats when you can stand close enough for the MR reduction aura.

Banshee's Veil2,750gBuy Banshee's Veil when one spell starts the fight, such as Ashe arrow, Blitz hook, or Twisted Fate gold card.

Mercury's Treads1,200gBuy Mercury's Treads instead of Sorcerer's Shoes into heavy CC or double AP pressure.

Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when your team needs more chase and kiting from repeated W and Q hits.

Deathfire Grasp3,100gBuy Deathfire Grasp when ahead and playing for pick damage with W plus Ignite rather than purely shielding carries.
One build, written by a player. Newest first.
Write a Janna buildBuild
Runes and masteries
x9Minor Mark of ArmorMark
x9Seal of GoldSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of GoldQuint
- Armor +7.20
- Magic Resist +12.60
- Gold +5.25 / 10s
As published: the "Start" group costs more than 475g, so Explorer's Ward, Health Potion moved to the first back. Left as the author set it.
Skill order
ultimate at 6, 11 and 16Tailwind
- Howling Gale (Q) takes points at levels 2, 13, 15, 17, 18.
- Zephyr (W) takes points at levels 4, 8, 10, 12, 14.
- Eye Of The Storm (E) takes points at levels 1, 3, 5, 7, 9.
- Monsoon (R) takes points at levels 6, 11, 16.
Why these items
Openingsall within the 475 starting gold
Start — The opening as the guide publishes it, minus what does not fit in 475g.
Corein buy order
Situationalonly when the game asks for it

Frozen Heart2,900g

Morellonomicon2,200g

Abyssal Scepter2,560g

Mejai's Soulstealer1,235g
Notes
the author's own wordsKnowing where the jungler starts and where he is (or isn't) is HUGE. It tells me and my team where and when we can put pressure on our lanes. Clairvoyance also extends the time you can stay in bot lane without wards. And last but not least, baron and dragon control: this spell reveals ANY spot on the map for 8 seconds.
Build by BPK SHLEEP, transcribed from the League Classic Wiki archive.
Abilities
per rankTailwind
Janna and her allied champions gain 3% increased Movement Speed.
Howling Gale5 ranks
By creating a localized change in pressure and temperature, Janna is able to create a small storm that grows in size with time. She can active the spell again to release the storm. On release this storm will fly towards the direction it was cast in, dealing damage and knocking away any enemies in its path.
- Cooldown
- 14 / 13 / 12 / 11 / 10s
- Cost
- 90 / 105 / 120 / 135 / 150 Mana
- Range
- 1075
Zephyr5 ranks
Janna summons an air elemental that passively increases her Movement Speed and enables her to pass through units. She may also activate this ability to deal damage and slow an enemy's Movement Speed. The passive is lost while this ability is on cooldown.
- Damage
- 60 / 115 / 170 / 225 / 280 + 60% AP
- Cooldown
- 12 / 11 / 10 / 9 / 8s
- Cost
- 40 / 50 / 60 / 70 / 80 Mana
Eye Of The Storm5 ranks
Janna conjures a defensive gale that shields an ally champion or turret from incoming damage and increases their Attack Damage.
- Shield
- 80 / 120 / 160 / 200 / 240 + 90% AP
- Cooldown
- 10s
- Cost
- 70 / 80 / 90 / 100 / 110 Mana
- Range
- 800
Monsoon3 ranks
Janna surrounds herself in a magical storm, throwing enemies back. After the storm has settled, soothing winds heal nearby allies while the ability is active.
- Heal Per Second
- 70 / 110 / 150 + 35% AP
- Heal
- 280 / 440 / 600 + 140% AP
- Cooldown
- 150 / 135 / 120s
- Cost
- 200 / 275 / 350 Mana
- Range
- 725
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri has longer threat range, real kill pressure, and enough dashes to keep hitting Janna after the first disengage.
Watch for Charm: if it lands, Janna loses control long enough for Orb of Deception and Spirit Rush bolts to force Monsoon or kill her.
How to beat
Hold outside Charm range and trade only with Zephyr plus instant Eye Of The Storm, then walk sideways from Orb of Deception's return path. Save Howling Gale or Monsoon for after Spirit Rush commits, not for the first poke spell. If Charm misses and Spirit Rush is down, you can take a short shielded trade and leave.
Later Ahri wins the side lane because she can force repeated dash angles and Janna cannot punish her alone. In teamfights Janna is much better as a peel champion: shield the carry, interrupt Spirit Rush follow-up with Monsoon, and keep Charm targets alive.
- Stand behind minions until Charm is down; Ahri cannot start the real trade without it.
- Move perpendicular after Orb of Deception passes you so the true-damage return misses.
- A charged Howling Gale across Ahri's dash path can stop her second or third Spirit Rush angle.
- Do not Monsoon too early; Ahri can dash back in if she still has charges.

AkaliUnfavoured
Akali wins the duel once she has Shadow Dance charges because Janna's peel delays her but does not remove her repeated gap closes.
Watch for Shadow Dance: it reattaches Akali after Zephyr, Howling Gale, or Monsoon and lets her cash in Mark of the Assassin.
How to beat
Stay far enough that Akali must spend Shadow Dance before Mark of the Assassin expires. Shield the mark pop, then knock her up or Monsoon after she dashes, not before. If Twilight Shroud is down and she has no dash charge, poke once with Zephyr and disengage.
Later Akali wins isolated side-lane fights and can chase through most of Janna's single-target slows. Janna's late-game job is teamfight denial: reveal or track Akali's flank, shield the marked carry, and use Monsoon to break her reset window.
- If Akali marks you but cannot immediately dash, back up until the mark times out.
- Do not walk into Twilight Shroud looking for autos; you give her time for another Shadow Dance charge.
- Monsoon after Akali arrives, so the knockback actually separates her from the target.
- Howling Gale is strongest when pre-cast through the shroud's edge.

AlistarEven
Alistar struggles to kill Janna through shield and disengage, but Janna also lacks damage to finish him through Triumphant Roar and Unbreakable Will.
Watch for Headbutt Pulverize: the combo removes Janna's spacing and gives Alistar his only clean damage window.
How to beat
Keep enough distance that Alistar must use Headbutt first, then answer with Howling Gale or Monsoon as he follows. Trade with Zephyr only when Pulverize is not in range. If Unbreakable Will is active, stop spending damage and use the time to reset spacing.
Later Neither champion should be side-laning for a duel, and Alistar is harder for Janna to kill once tank items are finished. In teamfights, Janna can deny his engage follow-up if she saves Monsoon for after Headbutt or Flash Pulverize rather than using it on poke.
- Do not stand near a wall; Headbutt can turn a harmless trade into a bad one.
- Shield before his combo lands if you cannot dodge it, because you may be airborne too long afterward.
- Howling Gale can punish Alistar walking straight at you for Pulverize range.
- Ignore him during Unbreakable Will unless your team is already kiting away.

AmumuEven
Amumu can win if Bandage Toss starts a full-duration melee fight, but Janna can deny most of his damage if she keeps him at arm's length.
Watch for Bandage Toss: it stuns Janna and puts Amumu close enough for Despair, Tantrum, and Curse of the Sad Mummy.
How to beat
Stand behind minions or at an angle that makes Bandage Toss hard to connect. If he hits Q, shield immediately and use Monsoon after Curse of the Sad Mummy or as soon as the stun chain ends. When Q is down, Zephyr him once and keep walking rather than trying to brawl.
Later Amumu becomes too tanky for Janna to kill in a side lane, while he still threatens all-in crowd control if she missteps. In teamfights, Janna should spread from her carries, keep shield for the first damage wave, and Monsoon his team away after Curse lands or as Bandage Toss brings him in.
- Minions are your best defense; never give him a clean Bandage Toss lane for free.
- Monsoon can undo his arrival, but it cannot help while you are still stunned.
- Do not stand next to your carry when Amumu is fishing for Curse of the Sad Mummy.
- Boots of Swiftness matter more if the fight is about dodging Q than surviving after it lands.

AniviaUnfavoured
Anivia outranges and outdamages Janna, and Rebirth means Janna rarely converts a close duel into a kill.
Watch for Flash Frost: the stun enables Frostbite's doubled burst and gives Anivia time to wall Janna into Glacial Storm.
How to beat
Stay outside Flash Frost's center line and do not trade while chilled. Save Howling Gale to interrupt Anivia's chase after Crystallize or to stop her from walking forward with Glacial Storm. Only commit when Flash Frost is down and you can leave before the next Frostbite cycle.
Later Anivia wins the side lane decisively because Janna cannot kill egg reliably and cannot stand in Glacial Storm. In teamfights Janna should avoid being walled off, shield whoever gets chilled, and use Monsoon to reset after Flash Frost lands on a carry.
- If Flash Frost hits but does not detonate near you, keep moving away from the return position rather than trading.
- Do not chase Rebirth unless your team is already there; Anivia wants you trapped by wall and storm.
- Howling Gale through a choke can buy time after Crystallize cuts off the direct path.
- Shield the Frostbite target, not the first small tick of Glacial Storm.

AnnieUnfavoured
Annie's stun burst is too reliable for Janna to duel, especially because her longer auto range and Tibbers punish short support trades.
Watch for Pyromania Tibbers: the instant area stun starts Annie's full burst before Janna can shield or disengage cleanly.
How to beat
Track Annie's stun count and give up space when Pyromania is ready. If she spends stun on Disintegrate or Incinerate and misses the kill window, shield the damage and kite with Zephyr. Monsoon after Tibbers drops if you survive the stun, because separating Annie from Tibbers and follow-up autos is the reset.
Later Annie still wins the isolated duel if she has Flash-stun or Tibbers available. Janna is stronger in grouped fights when she plays outside Annie's engage range, holds Mikael's or Monsoon for the stunned carry, and prevents Tibbers from turning the first burst into a cleanup.
- Count four spell casts; the matchup changes completely when Pyromania is ready.
- Do not step up for Zephyr if Annie can Flash Tibbers from fog or brush.
- Eye Of The Storm before the stun lands is often the difference between living and dying.
- After Tibbers is used, disengage first and fight only if Annie's stun stack is gone.

AsheUnfavoured
Ashe wins extended duels because her range, Frost Shot, and sustained autos outlast Janna's shield cooldown.
Watch for Enchanted Crystal Arrow: it stuns Janna long enough for Ashe to start a Frost Shot chase that Janna cannot easily break alone.
How to beat
Do not take a long auto-attack fight; shield one trade, Zephyr her, and leave before Frost Shot stacks the chase. Keep lateral movement for Volley and stay behind minions when Arrow is available. If Arrow misses, you can trade briefly while Howling Gale covers your retreat path.
Later Ashe wins the side lane because finished marksman items turn every slow into lethal chase pressure. In teamfights Janna is valuable because she can shield the carry through Ashe's opening volley, cleanse or mitigate Arrow with support items, and Monsoon divers away while Ashe is trying to front-to-back.
- If Ashe toggles Frost Shot and walks at you, the goal is to disengage, not answer autos.
- Howling Gale charged from fog can interrupt her chase after Arrow misses.
- Shield before Volley connects if you cannot sidestep the cone.
- Do not Monsoon just for damage; save it to break the slow chase or protect an Arrow target.

BlitzcrankEven
Blitzcrank wins if Rocket Grab lands, but without it Janna kites him forever and takes short shielded trades.
Watch for Rocket Grab: it pulls Janna into Power Fist and Static Field, removing the range that makes the matchup playable.
How to beat
Keep minions between you and Blitzcrank and punish missed Rocket Grab with Zephyr plus shielded autos. If he uses Overdrive to walk in, start Howling Gale along his path and save Monsoon for after Power Fist or the pull. Do not stand still to channel a long tornado when his grab is available.
Later Blitzcrank is not a realistic side-lane duel target for Janna, but one hook can still decide a late fight. Janna's teamfight role is to play behind the front line, shield the hooked ally, and Monsoon the enemy follow-up away after the grab connects.
- A missed Rocket Grab is your only real trading window.
- Minion spacing matters more than raw distance because the hook is the fight.
- Monsoon after the pull can deny Blitzcrank's team from collapsing on the target.
- Do not waste Howling Gale on Blitzcrank's Mana Barrier unless it also creates distance.

BrandUnfavoured
Brand's spell damage and Blaze burn break through Janna's shield faster than she can threaten him back.
Watch for Sear after Blaze: once Janna is burning, Sear can stun her and guarantee Pillar of Flame plus Conflagration follow-up.
How to beat
Do not let Brand tag you for free with Conflagration before Sear is available. Hold side spacing so Pillar of Flame and Sear cannot both line up, then trade only when Sear misses. Use Eye Of The Storm for the delayed damage and Monsoon to stop Pyroclasm follow-up if you are forced into close range.
Later Brand wins isolated fights unless he misses multiple spells, because Janna cannot race his cooldown rotation. In teamfights Janna should spread from allies to reduce Pyroclasm value, shield the first stunned target, and use Monsoon to reset after Brand commits his area damage.
- Being Ablaze changes Sear from poke into a stun threat; back up immediately.
- Do not stand near minions or allies when Pyroclasm is ready.
- Shield can absorb Pillar of Flame's delayed hit if you cast it as the warning appears.
- A tornado after missed Sear is your best moment to disengage or poke.

Cho'GathEven
Cho'Gath can kill Janna if Rupture or Feral Scream catches her, but he is kiteable when those cooldowns miss.
Watch for Rupture into Feral Scream: the knockup and silence prevent Janna from shielding or Monsooning before Cho'Gath reaches Feast range.
How to beat
Keep moving unpredictably at the edge of Rupture range and never walk straight back through its center. If Rupture misses, Zephyr and shield a short trade, then leave before Feral Scream can silence your disengage. Save Monsoon until he has actually closed the gap or Feast becomes possible.
Later Cho'Gath becomes too durable for Janna to side-lane against, and Feast makes any caught support die quickly. In teamfights, Janna should stay outside cone silence range, shield the carry through Rupture follow-up, and use Monsoon to stop Cho from reaching Feast range on priority targets.
- Feral Scream is the dangerous follow-up; do not hold shield too greedily if he is close.
- Rupture is easier to dodge sideways than backward.
- Do not fight inside minion waves where Vorpal Spikes chip you while you kite.
- Monsoon before Feast range denies the execute window; after silence, it may be too late.

CorkiUnfavoured
Corki's mixed poke, true-damage autos, and Valkyrie repositioning let him beat Janna through shielded trades.
Watch for Gatling Gun: if Corki keeps Janna in the cone, the armor shred turns his autos and follow-up missiles into a losing exchange.
How to beat
Do not stand in Gatling Gun; move sideways and use Zephyr only after the cone is no longer tracking you. Shield Phosphorus Bomb or the first committed auto trade, then disengage before Missile Barrage stacks chip you down. If Corki uses Valkyrie forward, Monsoon or Howling Gale him away from his landing spot.
Later Corki wins side-lane duels with sustained mixed damage and mobility. In teamfights Janna should shield the carry being shredded by Gatling Gun, interrupt Corki's forward Valkyrie with Monsoon, and avoid clumping for Missile Barrage poke.
- Valkyrie forward is the punish window; Valkyrie backward means stop chasing.
- Do not trade autos while Gatling Gun is reducing your armor.
- Shield is less efficient into Corki than pure physical marksmen because his damage is mixed.
- A tornado placed on his Valkyrie landing path can force him to stop the chase.

Dr. MundoUnfavoured
Dr. Mundo eventually runs Janna down with cleavers and regeneration, while Janna lacks the damage or Grievous Wounds to finish him alone.
Watch for Sadism: the healing erases Janna's poke and lets Mundo keep chasing through Zephyr and shield cooldowns.
How to beat
Dodge Infected Cleaver first; if it hits, do not try to trade while slowed. Use Zephyr and Howling Gale to create distance after he commits Burning Agony, and save Monsoon for when Sadism lets him ignore your first peel. Only commit if Sadism is down and he is already low.
Later Mundo dominates the side lane because Janna cannot cut through his health pool and healing in a fair duel. In teamfights Janna should not waste time trying to kill him alone; shield the carry he is chasing, chain peel after cleaver slows, and let teammates with anti-heal or sustained damage handle him.
- A single Infected Cleaver often decides whether you escape or get run down.
- Do not spend all peel before Sadism; he wants to absorb the first disengage and continue.
- Howling Gale is better saved for his approach than used as poke.
- If he turns on Sadism at high health, disengage completely.

EvelynnUnfavoured
Evelynn's stealth approach and close-range burst make the duel unfavorable because Janna often starts reacting after Evelynn is already on top of her.
Watch for Shadow Walk flank: Evelynn appears from camouflage inside Janna's comfort range and starts Ravage plus Hate Spike before Janna can set a tornado.
How to beat
Respect fog and brush; in a pure duel, stay near places where Howling Gale can cover the direct path into you. Shield the first Ravage burst, then Monsoon after Agony's Embrace or once Evelynn commits fully. If she has already used Dark Frenzy speed and ultimate, Zephyr her and kite rather than chase.
Later Evelynn wins isolated picks if she finds Janna away from vision. In teamfights Janna's value is defensive: keep detection and spacing around carries, shield the target Evelynn opens on, and Monsoon to deny her from staying in Hate Spike range.
- Do not pre-channel Howling Gale in open space if you do not know her angle; she can simply enter from the side.
- Eye Of The Storm should absorb Ravage, not random Hate Spike poke.
- Monsoon after Agony's Embrace removes her slow follow-up and buys time for allies.
- Twin Shadows is specifically useful for checking her approach before she chooses the fight.

EzrealUnfavoured
Ezreal wins by poking outside Janna's threat range and using Arcane Shift to avoid the one tornado that could stop him.
Watch for Mystic Shot: repeated hits lower Ezreal's cooldowns and chip Janna down until Arcane Shift can finish the trade.
How to beat
Stand behind minions to cut off Mystic Shot and do not chase into open lanes where he can stack Rising Spell Force. Shield the spell that starts the real trade, then answer with Zephyr only if Arcane Shift is down. Save Howling Gale for his forward shift or for disengaging after he commits.
Later Ezreal wins the side lane through range, mobility, and sustained poke. In teamfights Janna should shield Mystic Shot poke on carries, avoid lining up for Trueshot Barrage, and punish Arcane Shift forward with instant peel.
- Minions block Mystic Shot; use the wave as terrain.
- If Arcane Shift is up, your tornado is more of a disengage tool than a kill setup.
- Do not use Monsoon just because Trueshot Barrage hits; save it for his forward commit or allied dive peel.
- Short shielded trades are fine, but repeated Mystic Shot hits make the matchup collapse.

FiddlesticksUnfavoured
Fiddlesticks wins if he gets fear or Drain range, while Janna's interrupts are strong but must be timed perfectly.
Watch for Terrify into Drain: the fear prevents Janna from interrupting while Fiddlesticks heals through her damage.
How to beat
Stay just outside Terrify range and use Zephyr only when Dark Wind or Terrify is unavailable. Hold Howling Gale or Monsoon specifically to interrupt Drain or to knock him out of Crowstorm, not for poke. If he wastes fear, shield the silence damage and disengage before Drain can channel fully.
Later Fiddlesticks is not a champion Janna wants to duel late, especially from fog with Crowstorm. In teamfights Janna should ward flanks, instantly Monsoon Crowstorm away from her backline, and save crowd control to break Drain on priority targets.
- If Terrify is up, walking into Zephyr range can lose the fight.
- Dark Wind silence can stop your shield or Monsoon timing; avoid standing near bounce targets.
- Howling Gale interrupts Drain if you hold it instead of throwing it early.
- Monsoon is one of the cleanest answers to Crowstorm, but only if you are not feared first.

GangplankUnfavoured
Gangplank's Parrrley poke and Remove Scurvy sustain let him win the duel unless Janna avoids extended trades completely.
Watch for Parrrley: its targeted poke repeatedly breaks Eye Of The Storm and forces Janna low before she can threaten anything back.
How to beat
Do not stand in Parrrley range just to cast Zephyr; make him choose between farming and walking into Howling Gale. Shield the pistol shot when he steps up, then disengage before his passive autos matter. If Remove Scurvy is down and Cannon Barrage is unavailable, you can take one short trade, but you still do not win a long fight.
Later Gangplank wins the side lane because his sustained physical damage and global ultimate give him more pressure than Janna can answer. In teamfights Janna should shield Parrrley targets, use Monsoon to reset his melee chase, and help allies leave Cannon Barrage rather than trying to duel him inside it.
- Remove Scurvy can clear your knockup or slow value, so do not rely on one spell to hold him forever.
- Shield should meet Parrrley, not the poison tick afterward.
- Leave Cannon Barrage immediately; fighting inside it gives him the slow he needs to close.
- If he uses Parrrley on minions, that is your brief window to move up safely.

GarenFavoured
Janna wins the duel by denying Garen's only real access and keeping Perseverance down with safe poke.
Watch for Decisive Strike breaks Zephyr's slow and gives Garen the speed window to reach silence range.
How to beat
Hold maximum auto and Zephyr range, and do not spend Howling Gale until Decisive Strike starts. Once his speed burst is gone or interrupted, shield yourself for the trade and keep tagging him so Perseverance cannot reset the lane.
Later Garen can eventually ignore poke better in a side lane, but he still struggles to force Janna unless she wastes tornado. In teamfights, save Monsoon or Howling Gale for his run at your carry and do not let Demacian Justice land after your shield has already been broken.
- A quick Zephyr poke is mainly to stop Perseverance, not to burst him.
- Charge Howling Gale from fog or brush when Garen walks straight at you.
- Do not kite in a line after Decisive Strike; angle away before Judgment reaches you.

GragasUnfavoured
Gragas has enough ranged poke and displacement to force Janna off space before she can meaningfully threaten him back.
Watch for Body Slam is the engage that closes through Zephyr spacing and sets up Barrel Roll or Explosive Cask.
How to beat
Stay outside Body Slam range and move laterally so Barrel Roll cannot both zone you and clip your retreat. Bait Body Slam first; if it misses, shield yourself and trade with Zephyr plus autos, but never chase into a held Explosive Cask.
Later Gragas wins isolated side pressure because his waveclear, sustain, and burst are much better than Janna's. In teamfights, Janna's job is to break his Body Slam follow-up with Howling Gale or Monsoon and keep carries from being displaced into his team.
- Do not channel Howling Gale where Explosive Cask can knock you into the barrel zone.
- Shield before Barrel Roll detonates if you cannot walk out.
- If Body Slam is down, Gragas is much easier to kite for a short trade.

HeimerdingerUnfavoured
Heimerdinger's turret zone and long-range poke make the duel about space control, which Janna cannot contest alone.
Watch for H-28G Evolution Turret turns the area around Heimerdinger into a damage zone Janna cannot stand in long enough to win trades.
How to beat
Do not duel him inside turret coverage; pull back and force him to move away from placed turrets. If he steps forward without a turret line, shield the first rocket hit, dodge CH-1 Concussion Grenade, and use Howling Gale to interrupt his retreat rather than starting the fight.
Later Heimerdinger remains stronger in static side-lane setups, especially around waves and towers. Janna contributes more in full teamfights by shielding siege targets, disengaging divers, and resetting fights when Heimer's zone is bypassed.
- Fight him only after he has to leave his turrets behind.
- A direct CH-1 Concussion Grenade hit is the moment you lose the trade.
- Use Eye Of The Storm on your turret when he tries to chip it with turrets and rockets.

Jarvan IVUnfavoured
Jarvan IV's flag-drag engage and Cataclysm punish Janna's low durability if she mispositions even once.
Watch for Demacian Standard plus Dragon Strike knocks Janna up and gives Jarvan the gap close he needs to force the all-in.
How to beat
Stand diagonally from the flag, not directly behind minions, so the Dragon Strike line is harder to connect. Keep Howling Gale ready for the moment he starts moving in, and use Monsoon after Cataclysm lands if you cannot walk out of the arena.
Later Jarvan wins side-lane duels and can trap Janna if she is alone without ultimate. In teamfights, Janna can heavily reduce his value by interrupting the combo entrance or instantly resetting Cataclysm with Monsoon.
- Do not spend tornado for poke while Demacian Standard is available.
- Shield before Martial Cadence lands if he reaches melee range.
- Inside Cataclysm, Monsoon is your real escape; save it for that wall.

JaxUnfavoured
Jax eventually overwhelms Janna with Leap Strike access and sustained melee damage if he gets repeated contact.
Watch for Leap Strike lets Jax bypass Janna's preferred spacing and start trades on his terms.
How to beat
Keep enough distance that Leap Strike is his only way in, then answer it immediately with Howling Gale or Monsoon instead of trying to auto through Counter Strike. If Counter Strike is active, stop trading and use Zephyr movement to exit before the stun window finishes.
Later Jax dominates the side lane once items are finished and Janna should not be matching him alone. In teamfights, peel him off carries with tornado and Monsoon, and shield the target he is trying to burst rather than shielding yourself too early.
- Never auto into Counter Strike just because Eye Of The Storm is up.
- A short tornado is enough if it interrupts the Leap Strike follow-up.
- If Jax holds Leap Strike, you hold Zephyr spacing and do not walk into melee to poke.

KarthusEven
Janna can dodge and shield his slow damage, but Karthus outdamages her if Wall of Pain forces her to stay in Defile range.
Watch for Wall of Pain removes Janna's movement advantage and makes Lay Waste chains much easier to land.
How to beat
Fight at the edge of Lay Waste range and keep moving unpredictably rather than standing still to charge Howling Gale. If Wall of Pain misses or is poorly placed, shield yourself and trade; if it cuts off your exit, disengage before Defile drains you down.
Later Karthus is much stronger in grouped damage and always threatens Requiem even after dying. Janna should preserve shields for Requiem damage and use Monsoon to push enemies out of Karthus's Defile zone after he dies.
- Do not finish him low if Death Defied leaves you trapped in Defile.
- Howling Gale can interrupt Requiem if you are close enough before the channel completes.
- Eye Of The Storm can buy time against Requiem but will not save everyone by itself.

KassadinUnfavoured
Kassadin's silence and repeated Riftwalks deny Janna's peel timing and let him take short trades she cannot answer well.
Watch for Null Sphere silences Janna before she can shield, tornado, or Monsoon the Riftwalk follow-up.
How to beat
Stay outside Riftwalk plus Null Sphere reach whenever his ultimate is ready, and do not let him start the trade with silence. If he Riftwalks first, immediately disengage with Monsoon or a point-blank Howling Gale, then punish while Riftwalk stacks and cooldown limit his next move.
Later Kassadin wins side-lane isolation and can chase Janna through most open terrain. In teamfights, play behind allies so his first Riftwalk targets someone else, then use Monsoon after the silence expires to deny his reset path.
- Shielding after Null Sphere is often too late; pre-shield when he angles in.
- Do not charge tornado in front of him while silence is available.
- Force him to spend Riftwalk defensively before trying to poke.

KatarinaFavoured
Janna's knockups, knockback, shield, and speed make Katarina's channel and short-range burst unreliable in a clean duel.
Watch for Death Lotus is the damage window that punishes Janna if Howling Gale and Monsoon are both unavailable.
How to beat
Hold one interrupt at all times and kite just outside Shunpo follow-up range when possible. Let Katarina commit with Shunpo, then cancel Death Lotus instantly with Howling Gale or Monsoon and shield the remaining dagger damage while you disengage or poke back.
Later Katarina is more dangerous in teamfights because resets from Voracity matter far more than the isolated duel. Janna should track her entry angle and save Monsoon specifically for Death Lotus or the first reset dive.
- A short, instant Howling Gale is better than a charged one once she starts Death Lotus.
- Do not use Monsoon for healing while Katarina is holding ultimate nearby.
- If Katarina Shunpos without Death Lotus, trade briefly and back out before cooldowns return.

KayleUnfavoured
Kayle outranges and outdamages Janna during Righteous Fury, and Intervention denies the only burst window Janna can create.
Watch for Righteous Fury gives Kayle ranged sustained attacks that beat Janna's shield over an extended trade.
How to beat
Do not stand in repeated Righteous Fury autos; trade only around its downtime with Zephyr and shielded autos. Bait Reckoning first if possible, because the slow lets Kayle keep hitting, and disengage when Intervention is available unless you are only forcing cooldowns.
Later Kayle wins side-lane duels and scales into stronger sustained damage than Janna can contest. In teamfights, Janna peels Kayle off carries with Monsoon and waits out Intervention before committing crowd control to the protected target.
- Eye Of The Storm can win one Kayle auto trade, not a full Righteous Fury duration.
- Do not chase Kayle through Divine Blessing speed while your Zephyr is down.
- Force Intervention with allied focus, then reset the fight instead of overcommitting.

KennenUnfavoured
Kennen's range, mobility, and stun threat let him force Janna out unless she has perfect disengage timing.
Watch for Slicing Maelstrom stacks Mark of the Storm while damaging Janna, threatening a stun if she cannot leave the storm.
How to beat
Stay outside Lightning Rush engage range and avoid taking free marks from Thundering Shuriken or Electrical Surge before the all-in. If Kennen uses Lightning Rush forward, knock him back with Monsoon or interrupt his path with Howling Gale before Slicing Maelstrom stacks enough marks.
Later Kennen remains the better side-lane and flank threat, while Janna is stronger at denying his teamfight engage if she sees it coming. Keep distance from your carries so one Slicing Maelstrom cannot lock down both you and them.
- One Mark of the Storm changes the fight; do not ignore it before he has ultimate.
- Monsoon can push Kennen out of his own Slicing Maelstrom radius.
- Do not shield after the stun lands if you could have shielded the marked burst beforehand.

Kog'MawUnfavoured
Kog'Maw's Bio-Arcane Barrage outranges Janna and gives him sustained damage she cannot match once he is allowed to auto.
Watch for Bio-Arcane Barrage extends Kog'Maw's attack range and adds percent-health magic damage, beating Janna's short trades.
How to beat
Do not fight while Bio-Arcane Barrage is active unless you are only disengaging. Bait it out, back away with Zephyr movement, then look for a shielded Zephyr trade or Howling Gale knockup after the range steroid ends.
Later Kog'Maw is far stronger in front-to-back fights and side-lane DPS, but he is immobile if Janna keeps divers away from him. Your teamfight value is shielding whoever is hitting him and using Monsoon to deny his peel or his team's dive follow-up.
- Count Bio-Arcane Barrage as the real cooldown, not Living Artillery.
- After killing him, immediately leave Icathian Surprise range instead of channeling Monsoon for extra healing.
- Void Ooze on your retreat path is a hard disengage signal.

Lee SinUnfavoured
Lee Sin has too many ways to close distance and punish Janna if Sonic Wave connects.
Watch for Sonic Wave / Resonating Strike marks Janna and gives Lee Sin the second dash that turns poke into an all-in.
How to beat
Keep minions between you and Sonic Wave, and do not use Howling Gale before he has either missed Q or committed his second cast. Once Resonating Strike starts, interrupt the arrival with tornado if timed well or use Monsoon after he lands to break Dragon's Rage follow-up.
Later Lee Sin is still favored in side-lane picks, but his teamfight engage falls off if Janna saves cooldowns for him. Stand away from allies so Dragon's Rage cannot kick you through your own carry line.
- A missed Sonic Wave is your only real trading window.
- Do not shield early if he can wait it out before Resonating Strike.
- Monsoon after Dragon's Rage can still save the carry he kicks toward.

LeonaEven
Leona can lock Janna down if Zenith Blade lands, but Janna can disengage every failed engage and slowly win space.
Watch for Zenith Blade is the line engage that pulls Leona to Janna and starts her stun chain.
How to beat
Stand behind minions or offset from Leona's line so Zenith Blade has to be forced. If it misses, punish with Zephyr and shielded autos; if it lands, use Monsoon after Shield of Daybreak or Solar Flare begins to separate before her ally-style damage pattern can matter.
Later Leona rarely wants a true 1v1, but in fights she threatens Janna's backline with layered crowd control. Janna should play just behind her carries, keep tornado for Zenith Blade follow-up, and use Mikael's on the ally Leona actually locks down.
- Do not Monsoon before Zenith Blade connects unless it will clearly stop her path.
- Leona's damage alone is manageable; the danger is being held for someone else.
- If Solar Flare is down, you can stand more aggressively to shield your carry.

LuluEven
Lulu has better poke and polymorph control, while Janna has stronger disengage and can avoid committing into Wild Growth.
Watch for Whimsy removes Janna's ability to cast or reposition during Lulu's best trade window.
How to beat
Keep trades short and do not walk into Glitterlance angles from both Lulu and Pix. Bait Whimsy before committing Zephyr; once it is down, shield yourself and trade autos, but back off when Wild Growth can turn the duel into a health swing.
Later Neither support wants a finished-item side duel, and Lulu usually contributes more offensive steroids while Janna contributes stronger disengage. In teamfights, save Monsoon for the enlarged diver or to reset after Lulu uses Wild Growth.
- Track where Pix is before dodging Glitterlance; the second bolt changes the angle.
- Do not try to burst through Wild Growth unless Lulu is already isolated and low.
- Mikael's can answer Glitterlance slow or Whimsy on an ally in the real fight.

LuxUnfavoured
Lux's longer range and binding combo punish Janna before Janna can get into reliable trade range.
Watch for Light Binding roots Janna long enough for Lucent Singularity and Finales Funkeln to land together.
How to beat
Play outside Light Binding angles and use minions to block the first snare target. If Binding is down, you can step in for Zephyr and shielded autos; if it hits, shield immediately and save Monsoon for displacement after the burst rather than trying to channel through it.
Later Lux remains better at picks and long-range siege, while Janna is better at denying follow-up engages after a pick attempt fails. Shield allies who are marked by Illumination and avoid grouping in narrow lines for Finales Funkeln.
- Do not trade through Prismatic Barrier on both passes; wait for it to return or expire.
- Lucent Singularity slow makes the next Light Binding easier, so leave the field early.
- A pre-shield can deny enough Finales Funkeln damage to survive the combo.

MalphiteEven
Janna can kite Malphite before level six, but Unstoppable Force gives him a guaranteed engage if she is too close.
Watch for Unstoppable Force bypasses Janna's normal peel and knocks her up before she can Monsoon.
How to beat
Keep enough distance that Seismic Shard alone cannot let Malphite walk into Ground Slam range. Poke only to break Granite Shield, then back off; after Unstoppable Force is used or baited onto another target, shield yourself and kite with Zephyr and Howling Gale.
Later Malphite wins direct engage threat in side-lane fog, but Janna is more valuable if she survives his first ultimate. In teamfights, spread away from carries and be ready to Monsoon immediately after the knockup ends to deny his team's follow-up.
- Breaking Granite Shield with a light poke matters before any real trade.
- Do not rely on Zephyr slow after Seismic Shard steals your movement speed.
- If Malphite ults someone else, you can turn the fight with Monsoon as soon as allies land.

MalzaharUnfavoured
Malzahar outranges Janna, pushes damage through her shield with Malefic Visions, and wins any clean all-in once Nether Grasp is available.
Watch for Nether Grasp suppresses Janna through her disengage window and locks her in Null Zone damage.
How to beat
Stay outside 550 range unless his Q or E has just been used on the wave, and never let a Voidling plus Malefic Visions tick on you for free. Charge Howling Gale from fog or behind minions to interrupt his follow-up after he commits, then trade with Zephyr and Eye of the Storm rather than standing in a full spell rotation. If Nether Grasp is up, only walk forward when Monsoon or Quicksilver Sash can break the fight open afterward.
Later Malzahar wins the side lane because his suppression forces Janna to respect every isolated approach. Janna is much better in grouped fights if she keeps distance and saves Monsoon or item cleanse support for the Nether Grasp target instead of trying to duel him.
- Do not shield the first tick of Malefic Visions if he can refresh it with more spells; shield the commit that follows.
- A charged Howling Gale can hit Malzahar during Nether Grasp only if it was already moving before the suppression lands.
- Voidlings make his trades less avoidable, so back away when one spawns near you.
- Stand away from low-health minions so Malefic Visions cannot bounce into you.

Master YiUnfavoured
Janna can peel Master Yi once, but Highlander ignores Zephyr's slow and lets him run her down after Alpha Strike dodges or closes through Howling Gale.
Watch for Highlander removes the value of Janna's slow and gives Yi the speed to keep hitting after her first knockback.
How to beat
Hold max range and do not throw Howling Gale until Alpha Strike is down or Yi has committed in a straight line. Use Eye of the Storm before his first autos land, Monsoon him away after Alpha Strike ends, then leave instead of trying to finish through Meditate. If he uses Meditate greedily, interrupt it with Howling Gale and take the short trade.
Later Yi wins isolated side-lane fights once he has damage and attack speed, especially if Janna has no turret nearby. In teamfights, Janna's job is to deny his reset chain with Monsoon and pre-charged Howling Gale rather than chase him.
- Do not waste Zephyr as your main peel during Highlander; the slow will not matter.
- Watch where Alpha Strike returns him before aiming Howling Gale.
- Monsoon after Alpha Strike, not before, or he can reappear on top of you.
- Interrupting Meditate is your best chance to turn a low-health duel.

Miss FortuneUnfavoured
Miss Fortune's sustained attacks and Double Up poke beat Janna's low solo damage unless Janna cleanly cancels Bullet Time and disengages.
Watch for Bullet Time forces Janna to spend Monsoon or Howling Gale immediately or lose the trade outright.
How to beat
Keep minions from lining up behind you so Double Up cannot bounce for free, and trade only when Make It Rain is down. Save a tap Howling Gale or Monsoon for Bullet Time; if she channels without those tools being ready, you cannot stand and fight. Use Eye of the Storm to absorb the first auto-Q burst, land Zephyr, then back out before Impure Shots stacks up.
Later Miss Fortune wins the side lane because her autos and ultimate punish Janna's lack of kill pressure. Janna wins the teamfight interaction when she cancels Bullet Time and shields the marksman through the opening burst.
- Never stand directly behind a low-health minion against Double Up.
- A quick Howling Gale is often better than charging if Bullet Time starts.
- Breaking Strut with Zephyr makes her easier to kite before she starts the fight.
- Do not duel inside Make It Rain; the slow lets her keep Impure Shots stacking.

MorganaEven
Morgana has stronger pick and sustain, but Janna can dodge Dark Binding, shield poke, and disengage Soul Shackles if Black Shield is baited first.
Watch for Dark Binding removes Janna's ability to kite and lets Morgana place Tormented Soil under the full root duration.
How to beat
Play outside Binding angles and use minions as cover, then trade only after Dark Binding misses or Black Shield is used defensively. Zephyr can poke her down slowly, but do not commit Monsoon into Black Shield unless the shield is already broken. If Soul Shackles connects, knock her away before the second hit or run out immediately.
Later Neither champion wants the side-lane duel, but Morgana has better catch threat while Janna has cleaner reset tools in grouped fights. Janna should spend fights breaking Binding picks and pushing Morgana out of Soul Shackles range.
- Black Shield blocks Howling Gale's knockup, so bait it with Zephyr or shield pressure first.
- Monsoon can separate Morgana before Soul Shackles stuns if you cast early.
- Do not stand in Tormented Soil to finish a trade; her spell vamp favors longer exchanges.
- Charged Howling Gale from brush can force Black Shield before the real fight.

NasusUnfavoured
Janna can kite early, but Wither eventually removes her spacing and Nasus outlasts her with lifesteal, Siphoning Strike, and Fury of the Sands.
Watch for Wither decays Janna's movement enough for Nasus to walk through Zephyr trades and force melee range.
How to beat
Stay at the edge of Zephyr range and punish him only when Wither is down or he used Siphoning Strike on a minion. If he casts Wither, shield immediately, knock him up while retreating, and do not try to win a long chase through Spirit Fire. Commit only when his ultimate is down and he cannot heal off nearby minions.
Later Nasus hard wins the side lane once Siphoning Strike is stacked and Janna cannot threaten him alone. In teamfights, Janna should peel him off carries with Monsoon and Howling Gale while avoiding wasting slows into Wither timing.
- Do not stand in Spirit Fire while shielded; the armor reduction makes his follow-up hurt anyway.
- If he ults, disengage first and fight after Fury of the Sands expires.
- Zephyr before Wither is risky because you lose your best spacing tool while he closes.
- Keep him away from minion waves if you are trying to poke; Soul Eater undoing chip damage matters.

NidaleeUnfavoured
Nidalee wins by landing long-range Javelin Toss or turning any low-health moment into cougar burst, while Janna lacks the damage to punish her healing.
Watch for Javelin Toss takes too much health before Janna can enter her own effective range.
How to beat
Stand behind minions and avoid straight retreat paths where a spear can travel full distance. Trade only after Javelin Toss misses, using Zephyr and shielded autos while keeping Howling Gale ready for cougar Pounce. If you step on Bushwhack, give ground until the resistance shred falls off.
Later Nidalee wins side-lane pressure through poke, sustain, traps, and cougar threat. Janna's value is grouped: shield spear targets, reset cougar dives with Monsoon, and avoid chasing Nidalee through brush.
- A shield after the spear is worse than not being in the spear line at all.
- Bushwhack's shred makes even a short cougar trade dangerous, so wait it out.
- Howling Gale aimed at Nidalee's landing spot can stop her cougar follow-up.
- Breaking brush control matters because Prowl makes her spacing much better than yours.

Nunu & WillumpEven
Nunu is hard for Janna to kill because Consume sustains him, but his engage is slow enough that she can interrupt Absolute Zero and kite most trades.
Watch for Ice Blast cuts Janna's movement and attack speed, forcing her to spend disengage before Nunu channels Absolute Zero.
How to beat
Stay outside Ice Blast when possible and poke with Zephyr only after he uses it on a minion or ally. Save Howling Gale or Monsoon for Absolute Zero; never use both just to trade unless his ultimate is down. Since Consume only works on minions and monsters, fight away from waves if you actually want your poke to stick.
Later Neither side is a meaningful duelist when finished, but Nunu is harder to move out of neutral areas and Janna is stronger at denying his channel in teamfights. Grouped, hold interrupt cooldowns and do not let Blood Boil carries free-hit through your frontline.
- Absolute Zero is the matchup; keep one interrupt for it every fight.
- Fighting near minions lets Consume erase your poke.
- Ice Blast into Blood Boil can run you down if Monsoon is already spent.
- A quick tornado is enough to cancel his ultimate; charging is unnecessary.

OlafUnfavoured
Olaf's Ragnarok ignores Janna's knockup and knockback timing, and Undertow chains give him enough reach to force true-damage trades.
Watch for Ragnarok makes Olaf immune to Janna's disables, removing the peel that normally defines her duels.
How to beat
Before Ragnarok, bait Undertow and punish missed axes with Zephyr from max range. Once he activates Ragnarok, stop trying to crowd-control him and use movement, terrain, and Eye of the Storm to survive until it expires. Never commit into low-health Olaf with Vicious Strikes active, because his passive and healing make the last part of the duel worse for you.
Later Olaf wins the side lane decisively when his ultimate is available. In teamfights, Janna should kite backward, shield the target he chooses, and use Monsoon after Ragnarok ends or to heal allies through his dive rather than expecting the knockback to stop him during it.
- Count Undertow pickup paths; if he retrieves the axe, the chase keeps going.
- Do not rely on Zephyr slow during Ragnarok's kill window.
- Reckless Swing means a low-health shield can still be punched through by true damage.
- Your best trade is before level 6 or immediately after Ragnarok expires.

PantheonUnfavoured
Pantheon has reliable point-and-click engage and burst, while Janna only wins if she denies the Heartseeker Strike follow-up and disengages immediately.
Watch for Aegis of Zeonia stuns Janna long enough for Spear Shot and Heartseeker Strike to land before she can kite.
How to beat
Hold outside his leap range and do not spend Howling Gale casually when he can jump afterward. Shield before Spear Shot poke when possible, then use Monsoon or a quick tornado as soon as the stun ends to stop Heartseeker positioning. Trade back only after Aegis of Zeonia is down, because his passive can block one of your shielded autos.
Later Pantheon still wins isolated picks if he finds Janna alone, but his scaling is less oppressive than true hypercarries. In teamfights, Janna answers Grand Skyfall follow-up by pre-positioning behind carries and peeling the first stun target.
- Aegis Protection can eat an empowered auto, so do not judge trades by one blocked hit.
- Shield early against Spear Shot poke; waiting too long risks dying during stun.
- Grand Skyfall is easier to answer if you leave the landing circle instead of preparing a duel inside it.
- If he uses Heartseeker Strike on the wave, that is your safest Zephyr window.

RammusEven
Rammus cannot easily kill Janna without landing Powerball into Taunt, but Janna also lacks the damage to break his defensive stats.
Watch for Puncturing Taunt forces Janna to auto into Defensive Ball Curl and keeps her inside Tremors.
How to beat
Keep enough distance that Powerball must be obvious, then interrupt or sidestep it before trading. If he reaches you, shield the taunt damage and use Monsoon after the taunt ends to push him out of Tremors. Do not waste autos into Defensive Ball Curl unless your goal is only to refresh spacing.
Later Rammus is more useful in side pressure and pick setups, while Janna is stronger in grouped anti-engage if she stops Powerball before it reaches a carry. She should play behind allies and make his taunt target survive, not try to burn him down.
- Howling Gale can stop Powerball before the collision if you release it early enough.
- Do not auto during Defensive Ball Curl unless you must; reflected damage makes bad trades worse.
- Monsoon after Puncturing Taunt ends prevents him from keeping you in Tremors.
- His turret damage with Tremors means defending structures matters more than chasing him.

RyzeUnfavoured
Ryze's targeted root and repeated spell rotations outdamage Janna's shield, and his ultimate lets him heal through short trades.
Watch for Rune Prison roots Janna in range for Overload, Spell Flux, and Desperate Power follow-up.
How to beat
Respect his 550 range and trade only when Rune Prison is down or he used spells on the wave. Use Eye of the Storm before the root lands if you expect the engage, then Monsoon as soon as you can move to break his spell-chain spacing. Avoid fighting near minions during Desperate Power because his area damage and spell vamp reward clustered targets.
Later Ryze wins the side lane and can force Janna off waves with targeted control. In teamfights, Janna should stay outside Rune Prison range, shield his focus target, and use Monsoon to reset his short-range burst window.
- Do not walk up just because Howling Gale is charged; Rune Prison does not need a skillshot angle.
- Spell Flux reducing magic resist makes the next spells hurt more, so back out after it lands.
- Desperate Power near minions gives him extra value through area damage and spell vamp.
- Banshee's Veil can break the clean Rune Prison opener.

ShacoUnfavoured
Shaco's Deceive bypasses Janna's preferred range and his boxes punish the escape path, making the duel dangerous unless she reads the engage perfectly.
Watch for Deceive lets Shaco appear behind Janna for Backstab damage and forces her to guess before she can peel.
How to beat
Stay away from fog and brush edges, and keep moving so Deceive backstab angles are harder to line up. Do not fire Howling Gale blindly when he vanishes; wait for him to appear or use Monsoon instantly if he lands behind you. Avoid chasing into Jack In The Box zones, and use shield to absorb the first burst rather than to start a trade.
Later Shaco wins isolated catches and split-map ambushes, especially when Janna has no vision. In teamfights, Janna is stronger if she stands with carries, reveals paths with wards, and saves Monsoon for the real Shaco after Hallucinate confusion starts.
- A box fear can interrupt your escape after Monsoon, so do not run through his prepared path.
- Two-Shiv Poison keeps the chase alive if Zephyr was spent offensively.
- Hallucinate can dodge a tornado or Monsoon timing if you cast too early.
- Vision is a combat stat in this matchup; unseen Shaco changes the duel completely.

ShenEven
Shen is too durable for Janna to kill quickly, but she can kite him unless Shadow Dash lands and forces a taunt trade.
Watch for Shadow Dash taunts Janna and gives Shen the melee uptime he otherwise struggles to find.
How to beat
Hold outside Shadow Dash range and punish missed dashes with Zephyr plus shielded autos. If he lands taunt, use Eye of the Storm during the forced attacks and Monsoon once control ends to reset distance. Do not overcommit into Feint and Vorpal Blade sustain; your winning pattern is short poke, not a full brawl.
Later Shen is the better side-lane champion because Stand United lets him pressure without abandoning his team. Janna is better in the direct teamfight peel role, and should interrupt Shen's follow-up after he arrives rather than trying to stop the channel herself.
- Sidestepping Shadow Dash is the difference between winning and losing the trade.
- Feint can absorb most of a Zephyr-auto poke window, so wait it out if possible.
- If Shen ults away, Janna usually cannot stop it alone unless a tornado is already prepared.
- Do not stand near his target after Vorpal Blade if he can heal through attacks.

SingedUnfavoured
Singed cannot be burst by Janna and wins if he reaches Fling range, especially with Insanity Potion running through her slows.
Watch for Fling puts Janna behind Singed, forcing her through Poison Trail and ruining her spacing.
How to beat
Keep Zephyr range as your outer limit and never chase him through Poison Trail. Save Howling Gale for when he runs directly at you, and use Monsoon after Fling or to deny Fling before he crosses into melee. If Insanity Potion is active, disengage until it ends rather than spending everything into his boosted stats.
Later Singed wins side-lane pressure because Janna cannot stop his proxying or kill him alone. In teamfights, Janna should protect carries from the Fling path and use Monsoon to reset the formation after he breaks through.
- Do not follow Singed to finish a low-health trade; Poison Trail flips the math.
- Mega Adhesive makes your escape predictable, so hold Monsoon if you are stuck in it.
- A tornado in his running path is better than aiming where he currently stands.
- Insanity Potion makes poke trades low value until it expires.

SionUnfavoured
Sion's point-and-click stun and shield burst force Janna into defensive cooldowns, and Cannibalism lets him overpower extended trades.
Watch for Cryptic Gaze stuns Janna long enough for Death's Caress detonation and melee follow-up.
How to beat
Stay outside his stun range and poke only when Death's Caress is down or about to expire without reaching you. Shield before Cryptic Gaze if he walks at you, then Monsoon or Howling Gale as soon as the stun ends to deny melee uptime. Do not stand and auto during Cannibalism; kite until the lifesteal window is gone.
Later Sion wins the side lane because his targeted stun and lifesteal give him reliable all-in threat. Janna's teamfight answer is to disengage him after Cryptic Gaze lands and keep carries from feeding Cannibalism attacks.
- If his shield is glowing, respect the detonation radius before trading.
- Howling Gale can stop his chase after the stun, but it cannot save you during Cryptic Gaze itself.
- Cannibalism makes low-health bait dangerous because he heals rapidly if allowed to attack.
- Armor helps more than magic resist once his Enrage autos start deciding the duel.

SivirEven
Sivir can block one key spell and outdamage Janna with autos, but her short range lets Janna punish Spell Shield mistakes and disengage Bullet-style all-ins.
Watch for Spell Shield can absorb Howling Gale or Zephyr, giving Sivir the free window to trade with Boomerang Blade and Ricochet.
How to beat
Bait Spell Shield with movement or a low-value Zephyr before relying on Howling Gale or Monsoon spacing. Avoid standing in the return path of Boomerang Blade, then shield the Ricochet-auto trade and back out before her attack-speed ultimate turns it into a chase. Commit only after Spell Shield is down, because one blocked peel spell flips the duel.
Later Sivir wins side-lane wave control and can force Janna to answer pushed waves, but Janna is more important in teamfights if she denies On The Hunt engages. Save peel for the ally Sivir's team speeds toward, not for Sivir alone.
- Aim Howling Gale after Spell Shield drops; otherwise she gets mana and a free engage window.
- Step sideways after the first Boomerang Blade hit to avoid the return damage.
- Her 425 range lets you Zephyr poke, but Fleet of Foot helps her chase if she tags you back.
- Monsoon can break an On The Hunt dive even if Sivir herself is not the closest threat.

SkarnerUnfavoured
Janna can kite Skarner before level 6, but if he reaches Impale range she lacks the damage to punish him before he drags her down.
Watch for Impale suppresses Janna through her normal disengage window and lets Skarner keep Crystal Slash uptime.
How to beat
Hold max Zephyr and Howling Gale range and never spend Q casually while Crystalline Exoskeleton is available. Break his W shield with poke, then use the charged tornado or Monsoon knockback as he commits; if Impale is down, you can re-enter for short autos and Zephyr slows.
Later Skarner wins the side lane because Janna cannot kill him through tank stats and repeated shields. In teamfights, Janna is more valuable if she saves Monsoon or Mikael's-style cleanup for his pick attempt instead of chasing poke.
- Do not stand inside minions where Crystal Slash can keep Energize cycling.
- A quick tornado interrupt before he reaches ult range is better than a full charge that never fires.
- Monsoon after Impale ends can still deny the follow-up Crystal Slash chase.

SonaEven
Sona outranges and out-pokes Janna, but Janna's shield timing and displacement can deny the burst windows that make Sona scary.
Watch for Crescendo locks Janna in place long enough for Sona to land Power Chord and Hymn of Valor poke without retaliation.
How to beat
Stay just outside Sona's 550 auto range unless Eye Of The Storm is ready, then shield the Q plus Power Chord trade and answer with Zephyr. Bait Crescendo by stepping forward with shield up, then disengage with Monsoon or tornado and punish while her ultimate is down.
Later Neither support should be side-laning alone, but Sona has better poke if left uncontested. Janna wins the teamfight value war when she interrupts engages and shields the carry through Sona's aura damage.
- Track Power Chord; trade only when the empowered auto is not ready or can be shielded.
- A tornado through Sona's cast path can stop her from walking into Crescendo range.
- Do not Monsoon too early if Crescendo is still available.

SorakaEven
Soraka is hard for Janna to kill because of heals and silence, but she also has trouble forcing Janna to stay in Starcall range.
Watch for Infuse silences Janna before she can shield or cast Monsoon, turning a small trade into free Starcall damage.
How to beat
Fight in short patterns: shield before stepping in, land Zephyr, then leave before repeated Starcalls stack Magic Resist reduction. Bait Infuse with a fake approach, then use the silence downtime to charge Howling Gale or commit to autos.
Later Soraka is rarely a side-lane threat, and the duel remains slow unless one player starts badly low. In teamfights, Janna should not chase Soraka; interrupt the frontline and use shields to reduce the value of Wish and Astral Blessing resets.
- Pre-shield before Infuse range, because you may not get to cast afterward.
- Avoid extended circles around Soraka where Starcall keeps stacking value.
- A charged tornado forces Soraka to choose between backing off or spending heal defensively.

TaricFavoured
Taric can stun Janna, but he is melee and cannot stick to her through Zephyr, Howling Gale, and Monsoon unless she walks into him repeatedly.
Watch for Dazzle stuns Janna and gives Taric the only reliable way to close for Shatter and Radiance damage.
How to beat
Keep him at the edge of Zephyr range and punish every missed Dazzle with autos under Eye Of The Storm. If Dazzle lands, shield immediately after the stun and use Howling Gale or Monsoon to reset before he can keep hitting you.
Later Taric does not beat Janna in a clean side-lane chase unless he starts on top of her. In teamfights, Janna should kite his engage and shield the physical carry through Shatter's armor swing rather than trying to duel him.
- Do not let him shorten Dazzle's travel by hiding in brush next to you.
- If Taric spends Dazzle on someone else, he cannot force Janna off a carry.
- Monsoon after Radiance denies the melee uptime he needs.

TeemoUnfavoured
Teemo's sustained poison and blind outdamage Janna's poke, and mushrooms make it difficult for her to kite on her own terms.
Watch for Noxious Trap controls the retreat path and turns Janna's normal disengage into poison damage and a slow.
How to beat
Do not chase through unwarded ground; hold lane edges you have already checked and trade only with shield active. Bait Blinding Dart before relying on shielded autos, then use Zephyr into Howling Gale to create distance rather than extending for a kill.
Later Teemo wins isolated side lanes because traps and poison make Janna's low damage trades unwinnable. Janna is stronger in grouped fights if she shields carries and uses sweep/ward control to keep the team from entering mushroom lines blind.
- Shield before Toxic Shot autos, not after the poison has already stacked value.
- A tornado can punish Teemo when Move Quick drops after you tag him.
- Never Monsoon forward into unknown mushrooms.

TristanaUnfavoured
Tristana outscales Janna's range and damage, and Rocket Jump plus Buster Shot gives her control over when the duel starts and ends.
Watch for Rocket Jump closes the gap, damages and slows Janna, and lets Tristana unload Rapid Fire before Janna can walk out.
How to beat
Stay outside jump threat when Howling Gale is down, and hold tornado specifically for the Rocket Jump landing zone. If she uses Buster Shot defensively or Rocket Jump to farm, shield yourself and take a short Zephyr trade, then back out before Rapid Fire finishes you.
Later Tristana dominates the side lane once Draw a Bead gives her long attack range. In teamfights, Janna's job is to deny Rocket Jump resets and shield the carry Tristana is trying to burst, not to duel her.
- Aim tornado where Tristana lands, not where she starts the jump.
- Eye Of The Storm can absorb Explosive Shot poke before the all-in begins.
- Do not chase after Buster Shot; she wants the range reset.

TryndamereUnfavoured
Janna can kite Tryndamere for a while, but she cannot kill him through Undying Rage and eventually dies if Spinning Slash connects repeatedly.
Watch for Undying Rage removes Janna's only kill window and lets Tryndamere keep chasing through Monsoon's displacement.
How to beat
Preserve Howling Gale for Spinning Slash rather than using it for poke, and keep Zephyr for after he commits so the slow matters. When he ults, stop trying to finish him; knock him away with Monsoon and run until Undying Rage ends.
Later Tryndamere crushes the side lane if he can force repeated waves into Janna. In teamfights, Janna is valuable because she can peel his first entrance and waste much of Undying Rage, but she still cannot be alone in his path.
- Do not turn to auto when his Fury bar is high unless shield is active and E is down.
- Mocking Shout punishes running away with your back turned; use tornado or Monsoon to create space first.
- A slow after Undying Rage expires is often better than spending it at the start.

Twisted FateEven
Twisted Fate has better targeted pick tools, but Janna can dodge Wild Cards and interrupt his follow-up if she respects Gold Card.
Watch for Pick A Card's Gold Card stuns Janna and guarantees Wild Cards or follow-up autos.
How to beat
Watch the card cycle and back away when Gold Card is locked; do not trade into a loaded stun. If he throws it into Eye Of The Storm or misses Wild Cards, punish with Zephyr and a quick tornado before he can reset Pick A Card.
Later Twisted Fate is more dangerous in the side lane because Destiny and Gate create map pressure Janna cannot match. In teamfights, Janna should stay near carries and use Monsoon to break the collapse after Gold Card lands.
- A visible Gold Card means the trade is over until it is spent.
- Howling Gale can interrupt Gate's channel if you are close enough and react early.
- Shield the Gold Card target before Wild Cards arrives.

TwitchUnfavoured
Twitch's stealth opener and stacked Expunge burst beat Janna before her low damage can force him away.
Watch for Ambush lets Twitch choose the opening and stack Deadly Venom before Janna can set up spacing.
How to beat
Do not stand alone without vision; keep tornado charging when Twitch is missing and save Monsoon for after he reveals. If he opens with Ambush, shield immediately, move sideways out of Spray and Pray's line, then use Zephyr only once you know he cannot continue free-hitting.
Later Twitch wins isolated duels and side-lane ambushes. In teamfights, Janna can decide the fight by interrupting his reveal window, shielding the first target, and forcing him out of Spray and Pray angle.
- A warded flank is the difference between peeling Twitch and dying before casting.
- Move perpendicular to Spray and Pray instead of straight away.
- Do not waste tornado on empty space unless Ambush timing makes an opener likely.

VayneUnfavoured
Vayne has too much dueling damage and mobility for Janna once Final Hour is available, especially if Condemn pins her near terrain.
Watch for Condemn knocks Janna back and can stun her against terrain, removing the spacing Janna needs to survive.
How to beat
Fight in open ground and keep away from walls so Condemn is only displacement, not a stun. Save Howling Gale or Monsoon for Final Hour Tumble aggression, then disengage instead of trying to win a long Silver Bolts trade.
Later Vayne wins the side lane decisively with Final Hour and Silver Bolts. Janna's late-game strength is teamfight peel: deny Condemn angles, shield the focused carry, and reset Vayne's all-in with Monsoon.
- Do not kite along walls; angle toward open lane even if it costs distance.
- A tornado held through Tumble is stronger than one fired at her last visible spot.
- Shield before the third Silver Bolts hit when possible.

VeigarUnfavoured
Veigar's Event Horizon and burst punish Janna's fragile health bar, and her shield does not reliably save her from the full combo.
Watch for Event Horizon traps or stuns Janna, setting up Dark Matter into Primordial Burst before she can disengage.
How to beat
Stay outside Event Horizon cast range unless Monsoon or Flash-style escape is available, and never walk along predictable lines after he places the cage. If he misses Event Horizon, immediately Zephyr and tornado him; that is your only clean window before his point-and-click damage returns.
Later Veigar wins the side lane if he can cage Janna, while Janna cannot threaten him without help. In teamfights, Janna should play behind the frontline, shield the burst target, and use Monsoon after Event Horizon zones the team rather than stepping into the cage.
- Do not stand on the cage edge; wait inside or outside until the stun threat is gone.
- Pre-shielding matters because Primordial Burst is too fast to answer late.
- Abyssal-style MR helps, but positioning against Event Horizon matters more than damage.

WarwickUnfavoured
Warwick's sustain and Infinite Duress make him too reliable in a duel, while Janna lacks the damage to force him off before he heals back up.
Watch for Infinite Duress suppresses Janna and guarantees Warwick's follow-up healing and damage window.
How to beat
Keep enough distance that Warwick must spend time walking before ult range, and use Zephyr only after he commits so he cannot shrug it off with Blood Scent movement. If Infinite Duress is down, kite with tornado and shielded autos; if it is up, the goal is escape, not winning the duel.
Later Warwick wins the side lane by sustaining through poke and threatening ult whenever Janna is alone. In teamfights, Janna should answer his suppression with ally cleanse tools or immediate Monsoon after it ends to deny the collapse.
- Do not poke him low unless you can leave; Blood Scent makes the chase worse.
- Hungering Strike trades favor Warwick in any extended fight.
- Hold Monsoon for after Infinite Duress, since suppression stops you from casting during it.

WukongUnfavoured
Wukong's dash and stealth let him force melee uptime, and Cyclone prevents Janna from cleanly resetting the fight once he is on her.
Watch for Cyclone knocks Janna up and keeps Wukong damaging her through the moment she wants to cast disengage.
How to beat
Stand far enough back that Nimbus Strike requires a minion or direct commit, then punish the dash endpoint with Howling Gale. Do not fire everything into Decoy; wait for the real Wukong to reappear, then Zephyr and Monsoon him away before Cyclone runs through you.
Later Wukong wins isolated side fights because he can force contact and outdamage Janna. In teamfights, Janna should spread from carries enough to avoid shared Cyclone value and peel his post-dash position.
- If Wukong suddenly stops moving after trading, expect Decoy and hold your spell.
- Tornado his Nimbus Strike landing point, not the clone animation.
- Monsoon is best after the first Cyclone knock-up, when you can actually cast again.

ZileanEven
Zilean outranges Janna and controls tempo with Time Warp, but he struggles to kill her if she shields bombs and saves disengage for the slow.
Watch for Time Warp as a slow lets Zilean guarantee Time Bomb pressure and prevents Janna from choosing the end of the trade.
How to beat
Respect his 600 range and shield the bomb target before Time Bomb detonates. Bait Time Warp, then use Zephyr's movement and slow to close briefly; if Chronoshift is available, do not spend everything trying to finish him through it.
Later Zilean is more annoying than lethal in a side lane, but his revive makes solo kills unrealistic. In teamfights, Janna should peel the revived target away from her team and use shields to blunt bomb poke before the real engage starts.
- Shield timing should match Time Bomb's detonation, not its application.
- Do not chase a Chronoshift target unless you can control the revive spot with tornado.
- If Rewind is cycling, expect the second bomb or second Time Warp sooner than feels natural.
No champion by that name.
18- Attack damage
- 100
- Ability power
- 0
- Armor
- 151.4
- Magic resist
- 112.6
- Attack speed
- 0.902
- Cooldown reduction
- 29%
- Critical strike chance
- 0%
- Move speed
- 391.4

Click an item to leave it out of the numbers.
Resources
- Health
- 3,128
- Health regen
- 31.4 / 5s
- Mana
- 1,454
- Resource regen
- 48.7 / 5s
Offense
- Attack range
- 475
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
WZephyrrank 5/5
- Damage
- 280
EEye Of The Stormrank 5/5
- Shield
- 240
RMonsoonrank 3/3
- Heal Per Second
- 150
- Heal
- 600
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.902
- Average hit
- 100
- Normal hit
- 100
- Critical hit
- 200
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 11.1s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 100
- Ability power
- 679.77
- Armor
- 131.4
- Magic resist
- 42.6
- Attack speed
- 0.902
- Cooldown reduction
- 24%
- Critical strike chance
- 0%
- Move speed
- 399

Click an item to leave it out of the numbers.
Resources
- Health
- 1,760
- Health regen
- 14.4 / 5s
- Mana
- 1,776
- Resource regen
- 36.3 / 5s
Offense
- Attack range
- 475
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
WZephyrrank 5/5
- Damage
- 702
EEye Of The Stormrank 5/5
- Shield
- 852
RMonsoonrank 3/3
- Heal Per Second
- 388
- Heal
- 1,552
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.902
- Average hit
- 136.7
- Normal hit
- 136.7
- Critical hit
- 238.7
- On-hit damage
- 34.7
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 8.1s
On-hit
- Spellsword34.7
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 100
- Ability power
- 0
- Armor
- 81.4
- Magic resist
- 30
- Attack speed
- 0.902
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 335
Resources
- Health
- 1,760
- Health regen
- 14.4 / 5s
- Mana
- 1,454
- Resource regen
- 17.7 / 5s
Offense
- Attack range
- 475
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
WZephyrrank 5/5
- Damage
- 280
EEye Of The Stormrank 5/5
- Shield
- 240
RMonsoonrank 3/3
- Heal Per Second
- 150
- Heal
- 600
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.902
- Average hit
- 100
- Normal hit
- 100
- Critical hit
- 200
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 11.1s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 100
- Ability power
- 0
- Armor
- 108.6
- Magic resist
- 64.6
- Attack speed
- 0.902
- Cooldown reduction
- 31%
- Critical strike chance
- 0%
- Move speed
- 391.4
Click an item to leave it out of the numbers.
Resources
- Health
- 2,548
- Health regen
- 24.4 / 5s
- Mana
- 1,454
- Resource regen
- 28.7 / 5s
Offense
- Attack range
- 475
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
WZephyrrank 5/5
- Damage
- 280
EEye Of The Stormrank 5/5
- Shield
- 240
RMonsoonrank 3/3
- Heal Per Second
- 150
- Heal
- 600
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.902
- Average hit
- 100
- Normal hit
- 100
- Critical hit
- 200
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 11.1s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.