Johanna Abilities and Strategy
Welcome to our Abilities page for Johanna. Here, we give you an overview of every ability in Johanna's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Johanna's other abilities. We also give you strategy tips to play Johanna efficiently.
Johanna's Tips and Tricks
- Damage and Slow adjacent enemies with Punish.
- Condemn can interrupt abilities like Muradin's Dwarf Toss or E.T.C.'s Mosh Pit.
- Shield Glare enemies that deal significant Basic Attack damage.
- Use Blessed Shield to engage, buy time to flee, or to interrupt enemies that are channelling abilities.
- Use Iron Skin just prior to an enemy using crowd control on you.
- Mana: 40
- Cooldown: 8 seconds
Step forward dealing 113 (+4% per level) damage and Slowing enemies by 60% decaying over 2 seconds.
Condemn is a standard ability, with the exception of its short range, which is only slightly larger than melee Basic Attack range. There is no specific use for Punish, it should be used whenever it is available. It is simply an AoE Slow that also does a minor amount of damage. The short range requires you to be in the midst of the fighting in order to hit multiple targets. Condemn can be used to line up targets for Punish, pulling all nearby enemies within range.
- Mana: 50
- Cooldown: 10 seconds
After 1 second, Johanna pulls nearby enemies toward her, stunning them for 0.25 seconds and dealing 55 (+4% per level) damage. Deals 200% increased damage to Minions and Mercenaries.
Condemn should be used purely for its utility, rather than damage, with the exception of waveclearing Minions and Mercenaries. Use Condemn to pull enemies into Punish or the AoE abilities of your allies, like Kael'thas' Flamestrike or Murky's Pufferfish. It can also be used to interrupt channelled abilities, such as Valla's Strafe or E.T.C.'s Mosh Pit. It is important to assess the situation and determine what is the best use of Condemn.
When laning, Condemn allows Johanna to clear entire Minion waves nearly instantly, encouraging you to roam even moreso. However, do not use roam at the cost of leaving your allies versus a superior number of enemies, as your primary role as a Tank is to be the damage sponge for your allies.
- Mana: 45
- Cooldown: 12 seconds
Deal 59 (+4% per level) damage to enemies and Blind them for 1.5 seconds.
Shield Glare does very little damage. Its primary use is to Blind enemies, so target enemy Heroes that rely heavily on Basic Attacks to deal damage, including (but not limited to) Illidan, Raynor, or Sgt. Hammer, for instance. With Holy Renewal at Level 16, Shield Glare becomes much more useful, but the way you use it should not change, as Basic Attack reliant Heroes should still be your priority targets. Do not use Shield Glare just to deal damage, and instead save it to Blind your opponents, reducing the amount of damage that you and your allies receive. This includes using it as a source of waveclear, although you can use it to Blind the Siege Giant or other Mercenary Camps as well.
- Mana: 90
- Cooldown: 60 seconds
Deal 114 (+4% per level) damage and Stun the first enemy hit for 1.5 seconds. Blessed Shield then bounces to 2 nearby enemies, dealing 57 (+4% per level) damage and Stunning them for 0.75 seconds.
Blessed Shield provides you with the hard crowd control that Johanna's basic abilities are sorely lacking. As a standalone ability, it is not very impressive, being very similar to Muradin's Storm Bolt, except with a 60-second cooldown, rather than a 10-second cooldown. However, to its credit, it is easier to hit. The range is reasonably long, it travels quickly, and it automatically bounces to additional targets. It can be used in a variety of ways, including as an engage tool, to stop pursuing enemies, to interrupt channelled abilities, or to lock down high-priority targets. Never use Blessed Shield for its damage or against an enemy Tank, lest you waste it. Try to only hit important, vulnerable targets. At 60 seconds, Blessed Shield is on a relatively low cooldown, encouraging liberal use.
- Mana: 60
- Cooldown: 50 seconds
Johanna leaps towards an area. While in the air, she can steer the landing location by moving.
After 2 seconds Johanna lands, dealing 210 (+4% per level) damage to nearby enemies, Stunning them for 0.2 seconds, and Slowing them by 50% for 3 seconds.
Falling Sword deals solid damage, has a short Stun, and also provides a strong Movement Speed Slow upon impact. It is very effective at putting Johanna into the fight, allowing her to close gaps between her and the designated target. However, keep in mind that going in too aggressively could backfire greatly, since Johanna's backline will also be exposed to the enemy team while she is up in the air.
Falling Sword is also a great escape tool, but should only be used this way in the case of an emergency. Falling Sword should be picked if your team has at least one additional Tank, such as Muradin or Arthas, that can chain their crowd control abilities with Falling Sword.
- Cooldown: 20 seconds
Activate to grant Johanna a Shield that absorbs 674 (+4% per level) damage for 4 seconds. While this Shield is active, Johanna is Unstoppable.
Correct usage of Iron Skin is one of the most important mechanics for a good Johanna player to possess. Iron Skin can help you to survive situations that would have otherwise meant certain death. It allows you to completely negate a vast amount of abilities that are based around the crowd control that they apply, such as Primal Grasp, Entangling Roots, and Hook. Use Iron Skin to prevent crowd control only if the enemy team can follow-up with significant damage or further crowd control. Using Iron Skin to negate crowd control that would not have harmed you is a waste of this ability, which could be a major problem if you really need to use the ability and it is on cooldown. However, if you make the mistake of assuming some crowd control is harmless and allow yourself to get stunlocked, it could lead to your death or cause you to take significant damage since Iron Skin does not remove current effects, and instead only prevents the application of future effects.
The shield that Iron Skin provides is massive, equal to approximately 25% of your maximum health. Nevertheless, Iron Skin's primary use is the 4 seconds of Unstoppable, and as a general rule, it should not just be used because you need a shield. Exceptions include the enemy team lacking crowd control, enemy crowd control already having been used, or having low health and needing the shield to avoid death.
When laning, be very careful of using Iron Skin, especially on gank-heavy maps, since this gives enemies the opportunity they need to kill you. Also note that Unstoppable has no effect upon body-blocking, which can be used to prevent your escape while you are immune to crowd control.
- 29 Jan. 2018: Added Falling Sword to the page.
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