Wild Rift Guides
Janna Support Wild Rift Guide
Janna support counters include Lux, Zyra, and Veigar. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Stay close to the teammate you protect Use your 3rd ability to shield your teammate just before damage lands, and stay close enough to help them retreat.
- Save a tornado for enemies who dive in Use your 1st ability to knock up an enemy who jumps onto your damage dealer, interrupting their attack.
- Use your ultimate to create space Push nearby enemies away, then keep moving while the healing stays active.
Strengths
- The best disengage in the role: her tornado and monsoon knock a clean enemy engage into the air and away.
- Her shield is offense and defense at once, absorbing burst while giving her marksman bonus attack damage in every trade.
- A premier roamer whose passive speed gets her to mid or river before the enemy support is anywhere close.
Weaknesses
- Frail with no health to fall back on, so a chain of crowd control deletes her before her peel matters.
- Her tornado provides hard crowd control, but its delay and travel path make it unreliable for starting a pick.
- Hooks and long-range poke ignore everything she does, pulling or chipping the carry out from under her shields.
Build Snapshot
Rune Setup
Summoner Spells
Janna Support Counters
Who counters Janna Support in Wild Rift (WR)? These champions beat Janna in the support matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Lux: Light Binding (1st) reaches beyond Eye of the Storm (3rd) and roots Janna before she can reposition for Monsoon (Ult), while Lucent Singularity (3rd) repeatedly taxes her short shielding range. Keep the carry offset so one binding cannot catch both of you, shield before Final Spark (Ult) rather than after the root, and trade only while Binding (1st) is on cooldown.
- Zyra: Zyra's plants ignore your peel, and her root into burst out-ranges and out-damages a support with no health to spare, so you lose the poke war she forces.
- Veigar: Your tornado disengages an all-in, not a cage that drops on top of you with a stun behind it, and he out-ranges you and bursts your carry before your shield matters.
- Sona: Sona usually wins through poke and sustain rather than a melee dive, so Janna has fewer obvious knockback targets. She can still engage or counter-engage with Crescendo (Ult) and hold Power Chord (Passive) to stun an approaching enemy; pressure her fragile lane and save Monsoon (Ult) for the follow-up formation, not the first chord alone.
- Senna: There is no all-in to peel, just steady chip: her poke out-ranges your shields, her heals undo what your duo trades back, and every soul she collects makes the long game worse for you.
Champions Janna Is Strong Against
Janna's best matchups in Wild Rift. Janna holds an edge against these picks in the support role, so look to press the advantage and contest objectives.
- Leona: Her whole game is the all-in and yours is canceling it: a stored tornado interrupts her stun follow-up, and Monsoon (Ult) sweeps her off your carry the instant she lands her engage.
- Nautilus: Dredge Line (1st) gives Nautilus a predictable entry path, and Janna can charge Howling Gale (1st) through that line before Monsoon (Ult) pushes him off the carry after he lands. Save the tornado for the hook follow-up rather than lane poke, shield the first impact, and cast Monsoon (Ult) after Depth Charge (Ult) reaches its target so the remaining crowd-control chain loses its damage follow-up.
- Rell: Howling Gale (1st) can interrupt Rell's Crash Down (2nd) approach, and Monsoon (Ult) removes her from the group before Magnet Storm (Ult) gathers multiple targets. Stand outside the initial leap radius, keep one disengage spell for the committed landing, and punish the long window where Rell is dismounted and has no clean exit.
- Alistar: Alistar's kill threat is his knockup and headbutt (2nd) combo, and a well timed tornado or monsoon interrupts the follow-up that makes it lethal, so he burns his cooldowns for nothing.
- Maokai: His root into dive is exactly the engage your kit cancels: monsoon resets the fight his sapling combo opens, and the tornado zones the angle he wants to root from.
Janna Support Synergies
The best duo partners for Janna in the Wild Rift support role. The Dragon lane is a 2v2, so queue with one of these picks to make the lane and the mid game much easier.
- Vayne: Your disengage buys her weak early game time to scale, and shield plus Tumble (1st) spacing makes her impossible to run down. Late game she pays the lane back with interest.
- Jinx: Every dive on her dies to your knockup and Monsoon (Ult), and a Jinx who survives the dive gets excited and ends the fight. Pure hyper-carry insurance.
- Smolder: You reset every all-in aimed at his stacking phase with Howling Gale (1st) and Monsoon (Ult), and he converts the peace you enforce into a scaled win condition.
Early Game
Lane patiently and play near your carry so Eye of the Storm (3rd) can select them when they are the most wounded nearby ally. The shield grants bonus attack damage while it holds, so trade while the absorb and offensive buff are active, then back off. Keep at least one Howling Gale (1st) charge ready and place the whirlwind along the route an engager must take; it launches automatically after 0.75 seconds, so lead the target instead of waiting to release it manually. Ward the river entrances early, because with a frail body and no dash, a gank you did not see is difficult to survive.
Mid Game
Mid game is when your roaming matters most. Tailwind (Passive) speeds both Janna and nearby allies, while Zephyr (2nd) sends air elementals to the three nearest champions; speeding allies and damaging enemies; so moving with teammates improves both abilities. A tornado placed from fog can interrupt the enemy's approach, while Monsoon (Ult) peels your jungler out of a lost duel. Around dragon and herald, keep the river warded and save a Gale charge to deny the first engage into the pit.
Late Game
Late game Janna is the counter to the enemy's engage. One Monsoon (Ult) at the right second instantly scatters the attackers, then leaves a three-second field that heals allies who remain inside it. Stay glued to your backline, hold a tornado charge for the diver instead of spending both on poke, and position near the ally you need Eye of the Storm (3rd) to protect; the spell automatically chooses the most wounded nearby ally rather than a manually selected target. Press Monsoon (Ult) once enemies have committed, then fight inside the healing field instead of treating it as a channel.
Teamfights
Read the enemy's engage before it lands and place Howling Gale (1st) through the diver's path. Use Monsoon (Ult) once attackers commit inside your backline, and stand close enough for Eye of the Storm (3rd) to protect the focused carry. An early Monsoon (Ult) can give the enemy time to re-engage, while a cast after the dive commits both displaces them and creates a healing zone. Protect the space your carry needs and stay outside the control that would interrupt the channel.