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Choose Champion Build:
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
Chapter 1: Introduction
Out of date; see: http://www.solomid.net/guides.php?g=26784-cynicaleffect-annie-build-guide for an in date guide :)

Let's begin...
This is my build for

Pros
-
A massive nuke
A potential aoe stun
A sexy bear
Incredible potential for dominating early - mid game.
Epic skins (if you're into that kind of thing)
Cons
-
Easily focused if you're doing well
Really annoying voice
Mana is a problem mid game ( this is minor )
Annie's Skills

Annie flings a mana infused fireball dealing 90/130/170/215/260 (+0.6) magic damage. Disintegrate's mana cost is refunded if it deals a killing blow.
Cost
60/75/90/105/120 Mana
Range
625
This is your bread and butter of nuking. As well as it being an excellent last hitting tool, with a short cooldown and nice damage last hitting should be a breeze, use it whenever you see a low minion, why not? It gives you your mana back if you last hit!
Quick note about smart casting
Smart casting is achieved by holding shift, holding your mouse over your target and pressing Q / E / W / R If it is a single target skill, whatever you had your mouse over will have a fireball flying at, if it is a skill shot the shot will land at that point and if it is a multi target skill the center of it will land and the location where your mouse was.
USE SMART CASTING WITH YOUR



Annie casts a cone of fire dealing 85/145/205/265/325 (+0.6) magic damage to all enemy targets in the area.
Cost
80/100/120/140/160 Mana
Range
625
This will combo up with your disintergrate in the early game. Build your stun by last hitting with disintergrate, run up to whoever you're against use


Places a shield around Annie for 15 seconds, increasing her armor and magic resistance by 10/20/30/40/50. Deals 20/30/40/50/60 (+0.2) magic damage to enemies who attack Annie with normal attacks.
Cost
25/25/25/25/25 Mana
Range
This is like a free






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 has 1200/1200/1200 health, 80/105/130 attack damage, and continually deals 40/60/80 magic damage to surrounding enemies.
Cost
150/200/250 Mana
Range
600
This is a **********ing bear which is on fire which is held within a toy bear by a child who spits fire from her hands. I mean, how much awesome do you want? Usually use this spell with your passive stun but you can also use it very effectively for turret pushing and tower diving.
Tower diving achieved by holding Control and right clicking to control tibbers, while attacking the tower right click on your enemy behind the tower, then tibbers should grab tower aggro and you nuke them and run away. However in this process tibbers may die so be prepared to sacrfice him/it/her.

This will be one of the most useful tools while playing


As you may, or may not have read, my objective is to make a tough AP nuker who can withstand team fights and be maximum disruptive. Because we are not going flat ap you will have to Focus better to make sure you are an asset
Item Sequence
















As You can see, I left the Void Staff at the end out, this is because
-
You rarely get this far,
There are a number of choices if you do get there.
Core




Core meaning of course, item's which I get, every game without fail.
Choices
This Skill sequence Flow chart thing here shows 2 routes.
Route 1 : Path of the Nuker.
Route 2 : Path of the Survivor.

Explanation



-
Bad mana regen.
Low Health
Little AP while building next items.















Path of the Nuker









For Both Paths





Path of the Survivor!


New item.... shiny.

As a result, my conclusion on this item is it has lackluster ap with only 50 and lackluster tenacity compared to mercury treads. So if you do come up against a heavily cc stacked team then buy mercury treads because dat is where da money is at.
Situational Items








However, i would not get this item in every game. The item's which i have mentioned in my 2 paths work very well against most teams, however this item should only be used in situations where you are getting shut down by tanky dps such as














This is a point in alot of builds which people tend to ignore.
Because they aren't level 30 etc, but these runes are not ESSENTIAL like jungling runes might be, these just give you more potential to dominate early game especially




Right so,

Next up is



Then we have


Now Quintessances, I take 3



However, if you don't want that you can always take
3x



An Alternative to Greater Quintessence of Fortitude
You could, instead take 3x


Alternative to Greater Glyph of Force
An alternative to these glyphs could be



^
Thanks to RedBlueJeans for this suggestion
But my main point would be that, Although runes are really nice and help a bit, they cannot influence your gameplay or item choice, which is all you really need to dominate.
Because these sections are reasonable minor, I decided to condense them into 1 section.
Masteries
Since the mastery revamp in season 2 offense is the best route for Annie, following a 21 0 9 setup taking all the awesome offense masteries which now send annie into overdrive damage. After offense I then go straight into utility taking movement speed and buff duration for the blue buffs which your Jungler should help you to pick up early.
Summoner Spells
The Good






-
Ganking
Comboing Easier
Getting away
Making it difficult to target you

Comboing easier
Because

Getting away
Quite self explanatory, holy **** 5 man gank, troll face away.
Making it difficult to target you.
In a jungle team fight, there is alot of grass around usually, at this point, popping



























The Bad






The Ugly








Seeing as Team Fights are 80% of this game i would like to explain a bit more about them and Annie's role in them.


Your rotation should be this:







So, charge the stun first off, if you don't have your stun, open with


Now, you may be thinking. Why don't i use


Well my friends,


Generally you will want to go mid, but if you don't then try to lane with these people!
Friends!
Hard Stuns




I'm Sure there are more like this but these are in my opinion some of the best.

Taunts



Taunts are wonderful, the longer people are left inside your range of destruction the better, however out of them I would probably love


Supports




Support lanes are wonderful for



Randoms













Enemies.
Hard Stuns




In general, your best friend is your worst enemy, with single target stuns such as

Silences



These 3 will cause endless pain, in stopping you getting your nuke off, if you cant pull the entire thing you will appear to hit like a wet fish, this is not good and these people should be your main targets.


Anti-carries



These will cause endless havok to you, with their also unique ability to choose their target, either ignoring or not taking any damage from any other sources these champions will make it difficult for you to play your role in team fights.

At which point you realise oh look i only have 2 points in






Here's a pretty cartoon for fun.

^ this is not my work.
:)
19 / 2 / 11 : Chapter Reshuffling and added zhonya's hourglass item explanation and new item path model.
01 / 3 / 11 : Changed item sequence, it now starts with a


Changed rune selection : instead of 3x


Changed mastery selection : Took 2 points out of quickness and put them into improved flash and 1 into expanded mind.
02 / 3 / 11 : Added the "situational items" section.
06 / 3 / 11 : Code fixes.
14 / 6 / 11 : Added a build for higher elo/ranked games.
+

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