Annie Build Guide by Huhsupomgosh
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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.
About the Author
Hello fellow summoners! I'm Huhsupomgosh and I'm going to be teaching you how to play Annie support! Annie was one of the first champions I played and before I went support near full time, I used to mid lane on Annie now with the preseason changes Annie is a very viable support if played correctly and has great synergy with nearly any adc.
Annie is a short ranged burst mage who excels at dominating her lane and bursting down everyone. She is armed with a strong CC in the form of Pyromania which can be transformed into an AoE stun with Summon: Tibbers or Incinerate making her a strong addition in teamfights. This stun is what makes Annie viable as a support.
+High damage early game
+Long range auto attack
+Early Armor and Magic Resist with "E"
+Short spell range
+Slow early game
Why these runes?
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Scaling Ability Power
Greater Quintessence of Movement Speed
Seals: Greater Seal of Armor makes you less squishy when hit by the enemy adc, since you are bottom lane this is a smart pick up
Glyphs: Greater Glyph of Scaling Ability Power gives you better damage mid and late game when you need it the most.
Quints: Greater Quintessence of Movement Speed Movement speed is the best here, the coin allows you to get enough gold, you should be getting lots of kills and assists for gold anyway making gold quints less useful. The extra speed is just too useful to pass up.
Greater Seal of Scaling Ability Power More damage mid-end game.
Greater Glyph of Ability Power More damage early game.
Greater Quintessence of Ability Power More damage early game.
Greater Quintessence of Gold : flat gold income.
Sorcery Get the 5% reduction! it means quicker stun generation!
Recovery This is very nice early game, heal up faster!
Enchanted Armor Provides some nice durability I find.
Fleet of Foot I wanna go fast! speed is very key on support Annie
Meditation Extra mana regen helps refund your Molten Shield casts to essentially make it seem free.
Summoner's Insight More frequent access to Flash and Ignite
Greed more gold generation!
Scavenger Every time a minnion dies nearby you get gold!
Wealth this is actually really nice! lets you buy two health pots in the beginning instead of 1.
Inspiration If you tend to fall behind in experience this will help you catch up
Bandit As Annie you have one of the longest auto attack ranges. Abuse this fact! 3 gold every time you get a hit!
Intelligence Cooldown reduction and use reduction. Nice all in all.
Wanderer In case you haven't noticed I like moving fast as a support! This is a must!
|Use these! Vision wins games!|
| Warding Totem Use this for a spare ward early the extra ward is very nice early game
Sweeping Lens Use this if you and your adc are aggressive stops them from having vision, its much easier to hide in bushes and surprise stun.
|Best gold income item for Annie. Mana and health regeneration, as well as a couple gold every time a minion dies. You can spend your time harassing with your super long auto attack range and get even more gold from that. Plus it builds into a really nice item.|
|You want to upgrade to this as soon as practical. Passive gold generation for the win usually around 600 gold I go back if my lane is fine and grab this along with a Vision Ward. I go back at 700 if I'll need to buy another Stealth Ward|
|free wards and some health. Whats not to like?|
|Best support boots in the game, quicker you are the better you can support your team. Not only do you spend less time out of lane warding and such, but the extra speed synergies well with the stun and makes it much easier to get in range and drop a stun. If you want to go really fast get alacrity and use your Talisman of Ascension Nothing brings me more joy then outrunning an entire team on Annie!|
|Its got gold! Its got speed! Its got Cooldown reduction! Why would you not get this? The use is a 1 minute cooldown and can be used to boost the speed of you, allied champions, and lane creeps. I've used this to push my creep wave into the enemy tower narrowly beating out the enemy teams creep wave. Which meant instead of the ranged creeps being just out of range of the turret they took turret hits allowing me and another player to kill the tower right before reinforcements arrived. The 20% cooldown reduction is half of the maximum, meaning you can charge your stun faster and Summon: Tibbers will be up every team fight!|
|Honestly this is just used to max my cooldown reduction. I sell this and replace it with a damage item as soon as I have enough gold for a damage item and Elixir of Brilliance.|
|I pick this up based on situation, if the other team is good about killing my pinks I get it after movement speed items and my cooldown reduction is maxed at 40%.|
|If I notice the enemy team has lots of magic resistance I build this before Rabadon's Deathcap. It has spell penetration and AP. Can't go wrong.|
|AP! What more can I say...|
|more damage on your auto attacks. As well as more speed. I wanna go fast!|
|If you are being focused and haven't quite adjusted to the speed this is a good item to grab.|
|You slow them! and run away at 600 speed gg! Its a nice utility item. Plus a fair amount of life if you are taking more than incidental damage.|
|honestly its not necessary as a support. The use is nice but the Cooldown reduction becomes useless once you have an Elixir of Brilliance.|
1:(Incinerate (W)) should be the first ability picked up. Charge this in the starting area so that your stun is ready at the first engagement. If you are certain you will get the first blood before you hit level 2 use it. Otherwise save it and use it defensively to peel for yourself should you get caught or your adc should he put himself in a bad situation. Remember the enemy jungler could always choose to come and gank lane early, it would be a shame if you couldn't peel. This ability is also nice since it is instant with no travel time so its a guaranteed land
2. (Molten Shield(E)) Grab this at level 2. Its nearly free of cost. It will charge your stun quick. I've seen a lot of bad support Annie's grab Disintegrate here instead of Molten Shield They then last hit and steal CS away from there ADC. This is unnecessary, not only will Molten Shield charge your stun but it can also be used to mitigate an incoming hit. Gives you armor and magic resistance. It provides me with enough that I don't feel obligated to grab Greater Seal of Armor. This ability can also be used to conceal your stun which you should do. To conceal your stun
you get Pyromania up to 3 stacks and sit on it. You can always E and then W to stun.
3. (Disintegrate[Q]) Grab this at level 3 increases your burst, and gives you a bit more range on your stun. There is also a nice trick when concealing your stun where you sit at 3 stacks and 'Q' your opponent and right before the fireball smacks um in the face you 'E' with Molten Shield and the Disintegrate will stun them.
After this point it becomes a priority system of leveling
1st priority: Summon: Tibbers
2nd priority: Disintegrate
3rd priority: Incinerate
last priority: Molten Shield
Flash This spell has its offensive and defensive advantages. Mid game before your movement speed is up it can provide a Flash Summon: Tibbers moment to help land your stun when you determine the time is right. Flash is always a nice escape.
Ignite I find ignite on Annie to be much more effective than Exhaust. Ignite can be used to secure first blood if you and your adc play aggressive. Enemy support walks into the bush you are in and gets a face full of Incinerate sits there stunned for 1.75 seconds eating 1-2 of your own auto attacks. You ignite while your adc blows um up and that should just about do it. Ignite is especially important if you are laning against a support that heals like Sona, Soraka, Nami, or a high healing adc like Jinx.