
World Atlas
400 goldStarts Support income and progresses into wards.
Support · SwiftplayMatchup 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.
Swiftplay · 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.

Adds inexpensive ability haste and movement speed.

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 (s) / Cost / Listed range (units) Data Dragon 16.20.1
Janna's allies gain Move Speed moving towards her. Janna deals a portion of bonus Move Speed as bonus magic damage on hit and with Zephyr.
By creating a localized change in pressure and temperature, Janna is able to create a small storm that grows in size with time. She can activate the spell again to release the storm. On release this storm will fly towards the direction it was cast in, dealing damage and knocking away any enemies in its path.
Cooldown (s) 14 · Cost 90/95/100/105/110 · Listed range (units) 1075Janna summons an air elemental that passively increases her Move Speed and enables her to pass through units. She may also activate this ability to deal damage and slow an enemy's Move Speed.
The exported range is not a verified gameplay distance. Check the current ability tooltip.
Cooldown (s) 8/7.5/7/6.5/6 · Cost 50/55/60/65/70Janna conjures a defensive gale that shields an ally champion or turret from incoming damage and increases their Attack Damage.
Cooldown (s) 16/15/14/13/12 · Cost 70/75/80/85/90 · Listed range (units) 800Janna surrounds herself in a magical storm, throwing enemies back. After the storm has settled, soothing winds heal nearby allies while the ability is active.
Cooldown (s) 130/115/100 · Cost 100 · Listed range (units) 725After casting a spell, Shen gets a shield. Affecting other champions reduces the cooldown of this effect.
Shen recalls his spirit blade to attack with it, dealing damage based on the target's max health. The attacks are greatly empowered if it collides with an enemy champion, and all collided enemies are slowed while running away from Shen.
Cooldown (s) 8/7.25/6.5/5.75/5 · Cost 140/130/120/110/100 · Listed range (units) 400Attacks that would hit Shen or his allies near his spirit blade are blocked.
Cooldown (s) 16/14.5/13/11.5/10 · Cost 40 · Listed range (units) 400Shen dashes in a direction, taunting enemies in his path.
Cooldown (s) 18/16/14/12/10 · Cost 150 · Listed range (units) 600Shen shields target allied champion from incoming damage, and soon after teleports to their location.
The exported range is not a verified gameplay distance. Check the current ability tooltip.
Cooldown (s) 200/180/160Adapt 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.