LoL 13.22 Changes: Janna Adjustments, Buffs, Nerfs, and Everything Else

The latest League of Legends Patch introduced numerous changes, with one of the most significant being in Janna's kit.

 LoL 13.22 Changes: Janna Adjustments, Buffs, Nerfs, Builds and Everything Else
Riot Games

The recent League of Legends patch brought exciting news for one of the game's iconic champions, Janna. Known for her exceptional shielding abilities, she was often overlooked, but the game is making her more aggressive. The complete patch notes can be be found here.

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Adjustments:

Janna's play rate was low despite being a strong choice across various skill levels. Riot decided to revamp her to keep her player base engaged. The approach was to reintroduce past versions of her abilities.

Presently, Janna is a more aggressive champion, emphasizing frequent auto-attacks and casting Zephyr. This marks a significant change from her previously low-interaction and passive state. Although she previously boasted the best shield in League of Legends, changes were necessary to add more diversity to her playstyle. Her ability, Zephyr, will have a shorter cooldown, enhancing her aggression. To balance this adjustment, her Q, the famous Howling Gale tornado, will lose some power. Most notably, her attack speed and range have improved, compensating for reduced attack damage and a shorter shield duration. In other words, Janna is a poke mage again.

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Comprehensive list of the changes:

janna lol icon

Janna

We've noticed that Janna's play rate has languished despite being a relatively strong pick in many skill brackets. Looking at her prior iterations, we identified elements that seemed to really resonate with her potential player base, so we're bringing back some past versions of her abilities.

Most importantly, we're shifting her from a low-interaction champion who fishes for tornadoes and reactively shields into an aggressive high-uptime auto-attacker and Zephyr caster. Many of these changes are just shifting incentives and power budgets around: With auto attacks and Ws becoming better and more frequent, she's losing some power in her Q. With mana costs going down to incentivize repeat Zephyr casts, her mana pool follows suit.

Overall, we expect her to max Zephyr before Eye of the Storm and play an aggressive harass-based game.

   Base Stats

  • Attack Range: 500 ⇒ 550
  • Base Mana: 350 ⇒ 360
  • Mana Growth: 64 ⇒ 50
  • Health Growth: 84 ⇒ 90
  • Armor Growth: 5 ⇒ 4.5
  • Base Attack Damage: 52 ⇒ 47
  • Attack Damage Growth: 3 ⇒ 2.5
  • Attack Windup: 22% ⇒ 20%
tailwind lol icon

 

Passive - Tailwind

  • *Removed*: Janna no longer gains bonus move speed while facing allied champions
  • *New*: Janna's basic attacks and W deal bonus magic damage equal to 20/25/30/35% (1/6/11/16) of her bonus Move Speed
howling gale icon

 

Q - Howling Gale

  • Mana Cost: 60/70/80/90/100 ⇒ 90/95/100/105/110
  • Cooldown: 12 ⇒ 14
  • Minimum Damage: 60/85/110/135/160 (+35% AP) ⇒ 55/90/125/160/195 (+50% AP)
  • Maximum Bonus Damage: 45/60/75/90/105 (+30% AP) ⇒ 30/45/60/75/90 (+30% AP)
zephyr icon ability

W - Zephyr

  • Cooldown: 12 ⇒ 9/8.5/8/7.5/7
  • Mana: 50/60/70/80/90 ⇒ 50/55/60/65/70
  • Damage: 80/110/140/170/200 (+60% AP) ⇒ 55/90/125/160/195 (+60% AP) (+ Tailwind Bonus Damage)
  • Slow Duration: 3 seconds ⇒ 2 seconds
  • *New*: Zephyr passive move speed is no longer removed while on cooldown
eye of the storm

 

E - Eye Of The Storm

  • Cooldown: 15/13.5/12/10.5/9 ⇒ 16/15/14/13/12
  • Mana: 70/80/90/100/110 ⇒ 70/75/80/85/90
  • Shield: 75/100/125/150/175 (+55%AP) ⇒ 80/115/150/185/220 (+55% AP)
  • Shield Duration: 5 seconds ⇒ 4 seconds
  • *Removed*: Shield no longer decays
  • *Removed*: Janna no longer gains heal and shield power on CC
  • *New*: Reduce cooldown by 20% remaining cooldown on slow/knockup. Max once per spell.

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