
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
Wait fer reload (s) / Cost / Charted reach (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.
Wait fer reload (s) 14 · Cost 90/95/100/105/110 · Charted reach (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.
That exported range ain't a verified in-game distance. Check the ability's current tooltip, matey.
Wait fer reload (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.
Wait fer reload (s) 16/15/14/13/12 · Cost 70/75/80/85/90 · Charted reach (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.
Wait fer reload (s) 130/115/100 · Cost 100 · Charted reach (units) 725Thresh can harvest the souls of enemies that die near him, permanently granting him Armor and Ability Power.
Thresh binds an enemy in chains and pulls them toward him. Activating this ability a second time pulls Thresh to the enemy.
Wait fer reload (s) 19/16.5/14/11.5/9 · Cost 70 · Charted reach (units) 1075Thresh throws out a lantern that shields nearby allied Champions from damage. Allies can click the lantern to dash to Thresh.
Wait fer reload (s) 21/20/19/18/17 · Cost 50/55/60/65/70 · Charted reach (units) 950Thresh's attacks wind up, dealing more damage the longer he waits between attacks. When activated, Thresh sweeps his chain, knocking all enemies hit in the direction of the blow.
Wait fer reload (s) 13/12.25/11.5/10.75/10 · Cost 60/65/70/75/80 · Charted reach (units) 500A prison of walls that slow and deal damage if broken.
Wait fer reload (s) 120/100/80 · Cost 100 · Charted reach (units) 450Adapt 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.