How to play Janna — Wild Rift guide, combos & tips
Janna, the Storm's Fury, is an enchanter Support in Wild Rift built around keeping her team alive rather than dealing damage herself - what little damage she has comes as small bursts of magic damage from her Q and W. Her real identity is shields, heals, speed buffs, and the knock-up/knockback crowd control on her Q and R that scatters enemy engages before they ever reach your carry. She's also a comfortable pick for newer support players, since reading fights and timing protection matters more than landing mechanical combos.
Strengths
- Best-in-class anti-engage: Q (Howling Gale)'s knock-up and R (Monsoon)'s knockback throw dive-heavy engage supports like Leona right back where they came from.
- E (Eye of the Storm) automatically shields Janna and whichever ally has the least health while adding bonus attack damage, keeping her carry alive and hitting through incoming pressure.
- R (Monsoon) is a genuine teamfight-winner - a wide knockback plus a strong heal-over-time that can flip a losing fight in three seconds.
- Her passive and W (Zephyr) hand the whole team free movement speed, huge for rotating to objectives, chasing down kills, or simply walking out of a bad fight alive.
Weaknesses
- Personal damage is close to nonexistent, so Janna can't punish mistakes or win a trade on her own - the real damage has to come from her carry.
- Q (Howling Gale) needs a 0.75-second charge before it fires, which telegraphs the knock-up long enough for good players to simply walk out of its path.
- Sustained poke and zone control from champions like Zyra are a nightmare matchup: she has no way to disengage plants or out-range consistent poke damage.
- Once E and R are both on cooldown, she has almost nothing left to stop a hard engage or an execute-style pick from someone like Pyke.
Combos
- Q (Howling Gale) -> E (Eye of the Storm): knock the diving enemy off their path first, then shield the ally they were targeting so the trade swings back in your favor.
- W (Zephyr) -> AA: trigger the wind spirit's pulse for 50 magic damage and a speed boost to nearby allies, then use that speed edge to stick on the kill or disengage cleanly.
- R (Monsoon) on the commit: the instant the enemy team dives in, knock them straight back out and let the heal-over-time patch up whoever they were focusing.
- Q (Howling Gale) -> R (Monsoon): chain the knock-up into the ultimate's knockback so even a flash or dash back in gets shoved out a second time while your team heals.
Skill order: E > W > Q, taking R (Monsoon) at every level it's available (5/9/13)
Early game
Janna doesn't clear waves, so let your marksman take the CS while you hover at poke range with W (Zephyr) and hold a Q (Howling Gale) charge in reserve for any hard engage. Bank both Q charges rather than spending them for chip damage - with two stored casts, you can knock up an initial diver and whoever follows them in. Cast E (Eye of the Storm) right as a trade starts rather than after your ally is already low, since the shield locks onto whoever has the least health at the moment you cast it. Level 5 is the first real power spike: once R (Monsoon) is up, most 2-for-2 all-ins become safe to fight.
Mid & late game — teamfighting
From the mid game on, stay near your carries rather than the frontline - Janna's own survivability is low, and her value disappears the moment she dies first. Hold R (Monsoon) for the exact instant the enemy fully commits, so the knockback scatters their whole engage while the heal-over-time patches up whoever they targeted. Keep re-casting E (Eye of the Storm) on cooldown to protect the lowest-health ally, and spend Q (Howling Gale) on flankers or side threats trying to go around the fight rather than just the nearest target. Treat W (Zephyr)'s damage as a bonus, not a job - it's poke, not a core teamfighting tool.
Pro tips
- Save both Q (Howling Gale) charges for major objective fights - two knock-ups back to back can scatter an entire engage before it reaches your backline.
- Don't fire R (Monsoon) the instant you feel threatened; its cooldown is long, and timing it for the enemy's full all-in gets far more value than using it half a second too early out of panic.
- Against hook supports like Thresh, keep E (Eye of the Storm) ready the moment a hook lands - a fast shield on the hooked ally often survives what would otherwise snowball into a kill.