Meta, tier list & top-player builds from the China server · live
迦娜 · 风暴之怒 Support D
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 22 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Janna: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Janna players, captured in-game.
📖 How to play JannaCounted on 23 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
22 of the top 30 players have a public match history; the others keep theirs private.
























































































The toughest lane matchups for Janna on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Zyra counters Janna: She out-pokes you and plants cannot be disengaged: wind does not put out a garden.
How to play Janna into Zyra: Shield the poke and kite with W. Your tornado interrupts her R: that is the one exchange you absolutely must win.
→ ZyraWhy Pyke counters Janna: His hooks and executes against your disengage: if the hook lands, somebody dies anyway.
How to play Janna into Pyke: Raise the tornado under him as he enters: the knock-up breaks his play. Use your R the moment his begins: the wind scatters his execution targets.
→ PykeWhy Leona counters Janna: You are her perfect anti-engage: tornado and R send every one of her trains back to the depot.
How to play Janna into Leona: Pre-emptive tornado along her E path. Cast R once she has already landed in the middle of your team: whoever follows her gets blown away.
→ LeonaWhy Milio counters Janna: A mirror of protection: his heals against your winds. Nobody engages, nobody dies, the lane sleeps.
How to play Janna into Milio: This matchup is won in FIGHTS, not in lane: in chaotic 5v5s your multi-target R is worth more than his entire kit.
→ MilioWhy Thresh counters Janna: Hook and Lantern against wind and shields: he creates picks, you cancel them one by one.
How to play Janna into Thresh: Shield the hooked ally while they fly, tornado on his Flay. Your R pushes enemies even out of The Box: save it for the real fights.
→ ThreshThe champions Janna works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
While Soul Unbound (E) is running his body stands there unguarded, and whoever waits for the spirit to snap back deletes him on the spot: Monsoon (R) sweeps those people away a moment earlier, and Eye Of The Storm (E) puts a shield and bonus attack damage on him.
His page says that once Stormbringer (R) is down, ranged champions kite him with no effort at all: Tailwind (P) and Zephyr (W) hand him movement speed no other support gives out constantly, and Eye Of The Storm (E) adds damage to his Frenzied Maul (W) bites.
Outside Apprehend (E) range Darius catches nobody at all, and his own page admits as much. Zephyr (W) and Tailwind (P) are the metres he is missing, and the Eye Of The Storm (E) shield pays for the tower dive he could not otherwise take.
Jax grows inside the fight itself: Relentless Assault (P) stacks attack speed and Eye Of The Storm (E) adds attack damage on top of it while Counter Strike (E) blocks. Worth it if the game is decided by his skirmishes, not if they simply kite him.
Hecarim hits harder the more ground he covers: Warpath (P) turns his movement speed into attack power. Tailwind (P) and Zephyr (W) hand him that speed permanently, not only during Devastating Charge (E): you are the one support who raises his damage.
Blood Hunt (W) only speeds him toward targets that are already hurt; Tailwind (P) and Zephyr (W) speed him up all the time, so he reaches the gank before the lane backs off. His page says he does nothing for allies: the backline peel is yours.
Eye Of The Storm (E) attaches to whoever is lowest, and the moment his leap lands that is him: a shield plus bonus attack damage right on the guaranteed Savagery (Q) crit. If the opening leap does not close, Monsoon (R) is the only thing that pulls him out.
All of his damage sits in the three empowered Three Talon Strike (Q) hits, and until his items land he cannot take the return fire: the Eye Of The Storm (E) shield puts bonus attack damage on those three, and Crescent Guard (R) knocks back whoever walks at you.
Breath of Light (Q) only pays if he keeps the beam glued to a target, and outside Astral Flight (W) he owns no shield and no dash: Monsoon (R) peels off whoever jumped him and Eye Of The Storm (E) eats the first hit, so the beam never goes out.
Zoe carries no defensive tool of her own: whoever reaches her simply kills her. Howling Gale (Q) knocks the diver off his line before he gets there, and Monsoon (R) throws him back out if he already landed; she just keeps casting from range.
Her short range forces her to walk in, and once the Molten Shield (E) speed boost is gone she has no way back out: Zephyr (W) and Tailwind (P) cover that last stretch, and Monsoon (R) resets the distance the moment Summon: Tibbers (R) is down.
Siphoning Strike (Q) is coded as a basic attack, so the bonus attack damage from Eye Of The Storm (E) lands on it in full, and Tailwind (P) covers the mobility he does not have. It only counts in games that actually reach the late game.
His page is blunt: with no dash at all he does not survive whoever gets inside his range. Monsoon (R) is the one way to put back the distance that Bio-Arcane Barrage (W) turns into damage, and Eye Of The Storm (E) absorbs the hit while he retreats.
Curtain Call (R) breaks if anyone reaches him mid-channel: Monsoon (R) throws them back out and all four shots still fire. And the bonus attack damage from Eye Of The Storm (E) rides into the fourth Whisper (P) shot, the one that always crits.
Yunara has no shield anywhere in her kit and Kanmei's Steps (E) is speed, not a real dash: Eye Of The Storm (E) is the defensive cooldown she is missing, and it leaves bonus attack damage on her while she stands still hitting, as her early game wants.
Every axe he catches is damage, and catching it means moving: Tailwind (P) and Zephyr (W) widen the circle where Spinning Axe (Q) comes back without him spending Blood Rush (W). When someone finally reaches him, Monsoon (R) is the escape his kit lacks.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | C | 52.66% | 2.84% | 0.16% | #29 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | D | 52.73% | 2.94% | 0.17% | #31 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | C | 52.97% | 3.54% | 0.19% | #29 / 33 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | D | 52.06% | 5% | 0.1% | #30 / 33 |
Janna, the Storm's Fury, is an enchanter Support in Wild Rift built around keeping her team alive rather than dealing damage herself - what little damage she has comes as small bursts of magic damage from her Q and W. Her real identity is shields, heals, speed buffs, and the knock-up/knockback crowd control on her Q and R that scatters enemy engages before they ever reach your carry. She's also a comfortable pick for newer support players, since reading fights and timing protection matters more than landing mechanical combos.
Skill order: E > W > Q, taking R (Monsoon) at every level it's available (5/9/13)
Janna doesn't clear waves, so let your marksman take the CS while you hover at poke range with W (Zephyr) and hold a Q (Howling Gale) charge in reserve for any hard engage. Bank both Q charges rather than spending them for chip damage - with two stored casts, you can knock up an initial diver and whoever follows them in. Cast E (Eye of the Storm) right as a trade starts rather than after your ally is already low, since the shield locks onto whoever has the least health at the moment you cast it. Level 5 is the first real power spike: once R (Monsoon) is up, most 2-for-2 all-ins become safe to fight.
From the mid game on, stay near your carries rather than the frontline - Janna's own survivability is low, and her value disappears the moment she dies first. Hold R (Monsoon) for the exact instant the enemy fully commits, so the knockback scatters their whole engage while the heal-over-time patches up whoever they targeted. Keep re-casting E (Eye of the Storm) on cooldown to protect the lowest-health ally, and spend Q (Howling Gale) on flankers or side threats trying to go around the fight rather than just the nearest target. Treat W (Zephyr)'s damage as a bonus, not a job - it's poke, not a core teamfighting tool.