
World Atlas
400 doubloonsArrr, starts Support income and progresses into wards.
Support · Normal DraftMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Janna has an established low-income Support course wit' useful course pressure, protection, engage or crew utility.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Support
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, starts Support income and progresses into wards.

Provides th' free protection-focused Support quest choice.

Adds a reviewed part o' this champion and role core.

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

Provides a long-range crew heal fer spread fights.

Helps nigh th' ship crewmates set sail or leave a fight.

Adds a reviewed part o' this champion and role core.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.
Arrr, best when: Locket gives nigh th' ship crewmates an immediate shield when foe burst lands together.
Arrr, runes and summoner spells
Protect th' course partner and keep enough mana fer th' next aboard trade.
Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.
Arrr, matchup notes
Arrr, disengage and movement control can protect a carry after a tank commits forward.
Arrr, mid to lateControl and protection become clearer once teams group 'round prizes and carries need a front line.
Keep Vex visible afore committing. Th' second Bot-course champion and nigh th' ship Jungler can change whether th' same engage be seaworthy.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, 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.
Arrr, Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Locket gives nigh th' ship crewmates an immediate shield when foe burst lands together.
Trick reference
Trick reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Tailwind be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.
Howling Gale contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 14 · Cost 90/95/100/105/110 · Arrr, listed range 1075Zephyr contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 8/7.5/7/6.5/6 · Cost 50/55/60/65/70 · Arrr, listed range 4294967295Eye Of The Storm creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.
Cooldown 16/15/14/13/12 · Cost 70/75/80/85/90 · Arrr, listed range 800Monsoon contributes protection or sustain. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 130/115/100 · Cost 100 · Arrr, listed range 725Pit Grit be th' always-on rule shaping Sett's normal trading and fight pattern. Watch its in-battle state afore committing.
Knuckle Down contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 9/8/7/6/5Haymaker contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 18/16.5/15/13.5/12 · Arrr, listed range 25000Facebreaker contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 16/14.5/13/11.5/10 · Arrr, listed range 490The Show Stopper contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 120/100/80 · Arrr, listed range 400Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Deny space wit' yer course partner, but keep th' carry moored to th' wave instead o' roaming at every opportunity.
Move first aboard wit' an ally, establish vision and protect th' course yer crew will use to enter.
Set sail only when crewmates can follow, then change to peel if an foe reaches th' protected carry.
Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.
Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.
Control one approach and keep enough protection fer th' foe's most likely engage.
Stay fer a crashing wave, block a dive and avoid spending th' key defensive trick on low-value poke.
Enter darkness wit' another sailor and ward th' nearest useful entrance instead o' reaching fer deep vision.
Peel first aboard and punish overextension. A blind engage rarely repairs a losing battle.
Pings, movement and prizes
Keep th' carry moored to seaworthy space. Signal peril early enough to prevent th' fight, nay after protection be already late.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.
Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.
Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.
Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.
Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.
Arrr, keep preparing
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.