Annie Build Guide by icanhastibbers

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.

League of Legends Build Guide Author icanhastibbers

Annie - Beaten by a little GIRRLL~~

icanhastibbers Last updated on November 16, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Welcome to this lovely Annie guide. Make yourselves at home, grab a pillow and be ready to read.
Annie is a solid AP carry champion, that has a great AoE stun that does a LOT of damage. You'll learn more about that later.

With her price tag dropped to 450, she's probably going to be played a lot more. Hopefully this guide will explain how to play her effectively.

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Pros & Cons


  • Has a passive that gives potential of an AoE Stun
  • Easy last hitting with Disintegrate
  • Not mana-hungry
  • Dominates lane easily with huge early game power
  • Has nice skins

  • Focused
  • Banned often in ranked
  • Squishy EARLY game
  • Annoying voice ):

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Remember, items should ALWAYS change depending on how the game goes on, so I'll provide a lot of choices.

Starting Items

Solo Lane and 3 for sustainability
Duo Lane for power


(catalyst the protector)

Explanation : If you take the catalyst, don't get either doran's ring. The catalyst will give more than enough sustain. While it may seem weird to get two Doran's Ring, they really help with early game. The 100 HP , mana regen and AP all help Annie a great deal, as I don't build a catalyst protector. Sorcerer's Shoes provides you with a nice 20 Magic Pen. Getting a Rabadon's Deathcap earlier than others really gives you an advantage. Make sure to build the Needlessly Large Rod first in the Rabadon for the 80 AP chunk.

Typical Final Build

/ ( )

Explanation : The Rod of Ages, if you took one, gives a nice chunk of HP and AP, which is a great item for Annie, being a bulky caster during late game. Abyssal Scepter gives a great negative aura of lowering opponents mres by 20, so it also helps your teammates, and gives a good mres bonus to yourself. BUT, if they have a Force of Nature , or are stacking Mres in a different form, get a Void Staff instead. Zhonya's Hourglass's active can REALLY save your life when used in combination with flash. The AP and Armor bonus is just the sprinkles on top. Finally, Banshee's Veil just helps with survivability in general.

Alternatives or Other Good Items :

sight ward For 75 gold, it can save your life from a gank, which would otherwise put you in a big disadvantage in your lane.

Do you have 250+ extra gold? Pick up this and it'll help your damage.

If you're doing really well, and you're confident that you'll continue being amazing, grab this.

This would be rare to build, but if they have a 4 man stun combo, the tenacity would be nice to have.

If they stack Mres, get this. The 40% Magic Penetration is great and it's cheap. Substitute Abyssal Scepter

If you're a fan of this, go for it. Assuming you have your items built up, you can be hitting for 500+ with your auto attacks with the Unique passive of Lich Bane.

On the chance you can't get blue buff, get this for the nice 20% CDR bonus.

Do you want spellvamp? This is practically your only choice except for Hextech Gunblade which isn't ideal for Annie (unless you're building Attack Damage Annie, don't do it unless you're having fun in a premade). It also gives a nice aura that your team will benefit from if it has some other AP damage dealers.

If you REALLY want it, but I wouldn't recommend it too much. But if you are so heavily focused on and you want it, go ahead. Replace Banshee's Veil

If you have a really mean Karthus or LeBlanc or any other scary AP carry in your lane, you can rush one of these to shut them down pretty effectively. Plus it builds into Abyssal Scepter

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Skill Explaination & Combo

- After casting 5 spells, Annie's next spell will stun the target for 1.75 seconds.

- This is what makes Annie viable. The potential to cast AoE stuns, in addition to huge burst is insane. This will be heavily depended on in your combos. You can charge it with your Incinerate and Molten Shield in base.

- 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.

- <3 This is sort of the scariest *** nuke that Annie has, asides from Summon: Tibbers
It has a HECK of a short cooldown, so you can last hit minions all you want with no mana lost.

- Annie casts a cone of fire dealing 85/135/185/235/285 (+0.8) magic damage to all enemy targets in the area.

Incinerate is good way to charge your stun up in the base, and a good skill if you want to stun a group of enemies at once. I use it to follow up my skill combo as well.

- 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.

- This skill can come in handy, just for that extra armor and magic resist. Its helpful when charging Pyromania as well. I recommend keeping this up most of the time, as the mana cost is cheap. The defense boost might just save your life.

- Deals 200/325/450 (+0.7) 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.

- Annie summons a fricken massive bear that deals more damage with his autoattacks than a Level 1 Caitlyn ):< ALWAYS use this with Pyromania charged for a nice AoE stun. It really can turn the tide of a teamfight. After laning phase is over, try not to Tibbers just one person. Go for 3+, but if the situation calls for it, you can go for just one.

*Note that in times of escape never stop casting for your stun, even if you have to use Molten Shield 5 times. If you know you can make it without your stun, don't waste your time to stop and cast Incinerate then. If you know you'll get caught, just keep casting.


In game, your combo starts with a fully charged Pyromania, then pop your Molten Shield to just boost your defenses up, it could be the difference between life and death. Select your victim, or victims. Start with Summon: Tibbers. Follow up with Disintegrate then Incinerate. After, your Disintegrate should be up again with its low cooldown, so you can use that again. If they're not dead, throw your Ignite at them.

Always open with Tibbers, because of his effect similar to a Sunfire Cape. Enemies near Tibbers will take continual damage. Just a bit more time for Tibbers to do more damage.

If you're not level 6 yet, then just have a Pyromania with a Disintegrate, then follow with Incinerate and Ignite.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

So basically, >> >> >>

Disintegrate is your major nuke, as explained in the skill explanation section, and its great for farming, so you want to level it up first.

Incinerate I use this skill to mainly charge my stun, same goes for Molten Shield, but I also use it for following up my Q and R. Level it up before E but not Q.

Molten Shield put a point in this skill at level 4, so at the fountain you can charge your stun with it and Incinerate. The extra armor and magic resist can come in handy at times too, like when that Karthus casts Requiem, or when Caitlyn pulls out Ace in the Hole.

Summon: Tibbers I don't know why I need to explain this, this skill is a WONDERFUL AOE stun, huge nuke, so, level it up whenever you fricking can.

**If you really want, you could start with W and charge your stun in the fountain. You can smack your enemies in the face with an AoE stun, but really I find its easier to just start with Q.

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Masteries and Variations

BLAH. Season 2 Masteries killed this whole section; will make detailed section soon. The new masteries are 21/0/9, investing heavily into the AP oriented side in the offense tree.

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Summoner Spells

I like to run and on Annie, simply because they pair up well with their skill combo. You can use flash to escape team fights when you're low, but also in an offensive manner. Just flash, Summon: Tibbers + Pyromania and follow up with your usual combo. If they're still not dead, stab them with Ignite.

Other Good Spells :

This is a viable choice if your having trouble chasing or getting away from enemies. Take it instead of Flash if that's your cup of tea.

If you want, you can take this instead of ignite, it'll let you throw a few more spells.

Not quite ideal, but reasonable

This can help you in any fight, it's not something people expect when fighting you. However, it's simply outclassed by other spells. But if either your choices are limited in summoner spells, or that your new to this game or Annie, consider taking this as a bit of extra help.

While this spell has its uses, other spells are just to invaluable to pass up for this. But if you really LOVE having the mobility with teleport, then feel free to take it.

This could help, but you should avoid getting stunned,slowed, etc in the first place. But no one can go without getting stunned at least once, so it has its uses.

Bad Idea.

As helpful as this spell is, let your tank/support take it.

Again, this spell is invaluable, it's just not to be carried by you.

Ehhhh. Annie isn't very mana hungry, especially because her Disintegrate restores your mana when you last hit. But if you like to spam creep waves with Incinerate a lot early game, or you like to harrass the enemy champion over and over again, go ahead, take clarity. I don't strongly recommend though.

You're trolling me,right?

Asides from jungling, its main use is to smite minions. That's not very helpful, and Annie cant jungle. Avoid.

Very little use compared to other spells you could take. The cooldown is ridiculously high, pass.

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To be honest, I don't like runes that much. BUT, they can impact the game. For Annie, I take..

Greater Mark of Magic Penetration
Greater Seal of Vitality
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power

The Greater Mark of Magic Penetration will provide much appreciated Magic Penetration, which is standard on pretty much every caster. I wouldn't change this.

The greater seal of vitality provides a good chunk of HP for Annie late game. The reason I took these isntead of Greater Seal of Scaling Mana Regeneration, is that I don't find mana regen on Annie that useful. But feel free to take those instead if thats what you want.

The Greater Glyph of Scaling Ability Power provides AP for Annie late game. I dont think there are any other better glyphs for Annie out there, so take these.

The Greater Quintessence of Ability Power provides you with 15 AP right off the bat. It'll really be helpful when harrassing the enemy. But, you could take Greater Quintessence of Magic Penetration or Greater Quintessence of Health if you prefer them.

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Fun Laning Partners

Have your lane partner stun or knock up, then throw out your combo. It'll make your enemies hate you just a bit more but, it's effective. They'll be immobilized FOREVER.
This is an example of Amumu and Annie.

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Early Game, Mid Game and Late Game


Buy your boots, and three potions and skip on into solo mid lane. BUT, if you are taking a duo lane,grab a Doran's Ring as you have a laning partner to fall back on. You might have to compete for farm, depending on who you are laning with. But still, Annie has good synergy with some champs and a duo lane won't kill your entire game. (It may benefit it, if you are able to get some early game kills with your partner.)

Focus on last hitting creeps with Disintegrate. But if you have Pyromania, then you can stun your enemy with Disintegrate, follow up with Incinerate and then run away while they're still stunned. It's a basic combo before level 6.

You may get beaten in lane early on by champions with LONGGG ranges like Lux, Caitlyn or Karthus, but right when you're 6, you really have power. With your combo of Pyromania, Summon: Tibbers, Disintegrate, Incinerate, Ignite, disintergrate you really do a lot of damage, the burst is big. But it might be hard to drop someone down from full to nothing, so don't expect to be killing kids left and right. Just use common sense to see if you can get the kill or not. Harass before, or look for low health people to gank. If you feel like you have a really good shot of killing your enemy, you can use Flash to close the gap really fast. You will most likely dominate your lane unless you're against LeBlanc or Caitlyn, who are mean in laning phase.

If you've either killed your enemy or they went to recall, look for ganking opportunities in overextended lanes. Annie is a good ganker with Pyromania.


Now the ganks are increasing and the lanes are the distorted. Keep ganking the lanes and just push each lane with your team. Be a bit more cautious though, since there are higher chances of ganks, and in team fights you'll probably be focused. Before a dragon or a team fight, pick up an Elixir of Brilliance. If you don't have a support on your team, try to pick up some wards to place along the rivers.


Remember that your job is to stay back and nuke the enemies, try not to get focused. Annie can be extremely powerful late game, once your fed, your enemies would have probably surrendered already. Before a baron fight or teamfight , pick up an Elixir of Brilliance as it could separate the fine line between death and escape.

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Annie's cooler than revive rally jungle soraka derp.
Here is a lovely banner made my moi.hope you liked the guide . <3