
World Atlas
400 goldStarts Support income and progresses into wards.
Support · Normal DraftMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Janna has an established low-income Support plan with useful lane pressure, protection, engage or team utility.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Normal Draft · Support
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Starts Support income and progresses into wards.

Provides the free protection-focused Support quest choice.

Adds a reviewed part of this champion and role core.

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

Provides a long-range team heal for spread fights.

Helps nearby allies start or leave a fight.

Adds a reviewed part of this champion and role core.
Complete build choices
Recommendation review pending
Best when: Apply anti-heal only when repeated healing is materially changing fights.
Best when: Locket gives nearby allies an immediate shield when enemy burst lands together.
Runes and summoner spells
Protect the lane partner and keep enough mana for the next trade.
Check which defensive spell the Bot partner selected before duplicating Heal, Barrier or Exhaust.
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nearby partners.
Matchup notes
Disengage and movement control can protect a carry after a tank commits forward.
Mid to lateControl and protection become clearer once teams group around objectives and carries need a front line.
Keep Vex visible before committing. The second Bot-lane champion and nearby Jungler can change whether the same engage is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Locket gives nearby allies an immediate shield when enemy burst lands together.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Tailwind is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.
Howling Gale contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 14 · Cost 90/95/100/105/110 · Listed range 1075Zephyr contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 8/7.5/7/6.5/6 · Cost 50/55/60/65/70 · Listed range 4294967295Eye Of The Storm creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.
Cooldown 16/15/14/13/12 · Cost 70/75/80/85/90 · Listed range 800Monsoon contributes protection or sustain. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 130/115/100 · Cost 100 · Listed range 725Stone Skin is the always-on rule shaping Wukong's normal trading and fight pattern. Watch its in-game state before committing.
Crushing Blow contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 8/7.5/7/6.5/6 · Cost 20 · Listed range 250/275/300/325/350Warrior Trickster is part of Wukong's W pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.
Cooldown 22/21/20/19/18 · Cost 60/55/50/45/40 · Listed range 275Nimbus Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 10/9.25/8.5/7.75/7 · Cost 30/35/40/45/50 · Listed range 650Cyclone contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 130/110/90 · Cost 100 · Listed range 315Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Deny space with your lane partner, but keep the carry connected to the wave instead of roaming at every opportunity.
Move first with an ally, establish vision and protect the route your team will use to enter.
Start only when allies can follow, then change to peel if an enemy reaches the protected carry.
Hold the ability that makes opponents respect your lane and trade when both Bot-lane partners are ready.
Recall and move on safe wave timings; an unsupported roam can cost the carry an entire wave or a dive.
Control one approach and keep enough protection for the enemy's most likely engage.
Stay for a crashing wave, block a dive and avoid spending the key defensive ability on low-value poke.
Enter darkness with another player and ward the nearest useful entrance instead of reaching for deep vision.
Peel first and punish overextension. A blind engage rarely repairs a losing game.
Pings, movement and objectives
Keep the carry connected to safe space. Signal danger early enough to prevent the fight, not after protection is already late.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Around a minute before Dragon, ping the plan, spend gold if needed and make sure Bot and Mid know whether they can move.
Walk with the Jungler or another ally. Sweep one route, place useful entrance vision and never face-check alone.
Check nearby waves and enemy positions. Hold the spell that either starts a reachable fight or protects your main damage dealer.
Keep enemies away from the safe entrance, mark the reachable threat and avoid chasing so far that Dragon is left unprotected.
Later objectives: Use the same pattern for Rift Herald or Baron: communicate first, move through controlled vision with an ally, then choose engage or peel before the fight begins.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.