Annie Build Guide by FallenLegion

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League of Legends Build Guide Author FallenLegion

Annie - The Professional Mid Carry

FallenLegion Last updated on May 17, 2014
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Introduction

Annie is an champion with a lot of AoE damage and potential CC because of her passive. The primary build(The Unstoppable Bear) that I show above is not meant as a safe build, especially for someone new to Annie, it's meant about the risk and reward system of dishing out damage and being in constant proper positioning
*The revamped Morello's tome "Morellonomicon" is very useful in S4 for the stats of early mana, AP and overall lower cooldowns.




What Does Annie offer to a team and overall as the Dark Child?


- Has AoE stun due to passive
- AoE stun at level 1 by grabbing W first
- Has great gank potential, which can be utilized with teleport
- Strong early game
- Has a method of blocking skill shots when Tibbers is alive
- Great farming ability, with q which refunds full mana when executing a unit, great for stacking passive
- Has quick burst damage


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About me

  • I have quite a lot of experience with playing Annie
  • Currently Platinum 5, as my in-game name is FallenLegion1
  • Have been in multiple clans and have competed in many 5v5's , as well occasional scrims
  • This is my second guide, but any comments and recommendations would be highly helpful

70 % WIN RATE WITH ANNIE

Thank you for reading, and please up-vote if you liked the guide



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Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Health
9

Greater Glyph of Scaling Ability Power
9

Greater Quintessence of Ability Power
3

Reds(Marks):


The more Damage the merrier!
(Magic penetration): This choice is self explanatory, as there is nothing else to build on reds, and 7.8 magic penetration is quite quite a greater boost to your damage.

Yellows(Seals):


The ussual options would be Health or mana regen seals, mostly helping out throughout the game becoming more useful early on
(Health per level): Most common option, as Health per level gives you the ability to take more burst damage with a higher max health capacity. Health per level makes you able to get hit harder from full health, as Annie has very low cooldowns, and to utilize that with her stun she may need that extra late game health
(Mana regen per level): Helps with mana issues late game, as with proper use of spells you should't be deprived of mana too much, having a huge effect late game when spamming abilities left and right is more pertained.

Blues(Glyph):


Most commonly used for Magic resist or Ability power.
(Scaling Ability power): Gives you extra power which gives you the better advantage the more you progress. With Per level AP giving more AP then Flat AP at level 9 and after so when the game begins to pace differently with Annie needing that damage more then ever to use it in teamfight situations.
(Flat Ability power): This gives you a better early game, but is just not worth in the long run, as it gives you the same amount as scaling AP at Level 6. Although this is quite the great option with absolute manslaughter to the early damage compared to your opponent, easily knocking them out their game with Annie's toolkit of a damage dealing stun with good burst in lane.
(Flat or Scaling Magic resist - Secondary option): Annie being quite
the aggressive champion, getting magic resist is not really necessary, with the more AP, the harder it is too push her out of lane.

Royal Quints(Quints):

Flat AP quints being the golden rule with a generally great early game for a champion like Annie can make good use of that AP and overall has great potential to carry the team. Movement-Speed quints could be considered for optimal positioning, and having enough speed to place down Tibbers with stun at max range when chasing targets
(Flat Ability power): 15 AP at starting level, helps quite a lot, with pure extra 10.5 damage on q, giving you an overall berserk amount of damage at this early on in the game, starting with 40-50 AP.
(Movement speed - Secondary option): 4.5% is the speed of boots of swiftness at 397 movement speed in comparison to the 380 with normal level 2 boots. Overall this gives you more movement inside teamfights as well as catching potential in lane.


Overview:


Marks(Magic Pen): Self Explanatory, they provide damage
Seals(Mana Regen): With little to no mana items, the mana regen and flat mana must come from masteries and runes, as mid-late game you will need the mana and at level 18 these runes will provide 126 mana per minute which is pretty good
Seals(Health Per Level): If you plan on getting some mana items to help you throughout the game, then this is the viable choice I like to go with, as extra health can never hurt
Glyphs(Scaling AP): Provide with Late game damage power, dealing crushing blows with your abilities,
Quints(Flat AP): Give early game damage giving you the better advantage with an already good early game toolkit


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Masteries

Masteries
1/1
2/4
1/1
3/3
1/1
1/1
3/3
3/3
1/1
3/3
1/1
1/1
1/1
3/3
3/3
1/3
1/1
21 points into Offence - As an AP carry with great damage potential, every points into damage would help
9 points into Defence - Helps with extra tankiness
9 points into Utility - Helps with mana problems with flat mana regen and buff duration, as well as decreased recall animation and increased movement speed
Notes:
Poking, using one of the largest auto-attack ranges in the game can be a key part early on in the lane, and being even more effective with Spell Weaving and Arcane Blade , I didn't include this into my mastery page as the other points were more beneficial for instant burst which is what would be happening late game without much chance to auto-attack your opponents. Taking the Expose Weakness mastery is a better choice from a team-oriented point of view having that AoE damage dealing abilities.


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Summoner Spells

Primary:


Flash/Teleport: Offers great potential to gank and have that lane presence in-case of an emergency fight on the other side of the map. With flash being a must get, giving out the ability to flash and pull of you perfect combo in the comfortable positioning to do so. With Annie's, toolkit of low cooldowns and great damage you can switch that ignite with teleport giving you freedom around the map. The play-style orientation with the intent to grab flash and teleport is having burst CC combo for your team with potential to be around the map and great gank potential with the use of teleport.


Flash/Ignite: Provides with great short term gap closer/gap distance, great for escaping over walls and just about every skill shot, meanwhile still having the extra true damage from ignite. Ignite gives you the finishing off power and securing a kill instead of the ganking ability that teleport provides.

Situational:

Barrier - Great as being in mid it is not rare to see a lot of burst applied to you in any given situation and utilizing barrier to get some of the damage off can be very effective.
Heal - Its acceptable to a degree, being a quick boost of health for teammates, but is very strong in tricking opponents into tricking you are low health, but quite the risky move.
Cleanse - Helps in some cases, really situational and has to be timed well. Very useful to clear any effects like stuns putting the pressure off of you and on the enemy team applying CC onto their team in an AoE.
Exhaust - Helps against burst target champions if timed well. Also helps to catching fighting a strong dps preventing them from their potential damage over the duration of exhaust.
Clarity - Helps with some mana issues, especially without many mana items. Could be used to trick opponents thinking into the fact that you cannot cast spells when an instant clarity giving you ability to turn around the situations.

Idk, just save it for dominion:

Revive(RIP), Smite, Garrison


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Starting Items


Doran's ring - Standard choice, absolutely great, with first major items having little mana regen, this is pretty much a must buy even if you decide to start with boots or Amplifying Time unless you rush a RoA or other mana items. Overall giving you extra health and a bonus 15 AP making a big impact in laning phase.


Amplifying Tome - Offers 5 more AP then Doran's ring, but still useful with optimization to be build into something early, such as early Kages, in Season 3 being a viable choice. With Season 4, Kage's lucky pick won't be as good of a get on AP carries getting a re-work.


Early Boots of Speed - Gives great ability to dodge skill shots effectively and get in range to poke at Champions having higher speed then your opponent.


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First Item Selection

A lot of Annie's build is heavily centralized around her first item that you select first:


So what does each one offer:



The amount of damage you can do (Better for AoE damage then Deathfire's grasp) Burst on one target (Better for bursting a single target in lanning phase) Ability to take a bit more damage, and stay longer in the fight Versatility, Absolutely great as a starting point for a cheap price
+Gives crazy Damage +Gives crazy Damage +Gives good Damage +Gives good Damage
-Lacks health and mana +Gives cooldown reduction +Gives health and mana +Gives cooldown reduction
-Lacks mana regen -Lacks Health and mana -Lacks mana regen +Gives mana regen
-No Cooldown Reduction -Lacks mana regen -No Cooldown Reduction -Lacks health and mana



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Items

Must get by end of build:


Rabadon's Deathcap - Get this item anywhere from 1st to 3rd, as it just boosts your damage more than any other item.


Void Staff - Don't be hesitant to get this too early, as many champions have a base 45 magic damage at level 18 the numbers go up with runes, defensive masteries and presence in teamfights makes numbers go higher with Locket of the Iron Solari. Its recommended to get this after your 2nd or 3rd damage dealing item such as these: Rabadon's Deathcap Deathfire Grasp

Primary Main item choices:



Morellonomicon - The revamped Morello's tome "Morellonomicon" is very useful for the stats of early mana, AP, overall lower cooldowns, and getting it early in the game can provide with damage that is efficient for its price of 2200g, being one of the cheapest items you will buy. While the 20% cooldown being very important in the later stages of the game.


Rod of Ages - If you don't get this as your first item there's really not that big of use from it once you get, as it's intention is to be progressively better and fully stacked when teamfights arise, providing you with every essential stat, Health, AP and mana.


Deathfire Grasp - Provides with a great amount of AP, is the best option for burst damage, dealing a lot more damage then just AP in comparison to Rabadon's Deathcap, but amplifies your damage on top of the already amplifications from masteries and overall burst potential that Annie has, this making it a great pick early on. Most fond of with its 15% of current HP being more effective late game with champion having higher HP and its use of damage being better.

Secondary Main item choices:


Rylai's Crystal Scepter - Helps with health as a mere 2200 hp at level 18 is quite the squishy with no armor being able to save you without at least some sort of health item. The passive is quite unique, and with Annie's CC, when they are not stunned they can still be heavily effected as two of Annie's skills being AoE this provides control over the enemy team helping you team more then you think.


Zhonyas hourglass - Provides with the most amount of flat AP, being equivalent with Rabadon's Deathcap and Deathfire Grasp, this provides a bit of armor which helps a bit against general ad champions, but its really key is being able to use active to wait on cooldowns having the great ability to use passive on entire enemy team twice without being too much injured in the process. For general purpose provides a greater damage and more use in some situations then my offering of getting Frozen Heart, it is up to preference if you need that mana and cooldowns or more damage combined with invulnerability active.

Optional choices:


Frozen Heart - This is quite the great item, with exceptional cooldowns, when every second is on the line and carries do a lot of damage the cooldown of 20% is a big boost with quicker stuns. Overall the items provides a lot of armor and gives you the tankiness that everyone will under-estimate being able to tank some damage and being more in the fight throughout.


Abyssal scepter - An early buy of this item is what may make it a decent choice if the enemy team is magic damage heavy, with the provided passive which helps better penetrate for Tibbers, which does a lot more damage over time to surrounding units with penetration. Not too strong of a late game item, with other items bring a lot more to action, but a decent choice if grabbed early enough.


Guardian Angel - Provides with a nice passive, although suffers in giving no AP as well as no health which GA synergies with very nicely with, although still a decent choice, but other items may benefit better. A better supplement to a GA would be a Zhonya's Hourglass with great AP boost as well as an active that if timed well enough can be more useful providing a similar effect that of the GA passive, which also has double the cooldown that of Zhonya's Hourglass.


Randuin's Omen In compensation to Rylai's Crystal Scepter, you can get this very late into your build, giving you great tankiness ability combined with the slow active on it similar to Rylai's Crystal Scepter


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Skills


Pyromania (Passive) - Brief Description: After 4 spells, the next one stuns a target

  • Can be Take advantage of stun at level 1 with W picked up


Disintegrate (Q) - Brief Description: Does damage, having travel time. Replenishing mana on kill of a unit
  • Great utilization for farming in lane


Incinerate (W) - Brief Description: Does damage in a cone in-front of Annie
  • Great for clearing waves
  • Co-relation with passive: Provides instant stun into an area infront



Molten Shield (E) - Brief Description: Provides armor and magic resist providing you with 1 point into passive
  • Is the only spell that does not activate the actual stun at max 4 stacks
  • Co-relation with passive: Great for the purpose of getting instant point into passive getting your stun unexpectedly to your enemies


Summon Tibbers (R) - Brief Description: Does instant damage in a AoE form, as well as dealing damage over-time to enemies near Tibbers and from Tibbers auto-attacks
  • Co-relation with passive: can be used with stun to get the same stun effect as Disintegrate in a AoE. The units stunned will be vulnerable to damage over time from Tibbers while stunned if using Tibbers with stun.


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Spells Combos

Teamfighting:

  • Using Molten Shield and even Incinerate to get that perfect 3 points into passive is essential to make sure when the time comes you get that stun off correctly and give your team the opportunity to jump on their vulnerable
  • Starting with Summon: Tibbers having Tibbers do that damage over time getting the most damage put out there as possible, but using Incinerate to start this off is also an option
  • Spam every ability from here on, with Molten Shield being spammed at the righteous moment to get that passive proc

Fighting a 1v1:

  • Using Flash if you need to catch up
  • As deathfire's grasp has a travel time, its better to stun first and then continue the rest of your combo in those 1.75 seconds of stun

Clearing Jungle Creep:

  • Use Incinerate to aggro all creeps and do as much initial damage as you can
  • Activating Molten Shield will deal damage and kill off the smaller creeps to all the aggro-ed monsters
  • Using Disintegrate on the biggest Target that won't survive the initial blast such as the big Wraith or the Big wolf


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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
Notes:
  • Getting Incinerate first gives you the ability to get the passive off providing with an instant and AoE stun while providing decent damage as well, if no teamfight breaks out at level 1, this will provides with a stun to your leash to jungler, saving their health without taking damage for a few seconds.
  • Although getting Disintegrate will be extremely beneficial if you are against a weak opponent and think you can pull off great damage onto the target.
  • Getting 1 level into E prior to level 6 is important, giving you the ability to instantly proc passive with passive being on 3rd tick going to 4th, giving the ability to stun the enemy in fast situations.


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Lane Ward placement and using Teleport

Here I discuss the spots where opportunities would usually arise for you to use teleport and make that successful gank or at best, protect your teammates from harm.

Image from internet, do not own any rights to this

Trinkets:

Warding Totem Greater Totem Greater Stealth Totem Greater Vision Totem
Sweeping Lens Greater Lens Oracle's Lens
Scrying Orb Greater Orb Farsight Orb

The Addition of trinkets into Season 4 gives freedom to choose any of the three as your preference desires.
  • The yellow is your standard wards helping you with safety around your lane
  • A sweeping lens is pretty much a must get for at least one person on the team, helping with invisible champions such as Evelynn or Akali, and ward clearance as Oracles isn't in the game anymore.
  • The Farsight blue orbs are greatly useful for checking enemy presence in brushes, being a great buy on rnaged champions like Nidalee and Xerath due to their long range spells that are able to be cast outside of their regular vision range.


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Gameplay style

Distributed into levels, describing the approximate gameplay you are in for:



1-6(Early Rampage): Poking as much as you can with Q is key. An aggressive combo can be placed with the use of stun, getting 1-2 free auto-attacks at max range dealing damage without receiving any.

6-9(Aggressive Expansion): With ultimate at your disposal you may strive to be more aggressive, and asking for help from the jungler to gank, can make for a good secure kill, as going for an all in can either get you killed or scare your opponent to early. With the use of Teleport you have to keep a close eye like Shen with his ult, finding opportunities to gank or turn a deadly situation for your teammates into a savior and lead in the game with the disposal of AoE stun to lock down targets.

9-18(The Fray of the battle): From here onward, it will just be the choice of the two teams how they want to play it out, having protective wars over dragons or rushing to the nexus. At this stage you will be depended on how both teams did prior and will have act accordingly. Look at Teamfight section to see how to utilize abilities in different situations.


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Logs

Guide Started on 20th November Wednesday 2013
Guide published on "21st November Thursday 2013"
Added in Item section on "21st November Thursday 2013"
Have been updating every 30 minutes with new content on first day of release
Have been playing around with masteries and have changed them a bit
Updated look of item sections, as well as made headers better appealing
28th November - updated images, added rune visual rune page, introduction picture and made more fancy
December 17th 2013, changed Rune layout
Thanks to "Shizukani" for the Annie line separator
Added Morellonomicon as a very viable item to Annie's kit
Added "First item section", 2014 January 31
Fixed a lot of small mistakes and made small changes to builds, 2014 March 20th

Thank you, for the attention this has gotten!



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