Annie Build Guide by ViscousRandom
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
First off, If you are looking for an oh-my-god-look-at-the-damage-output-on-that-little-girl build please leave now. This is not the build for you.
Now that they are gone, lets break down this build to explain everything nicely.
I will preach a bit in 2 sections. I will, however, let you know so you can skip it if you wish. What I say may be common sense to some, but I am here to help.
Pros / Cons
- Deceiving. So much damage from something so small.
- Good Lord Jeebus the burst.
- Full team 1.75s stun potential with or without Ulti.
- Great survivability for an AP Carry.
- Short Q spell Cooldown.
- She pwns with a stuffed animal that's on fire. What's not to love!?
- Stun has a bit of a learning curve.
- No built in escape mechanism.
Pyromania - After casting 5 spells, Annie's next spell will stun the target for 1.75 seconds.
This is what makes you great. You can repeatedly stun an entire team.
Disintegrate - Annie hurls a mana-infused fireball, dealing damage and refunding the mana cost if it destroys the target.
Annie flings a mana-infused fireball dealing 90/130/170/210/250 (+0.75) magic damage. Disintegrate's mana cost is refunded if it deals a killing blow.
Great for farming as it doesn't use mana if you last hit and good single target DPS on a short cooldown.
Incinerate - Annie casts a blazing cone of fire, dealing damage to all targets in the area.
Annie casts a cone of fire dealing 85/135/185/235/285 (+0.8) magic damage to all enemy targets in the area.
AOE in a cone with good damage. Try to hit multiple enemies every use.
Molten Shield - Shields Annie from harm, reducing damage she takes and returning damage from basic attacks.
Places a shield around Annie for 15/15/15/15/15 seconds, increasing her Armor and Magic Resist by 10/20/30/40/50. Deals 20/30/40/50/60 (+0.2) magic damage to enemies who attack Annie with basic attacks.
50 extra MR and Armor is nothing to scoff at and the fact that on top of that it returns some damage!? Hell, yes please.
Summon: Tibbers - Annie wills her bear Tibbers to life, dealing damage to units in the area. Tibbers can attack and also burns enemies that stand near him.
Deals 200/325/450 (+0.8) magic damage to units in the target area and summons Annie's bear, Tibbers, to destroy her enemies.
Tibbers lasts 45 seconds and continually deals 35 (+) magic damage to surrounding enemies. In Addition, Tibbers gains additional Health, Armor, Magic Resist, and Attack Damage for each rank.
This is what makes you unstoppable. Everyone knows and feels it when Tibbers comes into being. Make them fear the name.
I take 9 Mark of Magic Penetration. Most Champs have a fair amount MR right off of the bat. By lowering this you do more damage early game, but they are still nice to have late game. You want things that are good all game. This is one of them.
I like mana regen so I take 9 Seal of Scaling Mana Regeneration. To some of you it may seem like [Greater Seal of Replenishment] is a better option but if you do the math at level 6 (obviously you cant be level 6.3 which is the actual point so we'll round to 6) you are breaking even. I for one plan on the majority of my games to last long enough so that I get past that point so I find them much better.
Take 9 Glyph of Scaling Ability Power the more AP you have the better and this helps all game long.
This is where I deviate from the norm. I went with the crowd and originally bought Magic Pen Quints. You honestly don't really notice them. So, I moved to Health Quints. They were Much better, but I was finding I generally wasn't getting hit and if I was an extra 78 health would not have saved me. Then I found Greater Quintessence of Movement Speed and fell in love. I love running in punching people in the face then walking out unscathed. Or catching a fleeing enemy when I used to not be able to. They are a play style choice and oh how they fit mine.
Pretty standard Masteries. No point in Neutral buff extension since you should have a jungler and those buffs are his.
Ah, the bread and butter of this guide. There was a reason I warned about this build. Most people won't like it due to the fact that it makes you take responsibilities while you are playing. So, with that in mind, here we go.
You start with a Doran's Ring. Reason being is that for the cost it is a very good item. Health, Mana Regen, and AP? I think so.
When you go back hopefully you can grab boots and a Catalyst the Protector. Boots of Speed for obvious reasons seeing as how the faster characters win. The Catalyst is for laning. When you level you get health and mana making it possible to not have health quints and still take a few hits. However, if you cant buy all of this I recommend Boots of Speed and another ring.
Next finish your Rod of Ages. This gives good AP and enough health and mana to take a few hits and mana to burn.
Finish your boots.
Since you are a Carry it's usually a decent idea to get some damage. What better that a Rabadon's Deathcap?
Now you have finished your core build. This is also usually where the game ends for me. Not because it takes to long or costs to much, but because I have a habit of stomping in non-ranked solo queue. Annie is sick...
The last 3 items are the ones I generally get. Rylai's Crystal Scepter is sexy. Your passive aside this turns you into a slowing machine. You have 2 AOE spells. Think of the possibilities of stunning a full team only to slow the entire team right after. I feel an ace coming.
Players at this point should be shedding tear everytime they see you and in response they will start getting some Magic Resist. Void Staff FTW. It's an item, that because it is percentage based, gets better the more MR they stack.
Banshee's Veil makes me smile. Lots of Health, Mana, and basically invulnerability to stray CC. Oh, ya.
Now some stuff I didn't put in the build but that I like a lot under proper circumstances:
Haunting Guise, Abyssal Scepter, Zhonya's Hourglass, and VERY rarely Will of the Ancients. If you want to know why i chose these ask and I'll give an answer.
I picked Disintegrate right off of the bat but this is misleading. If you go into team fights before minion spawn choose [Incinerate] and charge it by standing in spawn and cast it 4 times so you can stun their team right off the bat. If you don't team fight right off the bat Disintegrate is much better for farming.
I get one of each spell at level 3. This is so you can spam spell if you are in trouble and almost always get a stun.
I max Incinerate first. If you look, the range is the same as Disintegrate but it does more base damage and the AP ratio is an extra .05. Not a big difference but every advantage helps.
Disintegrate comes next to deal max damage and Molten Shield next. Of course nab Summon: Tibbers when you can.
Q,W,E or W,Q,E ---> R>W>Q>E
Earning/Expecting kills. *Preachy*
Ever watched a professional League of Legends game? The team that wins has about 10 kills. Not 10 per person. 10. Total. ZERO of which were earned. Let me explain:
Every death you have is your fault. The sooner you realize this the better. Don't blame mid when there is no MIA and you get ganked. You have a mini map, and you are warding aren't you? Use it. If you are in a team fight and you charge in and Zilean doesn't ult you and you die, yes, he has room for improvement, but you shouldn't have been out of position in the first place.
Earned kills are VERY rare. You probably get one every 100 games. When you are not fed and in lane with 1/4 health and a wild Jarvan jumps from the bushes with full health and you dodge his abilities and kill him. That was an earned kill, but still a dumb mistake. You either didn't see that he wasn't on the mini map and you have bad map awareness or you did and ignored it. Either way your fault.
Now a lot of people in non-ranked get Majai's Soulstealer on Annie. This is actually a horrible item. You spend like 1200 for about 20 AP. You should get smoked by someone that grabs a Fiendish Codex or a Haunting Guise instead.
To those out there thinking about calling shenanigans and saying you do it every game you are using a horrible strategy. You are expecting the other team to give kills. You are literally betting money, and maybe the outcome of the game, that the other team will feed you: on luck.
What I am saying is this is a for-sure build that doesn't rely on the other team being bad. You should never expect anything.
Team Work *Preachy*
I giggle to myself every time I see an Annie (or any AP carry) go ape**** on a tank or melee DPS. They are a player that has potential but doesn't know what to do with it.
Your role as an AP is to wait, patiently, for the right time and absolutely annihilate the enemy ranged AD Carry. That is what you do. That is your sole purpose in a teamfight. You need to wait for him to take one step to many and unload on him. Get it? Make HIS life a living hell and not the guy standing next to him.
The reason: Ashe/Ezreal/Caitlyn/Corki are all sustained DPSers they stay on the edge and shoot stuff. That's what they do and the longer Ashe stands there drilling Shen in the face the shorter the time in which he can protect your team. Kill him, make him recall, make him run away from you, but MAKE him do something. Control him. He will eventually get pissed and face you, try to kill you. I will tell you from experience: Ashe will lose that fight.
Then you own him. He will run from you every time. Now you can nuke the other squishes.
Please leave a comment: Good or Bad as I like constructive criticism and I love seeing that my time has been used to help someone. Good luck in your games.