- Tier
- T1
- Posizione
- #26
- Tasso vittoria
- 53.11%
- Tasso scelta
- 0.60%
Sion è attualmente classificato T1 nei dati ARAM Mayhem. Vedi guida campione

Janna è attualmente classificato T2 nei dati ARAM Mayhem.
Janna the Storm's Fury
Yes, Janna is strong when your team has carries who need space more than extra damage. If the enemy wants to dive or brawl in a straight line, hold your disengage until they commit, then punish their entry instead of throwing spells early. The tradeoff is that Janna does not hard-carry fights alone, so weak teammates or scattered positioning make her value drop fast.
Your job is to deny the enemy’s best engage and keep your damage dealers alive long enough to win the second half of the fight. If an assassin, bruiser, or Snowball user comes in, peel first and only chase after your carry is safe. The tradeoff is tempo: playing too far back protects you, but it can also leave your frontline without help.
Play defensively by default, then turn aggressive when the enemy misses engage tools or oversteps into your team’s range. If your team has poke and scaling, stand near your carries and make the enemy waste movement before you commit. The tradeoff is that aggressive Janna can create picks, but one bad step can remove your peel from the fight before it matters.
Use tornado to interrupt predictable movement, cover choke points, or punish enemies walking through minions and allies to reach your backline. If the enemy has strong divers, save it for their entry instead of fishing from max range every time. The tradeoff is simple: a missed tornado gives the enemy a clean window to engage.
Shield the ally who is about to take damage or who is actively trading, not always the lowest-health player. If your carry is stepping forward to hit, shield them before the enemy answer lands so they can stay in range. The tradeoff is that shielding too early can be baited out, leaving no protection when the real burst comes.
Use the ultimate when the enemy has already committed into your team and cannot easily back out. If a diver lands on your carry, knock them away and reset the fight before your team loses damage. The tradeoff is that using it only for healing can be too slow, while using it too early may push enemies to safety and ruin your team’s follow-up.
Snowball is risky on Janna because she usually wants enemies away from her, not a free path into them. Take it only if your plan is to reposition for a clutch ultimate or follow a guaranteed team engage. The tradeoff is severe: a bad Snowball can put your support body in the middle of a Mayhem fight with no easy exit.
Janna usually wants tools that help her survive, reposition, or protect a carry during the first enemy burst. If your team already has enough engage, choose safety over another dive option. The tradeoff is that defensive choices make you harder to kill, but they reduce your ability to start fights yourself.
Prioritize augments that improve shielding, healing, movement, cooldown access, or survival when you are playing around a carry. If your team lacks damage, you can consider utility-damage options, but only when they do not force you into unsafe positioning. The tradeoff is that greedier augments may feel better on the scoreboard while making your actual teamfight job worse.
Damage Janna can work only when your team already has reliable peel and you are not the main protector. If the enemy has assassins or hard engage, utility and survivability are usually more valuable than extra poke. The tradeoff is that damage builds give more pressure when ahead, but they collapse quickly when the enemy reaches your backline.
Stand close enough to your carry that you can answer the first jump, but not so close that one engage hits both of you. If the enemy is holding Snowball or a long-range engage, move slightly behind your carry and angle your tornado through their approach path. The tradeoff is that tighter defensive spacing improves peel, but stacked allies are easier to punish with area damage.
With poke teams, Janna should protect the siege and stop forced engages rather than chasing kills. If your poke lands and the enemy gets low, walk forward with your team only after their engage tools are down. The tradeoff is patience: you win by making the enemy start bad fights, not by sprinting into them after every hit.
With melee-heavy teams, Janna should follow the engage at a safe distance and shield the ally taking the first counter-hit. If your frontline dives too deep, use your disengage to stop the enemy collapse instead of trying to stand beside them. The tradeoff is that you cannot save every overcommit, so choose the teammate who still has damage and a path back out.
Long-range poke, layered crowd control, and enemies who can re-engage after being pushed away are the biggest problems. If they can force your shield or ultimate early, back up and wait for your next peel window instead of pretending you are still safe. The tradeoff is that Janna is excellent at stopping one clean engage, but repeated pressure can wear her team down.
The biggest mistake is using every spell as soon as it is available instead of saving one answer for the enemy’s real commit. If you throw tornado for poke, shield random chip damage, and ult too early, your carry has no protection when the fight actually starts. The tradeoff is that patient Janna may look quiet, but one well-timed peel sequence can decide the whole fight.