Jannna is another character who excels in the art of capping. The thing that she has over Teemo is that her ultimate goal when split capping isn't to get the point for her team (although that is always nice). Her ultimate goal is to be a distraction. Her kit is entirely based upon stalling the enemy and you would be surprised at how far people will go to kill you. Every second that you have 1-3 people chasing you is crucial to your team pushing other points, and if you play your cards right, you can get away most of the time. The thing that differentiates Janna from Teemo is that she's still Janna. She has all the move speed that he does (Excluding the active of his move quick), with all of her support abilities. This makes her an excellent defender and supporter so she can actually do something useful if capping a point isn't the best option at that particular point in time. When looking at her strength and weaknesses, we'll compare her to Teemo.
Strengths
Amazing support potential. In summoner's rift, Janna excels at supporting in little skirmishes, and this makes her all the more powerful in a game mode where most of the fights consist of these little brawls.
Kiting potential - While Teemo can lead someone into a group of shrooms, Janna has her tornado, zephyr, and her ultimate to do this. It could be argued that she can out kite him depending on the situation. She can also bullshit her enemies much harder, where as all Teemo can really do is kite the enemy into his shrooms. Janna excels at running in circles and keeping the enemy a couple steps behind, ultimately wasting a large portion of their time.
Combative capabilities - At the end of the day, all Teemo can do is kite. Janna is quite annoying to fight against if she has a teammate with her, which makes her multi-dimensional in her capabilities. Her kit also allows for her to defend quite well, or at least stall someone long enough for her team to get there. She has difficulty finishing the deal due to her lack of damage.
Weaknesses
- Slightly slower overall (The active of move quick)
- Lacks the map control that shrooms provide.
So as you can see, Teemo is a bit faster and has better map control, but Janna is more versatile of a capper. Keep that in mind when deciding which one you should play.
Itemizing
I start with Boots of Mobility and Rejuvenation Bead. Due to her speed, Janna is a prime candidate for taking your team's mid tower and then rushing to aid them at top or taking the opponent's mid. After that, I obviously opt for Priscilla's Blessing. After that, Shurelia's Reverie is a pretty good choice because of it's active and it gives you a bit of needed mana regeneration (Janna can be a bit mana intensive, even in dominion. Reverie fixes that. IMPORTANT. REMEMBER THIS. The movement buff of Reverie and Priscilla's don't stack. This means that if you use them simultaneously, you don't get a 70% increase. Use them one after the other to utilize them to the fullest extent. I find myself really needing Tenacity on Janna, so I opt for a Moonflair Spellblade (first time I've ever actually bought this item for a champion). Past that it is pretty situational, but here are a couple of options that sound nice to me.
TL;DR
Boots of Mobility + Rejuvenation Bead
Priscilla's Blessing
Shurelia Reverie (Kindlegem first)
Moonflair Spell Blade
Aegis of the Legion - Cost effective defense and useful for helping your teammates
Force of Nature - A great item if you are facing an AP / magic intensive team
Phantom Dancers - For more mobility
Odyn's Veil - I don't really care for this item, but I've seen some Janna's get it so I felt that I should mention it. I personally feel like there are stronger options.
Randuin's Omen - A decent item to get if you are having trouble with gap closers so you don't have to sacrifice your zephyr in order to keep them at bay.
Frozen heart - A decent item to get if you are having issues with melee. The CDR is also nice.
Spells
This is really personal preference. I prefer Ghost / Flash, but Garrison is really nice on her and so is exhaust. I would definitely recommend that you at least get Ghost. Clairvoyance can also be nice for revealing the area near your point you are capping so you know when to run, but I usually get away even if I don't have it. I really like flash because you can use it to position yourself for an offensive ult.
Masteries
9/0/21 if you want CDR or 0/9/21 if you want improved armor and magic resistances. Again, up to you.
Runes
Movement Speed quints are nice. So is full bown AP if you want early potency. The thing about runes is that they are early game centric, and the early game is so fast in Dominion that they don't matter as much. CDR is also good, as are general defensive runes, but it's not that big of a deal for Janna in Dominion.
Skill Order
In Summoner's Rift, every good Janna will max out her shield first, but her skilling order is a bit more situational. Your main focus is to cap points, so maxing out zephyr is a pretty good idea, in my opinion. At the start, I put 2 points into zephyr and 1 into gale. I max out the middle point, and by the time I reach top I've hit level 4 and I take my point in shield. You can max out shield first, but I feel like it hurts your ability to cap points.
General tips
- Capping points is more important than killing someone.
- Janna is ultimately better off side-capping than defending. Don't make it your personal job to stop every enemy capper unless you are in the area.
- In a fight, shield whoever is going to auto attack most / whoever has the highest attack speed unless someone desperately needs the actual shield.
- In certain cases, Janna can win a fight if you use hit and run tactics. Keep that in mind.
- Your tornado is a source of CC, not a source of damage. Don't bother letting it wind up unless you are waiting for someone to enter it's range.
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