(Innate): Increases the movement speed of all allied champions by 3%. This bonus is lost while Janna is dead.
(Active): Janna summons a mighty whirlwind. She can activate the spell again to release the storm. On release the storm will fly in the direction it was cast, dealing magic damage to enemies and knocking them into the air. The damage done, projection duration and distance traveled by the whirlwind increase for each second it channels to a maximum of 3.
Tips :The tornado is a good way to engage followed by a slow. Her bump allows you to control the enemy to deal the maximum damage. Try to play with the charge time to be able to cover a bigger distance. Its also an excellent way to escape from a chase. Be careful however, the tornado can be seen from a bush, even if your opponent does not have vision.
Cost: 90 / 105 / 120 / 135 / 150 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Magic Damage: 60 / 85 / 110 / 135 / 160 (+0.75 per ability power)
Additional Damage: 25 / 30 / 40 / 50 / 60 per second charging
Maximum Magic Damage: 135 / 175 / 230 / 285 / 340 (+0.75 per ability power)
(Passive): Janna summons an air elemental that increases her movement speed and enables her to pass through units
(Active): Janna launches her elemental to deal magic damage and slow an enemy's movement speed for 3 seconds. The passive is not active while the ability is on cooldown.
Tips :Use this passive to cross units and engage more easily or, on the other hand, use it to escape. The slow is excellent after the tornado and will considerably reduce your opponents mobility. You can also use it to prevent an enemy engage by targeting it more quickly.
Movement Speed Bonus: 4 / 7 / 10 / 13 / 16 %
Cost: 40 / 50 / 60 / 70 / 80 mana
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Magic Damage: 60 / 115 / 170 / 225 / 280 (+0.6 per ability power)
Slow: 24 / 30 / 36 / 42 / 48 %
(Active): Janna conjures a defensive gale that shields her target from incoming damage for up to 5 seconds. While the shield holds, the target will also gain an attack damage bonus. This ability can target turrets.
Tips :Use your shield to the max on the AD carry to help with survival and to deal more damage thanks to its bonus. It is also an excellent way to control an ignite or any other DoT.
Cost: 70 / 80 / 90 / 100 / 110 mana
Shield Strength: 80 / 120 / 160 / 200 / 240 (+0.9 per ability power)
Attack Damage Bonus: 14 / 23 / 32 / 41 / 50
(Active): Janna knocks surrounding enemies back and channels healing winds, restoring health to nearby allies each half second, for 4 seconds.
Tips :An excellent way to split the enemy team in a teamfight, which will give you a bit of an advantage by isolating the AD or AP carry, for example. In the lane phase, you can protect yourself from a gank or an engage by pushing back your enemies. Don't forget that while the channeling is active you are healing yourself and everyone else in the AoE.
Cost: 150 / 225 / 300 mana
Cooldown: 150 / 135 / 120 seconds
Heal Per Half Second: 35 / 55 / 75 (+0.175 per ability power)
Max Amount of Healing: 280 / 440 / 600 (+1.4 per ability power)
Pros
Good controls
Her ultimate can easily split a team or save you from a bad situation
A shield that boosts damages
Gives mobility to the whole team
Cons
Very squishy
Has no tools to lead agressions in laning phase