Annie Build Guide by Lilpwninprincess

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 Lilpwninprincess

Elegant Annie; Ruthless Tibbers

Lilpwninprincess Last updated on August 11, 2012
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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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In the time shortly before the League, there were those within the sinister city-state of Noxus who did not agree with the evils perpetrated by the Noxian High Command. The High Command had just put down a coup attempt from the self-proclaimed Crown Prince Raschallion, and a crack down on any form of dissent against the new government was underway. These political and social outcasts, known as the Gray Order, sought to leave their neighbors in peace as they pursued dark arcane knowledge. The leaders of this outcast society were a married couple: Gregori Hastur, the Gray Warlock, and his wife Amoline, the Shadow Witch. Together they led an exodus of magicians and other intelligentsia from Noxus, resettling their followers beyond the Great Barrier to the northern reaches of the unforgiving Voodoo Lands. Though survival was a challenge at times, the Gray Order's colony managed to thrive in a land where so many others would have failed.

Years after the exodus, Gregori and Amoline had a child: Annie. Early on, Annie's parents knew there was something special about their daughter. At the age of two, Annie miraculously ensorcelled a shadow bear - a ferocious denizen of the petrified forests outside the colony - turning it into her pet. To this day she keeps her bear Tibbers by her side, often keeping him spellbound as a stuffed doll to be carried like a child's toy. The combination of Annie's lineage and the dark magic of her birthplace have given this little girl tremendous arcane power. It is this same girl who now finds herself as one of the most sought-after champions within the League of Legends - even by the city-state who would have exiled her parents had they not fled beforehand.

"Annie may be one of the most powerful champions ever to have fought in a Field of Justice. I shudder to think of her capabilities when she becomes an adult."
―High Councilor Kiersta Mandrake

(Source -
(Image Credit -

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Pros / Cons


+ Has a pet bear.
+ Can single target stun.
+ Can AoE stun.
+ Nukes hard.
+ Amazing variety of skins.
+ Is 100% adorable.
+ Easy to learn.
+ Teaches you to last hit.

- Cute voice, get's annoying fast.
- Squishy.
- Focused even if you're doing bad.
- Can have mana problems early - mid game.
- Team dependent after early game.
- Hard to master.

Hello and welcome to my Annie guide. Annie is a ability power mage, who specializes in nuking the enemy target(s). Annie is able to turn the tides of team fights, and can easily handle herself 2v1 if doing well. I decided to make this guide since I really enjoy playing Annie and thought I'd share my thoughts and play style with others.

Please, read everything before voting. If you're down-voting please, leave a comment explaining why. If you're up-voting and have any good screencaps/videos feel free to post them and I will add them to the guide. Any constructive criticism and questions are more then welcomed. Please, leave any feed back in the comment section below and I'll get back to you as soon as possible. On with the show, hope you enjoy my Annie guide.

Annie 1v5 Pentakill

Credits to jhoijhoi for the template, which you can find here. Also, would like to thank everyone who has helped make this guide rise up.

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Annie takes fairly simple masteries. 21 in Offensive tree.

Summoner's Wrath - Is probably my favorite mastery choice. When Ignite is on CD you get a small addition to Ability Power. Encourages you to take Ignite. If you're taking Exhaust this lowers magic resist and armor. And last but, not least if you're taking Ghost it increases it's speed by a good 35%.

Brute Force vs. Mental Force - Mental Force you will only end up putting 3 points into, for a total of 3 AP. Early game 3 AP won't do much. Brute Force will give you 3 AD. 3 AD will make a difference when Disintegrate is on CD and you need enough power to last hit that minion. Brute Force allows you to farm easier and last hit early game. It's defiantly worth sacrificing 3 AP for 3 AD here. But, summoners choice.

Vampirism vs. Havoc - Havoc is the better choice of the two for Annie. More damage equals more scarey Annie. Sure the life steal might be helpful but, Annie is a mage champion. But, neither are really good for Annie in the long run. It's better to re-visit Mental Force and put points their.

Sorcery + Arcane Knowledge vs. Alacrity + Weapon Expertise .- Alacrity + Weapon Expertise is more of an Attack Damage route. Not building AD Annie here, so take Sorcery + Arcane Knowledge .


Annie now has the option to go into the DEFENSIVE TREE or the UTILITY TREE. I take her into the UTILITY TREE. Specifically for certain masteries.

Expanded Mind vs. Good Hands - Good Hands is an okay pick for Annie but, you're not planning on dying much. Expanded Mind is one of the core reasons I go into the UTILITY TREE instead of the DEFENSIVE TREE. Annie has mana problems mainly mid game. It's minor mana problems but, this helps to counter that.

Runic Affinity vs. Scout - Runic Affinity all the way. Scout is more of a support mastery. Even so, it's a poor choice of a mastery. Remember that if you pick Runic Affinity to get Golem Blue Buff. If you don't this mastery is being neglected and wasted.

Alternative DEFENSIVE route


This route is more of a survival route instead of taking Utility points. Taking Veteran's Scars for a less attractive health bar for the enemy champions early on.

Alternative UTILITY route


I usually only take this route if I'm laning, or struggling mid. Allows for you to earn gold a little easier, and gives you some sustain to stay in lane longer.

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Greater seal of replenishment





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Summoner Spells

Flash: I find that if I don't take Flash I feel myself missing it. It always comes in handy to get a kill or escape. This will be your only escape tool as well.
Ignite: Help's me destroy champions who heal, also great for securing kills. As well as killing those champions with really low hp running away. Secures kills in the long run.
Exhaust: Great for securing kills and slowing champions trying to escape. Usually this spell will slow the enemies long enough for me to get my stun ready.


Ghost: If you don't want Flash, or would prefer to have another chasing/escaping method take Ghost. Though it's not the best for Annie it's still better then some of the others.
Teleport: Amazing for getting back into Mid Lane, saving a tower, back dooring, stealing baron, or entering a team fight unannounced. As Annie I'd recommend it for new players to her.
Heal: Great for saving your life, as well as your teammates. But, personally I hate this summoner spell on Annie.

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Pyromania: After every 4 spell casts, Annie's next offensive spell will stun its target for 1.75 seconds. Annie gains a Pyromania charge every time she casts a spell. Once she has 4 charges her next offensive spell will have the added effect of stunning any enemies it hits for 1.75 seconds.
  • Pyromania's stun will be negated by spell shields and Black Shield if the spell that would trigger it is blocked.
  • Tibbers' aura cannot proc the stun, but summoning him will.
  • Enhanced Incinerate and Summon: Tibbers will stun every enemy hit.
  • The charges will be counted as a buff. The icon will appear grey for charges one through four and show the number of charges; it will be colored when the enhancement is ready.
  • The stun will be expended even if the spell fails to hit a target.
  • Casting Molten Shield will add a charge but will not expend it.

Disintegrate (Q): Annie shoots a mana infused fireball, dealing magic damage. Disintegrate's mana cost is refunded if it kills the target. Disintegrate is a targeted spell that deals magic damage to its single target. If Disintegrate kills an enemy, Annie will regenerate the mana cost of the spell. Cooldown: 4 seconds. Range: 625. Cost: 60 / 70 / 80 / 90 / 100 mana. Magic Damage: 85 / 125 / 165 / 205 / 245 (+0.7 per ability power).
Incinerate (W):
Annie casts a cone of fire, dealing magic damage to all enemy targets in the area. Incinerate is a cone area of effect ability that will instantly deal magic damage to all enemies hit. If enhanced with Pyromania, Incinerate will also stun all enemies in the affected area. Cooldown: 8 seconds. Range: 625. Cone Width: ~45º. Cost: 80 / 95 / 110 / 125 / 140 mana. Magic Damage: 80 / 130 / 180 / 230 / 280 (+0.75 per ability power).
  • Incinerate does not proc on-hit effects.
  • Incinerate will proc spell vamp and Rylai's Crystal Scepter slow similarly with all area of effect spells and abilities with diminished effect.
  • Incinerate will pop spell shields. If enhanced, the stun will be negated.
  • Incinerate will damage Black Shield. If enhanced, the stun will be negated.
  • Incinerate will hit and stun (if enhanced) stealthed enemy champions, but it will not reveal them.
  • Incinerate's targeting indicator is not locked to Annie; she will walk to the indicator point as it is selected before casting the spell.

Molten Shield (E): Places a shield around Annie for 15 seconds that increases her armor and magic resistance, and also deals magic damage to enemies every time they use basic attacks on Annie. Molten Shield, when activated, will increase Annie's armor and magic resistance for the duration. In addition, enemies that strike Annie with basic attacks will receive magic damage. Cost: 25 mana. Cooldown: 30 seconds. Armor & Magic Resistance: 10 / 20 / 30 / 40 / 50. Magic Damage: 20 / 30 / 40 / 50 / 60 (+0.2 per ability power)
Summon Tibbers (R): Annie releases her bear Tibbers from his toy prison, dealing damage to enemy units in the summon area. For a limited time of 45 seconds, Tibbers can attack, while continually dealing magic damage to surrounding enemies. Summon: Tibbers is made up of two parts. The first part is a ground targeted area of effect spell that will deal magic damage and stun (if enhanced) all enemies in the targeted area. The second part, Tibbers, will immediately appear in the targeted area. Tibbers is a controllable pet that can move and auto-attack, it has an aura that will inflict magic damage on any surrounding enemy unit. Tibbers will disappear after 45 seconds, if his health reaches zero, or if Annie dies. Cooldown: 120 seconds. Cost: 125 / 175 / 225 mana. Summon Magic Damage: 200 / 325 / 450 (+0.7 per ability power).
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

What to take first Q or W at level 1:

SPACE The main question is who are you facing? If the enemy team has a jungler who can wreck me at level 1 I take Incinerate. If the enemy team has Twitch or Evelynn that could possibly be lurking in mid for an early gank I take Incinerate. Disintegrate is to be taken when they don't have a stealth champion, or a jungler who can CC you at early levels. Disintegrate allows you to last hit and farm easy without going oom.

Tip when taking Incinerate:

You can get your stun ready at base before heading to lane.

Tip when facing Jungler and Mid Laner:

Sometimes the jungler will feel he is doing well; he will turret dive you along with the help of the mid laner. Make sure Pyromania is ready. Once the turret attacks them either pop Summon: Tibbers on them or Incinerate to stun them at the tower. If they continue to go after you put them in their place if your health is decent. Disintegrate > Molten Shield > Incinerate > Disintegrate > Pyromania > Incinerate. If they stay long enough you should be able to stun them at the tower twice securing a kill early game. Make sure to ward (check warding section) to avoid getting surprised ganked.

> > > > > > > >

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Starting Items

Amplifying Tome + Health Potion is what I start with if I know I will dominate who I am facing in mid. This allows me to build straight into Mejai's Soulstealer if I'm doing good. SPACE Boots of Speed + 3 Health Potion is the alternative item set. Depending on who you are facing Mid Lane you will want to pick these up if you have to face a mobile champion or someone like Morgana or Lux. SPACE Doran's Ring is the normal Mid Lane item to grab. Giving you health, mana regeneration, and some ability power. Your extremely squishy so this grabbing this instead will make you feel less squishy.

Early Game

Magic Penetration boots are a must. These will be one of the first major purchases you make. SPACE
Kage's Lucky Pick
A little bit of ability power, and some gold every 10 seconds never hurt anyone. I pick this up to build into Deathfire Grasp.
SPACE This item will probably be purchased at least twice during a game. It is used to create many different items. Giving you +40 Ability Power.

Mid Game

I should by now have at least one of the two parts for this item. I will rush this at the start of late game. This will be my main source of Ability Power.
SPACE I usually get this item after getting Rabadon's Deathcap mainly for the Ability Power. The boost is amazing, and helps out with nuking. This item will build into Zhonya's Hourglass if you reach late game. SPACE

I try to get this as soon as possible. Which sometimes is near the end of Mid Game. If I for some reason can't get this during Mid Game. I make sure to aim for getting Giant's Belt so, I can build this immediately as we go into late game.

Late Game

Gives you 80 AP, and destroys tank's / off tanks health. I adore this item so much after they added the 80 AP. But, it was already decent prior. SPACE

Last two items depends on what I need more. Survivability or more damage. If I need more damage or want to nuke easier. I pick up Void Staff first. It gives me magic penetration to counter the enemy champions who are picking magic resist items.

Nice amount of ability power, with a flashy active ability. This item can really save you since you will most likely be focused.

Situational & Alternatives

Abyssal Scepter: Gives you Magic Resist which will allow you to withstand AP casters. It gives you some ability power as well. The aura on this item helps your entire team out.

Moonflair Spellblade: Gives you some ability power, and tenacity. Honestly useless item in my opinion. I'd rather take Mercury's Treads as my boots if they have a ton of CC. But, the choice is up to you.

Rod of Ages: Takes a good 10 minutes before it's 100% in affect. Which is why I try to rush it early on if I'm having trouble. Gives you nice health and some ability power. But, you should get a good amount of health from Rylai's Crystal Scepter along with a slow.

Mercury's Treads: Magic Resist boots, with a Tenacity bonus. Take these if the team has a lot of CC.

Guardian Angel: Gives you a second chance at life. Very nice item if you are getting focused. Though chances of you dying after reviving are fairly high since, your only escape mechanic is Flash. But, if you're in a team fight and they focus you some players will stand around and wait till you're back up to kill you again. This will give your team mates a chance to destroy their team.

Banshee's Veil: This can save your life. You can eat a CC for a team mate. Or even counter someone's ultimate interrupting their skill sequence. Gives you magic resist as well. With some nice health as a bonus.

Deathfire Grasp: Perfect if you're facing tanky dps champions. The active destroys enemy champions health. It's as if 25% of their health was never their. Also, gives 80 AP.

Mejai's Soulstealer: Rush this early if you're doing good. This item is great if you can get the stacks. But, remember to be careful about dying. With this item you're screaming focus me. Take at your own risk.

Archangel's Staff: Takes a little while to max out but, is a very nice item. Take Archangel's Staff with Rod of Ages in my opinion the two are amazing when paired together.

Morello's Evil Tome: It's a lesser version of Mejai's Soulstealer with full stacks.

Will of the Ancients: Some ability power, and a very helpful spell vamp aura. I usually pick this up if I'm having trouble keeping my health more then half.

Athene's Unholy Grail: This is defiantly a underrated item for most mage's. It's not the best choice of item for Annie. Other items are way better. But, I'd recommend it for newer Annie players who are having trouble with their mana and, can't get a-hold of blue buff.

Quicksilver Sash: Amazing item if in the correct hands. This item can save your life. Plus it gives magic resist. Great item if facing a team with heavy CC.

Alternative Build Example:
> > > > >

Don't be afraid to mix and match items up. Certain items may only work for certain team compositions. Don't be afraid to try them all out. Keep in mind not every player plays the same; and not every gameplay turns out good. Remember to take situational and alternative items. And keep testing the water till you find what works for you!

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Creep Score

Creep Score & Farming

Creepy Score is important on any and every champion. Annie is easy to farm with. Her Q can be used to last hit, and her W to lower all of their health. Annie has to be careful about when she casts her spells. You want to farm with W but, you don't want to waste your stun. W is mana costly, be-careful when farming with W. Remember " Disintegrate's mana cost is refunded if it kills the target." Last hit with your Q as much as possible.

Example of Annie Farming and Last Hitting

Guide on how to last hit near tower

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What is zoning?

Simply put, zoning is the denial of the opposing enemy champion minion kills. Continually denying the enemy champion experience and/or gold by positioning yourself in such a way to where the enemy team champions are too afraid to approach. Not allowing them to be able to farm creeps, or hide in the brush. It's a method of controlling your lane and part of the map.


Bottom lane: Teemo and Caitlyn vs. Miss Fortune and Sona.
Teemo positions himself in the second set of bushes. Sona sees him go in their. Teemo's passive allows him to 'disappear' in the bushes by stealthing. While Caitlyn stays out of the brush farming creeps around the middle zone of the lane.
Because, Sona and Miss Fortune can't visibly see Teemo in the brush. They stay near their tower, tower hugging. All the while Caitlyn farms gold while Teemo stays near earning experience while keeping the enemy champions at bay.

To help new comer's to League of Legends here's a great video on zoning.

Visual of Zones

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Warding saves lifes. Do it!

Circle Code Color
  • Red - Late game wards. Usually not used. (These sometimes come in handy but, not always useful. Up to the summoner.)
  • Blue - Personal Bot/Top Wards.
  • Pink - Guard Baron/Dragon.
  • Green - Personal Mid Wards.
  • Black - Used to counter jungle or keep and eye on jungler. As well as keep an eye on enemy red/blue buff.
  • Orange - Junglers personal Wards as well as keeping an eye on blue/red buff.

Warding Mid

Warding Buffs/Dragon

Do not place a ward here:

In the below picture you only get limited sight. I notice a ton of people place them in these bushes early game. Placing them in the bush behind them will give more visibility.

In the below picture you're limiting sight once more. Placing the ward in front of the dragon will give visibility of part of the river as well as dragon. Placing the ward inside the dragon area only gives you dragon sight.

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Team Fights

Why is Annie essential?

SPACE Team fighting as Annie is simple. You want to let the tank initiate the fight. Your goal in team fights as Annie is to stun as many of the enemy champions as possible. As Annie you want to try and stay in the back of the team fight; trying to avoid getting focused down. You're extremely squishy and will die very fast. Annie easily turns the tides of battle with Summon: Tibbers + Pyromania. Annie can interrupt ultimate's such as Death Lotus with Pyromania. Keep Molten Shield up when entering a team fight. After you Summon: Tibbers shoot for taking out the AD carry > Squishys > everyone else.


Get your stun ready before a team fight.
Summon: Tibbers will chunk down their health by a lot. Try to find the opportunity when they're all close together to stun as many enemy champions as possible.
Try to make sure Pyromania is up to stun enemy champions with a deadly ultimate such as Katarina.

> > > > > > > > >

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As I go through and play Annie more I will try to get Replay's in which I am able to handle the different match-ups below. I'll post video's here for each champion as I run into them. Recorded games are just normal matches. Their maybe a ranked one who slips in here. But, most likely not. Anyway, hope you enjoy.

Idea from albableat's LeBlanc guide.

How my layout for match-ups works;
Early Difficulty is determined to early game before level six. Neither opponent has their ultimate at this time period. Later Difficulty is everything after level six. Starting items are determined upon different things. Including the enemy champions passive, common starting move (Q,W, or E), if the enemy champion has a skill shot or any crowd control, etc.

Early Difficulty: 5/10
Later Difficulty: 7/10

Starting Items: Boots of Speed + 3 Health Potions

Ahri is a skill shot based champion. Try to get a kill on her before level 6 if possible, or send her back to base as much as you can. Avoid her Charm and try not to get hit by Orb of Deception. Stay behind minions when she activates Fox-Fire, in the lower levels it will attack minions first. After level 6 be careful when attacking her. Her ultimate Spirit Rush will allow her to escape Summon: Tibbers. Stealing the enemy team’s blue buff will help your team out a ton.

Early Difficulty: 3/10
Later Difficulty: 9/10

Akali is a gap closing champion. Trying to run away from her, can and most likely will result in your death. Try to get a kill on her before level 6 if possible, or send her back to base as much as you can. Once she hit's 6 she becomes, nasty. Do not stand in Twilight Shroud. When fighting Akali if she is low she will use Twilight Shroud and the terrain to her advantage. Akali can also juke easily with her ultimate Shadow Dance and Twilight Shroud. If you buy and place a Vision Ward you'll be able to disable her from going stealth in her Twilight Shroud. Stunning her at a tower when she is diving you can easily change the tide of the fight.

Early Difficulty: 5/10
Later Difficulty: 7/10

Starting Items: Boots of Speed + 3 Health Potions

Anivia is the bird that never dies. When facing Anivia avoid Flash Frost. If you avoid her stun you pretty much can avoid her combo. Do NOT tower dive Anivia unless you know Rebirth is on Cool-down. She will most likely out farm you once she gets her ultimate Glacial Storm. If you can avoid her stun she's really easy to kill minus Rebirth. Steal her blue, I repeat doesn’t matter who really gets it preferably you or the jungler but, steal Anivias blue. She can’t farm without it early on.

Early Difficulty: 3/10
Later Difficulty: 6/10

Annie is the little girl with a scary ultimate. Avoid Pyromania's stun and you should be fine. Make her waste it on creeps. Before level 6 just avoid her stun and it should be cake. Once she hits level 6 be careful of Summon: Tibbers. Warning: he eats you. This is one of the few champions if you out do them you can probably build Mejai's Soulstealer against. Don't get caught off guard when it's Annie vs Annie. Whoever gets stun off first usually is the winner. Banshee’s Veil can deny the other Annie to start her combo.

Early Difficulty: 4/10
Later Difficulty: 7/10

Starting Items: Boots of Speed + 3 Health Potions

Brand is fire mage with lots of burst. He's not played that much anymore. If he hits you with Sear he will start his combo. Sear is a skill shot avoid it and you will avoid his combo. Staying behind creeps will help to avoid Sear and Pillar of Flame. He's strong in team fights with his ultimate Pyroclasm and Pillar of Flame. If your afflicted by Blaze avoid engaging in a fight. Deny Brand farm as much as possible.

Early Difficulty: 6/10
Later Difficulty: 9/10

Starting Items: Boots of Speed + 3 Health Potions

Cassiopeia is really annoying. She will out farm you easily. She will push really hard. Her damage is high and well her ultimate Petrifying Gaze is worse than Summon: Tibbers in my opinion. The good thing is she can't stun you till level 6. Dodge poison as much as possible. If she hits you with poison chances are she will go in and do Twin Fang. Don’t face check bushes when Cassiopeia is mia. Stealing the enemy team’s blue, can cripple her early on.

Early Difficulty: 4/10
Later Difficulty: 7/10

Fizz is a fishy trickster. Summon: Tibbers can block Chum the Waters if you have him out. Fizz really isn’t too much of a problem for Annie if you keep your distance. Avoid his ultimate if you can. It provides double crowd control and some nice damage. Quicksilver Sash will cause Chum of the Waters to be dropped to the ground. In order to avoid damage you will need to Flash out of it since you don’t have a move to mimic Flash. Most Fizzs like to tower dive around level 2 or 3 for some reason (might have something to do with how cute you are). Make sure your stun is up and keep them locked into tower’s range once they have agro of it. Free kill, and you just made a major enemy of that Fizz.

Early Difficulty: 5/10
Later Difficulty: 7/10

CH-1 Concussion Grenade
Starting Items: Doran's Ring

Heimerdinger and the annoying mini turrets! Heimerdinger will push you back to your turret and make it hard for you to farm even under the turret. Heimerdinger’s passive Techmaturgical Repair Bots increases healing regeneration of all nearby allied units, including turrets. Hextech Micro-Rockets will hit the closest units. Keep 3-4 allied minions between you and Heimerdinger to avoid getting hit by his rocket’s. If he is pushing you very hard to your tower, call for a gank.

Early Difficulty: 2/10
Later Difficulty: 5/10

Janna why is she mid? I’ve seen some Janna’s go mid in normal games. Not in ranked. Ability Power Janna can prove to be annoying more than anything. Support Janna shouldn’t be mid at all in the first place. Howling Gale is easy to predict. Avoiding Howling Gale and you end up avoiding most of Jannas damage. Zephyr will slow you greatly. I wouldn’t recommend tower diving Janna. A good Janna will shield either the herself or the tower in mid. At level six Janna now has a heal and another form of crowd control. Careful when tower diving her at six, if positioned correctly she can knock you into turret range and gain a kill.

Early Difficulty: 5/10
Later Difficulty: 7/10

Starting Items: Doran's Ring

Karma going mid I approve in normal's. Another support that is sometimes seen mid, and going for more of a damage route. She’s a underestimated champion, and a ton of people don’t understand her. First thing is first she gets her ultimate Mantra at level 1. Mantra makes her Q, W and E better in different ways. Soul Shield’s damage will make you cry, stay away from minions if she has Mantra up. Karma’s Heavenly Wave does decent damage, with Mantra up it will heal her. Keep this in mind. Karma won’t usually push the lane hard. I’d advise not to over extend fighting her Spirit Bond will slow you down or help the enemy ganker catch up to you.

Early Difficulty: 2/10
Later Difficulty: 4/10

Karthus when you see a red line above your head you cry. Don’t underestimate Karthus. Avoid Lay Waste; if you are to get hit by it remember it deals double damage if it hits a single target. When he dies remember Death Defied so move out of his stuff. Warn teammates when Krathus hits six, so they can be careful on health. Early ganks on Karthus can lead to tons of trouble for him later on.

Early Difficulty: 5/10
Later Difficulty: 10/10

Kassadin the annoyance to all AP champions. Kassadin has a silence that makes you cry. He has incredibly strong burst. Try to kill Kassadin when Force Pulse isn’t up. Riftwalk is a free Flash with a short cool-down. Try to get a gank on him before level six. After level six, make sure to call mia’s since he will be able to travel around the map quickly. Kassadin is very blue buff dependent. Try to steal blue buff, without it he cannot roam easily.

Early Difficulty: 1/10
Later Difficulty: 7/10

Katarina the bouncing death lotus. Katarina is very aggressive when facing. She will harass you with Shunpo and Bouncing Bladess. She most likely won’t kill you without a gank on you till level 6. Be careful of Death Lotus. Try to interrupt it or get out of the way. Shunpo is a better Flash except she needs to target an enemy/ally champion/minion or ward. If Katarina is missing call mia immediately, and don’t face check bushes. She can ultimate you from the bushes and you won’t even see her. Harass Katarina as much as possible while maintaining a good farm. When Death Lotus is on cool-down Katarina becomes, an easy target. An even easier target when Shunpo is on cool-down. In team fights, focus Katarina you don’t want 3 of your team mates eating her ultimate.

Early Difficulty: 3/10
Later Difficulty: 7/10

Kennen is that annoying ninja kid who likes to stun you a ton. Kennen uses energy, so don’t expect to outlast him with mana or anything because, he has none. Watch for Mark of the Storm debuff stacks. If you receive this 3 times he can then apply a stun to you. His ultimate Slicing Maelstrom is deadly in team fights. It hits random enemies within the lightning circle with AoE damage. It can hit the same target up to 3 times. Each lightning spell Kennen hits you with applies Mark of the Storm so, be-careful. Lightning Rush will allow him to catch you/escape from you. Kennens Thundering Shuriken is a skill-shot, stand behind minions to avoid getting hit. Kennen is a super squish early game. You should be able to get an early kill or gank on him. Stun Kennen and try to prevent him from doing tons of AoE damage in team-fights. Leaving him un-attended can lead to an enemy team ACE.

Early Difficulty: 8/10
Later Difficulty: 10/10

Sigil of Silence

LeBlanc the annoying mid lane who counters you like no tomorrow. Okay, so LeBlanc can go one of two ways. She can be easy if they are a bad LeBlanc or aren’t really aggressive. Or, LeBlanc can become your worst nightmare in which you will need to step out of mid and switch with someone. Call for a gank if she is over extending. A good LeBlanc will play aggressively early on to get kills on you. If you can push LeBlanc to her turret you will be limiting how much gold she gains from minions. She’s not as good of a farmer as you early game so denying her as much as possible is key. Sigil of Silence + Distortion early game will most likely take your health to half. Be-careful of her combo’s. She can silence you as well and burst you down so fast you don’t even get a chance to stun her. When escaping LeBlanc keep in mind Distortion + Mimic + Flash is 3 Flashs at her disposal to catch up to you. Avoid Ethereal Chains as much as possible to avoid LeBlanc keeping you in place while she unleashes her combo on you. Banshee's Veil or Quicksilver Sash our lifesavers when fighting LeBlanc.

Early Difficulty: 3/10
Later Difficulty: 6 /10

Starting Items: Doran's Ring

Lulu that support who does good damage. Wild Growth will save her life as well as making her tanky. Whimsy is a mini Ghost for Lulu. While Whimsy casted on an enemy is a disable and slow. Glitterlance will slow you down if hit by it by 80%. Help, Pix! will do a ton of damage if she cast’s it on you. Also, enabling her to hit you with Glitterlance for free. Lulu has to decide between dishing out damage or buffing herself.

Early Difficulty: 5/10
Later Difficulty: 6 /10

Finales Funkeln

Lux is the light mage who sees all. Lux has a nice range on all of her spells. Light Binding is her snare. Keep 2 creeps in-between you and Lux. If you get hit by any of her spells keep in mind Illumination applies a debuff. Most Luxs will also take Lich Bane so try to put up Molten Shield when she goes into auto-attack. Avoiding her auto-attack is the key goal here but, if you can’t try to put up your shield to do damage to her. Prismatic Barrier can save Luxs life and negate Ignite. Dodge Lucent Singularity by moving sideways, keep in mind this also slows you if you walk in its circle of light. When you have low health be ready to dodge Finales Funkeln.

Early Difficulty: 7/10
Later Difficulty: 9/10

Malzahar is the annoying ultimate man. Call of the Void is a long ranged silence. It’s easy to avoid. Nether Grasp along with is combination of Null Zone, and Malefic Visions can most likely equal death. If the Malzahar takes Ignite he will most likely use that during this combo as well. Summon Voidling targets enemy champions/creeps that are afflicted by Malefic Visions. Quicksilver Sash will escape Nether Grasp. If Malzahar doesn’t kill you with his spell rotation you can usually get the kill on him or escape. Malzahar can farm easily with Malefic Visions. Try to push him to his tower but, do not ever dive him.

Early Difficulty: 6/10
Later Difficulty: 8/10

Morgana the amazing farmer. A good Morgana will watch for when your stun is up and cast Black Shield to avoid the stun. It blocks magic damage as well as any CC effect aimed at her or the ally it is casted on. Tormented Soil is her main farming spell, move out of it. It does decent damage, and also lowers magic resist. Soul Shackles will wreck your team in team fights. It’s like Summon: Tibbers but, instead of a big bear it chains everyone. Try to harass Morgana making her go back to base. Take Morganas blue golem buff to prevent her from easily farming. Hitting her with Disintegrate without having stun up will sometimes cause the summoner to panic and cast Black Shield allowing you to get your stun up and combo on her.

Early Difficulty: 3/10
Later Difficulty: 6/10

Nidalee the kitty girl and her spear. Javelin Toss / Takedown will wreck your health if you get hit by it. The Early Difficulty can be different depending on how well you handle dodging her spears. Javelin Toss / Takedowns damage depends on how far away you are from Nidalee on the moment of impact. Some Nidalees will Flash away so, the spear does even more damage. Bushwhack / Pounce lowers Armor and Magic Resist try to avoid the traps. Nidalee isn’t that great middle lane compared to other champions. In mid lane you can predict her spear chucks easily. Nidalee can escape you easily because of Aspect Of The Cougar and Prowl. Don’t chase the cat into the bushes. You’ll most likely regret it. Try to catch Nidalee in her human form to do maximum damage to her.

Early Difficulty: 4/10
Later Difficulty: 6/10

Orianna the ballin’ clockwork lady. Oriannas abilities all come from her ball, keep that in mind. Orianna has a very nice range on her abilities. She can easily harass you even if your behind minions or turret-hugging. Clockwork Windup makes her auto attacks hurt. If you see Orianna auto attacking you, that means it’s time for Molten Shield. Teach her a lesson for auto attacking you. Oriannas main harass early game is mainly hitting you with Command: Attack + Command: Dissonance. If the ball is moving towards you dodge it. Use your stun advantage on her. When her ball isn’t with her she is pretty much 100% useless. Deny her farm by sending her back to her base. Orianna can become very powerful late game, denying her farm early on can save your team late game.

Early Difficulty: 3/10
Later Difficulty: 7/10

Starting Items: Doran's Ring

Ryze nuking your team since level 6. Ryzes Arcane Mastery allows his late game rotation to be extremely strong. Ryzes early game boarders on completely horrid. He will most likely try to get a gank on you with the help of his jungler. Rune Prison can interrupt your combo allowing him to get away. Wait for Ryze to Rune Prison then go in for the kill. Try to deny him early game farm, stay in the lane and focus on pushing him to his tower. Be-careful of the enemy jungler. Buy wards to help deny ganks mid lane.

Early Difficulty: 5/10
Later Difficulty: 9/10

Starting Items: Boots of Speed and 3 Health Potions or Doran's Ring

Swain the amazing bird man. Above’s difficulty is considering they are a good Swain. Most Swains aren’t that great and he is really underplayed. Ravenous Flock is very good for healing him. Ravenous Flock cannont be interrupted like Fiddlesticks Drain or Master Yi’s Meditate. Ignite will counter the heal though. Swain most likely will try to land Nevermove in order to secure a kill on you. Avoid Nevermove and you will most likely deny him a kill. Swain will win early fights against you, try to just farm. When you’re afflicted by Torment stay out of his range. Take his blue and ask for a gank on him. Swain is a slow champion and if he misses his Nevermove he will die really quickly.

Under Construction

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  • 4/17/2012 - Released. Added Farming Video. Added QSS. Added some more information. Fixed Mastery images. Fixed items.
  • 4/19/2012 - Updated Skills.
  • 4/20/2012 - Made matchup section. Started adding to matchup section.
  • 4/21/2012 - Added more champions to matchup section.
  • 4/30/2012 - Added more champions to matchup section. Added closing section.
  • 5/1/2012 - Added Lux Video. Added example item build.
  • 5/2/2012 - Fixed up item section. Added warding images. Added Team Fight section. ~ Thanks to IceCreamy for the review and tips (and +scout)! & Special thanks to JhoiJhoi for the +scout!
  • 5/3/2012 - Added a few more match-ups. Fixed chapter order.
  • 5/5/2012 - TuCKeRBWS's screenshots added. Special thanks to TuCKeRBWS for sending screen caps of the game scores.
  • 5/10/2012 - Fixed DFG information. Updated Mastery Tree. Special thanks to A Chubby Baby for the +scout! And for the reminder about DFG change. Updated items.
  • 5/11/2012 - Thanks CasterMaster for +scout!
  • 5/29/2012 - Added new item. Add new warding video. Add more match-ups. Fixed mastery.

Soon to come:
  • Recommended laning partners.
  • The good, the bad and the ugly Mid laning enemies.
  • Gameplay videos.
  • Achievement Section.
  • Tips & Tricks Section.

Patch Updates
  • 4/17/2012 - Pyromania now works like other charged passives (activating a spell with the stun no longer builds a charge, but number of charges required to energize reduced to 4 from 5).
  • 4/30/2012 - Base Health increased to 460 from 424, Incinerate Mana cost reduced to 70/80/90/100/110 from 80/95/110/125/140.
    Molten Shield
    ~ Fixed a bug where Molten Shield returned damage to turrets
    ~ Duration reduced to 8 seconds from 15 seconds and cooldown reduced to 16 seconds from 30 seconds
    ~ Mana cost reduced to 20 from 25
    ~ Armor and Magic Resist increased to 20/30/40/50/60 from 10/20/30/40/50
  • 6/17/2012 - Summon: Tibbers
    ~ Reactivating 'Summon: Tibbers' while the Bear is active now allows you to control your pet, similar to Alt+Right Clicking
    ~ You will also see a self-only targeting particle when using this ability, depicting what command your pet is following

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Hope you enjoyed my Annie guide make sure to comment! If you do a game using my guide and want you score featured; send me a pm and I'll post it here. Have fun gaming!

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