I disagree on you're summoner spells. I run cleanse/heal, heal is an amazing supportive ability and clenase will get you out of the disables. Alternately ghost is useful. I don't really care for flash on her.
For items I go
Sorc's Boots or merc Boots (depending on their team)
Not specifically in that order, it depends on what I'm laned with/against. If I have a Yi or something, I'll go aegis first. If I have a Annie or Veiger, I'll go Shroud.
For the reason of heart/shroud I don't use the CD runes/masteries.
Rod of the Ages
My skill build focuses around getting shield or snare maxed first, depending on what we need. Once again, laning with say a yi or sivir (no means of gp closing/snaring aside from their ult) I'll go zephyr. If I have say, an ashe, or a caster, I'll go shield.
The shield is also very effective at ensuring you last hit things and for harassing. With the shield at level 2~3 you're pretty much impervious to creep wanding and can easily be next to their melee minions and harass them while last hitting their minions.
Q is the last thing I level, it's purpose as a tanky-support Janna is for the initial effect of a short term, aoe disable. It prevents them from chasing when you're retreating, and it prevents them from retreating when you're pushing.
Just how I play, it seems to work out for me.
I have a slightly different item build when I play Janna. The items listed are in no particular order but I assume you can guess what order I buy them in.
Mana Manipulator (My buddy and I both get this at the start and he picks Nasus)
Boots of Mobility/Mercury Treads
Aegis of the Legion
Chalice of Harmony
When I lane with Nasus we pretty much just annihilate all the enemy creep waves with Gale + Spirit Fire. This combo creates immense pressure against most matchups where they cannot even defend their tower without taking damage that early on. Usually can down the first tower by 15 minute mark or less.
Chalice of Harmony
This build is usually very squishy but the ability to do damage to the opponent is quite staggering. If I manage to nail a champion with Gale and follow up with Zephyr, thats usually close to 50% of average champions' life. This is also effective for pushing but you would offer less utility if say you were engaged in the forest or river and in closer quarters.
For summoner skills I like taking Teleport and Clarity. I think Clarity is possibly one of the best summoner skills for Janna early on as it gives you enough mana to spam those Gales nonstop. Sometimes I take Flash over Teleport since it gives me an opportunity to use my ulti more offensively (i.e. flash behind the opponent and knock them into my team, then retreat).
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