Prioritize Skill 2 for its harass and Slow in lane, then level the shield on Skill 3.
Janna Strengths
✓Skill 3 shields yourself and an ally at the same time
✓Strong disengage with an Ult that heals while moving
✓Passive movement speed makes roaming easy
Janna Weaknesses
×Very squishy; getting caught means dying without a response
×Few tools to deal damage on her own
×Protecting carries depends on judgment, such as tornado timing
Janna Early Game
Use the Skill 3 shield (which covers two targets) to win trades alongside your ADC. When the enemy tries to engage, counter by placing your fast Skill 1 tornado.
Janna Mid Game
Use your passive movement speed to roam and take vision. Harass with Skill 2, which hits several targets, and focus on protecting your carries so they can scale.
Janna Late Game
This is when you shut down enemy engages. Your Ult can be used while moving, so knock enemies away, fall back to a safe spot, and keep healing your team.
Janna Teamfights
The moment an enemy assassin or diver jumps onto an ally, knock them back with your Ult. Since you can move during it, keep healing and add a Skill 1 tornado for follow-up CC. That is your core peel.
⚠️ Common Mistakes
Spamming Skill 1 (Howling Gale) and running out of mana
Spamming Skill 1 for poke is a mistake. Your mana runs dry, and you lose your self-defense tool when an enemy assassin dives in. Save it until you can land it for sure, either to counter an engage or to chain with ally CC.
Janna Combos
Disengage
Knock them up with Skill 1, then push them off with Ult to protect your team.
1▶
Ult
Janna Skills
This skill table was checked against the in-game text on 2026-08-15. Changes from 7.2e have been applied from the official patch notes.
Passive
Tailwind
Passively gains 5% Movement Speed. Nearby allied champions also gain this bonus.
Skill 1
Howling Gale
⏳ 1s
Charges up for 0.75 seconds and summons a powerful whirlwind that deals 50 magic damage (50 + 50%AP) and knocks up enemies in its path. The whirlwind always reaches its destination in 0.5 seconds. This ability's charges are stored once every 14 seconds, up to a maximum of 2 charges.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Base Damage
50
90
130
170
Skill 2
Zephyr
⏳ 9s
Gains 10% Movement Speed for 2 seconds. The wind spirit automatically searches for the nearest 3 champions within range, granting Movement Speed bonuses to allies and dealing 50 magic damage (50 + 50%AP + 20% bonus MS) to enemies.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
9
8.5
8
7.5
Cost
50
55
60
65
MS
10%
15%
20%
25%
Base Damage
50
90
130
170
Skill 3
Eye of the Storm
⏳ 16s
Conjures winds of protection, blessing herself and the allied champion with the lowest HP with a shield that absorbs 80 damage (80 + 50%AP) and grants 10 AD while it holds (10+10%AP). Lasts for 3 seconds. If there is a turret within range, applies a shield to the turret as well.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
16
14
12
10
Cost
70
80
90
100
Shield
80
120
160
200
Bonus AD
10
20
30
40
Ult
Monsoon
⏳ 80s
Calls forth mighty winds of salvation to knock back surrounding enemies and restore 50 HP (50 + 30%AP) to nearby allies each second for 3 seconds.